author | saiam |
Mon, 01 Dec 2008 21:49:35 +0000 | |
changeset 161 | ea2f295c279f |
parent 153 | 73402d5b778e |
child 162 | f760591b7481 |
permissions | -rw-r--r-- |
25 | 1 |
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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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#include <cmath> |
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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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// 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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||
96
4a801210096c
fix movement physics+network code to some degree, jumping is now buggy?
terom
parents:
94
diff
changeset
|
36 |
// 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_UP)) |
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input_move |= INPUT_MOVE_UP; |
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if (keyboard.get_keycode(CL_KEY_DOWN)) |
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input_move |= INPUT_MOVE_DOWN; |
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94 | 48 |
|
96
4a801210096c
fix movement physics+network code to some degree, jumping is now buggy?
terom
parents:
94
diff
changeset
|
49 |
if (keyboard.get_keycode(CL_KEY_RSHIFT)) |
108 | 50 |
input_move |= INPUT_MOVE_JUMP; |
96
4a801210096c
fix movement physics+network code to some degree, jumping is now buggy?
terom
parents:
94
diff
changeset
|
51 |
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108 | 52 |
if (keyboard.get_keycode(CL_KEY_I)) |
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player->debugInfo(); |
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if (keyboard.get_keycode(CL_KEY_M)) |
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input_move |= INPUT_MOVE_DIG; |
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25 | 58 |
// apply movement if applicable |
50
9e1a6506f5a1
some rough-handed code modifications towards a newer, better, working Physics
terom
parents:
25
diff
changeset
|
59 |
if (input_move) |
9e1a6506f5a1
some rough-handed code modifications towards a newer, better, working Physics
terom
parents:
25
diff
changeset
|
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player->handleMove(input_move); |
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} |
62 |
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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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86 | 72 |
// draw terrain |
161
ea2f295c279f
Made PhysicsWorld to inherit Terrain instead of having it as an attribute.
saiam
parents:
153
diff
changeset
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state.draw(gc); |
138
cc326b64ae20
Nyt kaivaminen visualisoidaan oikein, mutta fysiikkakoodi on kyll? edelleen ihan kauheata, pit?isi tuo Terrain v??nt??
saiam
parents:
125
diff
changeset
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//terrain.draw(gc); |
cc326b64ae20
Nyt kaivaminen visualisoidaan oikein, mutta fysiikkakoodi on kyll? edelleen ihan kauheata, pit?isi tuo Terrain v??nt??
saiam
parents:
125
diff
changeset
|
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/* |
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// Demonstrates digging, but is very slow |
138
cc326b64ae20
Nyt kaivaminen visualisoidaan oikein, mutta fysiikkakoodi on kyll? edelleen ihan kauheata, pit?isi tuo Terrain v??nt??
saiam
parents:
125
diff
changeset
|
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Vector tmp(0, 0); |
125 | 78 |
CL_Color color; |
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CL_PixelBuffer pix(1, 1, 4, CL_PixelFormat::rgba8888); |
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CL_Surface surf(pix); |
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138
cc326b64ae20
Nyt kaivaminen visualisoidaan oikein, mutta fysiikkakoodi on kyll? edelleen ihan kauheata, pit?isi tuo Terrain v??nt??
saiam
parents:
125
diff
changeset
|
81 |
for (tmp.x = 0; tmp.x < MAP_WIDTH; tmp.x++) { |
cc326b64ae20
Nyt kaivaminen visualisoidaan oikein, mutta fysiikkakoodi on kyll? edelleen ihan kauheata, pit?isi tuo Terrain v??nt??
saiam
parents:
125
diff
changeset
|
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for (tmp.y = 0; tmp.y < MAP_HEIGHT; tmp.y++) { |
125 | 83 |
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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surf.set_color(color); |
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surf.draw(tmp.x, tmp.y, gc); |
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} |
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138
cc326b64ae20
Nyt kaivaminen visualisoidaan oikein, mutta fysiikkakoodi on kyll? edelleen ihan kauheata, pit?isi tuo Terrain v??nt??
saiam
parents:
125
diff
changeset
|
95 |
}*/ |
125 | 96 |
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25 | 97 |
// 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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153
73402d5b778e
Lots of small fixe. Moved drawing PhysicsObjects away from Graphics.cc.
saiam
parents:
138
diff
changeset
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100 |
p->draw(gc); |
73402d5b778e
Lots of small fixe. Moved drawing PhysicsObjects away from Graphics.cc.
saiam
parents:
138
diff
changeset
|
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} |
25 | 102 |
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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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} |