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Game.cpp
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Game.cpp
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//
// Created by Goodecheeseburgers on 21/04/2020.
// PumpyPumpySimulator. A C++ / SFML game.
// Copyright (C) 2020 - [email protected]
//
// https://github.com/Cheeseborgers/PumpyPumpySimulator
//
// This program 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.
//
// This program 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 this program. If not, see <https://www.gnu.org/licenses/>.
//
#include "Game.h"
// Private Methods -----------------------------------------------------------------------------------------------------
void Game::initWindow()
{
this->window = std::make_unique<sf::RenderWindow>( // Create window
sf::VideoMode::getDesktopMode(),
"PumpyPumpySimulator",
sf::Style::Titlebar | sf::Style::Resize
);
this->window->setFramerateLimit(60); // Set framerate
this->window->setVerticalSyncEnabled(false); // Set Vsync to false;
}
// ---------------------------------------------------------------------------------------------------------------------
void Game::initVariables()
{
this->window = nullptr;
this->dt = 0.F;
}
// ---------------------------------------------------------------------------------------------------------------------
void Game::initStateData() {
}
// ---------------------------------------------------------------------------------------------------------------------
void Game::initStates()
{
this->states.push(new IntroState(this->window, &this->states));
}
// Constructor ---------------------------------------------------------------------------------------------------------
Game::Game()
{
this->initVariables();
this->initWindow();
// State Stuff (intro state)
this->initStateData();
this->initStates();
}
// Destructor ----------------------------------------------------------------------------------------------------------
Game::~Game()
{
while (!this->states.empty())
{
delete this->states.top();
this->states.pop();
}
}
// ---------------------------------------------------------------------------------------------------------------------
void Game::run()
{
while (this->window->isOpen())
{
this->updateDt();
this->update();
this->render();
}
}
// ---------------------------------------------------------------------------------------------------------------------
bool Game::running() const
{
return this->window->isOpen();
}
// ---------------------------------------------------------------------------------------------------------------------
void Game::updateDt()
{
/* @return void
* Updates the dt variable with the time it takes
* to update and render one frame*/
this->dt = this->dtClock.restart().asSeconds();
}
// ---------------------------------------------------------------------------------------------------------------------
void Game::updateEvents()
{
sf::Event ev{};
while (this->window->pollEvent(ev))
{
if (ev.type == sf::Event::Closed)
{
this->window->close();
}
if (ev.Event::KeyPressed && ev.Event::key.code == sf::Keyboard::Escape)
{
this->window->close();
}
}
}
// ---------------------------------------------------------------------------------------------------------------------
void Game::update()
{
this->updateEvents();
// update the current state
if (!this->states.empty())
{
this->states.top()->update(this->dt);
if (this->states.top()->getQuit())
{
this->states.top()->endState();
delete this->states.top();
this->states.pop();
}
}
// Game end
else {
endGame();
this->window->close();
}
}
//----------------------------------------------------------------------------------------------------------------------
void Game::render()
{
// Render Stuff
this->window->clear(); // Clear default black
this->states.top()->render(*this->window);
this->window->display(); // Display frame in window
}
// ---------------------------------------------------------------------------------------------------------------------
void Game::endGame()
{
std::cout << "Game ended!\n";
}
// ---------------------------------------------------------------------------------------------------------------------