Game.cpp 7.7 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.txt for full details.
  7. // ----------------------------------------------------------------
  8. #include "Game.h"
  9. #include <GL/glew.h>
  10. #include "Texture.h"
  11. #include "VertexArray.h"
  12. #include "Shader.h"
  13. #include <algorithm>
  14. #include "Actor.h"
  15. #include "SpriteComponent.h"
  16. #include "Grid.h"
  17. #include "Enemy.h"
  18. #include "Actor.h"
  19. Game::Game()
  20. :mWindow(nullptr)
  21. ,mSpriteShader(nullptr)
  22. ,mIsRunning(true)
  23. ,mUpdatingActors(false)
  24. {
  25. }
  26. bool Game::Initialize()
  27. {
  28. if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO) != 0)
  29. {
  30. SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
  31. return false;
  32. }
  33. // Set OpenGL attributes
  34. // Use the core OpenGL profile
  35. SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
  36. // Specify version 3.3
  37. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
  38. SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
  39. // Request a color buffer with 8-bits per RGBA channel
  40. SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
  41. SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
  42. SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
  43. SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
  44. // Enable double buffering
  45. SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
  46. // Force OpenGL to use hardware acceleration
  47. SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
  48. mWindow = SDL_CreateWindow("Game Programming in C++ (Chapter 6)", 100, 100,
  49. 1024, 768, SDL_WINDOW_OPENGL);
  50. if (!mWindow)
  51. {
  52. SDL_Log("Failed to create window: %s", SDL_GetError());
  53. return false;
  54. }
  55. // Create an OpenGL context
  56. mContext = SDL_GL_CreateContext(mWindow);
  57. // Initialize GLEW
  58. glewExperimental = GL_TRUE;
  59. if (glewInit() != GLEW_OK)
  60. {
  61. SDL_Log("Failed to initialize GLEW.");
  62. return false;
  63. }
  64. // On some platforms, GLEW will emit a benign error code,
  65. // so clear it
  66. glGetError();
  67. // Make sure we can create/compile shaders
  68. if (!LoadShaders())
  69. {
  70. SDL_Log("Failed to load shaders.");
  71. return false;
  72. }
  73. // Create quad for drawing sprites
  74. CreateSpriteVerts();
  75. LoadData();
  76. mTicksCount = SDL_GetTicks();
  77. return true;
  78. }
  79. void Game::RunLoop()
  80. {
  81. while (mIsRunning)
  82. {
  83. ProcessInput();
  84. UpdateGame();
  85. GenerateOutput();
  86. }
  87. }
  88. void Game::ProcessInput()
  89. {
  90. SDL_Event event;
  91. while (SDL_PollEvent(&event))
  92. {
  93. switch (event.type)
  94. {
  95. case SDL_QUIT:
  96. mIsRunning = false;
  97. break;
  98. }
  99. }
  100. const Uint8* keyState = SDL_GetKeyboardState(NULL);
  101. if (keyState[SDL_SCANCODE_ESCAPE])
  102. {
  103. mIsRunning = false;
  104. }
  105. if (keyState[SDL_SCANCODE_B])
  106. {
  107. mGrid->BuildTower();
  108. }
  109. // Process mouse
  110. int x, y;
  111. Uint32 buttons = SDL_GetMouseState(&x, &y);
  112. if (SDL_BUTTON(buttons) & SDL_BUTTON_LEFT)
  113. {
  114. mGrid->ProcessClick(x, y);
  115. }
  116. mUpdatingActors = true;
  117. for (auto actor : mActors)
  118. {
  119. actor->ProcessInput(keyState);
  120. }
  121. mUpdatingActors = false;
  122. }
  123. void Game::UpdateGame()
  124. {
  125. // Compute delta time
  126. // Wait until 16ms has elapsed since last frame
  127. while (!SDL_TICKS_PASSED(SDL_GetTicks(), mTicksCount + 16))
  128. ;
  129. float deltaTime = (SDL_GetTicks() - mTicksCount) / 1000.0f;
  130. if (deltaTime > 0.05f)
  131. {
  132. deltaTime = 0.05f;
  133. }
  134. mTicksCount = SDL_GetTicks();
  135. // Update all actors
  136. mUpdatingActors = true;
  137. for (auto actor : mActors)
  138. {
  139. actor->Update(deltaTime);
  140. }
  141. mUpdatingActors = false;
  142. // Move any pending actors to mActors
  143. for (auto pending : mPendingActors)
  144. {
  145. mActors.emplace_back(pending);
  146. }
  147. mPendingActors.clear();
  148. // Add any dead actors to a temp vector
  149. std::vector<Actor*> deadActors;
  150. for (auto actor : mActors)
  151. {
  152. if (actor->GetState() == Actor::EDead)
  153. {
  154. deadActors.emplace_back(actor);
  155. }
  156. }
  157. // Delete dead actors (which removes them from mActors)
  158. for (auto actor : deadActors)
  159. {
  160. delete actor;
  161. }
  162. }
  163. void Game::GenerateOutput()
  164. {
  165. // Set the clear color to dark green
  166. glClearColor(0.13f, 0.54f, 0.13f, 1.0f);
  167. // Clear the color buffer
  168. glClear(GL_COLOR_BUFFER_BIT);
  169. // Draw all sprite components
  170. // Enable alpha blending on the color buffer
  171. glEnable(GL_BLEND);
  172. glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
  173. glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);
  174. // Set shader/vao as active
  175. mSpriteShader->SetActive();
  176. mSpriteVerts->SetActive();
  177. for (auto sprite : mSprites)
  178. {
  179. sprite->Draw(mSpriteShader);
  180. }
  181. // Swap the buffers
  182. SDL_GL_SwapWindow(mWindow);
  183. }
  184. bool Game::LoadShaders()
  185. {
  186. mSpriteShader = new Shader();
  187. if (!mSpriteShader->Load("Shaders/Sprite"))
  188. {
  189. return false;
  190. }
  191. mSpriteShader->SetActive();
  192. // Set the view-projection matrix
  193. Matrix4 viewProj = Matrix4::CreateSimpleViewProj(1024.f, 768.f);
  194. mSpriteShader->SetMatrixUniform("uViewProj", viewProj);
  195. return true;
  196. }
  197. void Game::CreateSpriteVerts()
  198. {
  199. float vertices[] = {
  200. -0.5f, 0.5f, 0.f, 0.f, 0.f, // top left
  201. 0.5f, 0.5f, 0.f, 1.f, 0.f, // top right
  202. 0.5f, -0.5f, 0.f, 1.f, 1.f, // bottom right
  203. -0.5f, -0.5f, 0.f, 0.f, 1.f // bottom left
  204. };
  205. unsigned int indices[] = {
  206. 0, 1, 2,
  207. 2, 3, 0
  208. };
  209. mSpriteVerts = new VertexArray(vertices, 4, indices, 6);
  210. }
  211. void Game::LoadData()
  212. {
  213. mGrid = new Grid(this);
  214. }
  215. void Game::UnloadData()
  216. {
  217. // Delete actors
  218. // Because ~Actor calls RemoveActor, have to use a different style loop
  219. while (!mActors.empty())
  220. {
  221. delete mActors.back();
  222. }
  223. // Destroy textures
  224. for (auto i : mTextures)
  225. {
  226. i.second->Unload();
  227. delete i.second;
  228. }
  229. mTextures.clear();
  230. }
  231. Texture* Game::GetTexture(const std::string& fileName)
  232. {
  233. Texture* tex = nullptr;
  234. auto iter = mTextures.find(fileName);
  235. if (iter != mTextures.end())
  236. {
  237. tex = iter->second;
  238. }
  239. else
  240. {
  241. tex = new Texture();
  242. if (tex->Load(fileName))
  243. {
  244. mTextures.emplace(fileName, tex);
  245. }
  246. else
  247. {
  248. delete tex;
  249. tex = nullptr;
  250. }
  251. }
  252. return tex;
  253. }
  254. void Game::Shutdown()
  255. {
  256. UnloadData();
  257. delete mSpriteVerts;
  258. mSpriteShader->Unload();
  259. delete mSpriteShader;
  260. SDL_GL_DeleteContext(mContext);
  261. SDL_DestroyWindow(mWindow);
  262. SDL_Quit();
  263. }
  264. void Game::AddActor(Actor* actor)
  265. {
  266. // If we're updating actors, need to add to pending
  267. if (mUpdatingActors)
  268. {
  269. mPendingActors.emplace_back(actor);
  270. }
  271. else
  272. {
  273. mActors.emplace_back(actor);
  274. }
  275. }
  276. void Game::RemoveActor(Actor* actor)
  277. {
  278. // Is it in pending actors?
  279. auto iter = std::find(mPendingActors.begin(), mPendingActors.end(), actor);
  280. if (iter != mPendingActors.end())
  281. {
  282. // Swap to end of vector and pop off (avoid erase copies)
  283. std::iter_swap(iter, mPendingActors.end() - 1);
  284. mPendingActors.pop_back();
  285. }
  286. // Is it in actors?
  287. iter = std::find(mActors.begin(), mActors.end(), actor);
  288. if (iter != mActors.end())
  289. {
  290. // Swap to end of vector and pop off (avoid erase copies)
  291. std::iter_swap(iter, mActors.end() - 1);
  292. mActors.pop_back();
  293. }
  294. }
  295. void Game::AddSprite(SpriteComponent* sprite)
  296. {
  297. // Find the insertion point in the sorted vector
  298. // (The first element with a higher draw order than me)
  299. int myDrawOrder = sprite->GetDrawOrder();
  300. auto iter = mSprites.begin();
  301. for (;
  302. iter != mSprites.end();
  303. ++iter)
  304. {
  305. if (myDrawOrder < (*iter)->GetDrawOrder())
  306. {
  307. break;
  308. }
  309. }
  310. // Inserts element before position of iterator
  311. mSprites.insert(iter, sprite);
  312. }
  313. void Game::RemoveSprite(SpriteComponent* sprite)
  314. {
  315. auto iter = std::find(mSprites.begin(), mSprites.end(), sprite);
  316. mSprites.erase(iter);
  317. }
  318. Enemy* Game::GetNearestEnemy(const Vector2& pos)
  319. {
  320. Enemy* best = nullptr;
  321. if (mEnemies.size() > 0)
  322. {
  323. best = mEnemies[0];
  324. // Save the distance squared of first enemy, and test if others are closer
  325. float bestDistSq = (pos - mEnemies[0]->GetPosition()).LengthSq();
  326. for (size_t i = 1; i < mEnemies.size(); i++)
  327. {
  328. float newDistSq = (pos - mEnemies[i]->GetPosition()).LengthSq();
  329. if (newDistSq < bestDistSq)
  330. {
  331. bestDistSq = newDistSq;
  332. best = mEnemies[i];
  333. }
  334. }
  335. }
  336. return best;
  337. }