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211 lines (170 loc) · 5.23 KB
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#include "GameManager.h"
GameManager* GameManager::sInstance = NULL;
GameManager* GameManager::Instance() {
if (sInstance == NULL)
{
sInstance = new GameManager;
}
return sInstance;
}
bool GameManager::init()
{
//Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError());
return false;
}
//Create window
gWindow = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (gWindow == NULL)
{
printf("Window could not be created! SDL_Error: %s\n", SDL_GetError());
return false;
}
//Get window surface
gScreenSurface = SDL_GetWindowSurface(gWindow);
//Create renderer for window
gRenderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_ACCELERATED);
if (gRenderer == NULL)
{
printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError());
return false;
}
if (TTF_Init() == -1)
{
printf("SDL_ttf could not initialize! SDL_ttf Error: %s\n", TTF_GetError());
return false;
}
//Initialize renderer color
SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
return true;
}
void GameManager::close()
{
//Destroy window
SDL_DestroyWindow(gWindow);
SDL_DestroyRenderer(gRenderer);
gWindow = NULL;
gRenderer = NULL;
TTF_CloseFont(gFont);
gFont = NULL;
TTF_Quit();
//Quit SDL subsystems
SDL_Quit();
}
void GameManager::pollEvents()
{
SDL_Event event;
while (SDL_PollEvent(&event) != 0)
{
if (event.type == SDL_QUIT)
{
quit = true;
}
}
if (currentKeyStates[SDL_SCANCODE_W])
{
mPlayer1->mPlayer.y -= 5.0f * mPlayer1->mSpeed * mTimer->DeltaTime();
}
else if (currentKeyStates[SDL_SCANCODE_S])
{
mPlayer1->mPlayer.y += 5.0f * mPlayer1->mSpeed * mTimer->DeltaTime();
}
if (mPlayer1->mPlayer.y < mPlayer1->Upbounds)
mPlayer1->mPlayer.y = mPlayer1->Upbounds;
if (mPlayer1->mPlayer.y > mPlayer1->Downbounds)
mPlayer1->mPlayer.y = mPlayer1->Downbounds;
}
GameManager::GameManager()
{
quit = false;
currentKeyStates = SDL_GetKeyboardState(NULL);
mTimer = Timer::Instance();
mPlayer1 = new Player;
mPlayer1->mPlayer.x = 0.0f;
mPlayer2 = new Player;
mPlayer2->mPlayer.x = 1004.0f;
mBall = new Ball;
mAI = new AI(mPlayer2, mBall);
}
GameManager::~GameManager()
{
Timer::Release();
mTimer = NULL;
delete mPlayer1;
mPlayer1 = NULL;
delete mPlayer2;
mPlayer2 = NULL;
delete mBall;
mBall = NULL;
}
bool GameManager::loadFromFile(std::string textureText, SDL_Color textColor)
{
std::string fullPath = SDL_GetBasePath();
fullPath.append("Assets/emulogic.ttf");
gFont = TTF_OpenFont(fullPath.c_str(), 28);
if (gFont == NULL)
{
printf("Failed to load lazy font! SDL_ttf Error: %s\n", TTF_GetError());
return false;
}
else
{
SDL_Texture* newTexture = NULL;
SDL_Surface* textSurface = TTF_RenderText_Solid(gFont, textureText.c_str(), textColor);
if (textSurface == NULL)
{
printf("Unable to render text surface! SDL_ttf Error: %s \n", TTF_GetError());
}
else
{
mTexture = SDL_CreateTextureFromSurface(gRenderer, textSurface);
if (mTexture == NULL)
{
printf("Unable to create texture from rendererd text! SDL Error: %s\n", SDL_GetError());
}
}
}
}
void GameManager::textRender(int x, int y)
{
SDL_Rect renderQuad = { x, y, 50, 70 };
SDL_RenderCopy(gRenderer, mTexture, NULL, &renderQuad);
}
void GameManager::CreateRect()
{
loadFromFile(std::to_string(mPlayer1->GetScore()), { 0,0,0 });
textRender(SCREEN_WIDTH/4, 20);
SDL_Rect outline = { 0, SCREEN_HEIGHT / 6, SCREEN_WIDTH, 5};
SDL_SetRenderDrawColor(gRenderer, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
SDL_RenderFillRect(gRenderer, &outline);
SDL_Rect line = { SCREEN_WIDTH / 2, 0, 5, SCREEN_HEIGHT / 6 };
SDL_SetRenderDrawColor(gRenderer, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
SDL_RenderFillRect(gRenderer, &line);
loadFromFile(std::to_string(mPlayer2->GetScore()), { 0,0,0 });
textRender(SCREEN_WIDTH - (SCREEN_WIDTH / 4), 20);
SDL_SetRenderDrawColor(gRenderer, 0xFF, 0x00, 0x00, SDL_ALPHA_OPAQUE);
SDL_RenderFillRect(gRenderer, &mPlayer1->mPlayer);
SDL_SetRenderDrawColor(gRenderer, 0xFF, 0x00, 0x00, SDL_ALPHA_OPAQUE);
SDL_RenderFillRect(gRenderer, &mPlayer2->mPlayer);
SDL_SetRenderDrawColor(gRenderer, 0xFF, 0x00, 0x00, SDL_ALPHA_OPAQUE);
SDL_RenderFillRect(gRenderer, &mBall->mBall);
}
void GameManager::Render()
{
mTimer->Update();
if (mTimer->DeltaTime() >= 1.0f / FRAME_RATE)
{
mBall->Update(*mPlayer1, *mPlayer2);
mAI->Update();
//Clear screen
SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
SDL_RenderClear(gRenderer);
CreateRect();
//Update screen
SDL_RenderPresent(gRenderer);
pollEvents();
mTimer->Reset();
}
}