-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathGame.cpp
More file actions
209 lines (181 loc) · 6.73 KB
/
Game.cpp
File metadata and controls
209 lines (181 loc) · 6.73 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
#include "Game.h"
const float TEXT_SIZE = 0.025f;
const float TEXT_SMALL = TEXT_SIZE / 2.0f;
const float TEXT_LARGE = 2.0f * TEXT_SIZE;
Game::Game(const unsigned int w, const unsigned int h) : State((GameState)0), _width(w), _height(h), text(Entity(16,16)) {
}
Game::~Game() {
delete Game::renderer;
delete[] Game::entities;
delete[] Game::objects;
delete[] Game::levels;
delete[] Game::players;
}
void Game::init() {
ResourceManager::Shaders = new Shader[2];
ResourceManager::loadShader("C:/Users/user052e/source/repos/glgui/glgui/sprite.vs", "C:/Users/user052e/source/repos/glgui/glgui/sprite.fs");
ResourceManager::loadShader("C:/Users/user052e/source/repos/glgui/glgui/instance.vs", "C:/Users/user052e/source/repos/glgui/glgui/instance.fs");
std::cout << "shader count: " << Shader::_count << "\n";
Game::renderer = new Renderer(ResourceManager::Shaders[0], ResourceManager::Shaders[1]);
ResourceManager::Textures = new Texture2D[4];
ResourceManager::loadTexture("C:/game/textures/atlas.jpg");
ResourceManager::loadTexture("C:/game/textures/walk.png", true);
ResourceManager::loadTexture("C:/game/textures/font3.png", true);
ResourceManager::loadTexture("C:/game/textures/xhair.png", true);
ResourceManager::loadTexture("C:/game/textures/brick.jpg");
std::cout << "texture count: " << Texture2D::_count << "\n";
Game::players = new Player[1];
Game::players[0].angle = 0;
Game::players[0].frame = 0;
Game::players[0].cols = 8;
Game::players[0].rows = 8;
Game::players[0].image = &ResourceManager::Textures[1];
Game::players[0].size = glm::vec2(0.25, 0.25);
Game::players[0].color = glm::vec3(1.0f, 1.0f, 0.0f);
Game::players[0].pos = glm::vec2(-0.5, -0.5);
Game::players[0].dir = d;
Game::text.color = glm::vec3(0, 1, 0);
Game::text.size = glm::vec2(TEXT_SIZE, TEXT_SIZE);
Game::text.image = &ResourceManager::Textures[2];
Game::levels = new Level[1];
levels[0].init(ResourceManager::Textures[0]);
Game::objects = new GameObject[1];
objects[0].pos = glm::vec2(0.0, 0.0);
objects[0].size = glm::vec2(0.25, 0.25);
objects[0].angle = 0.0f;
objects[0].frame = 0;
objects[0].destroyed = false;
objects[0].image = &ResourceManager::Textures[4];
objects[0].solid = true;
objects[0].rows = 1;
objects[0].cols = 1;
}
void Game::processInput() {
Game::players[0].calcDirection(&_keys);
}
void Game::update() {
//detectCollisions();
double speed = 0.6 * (double)Time::delta;
/* player directions:
w = 0, s = 1, a = 2, d = 3
*/
if (Game::_keys[GLFW_KEY_W])
{
if (Game::players[0].pos.y <= 1.0 - Game::players[0].size.y / 2.0)
{
if (!checkCollisions(Game::players[0], 0)) {
Game::players[0].pos.y += (float)speed;
}
}
}
if (Game::_keys[GLFW_KEY_S])
{
if (Game::players[0].pos.y >= -0.9 + Game::players[0].size.y / 2.0) //1 to 0.9 to adjust for image height and center
{
if (!checkCollisions(Game::players[0], 1)) {
Game::players[0].pos.y -= (float)speed;
}
}
}
if (Game::_keys[GLFW_KEY_A])
{
if (Game::players[0].pos.x >= -1.0 + Game::players[0].size.x / 2.0)
{
if (!checkCollisions(Game::players[0], 2)) {
Game::players[0].pos.x -= (float)speed;
}
}
}
if (Game::_keys[GLFW_KEY_D])
{
if (Game::players[0].pos.x <= 1.0 - Game::players[0].size.x / 2.0)
{
if (!checkCollisions(Game::players[0], 3)) {
Game::players[0].pos.x += (float)speed;
}
}
}
}
void Game::render(GLFWwindow* window, const unsigned int screen_width, const unsigned int screen_height) {
//Game::renderer->drawQuad(ResourceManager::Textures[0]); //background
Game::renderer->drawLevel(Game::levels[0]);
for (unsigned int i = 0; i < 1; i++) {
Game::renderer->drawEntity(objects[i]);
}
for (unsigned int i = 0; i < Game::players->_count; i++) {
Game::renderer->drawPlayer(players[i]);
}
Game::renderer->drawTime(text, 1, 0.8f, 1);
Game::renderer->drawText(text, "Hello circus clown, no questions allowed! Goats are not the meta.", 0, 0);
Game::renderer->drawText(text, "This is another run on sentence or I dont know what im talking about?", 0, 0.2f);
Game::renderer->drawFPS(text, 0, .9f);
Game::renderer->drawCrosshair(window, ResourceManager::Textures[3], screen_width, screen_height);
}
bool Game::checkCollisions(Player& player, const unsigned int dir) {
double y_speed = 0.0;
double x_speed = 0.0;
if (dir == 0) { // w
y_speed = 0.6 * (float)Time::delta;
}
else if (dir == 1) { //s
y_speed = -0.6 * (float)Time::delta;
}
else if (dir == 2) { //a
x_speed = -0.6 * (float)Time::delta;
}
else { //d
x_speed = 0.6 * (float)Time::delta;
}
for (unsigned int j = 0; j < 1; j++) {
if (Game::objects[j].solid) {
if (player.pos.x + x_speed >= Game::objects[j].pos.x - (Game::objects[j].size.x * 1.1) &&
player.pos.x + x_speed <= Game::objects[j].pos.x + (Game::objects[j].size.x * 1.1) &&
player.pos.y + y_speed >= Game::objects[j].pos.y - (Game::objects[j].size.y / 1.5) &&
player.pos.y + y_speed <= Game::objects[j].pos.y + (Game::objects[j].size.y * 1.6)) {
//Game::objects[j].solid = false;
//Game::objects[j].destroyed = true;
return true;
}
}
}
return false;
}
/*
void Game::detectCollisions() {
//check collisions of players against other players
for (unsigned int i = 0; i < Player::_count; i++) {
for (unsigned int j = i+1; j < Player::_count; j++) {
}
}
//check collisions of players against other lvl entities
for (unsigned int i = 0; i < Player::_count; i++) {
for (unsigned int j = 0; j < MAP_SIZE; j++) {
if (Game::levels[0].bricks[j].solid) {
if (Game::players[i].pos.x >= Game::levels[0].bricks[j].pos.x &&
Game::players[i].pos.x <= Game::levels[0].bricks[j].pos.x + Game::levels[0].bricks[j].size.x / 2.0f &&
Game::players[i].pos.y >= Game::levels[0].bricks[j].pos.y &&
Game::players[i].pos.y <= Game::levels[0].bricks[j].pos.y + Game::levels[0].bricks[j].size.y / 2.0f) {
Game::players[i].speed = 0.0f;
std::cout << "coll lvl\n";
}
}
}
}
//check collisions of players against game objects
for (unsigned int i = 0; i < Player::_count; i++) {
for (unsigned int j = 0; j < 1; j++) {
if (Game::objects[j].solid) {
if (Game::players[i].pos.x >= Game::objects[j].pos.x &&
Game::players[i].pos.x <= Game::objects[j].pos.x + Game::objects[j].size.x / 2.0f &&
Game::players[i].pos.y >= Game::objects[j].pos.y &&
Game::players[i].pos.y <= Game::objects[j].pos.y + Game::objects[j].size.y / 2.0f) {
Game::players[i].speed = 0.0f;
//Game::entities[j].solid = false;
//Game::entities[j].destroyed = true;
std::cout << "coll e\n";
}
else Game::players[i].speed = 0.6f;
}
}
}
}*/