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#include "game.h"
#include "renderer.h"
#include "components.h"
Game::Game()
{
m.setLeftMap(&m2);
m2.setRightMap(&m);
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);
loadMap(m);
}
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();
int nbFrames = 0;
while (!(shouldQuit || glfwWindowShouldClose(window)))
{
double currentTime = glfwGetTime();
nbFrames++;
if (currentTime - lastTime >= 1.0)
{
printf("%f ms/frame\n", 1000.0/double(nbFrames));
nbFrames = 0;
lastTime += 1.0;
}
// Should we load a new world?
if (newWorld)
{
newWorld = false;
entities.clear();
entities = std::move(nextEntities);
}
// Handle input
glfwPollEvents();
// Tick!
for (auto entity : entities)
{
entity->tick(*this);
}
// Do rendering
buffer.fill(buffer.entirety(), 0, 0, 0);
for (auto entity : entities)
{
entity->render(*this, buffer);
}
buffer.renderScreen();
}
}
void Game::loadMap(Map& map)
{
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);
nextEntities.clear();
nextEntities.push_back(mapEn);
nextEntities.push_back(player);
newWorld = true;
}
void Game::detectCollision(Entity& collider, std::pair<double, double> old_position)
{
for (auto entity : entities)
{
entity->detectCollision(*this, collider, old_position);
}
}
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