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#include "game.h"
#include "renderer.h"
#include "muxer.h"
#include "map.h"
#include "components/user_movement.h"
#include "components/player_physics.h"
#include "components/player_sprite.h"
#include "components/map_render.h"
#include "components/map_collision.h"
Game::Game()
{
player = std::make_shared<Entity>();
player->position = std::make_pair(100.0,100.0);
player->size = std::make_pair(10.0,12.0);
auto player_input = std::make_shared<UserMovementComponent>();
player->addComponent(player_input);
auto player_physics = std::make_shared<PlayerPhysicsComponent>();
player->addComponent(player_physics);
auto player_anim = std::make_shared<PlayerSpriteComponent>();
player->addComponent(player_anim);
Map& startingMap = Map::getNamedMap("embarass");
save = {&startingMap, player->position};
loadMap(startingMap, player->position);
}
void key_callback(GLFWwindow* window, int key, int, int action, int)
{
Game* game = (Game*) glfwGetWindowUserPointer(window);
if ((key == GLFW_KEY_ESCAPE) && (action == GLFW_PRESS))
{
game->shouldQuit = true;
}
for (auto entity : game->entities)
{
entity->input(*game, key, action);
}
}
void Game::execute(GLFWwindow* window)
{
glfwSwapInterval(1);
glfwSetWindowUserPointer(window, this);
glfwSetKeyCallback(window, key_callback);
Texture buffer(GAME_WIDTH, GAME_HEIGHT);
double lastTime = glfwGetTime();
const double dt = 0.01;
double accumulator = 0.0;
while (!(shouldQuit || glfwWindowShouldClose(window)))
{
double currentTime = glfwGetTime();
double frameTime = currentTime - lastTime;
lastTime = currentTime;
// Should we load a new world?
if (newWorld)
{
newWorld = false;
entities.clear();
entities = std::move(nextEntities);
player->position = nextPosition;
}
// Handle input
glfwPollEvents();
// Tick!
accumulator += frameTime;
while (accumulator >= dt)
{
for (auto entity : entities)
{
entity->tick(*this, dt);
}
accumulator -= dt;
}
// Do any scheduled tasks
for (auto& task : scheduled)
{
task.first -= frameTime;
if (task.first <= 0)
{
task.second();
}
}
scheduled.remove_if([] (std::pair<double, std::function<void ()>> value) { return value.first <= 0; });
// Do rendering
buffer.fill(buffer.entirety(), 0, 0, 0);
for (auto entity : entities)
{
entity->render(*this, buffer);
}
buffer.renderScreen();
}
}
void Game::loadMap(const Map& map, std::pair<double, double> position)
{
auto mapEn = std::make_shared<Entity>();
auto map_render = std::make_shared<MapRenderComponent>(map);
mapEn->addComponent(map_render);
auto map_collision = std::make_shared<MapCollisionComponent>(map);
mapEn->addComponent(map_collision);
// Map in the back, player on top, rest of entities in between
nextEntities.clear();
nextEntities.push_back(mapEn);
map.createEntities(nextEntities);
nextEntities.push_back(player);
newWorld = true;
currentMap = ↦
nextPosition = position;
}
void Game::detectCollision(Entity& collider, std::pair<double, double> old_position)
{
for (auto entity : entities)
{
entity->detectCollision(*this, collider, old_position);
}
}
void Game::saveGame()
{
save = {currentMap, player->position};
}
void Game::schedule(double time, std::function<void ()> callback)
{
scheduled.emplace_front(time, std::move(callback));
}
void Game::playerDie()
{
player->send(*this, Message::Type::die);
playSound("../res/Hit_Hurt5.wav", 0.25);
schedule(0.75, [&] () {
if (*currentMap != *save.map)
{
loadMap(*save.map, save.position);
} else {
player->position = save.position;
}
player->send(*this, Message::Type::stopDying);
});
}
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