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Tortuga/client/in_game.cpp
T
2013-05-15 23:20:47 +10:00

150 lines
3.2 KiB
C++

#include "in_game.hpp"
#include <iostream>
using namespace std;
//-------------------------
//Public access members
//-------------------------
InGame::InGame() {
#ifdef DEBUG
cout << "entering InGame" << endl;
#endif
surfaceMgr.Load("player", "rsc/graphics/sprites/elliot2.bmp");
surfaceMgr.Load("flower", "rsc/graphics/sprites/aniflower.bmp");
playerCounter = currentPlayer = 0;
playerMgr.New(playerCounter++, surfaceMgr["player"]);
playerMgr.New(playerCounter++, surfaceMgr["player"]);
playerMgr.New(playerCounter++, surfaceMgr["player"]);
playerMgr.New(playerCounter++, surfaceMgr["player"]);
}
InGame::~InGame() {
playerMgr.DeleteAll();
surfaceMgr.FreeAll();
#ifdef DEBUG
cout << "leaving InGame" << endl;
#endif
}
//-------------------------
//Frame loop
//-------------------------
void InGame::FrameStart() {
frameRate.Calculate();
}
void InGame::FrameEnd() {
//
}
void InGame::Update() {
delta.Calculate();
playerMgr.UpdateAll(delta.GetDelta());
}
void InGame::Render(SDL_Surface* const screen) {
playerMgr.DrawAllTo(screen);
}
//-------------------------
//Event handlers
//-------------------------
void InGame::MouseMotion(SDL_MouseMotionEvent const& motion) {
//
}
void InGame::MouseButtonDown(SDL_MouseButtonEvent const& button) {
//
}
void InGame::MouseButtonUp(SDL_MouseButtonEvent const& button) {
//
}
void InGame::KeyDown(SDL_KeyboardEvent const& key) {
switch(key.keysym.sym) {
case SDLK_ESCAPE:
QuitEvent();
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);
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[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(NULL);
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);
}
}