clooneljump/src/gameplaysceneclassic.cpp

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/*
Copyright 2014 Michele "King_DuckZ" Santullo
This file is part of CloonelJump.
CloonelJump is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
CloonelJump is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with CloonelJump. If not, see <http://www.gnu.org/licenses/>.
*/
#include "gameplaysceneclassic.hpp"
#include "character.hpp"
#include "moversine.hpp"
#include "sdlmain.hpp"
#include "inputbag.hpp"
#include "key.hpp"
#include "moverleftright.hpp"
#include "moverworld.hpp"
#include "tiledwallpaper.hpp"
#include "texture.hpp"
#include "platformsystem.hpp"
#include "CloonelJumpConfig.h"
#include <algorithm>
#include <SDL2/SDL_scancode.h>
#include <ciso646>
#include <functional>
namespace cloonel {
namespace {
enum GameActionType {
GameAction_Left,
GameAction_Right
};
enum {
CollisionID_Platforms,
CollisionID_Player,
CollisionID_Enemies
};
} //unnamed namespace
///--------------------------------------------------------------------------
///--------------------------------------------------------------------------
GameplaySceneClassic::GameplaySceneClassic (SDLMain* parSdlMain) :
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GameplayScene(parSdlMain)
{
//TODO: replace the hardcoded bindings with something more customizable.
InputBag& input = *InputBagObject();
input.AddAction(GameAction_Left, Key(InputDevice_Keyboard, SDL_SCANCODE_LEFT), "Move left");
input.AddAction(GameAction_Right, Key(InputDevice_Keyboard, SDL_SCANCODE_RIGHT), "Move right");
}
///--------------------------------------------------------------------------
///--------------------------------------------------------------------------
GameplaySceneClassic::~GameplaySceneClassic() noexcept {
Destroy();
}
///--------------------------------------------------------------------------
///--------------------------------------------------------------------------
void GameplaySceneClassic::OnPrepare() {
const float halfRefHeight = static_cast<float>(REFERENCE_HEIGHT) / 2.0f;
Collider& collider = *this->GetCollider();
std::unique_ptr<MoverSine> moverSine(new MoverSine());
std::unique_ptr<Character> player(new Character("resources/graphics/player.png", SDLObject(), float2(80.0f, 120.0f)));
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std::unique_ptr<MoverLeftRight> moverLeftRight(new MoverLeftRight(1.5f, 5.0f, 40.0f));
std::unique_ptr<MoverWorld> moverWorld(new MoverWorld(halfRefHeight));
std::unique_ptr<TiledWallpaper> wallpaper(new TiledWallpaper("resources/graphics/background_tile.png", SDLObject()));
std::unique_ptr<PlatformSystem> platforms(new PlatformSystem("resources/graphics/platform.png", SDLObject(), this, halfRefHeight * 0.9f));
player->Prepare();
platforms->Prepare();
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moverSine->RegisterPlaceable(player.get());
moverSine->RegisterPlaceable(moverWorld.get()); //Keep an invisible mover
moverLeftRight->RegisterPlaceable(player.get());
moverWorld->RegisterPlaceable(player.get()); //It compensates the position when the chara goes over the mid
moverWorld->RegisterPlaceable(moverWorld.get()); //The mover has to be in sync with the character
moverWorld->RegisterPlaceable(platforms.get());
wallpaper->Reload();
{
auto regPlayerCollision(std::bind(&Collider::RegisterBar, &collider, CollisionID_Player, std::placeholders::_1));
player->RegisterForCollision(regPlayerCollision);
auto regPlatfCollision(std::bind(&Collider::RegisterBar, &collider, CollisionID_Platforms, std::placeholders::_1));
auto unregPlatfCollision(std::bind(&Collider::UnregisterBar, &collider, CollisionID_Platforms, std::placeholders::_1));
platforms->RegisterForCollision(regPlatfCollision, unregPlatfCollision);
}
std::swap(moverSine, m_moverSine);
std::swap(player, m_player);
std::swap(moverLeftRight, m_moverLeftRight);
std::swap(moverWorld, m_moverWorld);
std::swap(wallpaper, m_wallpaper);
std::swap(platforms, m_platforms);
AddMover(m_moverSine.get());
AddMover(m_moverLeftRight.get());
AddDrawable(m_wallpaper.get());
AddMover(m_moverWorld.get());
m_platforms->AddDrawables();
AddDrawable(m_player.get());
const float jumpPower = halfRefHeight * 1.29f;
m_moverSine->SetPower(jumpPower);
collider.TieGroups(CollisionID_Platforms, CollisionID_Player);
//collider.TieGroups(CollisionID_Enemies, CollisionID_Player);
}
///--------------------------------------------------------------------------
///--------------------------------------------------------------------------
void GameplaySceneClassic::Destroy() noexcept {
GameplayScene::Destroy();
//Destroy in reverse creation order
m_platforms = std::move(std::unique_ptr<PlatformSystem>(nullptr));
m_wallpaper = std::move(std::unique_ptr<TiledWallpaper>(nullptr));
m_moverWorld = std::move(std::unique_ptr<MoverWorld>(nullptr));
m_moverLeftRight = std::move(std::unique_ptr<MoverLeftRight>(nullptr));
m_player = std::move(std::unique_ptr<Character>(nullptr));
m_moverSine = std::move(std::unique_ptr<MoverSine>(nullptr));
}
///--------------------------------------------------------------------------
///--------------------------------------------------------------------------
void GameplaySceneClassic::OnPreUpdate() {
InputBag& input = *InputBagObject();
if (IsPressed(input, GameAction_Left)) {
m_moverLeftRight->SetMovement(MoverLeftRight::MovementDirection_Left);
}
else if (IsPressed(input, GameAction_Right)) {
m_moverLeftRight->SetMovement(MoverLeftRight::MovementDirection_Right);
}
else {
m_moverLeftRight->SetMovement(MoverLeftRight::MovementDirection_Still);
}
m_platforms->SpawnPlatforms();
}
} //namespace cloonel