diff options
| -rw-r--r-- | Makefile.am | 2 | ||||
| -rw-r--r-- | gamestate.cpp | 350 | ||||
| -rw-r--r-- | gamestate.h | 12 | ||||
| -rw-r--r-- | titlestate.cpp | 13 |
4 files changed, 370 insertions, 7 deletions
| diff --git a/Makefile.am b/Makefile.am index 803036c..15c2480 100644 --- a/Makefile.am +++ b/Makefile.am | |||
| @@ -2,6 +2,6 @@ AUTOMAKE_OPTIONS = subdir-objects | |||
| 2 | ACLOCAL_AMFLAGS = ${ACLOCAL_FLAGS} | 2 | ACLOCAL_AMFLAGS = ${ACLOCAL_FLAGS} |
| 3 | 3 | ||
| 4 | bin_PROGRAMS = mazeoflife | 4 | bin_PROGRAMS = mazeoflife |
| 5 | mazeoflife_SOURCES = highscore.cpp hslist.cpp mazeoflife.cpp util.cpp titlestate.cpp | 5 | mazeoflife_SOURCES = highscore.cpp hslist.cpp mazeoflife.cpp util.cpp titlestate.cpp gamestate.cpp |
| 6 | AM_CXXFLAGS = $(SDLTTF_CXXFLAGS) $(SDLNET_CXXFLAGS) | 6 | AM_CXXFLAGS = $(SDLTTF_CXXFLAGS) $(SDLNET_CXXFLAGS) |
| 7 | mazeoflife_LDADD = $(SDLTTF_LIBS) $(SDLNET_LIBS) | 7 | mazeoflife_LDADD = $(SDLTTF_LIBS) $(SDLNET_LIBS) |
| diff --git a/gamestate.cpp b/gamestate.cpp new file mode 100644 index 0000000..e82a786 --- /dev/null +++ b/gamestate.cpp | |||
| @@ -0,0 +1,350 @@ | |||
| 1 | #include "gamestate.h" | ||
| 2 | #include <SDL_ttf.h> | ||
| 3 | #include "util.h" | ||
| 4 | #include "mazeoflife.h" | ||
| 5 | |||
| 6 | class GameBoard { | ||
| 7 | public: | ||
| 8 | GameBoard(int level); | ||
| 9 | void tick(int playerx, int playery); | ||
| 10 | void render(SDL_Renderer* renderer); | ||
| 11 | bool isObstructed(int x, int y); | ||
| 12 | |||
| 13 | private: | ||
| 14 | int level; | ||
| 15 | bool blocks[WIDTH][HEIGHT]; | ||
| 16 | }; | ||
| 17 | |||
| 18 | class LoadGameState : public State { | ||
| 19 | public: | ||
| 20 | LoadGameState(int level); | ||
| 21 | State* operator() (SDL_Renderer* renderer); | ||
| 22 | |||
| 23 | private: | ||
| 24 | int level; | ||
| 25 | }; | ||
| 26 | |||
| 27 | class PlayGameState : public State { | ||
| 28 | public: | ||
| 29 | PlayGameState(int level, GameBoard* board, int playerx, int playery); | ||
| 30 | State* operator() (SDL_Renderer* renderer); | ||
| 31 | |||
| 32 | private: | ||
| 33 | bool move(int x, int y); | ||
| 34 | int level; | ||
| 35 | GameBoard* board; | ||
| 36 | int playerx; | ||
| 37 | int playery; | ||
| 38 | }; | ||
| 39 | |||
| 40 | void setRendererAliveColor(SDL_Renderer* renderer, int level) | ||
| 41 | { | ||
| 42 | switch ((level/10)%5) | ||
| 43 | { | ||
| 44 | case 0: SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); break; // Black | ||
| 45 | case 1: SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255); break; // Red | ||
| 46 | case 2: SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255); break; // Green | ||
| 47 | case 3: SDL_SetRenderDrawColor(renderer, 85, 85, 85, 255); break; // Dark Gray | ||
| 48 | case 4: SDL_SetRenderDrawColor(renderer, 255, 0, 255, 255); break; // Magenta | ||
| 49 | } | ||
| 50 | } | ||
| 51 | |||
| 52 | void setRendererDeadColor(SDL_Renderer* renderer, int level) | ||
| 53 | { | ||
| 54 | switch ((level/10)%5) | ||
| 55 | { | ||
| 56 | case 0: SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); break; // White | ||
| 57 | case 1: SDL_SetRenderDrawColor(renderer, 255, 192, 203, 255); break; // Pink | ||
| 58 | case 2: SDL_SetRenderDrawColor(renderer, 0, 255, 255, 255); break; // Cyan | ||
| 59 | case 3: SDL_SetRenderDrawColor(renderer, 170, 170, 170, 255); break; // Light Gray | ||
| 60 | case 4: SDL_SetRenderDrawColor(renderer, 255, 128, 0, 255); break; // Orange | ||
| 61 | } | ||
| 62 | } | ||
| 63 | |||
| 64 | void incrementIfNeighbor(int x, int y, bool temp[WIDTH][HEIGHT], int* tick, int playerx, int playery) | ||
| 65 | { | ||
| 66 | int nx = x; | ||
| 67 | int ny = y; | ||
| 68 | |||
| 69 | wrap(&x, &y); | ||
| 70 | |||
| 71 | if (!((nx!=x)&&(ny!=y))) | ||
| 72 | { | ||
| 73 | if ((temp[x][y])||((playerx==x)&&(playery==y))||((x==15)&&(y==15))) | ||
| 74 | { | ||
| 75 | ++*tick; | ||
| 76 | } | ||
| 77 | } | ||
| 78 | } | ||
| 79 | |||
| 80 | State* GameState::operator() (SDL_Renderer* renderer) | ||
| 81 | { | ||
| 82 | return new LoadGameState(0); | ||
| 83 | } | ||
| 84 | |||
| 85 | LoadGameState::LoadGameState(int m_level) | ||
| 86 | { | ||
| 87 | level = m_level; | ||
| 88 | } | ||
| 89 | |||
| 90 | State* LoadGameState::operator() (SDL_Renderer* renderer) | ||
| 91 | { | ||
| 92 | // Randomly place the player in a corner | ||
| 93 | int playerx, playery; | ||
| 94 | switch (rand()%4) | ||
| 95 | { | ||
| 96 | case 0: playerx = 1; playery = 1; break; | ||
| 97 | case 1: playerx = 1; playery = HEIGHT-2; break; | ||
| 98 | case 2: playerx = WIDTH-2; playery = HEIGHT-2; break; | ||
| 99 | case 3: playerx = WIDTH-2; playery = 1; break; | ||
| 100 | } | ||
| 101 | |||
| 102 | // Display the level number | ||
| 103 | setRendererDeadColor(renderer, level); | ||
| 104 | SDL_RenderClear(renderer); | ||
| 105 | |||
| 106 | TTF_Font* font = loadFont(100); | ||
| 107 | SDL_Color fontColor = {0, 0, 0, 0}; | ||
| 108 | char levelnum[8]; | ||
| 109 | sprintf(levelnum, "%d", level); | ||
| 110 | SDL_Surface* dispsurf = TTF_RenderText_Solid(font, levelnum, fontColor); | ||
| 111 | SDL_Texture* disptext = SDL_CreateTextureFromSurface(renderer, dispsurf); | ||
| 112 | SDL_FreeSurface(dispsurf); | ||
| 113 | |||
| 114 | SDL_Rect pos; | ||
| 115 | SDL_QueryTexture(disptext, NULL, NULL, &pos.w, &pos.h); | ||
| 116 | pos.x = 240-(pos.w/2); | ||
| 117 | pos.y = 240-(pos.h/2); | ||
| 118 | |||
| 119 | SDL_RenderCopy(renderer, disptext, NULL, &pos); | ||
| 120 | SDL_RenderPresent(renderer); | ||
| 121 | |||
| 122 | // Do 50 gens of Conway | ||
| 123 | GameBoard* board = new GameBoard(level); | ||
| 124 | for (int i=0; i<50; i++) | ||
| 125 | { | ||
| 126 | board->tick(playerx, playery); | ||
| 127 | } | ||
| 128 | |||
| 129 | // Wait a bit | ||
| 130 | SDL_Delay(500); | ||
| 131 | |||
| 132 | // Start the level | ||
| 133 | return new PlayGameState(level, board, playerx, playery); | ||
| 134 | } | ||
| 135 | |||
| 136 | PlayGameState::PlayGameState(int m_level, GameBoard* m_board, int m_playerx, int m_playery) | ||
| 137 | { | ||
| 138 | level = m_level; | ||
| 139 | board = m_board; | ||
| 140 | playerx = m_playerx; | ||
| 141 | playery = m_playery; | ||
| 142 | } | ||
| 143 | |||
| 144 | State* PlayGameState::operator() (SDL_Renderer* renderer) | ||
| 145 | { | ||
| 146 | SDL_Event e; | ||
| 147 | |||
| 148 | for (;;) | ||
| 149 | { | ||
| 150 | // Tick board | ||
| 151 | board->tick(playerx, playery); | ||
| 152 | |||
| 153 | // Paint board | ||
| 154 | board->render(renderer); | ||
| 155 | |||
| 156 | // Paint event | ||
| 157 | SDL_Rect block; | ||
| 158 | block.w = 16; | ||
| 159 | block.h = 16; | ||
| 160 | block.x = 15*16; | ||
| 161 | block.y = 15*16; | ||
| 162 | SDL_SetRenderDrawColor(renderer, 0, 0, 255, 255); | ||
| 163 | SDL_RenderFillRect(renderer, &block); | ||
| 164 | |||
| 165 | // Paint player | ||
| 166 | block.x = playerx*16; | ||
| 167 | block.y = playery*16; | ||
| 168 | SDL_SetRenderDrawColor(renderer, 255, 255, 0, 255); | ||
| 169 | SDL_RenderFillRect(renderer, &block); | ||
| 170 | |||
| 171 | SDL_RenderPresent(renderer); | ||
| 172 | |||
| 173 | while (SDL_PollEvent(&e)) | ||
| 174 | { | ||
| 175 | if (e.type == SDL_QUIT) | ||
| 176 | { | ||
| 177 | return NULL; | ||
| 178 | } else if (e.type == SDL_KEYDOWN) | ||
| 179 | { | ||
| 180 | switch (e.key.keysym.sym) | ||
| 181 | { | ||
| 182 | case SDLK_LEFT: | ||
| 183 | if (move(playerx-1, playery)) | ||
| 184 | { | ||
| 185 | return new LoadGameState(level+1); | ||
| 186 | } else { | ||
| 187 | break; | ||
| 188 | } | ||
| 189 | |||
| 190 | case SDLK_RIGHT: | ||
| 191 | if (move(playerx+1, playery)) | ||
| 192 | { | ||
| 193 | return new LoadGameState(level+1); | ||
| 194 | } else { | ||
| 195 | break; | ||
| 196 | } | ||
| 197 | |||
| 198 | case SDLK_UP: | ||
| 199 | if (move(playerx, playery-1)) | ||
| 200 | { | ||
| 201 | return new LoadGameState(level+1); | ||
| 202 | } else { | ||
| 203 | break; | ||
| 204 | } | ||
| 205 | |||
| 206 | case SDLK_DOWN: | ||
| 207 | if (move(playerx, playery+1)) | ||
| 208 | { | ||
| 209 | return new LoadGameState(level+1); | ||
| 210 | } else { | ||
| 211 | break; | ||
| 212 | } | ||
| 213 | } | ||
| 214 | } | ||
| 215 | } | ||
| 216 | } | ||
| 217 | } | ||
| 218 | |||
| 219 | bool PlayGameState::move(int x, int y) | ||
| 220 | { | ||
| 221 | wrap(&x, &y); | ||
| 222 | |||
| 223 | // Are we at the event? | ||
| 224 | if ((x==15)&&(y==15)) | ||
| 225 | { | ||
| 226 | return true; | ||
| 227 | } | ||
| 228 | |||
| 229 | // Can we even go there? | ||
| 230 | if (!board->isObstructed(x,y)) | ||
| 231 | { | ||
| 232 | playerx = x; | ||
| 233 | playery = y; | ||
| 234 | } | ||
| 235 | |||
| 236 | return false; | ||
| 237 | } | ||
| 238 | |||
| 239 | GameBoard::GameBoard(int m_level) | ||
| 240 | { | ||
| 241 | level = m_level; | ||
| 242 | |||
| 243 | for (int y=0; y<HEIGHT; y++) | ||
| 244 | { | ||
| 245 | for (int x=0; x<WIDTH; x++) | ||
| 246 | { | ||
| 247 | blocks[x][y] = false; | ||
| 248 | |||
| 249 | switch (level/10+1) | ||
| 250 | { | ||
| 251 | case 1: | ||
| 252 | if ((x>13)&&(x<17)&&(y>13)&&(y<17)) | ||
| 253 | { | ||
| 254 | blocks[x][y] = rand() % 2; | ||
| 255 | } | ||
| 256 | break; | ||
| 257 | case 2: | ||
| 258 | case 3: | ||
| 259 | if ((x>12)&&(x<18)&&(y>12)&&(y<18)) | ||
| 260 | { | ||
| 261 | blocks[x][y] = rand() % 2; | ||
| 262 | } | ||
| 263 | break; | ||
| 264 | case 4: | ||
| 265 | case 5: | ||
| 266 | if ((x>11)&&(x<19)&&(y>11)&&(y<19)) | ||
| 267 | { | ||
| 268 | blocks[x][y] = rand() % 2; | ||
| 269 | } | ||
| 270 | break; | ||
| 271 | default: | ||
| 272 | blocks[x][y] = rand() % 2; | ||
| 273 | } | ||
| 274 | } | ||
| 275 | } | ||
| 276 | |||
| 277 | blocks[15][15] = false; | ||
| 278 | } | ||
| 279 | |||
| 280 | void GameBoard::tick(int playerx, int playery) | ||
| 281 | { | ||
| 282 | bool temp[WIDTH][HEIGHT]; | ||
| 283 | int x,y; | ||
| 284 | for (x=0;x<WIDTH;x++) | ||
| 285 | { | ||
| 286 | for (y=0;y<HEIGHT;y++) | ||
| 287 | { | ||
| 288 | temp[x][y] = blocks[x][y]; | ||
| 289 | } | ||
| 290 | } | ||
| 291 | |||
| 292 | for (x=0;x<WIDTH;x++) | ||
| 293 | { | ||
| 294 | for (y=0;y<HEIGHT;y++) | ||
| 295 | { | ||
| 296 | if ((x==15)&&(y==15)) | ||
| 297 | { | ||
| 298 | continue; | ||
| 299 | } | ||
| 300 | |||
| 301 | int neighbors = 0; | ||
| 302 | |||
| 303 | incrementIfNeighbor(x-1,y-1,temp,&neighbors, playerx, playery); | ||
| 304 | incrementIfNeighbor(x-1,y,temp,&neighbors, playerx, playery); | ||
| 305 | incrementIfNeighbor(x-1,y+1,temp,&neighbors, playerx, playery); | ||
| 306 | incrementIfNeighbor(x,y-1,temp,&neighbors, playerx, playery); | ||
| 307 | incrementIfNeighbor(x,y+1,temp,&neighbors, playerx, playery); | ||
| 308 | incrementIfNeighbor(x+1,y-1,temp,&neighbors, playerx, playery); | ||
| 309 | incrementIfNeighbor(x+1,y,temp,&neighbors, playerx, playery); | ||
| 310 | incrementIfNeighbor(x+1,y+1,temp,&neighbors, playerx, playery); | ||
| 311 | |||
| 312 | if (temp[x][y]) | ||
| 313 | { | ||
| 314 | blocks[x][y] = ((neighbors >= 1) && (neighbors <= 4)); | ||
| 315 | } else { | ||
| 316 | blocks[x][y] = (neighbors == 3); | ||
| 317 | } | ||
| 318 | } | ||
| 319 | } | ||
| 320 | } | ||
| 321 | |||
| 322 | void GameBoard::render(SDL_Renderer* renderer) | ||
| 323 | { | ||
| 324 | SDL_Rect block; | ||
| 325 | block.w = 16; | ||
| 326 | block.h = 16; | ||
| 327 | |||
| 328 | for (int y=0; y<HEIGHT; y++) | ||
| 329 | { | ||
| 330 | for (int x=0; x<WIDTH; x++) | ||
| 331 | { | ||
| 332 | block.x = x*16; | ||
| 333 | block.y = y*16; | ||
| 334 | |||
| 335 | if (blocks[x][y]) | ||
| 336 | { | ||
| 337 | setRendererAliveColor(renderer, level); | ||
| 338 | } else { | ||
| 339 | setRendererDeadColor(renderer, level); | ||
| 340 | } | ||
| 341 | |||
| 342 | SDL_RenderFillRect(renderer, &block); | ||
| 343 | } | ||
| 344 | } | ||
| 345 | } | ||
| 346 | |||
| 347 | bool GameBoard::isObstructed(int x, int y) | ||
| 348 | { | ||
| 349 | return blocks[x][y]; | ||
| 350 | } | ||
| diff --git a/gamestate.h b/gamestate.h new file mode 100644 index 0000000..815bc73 --- /dev/null +++ b/gamestate.h | |||
| @@ -0,0 +1,12 @@ | |||
| 1 | #include <SDL.h> | ||
| 2 | #include "state.h" | ||
| 3 | |||
| 4 | #ifndef GAMESTATE_H | ||
| 5 | #define GAMESTATE_H | ||
| 6 | |||
| 7 | class GameState : public State { | ||
| 8 | public: | ||
| 9 | State* operator() (SDL_Renderer* renderer); | ||
| 10 | }; | ||
| 11 | |||
| 12 | #endif \ No newline at end of file | ||
| diff --git a/titlestate.cpp b/titlestate.cpp index 8375c4a..87a1faf 100644 --- a/titlestate.cpp +++ b/titlestate.cpp | |||
| @@ -1,5 +1,6 @@ | |||
| 1 | #include "titlestate.h" | 1 | #include "titlestate.h" |
| 2 | #include "util.h" | 2 | #include "util.h" |
| 3 | #include "gamestate.h" | ||
| 3 | 4 | ||
| 4 | State* TitleState::operator() (SDL_Renderer* renderer) | 5 | State* TitleState::operator() (SDL_Renderer* renderer) |
| 5 | { | 6 | { |
| @@ -10,6 +11,11 @@ State* TitleState::operator() (SDL_Renderer* renderer) | |||
| 10 | 11 | ||
| 11 | for (;;) | 12 | for (;;) |
| 12 | { | 13 | { |
| 14 | SDL_RenderClear(renderer); | ||
| 15 | SDL_RenderCopy(renderer, background, NULL, NULL); | ||
| 16 | applyTexture(renderer, pointer, 136, selection==0?316:(selection==1?350:(selection==2?381:417))); | ||
| 17 | SDL_RenderPresent(renderer); | ||
| 18 | |||
| 13 | while (SDL_PollEvent(&e)) | 19 | while (SDL_PollEvent(&e)) |
| 14 | { | 20 | { |
| 15 | if (e.type == SDL_QUIT) | 21 | if (e.type == SDL_QUIT) |
| @@ -27,7 +33,7 @@ State* TitleState::operator() (SDL_Renderer* renderer) | |||
| 27 | { | 33 | { |
| 28 | switch (selection) | 34 | switch (selection) |
| 29 | { | 35 | { |
| 30 | //case 0: return new GameState(); | 36 | case 0: return new GameState(); |
| 31 | //case 1: return new HowToPlayState(); | 37 | //case 1: return new HowToPlayState(); |
| 32 | //case 2: return new ChooseHighscoreListState(); | 38 | //case 2: return new ChooseHighscoreListState(); |
| 33 | case 3: return NULL; | 39 | case 3: return NULL; |
| @@ -35,10 +41,5 @@ State* TitleState::operator() (SDL_Renderer* renderer) | |||
| 35 | } | 41 | } |
| 36 | } | 42 | } |
| 37 | } | 43 | } |
| 38 | |||
| 39 | SDL_RenderClear(renderer); | ||
| 40 | SDL_RenderCopy(renderer, background, NULL, NULL); | ||
| 41 | applyTexture(renderer, pointer, 136, selection==0?316:(selection==1?350:(selection==2?381:417))); | ||
| 42 | SDL_RenderPresent(renderer); | ||
| 43 | } | 44 | } |
| 44 | } \ No newline at end of file | 45 | } \ No newline at end of file |
