Game.cpp 6.1 KB

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  1. // ----------------------------------------------------------------
  2. // From Game Programming in C++ by Sanjay Madhav
  3. // Copyright (C) 2017 Sanjay Madhav. All rights reserved.
  4. //
  5. // Released under the BSD License
  6. // See LICENSE in root directory for full details.
  7. // ----------------------------------------------------------------
  8. #include "Game.h"
  9. #include "SDL/SDL_image.h"
  10. #include <algorithm>
  11. #include "Actor.h"
  12. #include "SpriteComponent.h"
  13. #include "Ship.h"
  14. #include "BGSpriteComponent.h"
  15. Game::Game()
  16. :mWindow(nullptr)
  17. ,mRenderer(nullptr)
  18. ,mIsRunning(true)
  19. ,mUpdatingActors(false)
  20. {
  21. }
  22. bool Game::Initialize()
  23. {
  24. if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO) != 0)
  25. {
  26. SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
  27. return false;
  28. }
  29. mWindow = SDL_CreateWindow("Game Programming in C++ (Chapter 2)", 100, 100, 1024, 768, 0);
  30. if (!mWindow)
  31. {
  32. SDL_Log("Failed to create window: %s", SDL_GetError());
  33. return false;
  34. }
  35. mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
  36. if (!mRenderer)
  37. {
  38. SDL_Log("Failed to create renderer: %s", SDL_GetError());
  39. return false;
  40. }
  41. if (IMG_Init(IMG_INIT_PNG) == 0)
  42. {
  43. SDL_Log("Unable to initialize SDL_image: %s", SDL_GetError());
  44. return false;
  45. }
  46. LoadData();
  47. mTicksCount = SDL_GetTicks();
  48. return true;
  49. }
  50. void Game::RunLoop()
  51. {
  52. while (mIsRunning)
  53. {
  54. ProcessInput();
  55. UpdateGame();
  56. GenerateOutput();
  57. }
  58. }
  59. void Game::ProcessInput()
  60. {
  61. SDL_Event event;
  62. while (SDL_PollEvent(&event))
  63. {
  64. switch (event.type)
  65. {
  66. case SDL_QUIT:
  67. mIsRunning = false;
  68. break;
  69. }
  70. }
  71. const Uint8* state = SDL_GetKeyboardState(NULL);
  72. if (state[SDL_SCANCODE_ESCAPE])
  73. {
  74. mIsRunning = false;
  75. }
  76. // Process ship input
  77. mShip->ProcessKeyboard(state);
  78. }
  79. void Game::UpdateGame()
  80. {
  81. // Compute delta time
  82. // Wait until 16ms has elapsed since last frame
  83. while (!SDL_TICKS_PASSED(SDL_GetTicks(), mTicksCount + 16))
  84. ;
  85. float deltaTime = (SDL_GetTicks() - mTicksCount) / 1000.0f;
  86. if (deltaTime > 0.05f)
  87. {
  88. deltaTime = 0.05f;
  89. }
  90. mTicksCount = SDL_GetTicks();
  91. // Update all actors
  92. mUpdatingActors = true;
  93. for (auto actor : mActors)
  94. {
  95. actor->Update(deltaTime);
  96. }
  97. mUpdatingActors = false;
  98. // Move any pending actors to mActors
  99. for (auto pending : mPendingActors)
  100. {
  101. mActors.emplace_back(pending);
  102. }
  103. mPendingActors.clear();
  104. // Add any dead actors to a temp vector
  105. std::vector<Actor*> deadActors;
  106. for (auto actor : mActors)
  107. {
  108. if (actor->GetState() == Actor::EDead)
  109. {
  110. deadActors.emplace_back(actor);
  111. }
  112. }
  113. // Delete dead actors (which removes them from mActors)
  114. for (auto actor : deadActors)
  115. {
  116. delete actor;
  117. }
  118. }
  119. void Game::GenerateOutput()
  120. {
  121. SDL_SetRenderDrawColor(mRenderer, 0, 0, 0, 255);
  122. SDL_RenderClear(mRenderer);
  123. // Draw all sprite components
  124. for (auto sprite : mSprites)
  125. {
  126. sprite->Draw(mRenderer);
  127. }
  128. SDL_RenderPresent(mRenderer);
  129. }
  130. void Game::LoadData()
  131. {
  132. // Create player's ship
  133. mShip = new Ship(this);
  134. mShip->SetPosition(Vector2(100.0f, 384.0f));
  135. mShip->SetScale(1.5f);
  136. // Create actor for the background (this doesn't need a subclass)
  137. Actor* temp = new Actor(this);
  138. temp->SetPosition(Vector2(512.0f, 384.0f));
  139. // Create the "far back" background
  140. BGSpriteComponent* bg = new BGSpriteComponent(temp);
  141. bg->SetScreenSize(Vector2(1024.0f, 768.0f));
  142. std::vector<SDL_Texture*> bgtexs = {
  143. GetTexture("Assets/Farback01.png"),
  144. GetTexture("Assets/Farback02.png")
  145. };
  146. bg->SetBGTextures(bgtexs);
  147. bg->SetScrollSpeed(-100.0f);
  148. // Create the closer background
  149. bg = new BGSpriteComponent(temp, 50);
  150. bg->SetScreenSize(Vector2(1024.0f, 768.0f));
  151. bgtexs = {
  152. GetTexture("Assets/Stars.png"),
  153. GetTexture("Assets/Stars.png")
  154. };
  155. bg->SetBGTextures(bgtexs);
  156. bg->SetScrollSpeed(-200.0f);
  157. }
  158. void Game::UnloadData()
  159. {
  160. // Delete actors
  161. // Because ~Actor calls RemoveActor, have to use a different style loop
  162. while (!mActors.empty())
  163. {
  164. delete mActors.back();
  165. }
  166. // Destroy textures
  167. for (auto i : mTextures)
  168. {
  169. SDL_DestroyTexture(i.second);
  170. }
  171. mTextures.clear();
  172. }
  173. SDL_Texture* Game::GetTexture(const std::string& fileName)
  174. {
  175. SDL_Texture* tex = nullptr;
  176. // Is the texture already in the map?
  177. auto iter = mTextures.find(fileName);
  178. if (iter != mTextures.end())
  179. {
  180. tex = iter->second;
  181. }
  182. else
  183. {
  184. // Load from file
  185. SDL_Surface* surf = IMG_Load(fileName.c_str());
  186. if (!surf)
  187. {
  188. SDL_Log("Failed to load texture file %s", fileName.c_str());
  189. return nullptr;
  190. }
  191. // Create texture from surface
  192. tex = SDL_CreateTextureFromSurface(mRenderer, surf);
  193. SDL_FreeSurface(surf);
  194. if (!tex)
  195. {
  196. SDL_Log("Failed to convert surface to texture for %s", fileName.c_str());
  197. return nullptr;
  198. }
  199. mTextures.emplace(fileName.c_str(), tex);
  200. }
  201. return tex;
  202. }
  203. void Game::Shutdown()
  204. {
  205. UnloadData();
  206. IMG_Quit();
  207. SDL_DestroyRenderer(mRenderer);
  208. SDL_DestroyWindow(mWindow);
  209. SDL_Quit();
  210. }
  211. void Game::AddActor(Actor* actor)
  212. {
  213. // If we're updating actors, need to add to pending
  214. if (mUpdatingActors)
  215. {
  216. mPendingActors.emplace_back(actor);
  217. }
  218. else
  219. {
  220. mActors.emplace_back(actor);
  221. }
  222. }
  223. void Game::RemoveActor(Actor* actor)
  224. {
  225. // Is it in pending actors?
  226. auto iter = std::find(mPendingActors.begin(), mPendingActors.end(), actor);
  227. if (iter != mPendingActors.end())
  228. {
  229. // Swap to end of vector and pop off (avoid erase copies)
  230. std::iter_swap(iter, mPendingActors.end() - 1);
  231. mPendingActors.pop_back();
  232. }
  233. // Is it in actors?
  234. iter = std::find(mActors.begin(), mActors.end(), actor);
  235. if (iter != mActors.end())
  236. {
  237. // Swap to end of vector and pop off (avoid erase copies)
  238. std::iter_swap(iter, mActors.end() - 1);
  239. mActors.pop_back();
  240. }
  241. }
  242. void Game::AddSprite(SpriteComponent* sprite)
  243. {
  244. // Find the insertion point in the sorted vector
  245. // (The first element with a higher draw order than me)
  246. int myDrawOrder = sprite->GetDrawOrder();
  247. auto iter = mSprites.begin();
  248. for ( ;
  249. iter != mSprites.end();
  250. ++iter)
  251. {
  252. if (myDrawOrder < (*iter)->GetDrawOrder())
  253. {
  254. break;
  255. }
  256. }
  257. // Inserts element before position of iterator
  258. mSprites.insert(iter, sprite);
  259. }
  260. void Game::RemoveSprite(SpriteComponent* sprite)
  261. {
  262. // (We can't swap because it ruins ordering)
  263. auto iter = std::find(mSprites.begin(), mSprites.end(), sprite);
  264. mSprites.erase(iter);
  265. }