diff options
-rw-r--r-- | include/World.h | 64 | ||||
-rw-r--r-- | include/common.h | 34 | ||||
-rw-r--r-- | src/World.cpp | 171 | ||||
-rw-r--r-- | src/main.cpp | 111 |
4 files changed, 110 insertions, 270 deletions
diff --git a/include/World.h b/include/World.h index dd133b9..d8440a0 100644 --- a/include/World.h +++ b/include/World.h @@ -1,42 +1,24 @@ -<<<<<<< HEAD -#ifndef WORLD_H -#define WORLD_H - -#include <common.h> - -class World { -private: - struct line_t { - // x = 2.0 (window width) / HLINES - float start; // Where to change to dirt, going down (y) - } *line; - unsigned int lineCount; -public: - World(float width); - void draw(void); -}; - +#ifndef WORLD_H
+#define WORLD_H
+
+#include <common.h>
+
+#define goWorldLeft(w) if(w->toLeft){w=w->toLeft;}
+#define goWorldRight(w) if(w->toRight){w=w->toRight;}
+
+class World {
+private:
+ struct line_t {
+ // x = 2.0 (window width) / HLINES
+ double start; // Where to change to dirt, going down (y)
+ } *line;
+ unsigned int lineCount;
+public:
+ World *toLeft,*toRight;
+ World(void);
+ World(const float width,World *l,World *r);
+ void draw(void);
+ void detect(vec2 *v,const float width);
+};
+
#endif // WORLD_H -======= -#ifndef WORLD_H -#define WORLD_H - -#include <common.h> - -#define HLINE (2.0f/(SCREEN_WIDTH/4)) - -class World { -private: - struct line_t { - // x = 2.0 (window width) / HLINES - double start; // Where to change to dirt, going down (y) - } *line; - unsigned int lineCount; -public: - World(float width); - void draw(void); - void detect(vec2 *v,const float width); -}; - -#endif // WORLD_H ->>>>>>> origin/master diff --git a/include/common.h b/include/common.h index 48a068d..df5b6ac 100644 --- a/include/common.h +++ b/include/common.h @@ -1,4 +1,3 @@ -<<<<<<< HEAD #ifndef COMMON_H #define COMMON_H @@ -30,36 +29,3 @@ extern SDL_GLContext mainGLContext; extern bool gameRunning; #endif // COMMON_H -======= -#ifndef COMMON_H -#define COMMON_H - -typedef struct{float x; float y;}vec2; - -///THIS FILE IS USED FOR VARIABLES THAT WILL BE ACCESED BY MULTIPLE CLASSES/FILES - -#include <iostream> -#include <cstdlib> -#include <SDL2/SDL.h> -#include <SDL2/SDL_image.h> -#include <SDL2/SDL_opengl.h> -#include <UIClass.h> -#include <entities.h> -#include <World.h> - -#define SCREEN_WIDTH 1280 -#define SCREEN_HEIGHT 800 -#define FULLSCREEN - - - -//SDL VARIABLES -extern SDL_Window *window; -extern SDL_Surface *renderSurface; -extern SDL_GLContext mainGLContext; - -//WINODWS VARIABLES -extern bool gameRunning; - -#endif // COMMON_H ->>>>>>> origin/master diff --git a/src/World.cpp b/src/World.cpp index 52cfb40..c3a76c7 100644 --- a/src/World.cpp +++ b/src/World.cpp @@ -1,91 +1,80 @@ -<<<<<<< HEAD -#include <World.h> - -World::World(float width){ - unsigned int i; - lineCount=width/HLINE+1; - if((line=(struct line_t *)calloc(lineCount,sizeof(struct line_t)))==NULL){ - std::cout<<"Failed to allocate memory!"<<std::endl; - abort(); - } - line[0].start=(rand()%100)/100.0f-1; // lazy - for(i=1;i<lineCount;i++){ - line[i].start=line[i-1].start+(float)((rand()%20)-10)/1000.0f; - } -} -void World::draw(void){ - unsigned int i; - glBegin(GL_QUADS); - for(i=0;i<lineCount;i++){ - glColor3ub(0,255,0); - glVertex2f((HLINE*i)-1 ,line[i].start); - glVertex2f((HLINE*i)-1+HLINE,line[i].start); - glVertex2f((HLINE*i)-1+HLINE,line[i].start-HLINE*2); - glVertex2f((HLINE*i)-1 ,line[i].start-HLINE*2); - glColor3ub(150,100,50); - glVertex2f((HLINE*i)-1 ,line[i].start-HLINE*2); - glVertex2f((HLINE*i)-1+HLINE,line[i].start-HLINE*2); - glVertex2f((HLINE*i)-1+HLINE,-1); - glVertex2f((HLINE*i)-1 ,-1); - } - glEnd(); -} -======= -#include <World.h> - -World::World(float width){ - unsigned int i; - double f; - lineCount=width/HLINE+1; - if((line=(struct line_t *)calloc(lineCount,sizeof(struct line_t)))==NULL){ - std::cout<<"Failed to allocate memory!"<<std::endl; - abort(); - } - line[0].start=(rand()%100)/100.0f-0.8f; // lazy - if(line[0].start>-0.5f)line[0].start=-0.7f; - for(i=10;i<lineCount;i+=10){ - line[i].start=((double)(rand()%40+200))/1000.0f-1; - } - for(i=0;i<lineCount;i++){ - if(!(i%10)||!i){ - f=line[i+10].start-line[i].start; - f/=10.0f; - }else{ - line[i].start=line[i-1].start+f; - } - } -} -void World::draw(void){ - unsigned int i; - glBegin(GL_QUADS); - for(i=0;i<lineCount;i++){ - glColor3ub(0,255,0); - glVertex2f((HLINE*i)-1 ,line[i].start); - glVertex2f((HLINE*i)-1+HLINE,line[i].start); - glVertex2f((HLINE*i)-1+HLINE,line[i].start-HLINE*2); - glVertex2f((HLINE*i)-1 ,line[i].start-HLINE*2); - glColor3ub(150,100,50); - glVertex2f((HLINE*i)-1 ,line[i].start-HLINE*2); - glVertex2f((HLINE*i)-1+HLINE,line[i].start-HLINE*2); - glVertex2f((HLINE*i)-1+HLINE,-1); - glVertex2f((HLINE*i)-1 ,-1); - } - glEnd(); -} -void World::detect(vec2 *v,const float width){ - unsigned int i; - for(i=0;i<lineCount;i++){ - if(v->y<line[i].start){ - if(v->x>(HLINE*i)-1&&v->x<(HLINE*i)-1+HLINE){ - v->x=(HLINE*i)-1+HLINE; - }else if(v->x+width>(HLINE*i)-1&&v->x+width<(HLINE*i)-1+HLINE){ - v->x=(HLINE*i)-1-width; - }else{ - v->y=line[i].start; - } - }else if(v->y>line[i].start+HLINE/2){ - v->y-=HLINE/4; - } - } -} ->>>>>>> origin/master +#include <World.h>
+
+World::World(void){
+ line=NULL;
+ lineCount=0;
+ toLeft=toRight=NULL;
+}
+World::World(const float width,World *l,World *r){
+ unsigned int i;
+ double f;
+ lineCount=width/HLINE+1;
+ if((line=(struct line_t *)calloc(lineCount,sizeof(struct line_t)))==NULL){
+ std::cout<<"Failed to allocate memory!"<<std::endl;
+ abort();
+ }
+ toLeft=l;
+ toRight=r;
+ if(toLeft){
+ if(toLeft->toRight){
+ std::cout<<"There's already a world to the left!"<<std::endl;
+ abort();
+ }else{
+ toLeft->toRight=this;
+ }
+ }
+ if(toRight){
+ if(toRight->toLeft){
+ std::cout<<"There's already a world to the right!"<<std::endl;
+ abort();
+ }else{
+ toRight->toLeft=this;
+ }
+ }
+ line[0].start=(rand()%100)/100.0f-0.8f; // lazy
+ if(line[0].start>-0.5f)line[0].start=-0.7f;
+ for(i=10;i<lineCount;i+=10){
+ line[i].start=((double)(rand()%40+200))/1000.0f-1;
+ }
+ for(i=0;i<lineCount;i++){
+ if(!(i%10)||!i){
+ f=line[i+10].start-line[i].start;
+ f/=10.0f;
+ }else{
+ line[i].start=line[i-1].start+f;
+ }
+ }
+}
+void World::draw(void){
+ unsigned int i;
+ glBegin(GL_QUADS);
+ for(i=0;i<lineCount;i++){
+ glColor3ub(0,255,0);
+ glVertex2f((HLINE*i)-1 ,line[i].start);
+ glVertex2f((HLINE*i)-1+HLINE,line[i].start);
+ glVertex2f((HLINE*i)-1+HLINE,line[i].start-HLINE*2);
+ glVertex2f((HLINE*i)-1 ,line[i].start-HLINE*2);
+ glColor3ub(150,100,50);
+ glVertex2f((HLINE*i)-1 ,line[i].start-HLINE*2);
+ glVertex2f((HLINE*i)-1+HLINE,line[i].start-HLINE*2);
+ glVertex2f((HLINE*i)-1+HLINE,-1);
+ glVertex2f((HLINE*i)-1 ,-1);
+ }
+ glEnd();
+}
+void World::detect(vec2 *v,const float width){
+ unsigned int i;
+ for(i=0;i<lineCount;i++){
+ if(v->y<line[i].start){
+ if(v->x>(HLINE*i)-1&&v->x<(HLINE*i)-1+HLINE){
+ v->x=(HLINE*i)-1+HLINE;
+ }else if(v->x+width>(HLINE*i)-1&&v->x+width<(HLINE*i)-1+HLINE){
+ v->x=(HLINE*i)-1-width;
+ }else{
+ v->y=line[i].start;
+ }
+ }else if(v->y>line[i].start+HLINE/2){
+ v->y-=HLINE/4;
+ }
+ }
+}
diff --git a/src/main.cpp b/src/main.cpp index e5c2339..8bc01e2 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -1,4 +1,3 @@ -<<<<<<< HEAD #include <common.h> #include <ctime> @@ -17,6 +16,7 @@ float deltaTime = 0; Entities *entit1; Player player; UIClass ui; +World *currentWorld; float interpolate(float goal, float current, float dt){ float difference = goal - current; @@ -27,8 +27,6 @@ float interpolate(float goal, float current, float dt){ return goal; } - -World *w=new World(2); void render(); int main(int argc,char **argv){ @@ -73,6 +71,11 @@ int main(int argc,char **argv){ entit1 = &player; entit1->spawn(4, 0); + + World *w=NULL; + World *w2=new World(4,w,NULL); + w=new World(2,NULL,w2); + currentWorld=w; while(gameRunning){ prevTime = currentTime; @@ -128,7 +131,7 @@ void render(){ **** RENDER STUFF HERE **** **************************/ - w->draw(); + currentWorld->draw(); glColor3ub(0,0,0); glRectf(player.loci.x, player.loci.y, player.loci.x + player.width, player.loci.y + player.height); @@ -139,103 +142,3 @@ void render(){ glPopMatrix(); //take the matrix(s) off the stack to pass them to the renderer SDL_GL_SwapWindow(window); //give the stack to SDL to render it } -======= -#include <common.h> -#include <ctime> - -SDL_Window *window = NULL; -SDL_Surface *renderSurface = NULL; -SDL_GLContext mainGLContext = NULL; - -bool gameRunning = true; - -UIClass ui; -Entities *entit1; -Player player; - -int main(int argc,char **argv){ - // Initialize SDL - if(!SDL_Init(SDL_INIT_VIDEO)){ - atexit(SDL_Quit); - }else{ - std::cout << "SDL was not able to initialize! Error: " << SDL_GetError() << std::endl; - return -1; - } - // Initialize SDL_image - if((IMG_Init(IMG_INIT_PNG|IMG_INIT_JPG)&(IMG_INIT_PNG|IMG_INIT_JPG))){ - atexit(IMG_Quit); - }else{ - std::cout<<"Could not init image libraries!\n"<<std::endl; - return -1; - } - // Create the window - SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); - window = SDL_CreateWindow("Independent Study v.0.1 alpha", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_OPENGL - #ifdef FULLSCREEN - | SDL_WINDOW_FULLSCREEN - #endif // FULLSCREEN - ); - if(!window){ - std::cout << "The window failed to generate! Error: " << SDL_GetError() << std::endl; - return -1; - } - // Set OpenGL context - if((mainGLContext = SDL_GL_CreateContext(window))==NULL){ - std::cout << "The OpenGL context failed to initialize! Error: " << SDL_GetError() << std::endl; - } - // Setup rand() and OpenGL - srand(time(NULL)); - glClearColor(.3,.5,.8,0); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); - - /************************** - **** GAMELOOP **** - **************************/ - - entit1 = &player; - entit1->spawn(0,0); - - World *w=new World(2); - - while(gameRunning){ - ui.handleEvents(); // Handle events - //a matrix is a blank canvas for the computer to draw on, the matrices are stored in a "stack" - //GL_PROJECTION has 2 matrices - //GL_MODELVIEW has 32 matrices - glMatrixMode(GL_PROJECTION); //set the matrix mode as projection so we can set the ortho size and the camera settings later on - glPushMatrix(); //push the matrix to the top of the matrix stack - glLoadIdentity(); //replace the entire matrix stack with the updated GL_PROJECTION mode - glOrtho(-1,1,-1,1,-1,1); //set the the size of the screen - glMatrixMode(GL_MODELVIEW); //set the matrix to modelview so we can draw objects - glPushMatrix(); //push the matrix to the top of the matrix stack - glLoadIdentity(); //replace the entire matrix stack with the updated GL_MODELVIEW mode - glPushMatrix(); //basically here we put a blank canvas (new matrix) on the screen to draw on - glClear(GL_COLOR_BUFFER_BIT); //clear the matrix on the top of the stack - - /************************** - **** RENDER STUFF HERE **** - **************************/ - - w->draw(); - glColor3ub(0,0,0); - glRectf(player.loc.x, player.loc.y, player.loc.x + player.width, player.loc.y + player.height); - - /************************** - **** CLOSE THE LOOP **** - **************************/ - - glPopMatrix(); //take the matrix(s) off the stack to pass them to the renderer - SDL_GL_SwapWindow(window); //give the stack to SDL to render it - } - - /************************** - **** CLOSE PROGRAM **** - **************************/ - - //closes the window and frees resources - SDL_GL_DeleteContext(mainGLContext); - SDL_DestroyWindow(window); - return 0; -} ->>>>>>> origin/master |