OpenMiner/source/game.cpp
2013-05-30 17:17:39 +02:00

271 lines
5.5 KiB
C++

/*---------------------------------------------------------------------------------
KubKraft
Copyright (C) 2013 Quentin Bazin <quent42340@gmail.com>
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 <http://www.gnu.org/licenses/>.
---------------------------------------------------------------------------------*/
#include <iostream>
#include <string>
#include <vector>
#include <unordered_map>
#include <map>
#include <cmath>
#include <SDL/SDL.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include "init.h"
#include "config.h"
#include "types.h"
#include "player.h"
#include "cube.h"
#include "chunk.h"
#include "map.h"
#include "game.h"
using namespace std;
Player *Game::player;
Map *Game::map;
unsigned int Game::mapWidth = 16 * CHUNK_WIDTH;
unsigned int Game::mapDepth = 16 * CHUNK_DEPTH;
unsigned int Game::mapHeight = CHUNK_HEIGHT;
Game::Game() {
player = new Player(0, 0, 96, 90);
map = new Map(mapWidth, mapDepth, mapHeight);
}
Game::~Game() {
delete map;
delete player;
}
void Game::exec() {
lockMouse();
m_cont = true;
m_paused = false;
uint32_t lastTime = SDL_GetTicks();
int nbFrames = 0;
//uint32_t timeDelta = 1000/30;
//uint32_t timeAccumulator = 0;
while(m_cont) {
uint32_t currentTime = SDL_GetTicks();
nbFrames++;
if(currentTime - lastTime >= 1000) {
cout << 1000/double(nbFrames) << " ms/frame" << endl;
nbFrames = 0;
lastTime += 1000;
}
manageEvents();
/*uint32_t timeSimulated = 0;
uint32_t startTime = SDL_GetTicks();
while(timeAccumulator >= timeDelta) {
//stepGameState(timeDelta);
//for(uint32_t i = 0 ; i < timeDelta ; i++);
timeAccumulator -= timeDelta;
timeSimulated += timeDelta;
}
//stepAnimation(timeSimulated);
//for(uint32_t i = 0 ; i < timeSimulated ; i++);
*/
if(!m_paused) {
animate();
draw();
}
//timeAccumulator += SDL_GetTicks() - startTime;
}
unlockMouse();
}
void Game::manageEvents() {
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch(event.type) {
case SDL_QUIT:
m_cont = false;
break;
case SDL_MOUSEMOTION:
if(!m_paused && ((WIN_WIDTH / 2) != event.motion.x || (WIN_HEIGHT / 2) != event.motion.y)) {
player->turnH(-event.motion.xrel * 0.06);
player->turnV(-event.motion.yrel * 0.06);
SDL_WarpMouse((WIN_WIDTH / 2), (WIN_HEIGHT / 2));
}
break;
case SDL_KEYDOWN:
if(event.key.keysym.sym == SDLK_ESCAPE) {
m_cont = false;
}
if(event.key.keysym.sym == SDLK_BACKSPACE) {
m_paused = true;
unlockMouse();
}
break;
case SDL_MOUSEBUTTONDOWN:
if(m_paused && (event.button.button == SDL_BUTTON_LEFT)) {
m_paused = false;
lockMouse();
} else {
if((event.button.button == SDL_BUTTON_LEFT) && (Map::selectedChunk != NULL)) {
Map::selectedChunk->deleteCube(Map::selectedCube);
Map::selectedCube = new Cube(-1, -1, -1, 0);
}
if((event.button.button == SDL_BUTTON_RIGHT) && (Map::selectedChunk != NULL)) {
Map::selectedChunk->addCube(Map::selectedCube);
}
}
break;
}
}
}
void Game::animate() {
// Read keys state
u8 *keys = SDL_GetKeyState(NULL);
float direction = 0.0;
bool movement = false;
// Forward
if(keys[SDLK_z]) {
movement = true;
if(keys[SDLK_q]) direction = 45.0;
else if(keys[SDLK_d]) direction = -45.0;
else direction = 0.0;
}
// Back
else if(keys[SDLK_s]) {
movement = true;
if(keys[SDLK_q]) direction = 135.0;
else if(keys[SDLK_d]) direction = -135.0;
else direction = 180.0;
}
if(movement == false) {
// Left
if(keys[SDLK_q]) {
direction = 90.0;
movement = true;
}
// Right
else if(keys[SDLK_d]) {
direction = -90.0;
movement = true;
}
}
if(keys[SDLK_j]) {
player->fly();
}
else if(keys[SDLK_LSHIFT]) {
player->land();
}
if(!player->isJumping() && keys[SDLK_SPACE]) {
player->setJumpSpeed(JUMP_SPEED);
player->setJumping(true);
}
if(movement) {
float distance = 20 * MOVEMENT_SPEED / 1000.0;
player->move(distance, direction);
}
// Update player jump state
player->jump();
// Update player
player->update();
}
void Game::draw() {
// Clear screen
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
// Put camera
player->watch();
// Display the map
map->render();
// HUD render
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
float ratio = floor(float(WIN_WIDTH) / float(WIN_HEIGHT));
gluOrtho2D(-ratio * 40, ratio * 40, -30.0, 30.0);
glMatrixMode(GL_MODELVIEW);
glColor3ub(255, 255, 255);
glBegin(GL_LINES);
glVertex2i(-1, 0);
glVertex2i(1, 0);
glVertex2i(0, -1);
glVertex2i(0, 1);
glEnd();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glFlush();
SDL_GL_SwapBuffers();
}
void Game::lockMouse() {
SDL_WM_GrabInput(SDL_GRAB_ON);
SDL_WarpMouse((WIN_WIDTH / 2), (WIN_HEIGHT / 2));
SDL_ShowCursor(false);
}
void Game::unlockMouse() {
SDL_WM_GrabInput(SDL_GRAB_OFF);
SDL_ShowCursor(true);
}