149 lines
3.1 KiB
C++
149 lines
3.1 KiB
C++
#include "in_game.hpp"
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#include <iostream>
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using namespace std;
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//-------------------------
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//Public access members
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//-------------------------
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InGame::InGame(ConfigUtility* cUtil, SurfaceManager* sMgr) {
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#ifdef DEBUG
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cout << "entering InGame" << endl;
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#endif
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configUtil = cUtil;
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surfaceMgr = sMgr;
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playerCounter = currentPlayer = 0;
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playerMgr.New(playerCounter++, surfaceMgr->Get("elliot"));
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playerMgr.New(playerCounter++, surfaceMgr->Get("elliot"));
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playerMgr.New(playerCounter++, surfaceMgr->Get("coa"));
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playerMgr.New(playerCounter++, surfaceMgr->Get("coa"));
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}
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InGame::~InGame() {
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playerMgr.DeleteAll();
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#ifdef DEBUG
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cout << "leaving InGame" << endl;
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#endif
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}
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//-------------------------
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//Frame loop
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//-------------------------
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void InGame::FrameStart() {
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frameRate.Calculate();
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}
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void InGame::FrameEnd() {
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//
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}
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void InGame::Update() {
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delta.Calculate();
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playerMgr.UpdateAll(delta.GetDelta());
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}
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void InGame::Render(SDL_Surface* const screen) {
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playerMgr.DrawAllTo(screen);
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}
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//-------------------------
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//Event handlers
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//-------------------------
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void InGame::MouseMotion(SDL_MouseMotionEvent const& motion) {
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//
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}
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void InGame::MouseButtonDown(SDL_MouseButtonEvent const& button) {
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//
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}
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void InGame::MouseButtonUp(SDL_MouseButtonEvent const& button) {
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//
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}
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void InGame::KeyDown(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_ESCAPE:
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SetNextScene(SceneList::MAINMENU);
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break;
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case SDLK_w:
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playerMgr[currentPlayer]->WalkInDirection(Direction::NORTH);
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break;
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case SDLK_s:
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playerMgr[currentPlayer]->WalkInDirection(Direction::SOUTH);
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break;
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case SDLK_a:
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playerMgr[currentPlayer]->WalkInDirection(Direction::WEST);
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break;
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case SDLK_d:
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playerMgr[currentPlayer]->WalkInDirection(Direction::EAST);
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break;
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case SDLK_1:
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SwitchToPlayer(0);
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break;
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case SDLK_2:
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SwitchToPlayer(1);
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break;
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case SDLK_3:
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SwitchToPlayer(2);
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break;
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case SDLK_4:
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SwitchToPlayer(3);
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break;
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}
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}
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void InGame::KeyUp(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_w:
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playerMgr[currentPlayer]->WalkInDirection(Direction::SOUTH);
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break;
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case SDLK_s:
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playerMgr[currentPlayer]->WalkInDirection(Direction::NORTH);
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break;
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case SDLK_a:
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playerMgr[currentPlayer]->WalkInDirection(Direction::EAST);
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break;
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case SDLK_d:
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playerMgr[currentPlayer]->WalkInDirection(Direction::WEST);
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break;
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}
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}
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//-------------------------
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//Utilities
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//-------------------------
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void InGame::NewPlayer(int index, std::string avatarName, int x, int y) {
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Player* p = playerMgr.New(index, surfaceMgr->Get(avatarName));
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p->SetPosition(Vector2(x, y));
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}
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void InGame::SwitchToPlayer(int index) {
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//dirty hacks for smooth movement
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playerMgr[currentPlayer]->SetMotion(Vector2(0,0));
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currentPlayer = index;
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Uint8* key = SDL_GetKeyState(nullptr);
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if (key[SDLK_w]) {
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playerMgr[currentPlayer]->WalkInDirection(Direction::NORTH);
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}
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if (key[SDLK_s]) {
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playerMgr[currentPlayer]->WalkInDirection(Direction::SOUTH);
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}
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if (key[SDLK_a]) {
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playerMgr[currentPlayer]->WalkInDirection(Direction::WEST);
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}
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if (key[SDLK_d]) {
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playerMgr[currentPlayer]->WalkInDirection(Direction::EAST);
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}
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} |