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gameengine.cpp
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executable file
·170 lines (126 loc) · 3.74 KB
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#include "gameengine.h"
#include "intro.h"
#include "menu.h"
#include "highscore.h"
#include "singleplayer.h"
#include <stdexcept>
extern int draw;
bool GameEngine::Init(void)
{
std::shared_ptr<GameState> intro = std::shared_ptr<Intro>(new Intro);
std::shared_ptr<GameState> menu = std::shared_ptr<Menu>(new Menu);
//std::shared_ptr<GameState> singlePlayer = std::shared_ptr<Singleplayer>(new
// Singleplayer);
rend = std::shared_ptr<RenderManager>(new RenderManager);
if(!rend)
return false;
if(!intro->Init(this))
return false;
//if(!singlePlayer->Init(this))
// return false;
if(!menu->Init(this))
return false;
//this->PushState(std::move(singlePlayer));
this->PushState(std::move(menu));
this->PushState(std::move(intro));
running = true;
return true;
}
std::shared_ptr<RenderManager> GameEngine::GetRend()
{
return this->rend;
}
void GameEngine::ToSinglePlayer() {
std::shared_ptr<GameState> singlePlayer = std::shared_ptr<Singleplayer>(new
Singleplayer);
singlePlayer->Init(this);
this->PushState(std::move(singlePlayer));
}
void GameEngine::ToHighscore() {
std::shared_ptr<GameState> highscore = std::shared_ptr<Highscore>(new
Highscore);
highscore->Init(this);
states.push_back(std::move(highscore));
}
std::unique_ptr<SDL_RWops, RWCloser> GameEngine::OpenFile(const char *fname, const char *mode) {
return std::unique_ptr<SDL_RWops, RWCloser>(SDL_RWFromFile(fname, mode));
}
int GameEngine::ReadSave() {
int Highlevel;
saveFile = OpenFile("data/save2.txt", "r");
if (saveFile) {
std::cout << "Reading save file...\n";
if (SDL_RWread(saveFile.get(), &Highlevel, sizeof(int), 1) != 1) {
//std::cout << "Save file format error...\n";
throw std::runtime_error(std::string("Save file format error: ") + SDL_GetError());
}
} else {
saveFile = OpenFile("data/save2.txt", "w+");
if (saveFile) {
std::cout << "Writing new save file...\n";
Highlevel = 0;
SDL_RWwrite(saveFile.get(), &Highlevel, sizeof(Highlevel), 1);
} else {
//std::cout << "Unable to create save file...\n";
throw std::runtime_error(std::string("Unable to create save file: ") + SDL_GetError());
}
}
return Highlevel;
}
void GameEngine::Save(int Highlevel) {
int Highlevel_Old = this->ReadSave();
std::cout << "Previous: " << Highlevel_Old << ", Highlevel: " << Highlevel << "\n";
if(Highlevel_Old<Highlevel){
saveFile = OpenFile("data/save2.txt", "w+");
if (saveFile) {
std::cout << "Writing save file...\n";
if(SDL_RWwrite(saveFile.get(), &Highlevel,
sizeof(Highlevel), 1) != 1){
std::cout << "Unable to write save file...\n";
}
}
else {
//std::cout << "Unable to read save file...\n";
throw std::runtime_error(std::string("Unable to read save file: ") + SDL_GetError());
}
}
}
void GameEngine::ChangeState(std::shared_ptr<GameState> state)
{
}
void GameEngine::PushState(std::shared_ptr<GameState> state)
{
states.push_back(std::move(state));
}
void GameEngine::PopState()
{
states.pop_back();
SDL_Event sdlevent = {};
sdlevent.type = SDL_MOUSEMOTION;
//sdlevent.key.keysym.sym = SDL_BUTTON_LEFT;
SDL_PushEvent(&sdlevent);
}
void GameEngine::PopStateS()
{
states.pop_back();
}
void GameEngine::HandleEvents()
{
states.back()->HandleEvents(this);
}
void GameEngine::Cleanup(void)
{
rend->Cleanup();
}
void GameEngine::Update()
{
rend->Update();
states.back()->Update(this);
}
void GameEngine::Draw()
{
SDL_RenderClear(rend->GetSDLRenderer());
if(draw)
states.back()->Draw(rend);
//draw = 0;
}