author | Tero Marttila <terom@fixme.fi> |
Tue, 13 Jan 2009 20:21:28 +0200 | |
changeset 390 | 3c8078b96469 |
parent 282 | e0e4dfc3e528 |
child 393 | 5dd4d782cf3a |
permissions | -rw-r--r-- |
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that's not a prototype anymore... at least it shouldn't be
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#include "GameState.hh" |
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#include "Engine.hh" |
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#include "Config.hh" |
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GameState::GameState (void) : |
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compiles cleanly with -Wall -Wextra -Wconversion, not tested, but that shouldn't break anything :)
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world(Vector(0, MAP_GRAVITY), Vector(MAP_WIDTH, MAP_HEIGHT)), local_player(NULL) |
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{ |
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add PixelDimension/PixelCoordinate types, convert Terrain to use them, and convert/clean up drawing code
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} |
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reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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void GameState::addProjectile (Projectile *projectile) { |
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projectiles.push_back(projectile); |
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} |
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LocalPlayer *GameState::getLocalPlayer (void) { |
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return local_player; |
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} |
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add comments, move addPlayer/removePlayer to Player.cc, and refactor Network code to inherit from NetworkObject
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void GameState::setLocalPlayer (LocalPlayer *player) { |
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if (local_player) |
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throw std::logic_error("newLocalPlayer called even though we already have a local player"); |
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local_player = player; |
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} |
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better NetworkBuffer/Packet stuff + some additional Physics+Network stuff + random fixes
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add comments, move addPlayer/removePlayer to Player.cc, and refactor Network code to inherit from NetworkObject
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void GameState::addPlayer (Player *player) { |
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player_list.push_back(player); |
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} |
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void GameState::removePlayer (Player *player) { |
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if (player == local_player) |
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local_player = NULL; |
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player_list.remove(player); |
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} |
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increase the map size and control the camera to always have the screen full of terrain
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void GameState::draw(Graphics *g, PixelCoordinate camera, bool displayWeapon) { |
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// Draw world/terrain |
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world.draw(g, camera); |
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// Draw players |
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for (std::list<Player*>::iterator it = player_list.begin(); it != player_list.end(); it++) { |
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Player *p = *it; |
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// our LocalPlayer has it's own draw method |
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if (p == local_player) |
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local_player->draw(g, displayWeapon, camera); |
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else |
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p->draw(g, camera); |
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293ddf4c067d
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} |
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reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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// Draw projectiles |
293ddf4c067d
reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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for (std::list<Projectile*>::iterator it = projectiles.begin(); it != projectiles.end(); it++) { |
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(*it)->draw(g, camera); |
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} |
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} |
293ddf4c067d
reorganize PhysicsObject/Player/Projectile lists so that PhysicsObject doesn't need to know about its subclasses anymore, and PhysicsWorld doesn't need to know about GameState
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