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Copy pathGame.cpp
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149 lines (123 loc) · 4.53 KB
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#include "Game.h"
#include "content/EnemyBehaviour.h"
#include "graphics/Renderer.h"
Game::Game() : renderer{ std::make_unique<Renderer>() }, object_spawner(GameObjectSpawner(*this)) {
init();
init_level();
}
Game::~Game() {
}
void Game::init() {
reset();
renderer->resized(1280, 720);
SoundManager::initialize();
SoundManager::play(Sounds::THEME, true);
input_manager.addKeyControl(SDL_SCANCODE_SPACE, stateHandler, 1.f);
}
void Game::reset() {
score = 0;
lifes = 0;
}
void Game::load_shaders() {
GaussianBlur::load_shaders();
ShaderManager::initialize();
}
void Game::update(float delta_time) {
if (get_game_state() == Game::State::PLAYING) {
entity_manager.update();
input_manager.update(delta_time);
collision_manager.update();
spawn_enemy(delta_time);
}
else if (get_game_state() == Game::State::WELCOME || get_game_state() == Game::State::PAUSE) {
if (stateHandler.getValue() >= 1) {
set_game_state(Game::State::PLAYING);
}
}
renderer->render_frame(current_state);
entity_manager.clean();
}
void Game::set_game_state(Game::State game_state) {
current_state = game_state;
}
Game::State Game::get_game_state() {
return current_state;
}
void Game::init_level() {
object_spawner.spawn_player();
}
void Game::spawn_enemy(float delta_time) {
last_spawn += delta_time;
if (last_spawn > spawn_rate) {
last_spawn = 0;
int spawn = random(0, 3);
if (spawn < 3) {
object_spawner.spawn_enemy(behaviours[spawn], glm::vec2(random(10,1270), random(10,700)));
}
else {
object_spawner.spawn_shooting_enemy(behaviours[spawn], glm::vec2(random(10, 1270), random(10, 700)));
}
}
}
InputManager& Game::get_input_manager() {
return input_manager;
}
Renderer& Game::get_renderer() {
return *renderer;
}
EntityManager& Game::get_entity_manager() {
return entity_manager;
}
CollisionManager& Game::get_collision_manager() {
return collision_manager;
}
/*
#include "components/MovementComponent.h"
#include "components/InputComponent.h"
#include "components/RenderComponent.h"
*/
void Game::Test() {}/*
blok = entity_manager.CreateEntity();
blok->setComponent<MovementComponent>(glm::vec2(0, 0));
blok->setComponent<InputComponent>();
input_manager.addInputComponent(blok->getComponent<InputComponent>());
input_manager.addKeyControl(SDL_SCANCODE_A, blok->getComponent<InputComponent>()->getActionController(0), -1.0f);
input_manager.addKeyControl(SDL_SCANCODE_D, blok->getComponent<InputComponent>()->getActionController(0), 1.0f);
input_manager.addKeyControl(SDL_SCANCODE_W, blok->getComponent<InputComponent>()->getActionController(1), -1.0f);
input_manager.addKeyControl(SDL_SCANCODE_S, blok->getComponent<InputComponent>()->getActionController(1), 1.0f);
//ActionController ac, cac, cacr;
//input_manager.addKeyControl(SDL_SCANCODE_P, ac, 1.f);
//input_manager.addMouseControl(1, cac, 1.f);
//input_manager.addMouseControl(3, cacr, 1.f);
blok->setComponent<RenderComponent>(renderer);
blok->setComponent<CollideComponent>(collision_manager, CollideMask::PLAYER);
blok->getComponent<CollideComponent>()->SetCollisionRadius(10);
for (int i = 0;i < 200; i++) {
auto test = entity_manager.CreateEntity();
glm::vec2 spawn(i%600,i%600);//(cac.getClickedPosition() - pos) / glm::distance(cac.getClickedPosition(), pos));
test->setComponent<MovementComponent>(glm::vec2(sin(i),50)+spawn);
//spawn.x *= 5;
//spawn.y *= 5;
test->getComponent<MovementComponent>()->setConstantMovement(glm::vec2(5,5));
test->setComponent<RenderComponent>(renderer);
test->setComponent<CollideComponent>(collision_manager, CollideMask::BULLET);
test->getComponent<CollideComponent>()->SetCollisionRadius(10);
auto render_component = test->getComponent<RenderComponent>();
render_component->shape.set_line_width(7);
render_component->shape.set_draw_mode(GL_POINTS);
render_component->shape.set_shape({ {0, 0} });
render_component->setColor(rand() % 255, rand() % 255, rand() % 255, rand() % 255);
}
}
//Op deze manier doorgeven of willen we een get geven aan game? Kunnen ook een event en case van maken en dit in game dan doorverwijzen
//Dus per case iets van handleEvent(event.type, event); Dan kan die andere meuk rechtstreeks in game
//TODO: Dit overleggen!
/*
void Game::onKeyDown(uint32_t key, bool repeated) {
input_manager.onKeyDown(uint32_t key, bool repeated);
}
void Game::onKeyUp(uint32_t key, bool repeated);
void Game::onMouseDown(uint32_t button, uint8_t numOfClicks);
void Game::onMouseUp(uint32_t button, uint8_t numOfClicks);
void Game::onMouseMove(uint32_t mouseX, uint32_t mouseY, uint32_t mouseDeltaX, uint32_t mouseDeltaY);
*/