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CGame.cpp
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404 lines (327 loc) · 14.9 KB
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//
// CGame.cpp
// Third
//
// Created by Didrik Munther on 12/03/15.
// Copyright (c) 2015 Didrik Munther. All rights reserved.
//
#include <fstream>
#include <cmath>
#include <iomanip>
#include <SDL2_image/SDL_image.h>
#include <SDL2_ttf/SDL_ttf.h>
#include "Define.h"
#include "CGame.h"
#include "CEntity.h"
#include "CText.h"
#include "CBackground.h"
#include "CCombatText.h"
#include "CAssetManager.h"
#include "CAnimation.h"
#include "NMouse.h"
#include "NSurface.h"
#include "NFile.h"
#ifdef __APPLE__
#include "CoreFoundation/CoreFoundation.h"
#include "ResourcePath.hpp"
#endif
CGame::CGame()
: _intro("Third"), instance(this), toRestart(false), ignoreEvents(false)
, _lastTime(SDL_GetTicks()), _timer(SDL_GetTicks()), _isRunning(true), quickSave("{}")
, _ns(1000.0f / GAME_INTERVAL), _delta(0), _frames(0), _updates(0), isFocused(true) {
}
int CGame::onExecute() {
switch(_onInit()){
case -1:
NFile::log(LogType::ERROR, "Initializing failed!");
_isRunning = false;
case 0:
NFile::log(LogType::SUCCESS, "Initializing succesful!");
}
NFile::log(LogType::ALERT, "Starting game...");
while(_isRunning) {
if(toRestart)
_restart();
while(SDL_PollEvent(&event)){
_onEvent(&event);
}
_handleKeyStates();
_onLoop();
_onRender();
_deltaTime = (std::clock() - _timeStart) / (double)(CLOCKS_PER_SEC / 1000);
SDL_SetWindowTitle(instance.window.getWindow(), std::to_string(1000 / _deltaTime).c_str());
}
NFile::log(LogType::ALERT, "Ending game...");
return _onCleanup();
}
int CGame::_onInit() {
_initRelativePaths();
NFile::clearFile(LOG_FILE); // Clear log file
srand((Uint16)time(nullptr));
NFile::log(LogType::ALERT, "Initializing game...");
if(SDL_Init(SDL_INIT_EVERYTHING) != 0) {
NFile::log(LogType::ERROR, "SDL_Init failed: ", SDL_GetError());
return -1;
}
if(!(IMG_Init(IMG_INIT_PNG) & IMG_INIT_PNG)) {
NFile::log(LogType::ERROR, "IMG_Init failed: ", SDL_GetError());
return -1;
}
if(TTF_Init() != 0) {
NFile::log(LogType::ERROR, "TTF_Init failed: ", SDL_GetError());
return -1;
}
if(instance.window.onInit(_intro, SCREEN_WIDTH, SCREEN_HEIGHT)) {
NFile::log(LogType::ERROR, "Window initialization failed!");
return -1;
}
instance.camera->onInit(&instance.window);
_restart();
return 0;
}
void CGame::restart() {
toRestart = true;
}
void CGame::_restart() {
CAssetManager::onCleanup();
instance.closeInstance();
instance.L = luaL_newstate();
_initLua();
CBackground* background = new CBackground("background", 0.1, BackgroundOffset{0, -450, 1.75f});
instance.entityManager.addBackground("main", background);
CAnimation* anim = new CAnimation({"test1", "test2", "test3", "test4", "test5", "test6"}, 10);
CAssetManager::addSprite(anim, "test7");
auto controller = CAssetManager::addLuaScript(instance.L, "resources/scripts/Standard/Controller.lua");
auto temp = new CEntity(Box{0, 0, 0, 0}, Color{0, 0, 0, 0});
instance.entityManager.addEntity(temp, "Controller");
temp->addComponent(&instance, controller);
auto chatController = CAssetManager::getLuaScript("Standard/ChatController");
temp->addComponent(&instance, chatController);
instance.controller = temp;
auto movable = CAssetManager::getLuaScript("Standard/Movable");
auto living = CAssetManager::getLuaScript("Standard/Living");
temp = new CEntity(Box{50, -500, 16 * 4, 32 * 4}, "test2");
instance.entityManager.addEntity(temp, "5:Player");
temp->spriteStateTypes["WALKING"] = "test7";
temp->spriteStateTypes["ASCENDING"] = "test4";
temp->spriteStateTypes["DESCENDING"] = "test1";
temp->addComponent(&instance, movable);
temp->addComponent(&instance, living);
instance.player = temp;
instance.camera->setTarget(temp);
temp = new CEntity(Box{100, -1000, 30 * 5, 28 * 5}, "bush");
instance.entityManager.addEntity(temp, "n:bush");
temp->collisionLayer = CollisionLayers::LAYER4;
temp = new CEntity(Box{0, 50, 5000, 20}, Color{255, 0, 0, 255});
instance.entityManager.addEntity(temp);
temp->collisionLayer = -129; // all layers
temp->addProperty(EntityProperty::STATIC);
temp = new CEntity(Box{0, -4950, 20, 5000}, Color{255, 0, 0, 255});
instance.entityManager.addEntity(temp);
temp->collisionLayer = -129;
temp->addProperty(EntityProperty::STATIC);
toRestart = false;
}
void CGame::_initRelativePaths() {
// ----------------------------------------------------------------------------
// This makes relative paths work in C++ in Xcode by changing directory to the Resources folder inside the .app bundle
#ifdef __APPLE__
CFBundleRef mainBundle = CFBundleGetMainBundle();
CFURLRef resourcesURL = CFBundleCopyResourcesDirectoryURL(mainBundle);
char path[PATH_MAX];
if (!CFURLGetFileSystemRepresentation(resourcesURL, TRUE, (UInt8 *)path, PATH_MAX))
{
// error!
}
CFRelease(resourcesURL);
chdir(path);
_path = path;
NFile::log(LogType::ALERT, "Current Path: ", path);
#endif
// ----------------------------------------------------------------------------
}
int CGame::setLuaPath(lua_State* L, const char* path) {
lua_getglobal( L, "package" );
lua_getfield( L, -1, "path" ); // get field "path" from table at top of stack (-1)
std::string cur_path = lua_tostring( L, -1 ); // grab path string from top of stack
cur_path.append( ";" ); // do your path magic here
cur_path.append( path );
lua_pop( L, 1 ); // get rid of the string on the stack we just pushed on line 5
lua_pushstring( L, cur_path.c_str() ); // push the new one
lua_setfield( L, -2, "path" ); // set the field "path" in table at -2 with value at top of stack
lua_pop( L, 1 ); // get rid of package table from top of stack
return 0; // all done!
}
void CGame::_initLua() {
luaL_openlibs(instance.L);
luaL_dofile(instance.L, "resources/scripts/Standard/class.lua");
luaL_dofile(instance.L, "resources/scripts/Standard/bitwise.lua");
luaL_dofile(instance.L, "resources/scripts/Standard/standard.lua");
luabridge::getGlobalNamespace(instance.L)
.beginNamespace("game")
.addFunction("getScript", &CAssetManager::getLuaScript)
.addFunction("getTime", &CGame::getTime)
.addFunction("setLuaPath", &CGame::setLuaPath)
.addFunction("leftMousePressed", &NMouse::leftMouseButtonPressed)
.addFunction("rightMousePressed", &NMouse::rightMouseButtonPressed)
.addFunction("getScreenWidth", &CGame::getWidth)
.addFunction("getScreenHeight", &CGame::getHeight)
.addFunction("addSprite", (std::string (*)(CSprite*, std::string)) &CAssetManager::addSprite)
.addFunction("createSprite", (CSprite* (*)(CSpriteSheet*, Box)) &CAssetManager::createSprite)
.endNamespace()
.beginClass<CLuaObject>("LuaObject")
.addFunction("getScript", &CLuaObject::getScript)
.endClass()
.beginClass<CLuaScript>("LuaScript")
.addFunction("getName", &CLuaScript::getName)
.endClass()
.beginClass<CEntity>("Entity") // Entity doesn't need a constructor, because you should use the entityManager.create.. functions
.addCFunction("getComponent", &CEntity::getComponent)
.addFunction("addComponent", &CEntity::addComponent)
.addData("entityManager", &CEntity::entityManager)
.addFunction("getThis", &CEntity::getThis)
.addData("body", &CEntity::body)
.addData("isDead", &CEntity::isDead)
.addData("toRemove", &CEntity::toRemove)
.addData("collisionSides", &CEntity::collisionSides)
.addData("properties", &CEntity::properties)
.addFunction("toggleProperty", &CEntity::toggleProperty)
.addFunction("addProperty", &CEntity::addProperty)
.addFunction("removeProperty", &CEntity::removeProperty)
.addFunction("hasProperty", &CEntity::hasProperty)
.addData("transparency", &CEntity::transparency)
.addData("angle", &CEntity::angle)
.addFunction("say", (void (CEntity::*)(std::string, std::string, int)) &CEntity::say)
.addFunction("addTextObject", &CEntity::addTextObject)
.addFunction("addCombatText", &CEntity::addCombatText)
.addFunction("compare", &CEntity::compare)
.addFunction("setSpriteOnState", &CEntity::setSpriteOnState)
.addFunction("getSprite", &CEntity::getSprite)
.addFunction("hasSprite", &CEntity::hasSprite)
.addFunction("setSprite", &CEntity::setSprite)
.addFunction("getSpriteFromState", &CEntity::getSpriteFromState)
.addData("defaultSprite", &CEntity::defaultSprite)
.endClass()
.beginClass<CComponent>("Component")
.addFunction("renderRect", &CComponent::renderRect)
.addFunction("renderLine", &CComponent::renderLine)
.addFunction("renderText", &CComponent::renderText)
.addFunction("addString", &CComponent::addString)
.addFunction("addInt", &CComponent::addInt)
.addFunction("addFloat", &CComponent::addFloat)
.addCFunction("getRelativeMouse", &CComponent::getRelativeMouse)
.addCFunction("getMouse", &CComponent::getMouse)
.addData("instance", &CComponent::tempInstance)
.addData("camera", &CComponent::tempCamera)
.addData("object", &CComponent::object)
.endClass()
.beginClass<Box>("Box")
.addConstructor<void(*) (int, int, int, int)>()
.addData("x", &Box::x)
.addData("y", &Box::y)
.addData("w", &Box::w)
.addData("h", &Box::h)
.endClass()
.beginClass<Color>("Color")
.addConstructor<void(*) (int, int, int, int)>()
.endClass()
.beginClass<SDL_Point>("SDL_Point")
.addData("x", &SDL_Point::x)
.addData("y", &SDL_Point::y)
.endClass()
.beginClass<CSpriteSheet>("SpriteSheet")
.endClass()
.beginClass<CSprite>("Sprite")
.addConstructor<void(*) (CSpriteSheet*, Box)>()
.addFunction("getSpriteSheet", &CSprite::getSpriteSheet)
.addFunction("getSource", &CSprite::getSource)
.endClass()
.beginClass<CGuiText>("GuiText")
.addConstructor<void(*) (int, int, std::string, std::string)>()
.endClass()
.beginClass<CCombatText>("CombatText")
.addConstructor<void(*) (int, int, Color, int, std::string, std::string)>()
.endClass()
.beginClass<CInstance>("Instance")
.addData("player", &CInstance::player)
.addData("controller", &CInstance::controller)
.addData("game", &CInstance::game)
.addData("camera", &CInstance::camera)
.addData("gravity", &CInstance::gravity)
.addFunction("loadAssets", &CInstance::loadAssets)
.addFunction("doLine", &CInstance::doLine)
.endClass()
.beginClass<CCamera>("Camera")
.addFunction("addCameraShake", &CCamera::addCameraShake)
.addData("cameraSway", &CCamera::cameraSway)
.addFunction("offsetX", &CCamera::offsetX)
.addFunction("offsetY", &CCamera::offsetY)
.endClass()
.beginClass<CGame>("Game")
.addFunction("restart", &CGame::restart)
.addData("ignoreEvents", &CGame::ignoreEvents)
.addData("isRunning", &CGame::_isRunning)
.endClass()
.beginClass<CBody>("Body")
.addConstructor<void(*) (Box)>()
.addData("velX", &CBody::velX)
.addData("velY", &CBody::velY)
.addData("box", &CBody::_rect)
.addFunction("setBox", &CBody::setBox)
.addFunction("setPosition", &CBody::setPosition)
.endClass()
.beginClass<KeyState>("KeyState")
.addFunction("hasState", &KeyState::hasState)
.endClass()
.beginClass<Line>("Line")
.addConstructor<void(*) (int, int, int, int, Color)>()
.endClass()
.beginClass<Triangle>("Triangle")
.addConstructor<void(*) (Line, Line, Line)>()
.endClass()
.beginClass<CEntityManager>("EntityManager")
.addFunction("addEntity", &CEntityManager::addEntity)
.addFunction("addParticle", &CEntityManager::addParticle)
.addFunction("getEntity", &CEntityManager::getEntity)
.addFunction("getNameOfEntity", &CEntityManager::getNameOfEntity)
.addFunction("getEntityAtCoordinate", &CEntityManager::getEntityAtCoordinate)
.addCFunction("getEntities", &CEntityManager::pushEntities)
.addFunction("createColoredEntity", (CEntity* (CEntityManager::*)(Box, Color)) &CEntityManager::createEntity)
.addFunction("createSpriteEntity", (CEntity* (CEntityManager::*)(Box, std::string)) &CEntityManager::createEntity)
.addFunction("toggleRenderFlag", (void (CEntityManager::*)(int)) &CEntityManager::toggleRenderFlag)
.addFunction("removeRenderFlag", (void (CEntityManager::*)(int)) &CEntityManager::removeRenderFlag)
.addFunction("addRenderFlag", (void (CEntityManager::*)(int)) &CEntityManager::addRenderFlag)
.endClass()
.beginClass<CollisionSides>("CollisionSides")
.addConstructor<void(*) (void)>()
.addData("top", &CollisionSides::top)
.addData("bottom", &CollisionSides::bottom)
.addData("right", &CollisionSides::right)
.addData("left", &CollisionSides::left)
.endClass();
lua_getglobal(instance.L, "init");
lua_pushstring(instance.L, (_path + "/resources/scripts/Standard/").c_str());
lua_call(instance.L, 1, 0);
lua_getglobal(instance.L, "initJson");
lua_call(instance.L, 0, 0);
}
int CGame::getTime() {
return SDL_GetTicks();
}
void CGame::_onLoop() {
instance.entityManager.onLoop(&instance);
instance.camera->onLoop();
}
void CGame::_onRender() {
SDL_SetRenderDrawColor(instance.window.getRenderer(), 250, 250, 250, 255);
SDL_RenderClear(instance.window.getRenderer());
instance.entityManager.onRender(&instance.window, instance.camera);
SDL_RenderPresent(instance.window.getRenderer());
}
int CGame::_onCleanup() {
CAssetManager::onCleanup(EVERYTHING);
instance.window.onCleanup();
instance.closeInstance();
NFile::log(LogType::ALERT, "Exiting game.");
return 0;
}