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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 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 "CameraActor.h"
  16. #include "PlaneActor.h"
  17. #include "AudioComponent.h"
  18. Game::Game()
  19. :mRenderer(nullptr)
  20. ,mAudioSystem(nullptr)
  21. ,mIsRunning(true)
  22. ,mUpdatingActors(false)
  23. {
  24. }
  25. bool Game::Initialize()
  26. {
  27. if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO) != 0)
  28. {
  29. SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
  30. return false;
  31. }
  32. // Create the renderer
  33. mRenderer = new Renderer(this);
  34. if (!mRenderer->Initialize(1024.0f, 768.0f))
  35. {
  36. SDL_Log("Failed to initialize renderer");
  37. delete mRenderer;
  38. mRenderer = nullptr;
  39. return false;
  40. }
  41. // Create the audio system
  42. mAudioSystem = new AudioSystem(this);
  43. if (!mAudioSystem->Initialize())
  44. {
  45. SDL_Log("Failed to initialize audio system");
  46. mAudioSystem->Shutdown();
  47. delete mAudioSystem;
  48. mAudioSystem = nullptr;
  49. return false;
  50. }
  51. LoadData();
  52. mTicksCount = SDL_GetTicks();
  53. return true;
  54. }
  55. void Game::RunLoop()
  56. {
  57. while (mIsRunning)
  58. {
  59. ProcessInput();
  60. UpdateGame();
  61. GenerateOutput();
  62. }
  63. }
  64. void Game::ProcessInput()
  65. {
  66. SDL_Event event;
  67. while (SDL_PollEvent(&event))
  68. {
  69. switch (event.type)
  70. {
  71. case SDL_QUIT:
  72. mIsRunning = false;
  73. break;
  74. // This fires when a key's initially pressed
  75. case SDL_KEYDOWN:
  76. if (!event.key.repeat)
  77. {
  78. HandleKeyPress(event.key.keysym.sym);
  79. }
  80. break;
  81. default:
  82. break;
  83. }
  84. }
  85. const Uint8* state = SDL_GetKeyboardState(NULL);
  86. if (state[SDL_SCANCODE_ESCAPE])
  87. {
  88. mIsRunning = false;
  89. }
  90. for (auto actor : mActors)
  91. {
  92. actor->ProcessInput(state);
  93. }
  94. }
  95. void Game::HandleKeyPress(int key)
  96. {
  97. switch (key)
  98. {
  99. case '-':
  100. {
  101. // Reduce master volume
  102. float volume = mAudioSystem->GetBusVolume("bus:/");
  103. volume = Math::Max(0.0f, volume - 0.1f);
  104. mAudioSystem->SetBusVolume("bus:/", volume);
  105. break;
  106. }
  107. case '=':
  108. {
  109. // Increase master volume
  110. float volume = mAudioSystem->GetBusVolume("bus:/");
  111. volume = Math::Min(1.0f, volume + 0.1f);
  112. mAudioSystem->SetBusVolume("bus:/", volume);
  113. break;
  114. }
  115. case 'e':
  116. // Play explosion
  117. mAudioSystem->PlayEvent("event:/Explosion2D");
  118. break;
  119. case 'm':
  120. // Toggle music pause state
  121. mMusicEvent.SetPaused(!mMusicEvent.GetPaused());
  122. break;
  123. case 'r':
  124. // Stop or start reverb snapshot
  125. if (!mReverbSnap.IsValid())
  126. {
  127. mReverbSnap = mAudioSystem->PlayEvent("snapshot:/WithReverb");
  128. }
  129. else
  130. {
  131. mReverbSnap.Stop();
  132. }
  133. break;
  134. case '1':
  135. // Set default footstep surface
  136. mCameraActor->SetFootstepSurface(0.0f);
  137. break;
  138. case '2':
  139. // Set grass footstep surface
  140. mCameraActor->SetFootstepSurface(0.5f);
  141. break;
  142. default:
  143. break;
  144. }
  145. }
  146. void Game::UpdateGame()
  147. {
  148. // Compute delta time
  149. // Wait until 16ms has elapsed since last frame
  150. while (!SDL_TICKS_PASSED(SDL_GetTicks(), mTicksCount + 16))
  151. ;
  152. float deltaTime = (SDL_GetTicks() - mTicksCount) / 1000.0f;
  153. if (deltaTime > 0.05f)
  154. {
  155. deltaTime = 0.05f;
  156. }
  157. mTicksCount = SDL_GetTicks();
  158. // Update all actors
  159. mUpdatingActors = true;
  160. for (auto actor : mActors)
  161. {
  162. actor->Update(deltaTime);
  163. }
  164. mUpdatingActors = false;
  165. // Move any pending actors to mActors
  166. for (auto pending : mPendingActors)
  167. {
  168. pending->ComputeWorldTransform();
  169. mActors.emplace_back(pending);
  170. }
  171. mPendingActors.clear();
  172. // Add any dead actors to a temp vector
  173. std::vector<Actor*> deadActors;
  174. for (auto actor : mActors)
  175. {
  176. if (actor->GetState() == Actor::EDead)
  177. {
  178. deadActors.emplace_back(actor);
  179. }
  180. }
  181. // Delete dead actors (which removes them from mActors)
  182. for (auto actor : deadActors)
  183. {
  184. delete actor;
  185. }
  186. // Update audio system
  187. mAudioSystem->Update(deltaTime);
  188. }
  189. void Game::GenerateOutput()
  190. {
  191. mRenderer->Draw();
  192. }
  193. void Game::LoadData()
  194. {
  195. // Create actors
  196. Actor* a = new Actor(this);
  197. a->SetPosition(Vector3(200.0f, 75.0f, 0.0f));
  198. a->SetScale(100.0f);
  199. Quaternion q(Vector3::UnitY, -Math::PiOver2);
  200. q = Quaternion::Concatenate(q, Quaternion(Vector3::UnitZ, Math::Pi + Math::Pi / 4.0f));
  201. a->SetRotation(q);
  202. MeshComponent* mc = new MeshComponent(a);
  203. mc->SetMesh(mRenderer->GetMesh("Assets/Cube.gpmesh"));
  204. a = new Actor(this);
  205. a->SetPosition(Vector3(200.0f, -75.0f, 0.0f));
  206. a->SetScale(3.0f);
  207. mc = new MeshComponent(a);
  208. mc->SetMesh(mRenderer->GetMesh("Assets/Sphere.gpmesh"));
  209. // Setup floor
  210. const float start = -1250.0f;
  211. const float size = 250.0f;
  212. for (int i = 0; i < 10; i++)
  213. {
  214. for (int j = 0; j < 10; j++)
  215. {
  216. a = new PlaneActor(this);
  217. a->SetPosition(Vector3(start + i * size, start + j * size, -100.0f));
  218. }
  219. }
  220. // Left/right walls
  221. q = Quaternion(Vector3::UnitX, Math::PiOver2);
  222. for (int i = 0; i < 10; i++)
  223. {
  224. a = new PlaneActor(this);
  225. a->SetPosition(Vector3(start + i * size, start - size, 0.0f));
  226. a->SetRotation(q);
  227. a = new PlaneActor(this);
  228. a->SetPosition(Vector3(start + i * size, -start + size, 0.0f));
  229. a->SetRotation(q);
  230. }
  231. q = Quaternion::Concatenate(q, Quaternion(Vector3::UnitZ, Math::PiOver2));
  232. // Forward/back walls
  233. for (int i = 0; i < 10; i++)
  234. {
  235. a = new PlaneActor(this);
  236. a->SetPosition(Vector3(start - size, start + i * size, 0.0f));
  237. a->SetRotation(q);
  238. a = new PlaneActor(this);
  239. a->SetPosition(Vector3(-start + size, start + i * size, 0.0f));
  240. a->SetRotation(q);
  241. }
  242. // Setup lights
  243. mRenderer->SetAmbientLight(Vector3(0.2f, 0.2f, 0.2f));
  244. DirectionalLight& dir = mRenderer->GetDirectionalLight();
  245. dir.mDirection = Vector3(0.0f, -0.707f, -0.707f);
  246. dir.mDiffuseColor = Vector3(0.78f, 0.88f, 1.0f);
  247. dir.mSpecColor = Vector3(0.8f, 0.8f, 0.8f);
  248. // Camera actor
  249. mCameraActor = new CameraActor(this);
  250. // UI elements
  251. a = new Actor(this);
  252. a->SetPosition(Vector3(-350.0f, -350.0f, 0.0f));
  253. SpriteComponent* sc = new SpriteComponent(a);
  254. sc->SetTexture(mRenderer->GetTexture("Assets/HealthBar.png"));
  255. a = new Actor(this);
  256. a->SetPosition(Vector3(375.0f, -275.0f, 0.0f));
  257. a->SetScale(0.75f);
  258. sc = new SpriteComponent(a);
  259. sc->SetTexture(mRenderer->GetTexture("Assets/Radar.png"));
  260. // Create spheres with audio components playing different sounds
  261. a = new Actor(this);
  262. a->SetPosition(Vector3(500.0f, -75.0f, 0.0f));
  263. a->SetScale(1.0f);
  264. mc = new MeshComponent(a);
  265. mc->SetMesh(mRenderer->GetMesh("Assets/Sphere.gpmesh"));
  266. AudioComponent* ac = new AudioComponent(a);
  267. ac->PlayEvent("event:/FireLoop");
  268. // Start music
  269. mMusicEvent = mAudioSystem->PlayEvent("event:/Music");
  270. }
  271. void Game::UnloadData()
  272. {
  273. // Delete actors
  274. // Because ~Actor calls RemoveActor, have to use a different style loop
  275. while (!mActors.empty())
  276. {
  277. delete mActors.back();
  278. }
  279. if (mRenderer)
  280. {
  281. mRenderer->UnloadData();
  282. }
  283. }
  284. void Game::Shutdown()
  285. {
  286. UnloadData();
  287. if (mRenderer)
  288. {
  289. mRenderer->Shutdown();
  290. }
  291. if (mAudioSystem)
  292. {
  293. mAudioSystem->Shutdown();
  294. }
  295. SDL_Quit();
  296. }
  297. void Game::AddActor(Actor* actor)
  298. {
  299. // If we're updating actors, need to add to pending
  300. if (mUpdatingActors)
  301. {
  302. mPendingActors.emplace_back(actor);
  303. }
  304. else
  305. {
  306. mActors.emplace_back(actor);
  307. }
  308. }
  309. void Game::RemoveActor(Actor* actor)
  310. {
  311. // Is it in pending actors?
  312. auto iter = std::find(mPendingActors.begin(), mPendingActors.end(), actor);
  313. if (iter != mPendingActors.end())
  314. {
  315. // Swap to end of vector and pop off (avoid erase copies)
  316. std::iter_swap(iter, mPendingActors.end() - 1);
  317. mPendingActors.pop_back();
  318. }
  319. // Is it in actors?
  320. iter = std::find(mActors.begin(), mActors.end(), actor);
  321. if (iter != mActors.end())
  322. {
  323. // Swap to end of vector and pop off (avoid erase copies)
  324. std::iter_swap(iter, mActors.end() - 1);
  325. mActors.pop_back();
  326. }
  327. }