-
Notifications
You must be signed in to change notification settings - Fork 1
/
dfgame.cpp
224 lines (182 loc) · 4.85 KB
/
dfgame.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
/*
William Francis
Corrigan Farley
Randy Tobias
*/
#include "dfgame.h"
Player* player;
DFGame::~DFGame() {
SDL_Quit();
}
int DFGame::MainLoop() {
bool quit = false;
char *key;
bool draw_player = false;
if (!IsValid()) {
return 1;
}
float dTime=0.0;
int thisTime=0;
int lastTime=0;
while (quit == false){
thisTime = SDL_GetTicks();
dTime = (float)(thisTime - lastTime) / 1000;
lastTime = thisTime;
player->doMovement(dTime);
//printf("%f %f\n",player->getX(),player->getY());
while( SDL_PollEvent( &event ) )
{
switch (event.type) { //check the event type
case SDL_KEYDOWN: //if a key has been pressed
key = SDL_GetKeyName(event.key.keysym.sym);
switch ( event.key.keysym.sym)
{
case SDLK_ESCAPE: //quit if 'ESC' pressed
quit = true;
break;
case 'a': //move player left if 'a' pressed
player->moveLeft();
break;
case 'd': //move player right if 'd' is pressed
player->moveRight();
break;
case 'w': // move player up if 'w' is pressed
player->moveUp();
break;
case 's': // move player down if 's' is pressed
player->moveDown();
break;
}
break;
case SDL_KEYUP:
key = SDL_GetKeyName(event.key.keysym.sym);
switch ( event.key.keysym.sym)
{
case 'a':
player->stopLeft();
break;
case 'd':
player->stopRight();
break;
case 'e':
break;
}
break;
case SDL_MOUSEMOTION: //mouse moved
//printf("Mouse motion x:%d, y:%d\n", event.motion.x, event.motion.y );
break;
case SDL_MOUSEBUTTONUP:{ //mouse button pressed
printf("Mouse pressed x:%d, y:%d\n", event.button.x, event.button.y );
printf("Slot %d was clicked\n", ui->getSlotNum(event.motion.x, event.motion.y));
//check for player collision to activate door
std::vector<Item*>* objects = level->getObjects();
std::vector<Item*>::iterator i;
for (i=(*objects).begin();i<(*objects).end();i++) {
if ((*i)->mouseOver(event.button.x,event.button.y)){
if (player->singleCollide(*i)){
(*i)->use();
}
}
}
};
break;
case SDL_QUIT: //'x' of Window clicked
exit ( 1 );
break;
}
}
glClear( GL_COLOR_BUFFER_BIT );
level->draw();
ui->draw();
player->draw();
SDL_GL_SwapBuffers();
SDL_Delay(1);
}
return 0;
}
void DFGame::setLevel(Level* level)
{
this->level = level;
}
DFGame::DFGame()
{
valid = true;
//Initialize SDL
if( SDL_Init( SDL_INIT_EVERYTHING ) < 0 )
{
valid = false;
return;
}
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,8);
//Create Window
if( SDL_SetVideoMode( SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, SDL_OPENGL ) == NULL )
{
valid = false;
return;
}
//Initialize OpenGL
if( init_GL() == false )
{
valid = false;
return;
}
//Set caption
SDL_WM_SetCaption( "Diabolical Fuckup", NULL );
ui = new UI();
// Initialize a texture
Texture *front = new Texture("images/GuyFront.png");
Texture *left = new Texture("images/GuyLeft.png");
Texture *right = new Texture("images/GuyRight.png");
Texture *jright = new Texture("images/GuyRightJump.png");
Texture *jleft = new Texture("images/GuyLeftJump.png");
Texture *tex = new Texture("images/greybrick.png");
Texture *doorclosed = new
Texture("images/door_closed.png");
Texture *dooropen = new Texture("images/door_open.png");
player = new Player(left,right,front,jright,jleft);
// Initialize some platforms
Platform *floor = new Platform(0,450,FLOOR_WIDTH,FLOOR_HEIGHT,tex);
Platform *thing = new Platform(500,250,FLOOR_WIDTH/3,FLOOR_HEIGHT,tex);
// Door?
Door *door1 = new Door(700,350,dooropen,doorclosed);
Door *door2 = new Door(0,350,dooropen,doorclosed);
door1->link(door2);
// Create a level and add everything
level = new Level();
level->addPlatform(floor);
level->addPlatform(thing);
level->addObject(door1);
Level *level2 = new Level();
level2->addPlatform(floor);
level2->addObject(door2);
door2->setDest(level);
door1->setDest(level2);
// Set level on player
player->setLevel(level);
}
bool DFGame::init_GL(){
//clear color
glClearColor(0,0,0,0);
//set projection
glMatrixMode( GL_PROJECTION);
glLoadIdentity();
glOrtho(0,SCREEN_WIDTH,SCREEN_HEIGHT,0,-1,1);
glClear( GL_COLOR_BUFFER_BIT );
//innitialize modelview
glMatrixMode( GL_MODELVIEW );
glLoadIdentity();
//check for errors
if (glGetError() != GL_NO_ERROR){
return false;
}
glEnable(GL_BLEND);
glEnable(GL_ALPHA_TEST);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//else
return true;
}
bool DFGame::IsValid() {
return valid;
}