Initial commit, read more
After a few days of work, I'm committing what i've done so far. Mostly I've cherry picked the best parts of the multiplayer branch's modules, and adapted them for use here. I've written a few new components, and I've learnt a few things along the way. I may continue with this branch for a while, before moving the changes into the main branch. Alternatively, it might turn out that this single player version is more fun. We'll see. I've swapped the config system for a pure lua version instead. This is actually fairly flexible. I've also changed the map system and it's API a great deal. The tile sheet can be loaded from lua, and the save directory isn't hard coded anymore. I think this would be a good testbed for a lot of different systems, including the collision system, however the current system (using vectors) is inadequate. I'll have to dig up the old BBox, possilby. This branch will piggy back on the main repo for a while.
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/* Copyright: (c) Kayne Ruse 2013, 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "in_world.hpp"
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#include "utility.hpp"
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#include "check_bounds.hpp"
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#include "region_pager_api.hpp"
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#include "tile_sheet_api.hpp"
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#include <iostream>
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//-------------------------
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//Public access members
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//-------------------------
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InWorld::InWorld(lua_State* L): lua(L) {
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//register the pager
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lua_pushstring(lua, TORTUGA_REGION_PAGER_PSEUDO_INDEX);
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lua_pushlightuserdata(lua, &pager);
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lua_settable(L, LUA_REGISTRYINDEX);
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//register the tilesheet
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lua_pushstring(lua, TORTUGA_TILE_SHEET_PSEUDO_INDEX);
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lua_pushlightuserdata(lua, &tileSheet);
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lua_settable(L, LUA_REGISTRYINDEX);
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//setup the component objecrs
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pager.SetLuaState(lua);
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//get the config info
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lua_getglobal(lua, "config");
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lua_getfield(lua, -1, "dir");
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lua_getfield(lua, -1, "fonts");
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std::string fonts = lua_tostring(lua, -1);
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lua_getfield(lua, -2, "interface");
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std::string interface = lua_tostring(lua, -1);
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lua_getfield(lua, -3, "sprites");
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std::string sprites = lua_tostring(lua, -1);
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lua_getfield(lua, -4, "scripts");
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std::string scripts = lua_tostring(lua, -1);
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lua_pop(lua, 6);
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//run the additional scripts
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if (luaL_dofile(lua, (scripts + "in_world.lua").c_str())) {
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throw(std::runtime_error(std::string() + "Failed to run in_world.lua: " + lua_tostring(lua, -1) ));
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}
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//setup the utility objects
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buttonImage.LoadSurface(interface + "button_menu.bmp");
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buttonImage.SetClipH(buttonImage.GetClipH()/3);
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font.LoadSurface(fonts + "pk_white_8.bmp");
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//pass the utility objects
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backButton.SetImage(&buttonImage);
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backButton.SetFont(&font);
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//set the button positions
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backButton.SetX(50);
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backButton.SetY(50 + buttonImage.GetClipH() * 0);
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//set the button texts
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backButton.SetText("Back");
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//entities
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character.GetSprite()->LoadSurface(sprites + "elliot2.bmp", 4, 4);
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//setup the camera
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camera.margin.x = GetScreen()->w / 2 - character.GetSprite()->GetImage()->GetClipW() / 2;
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camera.margin.y = GetScreen()->h / 2 - character.GetSprite()->GetImage()->GetClipH() / 2;
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//debug
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//
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}
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InWorld::~InWorld() {
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//unregister the map components
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lua_pushstring(lua, TORTUGA_REGION_PAGER_PSEUDO_INDEX);
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lua_pushstring(lua, TORTUGA_TILE_SHEET_PSEUDO_INDEX);
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lua_pushnil(lua);
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lua_settable(lua, LUA_REGISTRYINDEX);
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lua_pushnil(lua);
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lua_settable(lua, LUA_REGISTRYINDEX);
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void InWorld::FrameStart() {
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//
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}
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void InWorld::Update(double delta) {
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//update the entities
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character.Update(delta);
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//check for collisions
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for (int i = -6; i < 6; ++i) {
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for (int j = -6; j < 6; ++j) {
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Vector2 wallPoint = {
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snapToBase(32.0, character.GetOrigin().x),
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snapToBase(32.0, character.GetOrigin().y)
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};
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wallPoint.x += i * 32;
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wallPoint.y += j * 32;
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if (!pager.GetSolid(wallPoint.x / 32.0, wallPoint.y / 32.0)) {
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continue;
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}
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if (checkOverlap(character.GetOrigin(), character.GetBounds(), wallPoint, {32.0, 32.0})) {
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std::cout << "1";
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}
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}
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}
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//update the camera
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camera.origin.x = character.GetOrigin().x - camera.margin.x;
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camera.origin.y = character.GetOrigin().y - camera.margin.y;
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//TODO: prune distant regions
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//summon nearby unloaded regions
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const int left = snapToBase(REGION_WIDTH, camera.origin.x / tileSheet.GetTileW());
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const int top = snapToBase(REGION_HEIGHT, camera.origin.y / tileSheet.GetTileH());
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const int right = snapToBase(REGION_WIDTH, (camera.origin.x + GetScreen()->w) / tileSheet.GetTileW());
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const int bottom = snapToBase(REGION_HEIGHT, (camera.origin.y + GetScreen()->h) / tileSheet.GetTileH());
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for (int i = left - REGION_WIDTH; i <= right + REGION_WIDTH; i += REGION_WIDTH) {
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for (int j = top - REGION_HEIGHT; j <= bottom + REGION_HEIGHT; j += REGION_HEIGHT) {
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pager.GetRegion(i, j);
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}
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}
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}
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void InWorld::FrameEnd() {
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//
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}
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void InWorld::RenderFrame() {
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// SDL_FillRect(GetScreen(), 0, 0);
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Render(GetScreen());
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SDL_Flip(GetScreen());
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fps.Calculate();
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}
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void InWorld::Render(SDL_Surface* const screen) {
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//draw all regions
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for (std::list<Region>::iterator it = pager.GetContainer()->begin(); it != pager.GetContainer()->end(); it++) {
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tileSheet.DrawRegionTo(screen, &(*it), camera.origin.x, camera.origin.y);
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}
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//draw the characters
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character.DrawTo(screen, camera.origin.x, camera.origin.y);
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//draw the UI
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backButton.DrawTo(screen);
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font.DrawStringTo(to_string_custom(fps.GetFrameRate()), screen, 0, 0);
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void InWorld::QuitEvent() {
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//exit the game
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SetNextScene(SceneList::QUIT);
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}
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void InWorld::MouseMotion(SDL_MouseMotionEvent const& motion) {
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backButton.MouseMotion(motion);
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}
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void InWorld::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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backButton.MouseButtonDown(button);
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}
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void InWorld::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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if (backButton.MouseButtonUp(button) == Button::State::HOVER) {
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SetNextScene(SceneList::MAINMENU);
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}
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}
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void InWorld::KeyDown(SDL_KeyboardEvent const& key) {
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//player movement
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Vector2 motion = character.GetMotion();
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switch(key.keysym.sym) {
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case SDLK_LEFT:
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motion.x -= CHARACTER_WALKING_SPEED;
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break;
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case SDLK_RIGHT:
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motion.x += CHARACTER_WALKING_SPEED;
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break;
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case SDLK_UP:
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motion.y -= CHARACTER_WALKING_SPEED;
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break;
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case SDLK_DOWN:
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motion.y += CHARACTER_WALKING_SPEED;
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break;
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}
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if (character.GetMotion() != motion) {
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character.SetMotion(motion);
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character.CorrectSprite();
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}
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}
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void InWorld::KeyUp(SDL_KeyboardEvent const& key) {
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//player movement
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Vector2 motion = character.GetMotion();
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switch(key.keysym.sym) {
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//NOTE: The use of min/max here are to prevent awkward movements
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case SDLK_LEFT:
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motion.x = std::min(motion.x + CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_RIGHT:
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motion.x = std::max(motion.x - CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_UP:
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motion.y = std::min(motion.y + CHARACTER_WALKING_SPEED, 0.0);
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break;
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case SDLK_DOWN:
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motion.y = std::max(motion.y - CHARACTER_WALKING_SPEED, 0.0);
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break;
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}
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if (character.GetMotion() != motion) {
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character.SetMotion(motion);
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character.CorrectSprite();
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}
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}
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