Added resource generation and resource display. Should commit more often...

This commit is contained in:
Tim Schubert 2016-01-18 22:56:26 +01:00
parent 189e840f25
commit 0d523b6541
11 changed files with 605 additions and 162 deletions

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@ -1,3 +1,2 @@
add_executable(Bob Main.cpp)
add_library(GameMap GameMap.cpp)
target_link_libraries(Bob GameMap ${SDL2_LIBRARY} ${SDL2GFX_LIBRARY} ${Boost_LIBRARIES})
add_executable(Bob Main.cpp Main.hpp Grid.cpp Grid.hpp Gameplay.cpp Gameplay.hpp Gui.hpp Gui.cpp)
target_link_libraries(Bob ${SDL2_LIBRARY} ${SDL2GFX_LIBRARY} ${Boost_LIBRARIES})

162
src/Gameplay.cpp Normal file
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@ -0,0 +1,162 @@
#include "Gameplay.hpp"
Player Player::default_player = Player("Default");
std::unordered_map<Field, FieldMeta *> FieldMeta::fields = std::unordered_map<Field, FieldMeta *>();
Player *FieldMeta::get_owner()
{
return this->owner;
}
void FieldMeta::set_owner(Player *player)
{
this->owner = player;
}
Field FieldMeta::get_field() { return this->field; }
void FieldMeta::render(SDL_Renderer *renderer, Layout *layout)
{
Point precise_location = field_to_point(this->field, layout);
SDL_Point location;
location.x = (int) precise_location.x;
location.y = (int) precise_location.y;
std::vector<Point> polygon = field_to_polygon(this->field, layout);
SDL_Color color = this->owner->get_color();
Sint16 vx[6];
Sint16 vy[6];
for (int i = 0; i < 6; i++)
{
vx[i] = (Sint16) polygon[i].x;
vy[i] = (Sint16) polygon[i].y;
}
filledPolygonRGBA(renderer, vx, vy, 6, color.r, color.g, color.b, 0x22);
SDL_Color inverse;
inverse.r = (Uint8) (0xff - color.r);
inverse.g = (Uint8) (0xff - color.g);
inverse.b = (Uint8) (0xff - color.b);
inverse.a = 0xff;
Uint16 resource_size = (Uint16) (layout->size / 3);
if (this->resources_base.circle > 0)
{
circleRGBA(renderer, (Sint16) (location.x), (Sint16) (location.y), (Sint16) (resource_size), inverse.r,
inverse.g, inverse.b, inverse.a);
}
if (this->resources_base.triangle > 0)
{
static const SDL_Point trigon[] = {{-1, 1},
{1, 1},
{0, -1}};
for (int i = 0; i < 3; i++)
{
vx[i] = (Sint16) (location.x + (trigon[i].x) * resource_size);
vy[i] = (Sint16) (location.y + (trigon[i].y) * resource_size);
}
trigonRGBA(renderer, vx[0], vy[0], vx[1], vy[1], vx[2], vy[2], inverse.r, inverse.g, inverse.b, inverse.a);
}
if (this->resources_base.square > 0)
{
static const SDL_Point square[] = {{-1, -1},
{-1, 1},
{1, 1},
{1, -1}};
for (int i = 0; i < 4; i++)
{
vx[i] = (Sint16) (location.x + (square[i].x) * resource_size);
vy[i] = (Sint16) (location.y + (square[i].y) * resource_size);
}
polygonRGBA(renderer, vx, vy, 4, inverse.r, inverse.g, inverse.b, inverse.a);
}
}
void FieldMeta::regenerate_resources()
{
resources = resources_base;
switch (this->upgrades)
{
case (UPGRADE_REGENERATION_1):
resources *= 2;
case (UPGRADE_REGENERATION_2):
resources *= 2;
case (UPGRADE_REGENERATION_3):
resources *= 2;
default:
break;
}
}
Resource FieldMeta::get_resources()
{
return this->resources;
}
Resource FieldMeta::get_resources_of_cluster()
{
Resource res = {0, 0, 0};
std::unordered_set<FieldMeta *> *cluster = new std::unordered_set<FieldMeta *>();
this->get_cluster(cluster);
for (FieldMeta *elem : *cluster)
{
Resource r_plus = elem->get_resources();
res += r_plus;
}
delete cluster;
return res;
}
Uint32 FieldMeta::get_upgrades() { return this->upgrades; }
bool FieldMeta::upgrade(Upgrade upgrade)
{
// check available resources for cluster and consume resources
Resource cluster_resources = this->get_resources_of_cluster();
Resource costs;
switch (upgrade)
{
case UPGRADE_REGENERATION_1:
costs = {(1 << 1), (1 << 1), (1 << 1)};
break;
case UPGRADE_REGENERATION_2:
costs = {(1 << 2), (1 << 2), (1 << 2)};
break;
case UPGRADE_REGENERATION_3:
costs = {(1 << 3), (1 << 3), (1 << 3)};
break;
default:
std::cout << "Unknown update: " << upgrade;
break;
}
if (cluster_resources > costs)
{
this->resources -= costs;
this->upgrades |= upgrade;
}
return false;
}
std::unordered_set<FieldMeta *> *FieldMeta::get_cluster(std::unordered_set<FieldMeta *> *visited)
{
assert(visited != nullptr);
if (visited->find(this) != visited->end()) // already been here before
return visited;
visited->insert(this);
for (Uint8 i = 0; i < 6; i++)
{
auto neighbor_pair = FieldMeta::fields.find(hex_neighbor(i, this->get_field()));
FieldMeta *neighbor = neighbor_pair->second;
if (neighbor->get_owner() != this->get_owner()) // ignore meta if field not owned by specified owner
return visited;
else
return neighbor->get_cluster(visited);
}
return visited;
}

235
src/Gameplay.hpp Normal file
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@ -0,0 +1,235 @@
#include <random>
#include <iostream>
#include <sstream>
#include <string>
#include <unordered_map>
#include <boost/uuid/uuid.hpp>
#include <boost/uuid/uuid_generators.hpp>
#include <SDL2/SDL_pixels.h>
#include <SDL2/SDL_render.h>
#include "Grid.hpp"
typedef enum
{
UPGRADE_FIRST_UPGRADE = 0,
UPGRADE_REGENERATION_1,
UPGRADE_REGENERATION_2,
UPGRADE_REGENERATION_3,
UPGRADE_REPRODUCTION
} Upgrade;
#ifndef Tagged
class Tagged
{
private:
boost::uuids::uuid tag;
int state;
public:
// construct new
Tagged()
: tag(boost::uuids::random_generator()()), state(0) { }
// construct with state
explicit Tagged(int state)
: tag(boost::uuids::random_generator()()), state(state) { }
// clone
Tagged(Tagged const &rhs)
: tag(rhs.tag), state(rhs.state) { }
bool operator==(Tagged const &rhs) const
{
return tag == rhs.tag;
}
bool operator!=(Tagged const &rhs) const
{
return !(tag == rhs.tag);
}
int get_state() const { return state; }
void set_state(int new_state) { state = new_state; }
boost::uuids::uuid get_tag() { return tag; }
void set_tag(boost::uuids::uuid uuid_) { tag = uuid_; }
};
#endif
#ifndef Player
class Player : public Tagged
{
private:
SDL_Color color;
std::string name;
public:
Player(std::string name_)
: name(name_), Tagged()
{
// use the last 24 bits of the tag for the color
boost::uuids::uuid id = get_tag();
uint8_t *data = id.data;
this->color = {data[13], data[14], data[15], 0xff};
}
Player(std::string name_, boost::uuids::uuid tag_)
: Tagged(), name(name_)
{
this->set_tag(tag_);
}
SDL_Color get_color() { return color; }
std::string get_name()
{
std::ostringstream descriptor;
boost::uuids::uuid id = get_tag();
uint8_t *data = id.data;
Uint16 number = (data[14] << 8) | (data[15]);
descriptor << this->name << " (" << std::hex << number << ")";
return descriptor.str();
}
static Player default_player;
};
#endif
#ifndef Resource
struct Resource
{
Uint8 circle;
Uint8 triangle;
Uint8 square;
Resource &operator+=(const Resource &rhs)
{
this->circle += rhs.circle;
this->triangle += rhs.triangle;
this->square += rhs.square;
return *this;
}
friend Resource operator+(Resource lhs, const Resource &rhs)
{
lhs += rhs;
return lhs;
}
Resource &operator-=(const Resource &rhs)
{
this->circle -= rhs.circle;
this->triangle -= rhs.triangle;
this->square -= rhs.square;
return *this;
}
friend Resource operator-(Resource lhs, const Resource &rhs)
{
lhs -= rhs;
return lhs;
}
Resource &operator*=(const Resource &rhs)
{
this->circle *= rhs.circle;
this->triangle *= rhs.triangle;
this->square *= rhs.square;
return *this;
}
friend Resource operator*(Resource lhs, const Resource &rhs)
{
lhs *= rhs;
return lhs;
}
Resource &operator*=(const double rhs)
{
this->circle *= rhs;
this->triangle *= rhs;
this->square *= rhs;
return *this;
}
friend Resource operator*(const double lhs, Resource rhs)
{
rhs *= lhs;
return rhs;
}
friend Resource operator*(Resource lhs, const double rhs)
{
return rhs * lhs;
}
bool operator<(const Resource &rhs) const
{
return (this->circle < rhs.circle || this->triangle < rhs.triangle || this->square < rhs.square);
}
inline bool operator>(const Resource &rhs) const { return rhs < *this; }
inline bool operator<=(const Resource &rhs) const { return !(*this > rhs); }
inline bool operator>=(const Resource &rhs) const { return !(*this < rhs); }
};
#endif
#ifndef FieldMeta
class FieldMeta
{
public:
FieldMeta(Field field_, Player *owner_ = &(Player::default_player))
: field(field_), owner(owner_)
{
this->upgrades = 0;
static std::random_device rd;
std::mt19937 rng(rd());
std::uniform_int_distribution<Uint8> distro(0, 1);
this->resources_base.circle = distro(rng);
this->resources_base.triangle = distro(rng);
this->resources_base.square = distro(rng);
std::pair<Field, FieldMeta *> pair(field, this);
this->fields.insert(pair);
}
Field get_field();
Player *get_owner();
void set_owner(Player *player);
void render(SDL_Renderer *renderer, Layout *layout);
Resource get_resources();
Resource get_resources_of_cluster();
std::unordered_set<FieldMeta *> *get_cluster(std::unordered_set<FieldMeta *> *visited);
Uint32 get_upgrades();
void regenerate_resources();
bool upgrade(Upgrade upgrade);
private:
const Field field;
static std::unordered_map<Field, FieldMeta *> fields;
Player *owner;
Uint32 upgrades;
Resource resources_base; // without upgrades applied, used as basis of regeneration
Resource resources; // actual current resources
};
#endif

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@ -1,4 +1,4 @@
#include "GameMap.hpp"
#include "Grid.hpp"
SDL_Point operator+(SDL_Point left, SDL_Point right)
{
@ -20,24 +20,26 @@ SDL_Point operator/(SDL_Point left, SDL_Point right)
return {(left.x / right.x), (left.x / right.y)};
}
SDL_Point operator*(int left, SDL_Point right)
SDL_Point operator*(double left, SDL_Point right)
{
return {left * right.x, left * right.y};
int x = (int) (left * right.x);
int y = (int) (left * right.y);
return {x, y};
}
SDL_Point operator*(SDL_Point left, int right)
SDL_Point operator*(SDL_Point left, double right)
{
return right * left;
}
SDL_Point operator/(SDL_Point left, int right)
SDL_Point operator/(SDL_Point left, double right)
{
return {left.x / right, left.y / right};
return (1 / right) * left;
}
int operator!(SDL_Point left)
double operator!(SDL_Point left)
{
int length = (int) std::sqrt(left.x * left.x + left.y * left.y);
double length = std::sqrt(left.x * left.x + left.y * left.y);
return length;
}
@ -142,55 +144,67 @@ int cubic_distance(Field a, Field b)
return (abs(a.x - b.x) + abs(a.y - b.y) + abs(a.z - b.z)) / 2;
}
Field hex_direction(int direction)
Field hex_direction(Uint8 direction)
{
assert (0 <= direction && direction <= 5);
return hex_directions[direction];
}
Field hex_neighbor(int8_t direction, Field f)
Field hex_neighbor(Uint8 direction, Field f)
{
return hex_direction(direction) + f;
}
Point field_to_point(const Field f, const Layout layout)
Point field_to_point(const Field f, const Layout *layout)
{
const Orientation m = layout.orientation;
double x = (m.f0 * f.x + m.f1 * f.y) * layout.size;
double y = (m.f2 * f.x + m.f3 * f.y) * layout.size;
return Point(x + layout.origin.x, y + layout.origin.y);
const Orientation m = layout->orientation;
double x = (m.f0 * f.x + m.f1 * f.y) * layout->size;
double y = (m.f2 * f.x + m.f3 * f.y) * layout->size;
return {x + layout->origin.x, y + layout->origin.y};
}
Field point_to_field(Point point, const Layout layout)
Field point_to_field(Point point, const Layout *layout)
{
const Orientation m = layout.orientation;
double rel_x = (point.x - layout.origin.x) / layout.size;
double rel_y = (point.y - layout.origin.y) / layout.size;
const Orientation m = layout->orientation;
double rel_x = (point.x - layout->origin.x) / layout->size;
double rel_y = (point.y - layout->origin.y) / layout->size;
double x = m.b0 * rel_x + m.b1 * rel_y;
double y = m.b2 * rel_x + m.b3 * rel_y;
return cubic_round(x, y, -x - y);
}
Point field_corner_offset(uint8_t corner, const Layout layout)
Point field_corner_offset(Uint8 corner, const Layout *layout)
{
double angle = 2.0 * M_PI * (corner + layout.orientation.start_angle) / 6;
return Point(layout.size * cos(angle), layout.size * sin(angle));
double angle = 2.0 * M_PI * (corner + layout->orientation.start_angle) / 6;
double x = (layout->size * cos(angle));
double y = (layout->size * sin(angle));
return {x, y};
}
std::vector<Point> field_to_polygon(const Field field, const Layout layout)
std::vector<Point> field_to_polygon(const Field field, const Layout *layout)
{
std::vector<Point> corners = {};
std::vector<Point> corners = field_to_polygon_normalized(field, layout);
Point center = field_to_point(field, layout);
for (uint8_t i = 0; i < 6; i++)
for (Point &p : corners)
{
Point offset = field_corner_offset(i, layout);
corners.push_back(Point(center.x + offset.x, center.y + offset.y));
p = p + center;
}
return corners;
}
HexagonGrid::HexagonGrid(Sint16 grid_radius, Layout layout)
: Grid(layout)
std::vector<Point> field_to_polygon_normalized(const Field field, const Layout *layout)
{
std::vector<Point> corners;
for (uint8_t i = 0; i < 6; i++)
{
Point offset = field_corner_offset(i, layout);
corners.push_back(offset);
}
return corners;
}
HexagonGrid::HexagonGrid(Sint16 grid_radius, Layout *layout)
: Grid(layout), radius(grid_radius)
{
// first lower half, then upper half
for (Sint16 x = -grid_radius; x <= grid_radius; x++)
@ -201,10 +215,7 @@ HexagonGrid::HexagonGrid(Sint16 grid_radius, Layout layout)
{
Sint16 z = -x - y;
Field new_field = {x, y, z};
FieldMeta *meta = new FieldMeta(nullptr);
this->fields.insert(new_field);
std::pair<Field, FieldMeta *> field_pair(new_field, meta);
this->fields_meta.insert(field_pair);
this->fields->insert(new_field);
}
}
}
@ -212,64 +223,51 @@ HexagonGrid::HexagonGrid(Sint16 grid_radius, Layout layout)
bool HexagonGrid::render(SDL_Renderer *renderer)
{
Field some_field = {0, 0, 0};
std::vector<Point> polygon = field_to_polygon(some_field, this->layout);
Point center = field_to_point(some_field, this->layout);
std::vector<Point> polygon = field_to_polygon_normalized(some_field, this->layout);
assert(polygon.size() > 5);
Sint16 vx[6];
Sint16 vy[6];
for (uint8_t i = 0; i < 6; i++)
Sint16 x[6];
Sint16 y[6];
for (const Field &elem : *(this->fields))
{
vx[i] = (Sint16) (polygon[i].x - center.x);
vy[i] = (Sint16) (polygon[i].y - center.y);
}
for (const Field &elem : this->fields)
{
center = field_to_point(elem, this->layout);
Sint16 x[6];
Sint16 y[6];
Point center = field_to_point(elem, this->layout);
for (uint8_t i = 0; i < 6; i++)
{
x[i] = vx[i] + (Sint16) center.x;
y[i] = vy[i] + (Sint16) center.y;
x[i] = (Sint16) (center.x + polygon[i].x);
y[i] = (Sint16) (center.y + polygon[i].y);
}
polygonRGBA(renderer, x, y, 6, 0xff, 0xff, 0xff, 0xff);
const SDL_Color color = {0xff, 0xff, 0xff, 0xff};
polygonRGBA(renderer, x, y, 6, color.r, color.g, color.b, color.a);
if (elem == this->marker)
{
filledPolygonRGBA(renderer, x, y, 6, 0xff, 0x0, 0x0, 0xff);
filledPolygonRGBA(renderer, x, y, 6, 0x77, 0x77, 0x77, 0x77);
}
}
return true;
}
void Grid::move(SDL_Point move)
{
this->set_origin(this->layout.origin + move);
}
void Grid::handle_event(SDL_Event *event)
{
if (event->type == SDL_MOUSEWHEEL)
{
SDL_Point mouse = {0, 0};
SDL_GetMouseState(&mouse.x, &mouse.y);
int scroll = event->wheel.y;
Uint16 old_size = this->layout.size;
SDL_Point old_origin = this->layout.origin;
int scroll = this->layout->size / 10 * event->wheel.y;
double old_size = this->layout->size;
SDL_Point old_origin = this->layout->origin;
if (old_size + scroll < 10)
{
this->layout.size = 10;
this->layout->size = 10;
}
else if (old_size + scroll > 100)
{
this->layout.size = 100;
this->layout->size = 100;
}
else
{
this->layout.size += scroll;
this->set_origin(old_origin + (10 * scroll * (old_origin - mouse) / !(old_origin - mouse)));
this->layout->size += scroll;
}
this->move(((1.0 - (double) this->layout->size / old_size) * (mouse - old_origin)));
}
if (event->type == SDL_MOUSEMOTION)
{
@ -277,18 +275,44 @@ void Grid::handle_event(SDL_Event *event)
}
}
void Grid::set_origin(SDL_Point dm)
void Grid::move(SDL_Point m)
{
this->layout.origin = dm;
this->layout->origin = this->layout->origin + m;
// check if some part is inside layout->box
if (!on_rectangle(&layout->box))
this->layout->origin = this->layout->origin - m;
this->update_marker();
}
void Grid::update_marker()
{
SDL_Point m;
SDL_Point m = {0, 0};
SDL_GetMouseState(&(m.x), &(m.y));
Point p = {0.0, 0.0};
p.x = m.x;
p.y = m.y;
this->marker = point_to_field(p, this->layout);
}
bool Grid::on_rectangle(SDL_Rect *rect)
{
// check if center inside rect for ANY field
for (const Field &f : *(this->fields))
{
Point precise_p = field_to_point(f, layout);
SDL_Point p;
p.x = (int) precise_p.x;
p.y = (int) precise_p.y;
if (p.x > rect->x && p.y > rect->y && p.x < (rect->x + rect->w) && p.y < (rect->y + rect->h))
{
return true;
}
}
return false;
}
void Grid::update_box(int x, int y)
{
this->layout->box.w = x;
this->layout->box.h = y;
}

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@ -6,9 +6,9 @@
#include <vector>
#include <assert.h>
#include <unordered_set>
#include <unordered_map>
#include "Player.hpp"
#ifndef POINT_OPERATORS
#define POINT_OPERATORS
SDL_Point operator+(SDL_Point left, SDL_Point right);
SDL_Point operator-(SDL_Point left, SDL_Point right);
@ -19,16 +19,17 @@ SDL_Point operator/(SDL_Point left, SDL_Point right);
SDL_Point operator/(SDL_Point left, SDL_Point right);
SDL_Point operator*(int left, SDL_Point right);
SDL_Point operator*(double left, SDL_Point right);
SDL_Point operator*(SDL_Point left, int right);
SDL_Point operator*(SDL_Point left, double right);
SDL_Point operator/(SDL_Point left, int right);
SDL_Point operator/(SDL_Point left, double right);
int operator!(SDL_Point left);
double operator!(SDL_Point left);
#endif
#ifndef Point
struct Point
{
double x;
@ -38,6 +39,8 @@ struct Point
{ }
};
#endif
Point operator+(Point left, Point right);
Point operator-(Point left, Point right);
@ -56,10 +59,7 @@ Point operator/(Point left, double right);
double operator!(Point left);
#endif
#ifndef Orientation
struct Orientation
{
// cubic to point
@ -91,16 +91,16 @@ struct Layout
const Orientation orientation;
Uint16 size;
SDL_Point origin;
SDL_Rect box;
Layout(Orientation orientation_, Uint16 size_, SDL_Point origin_)
: orientation(orientation_), size(size_), origin(origin_)
Layout(Orientation orientation_, Uint16 size_, SDL_Point origin_, SDL_Rect box_)
: orientation(orientation_), size(size_), origin(origin_), box(box_)
{ }
};
#endif
#ifndef Field
struct Field
{
Sint16 x, y, z;
@ -116,6 +116,8 @@ const std::vector<Field> hex_directions = {
Field(1, 0, -1), Field(0, 1, -1), Field(-1, 1, 0), Field(-1, 0, 1), Field(-1, 1, 0)
};
Field hex_direction(Uint8 direction);
namespace std
{
template<>
@ -133,6 +135,8 @@ namespace std
};
}
Field hex_neighbor(Uint8 direction, Field f);
Field cubic_round(double x, double y, double z);
int cubic_distance(Field a, Field b);
@ -148,57 +152,42 @@ Field operator-(Field left, Field right);
Field operator*(Field left, Field right);
Field operator/(Field left, Field right);
#endif
Point field_to_point(const Field f, const Layout layout);
Point field_to_point(const Field f, const Layout *layout);
Field point_to_field(Point point, const Layout layout);
Field point_to_field(Point point, const Layout *layout);
Point field_corner_offset(int corner, const Layout layout);
Point field_corner_offset(Uint8 corner, const Layout *layout);
std::vector<Point> field_to_polygon(const Field field, const Layout layout);
std::vector<Point> field_to_polygon_normalized(const Field field, const Layout *layout);
#ifndef FieldMeta
std::vector<Point> field_to_polygon(const Field field, const Layout *layout);
class FieldMeta
{
private:
Player *owner;
public:
FieldMeta(Player *owner_) : owner(owner_)
{ }
// Player *get_owner();
// bool set_owner(Player *owner);
};
#endif
#ifndef Grid
class Grid
{
protected:
std::unordered_set<Field> fields;
std::unordered_map<Field, FieldMeta *> fields_meta;
Layout layout;
std::unordered_set<Field> *fields;
Layout *layout;
Field marker;
bool on_rectangle(SDL_Rect *rect);
public:
Grid(Layout layout_) : layout(layout_), marker(0, 0, 0)
Grid(Layout *layout_)
: layout(layout_), marker(0, 0, 0)
{
this->fields = std::unordered_set<Field>();
this->fields_meta = std::unordered_map<Field, FieldMeta *>();
this->fields = new std::unordered_set<Field>();
};
~Grid()
{
for (const Field &elem : this->fields)
{
delete this->fields_meta.at(elem);
}
delete this->fields;
}
void set_origin(SDL_Point origin);
std::unordered_set<Field> *get_fields() { return this->fields; }
void move(SDL_Point move);
@ -208,20 +197,22 @@ public:
void handle_event(SDL_Event *event);
void update_box(int x, int y);
};
#endif
#ifndef HexagonGrid
class HexagonGrid : public Grid
{
private:
Sint16 radius;
public:
HexagonGrid(Sint16 grid_radius, Layout layout);
HexagonGrid(Sint16 grid_radius, Layout *layout);
bool render(SDL_Renderer *renderer);
Sint16 get_radius() { return radius * layout->size; }
};
#endif

View file

@ -1,5 +1,3 @@
#include <string>
#include <SDL_video.h>
#include "Main.hpp"
@ -11,7 +9,7 @@ void logSDLError(std::ostream &os, const std::string &msg)
SDL_Window *init_window()
{
SDL_Window *window = SDL_CreateWindow("Hello World!", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SDL_Window *window = SDL_CreateWindow(TITLE, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SCREEN_WIDTH, SCREEN_HEIGTH, SDL_WINDOW_OPENGL);
if (window == NULL)
{
@ -60,6 +58,7 @@ void Game::toggle_fullscreen()
this->full_screen = true;
SDL_SetWindowSize(this->window, dm.w, dm.h);
SDL_SetWindowFullscreen(this->window, SDL_WINDOW_FULLSCREEN);
this->grid->update_box(dm.w, dm.h);
}
else
{
@ -67,6 +66,7 @@ void Game::toggle_fullscreen()
SDL_SetWindowFullscreen(this->window, 0);
SDL_SetWindowSize(this->window, SCREEN_WIDTH, SCREEN_HEIGTH);
SDL_SetWindowPosition(this->window, dm.w / 4, dm.h / 4);
this->grid->update_box(SCREEN_WIDTH, SCREEN_HEIGTH);
}
}
@ -104,21 +104,45 @@ void Game::handle_event(SDL_Event *event)
if (key == SDLK_d)
this->move[3] = false;
}
if (event->type == SDL_WINDOWEVENT)
{
if (event->window.windowID == SDL_GetWindowID(this->window))
{
switch (event->window.event)
{
case SDL_WINDOWEVENT_SIZE_CHANGED:
{
this->grid->update_box(event->window.data1, event->window.data2);
break;
}
default:
break;
}
}
}
}
int Game::game_loop()
{
Timer *frame_timer = new Timer();
frame_timer->start_timer();
Timer *move_timer = new Timer();
move_timer->start_timer();
double fps;
Uint32 frame_counter = 0;
while (!this->quit)
{
if (move_timer->get_timer() > 10)
{
move_timer->reset_timer();
SDL_Point move_by = {(this->move[1] - this->move[3]) * 10, (this->move[0] - this->move[2]) * 10};
this->grid->move(move_by);
}
if (frame_timer->get_timer() > 1000.0)
{
fps = frame_counter / (frame_timer->reset_timer() / 1000.0);
frame_counter = 0;
std::cout << fps << std::endl;
std::cout << fps << " fps" << std::endl;
}
SDL_Event event;
while (SDL_PollEvent(&event))
@ -130,26 +154,35 @@ int Game::game_loop()
if (event.type == SDL_QUIT)
{
quit = true;
break;
}
if (event.type == SDL_MOUSEMOTION || event.type == SDL_MOUSEWHEEL)
{
grid->handle_event(&event);
}
}
SDL_Point move_by = {(this->move[1] - this->move[3]) * 10, (this->move[0] - this->move[2]) * 10};
this->grid->move(move_by);
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderClear(renderer);
SDL_SetRenderDrawColor(renderer, 0xff, 0xff, 0xff, 0xff);
this->grid->render(renderer);
this->render(renderer);
SDL_RenderPresent(renderer);
frame_counter++;
}
SDL_RenderClear(renderer);
delete move_timer;
delete frame_timer;
return 0;
}
void Game::render(SDL_Renderer *renderer)
{
this->grid->render(renderer);
for (FieldMeta *meta : this->fields_meta)
{
meta->render(renderer, this->layout);
}
}
int main(int, char **)
{
if (SDL_Init(SDL_INIT_VIDEO) != 0)
@ -172,12 +205,21 @@ int main(int, char **)
SDL_Quit();
return -1;
}
Game *game = new Game(window, renderer);
Layout *layout = new Layout(pointy_orientation, GRID_SIZE, {5 * SCREEN_WIDTH / 12, 5 * SCREEN_HEIGTH / 12},
{0, 0, 5 * SCREEN_WIDTH / 6, 5 * SCREEN_HEIGTH / 6});
Game *game = new Game(window, renderer, layout);
int exit_status = game->game_loop();
delete game;
delete layout;
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return exit_status;
}
bool position_in_window(SDL_Point position, SDL_Window *window)
{
SDL_DisplayMode dm;
SDL_GetCurrentDisplayMode(SDL_GetWindowDisplayIndex(window), &dm);
return position.x > 0 && position.x < dm.w && position.y > 0 && position.y < dm.h;
}

View file

@ -1,12 +1,16 @@
#include <iostream>
#include <string>
#include <utility>
#include <SDL2/SDL.h>
#include "GameMap.hpp"
#include <SDL_video.h>
#include "Gameplay.hpp"
#include <unordered_set>
#ifndef DEFAULTS
const Sint16 GRID_SIZE = 20;
const Sint16 GRID_SIZE = 4;
const int SCREEN_WIDTH = 800;
const int SCREEN_HEIGTH = 600;
char TITLE[] = "Bob - Battles of Bacteria";
#endif
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
@ -44,31 +48,49 @@ private:
SDL_Window *window;
SDL_Renderer *renderer;
HexagonGrid *grid;
// only deal with meta information
std::unordered_set<FieldMeta *> fields_meta;
Layout *layout;
bool move[4];
bool full_screen;
bool quit;
public:
Game(SDL_Window *window_, SDL_Renderer *renderer_)
: window(window_), renderer(renderer_)
Game(SDL_Window *window_, SDL_Renderer *renderer_, Layout *layout_)
: window(window_), renderer(renderer_), layout(layout_)
{
Layout layout = {pointy_orientation, GRID_SIZE, {SCREEN_WIDTH / 2, SCREEN_HEIGTH / 2}};
this->grid = new HexagonGrid(GRID_SIZE, layout);
for (int i = 0; i < 4; i++)
{
this->move[i] = false;
}
this->quit = false;
// create meta information for every field on the grid
for (const Field &elem : *(grid->get_fields()))
{
FieldMeta *meta = new FieldMeta(elem);
fields_meta.insert(meta);
}
}
void toggle_fullscreen();
~Game()
{
for (const FieldMeta *elem : this->fields_meta)
{
delete elem;
}
delete this->grid;
}
void render(SDL_Renderer *renderer);
void toggle_fullscreen();
void handle_event(SDL_Event *event);
int game_loop();
};
#endif
bool position_in_window(SDL_Point position, SDL_Window *window);

View file

View file

@ -1,9 +0,0 @@
#ifndef Player
struct Player
{
const SDL_Color color;
const std::string name;
};
#endif

View file

View file

@ -1,23 +0,0 @@
#include <SDL2/SDL.h>
#ifndef Upgrade
class Upgrade
{
SDL_Color color;
public:
static Upgrade *Instance();
private:
Upgrade()
{ };
Upgrade(Upgrade const &)
{ };
Upgrade &operator=(Upgrade const &)
{ };
static Upgrade *m_pInstance;
};
#endif