yupplemayham/YuppleMayham/src/gameplay/game.cpp

138 lines
4.4 KiB
C++

#include "gameplay/game.h"
#include "gameplay/input.h"
#include "gameplay/scene.h"
#include "utility/command.h"
#include "utility/ftfont.h"
#include "utility/logger.h"
#include "utility/resourcemanager.h"
#include "graphics/glwindow.h"
#include "sound/engine.h"
#include <SDL_video.h>
#include <glm/gtc/matrix_transform.hpp>
#include <memory>
#include <utility/events.h>
bool Game::init() {
window = std::make_shared<GLWindow>("Yupple Mayham", 1024, 768);
if (!window->Init())
ERROR_LOG("Failed to init GLWindow: {}", SDL_GetError());
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
ERROR_LOG("Failed to load GLLoader", NULL);
#if _DEBUG
LOG_LEVEL(DEBUG);
#else
LOG_LEVEL(INFO);
#endif
SDL_GL_SetSwapInterval(1);
glViewport(0, 0, window->Width(), window->Height());
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// For now we'll init default bindings, but as we move forward controls will
// be set by the player and saved in controls.xml
inputHandler = std::make_shared<InputHandler>();
inputHandler->bindKeyCommand(SDLK_w, 0, std::make_unique<MoveUpCommand>());
inputHandler->bindKeyCommand(SDLK_a, 0, std::make_unique<MoveLeftCommand>());
inputHandler->bindKeyCommand(SDLK_s, 0, std::make_unique<MoveDownCommand>());
inputHandler->bindKeyCommand(SDLK_d, 0, std::make_unique<MoveRightCommand>());
inputHandler->bindMouseCommand(MOUSE_BUTTON_LEFT, 100,
std::make_unique<ShootCommand>());
inputHandler->bindMouseMotion(std::make_unique<FollowMouseCommand>());
inputHandler->bindMouseScroll(std::make_unique<CycleCommand>());
game_state |= GAME_RUNNING;
globalEventManager = std::make_shared<EventManager>();
resourceManager = std::make_shared<ResourceManager>();
renderer = std::make_shared<Renderer>(resourceManager, window);
audioEngine = std::make_shared<AudioEngine>(resourceManager);
camera = std::make_unique<Camera>(static_cast<float>(window->Width()),
static_cast<float>(window->Height()));
audioEngine->hookEventManager(globalEventManager);
/* Testing */
audioEngine->pushMusic("music/short_song.ogg");
audioEngine->pushMusic("music/bright.ogg");
audioEngine->pushMusic("music/main_song.ogg");
audioEngine->playMusic();
/* */
renderer->hookEventManager(globalEventManager);
textHandler = std::make_shared<Text>();
if (!textHandler->loadFonts("fonts"))
return false;
return true;
}
const unsigned Game::getWindowWidth() const { return window->Width(); }
const unsigned Game::getWindowHeight() const { return window->Height(); }
bool Game::loadDebugScene() {
currentScene = std::make_shared<Scene>(SCENE_SHOOTER, resourceManager,
globalEventManager);
currentScene->init();
audioEngine->hookSceneManager(currentScene->getEventManager());
if (currentScene->getPlayer() == nullptr)
return false;
inputHandler->setActor(currentScene->getPlayer().get());
camera->setTarget(currentScene->getPlayer().get());
return true;
}
void Game::captureInput(SDL_Event &e) {
inputHandler->captureInput(e);
if (e.type == SDL_WINDOWEVENT_RESIZED) {
size_t width = static_cast<size_t>(e.window.data1);
size_t height = static_cast<size_t>(e.window.data2);
globalEventManager->notify<WindowResizeEvent>({width, height});
window->resizeWindow(width, height);
camera->setViewportSize(static_cast<float>(e.window.data1),
static_cast<float>(e.window.data2));
}
}
void Game::executeInputs() {
inputHandler->handleInput();
inputHandler->executeCommands();
}
void Game::update(double deltaTime) {
if (currentScene) {
currentScene->update(deltaTime);
if (auto player = currentScene->getPlayer()) {
audioEngine->updateListener(player->getPosition());
player->setLocalPosition(camera->worldToLocal(player->getPosition()));
}
}
camera->update(deltaTime);
audioEngine->poll();
}
void Game::render() {
glClearColor(0.05f, 0.25f, 0.05f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
renderer->setProjAndViewMatrix(camera->getProjectionMatrix(),
camera->getViewMatrix());
if (currentScene)
currentScene->render(renderer);
window->swap();
}
void Game::quit() { game_state = GAME_QUITTING; }
Game::~Game() {
if (audioEngine) {
audioEngine->killMusic();
}
resourceManager->clearResources();
}