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https://github.com/HowestDAE/dae16-VerhulstBram.git
synced 2025-12-16 04:21:48 +01:00
120 lines
2.7 KiB
C++
120 lines
2.7 KiB
C++
#include "pch.h"
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#include "Game.h"
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#include "colors.h"
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#include "utils.h"
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#include "WorldLevel.h"
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Game::Game(const Window& window)
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: BaseGame { window }, m_Camera(Camera()), m_WorldLevel(WorldLevel(&m_Camera))
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{
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Initialize();
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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(Point2f{GetViewPort().width / 2, GetViewPort().height / 2});
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}
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void Game::Cleanup() {
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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 (pStates[SDL_SCANCODE_RIGHT]) {
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// m_CameraOffset.x += 200 * elapsedSec;
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// }
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// if (pStates[SDL_SCANCODE_LEFT]) {
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// m_CameraOffset.x -= 200 * elapsedSec;
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// }
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// if (pStates[SDL_SCANCODE_UP]) {
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// m_CameraOffset.y += 200 * elapsedSec;
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// }
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// if (pStates[SDL_SCANCODE_DOWN]) {
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// m_CameraOffset.y -= 200 * elapsedSec;
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// }
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if(m_IsMouseDown) {
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Point2f newCameraPos = m_MousePos + m_MouseOffset;
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m_Camera.SetPosition(newCameraPos);
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} else {
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m_MouseOffset = m_Camera.GetPosition();
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}
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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_Camera.BeginRendering();
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m_WorldLevel.Draw();
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//m_Camera.EndRendering();
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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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}
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void Game::ProcessKeyUpEvent(const SDL_KeyboardEvent& e) {
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//std::cout << "KEYUP event: " << e.keysym.sym << std::endl;
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//switch ( e.keysym.sym )
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//{
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//case SDLK_LEFT:
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// //std::cout << "Left arrow key released\n";
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// break;
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//case SDLK_RIGHT:
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// //std::cout << "`Right arrow key released\n";
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// break;
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//case SDLK_1:
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//case SDLK_KP_1:
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// //std::cout << "Key 1 released\n";
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// break;
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//}
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}
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void Game::ProcessMouseMotionEvent(const SDL_MouseMotionEvent& e) {
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m_MousePos = Point2f { float(e.x), float(e.y) };
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m_WorldLevel.MouseMove(m_MousePos);
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}
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void Game::ProcessMouseDownEvent(const SDL_MouseButtonEvent& e) {
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m_IsMouseDown = true;
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m_MouseOffset = Point2f(m_Camera.GetPosition() - m_MousePos);
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//std::cout << "MOUSEBUTTONDOWN event: ";
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//switch ( e.button )
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//{
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//case SDL_BUTTON_LEFT:
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// std::cout << " left button " << std::endl;
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// break;
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//case SDL_BUTTON_RIGHT:
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// std::cout << " right button " << std::endl;
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// break;
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//case SDL_BUTTON_MIDDLE:
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// std::cout << " middle button " << std::endl;
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// break;
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//}
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}
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void Game::ProcessMouseUpEvent(const SDL_MouseButtonEvent& e) {
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m_IsMouseDown = false;
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//std::cout << "MOUSEBUTTONUP event: ";
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//switch ( e.button )
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//{
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//case SDL_BUTTON_LEFT:
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// std::cout << " left button " << std::endl;
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// break;
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//case SDL_BUTTON_RIGHT:
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// std::cout << " right button " << std::endl;
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// break;
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//case SDL_BUTTON_MIDDLE:
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// std::cout << " middle button " << std::endl;
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// break;
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//}
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}
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