Switched TestSystems and InGame
This commit is contained in:
+5
-83
@@ -14,17 +14,9 @@ InGame::InGame(ConfigUtility* cUtil, SurfaceManager* sMgr) {
|
||||
#endif
|
||||
configUtil = cUtil;
|
||||
surfaceMgr = sMgr;
|
||||
|
||||
playerCounter = currentPlayer = 0;
|
||||
|
||||
playerMgr.New(playerCounter++, surfaceMgr->Get("elliot"));
|
||||
playerMgr.New(playerCounter++, surfaceMgr->Get("elliot"));
|
||||
playerMgr.New(playerCounter++, surfaceMgr->Get("coa"));
|
||||
playerMgr.New(playerCounter++, surfaceMgr->Get("coa"));
|
||||
}
|
||||
|
||||
InGame::~InGame() {
|
||||
playerMgr.DeleteAll();
|
||||
#ifdef DEBUG
|
||||
cout << "leaving InGame" << endl;
|
||||
#endif
|
||||
@@ -35,7 +27,7 @@ InGame::~InGame() {
|
||||
//-------------------------
|
||||
|
||||
void InGame::FrameStart() {
|
||||
frameRate.Calculate();
|
||||
//
|
||||
}
|
||||
|
||||
void InGame::FrameEnd() {
|
||||
@@ -43,12 +35,11 @@ void InGame::FrameEnd() {
|
||||
}
|
||||
|
||||
void InGame::Update() {
|
||||
delta.Calculate();
|
||||
playerMgr.UpdateAll(delta.GetDelta());
|
||||
//
|
||||
}
|
||||
|
||||
void InGame::Render(SDL_Surface* const screen) {
|
||||
playerMgr.DrawAllTo(screen);
|
||||
//
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
@@ -70,80 +61,11 @@ void InGame::MouseButtonUp(SDL_MouseButtonEvent const& button) {
|
||||
void InGame::KeyDown(SDL_KeyboardEvent const& key) {
|
||||
switch(key.keysym.sym) {
|
||||
case SDLK_ESCAPE:
|
||||
SetNextScene(SceneList::MAINMENU);
|
||||
break;
|
||||
|
||||
case SDLK_w:
|
||||
playerMgr[currentPlayer]->WalkInDirection(Direction::NORTH);
|
||||
break;
|
||||
case SDLK_s:
|
||||
playerMgr[currentPlayer]->WalkInDirection(Direction::SOUTH);
|
||||
break;
|
||||
case SDLK_a:
|
||||
playerMgr[currentPlayer]->WalkInDirection(Direction::WEST);
|
||||
break;
|
||||
case SDLK_d:
|
||||
playerMgr[currentPlayer]->WalkInDirection(Direction::EAST);
|
||||
break;
|
||||
|
||||
case SDLK_1:
|
||||
SwitchToPlayer(0);
|
||||
break;
|
||||
case SDLK_2:
|
||||
SwitchToPlayer(1);
|
||||
break;
|
||||
case SDLK_3:
|
||||
SwitchToPlayer(2);
|
||||
break;
|
||||
case SDLK_4:
|
||||
SwitchToPlayer(3);
|
||||
QuitEvent();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void InGame::KeyUp(SDL_KeyboardEvent const& key) {
|
||||
switch(key.keysym.sym) {
|
||||
case SDLK_w:
|
||||
playerMgr[currentPlayer]->WalkInDirection(Direction::SOUTH);
|
||||
break;
|
||||
case SDLK_s:
|
||||
playerMgr[currentPlayer]->WalkInDirection(Direction::NORTH);
|
||||
break;
|
||||
case SDLK_a:
|
||||
playerMgr[currentPlayer]->WalkInDirection(Direction::EAST);
|
||||
break;
|
||||
case SDLK_d:
|
||||
playerMgr[currentPlayer]->WalkInDirection(Direction::WEST);
|
||||
break;
|
||||
}
|
||||
//
|
||||
}
|
||||
|
||||
//-------------------------
|
||||
//Utilities
|
||||
//-------------------------
|
||||
|
||||
void InGame::NewPlayer(int index, std::string avatarName, int x, int y) {
|
||||
Player* p = playerMgr.New(index, surfaceMgr->Get(avatarName));
|
||||
p->SetPosition(Vector2(x, y));
|
||||
}
|
||||
|
||||
void InGame::SwitchToPlayer(int index) {
|
||||
//dirty hacks for smooth movement
|
||||
playerMgr[currentPlayer]->SetMotion(Vector2(0,0));
|
||||
currentPlayer = index;
|
||||
|
||||
Uint8* key = SDL_GetKeyState(nullptr);
|
||||
|
||||
if (key[SDLK_w]) {
|
||||
playerMgr[currentPlayer]->WalkInDirection(Direction::NORTH);
|
||||
}
|
||||
if (key[SDLK_s]) {
|
||||
playerMgr[currentPlayer]->WalkInDirection(Direction::SOUTH);
|
||||
}
|
||||
if (key[SDLK_a]) {
|
||||
playerMgr[currentPlayer]->WalkInDirection(Direction::WEST);
|
||||
}
|
||||
if (key[SDLK_d]) {
|
||||
playerMgr[currentPlayer]->WalkInDirection(Direction::EAST);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user