-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathGame.cpp
159 lines (127 loc) · 3.9 KB
/
Game.cpp
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
//
// Game.cpp
// SDL Game Programming Book
//
//
#include "Game.h"
#include "TextureManager.h"
#include "InputHandler.h"
#include "MainMenuState.h"
#include "GameObjectFactory.h"
#include "MenuButton.h"
#include "AnimatedGraphic.h"
#include "JewelBoard.h"
#include "SoundManager.h"
#include "GameOverState.h"
#include <iostream>
using namespace std;
Game* Game::s_pInstance = 0;
Game::Game():
m_pWindow(0),
m_pRenderer(0),
m_bRunning(false),
m_pGameStateMachine(0),
m_playerLives(3),
m_bLevelComplete(false)
{
// start at this level
m_currentLevel = 1;
}
Game::~Game()
{
// we must clean up after ourselves to prevent memory leaks
m_pRenderer= 0;
m_pWindow = 0;
}
bool Game::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
{
int flags = 0;
// store the game width and height
m_gameWidth = width;
m_gameHeight = height;
if(fullscreen)
{
flags = SDL_WINDOW_FULLSCREEN;
}
// attempt to initialise SDL
if(SDL_Init(SDL_INIT_EVERYTHING) == 0)
{
cout << "SDL init success\n";
// init the window
m_pWindow = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
if(m_pWindow != 0) // window init success
{
cout << "window creation success\n";
m_pRenderer = SDL_CreateRenderer(m_pWindow, -1, SDL_RENDERER_ACCELERATED);
if(m_pRenderer != 0) // renderer init success
{
cout << "renderer creation success\n";
SDL_SetRenderDrawColor(m_pRenderer, 0,0,0,255);
}
else
{
cout << "renderer init fail\n";
return false; // renderer init fail
}
}
else
{
cout << "window init fail\n";
return false; // window init fail
}
}
else
{
cout << "SDL init fail\n";
return false; // SDL init fail
}
// add some sound effects - TODO move to better place
TheSoundManager::Instance()->load("assets/DST-Away.ogg", "music1", SOUND_MUSIC);
TheSoundManager::Instance()->load("assets/jump.wav", "jump", SOUND_SFX);
//TheSoundManager::Instance()->load("phaser.wav", "shoot", SOUND_SFX);
TheSoundManager::Instance()->playMusic("music1", -1);
TheInputHandler::Instance()->initialiseJoysticks();
// register the types for the game
TheGameObjectFactory::Instance()->registerType("MenuButton", new MenuButtonCreator());
// TheGameObjectFactory::Instance()->registerType("Player", new PlayerCreator());
TheGameObjectFactory::Instance()->registerType("AnimatedGraphic", new AnimatedGraphicCreator());
// TheGameObjectFactory::Instance()->registerType("JewelBoard", new JewelBoardCreator());
// TheGameObjectFactory::Instance()->registerType("Snail", new SnailCreator());
// start the menu state
m_pGameStateMachine = new GameStateMachine();
m_pGameStateMachine->changeState(new MainMenuState());
m_bRunning = true; // everything inited successfully, start the main loop
return true;
}
void Game::setCurrentLevel(int currentLevel)
{
m_currentLevel = currentLevel;
m_pGameStateMachine->changeState(new GameOverState());
m_bLevelComplete = false;
}
void Game::render()
{
SDL_RenderClear(m_pRenderer);
m_pGameStateMachine->render();
SDL_RenderPresent(m_pRenderer);
}
void Game::update()
{
m_pGameStateMachine->update();
}
void Game::handleEvents()
{
TheInputHandler::Instance()->update();
}
void Game::clean()
{
cout << "cleaning game\n";
TheInputHandler::Instance()->clean();
m_pGameStateMachine->clean();
m_pGameStateMachine = 0;
delete m_pGameStateMachine;
TheTextureManager::Instance()->clearTextureMap();
SDL_DestroyWindow(m_pWindow);
SDL_DestroyRenderer(m_pRenderer);
SDL_Quit();
}