mirror of
https://github.com/Relintai/rcpp_framework.git
synced 2024-11-10 00:52:11 +01:00
166 lines
3.3 KiB
C++
166 lines
3.3 KiB
C++
#include "game_scene.h"
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#include "application.h"
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void GameScene::event(const SDL_Event &ev) {
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switch (ev.type) {
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case SDL_WINDOWEVENT: {
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switch (ev.window.event) {
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case SDL_WINDOWEVENT_SIZE_CHANGED: {
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int width = ev.window.data1;
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int height = ev.window.data2;
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float ar = static_cast<float>(width) / static_cast<float>(height);
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camera->width = camera->height * ar;
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glViewport(0, 0, width, height);
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break;
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}
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}
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break;
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}
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case SDL_KEYDOWN: {
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if (ev.key.keysym.scancode == SDL_SCANCODE_A) {
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left = true;
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} else if (ev.key.keysym.scancode == SDL_SCANCODE_W) {
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up = true;
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} else if (ev.key.keysym.scancode == SDL_SCANCODE_S) {
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down = true;
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} else if (ev.key.keysym.scancode == SDL_SCANCODE_D) {
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right = true;
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}
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break;
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}
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case SDL_KEYUP: {
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if (ev.key.keysym.scancode == SDL_SCANCODE_A) {
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left = false;
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} else if (ev.key.keysym.scancode == SDL_SCANCODE_W) {
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up = false;
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} else if (ev.key.keysym.scancode == SDL_SCANCODE_S) {
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down = false;
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} else if (ev.key.keysym.scancode == SDL_SCANCODE_D) {
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right = false;
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}
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break;
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}
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}
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}
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void GameScene::update(float delta) {
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if (up) {
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sprite->position.y += delta * 3.0;
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}
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if (down) {
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sprite->position.y -= delta * 3.0;
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}
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if (left) {
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sprite->position.x -= delta * 3.0;
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}
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if (right) {
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sprite->position.x += delta * 3.0;
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}
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if (sprite->position.x < 1.5) {
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sprite->position.x = 1.5;
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}
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if (sprite->position.x > 14.5) {
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sprite->position.x = 14.5;
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}
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if (sprite->position.y < 1.5) {
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sprite->position.y = 1.5;
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}
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if (sprite->position.y > 14.5) {
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sprite->position.y = 14.5;
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}
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}
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void GameScene::render() {
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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camera->bind();
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tile_map->render();
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sprite->render();
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}
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GameScene::GameScene() {
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left = false;
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right = false;
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up = false;
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down = false;
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camera = new OrthographicCamera();
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camera->width = 16;
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camera->height = 16;
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camera->position.x = 8;
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camera->position.y = 8;
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//camera->position.z = -2;
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int w;
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int h;
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SDL_GetWindowSize(Application::get_singleton()->window, &w, &h);
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float ar = static_cast<float>(w) / static_cast<float>(h);
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camera->width = camera->height * ar;
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texture = new Texture();
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texture->load_image("download.bmp");
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//ha a textúrának van alpha csatornája:
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//texture->load_image("download.bmp", GL_RGBA, GL_RGBA);
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material = new TextureMaterial();
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material->texture = texture;
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sprite = new Sprite();
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sprite->mesh_instance->material = material;
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sprite->position.x = 8;
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sprite->position.y = 8;
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sprite->region_x = 7.0 * (1.0 / 16.0);
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sprite->region_y = 7.0 * (1.0 / 16.0);
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sprite->region_width = 1.0 / 16.0;
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sprite->region_height = 1.0 / 16.0;
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sprite->update_mesh();
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tile_map = new TileMap();
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tile_map->material = material;
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tile_map->atlas_size_x = 16;
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tile_map->atlas_size_y = 16;
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tile_map->allocate_data();
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for (int x = 0; x < tile_map->size_x; ++x) {
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for (int y = 0; y < tile_map->size_y; ++y) {
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if (x == 0 || y == 0 || x == tile_map->size_x - 1 || y == tile_map->size_y - 1) {
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tile_map->set_data(x, y, 2);
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} else {
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tile_map->set_data(x, y, 1);
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}
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}
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}
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tile_map->build_mesh();
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}
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GameScene::~GameScene() {
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delete camera;
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delete texture;
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delete material;
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delete tile_map;
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delete sprite;
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}
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