From 1af772beadf5d03822c2cbdf80987e0580813602 Mon Sep 17 00:00:00 2001 From: Kelly Rauchenberger Date: Fri, 19 Jun 2009 11:35:01 -0400 Subject: Backed out changeset 9cb52f41967c 'Twas a bad idea --- gamestate.cpp | 273 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 273 insertions(+) create mode 100644 gamestate.cpp (limited to 'gamestate.cpp') diff --git a/gamestate.cpp b/gamestate.cpp new file mode 100644 index 0000000..39d589d --- /dev/null +++ b/gamestate.cpp @@ -0,0 +1,273 @@ +#include "includes.h" + +GameState::GameState() +{ + player_color = getColor(255, 255, 0); + event_color = getColor(0, 0, 255); + + newGame = false; + + info.playerx = 1; + info.playery = 1; + info.level = Level(); + info.doneMaking = false; + board = Board(&info); + + SDL_WM_SetCaption("Maze Of Life - Level 1", NULL); +} + +void GameState::input(SDLKey key) +{ + if (info.doneMaking) + { + switch (key) + { + case SDLK_LEFT: + move(info.playerx-1, info.playery); + + break; + case SDLK_RIGHT: + move(info.playerx+1, info.playery); + + break; + case SDLK_UP: + move(info.playerx, info.playery-1); + + break; + case SDLK_DOWN: + move(info.playerx, info.playery+1); + + break; + case SDLK_ESCAPE: + newGame = false; + + info.playerx = 1; + info.playery = 1; + info.level = Level(); + info.doneMaking = false; + board = Board(&info); + + SDL_WM_SetCaption("Maze Of Life - Level 1", NULL); + + break; + } + } +} + +void GameState::tick() +{ + if (newGame) + { + switch (rand()%4) + { + case 0: info.playerx = 1; info.playery = 1; break; + case 1: info.playerx = 1; info.playery = HEIGHT-2; break; + case 2: info.playerx = WIDTH-2; info.playery = HEIGHT-2; break; + case 3: info.playerx = WIDTH-2; info.playery = 1; break; + } + + info.level.incrementLevel(); + info.doneMaking = false; + board = Board(&info); + newGame = false; + + char title[32]; + sprintf(title, "Maze Of Life - Level %d", info.level.getLevel()); + SDL_WM_SetCaption(title, NULL); + } + + board.tick(); +} + +void GameState::move(int x, int y) +{ + wrap(&x, &y); + + if (board.isObstructed(x,y)) return; + if ((x==15)&&(y==15)) newGame = true; + + info.playerx = x; + info.playery = y; +} + +void GameState::render(SDL_Surface* screen) +{ + // Paint maze + board.render(screen); + + // Paint player + SDL_Rect block; + block.x = info.playerx*16; + block.y = info.playery*16; + block.w = 16; + block.h = 16; + + SDL_FillRect(screen, &block, player_color); + + // Paint event + block.x = 15*16; + block.y = 15*16; + + SDL_FillRect(screen, &block, event_color); +} + +GameState::Level::Level() +{ + level = 1; + + alive[0] = getColor(0, 0, 0); // Black + alive[1] = getColor(255, 0, 0); // Red + alive[2] = getColor(0, 255, 0); // Green + alive[3] = getColor(85, 85, 85); // Dark Gray + alive[4] = getColor(255, 0, 255); // Magenta + + dead[0] = getColor(255, 255, 255); // White + dead[1] = getColor(255, 192, 203); // Pink + dead[2] = getColor(0, 255, 255); // Cyan + dead[3] = getColor(170, 170, 170); // Light Gray + dead[4] = getColor(255, 128, 0); // Orange +} + +int GameState::Level::getLevel() +{ + return level; +} + +bool GameState::Level::checkSquare(int x, int y) +{ + switch (level/10+1) + { + case 1: + return ((x>13)&&(x<16)&&(y>13)&&(y<16)); + case 2: + return ((x>13)&&(x<17)&&(y>13)&&(y<17)); + case 3: + case 4: + return ((x>12)&&(x<18)&&(y>12)&&(y<18)); + case 5: + case 6: + return ((x>11)&&(x<19)&&(y>11)&&(y<19)); + default: + return true; + } +} + +Uint32 GameState::Level::getAliveColor() +{ + return alive[(level/10)%5]; +} + +Uint32 GameState::Level::getDeadColor() +{ + return dead[(level/10)%5]; +} + +void GameState::Level::incrementLevel() +{ + level++; +} + +GameState::Board::Board() +{ + GameState::Board::Board(new GameState::Info()); +} + +GameState::Board::Board(GameState::Info* info) +{ + this->info = info; + + int x,y; + for (y=0;ylevel.checkSquare(x, y)) + { + blocks[x][y] = rand() % 2; + } else { + blocks[x][y] = false; + } + } + } + + blocks[15][15] = false; +} + +bool GameState::Board::isObstructed(int x, int y) +{ + return blocks[x][y]; +} + +void GameState::Board::render(SDL_Surface* screen) +{ + SDL_Rect block; + block.w = 16; + block.h = 16; + + int x,y; + + for (y=0;ylevel.getAliveColor() : info->level.getDeadColor())); + } + } +} + +void GameState::Board::tick() +{ + bool temp[WIDTH][HEIGHT]; + int x,y; + for (x=0;x0)&&(y>0)) incrementIfNeighbor(x-1,y-1,temp,&neighbors); + if ((x>0)) incrementIfNeighbor(x-1,y,temp,&neighbors); + if ((x>0)&&(y0)) incrementIfNeighbor(x,y-1,temp,&neighbors); + if ((y0)) incrementIfNeighbor(x+1,y-1,temp,&neighbors); + if ((x= 1) && (neighbors <= 4)); + } else { + blocks[x][y] = (neighbors == 3); + } + } + } + + if (!info->doneMaking && ++gens > 100) info->doneMaking = true; +} + +void GameState::Board::incrementIfNeighbor(int x, int y, bool temp[WIDTH][HEIGHT], int* tick) +{ + wrap(&x, &y); + + if ((temp[x][y])||((info->playerx==x)&&(info->playery==y))||((x==15)&&(y==15))) + { + ++*tick; + } +} -- cgit 1.4.1