Game.cpp 9.2 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 <algorithm>
  10. #include "Renderer.h"
  11. #include "AudioSystem.h"
  12. #include "Actor.h"
  13. #include "SpriteComponent.h"
  14. #include "MeshComponent.h"
  15. #include "FPSActor.h"
  16. #include "PlaneActor.h"
  17. #include "AudioComponent.h"
  18. #include "FollowActor.h"
  19. #include "OrbitActor.h"
  20. #include "SplineActor.h"
  21. Game::Game()
  22. :mRenderer(nullptr)
  23. ,mAudioSystem(nullptr)
  24. ,mIsRunning(true)
  25. ,mUpdatingActors(false)
  26. {
  27. }
  28. bool Game::Initialize()
  29. {
  30. if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO) != 0)
  31. {
  32. SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
  33. return false;
  34. }
  35. // Create the renderer
  36. mRenderer = new Renderer(this);
  37. if (!mRenderer->Initialize(1024.0f, 768.0f))
  38. {
  39. SDL_Log("Failed to initialize renderer");
  40. delete mRenderer;
  41. mRenderer = nullptr;
  42. return false;
  43. }
  44. // Create the audio system
  45. mAudioSystem = new AudioSystem(this);
  46. if (!mAudioSystem->Initialize())
  47. {
  48. SDL_Log("Failed to initialize audio system");
  49. mAudioSystem->Shutdown();
  50. delete mAudioSystem;
  51. mAudioSystem = nullptr;
  52. return false;
  53. }
  54. LoadData();
  55. mTicksCount = SDL_GetTicks();
  56. return true;
  57. }
  58. void Game::RunLoop()
  59. {
  60. while (mIsRunning)
  61. {
  62. ProcessInput();
  63. UpdateGame();
  64. GenerateOutput();
  65. }
  66. }
  67. void Game::ProcessInput()
  68. {
  69. SDL_Event event;
  70. while (SDL_PollEvent(&event))
  71. {
  72. switch (event.type)
  73. {
  74. case SDL_QUIT:
  75. mIsRunning = false;
  76. break;
  77. // This fires when a key's initially pressed
  78. case SDL_KEYDOWN:
  79. if (!event.key.repeat)
  80. {
  81. HandleKeyPress(event.key.keysym.sym);
  82. }
  83. break;
  84. case SDL_MOUSEBUTTONDOWN:
  85. HandleKeyPress(event.button.button);
  86. break;
  87. default:
  88. break;
  89. }
  90. }
  91. const Uint8* state = SDL_GetKeyboardState(NULL);
  92. if (state[SDL_SCANCODE_ESCAPE])
  93. {
  94. mIsRunning = false;
  95. }
  96. for (auto actor : mActors)
  97. {
  98. actor->ProcessInput(state);
  99. }
  100. }
  101. void Game::HandleKeyPress(int key)
  102. {
  103. switch (key)
  104. {
  105. case '-':
  106. {
  107. // Reduce master volume
  108. float volume = mAudioSystem->GetBusVolume("bus:/");
  109. volume = Math::Max(0.0f, volume - 0.1f);
  110. mAudioSystem->SetBusVolume("bus:/", volume);
  111. break;
  112. }
  113. case '=':
  114. {
  115. // Increase master volume
  116. float volume = mAudioSystem->GetBusVolume("bus:/");
  117. volume = Math::Min(1.0f, volume + 0.1f);
  118. mAudioSystem->SetBusVolume("bus:/", volume);
  119. break;
  120. }
  121. case '1':
  122. case '2':
  123. case '3':
  124. case '4':
  125. ChangeCamera(key);
  126. break;
  127. case SDL_BUTTON_LEFT:
  128. {
  129. // Get start point (in center of screen on near plane)
  130. Vector3 screenPoint(0.0f, 0.0f, 0.0f);
  131. Vector3 start = mRenderer->Unproject(screenPoint);
  132. // Get end point (in center of screen, between near and far)
  133. screenPoint.z = 0.9f;
  134. Vector3 end = mRenderer->Unproject(screenPoint);
  135. // Set spheres to points
  136. mStartSphere->SetPosition(start);
  137. mEndSphere->SetPosition(end);
  138. break;
  139. }
  140. default:
  141. break;
  142. }
  143. }
  144. void Game::UpdateGame()
  145. {
  146. // Compute delta time
  147. // Wait until 16ms has elapsed since last frame
  148. while (!SDL_TICKS_PASSED(SDL_GetTicks(), mTicksCount + 16))
  149. ;
  150. float deltaTime = (SDL_GetTicks() - mTicksCount) / 1000.0f;
  151. if (deltaTime > 0.05f)
  152. {
  153. deltaTime = 0.05f;
  154. }
  155. mTicksCount = SDL_GetTicks();
  156. // Update all actors
  157. mUpdatingActors = true;
  158. for (auto actor : mActors)
  159. {
  160. actor->Update(deltaTime);
  161. }
  162. mUpdatingActors = false;
  163. // Move any pending actors to mActors
  164. for (auto pending : mPendingActors)
  165. {
  166. pending->ComputeWorldTransform();
  167. mActors.emplace_back(pending);
  168. }
  169. mPendingActors.clear();
  170. // Add any dead actors to a temp vector
  171. std::vector<Actor*> deadActors;
  172. for (auto actor : mActors)
  173. {
  174. if (actor->GetState() == Actor::EDead)
  175. {
  176. deadActors.emplace_back(actor);
  177. }
  178. }
  179. // Delete dead actors (which removes them from mActors)
  180. for (auto actor : deadActors)
  181. {
  182. delete actor;
  183. }
  184. // Update audio system
  185. mAudioSystem->Update(deltaTime);
  186. }
  187. void Game::GenerateOutput()
  188. {
  189. mRenderer->Draw();
  190. }
  191. void Game::LoadData()
  192. {
  193. // Create actors
  194. Actor* a = new Actor(this);
  195. a->SetPosition(Vector3(200.0f, 75.0f, 0.0f));
  196. a->SetScale(100.0f);
  197. Quaternion q(Vector3::UnitY, -Math::PiOver2);
  198. q = Quaternion::Concatenate(q, Quaternion(Vector3::UnitZ, Math::Pi + Math::Pi / 4.0f));
  199. a->SetRotation(q);
  200. MeshComponent* mc = new MeshComponent(a);
  201. mc->SetMesh(mRenderer->GetMesh("Assets/Cube.gpmesh"));
  202. a = new Actor(this);
  203. a->SetPosition(Vector3(200.0f, -75.0f, 0.0f));
  204. a->SetScale(3.0f);
  205. mc = new MeshComponent(a);
  206. mc->SetMesh(mRenderer->GetMesh("Assets/Sphere.gpmesh"));
  207. // Setup floor
  208. const float start = -1250.0f;
  209. const float size = 250.0f;
  210. for (int i = 0; i < 10; i++)
  211. {
  212. for (int j = 0; j < 10; j++)
  213. {
  214. a = new PlaneActor(this);
  215. a->SetPosition(Vector3(start + i * size, start + j * size, -100.0f));
  216. }
  217. }
  218. // Left/right walls
  219. q = Quaternion(Vector3::UnitX, Math::PiOver2);
  220. for (int i = 0; i < 10; i++)
  221. {
  222. a = new PlaneActor(this);
  223. a->SetPosition(Vector3(start + i * size, start - size, 0.0f));
  224. a->SetRotation(q);
  225. a = new PlaneActor(this);
  226. a->SetPosition(Vector3(start + i * size, -start + size, 0.0f));
  227. a->SetRotation(q);
  228. }
  229. q = Quaternion::Concatenate(q, Quaternion(Vector3::UnitZ, Math::PiOver2));
  230. // Forward/back walls
  231. for (int i = 0; i < 10; i++)
  232. {
  233. a = new PlaneActor(this);
  234. a->SetPosition(Vector3(start - size, start + i * size, 0.0f));
  235. a->SetRotation(q);
  236. a = new PlaneActor(this);
  237. a->SetPosition(Vector3(-start + size, start + i * size, 0.0f));
  238. a->SetRotation(q);
  239. }
  240. // Setup lights
  241. mRenderer->SetAmbientLight(Vector3(0.2f, 0.2f, 0.2f));
  242. DirectionalLight& dir = mRenderer->GetDirectionalLight();
  243. dir.mDirection = Vector3(0.0f, -0.707f, -0.707f);
  244. dir.mDiffuseColor = Vector3(0.78f, 0.88f, 1.0f);
  245. dir.mSpecColor = Vector3(0.8f, 0.8f, 0.8f);
  246. // UI elements
  247. a = new Actor(this);
  248. a->SetPosition(Vector3(-350.0f, -350.0f, 0.0f));
  249. SpriteComponent* sc = new SpriteComponent(a);
  250. sc->SetTexture(mRenderer->GetTexture("Assets/HealthBar.png"));
  251. a = new Actor(this);
  252. a->SetPosition(Vector3(-390.0f, 275.0f, 0.0f));
  253. a->SetScale(0.75f);
  254. sc = new SpriteComponent(a);
  255. sc->SetTexture(mRenderer->GetTexture("Assets/Radar.png"));
  256. a = new Actor(this);
  257. a->SetScale(2.0f);
  258. mCrosshair = new SpriteComponent(a);
  259. mCrosshair->SetTexture(mRenderer->GetTexture("Assets/Crosshair.png"));
  260. // Start music
  261. mMusicEvent = mAudioSystem->PlayEvent("event:/Music");
  262. // Enable relative mouse mode for camera look
  263. SDL_SetRelativeMouseMode(SDL_TRUE);
  264. // Make an initial call to get relative to clear out
  265. SDL_GetRelativeMouseState(nullptr, nullptr);
  266. // Different camera actors
  267. mFPSActor = new FPSActor(this);
  268. mFollowActor = new FollowActor(this);
  269. mOrbitActor = new OrbitActor(this);
  270. mSplineActor = new SplineActor(this);
  271. ChangeCamera('1');
  272. // Spheres for demonstrating unprojection
  273. mStartSphere = new Actor(this);
  274. mStartSphere->SetPosition(Vector3(10000.0f, 0.0f, 0.0f));
  275. mStartSphere->SetScale(0.25f);
  276. mc = new MeshComponent(mStartSphere);
  277. mc->SetMesh(mRenderer->GetMesh("Assets/Sphere.gpmesh"));
  278. mEndSphere = new Actor(this);
  279. mEndSphere->SetPosition(Vector3(10000.0f, 0.0f, 0.0f));
  280. mEndSphere->SetScale(0.25f);
  281. mc = new MeshComponent(mEndSphere);
  282. mc->SetMesh(mRenderer->GetMesh("Assets/Sphere.gpmesh"));
  283. mc->SetTextureIndex(1);
  284. }
  285. void Game::UnloadData()
  286. {
  287. // Delete actors
  288. // Because ~Actor calls RemoveActor, have to use a different style loop
  289. while (!mActors.empty())
  290. {
  291. delete mActors.back();
  292. }
  293. if (mRenderer)
  294. {
  295. mRenderer->UnloadData();
  296. }
  297. }
  298. void Game::Shutdown()
  299. {
  300. UnloadData();
  301. if (mRenderer)
  302. {
  303. mRenderer->Shutdown();
  304. }
  305. if (mAudioSystem)
  306. {
  307. mAudioSystem->Shutdown();
  308. }
  309. SDL_Quit();
  310. }
  311. void Game::AddActor(Actor* actor)
  312. {
  313. // If we're updating actors, need to add to pending
  314. if (mUpdatingActors)
  315. {
  316. mPendingActors.emplace_back(actor);
  317. }
  318. else
  319. {
  320. mActors.emplace_back(actor);
  321. }
  322. }
  323. void Game::RemoveActor(Actor* actor)
  324. {
  325. // Is it in pending actors?
  326. auto iter = std::find(mPendingActors.begin(), mPendingActors.end(), actor);
  327. if (iter != mPendingActors.end())
  328. {
  329. // Swap to end of vector and pop off (avoid erase copies)
  330. std::iter_swap(iter, mPendingActors.end() - 1);
  331. mPendingActors.pop_back();
  332. }
  333. // Is it in actors?
  334. iter = std::find(mActors.begin(), mActors.end(), actor);
  335. if (iter != mActors.end())
  336. {
  337. // Swap to end of vector and pop off (avoid erase copies)
  338. std::iter_swap(iter, mActors.end() - 1);
  339. mActors.pop_back();
  340. }
  341. }
  342. void Game::ChangeCamera(int mode)
  343. {
  344. // Disable everything
  345. mFPSActor->SetState(Actor::EPaused);
  346. mFPSActor->SetVisible(false);
  347. mCrosshair->SetVisible(false);
  348. mFollowActor->SetState(Actor::EPaused);
  349. mFollowActor->SetVisible(false);
  350. mOrbitActor->SetState(Actor::EPaused);
  351. mOrbitActor->SetVisible(false);
  352. mSplineActor->SetState(Actor::EPaused);
  353. // Enable the camera specified by the mode
  354. switch (mode)
  355. {
  356. case '1':
  357. default:
  358. mFPSActor->SetState(Actor::EActive);
  359. mFPSActor->SetVisible(true);
  360. mCrosshair->SetVisible(true);
  361. break;
  362. case '2':
  363. mFollowActor->SetState(Actor::EActive);
  364. mFollowActor->SetVisible(true);
  365. break;
  366. case '3':
  367. mOrbitActor->SetState(Actor::EActive);
  368. mOrbitActor->SetVisible(true);
  369. break;
  370. case '4':
  371. mSplineActor->SetState(Actor::EActive);
  372. mSplineActor->RestartSpline();
  373. break;
  374. }
  375. }