#include "includes.h" GameState::GameState() { player_color = getColor(255, 255, 0); newGame = true; doneMaking = false; info.level = Level(); } void GameState::input(SDLKey key) { if (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; } } } void GameState::tick() { if (newGame) { info.playerx = 1; info.playery = 1; board = Board(&info); newGame = false; doneMaking = true; } board.tick(); } void GameState::move(int x, int y) { wrap(&x, &y); if (board.isObstructed(x,y)) return; info.playerx = x; info.playery = y; } void GameState::render(SDL_Surface* screen) { board.render(screen); 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); } 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; } int GameState::Level::getLevelGroup() { return (level/10)+1; } bool GameState::Level::checkSquare(int x, int y) { switch (getLevelGroup()) { 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[(getLevelGroup()-1)%5]; } Uint32 GameState::Level::getDeadColor() { return dead[(getLevelGroup()-1)%5]; } 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; } } } } 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); } } } } void GameState::Board::incrementIfNeighbor(int x, int y, bool temp[WIDTH][HEIGHT], int* tick) { wrap(&x, &y); if ((blocks[x][y])||((info->playerx==x)&&(info->playery==y))) { ++*tick; } }