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