Game.cpp 9.1 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 <algorithm>
  10. #include "Renderer.h"
  11. #include "AudioSystem.h"
  12. #include "PhysWorld.h"
  13. #include "Actor.h"
  14. #include "UIScreen.h"
  15. #include "HUD.h"
  16. #include "MeshComponent.h"
  17. #include "FollowActor.h"
  18. #include "PlaneActor.h"
  19. #include "TargetActor.h"
  20. #include "BallActor.h"
  21. #include "PauseMenu.h"
  22. #include <SDL/SDL.h>
  23. #include <SDL/SDL_ttf.h>
  24. #include "Font.h"
  25. #include <rapidjson/document.h>
  26. #include "Skeleton.h"
  27. #include "Animation.h"
  28. #include "PointLightComponent.h"
  29. #include "LevelLoader.h"
  30. Game::Game()
  31. :mRenderer(nullptr)
  32. ,mAudioSystem(nullptr)
  33. ,mPhysWorld(nullptr)
  34. ,mGameState(EGameplay)
  35. ,mUpdatingActors(false)
  36. {
  37. }
  38. bool Game::Initialize()
  39. {
  40. if (SDL_Init(SDL_INIT_VIDEO|SDL_INIT_AUDIO) != 0)
  41. {
  42. SDL_Log("Unable to initialize SDL: %s", SDL_GetError());
  43. return false;
  44. }
  45. // Create the renderer
  46. mRenderer = new Renderer(this);
  47. if (!mRenderer->Initialize(1024.0f, 768.0f))
  48. {
  49. SDL_Log("Failed to initialize renderer");
  50. delete mRenderer;
  51. mRenderer = nullptr;
  52. return false;
  53. }
  54. // Create the audio system
  55. mAudioSystem = new AudioSystem(this);
  56. if (!mAudioSystem->Initialize())
  57. {
  58. SDL_Log("Failed to initialize audio system");
  59. mAudioSystem->Shutdown();
  60. delete mAudioSystem;
  61. mAudioSystem = nullptr;
  62. return false;
  63. }
  64. // Create the physics world
  65. mPhysWorld = new PhysWorld(this);
  66. // Initialize SDL_ttf
  67. if (TTF_Init() != 0)
  68. {
  69. SDL_Log("Failed to initialize SDL_ttf");
  70. return false;
  71. }
  72. LoadData();
  73. mTicksCount = SDL_GetTicks();
  74. return true;
  75. }
  76. void Game::RunLoop()
  77. {
  78. while (mGameState != EQuit)
  79. {
  80. ProcessInput();
  81. UpdateGame();
  82. GenerateOutput();
  83. }
  84. }
  85. void Game::ProcessInput()
  86. {
  87. SDL_Event event;
  88. while (SDL_PollEvent(&event))
  89. {
  90. switch (event.type)
  91. {
  92. case SDL_QUIT:
  93. mGameState = EQuit;
  94. break;
  95. // This fires when a key's initially pressed
  96. case SDL_KEYDOWN:
  97. if (!event.key.repeat)
  98. {
  99. if (mGameState == EGameplay)
  100. {
  101. HandleKeyPress(event.key.keysym.sym);
  102. }
  103. else if (!mUIStack.empty())
  104. {
  105. mUIStack.back()->
  106. HandleKeyPress(event.key.keysym.sym);
  107. }
  108. }
  109. break;
  110. case SDL_MOUSEBUTTONDOWN:
  111. if (mGameState == EGameplay)
  112. {
  113. HandleKeyPress(event.button.button);
  114. }
  115. else if (!mUIStack.empty())
  116. {
  117. mUIStack.back()->
  118. HandleKeyPress(event.button.button);
  119. }
  120. break;
  121. default:
  122. break;
  123. }
  124. }
  125. const Uint8* state = SDL_GetKeyboardState(NULL);
  126. if (mGameState == EGameplay)
  127. {
  128. for (auto actor : mActors)
  129. {
  130. if (actor->GetState() == Actor::EActive)
  131. {
  132. actor->ProcessInput(state);
  133. }
  134. }
  135. }
  136. else if (!mUIStack.empty())
  137. {
  138. mUIStack.back()->ProcessInput(state);
  139. }
  140. }
  141. void Game::HandleKeyPress(int key)
  142. {
  143. switch (key)
  144. {
  145. case SDLK_ESCAPE:
  146. // Create pause menu
  147. new PauseMenu(this);
  148. break;
  149. case '-':
  150. {
  151. // Reduce master volume
  152. float volume = mAudioSystem->GetBusVolume("bus:/");
  153. volume = Math::Max(0.0f, volume - 0.1f);
  154. mAudioSystem->SetBusVolume("bus:/", volume);
  155. break;
  156. }
  157. case '=':
  158. {
  159. // Increase master volume
  160. float volume = mAudioSystem->GetBusVolume("bus:/");
  161. volume = Math::Min(1.0f, volume + 0.1f);
  162. mAudioSystem->SetBusVolume("bus:/", volume);
  163. break;
  164. }
  165. case '1':
  166. {
  167. // Load English text
  168. LoadText("Assets/English.gptext");
  169. break;
  170. }
  171. case '2':
  172. {
  173. // Load Russian text
  174. LoadText("Assets/Russian.gptext");
  175. break;
  176. }
  177. case 'r':
  178. {
  179. // Save level
  180. LevelLoader::SaveLevel(this, "Assets/Saved.gplevel");
  181. break;
  182. }
  183. case SDL_BUTTON_LEFT:
  184. {
  185. break;
  186. }
  187. default:
  188. break;
  189. }
  190. }
  191. void Game::UpdateGame()
  192. {
  193. // Compute delta time
  194. // Wait until 16ms has elapsed since last frame
  195. while (!SDL_TICKS_PASSED(SDL_GetTicks(), mTicksCount + 16))
  196. ;
  197. float deltaTime = (SDL_GetTicks() - mTicksCount) / 1000.0f;
  198. if (deltaTime > 0.05f)
  199. {
  200. deltaTime = 0.05f;
  201. }
  202. mTicksCount = SDL_GetTicks();
  203. if (mGameState == EGameplay)
  204. {
  205. // Update all actors
  206. mUpdatingActors = true;
  207. for (auto actor : mActors)
  208. {
  209. actor->Update(deltaTime);
  210. }
  211. mUpdatingActors = false;
  212. // Move any pending actors to mActors
  213. for (auto pending : mPendingActors)
  214. {
  215. pending->ComputeWorldTransform();
  216. mActors.emplace_back(pending);
  217. }
  218. mPendingActors.clear();
  219. // Add any dead actors to a temp vector
  220. std::vector<Actor*> deadActors;
  221. for (auto actor : mActors)
  222. {
  223. if (actor->GetState() == Actor::EDead)
  224. {
  225. deadActors.emplace_back(actor);
  226. }
  227. }
  228. // Delete dead actors (which removes them from mActors)
  229. for (auto actor : deadActors)
  230. {
  231. delete actor;
  232. }
  233. }
  234. // Update audio system
  235. mAudioSystem->Update(deltaTime);
  236. // Update UI screens
  237. for (auto ui : mUIStack)
  238. {
  239. if (ui->GetState() == UIScreen::EActive)
  240. {
  241. ui->Update(deltaTime);
  242. }
  243. }
  244. // Delete any UIScreens that are closed
  245. auto iter = mUIStack.begin();
  246. while (iter != mUIStack.end())
  247. {
  248. if ((*iter)->GetState() == UIScreen::EClosing)
  249. {
  250. delete *iter;
  251. iter = mUIStack.erase(iter);
  252. }
  253. else
  254. {
  255. ++iter;
  256. }
  257. }
  258. }
  259. void Game::GenerateOutput()
  260. {
  261. mRenderer->Draw();
  262. }
  263. void Game::LoadData()
  264. {
  265. // Load English text
  266. LoadText("Assets/English.gptext");
  267. // Create HUD
  268. mHUD = new HUD(this);
  269. // Load the level from file
  270. LevelLoader::LoadLevel(this, "Assets/Level3.gplevel");
  271. // Start music
  272. mMusicEvent = mAudioSystem->PlayEvent("event:/Music");
  273. // Enable relative mouse mode for camera look
  274. SDL_SetRelativeMouseMode(SDL_TRUE);
  275. // Make an initial call to get relative to clear out
  276. SDL_GetRelativeMouseState(nullptr, nullptr);
  277. }
  278. void Game::UnloadData()
  279. {
  280. // Delete actors
  281. // Because ~Actor calls RemoveActor, have to use a different style loop
  282. while (!mActors.empty())
  283. {
  284. delete mActors.back();
  285. }
  286. // Clear the UI stack
  287. while (!mUIStack.empty())
  288. {
  289. delete mUIStack.back();
  290. mUIStack.pop_back();
  291. }
  292. if (mRenderer)
  293. {
  294. mRenderer->UnloadData();
  295. }
  296. // Unload fonts
  297. for (auto f : mFonts)
  298. {
  299. f.second->Unload();
  300. delete f.second;
  301. }
  302. // Unload skeletons
  303. for (auto s : mSkeletons)
  304. {
  305. delete s.second;
  306. }
  307. // Unload animations
  308. for (auto a : mAnims)
  309. {
  310. delete a.second;
  311. }
  312. }
  313. void Game::Shutdown()
  314. {
  315. UnloadData();
  316. TTF_Quit();
  317. delete mPhysWorld;
  318. if (mRenderer)
  319. {
  320. mRenderer->Shutdown();
  321. }
  322. if (mAudioSystem)
  323. {
  324. mAudioSystem->Shutdown();
  325. }
  326. SDL_Quit();
  327. }
  328. void Game::AddActor(Actor* actor)
  329. {
  330. // If we're updating actors, need to add to pending
  331. if (mUpdatingActors)
  332. {
  333. mPendingActors.emplace_back(actor);
  334. }
  335. else
  336. {
  337. mActors.emplace_back(actor);
  338. }
  339. }
  340. void Game::RemoveActor(Actor* actor)
  341. {
  342. // Is it in pending actors?
  343. auto iter = std::find(mPendingActors.begin(), mPendingActors.end(), actor);
  344. if (iter != mPendingActors.end())
  345. {
  346. // Swap to end of vector and pop off (avoid erase copies)
  347. std::iter_swap(iter, mPendingActors.end() - 1);
  348. mPendingActors.pop_back();
  349. }
  350. // Is it in actors?
  351. iter = std::find(mActors.begin(), mActors.end(), actor);
  352. if (iter != mActors.end())
  353. {
  354. // Swap to end of vector and pop off (avoid erase copies)
  355. std::iter_swap(iter, mActors.end() - 1);
  356. mActors.pop_back();
  357. }
  358. }
  359. void Game::PushUI(UIScreen* screen)
  360. {
  361. mUIStack.emplace_back(screen);
  362. }
  363. Font* Game::GetFont(const std::string& fileName)
  364. {
  365. auto iter = mFonts.find(fileName);
  366. if (iter != mFonts.end())
  367. {
  368. return iter->second;
  369. }
  370. else
  371. {
  372. Font* font = new Font(this);
  373. if (font->Load(fileName))
  374. {
  375. mFonts.emplace(fileName, font);
  376. }
  377. else
  378. {
  379. font->Unload();
  380. delete font;
  381. font = nullptr;
  382. }
  383. return font;
  384. }
  385. }
  386. void Game::LoadText(const std::string& fileName)
  387. {
  388. // Clear the existing map, if already loaded
  389. mText.clear();
  390. rapidjson::Document doc;
  391. if (!LevelLoader::LoadJSON(fileName, doc))
  392. {
  393. SDL_Log("Failed to load text file %s", fileName.c_str());
  394. return;
  395. }
  396. // Parse the text map
  397. const rapidjson::Value& actions = doc["TextMap"];
  398. for (rapidjson::Value::ConstMemberIterator itr = actions.MemberBegin();
  399. itr != actions.MemberEnd(); ++itr)
  400. {
  401. if (itr->name.IsString() && itr->value.IsString())
  402. {
  403. mText.emplace(itr->name.GetString(),
  404. itr->value.GetString());
  405. }
  406. }
  407. }
  408. const std::string& Game::GetText(const std::string& key)
  409. {
  410. static std::string errorMsg("**KEY NOT FOUND**");
  411. // Find this text in the map, if it exists
  412. auto iter = mText.find(key);
  413. if (iter != mText.end())
  414. {
  415. return iter->second;
  416. }
  417. else
  418. {
  419. return errorMsg;
  420. }
  421. }
  422. Skeleton* Game::GetSkeleton(const std::string& fileName)
  423. {
  424. auto iter = mSkeletons.find(fileName);
  425. if (iter != mSkeletons.end())
  426. {
  427. return iter->second;
  428. }
  429. else
  430. {
  431. Skeleton* sk = new Skeleton();
  432. if (sk->Load(fileName))
  433. {
  434. mSkeletons.emplace(fileName, sk);
  435. }
  436. else
  437. {
  438. delete sk;
  439. sk = nullptr;
  440. }
  441. return sk;
  442. }
  443. }
  444. Animation* Game::GetAnimation(const std::string& fileName)
  445. {
  446. auto iter = mAnims.find(fileName);
  447. if (iter != mAnims.end())
  448. {
  449. return iter->second;
  450. }
  451. else
  452. {
  453. Animation* anim = new Animation();
  454. if (anim->Load(fileName))
  455. {
  456. mAnims.emplace(fileName, anim);
  457. }
  458. else
  459. {
  460. delete anim;
  461. anim = nullptr;
  462. }
  463. return anim;
  464. }
  465. }