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-rw-r--r--src/main.cpp91
-rw-r--r--src/map.cpp257
-rw-r--r--src/map.h57
-rw-r--r--src/mapview.cpp319
-rw-r--r--src/mapview.h58
-rw-r--r--src/renderer.cpp46
-rw-r--r--src/state.h13
7 files changed, 488 insertions, 353 deletions
diff --git a/src/main.cpp b/src/main.cpp index e1e1aa2..2a1d9ea 100644 --- a/src/main.cpp +++ b/src/main.cpp
@@ -1,40 +1,26 @@
1#include <ctime> 1#include <ctime>
2#include <list> 2#include <list>
3#include "map.h" 3#include "map.h"
4#include "state.h"
5#include "mapview.h"
4#include "renderer.h" 6#include "renderer.h"
5 7
6using namespace::std; 8using namespace::std;
7 9
8const int FRAMES_PER_SECOND = 60;
9bool holding_left = false;
10bool holding_right = false;
11bool quit = false; 10bool quit = false;
12mob_t* player;
13 11
14// Initialize jump physics 12State* curGameState;
15double jump_height = TILE_HEIGHT*3;
16double jump_length = 0.25 * FRAMES_PER_SECOND;
17double jump_velocity = -2 * jump_height / jump_length;
18double jump_gravity = -1 * jump_velocity / jump_length;
19 13
20void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) 14void key_callback(GLFWwindow* window, int key, int scancode, int action, int mods)
21{ 15{
22 if (action == GLFW_PRESS) 16 if ((key == GLFW_KEY_ESCAPE) && (action == GLFW_PRESS))
23 { 17 {
24 switch (key) 18 quit = true;
25 { 19 }
26 case GLFW_KEY_LEFT: holding_left = true; break; 20
27 case GLFW_KEY_RIGHT: holding_right = true; break; 21 if (curGameState != NULL)
28 case GLFW_KEY_UP: player->y_vel = jump_velocity; break;
29 case GLFW_KEY_ESCAPE: quit = true; break;
30 }
31 } else if (action == GLFW_RELEASE)
32 { 22 {
33 switch (key) 23 curGameState->input(key, action);
34 {
35 case GLFW_KEY_LEFT: holding_left = false; break;
36 case GLFW_KEY_RIGHT: holding_right = false; break;
37 }
38 } 24 }
39} 25}
40 26
@@ -44,63 +30,30 @@ int main()
44 glfwSwapInterval(1); 30 glfwSwapInterval(1);
45 glfwSetKeyCallback(window, key_callback); 31 glfwSetKeyCallback(window, key_callback);
46 32
47 Texture* buffer = createTexture(GAME_WIDTH, GAME_HEIGHT); 33 Map* m = new Map("../maps/bigmap.txt");
34 Map* m2 = new Map("../maps/cozy.txt");
48 35
49 // Initialize player data 36 m->setLeftMap(m2);
50 player = new mob_t(); 37 m2->setRightMap(m);
51 player->x = 100;
52 player->y = 100;
53 player->x_vel = 0;
54 player->y_vel = 0;
55 player->x_accel = 0;
56 player->y_accel = jump_gravity;
57 player->w = 10;
58 player->h = 14;
59 38
60 Map* map = new Map(); 39 curGameState = new MapView(m, 100, 100);
61 40
62 Texture* tiles = loadTextureFromBMP("../res/tiles.bmp"); 41 Texture* buffer = createTexture(GAME_WIDTH, GAME_HEIGHT);
63 42
64 while (!quit) 43 while (!(quit || glfwWindowShouldClose(window)))
65 { 44 {
66 if (holding_left && player->x_vel >= 0) 45 // Tick!
67 { 46 curGameState->tick();
68 player->x_vel = -2;
69 } else if (holding_right && player->x_vel <= 0)
70 {
71 player->x_vel = 2;
72 } else if (!holding_left && !holding_right) {
73 player->x_vel = 0;
74 }
75
76 player->x_vel += player->x_accel;
77 if (player->x_vel < -16) player->x_vel = -16;
78 if (player->x_vel > 16) player->x_vel = 16;
79 int playerx_next = player->x + player->x_vel;
80
81 player->y_vel += player->y_accel;
82 if (player->y_vel > 16) player->y_vel = 16; // Terminal velocity
83 if (player->y_vel < -16) player->y_vel = -16;
84 int playery_next = player->y + player->y_vel;
85
86 map->check_collisions(player, playerx_next, playery_next);
87 47
88 // Do rendering 48 // Do rendering
89 map->render(buffer); 49 curGameState->render(buffer);
90
91 //Rectangle src_rect(96, 0, 8, 8);
92 Rectangle dst_rect(player->x, player->y, player->w, player->h);
93
94 //blitTexture(tiles, buffer, &src_rect, &dst_rect);
95 fillTexture(buffer, &dst_rect, 255, 255, 255);
96
97 renderScreen(buffer); 50 renderScreen(buffer);
98 51
99 glfwPollEvents(); 52 glfwPollEvents();
100 } 53 }
101 54
102 delete map; 55 delete curGameState;
103 delete player; 56 delete m;
104 57
105 destroyRenderer(); 58 destroyRenderer();
106 59
diff --git a/src/map.cpp b/src/map.cpp index 0dd3e04..cb1ce72 100644 --- a/src/map.cpp +++ b/src/map.cpp
@@ -1,252 +1,55 @@
1#include "map.h" 1#include "map.h"
2#include "mapview.h"
2 3
3struct platform_t { 4Map::Map(char* filename)
4 int x;
5 int y;
6 int w;
7 int h;
8 bool enter_from_left;
9 bool enter_from_right;
10 bool enter_from_top;
11 bool enter_from_bottom;
12 int r;
13 int g;
14 int b;
15 int a;
16};
17
18Map::Map()
19{ 5{
20 add_collision(-6, 0, GAME_WIDTH, left, 1); 6 FILE* f = fopen(filename, "r");
21 add_collision(GAME_WIDTH+6, 0, GAME_WIDTH, right, 1); 7 m_mapdata = (char*) malloc(MAP_WIDTH*(MAP_HEIGHT-1)*sizeof(char));
22
23 FILE* f = fopen("../maps/bigmap.txt", "r");
24 char* mapbuf = (char*) malloc(MAP_WIDTH*(MAP_HEIGHT-1)*sizeof(char));
25 8
26 for (int i=0; i<MAP_HEIGHT-1; i++) 9 for (int i=0; i<MAP_HEIGHT-1; i++)
27 { 10 {
28 fread(mapbuf + i*MAP_WIDTH, sizeof(char), MAP_WIDTH, f); 11 fread(m_mapdata + i*MAP_WIDTH, sizeof(char), MAP_WIDTH, f);
29 fgetc(f); 12 fgetc(f);
30 } 13 }
31 14
32 fclose(f); 15 m_title = (char*) calloc(41, sizeof(char));
33 16 fgets(m_title, 41, f);
34 //Texture* tiles = loadTextureFromBMP("../res/tiles.bmp");
35 bg = createTexture(GAME_WIDTH, GAME_HEIGHT);
36 fillTexture(bg, NULL, 0, 0, 0);
37
38 for (int i=0; i<MAP_WIDTH*(MAP_HEIGHT-1); i++)
39 {
40 int x = i % MAP_WIDTH;
41 int y = i / MAP_WIDTH;
42 Rectangle dst(x*TILE_WIDTH, y*TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT);
43 //Rectangle src;
44
45 switch (mapbuf[i])
46 {
47 case ' ': break;
48 case 'X': fillTexture(bg, &dst, 255, 85, 85); break;
49 case 'P': fillTexture(bg, &dst, 85, 255, 255); break;
50 }
51
52 //blitTexture(tiles, bg, &src, &dst);
53
54 if (mapbuf[i] == 'X')
55 {
56 if ((x != 0) && (mapbuf[i-1] != 'X'))
57 {
58 add_collision(x*TILE_WIDTH, y*TILE_HEIGHT, (y+1)*TILE_HEIGHT, right, 0);
59 }
60
61 if ((x != 15) && (mapbuf[i+1] != 'X'))
62 {
63 add_collision((x+1)*TILE_WIDTH, y*TILE_HEIGHT, (y+1)*TILE_HEIGHT, left, 0);
64 }
65
66 if ((y != 0) && (mapbuf[i-MAP_WIDTH] != 'X'))
67 {
68 add_collision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, down, 0);
69 }
70
71 if ((y != 15) && (mapbuf[i+MAP_WIDTH] != 'X'))
72 {
73 add_collision((y+1)*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, up, 0);
74 }
75 } else if (mapbuf[i] == 'P')
76 {
77 add_collision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, down, 0);
78 }
79 }
80
81 Texture* font = loadTextureFromBMP("../res/font.bmp");
82 const char* map_name = "Everything Is Embarassing";
83 int start_x = (40/2) - (strlen(map_name)/2);
84 for (int i=0; i<strlen(map_name); i++)
85 {
86 Rectangle srcRect(map_name[i] % 16 * 8, map_name[i] / 16 * 8, 8, 8);
87 Rectangle dstRect((start_x + i)*8, 24*8, 8, 8);
88 blitTexture(font, bg, &srcRect, &dstRect);
89 }
90 17
91 destroyTexture(font); 18 fclose(f);
92 //destroyTexture(tiles);
93} 19}
94 20
95Map::~Map() 21Map::~Map()
96{ 22{
97 destroyTexture(bg); 23 free(m_mapdata);
24 free(m_title);
98} 25}
99 26
100void Map::add_collision(int axis, int lower, int upper, direction_t dir, int type) 27const char* Map::mapdata()
101{ 28{
102 //printf("added collision\n"); 29 return m_mapdata;
103 list<collision_t>::iterator it;
104
105 switch (dir)
106 {
107 case up:
108 it = up_collisions.begin();
109 for (; it!=up_collisions.end(); it++)
110 {
111 if (it->axis < axis) break;
112 }
113
114 up_collisions.insert(it, {axis, lower, upper, type});
115
116 break;
117 case down:
118 it = down_collisions.begin();
119 for (; it!=down_collisions.end(); it++)
120 {
121 if (it->axis > axis) break;
122 }
123
124 down_collisions.insert(it, {axis, lower, upper, type});
125
126 break;
127 case left:
128 it = left_collisions.begin();
129 for (; it!=left_collisions.end(); it++)
130 {
131 if (it->axis < axis) break;
132 }
133
134 left_collisions.insert(it, {axis, lower, upper, type});
135
136 break;
137 case right:
138 it = right_collisions.begin();
139 for (; it!=right_collisions.end(); it++)
140 {
141 if (it->axis > axis) break;
142 }
143
144 right_collisions.insert(it, {axis, lower, upper, type});
145
146 break;
147 }
148} 30}
149 31
150void Map::check_collisions(mob_t* mob, int x_next, int y_next) 32const char* Map::title()
151{ 33{
152 if (x_next < mob->x) 34 return m_title;
153 { 35}
154 for (list<collision_t>::iterator it=left_collisions.begin(); it!=left_collisions.end(); it++)
155 {
156 if (it->axis > mob->x) continue;
157 if (it->axis < x_next) break;
158
159 if ((mob->y+mob->h > it->lower) && (mob->y < it->upper))
160 {
161 // We have a collision!
162 if (it->type == 0)
163 {
164 x_next = it->axis;
165 mob->x_vel = 0;
166 } else if (it->type == 1)
167 {
168 x_next = GAME_WIDTH-mob->w/2;
169 }
170
171 break;
172 }
173 }
174 } else if (x_next > mob->x)
175 {
176 for (list<collision_t>::iterator it=right_collisions.begin(); it!=right_collisions.end(); it++)
177 {
178 if (it->axis < mob->x+mob->w) continue;
179 if (it->axis > x_next+mob->w) break;
180
181 if ((mob->y+mob->h > it->lower) && (mob->y < it->upper))
182 {
183 // We have a collision!
184 if (it->type == 0)
185 {
186 x_next = it->axis - mob->w;
187 mob->x_vel = 0;
188 } else if (it->type == 1)
189 {
190 x_next = -mob->w/2;
191 }
192
193 break;
194 }
195 }
196 }
197
198 mob->x = x_next;
199
200 if (y_next < mob->y)
201 {
202 for (list<collision_t>::iterator it=up_collisions.begin(); it!=up_collisions.end(); it++)
203 {
204 if (it->axis > mob->y) continue;
205 if (it->axis < y_next) break;
206
207 if ((mob->x+mob->w > it->lower) && (mob->x < it->upper))
208 {
209 // We have a collision!
210 if (it->type == 0)
211 {
212 y_next = it->axis;
213 mob->y_vel = 0;
214 } else if (it->type == 1)
215 {
216 y_next = GAME_HEIGHT-mob->h/2-1;
217 }
218
219 break;
220 }
221 }
222 } else if (y_next > mob->y)
223 {
224 for (list<collision_t>::iterator it=down_collisions.begin(); it!=down_collisions.end(); it++)
225 {
226 if (it->axis < mob->y+mob->h) continue;
227 if (it->axis > y_next+mob->h) break;
228 36
229 if ((mob->x+mob->w > it->lower) && (mob->x < it->upper)) 37Map* Map::getLeftMap()
230 { 38{
231 // We have a collision! 39 return m_leftMap;
232 if (it->type == 0) 40}
233 { 41
234 y_next = it->axis - mob->h; 42Map* Map::getRightMap()
235 mob->y_vel = 0; 43{
236 } else if (it->type == 1) 44 return m_rightMap;
237 { 45}
238 y_next = 1 - mob->h/2; 46
239 } 47void Map::setLeftMap(Map* m)
240 48{
241 break; 49 m_leftMap = m;
242 }
243 }
244 }
245
246 mob->y = y_next;
247} 50}
248 51
249void Map::render(Texture* buffer) 52void Map::setRightMap(Map* m)
250{ 53{
251 blitTexture(bg, buffer, NULL, NULL); 54 m_rightMap = m;
252} 55}
diff --git a/src/map.h b/src/map.h index 7986e0d..3c09238 100644 --- a/src/map.h +++ b/src/map.h
@@ -1,42 +1,21 @@
1#include <list> 1#ifndef MAP_H
2#include <vector> 2#define MAP_H
3#include "mob.h"
4#include "renderer.h"
5 3
6using namespace::std; 4class Map {
7 5 public:
8const int TILE_WIDTH = 8; 6 Map(char* filename);
9const int TILE_HEIGHT = 8; 7 ~Map();
10const int GAME_WIDTH = 320; 8 const char* mapdata();
11const int GAME_HEIGHT = 200; 9 const char* title();
12const int MAP_WIDTH = GAME_WIDTH/TILE_WIDTH; 10 Map* getLeftMap();
13const int MAP_HEIGHT = GAME_HEIGHT/TILE_HEIGHT; 11 Map* getRightMap();
14 12 void setLeftMap(Map* m);
15enum direction_t { 13 void setRightMap(Map* m);
16 up, left, down, right 14 private:
15 char* m_mapdata;
16 char* m_title;
17 Map* m_leftMap = 0;
18 Map* m_rightMap = 0;
17}; 19};
18 20
19typedef struct { 21#endif
20 int axis;
21 int lower;
22 int upper;
23 int type;
24} collision_t;
25
26class Map {
27public:
28 Map();
29 ~Map();
30 void render(Texture* buffer);
31 void check_collisions(mob_t* mob, int x_next, int y_next);
32
33private:
34 void add_collision(int axis, int lower, int upper, direction_t dir, int type);
35
36 list<collision_t> left_collisions;
37 list<collision_t> right_collisions;
38 list<collision_t> up_collisions;
39 list<collision_t> down_collisions;
40
41 Texture* bg;
42}; \ No newline at end of file
diff --git a/src/mapview.cpp b/src/mapview.cpp new file mode 100644 index 0000000..f524d46 --- /dev/null +++ b/src/mapview.cpp
@@ -0,0 +1,319 @@
1#include "mapview.h"
2
3// Initialize jump physics
4double jump_height = TILE_HEIGHT*3;
5double jump_length = 0.25 * FRAMES_PER_SECOND;
6double jump_velocity = -2 * jump_height / jump_length;
7double jump_gravity = -1 * jump_velocity / jump_length;
8
9MapView::MapView(Map* first, int x, int y)
10{
11 // Initialize player data
12 player = new mob_t();
13 player->x = x;
14 player->y = y;
15 player->x_vel = 0;
16 player->y_vel = 0;
17 player->x_accel = 0;
18 player->y_accel = jump_gravity;
19 player->w = 10;
20 player->h = 14;
21
22 loadMap(first);
23}
24
25MapView::~MapView()
26{
27 destroyTexture(bg);
28
29 delete player;
30}
31
32void MapView::loadMap(Map* m)
33{
34 curMap = m;
35
36 left_collisions.clear();
37 right_collisions.clear();
38 up_collisions.clear();
39 down_collisions.clear();
40
41 add_collision(-6, 0, GAME_WIDTH, left, (m->getLeftMap() == NULL) ? 1 : 2);
42 add_collision(GAME_WIDTH+6, 0, GAME_WIDTH, right, (m->getRightMap() == NULL) ? 1 : 2);
43
44 if (bg == NULL)
45 {
46 bg = createTexture(GAME_WIDTH, GAME_HEIGHT);
47 }
48
49 fillTexture(bg, NULL, 0, 0, 0);
50
51 const char* mapbuf = m->mapdata();
52
53 for (int i=0; i<MAP_WIDTH*(MAP_HEIGHT-1); i++)
54 {
55 int x = i % MAP_WIDTH;
56 int y = i / MAP_WIDTH;
57 Rectangle dst(x*TILE_WIDTH, y*TILE_HEIGHT, TILE_WIDTH, TILE_HEIGHT);
58 //Rectangle src;
59
60 switch (mapbuf[i])
61 {
62 case ' ': break;
63 case 'X': fillTexture(bg, &dst, 255, 85, 85); break;
64 case 'P': fillTexture(bg, &dst, 85, 255, 255); break;
65 }
66
67 //blitTexture(tiles, bg, &src, &dst);
68
69 if (mapbuf[i] == 'X')
70 {
71 if ((x != 0) && (mapbuf[i-1] != 'X'))
72 {
73 add_collision(x*TILE_WIDTH, y*TILE_HEIGHT, (y+1)*TILE_HEIGHT, right, 0);
74 }
75
76 if ((x != 39) && (mapbuf[i+1] != 'X'))
77 {
78 add_collision((x+1)*TILE_WIDTH, y*TILE_HEIGHT, (y+1)*TILE_HEIGHT, left, 0);
79 }
80
81 if ((y != 0) && (mapbuf[i-MAP_WIDTH] != 'X'))
82 {
83 add_collision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, down, 0);
84 }
85
86 if ((y != 23) && (mapbuf[i+MAP_WIDTH] != 'X'))
87 {
88 add_collision((y+1)*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, up, 0);
89 }
90 } else if (mapbuf[i] == 'P')
91 {
92 add_collision(y*TILE_HEIGHT, x*TILE_WIDTH, (x+1)*TILE_WIDTH, down, 0);
93 }
94 }
95
96 Texture* font = loadTextureFromBMP("../res/font.bmp");
97 const char* map_name = m->title();
98 int start_x = (40/2) - (strlen(map_name)/2);
99 for (size_t i=0; i<strlen(map_name); i++)
100 {
101 Rectangle srcRect(map_name[i] % 16 * 8, map_name[i] / 16 * 8, 8, 8);
102 Rectangle dstRect((start_x + i)*8, 24*8, 8, 8);
103 blitTexture(font, bg, &srcRect, &dstRect);
104 }
105
106 destroyTexture(font);
107}
108
109void MapView::input(int key, int action)
110{
111 if (action == GLFW_PRESS)
112 {
113 switch (key)
114 {
115 case GLFW_KEY_LEFT: holding_left = true; break;
116 case GLFW_KEY_RIGHT: holding_right = true; break;
117 case GLFW_KEY_UP: player->y_vel = jump_velocity; break;
118 }
119 } else if (action == GLFW_RELEASE)
120 {
121 switch (key)
122 {
123 case GLFW_KEY_LEFT: holding_left = false; break;
124 case GLFW_KEY_RIGHT: holding_right = false; break;
125 }
126 }
127}
128
129void MapView::tick()
130{
131 if (holding_left && player->x_vel >= 0)
132 {
133 player->x_vel = -2;
134 } else if (holding_right && player->x_vel <= 0)
135 {
136 player->x_vel = 2;
137 } else if (!holding_left && !holding_right) {
138 player->x_vel = 0;
139 }
140
141 player->x_vel += player->x_accel;
142 if (player->x_vel < -16) player->x_vel = -16;
143 if (player->x_vel > 16) player->x_vel = 16;
144 int playerx_next = player->x + player->x_vel;
145
146 player->y_vel += player->y_accel;
147 if (player->y_vel > 16) player->y_vel = 16; // Terminal velocity
148 if (player->y_vel < -16) player->y_vel = -16;
149 int playery_next = player->y + player->y_vel;
150
151 check_collisions(player, playerx_next, playery_next);
152}
153
154void MapView::render(Texture* tex)
155{
156 // Draw the background
157 blitTexture(bg, tex, NULL, NULL);
158
159 // Draw the player
160 Rectangle dst_rect(player->x, player->y, player->w, player->h);
161 fillTexture(tex, &dst_rect, 255, 255, 255);
162}
163
164void MapView::add_collision(int axis, int lower, int upper, direction_t dir, int type)
165{
166 //printf("added collision\n");
167 list<collision_t>::iterator it;
168
169 switch (dir)
170 {
171 case up:
172 it = up_collisions.begin();
173 for (; it!=up_collisions.end(); it++)
174 {
175 if (it->axis < axis) break;
176 }
177
178 up_collisions.insert(it, {axis, lower, upper, type});
179
180 break;
181 case down:
182 it = down_collisions.begin();
183 for (; it!=down_collisions.end(); it++)
184 {
185 if (it->axis > axis) break;
186 }
187
188 down_collisions.insert(it, {axis, lower, upper, type});
189
190 break;
191 case left:
192 it = left_collisions.begin();
193 for (; it!=left_collisions.end(); it++)
194 {
195 if (it->axis < axis) break;
196 }
197
198 left_collisions.insert(it, {axis, lower, upper, type});
199
200 break;
201 case right:
202 it = right_collisions.begin();
203 for (; it!=right_collisions.end(); it++)
204 {
205 if (it->axis > axis) break;
206 }
207
208 right_collisions.insert(it, {axis, lower, upper, type});
209
210 break;
211 }
212}
213
214void MapView::check_collisions(mob_t* mob, int x_next, int y_next)
215{
216 if (x_next < mob->x)
217 {
218 for (list<collision_t>::iterator it=left_collisions.begin(); it!=left_collisions.end(); it++)
219 {
220 if (it->axis > mob->x) continue;
221 if (it->axis < x_next) break;
222
223 if ((mob->y+mob->h > it->lower) && (mob->y < it->upper))
224 {
225 // We have a collision!
226 if (it->type == 0)
227 {
228 x_next = it->axis;
229 mob->x_vel = 0;
230 } else if (it->type == 1)
231 {
232 x_next = GAME_WIDTH-mob->w/2;
233 } else if (it->type == 2)
234 {
235 x_next = GAME_WIDTH-mob->w/2;
236 loadMap(curMap->getLeftMap());
237 }
238
239 break;
240 }
241 }
242 } else if (x_next > mob->x)
243 {
244 for (list<collision_t>::iterator it=right_collisions.begin(); it!=right_collisions.end(); it++)
245 {
246 if (it->axis < mob->x+mob->w) continue;
247 if (it->axis > x_next+mob->w) break;
248
249 if ((mob->y+mob->h > it->lower) && (mob->y < it->upper))
250 {
251 // We have a collision!
252 if (it->type == 0)
253 {
254 x_next = it->axis - mob->w;
255 mob->x_vel = 0;
256 } else if (it->type == 1)
257 {
258 x_next = -mob->w/2;
259 } else if (it->type == 2)
260 {
261 x_next = -mob->w/2;
262 loadMap(curMap->getRightMap());
263 }
264
265 break;
266 }
267 }
268 }
269
270 mob->x = x_next;
271
272 if (y_next < mob->y)
273 {
274 for (list<collision_t>::iterator it=up_collisions.begin(); it!=up_collisions.end(); it++)
275 {
276 if (it->axis > mob->y) continue;
277 if (it->axis < y_next) break;
278
279 if ((mob->x+mob->w > it->lower) && (mob->x < it->upper))
280 {
281 // We have a collision!
282 if (it->type == 0)
283 {
284 y_next = it->axis;
285 mob->y_vel = 0;
286 } else if (it->type == 1)
287 {
288 y_next = GAME_HEIGHT-mob->h/2-1;
289 }
290
291 break;
292 }
293 }
294 } else if (y_next > mob->y)
295 {
296 for (list<collision_t>::iterator it=down_collisions.begin(); it!=down_collisions.end(); it++)
297 {
298 if (it->axis < mob->y+mob->h) continue;
299 if (it->axis > y_next+mob->h) break;
300
301 if ((mob->x+mob->w > it->lower) && (mob->x < it->upper))
302 {
303 // We have a collision!
304 if (it->type == 0)
305 {
306 y_next = it->axis - mob->h;
307 mob->y_vel = 0;
308 } else if (it->type == 1)
309 {
310 y_next = 1 - mob->h/2;
311 }
312
313 break;
314 }
315 }
316 }
317
318 mob->y = y_next;
319}
diff --git a/src/mapview.h b/src/mapview.h new file mode 100644 index 0000000..70ffb3b --- /dev/null +++ b/src/mapview.h
@@ -0,0 +1,58 @@
1#ifndef MAPVIEW_H
2#define MAPVIEW_H
3
4#include <list>
5#include "state.h"
6#include "mob.h"
7#include "map.h"
8
9using namespace::std;
10
11const int TILE_WIDTH = 8;
12const int TILE_HEIGHT = 8;
13const int GAME_WIDTH = 320;
14const int GAME_HEIGHT = 200;
15const int MAP_WIDTH = GAME_WIDTH/TILE_WIDTH;
16const int MAP_HEIGHT = GAME_HEIGHT/TILE_HEIGHT;
17
18const int FRAMES_PER_SECOND = 60;
19
20enum direction_t {
21 up, left, down, right
22};
23
24typedef struct {
25 int axis;
26 int lower;
27 int upper;
28 int type;
29} collision_t;
30
31class MapView : public State {
32 public:
33 MapView(Map* start, int x, int y);
34 ~MapView();
35 void loadMap(Map* m);
36 void input(int key, int action);
37 void tick();
38 void render(Texture* tex);
39
40 private:
41 void add_collision(int axis, int lower, int upper, direction_t dir, int type);
42 void check_collisions(mob_t* mob, int x_next, int y_next);
43
44 list<collision_t> left_collisions;
45 list<collision_t> right_collisions;
46 list<collision_t> up_collisions;
47 list<collision_t> down_collisions;
48
49 Texture* bg = NULL;
50
51 bool holding_left = false;
52 bool holding_right = false;
53 mob_t* player;
54
55 Map* curMap;
56};
57
58#endif
diff --git a/src/renderer.cpp b/src/renderer.cpp index 3011e8f..2ee0642 100644 --- a/src/renderer.cpp +++ b/src/renderer.cpp
@@ -3,7 +3,7 @@
3#include <fstream> 3#include <fstream>
4#include <vector> 4#include <vector>
5#include <cstdio> 5#include <cstdio>
6#include "map.h" 6#include "mapview.h"
7 7
8static bool rendererInitialized = false; 8static bool rendererInitialized = false;
9 9
@@ -27,6 +27,12 @@ static GLuint scanlinesTex;
27static GLuint preBloomTex; 27static GLuint preBloomTex;
28static GLuint bloomPassTex; 28static GLuint bloomPassTex;
29 29
30// The VAO
31static GLuint VertexArrayID;
32
33// A plane that fills the renderbuffer
34static GLuint quad_vertexbuffer;
35
30GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path) 36GLuint LoadShaders(const char* vertex_file_path, const char* fragment_file_path)
31{ 37{
32 // Create the shaders 38 // Create the shaders
@@ -221,7 +227,6 @@ GLFWwindow* initRenderer()
221 } 227 }
222 228
223 // Set up vertex array object 229 // Set up vertex array object
224 GLuint VertexArrayID;
225 glGenVertexArrays(1, &VertexArrayID); 230 glGenVertexArrays(1, &VertexArrayID);
226 glBindVertexArray(VertexArrayID); 231 glBindVertexArray(VertexArrayID);
227 232
@@ -269,6 +274,20 @@ GLFWwindow* initRenderer()
269 274
270 curBuf = 0; 275 curBuf = 0;
271 276
277 // Load the vertices of a flat surface
278 GLfloat g_quad_vertex_buffer_data[] = {
279 -1.0f, -1.0f, 0.0f,
280 1.0f, -1.0f, 0.0f,
281 -1.0f, 1.0f, 0.0f,
282 -1.0f, 1.0f, 0.0f,
283 1.0f, -1.0f, 0.0f,
284 1.0f, 1.0f, 0.0f,
285 };
286
287 glGenBuffers(1, &quad_vertexbuffer);
288 glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
289 glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW);
290
272 artifactsTex = loadBMP_custom("../res/artifacts.bmp"); 291 artifactsTex = loadBMP_custom("../res/artifacts.bmp");
273 scanlinesTex = loadBMP_custom("../res/scanlines.bmp"); 292 scanlinesTex = loadBMP_custom("../res/scanlines.bmp");
274 293
@@ -293,6 +312,9 @@ void destroyRenderer()
293 exit(-1); 312 exit(-1);
294 } 313 }
295 314
315 // Delete the plane buffer
316 glDeleteBuffers(1, &quad_vertexbuffer);
317
296 // Delete the shaders 318 // Delete the shaders
297 glDeleteProgram(ntscShader); 319 glDeleteProgram(ntscShader);
298 glDeleteProgram(finalShader); 320 glDeleteProgram(finalShader);
@@ -312,6 +334,9 @@ void destroyRenderer()
312 // Delete the framebuffer 334 // Delete the framebuffer
313 glDeleteFramebuffers(1, &FramebufferName); 335 glDeleteFramebuffers(1, &FramebufferName);
314 336
337 // Delete the VAO
338 glDeleteVertexArrays(1, &VertexArrayID);
339
315 // Kill the window 340 // Kill the window
316 glfwTerminate(); 341 glfwTerminate();
317 342
@@ -569,23 +594,9 @@ void renderScreen(Texture* tex)
569 glUniform1i(glGetUniformLocation(ntscShader, "NTSCArtifactSampler"), 2); 594 glUniform1i(glGetUniformLocation(ntscShader, "NTSCArtifactSampler"), 2);
570 glUniform1f(glGetUniformLocation(ntscShader, "NTSCLerp"), curBuf * 1.0); 595 glUniform1f(glGetUniformLocation(ntscShader, "NTSCLerp"), curBuf * 1.0);
571 596
572 // Load the vertices of a flat surface
573 GLfloat g_quad_vertex_buffer_data[] = {
574 -1.0f, -1.0f, 0.0f,
575 1.0f, -1.0f, 0.0f,
576 -1.0f, 1.0f, 0.0f,
577 -1.0f, 1.0f, 0.0f,
578 1.0f, -1.0f, 0.0f,
579 1.0f, 1.0f, 0.0f,
580 };
581
582 GLuint quad_vertexbuffer;
583 glGenBuffers(1, &quad_vertexbuffer);
584 glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
585 glBufferData(GL_ARRAY_BUFFER, sizeof(g_quad_vertex_buffer_data), g_quad_vertex_buffer_data, GL_STATIC_DRAW);
586
587 // Render our composition 597 // Render our composition
588 glEnableVertexAttribArray(0); 598 glEnableVertexAttribArray(0);
599 glBindBuffer(GL_ARRAY_BUFFER, quad_vertexbuffer);
589 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0); 600 glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 0, (void*)0);
590 glDrawArrays(GL_TRIANGLES, 0, 6); 601 glDrawArrays(GL_TRIANGLES, 0, 6);
591 glDisableVertexAttribArray(0); 602 glDisableVertexAttribArray(0);
@@ -694,7 +705,6 @@ void renderScreen(Texture* tex)
694 glfwSwapBuffers(window); 705 glfwSwapBuffers(window);
695 706
696 glDeleteBuffers(1, &g_norms); 707 glDeleteBuffers(1, &g_norms);
697 glDeleteBuffers(1, &quad_vertexbuffer);
698 708
699 curBuf = (curBuf + 1) % 2; 709 curBuf = (curBuf + 1) % 2;
700} 710}
diff --git a/src/state.h b/src/state.h new file mode 100644 index 0000000..e7962ec --- /dev/null +++ b/src/state.h
@@ -0,0 +1,13 @@
1#ifndef STATE_H
2#define STATE_H
3
4#include "renderer.h"
5
6class State {
7public:
8 virtual void input(int key, int action) = 0;
9 virtual void tick() = 0;
10 virtual void render(Texture* tex) = 0;
11};
12
13#endif