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https://github.com/HowestDAE/dae16-VerhulstBram.git
synced 2025-12-16 03:51:47 +01:00
93 lines
2.4 KiB
C++
93 lines
2.4 KiB
C++
#include "pch.h"
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#include "Game.h"
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#include <ostream>
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#include <algorithm>
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#include "colors.h"
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#include "GridSystem/GroundTileTypeManager.h"
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#include "utils.h"
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#include "GridSystem/WorldTile.h"
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#include "Levels/World/WorldLevel.h"
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Rectf Game::VIEWPORT {};
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Game::Game(const Window& window)
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: BaseGame { window }, m_Camera(Camera()), m_WorldLevel(WorldLevel(&m_Camera, GetViewPort())),
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m_MainMenuLevel(MainMenuLevel(&m_Camera)), m_pCurrentLevel(&m_WorldLevel) {
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Initialize();
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Game::VIEWPORT = GetViewPort(); //TODO: See if this can be removed
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}
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Game::~Game() {
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Cleanup();
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}
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void Game::Initialize() {
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m_Camera.SetPosition(Vector2f { -GetViewPort().width / 2, -GetViewPort().height / 2 });
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}
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void Game::Cleanup() {
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ScreenManager::DestroyInstance();
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GroundTileTypeManager::DestroyInstance();
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TextureManager::DestroyInstance();
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}
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void Game::Update(float elapsedSec) {
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const Uint8* pStates = SDL_GetKeyboardState(nullptr);
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if (m_IsRightMouseDown) {
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const Vector2f newCameraPos = Vector2f { m_MousePosition.x + m_MouseOffset.x, m_MousePosition.y + m_MouseOffset.y };
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m_Camera.SetPosition(Vector2f { -newCameraPos.x, -newCameraPos.y });
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}
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else {
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m_MouseOffset = m_Camera.GetPosition();
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}
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m_pCurrentLevel->Update(elapsedSec);
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}
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void Game::Draw() const {
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utils::ClearBackground(Color4f(0.0f, 0.0f, 0.3f, 1.0f));
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m_pCurrentLevel->Draw();
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}
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void Game::ProcessKeyDownEvent(const SDL_KeyboardEvent& e) {
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//std::cout << "KEYDOWN event: " << e.keysym.sym << std::endl;
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if(e.keysym.sym == SDLK_BACKQUOTE) {
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m_imGui = !m_imGui;
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}
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}
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void Game::ProcessKeyUpEvent(const SDL_KeyboardEvent& e) {
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}
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void Game::ProcessMouseMotionEvent(const SDL_MouseMotionEvent& e) {
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m_MousePosition = Vector2f { float(e.x), float(e.y) };
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m_pCurrentLevel->MouseMove(Vector2f { float(e.x), float(e.y) });
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}
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void Game::ProcessMouseDownEvent(const SDL_MouseButtonEvent& e) {
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m_IsRightMouseDown = e.button == SDL_BUTTON_RIGHT;
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m_MouseOffset = Vector2f { -m_Camera.GetPosition().x - m_MousePosition.x, -m_Camera.GetPosition().y - m_MousePosition.y };
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}
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void Game::ProcessMouseUpEvent(const SDL_MouseButtonEvent& e) {
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m_IsRightMouseDown = e.button == SDL_BUTTON_RIGHT ? false : m_IsRightMouseDown;
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}
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void Game::ProcessMouseWheelEvent(const SDL_MouseWheelEvent& e) {
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float newScale = m_Camera.GetScale() - e.preciseY * 0.1f;
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if(newScale < 0.0f) {
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newScale = 0.0f;
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}
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m_Camera.SetScale(newScale);
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}
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void Game::ProcessImGui() {
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if(m_imGui) {
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m_pCurrentLevel->ProcessImGui();
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}
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}
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