src/proto2/Graphics.cc
author terom
Mon, 24 Nov 2008 22:09:29 +0000
changeset 105 91e3f3806b31
parent 96 4a801210096c
child 108 1b93045a5b0a
permissions -rw-r--r--
set UDP sockets as nonblocking
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#include "Graphics.hh"
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#include "Physics.hh"
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#include "GameState.hh"
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Graphics::Graphics (Engine &engine, GameState &state) :
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    engine(engine), 
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    state(state), 
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    update_timer(GRAPHICS_UPDATE_INTERVAL_MS),
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    win(GRAPHICS_WINDOW_TITLE, GRAPHICS_RESOLUTION_WIDTH, GRAPHICS_RESOLUTION_HEIGHT),
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    keyboard(win.get_ic()->get_keyboard()) {
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    Vector tmp;
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    CL_Color color;
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    CL_PixelBuffer terr(MAP_WIDTH, MAP_HEIGHT, 4*MAP_WIDTH, CL_PixelFormat::rgba8888);
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    for (tmp.x = 0; tmp.x < MAP_WIDTH; tmp.x++) {
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        for (tmp.y = 0; tmp.y < MAP_HEIGHT; tmp.y++) {
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            if (state.getType(tmp) == EMPTY) {
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                color = CL_Color(86, 41, 0);
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            } else if (state.getType(tmp) == DIRT) {
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                color = CL_Color(144, 82, 23);
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            } else if (state.getType(tmp) == ROCK) {
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                color = CL_Color(132, 136, 135);
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            } else {
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                // Fale
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            }
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            terr.draw_pixel(tmp.x, tmp.y, color);
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     	}
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    }
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    terrain = CL_Surface(terr);
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    // connect timer signal
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    slots.connect(update_timer.sig_timer(), this, &Graphics::on_update);
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    // enable
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    update_timer.enable();
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}
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void Graphics::check_input (void) {
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    LocalPlayer *player;
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    PlayerInput_Move input_move = 0;
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    // stop on escape
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    if (keyboard.get_keycode(CL_KEY_ESCAPE)) {
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            engine.stop();
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            return;
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    }
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    // ignore if we don't have a local player
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    if ((player = state.getLocalPlayer()) == NULL)
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        return;
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    // handle movement
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    if (keyboard.get_keycode(CL_KEY_LEFT))
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            input_move |= INPUT_MOVE_LEFT;
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    if (keyboard.get_keycode(CL_KEY_RIGHT))
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            input_move |= INPUT_MOVE_RIGHT;
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    if (keyboard.get_keycode(CL_KEY_RSHIFT))
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            input_move |= INPUT_MOVE_JUMP;
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	if (keyboard.get_keycode(CL_KEY_I))
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		player->debugInfo();
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    // apply movement if applicable
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    if (input_move)
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        player->handleMove(input_move);
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}
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void Graphics::do_redraw (void) {
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    CL_GraphicContext *gc = win.get_gc();
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    // white background
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    gc->clear(CL_Color::white);
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    const float factorX = GRAPHICS_RESOLUTION_WIDTH / MAP_WIDTH;
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    const float factorY = GRAPHICS_RESOLUTION_HEIGHT / MAP_HEIGHT;
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    // draw terrain
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    terrain.draw(0,0, gc);
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    // draw players
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    for (std::list<Player*>::iterator it = state.player_list.begin(); it != state.player_list.end(); it++) {
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        Player *p = *it;
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		Vector loc = p->getPosition();
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		std::vector<Vector> &shape = p->getShape();
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        // draw quad
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        gc->fill_quad(
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            CL_Quad(
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                (loc.x+shape[0].x) * factorX, (loc.y+shape[0].y) * factorY,
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                (loc.x+shape[1].x) * factorX, (loc.y+shape[1].y) * factorY,
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                (loc.x+shape[2].x) * factorX, (loc.y+shape[2].y) * factorY,
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                (loc.x+shape[3].x) * factorX, (loc.y+shape[3].y) * factorY
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           	), CL_Color::green
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        );
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    }
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    // flip window buffer, LIEK NAO
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    win.flip(0);
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}
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void Graphics::on_update (void) {
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    // check keyboard input
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    check_input();
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    // redraw display
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    do_redraw();
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}