diff options
Diffstat (limited to 'gamestate.cpp')
-rw-r--r-- | gamestate.cpp | 350 |
1 files changed, 350 insertions, 0 deletions
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 | } | ||