105 lines
3.2 KiB
C++
105 lines
3.2 KiB
C++
#include "gameplay/game.h"
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#include "gameplay/input.h"
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#include "gameplay/scene.h"
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/*due for possible removal!*/
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#include "gameplay/gameactor.h"
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#include "gameplay/weapons/weapon.h"
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/*-------------------------*/
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#include "utility/command.h"
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#include "utility/resourcemanager.h"
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#include "utility/ftfont.h"
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#include "utility/logger.h"
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#include "graphics/glwindow.h"
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#include <iostream>
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#include <glm/gtc/matrix_transform.hpp>
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#include <memory>
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#include <utility/events.h>
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bool Game::init()
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{
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window = std::make_shared<GLWindow>("Yupple Mayham", 800, 600);
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if (!window->Init())
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ERROR_LOG("Failed to init GLWindow: {}", SDL_GetError());
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if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
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ERROR_LOG("Failed to load GLLoader");
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#if _DEBUG
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LOG_LEVEL(DEBUG);
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#else
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LOG_LEVEL(INFO);
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#endif
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SDL_GL_SetSwapInterval(1);
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glViewport(0, 0, window->width(), window->height());
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// For now we'll init default bindings, but as we move forward controls will be set by the player and saved in controls.xml
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inputHandler = std::make_shared<InputHandler>();
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inputHandler->bindKeyCommand(SDLK_w, 0, new MoveUpCommand());
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inputHandler->bindKeyCommand(SDLK_a, 0, new MoveLeftCommand());
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inputHandler->bindKeyCommand(SDLK_s, 0, new MoveDownCommand());
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inputHandler->bindKeyCommand(SDLK_d, 0, new MoveRightCommand());
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inputHandler->bindMouseCommand(MOUSE_BUTTON_LEFT, 100, new ShootCommand());
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inputHandler->bindMouseMotion(new FollowMouseCommand());
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inputHandler->bindMouseScroll(new CycleCommand());
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game_state |= GAME_RUNNING;
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globalEventManager = std::make_shared<EventManager>();
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resourceManager = std::make_shared<ResourceManager>();
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renderer = std::make_shared<Renderer>(resourceManager);
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renderer->hookEventManager(globalEventManager);
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textHandler = std::make_shared<Text>();
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if (!textHandler->loadFonts("fonts"))
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return false;
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textHandler->setProjectionMatrix(glm::ortho(0.f, static_cast<float>(window->width()), 0.f, static_cast<float>(window->height())));
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return true;
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}
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const unsigned Game::getWindowWidth() const { return window->width(); }
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const unsigned Game::getWindowHeight() const { return window->height(); }
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bool Game::loadDebugScene()
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{
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currentScene = std::make_shared<Scene>(SCENE_SHOOTER, resourceManager, globalEventManager);
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currentScene->init();
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if (currentScene->getPlayer() == nullptr)
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return false;
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inputHandler->setActor(currentScene->getPlayer().get());
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return true;
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}
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void Game::handleInput(SDL_Event& e)
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{
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inputHandler->captureInput(e);
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inputHandler->handleInput();
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}
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void Game::update(double deltaTime)
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{
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if (currentScene)
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currentScene->update(deltaTime);
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}
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void Game::render()
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{
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glClearColor(0.05f, 0.25f, 0.05f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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if (currentScene)
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{
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currentScene->render(renderer);
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/*Debug ammo indicator*/
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textHandler->DrawText("comic.ttf", std::to_string(currentScene->getPlayer()->getHeldWeapon()->getMagazine()), glm::vec2(10, 10), 0.5f);
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textHandler->DrawText("comic.ttf", "/", glm::vec2(50, 10), 0.5f);
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textHandler->DrawText("comic.ttf", std::to_string(currentScene->getPlayer()->getHeldWeapon()->getAmmo()), glm::vec2(90, 10), 0.5f);
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}
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window->swap();
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}
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