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#include <common.h>
#include <cstdio>
#include <chrono>
#define TICKS_PER_SEC 20
#define MSEC_PER_TICK (1000/TICKS_PER_SEC)
SDL_Window *window = NULL;
SDL_Surface *renderSurface = NULL;
SDL_GLContext mainGLContext = NULL;
bool gameRunning = true;
static float mx,my;
static unsigned int tickCount = 0,
prevTime = 0,
currentTime = 0,
deltaTime = 0;
int npcAmt = 0;
Entity *entPlay; //The player base
Entity *entnpc[32]; //The NPC base
Player player; //The actual player object
NPC npc[32];
Structures build;
World *currentWorld;//u-huh
World *spawn;
void logic();
void render();
unsigned int millis(void){
std::chrono::system_clock::time_point now=std::chrono::system_clock::now();
return std::chrono::duration_cast<std::chrono::milliseconds>(now.time_since_epoch()).count();
}
int main(int argc, char *argv[]){
//runs start-up procedures
if(SDL_Init(SDL_INIT_VIDEO)){
std::cout << "SDL was not able to initialize! Error: " << SDL_GetError() << std::endl;
return -1;
}
atexit(SDL_Quit);
if(!(IMG_Init(IMG_INIT_PNG|IMG_INIT_JPG)&(IMG_INIT_PNG|IMG_INIT_JPG))){
std::cout<<"Could not init image libraries!\n"<<std::endl;
return -1;
}
atexit(IMG_Quit);
//Turn on double Buffering
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
//ANTIALIASING!!!
//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
//SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 16);
//create the window
window = SDL_CreateWindow("Independent Study v.0.2 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==NULL){
std::cout << "The window failed to generate! Error: " << SDL_GetError() << std::endl;
std::cout << "Window address: "<<window<<std::endl;
return -1;
}
//set OpenGL context
mainGLContext = SDL_GL_CreateContext(window);
if(mainGLContext == NULL){
std::cout << "The OpenGL context failed to initialize! Error: " << SDL_GetError() << std::endl;
return -1;
}
glViewport(0,0,SCREEN_WIDTH, SCREEN_HEIGHT);
glClearColor(.3,.5,.8,0);
glEnable(GL_BLEND);
glEnable(GL_MULTISAMPLE);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
SDL_ShowCursor(SDL_DISABLE);
/**************************
**** GAMELOOP ****
**************************/
ui::init("ttf/VCR_OSD_MONO_1.001.ttf");
irand(time(NULL));
entPlay = &player;
entPlay->spawn(0, 0);
build.spawn(-1, (grand()%20)-10, 0);
//build.spawn(-1, 1.5, 0);
// Generate the world
World *w=NULL,*w2=NULL;
w2=new World(4,w,NULL);
w=new World(20,NULL,w2);
spawn=currentWorld=w;
currentWorld->addLayer(15);
currentWorld->addLayer(10);
// shh
unsigned char jklasdf;
for(jklasdf=0;jklasdf<npcAmt;jklasdf++){
currentWorld->addEntity((void *)entnpc[jklasdf]);
}
currentTime=millis();
while(gameRunning){
prevTime = currentTime;
currentTime = millis();
deltaTime = currentTime - prevTime;
player.loc.x += (player.vel.x * player.speed) * deltaTime; //update the player's x based on
player.loc.y += player.vel.y * deltaTime;
for(int i = 0; i < eAmt(entnpc); i++){
if(npc[i].alive == true){
npc[i].loc.y += npc[i].vel.y * deltaTime;
npc[i].loc.x += npc[i].vel.x * deltaTime;
}
}
render();
if(prevTime + MSEC_PER_TICK >= millis()){ //the logic loop to run at a dedicated time
logic();
prevTime = millis();
}
}
/**************************
**** CLOSE PROGRAM ****
**************************/
//closes the window and frees resources
SDL_GL_DeleteContext(mainGLContext);
SDL_DestroyWindow(window);
return 0;
}
void render(){
static float d,fps;
static unsigned int div=0;
//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
//set the the size of the screen
if(player.loc.x-1<-1){
glOrtho(-1,1, -1,1, -1,1);
}else if(player.loc.x+1>-1+currentWorld->getWidth()){
glOrtho(-3+currentWorld->getWidth(),-1+currentWorld->getWidth(),-1,1,-1,1);
}else{
glOrtho(-1 + player.loc.x, 1 + player.loc.x , -1, 1, -1,1);
}
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 ****
**************************/
currentWorld->draw(); // layers dont scale x correctly...
if((mx > player.loc.x && mx < player.loc.x + player.width) && (my > player.loc.y && my < player.loc.y + player.height)){
glColor3ub(255,0,0);
}else{
glColor3ub(120,30,30); //render the player
}
glRectf(player.loc.x, player.loc.y, player.loc.x + player.width, player.loc.y + player.height);
glColor3ub(255,0,0);
glRectf(build.loc.x, build.loc.y, build.loc.x + build.width, build.loc.y + build.height);
///BWAHHHHHHHHHHHH
ui::setFontSize(16);
if(++div==20){
div=0;
d=deltaTime;
fps=(1000/d);
}
//ui.putText(-.98 + player.loc.x, .88, "DT: %1.0f",d);
ui::putText(player.loc.x,player.loc.y-(HLINE*10),"(%+1.3f,%+1.3f)",player.loc.x,player.loc.y);
/**************************
**** CLOSE THE LOOP ****
**************************/
//DRAW MOUSE HERE!!!!!
mx=(ui::mousex/(float)SCREEN_WIDTH)*2.0f-1.0f;
my=((SCREEN_HEIGHT-ui::mousey)/(float)SCREEN_HEIGHT)*2.0f-1.0f;
if(player.loc.x-1>-1 && player.loc.x-1<-3+currentWorld->getWidth()){
if(ui::debug)
ui::putText(-.98 + player.loc.x, .94, "FPS: %1.0f\nDT: %1.0f",fps, d);
mx+=player.loc.x;
}else if(player.loc.x-1>=-3+currentWorld->getWidth()){
if(ui::debug)
ui::putText(-.98 + -2+currentWorld->getWidth(), .94, "FPS: %1.0f\nDT: %1.0f",fps, d);
mx =mx-1 + -1+currentWorld->getWidth();
}else{
if(ui::debug)
ui::putText(-.98, .94, "FPS: %1.0f\nDT: %1.0f",fps, d);
}
glBegin(GL_TRIANGLES);
glColor3ub(255,255,255);
glVertex2f(mx,my);
glVertex2f(mx + (HLINE*3.5),my - (HLINE*1));
glVertex2f(mx + (HLINE*1),my - (HLINE*6));
glEnd();
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
}
void logic(){
float gw;
ui::handleEvents(); // Handle events
if(player.right)player.vel.x=.00075;
else if(player.left)player.vel.x=-.00075;
else player.vel.x = 0;
currentWorld->detect(&player.loc,&player.vel,player.width);
gw=currentWorld->getWidth();
if(player.loc.x+player.width>-1+gw){
if(currentWorld->toRight){
goWorldRight(currentWorld)
player.loc.x=-1+HLINE;
}else{
player.loc.x=gw-1-player.width-HLINE;
}
}
if(player.loc.x<-1){
if(currentWorld->toLeft){
goWorldLeft(currentWorld);
player.loc.x=currentWorld->getWidth()-1-player.width-HLINE;
}else{
player.loc.x=-1+HLINE;
}
}
currentWorld->detect(&build.loc,&build.vel,build.width);
for(int i = 0; i < eAmt(entnpc); i++){
if(npc[i].alive == true){
currentWorld->detect(&npc[i].loc,&npc[i].vel,npc[i].width);
entnpc[i]->wander((grand()%181 + 1), &npc[i].vel);
if((mx > entnpc[i]->loc.x && mx < entnpc[i]->loc.x + entnpc[i]->width) && (my > entnpc[i]->loc.y && my < entnpc[i]->loc.y + entnpc[i]->height)&&(SDL_GetMouseState(NULL,NULL) & SDL_BUTTON(SDL_BUTTON_LEFT))){
if(pow((entnpc[i]->loc.x - player.loc.x),2) + pow((entnpc[i]->loc.y - player.loc.y),2) < pow(.2,2)){
entnpc[i]->interact();
ui::putText(entnpc[i]->loc.x, entnpc[i]->loc.y - HLINE * 3, "HEY", NULL);
}
}
}
}
tickCount++;
}
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