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Game.cpp
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Game.cpp
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//
// Game.cpp
// SDL Game Programming Book
//
//
#include "Game.h"
#include "TextureManager.h"
#include "InputHandler.h"
#include "JewelBoard.h"
#include "SoundManager.h"
#include "PlayState.h"
#include <model/Match.h>
#include <utils/ValueEffect.h>
#include <iostream>
using namespace std;
Game* Game::s_pInstance = 0;
Game::Game():
m_match(new Match),
m_pWindow(0),
m_pRenderer(0),
m_bRunning(false)
{
}
Game::~Game()
{
// we must clean up after ourselves to prevent memory leaks
m_pRenderer= 0;
m_pWindow = 0;
}
bool Game::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen, int FPS)
{
int flags = 0;
m_FPS = FPS;
dani::Effect::setFPS(FPS);
if(fullscreen)
{
flags = SDL_WINDOW_FULLSCREEN;
}
// attempt to initialise SDL
if(SDL_Init(SDL_INIT_EVERYTHING) == 0)
{
cout << "SDL init success\n";
// init the window
m_pWindow = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
if(m_pWindow != 0) // window init success
{
cout << "window creation success\n";
m_pRenderer = SDL_CreateRenderer(m_pWindow, -1, SDL_RENDERER_ACCELERATED);
//width/height looks ok, but refresh_rate is 0 on a OSX Mavericks
SDL_DisplayMode mode;
SDL_GetCurrentDisplayMode(SDL_GetWindowDisplayIndex(m_pWindow), &mode);
if(m_pRenderer != 0) // renderer init success
{
cout << "renderer creation success\n";
SDL_SetRenderDrawColor(m_pRenderer, 0,0,0,255);
}
else
{
cout << "renderer init fail\n";
return false; // renderer init fail
}
}
else
{
cout << "window init fail\n";
return false; // window init fail
}
}
else
{
cout << "SDL init fail\n";
return false; // SDL init fail
}
// add some sound effects - TODO move to better place
//TheSoundManager::Instance()->load("assets/DST-Away.ogg", "music1", SOUND_MUSIC);
//TheSoundManager::Instance()->load("assets/jump.wav", "jump", SOUND_SFX);
//TheSoundManager::Instance()->playMusic("music1", -1);
TheInputHandler::Instance()->initialiseJoysticks();
m_playState.reset(new PlayState);
m_playState->onEnter();
m_bRunning = true; // everything inited successfully, start the main loop
return true;
}
/*void Game::setCurrentLevel(int currentLevel)
{
m_currentLevel = currentLevel;
m_pGameStateMachine->changeState(new GameOverState());
m_bLevelComplete = false;
}
*/
void Game::render()
{
SDL_RenderClear(m_pRenderer);
m_playState->render();
SDL_RenderPresent(m_pRenderer);
}
void Game::update()
{
m_playState->update();
}
void Game::handleEvents()
{
TheInputHandler::Instance()->update();
}
void Game::clean()
{
cout << "cleaning game\n";
TheInputHandler::Instance()->clean();
m_playState->clean();
m_playState.reset();
TheTextureManager::Instance()->clearTextureMap();
SDL_DestroyWindow(m_pWindow);
SDL_DestroyRenderer(m_pRenderer);
SDL_Quit();
}
Match& Game::getMatch()
{
return *m_match;
}