Game main menu/retry scenes

This commit is contained in:
2022-09-19 22:56:50 +02:00
parent 65edc9e8a0
commit 5201d10e20
8 changed files with 463 additions and 127 deletions
+167 -104
View File
@@ -20,8 +20,11 @@
#include "mario.hpp"
#include "visitors/visitor_generator.hpp"
bool quit = false;
// TODO make shared scenes
#include "scenes/game_scenes.hpp"
bool update = false;
bool newLoaded = false;
std::shared_ptr<Mario> mario = nullptr;
std::shared_ptr<SDLPP::RectangleRender> leftStop = nullptr;
std::shared_ptr<SDLPP::Renderer> renderer = nullptr;
@@ -31,14 +34,13 @@ int coin_count = 0;
int global_frames = 0;
std::vector<std::shared_ptr<MarioBlock>> moving_objects = {};
std::vector<SceneStruct> game_scenes{};
std::mutex render_mutex;
std::mutex gamescene_mutex;
void handleKeyDown(SDL_Keycode key, SDLPP::Scene &scene) {
switch (key) {
case SDLK_ESCAPE:
quit = true;
break;
case SDLK_a:
mario->walkLeft();
break;
@@ -66,6 +68,12 @@ void handleKeyDown(SDL_Keycode key, SDLPP::Scene &scene) {
void handleKeyUp(SDL_Keycode key) {
switch (key) {
case SDLK_ESCAPE:
{
std::lock_guard<std::mutex> lock(render_mutex);
game_scenes.push_back(createGameMainMenuScene(renderer));
}
break;
case SDLK_a:
mario->walkRight();
break;
@@ -112,7 +120,7 @@ void pollEvents(SDLPP::Scene &scene) {
while (SDLPP::getSDLEvent(event)) {
switch (event.type) {
case SDL_QUIT:
quit = true;
g_quit = true;
break;
case SDL_KEYDOWN:
if (!event.key.repeat) {
@@ -135,80 +143,84 @@ void pollEvents(SDLPP::Scene &scene) {
}
}
void doInput(std::shared_ptr<SDLPP::Scene> scene) {
void doInputMainGame(std::shared_ptr<SDLPP::Scene> scene) {
pollEvents(*scene);
std::lock_guard<std::mutex> lock(render_mutex);
scene->updateScene();
auto prev_coin_count = coin_count;
auto rightmost_x = renderer->getDoubleDimensions().getX();
for (size_t i = 0; i < moving_objects.size(); i++) {
moving_objects[i]->checkVisibility(rightmost_x);
if (!moving_objects[i]->wasVisible()) {
continue;
}
auto visitor = getVisitor(*moving_objects[i], *scene, g_quit,
coin_count, moving_objects);
scene->visitCollisions(*moving_objects[i], *visitor);
moving_objects[i]->handleVisitor(*visitor);
auto rightmost_pos =
moving_objects[i]->getAbsolutePos().getX() +
moving_objects[i]->getDoubleRect().second.getX();
if (rightmost_pos < 0 && moving_objects[i] != mario) {
moving_objects[i]->destroy();
}
}
std::vector<uint64_t> killed_indices{};
for (size_t i = 0; i < moving_objects.size(); i++) {
if (moving_objects[i]->getKilled()) {
killed_indices.push_back(i);
}
}
std::reverse(killed_indices.begin(), killed_indices.end());
for (auto &index : killed_indices) {
moving_objects.erase(moving_objects.begin() + index);
}
if (coin_count != prev_coin_count) {
coins->changeText(std::to_string(coin_count) + " COINS");
}
// if player is > 0.7 of playground, move everything left
auto playerX = mario->getRect().x;
auto width = scene->getWidth();
auto rightBarrier = width * 0.5;
auto rightmostX =
scene->rightmost()->getRect().x + scene->rightmost()->getRect().w;
scene->moveEverything((playerX > rightBarrier && rightmostX > width) *
(rightBarrier - playerX) / width,
0);
update = update || (playerX > rightBarrier && rightmostX > width);
global_frames++;
}
void doInput() {
FPSmanager gFPS;
SDL_initFramerate(&gFPS);
SDL_setFramerate(&gFPS, 200);
while (!quit) {
while (!g_quit) {
SDL_framerateDelay(&gFPS);
pollEvents(*scene);
std::lock_guard<std::mutex> lock(render_mutex);
scene->updateScene();
auto prev_coin_count = coin_count;
auto rightmost_x = renderer->getDoubleDimensions().getX();
for (size_t i = 0; i < moving_objects.size(); i++) {
moving_objects[i]->checkVisibility(rightmost_x);
if (!moving_objects[i]->wasVisible()) {
continue;
}
auto visitor = getVisitor(*moving_objects[i], *scene, quit,
coin_count, moving_objects);
scene->visitCollisions(*moving_objects[i], *visitor);
moving_objects[i]->handleVisitor(*visitor);
auto rightmost_pos =
moving_objects[i]->getAbsolutePos().getX() +
moving_objects[i]->getDoubleRect().second.getX();
if (rightmost_pos < 0 && moving_objects[i] != mario) {
moving_objects[i]->destroy();
}
}
std::vector<uint64_t> killed_indices{};
for (size_t i = 0; i < moving_objects.size(); i++) {
if (moving_objects[i]->getKilled()) {
killed_indices.push_back(i);
}
}
std::reverse(killed_indices.begin(), killed_indices.end());
for (auto &index : killed_indices) {
moving_objects.erase(moving_objects.begin() + index);
}
if (coin_count != prev_coin_count) {
coins->changeText(std::to_string(coin_count) + " COINS");
}
// if player is > 0.7 of playground, move everything left
auto playerX = mario->getRect().x;
auto width = scene->getWidth();
auto rightBarrier = width * 0.5;
auto rightmostX =
scene->rightmost()->getRect().x + scene->rightmost()->getRect().w;
scene->moveEverything((playerX > rightBarrier && rightmostX > width) *
(rightBarrier - playerX) / width,
0);
update = update || (playerX > rightBarrier && rightmostX > width);
global_frames++;
std::lock_guard<std::mutex> lock(gamescene_mutex);
game_scenes.back().doInput(game_scenes.back().scene);
game_scenes.back().scene->updateScene();
}
}
#ifdef _WIN32
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
PWSTR szCmdLine, int nCmdShow) {
#else
int main() {
#endif
SDLPP::init();
SDLPP::Window w("Mario clone!");
w.setResizable(true);
renderer = std::make_shared<SDLPP::Renderer>(w);
renderer->setBlendMode(SDL_BLENDMODE_BLEND);
// prepare global vars
g_terrain_texture = std::make_shared<SDLPP::Texture>(
renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY);
g_enemies_texture = std::make_shared<SDLPP::Texture>(
renderer, "sprites/enemies.png", MARIO_OVERWORLD_COLORKEY);
void mainGameAdditional(std::shared_ptr<SDLPP::Scene> &/*UNUSED*/) {
static auto base = SDL_GetTicks();
static int frames = 0;
mario->setStanding();
frames++;
if (SDL_GetTicks() - base >= 1000) {
if (global_frames < frames) {
frames = global_frames;
}
global_frames = 0;
fps->changeText(std::to_string(frames) + " fps");
frames = 0;
base = SDL_GetTicks();
}
}
SceneStruct mainGameScene(const std::string &level_path) {
auto scene = std::make_shared<SDLPP::Scene>(renderer);
g_playground = scene;
auto bg = std::make_shared<SDLPP::RectangleRender>(
@@ -217,11 +229,7 @@ int main() {
bg->setStatic();
bg->setId(1);
scene->addObject(bg);
g_mario_texture = std::make_shared<SDLPP::Texture>(
renderer, "sprites/mario.png", MARIO_OVERWORLD_COLORKEY);
g_translucent_terrain_texture = std::make_shared<SDLPP::Texture>(
renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY);
g_translucent_terrain_texture->setAlpha(100);
mario = std::make_shared<Mario>(renderer);
scene->addObject(mario);
@@ -247,7 +255,7 @@ int main() {
leftStop->setColiderColor("#FF00FF");
scene->addObject(leftStop);
loadMap(scene, mario, "test_binary2.bin");
loadMap(scene, mario, level_path);
auto font = std::make_shared<SDLPP::Font>("testfont.ttf", 36);
fps = std::make_shared<SDLPP::TextRenderer>(
@@ -266,15 +274,7 @@ int main() {
coins->setId(0);
coins->setPermanent();
scene->addObject(coins);
FPSmanager gFPS;
SDL_initFramerate(&gFPS);
SDL_setFramerate(&gFPS, 60);
auto base = SDL_GetTicks();
int frames = 0;
scene->moveEverything(-mario->getDoubleRect().first.getX() + 0.2, 0);
update = true;
std::unordered_set<uint64_t> background_ids = {
HILL_INCLINE_ID, HILL_DECLINE_ID, HILL_DOTS_RIGHT_ID,
@@ -290,6 +290,7 @@ int main() {
scene->updateBackgroundObjectZIndex();
// we want mario to be first because visiting isn't perfect
moving_objects.clear();
moving_objects.push_back(mario);
std::unordered_set<int> moving_object_ids = {
GOOMBA_ID,
@@ -298,34 +299,96 @@ int main() {
moving_objects.push_back(std::dynamic_pointer_cast<MarioBlock>(obj));
}
std::thread inputThread(doInput, scene);
SceneStruct ret{};
ret.scene = scene;
ret.doInput = doInputMainGame;
ret.additionalRender = mainGameAdditional;
return ret;
}
void loadLevel(const std::string &level) {
//std::lock_guard<std::mutex> lock(render_mutex);
coin_count = 0;
std::lock_guard<std::mutex> lock(gamescene_mutex);
game_scenes.clear();
game_scenes.push_back(mainGameScene("levels/" + level));
game_scenes.back().scene->updateSizeAndPosition();
update = true;
newLoaded = true;
}
#ifdef _WIN32
int WINAPI wWinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance,
PWSTR szCmdLine, int nCmdShow) {
#else
int main() {
#endif
SDLPP::init();
SDLPP::Window w("Mario clone!");
w.setResizable(true);
renderer = std::make_shared<SDLPP::Renderer>(w);
renderer->setBlendMode(SDL_BLENDMODE_BLEND);
// prepare global vars
g_terrain_texture = std::make_shared<SDLPP::Texture>(
renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY);
g_enemies_texture = std::make_shared<SDLPP::Texture>(
renderer, "sprites/enemies.png", MARIO_OVERWORLD_COLORKEY);
g_mario_texture = std::make_shared<SDLPP::Texture>(
renderer, "sprites/mario.png", MARIO_OVERWORLD_COLORKEY);
g_translucent_terrain_texture = std::make_shared<SDLPP::Texture>(
renderer, "sprites/terrain.png", MARIO_OVERWORLD_COLORKEY);
g_translucent_terrain_texture->setAlpha(100);
FPSmanager gFPS;
SDL_initFramerate(&gFPS);
SDL_setFramerate(&gFPS, 60);
auto font = std::make_shared<SDLPP::Font>("testfont.ttf", 36);
g_text_config = std::make_shared<SDLPP::FontConfiguration>(font, "#FFFFFF",
"#000000", 0.15);
game_scenes.push_back(createGameMainMenuScene(renderer, false));
std::thread inputThread(doInput);
SDL_PumpEvents();
scene->updateSizeAndPosition();
scene->renderScene();
// TODO main menu
/* game_scenes.push_back(mainGameScene("levels/test.marmap"));
game_scenes.back().scene->updateSizeAndPosition();
game_scenes.back().scene->renderScene();
renderer->presentRenderer();*/
game_scenes.back().scene->updateSizeAndPosition();
game_scenes.back().scene->renderScene();
renderer->presentRenderer();
update = true;
while (!quit) {
while (!g_quit) {
SDL_framerateDelay(&gFPS);
SDL_PumpEvents();
std::lock_guard<std::mutex> lock(render_mutex);
mario->setStanding();
if (update) {
scene->updateSizeAndPosition();
update = false;
}
scene->renderScene();
renderer->presentRenderer();
frames++;
if (SDL_GetTicks() - base >= 1000) {
if (global_frames < frames) {
frames = global_frames;
if (update || newLoaded) {
for(auto &scene : game_scenes) {
scene.scene->updateSizeAndPosition();
}
if(newLoaded) {
newLoaded = false;
} else {
update = false;
}
global_frames = 0;
fps->changeText(std::to_string(frames) + " fps");
frames = 0;
base = SDL_GetTicks();
}
auto max_game_scenes = game_scenes.size();
renderer->clearRenderer();
for (size_t i = 0; i < max_game_scenes; i++) {
game_scenes[i].additionalRender(game_scenes[i].scene);
// additional renderer can remove scene from game_scenes, better
// check
if (i < game_scenes.size()) {
game_scenes[i].scene->renderScene(false);
}
}
renderer->presentRenderer();
}
inputThread.join();