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game.cpp
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#include "game.h"
#include "surface.h"
#include "template.h"
#include "input.h"
#include "ball.h"
#include "ground.h"
#include "Terrain.h"
#include "UIContainer.h"
#include "Button.h"
#include "UIText.h"
#include "UIImage.h"
#include "SDL_events.h"
#include "UIParagraph.h"
namespace Tmpl8
{
// -----------------------------------------------------------
// Initialize the application
// -----------------------------------------------------------
Ball b;
enum GameState {
MainMenu,
Playing,
Paused,
GameOver,
};
GameState gameState;
void SetState(GameState state) {
gameState = state;
}
int levelCount = 0;
/* ----------------------- UI -----------------------------------*/
Sprite pauseSprite = Sprite(new Surface("assets/ui_pause.png"), 3);
Sprite restartSprite = Sprite(new Surface("assets/ui_restart.png"), 3);
Sprite resumeSprite = Sprite(new Surface("assets/ui_resume.png"), 3);
Sprite quitSprite = Sprite(new Surface("assets/ui_quit.png"), 3);
Sprite playSprite = Sprite(new Surface("assets/ui_play.png"), 3);
Sprite logoSprite = Sprite(new Surface("assets/logo-banner.png"), 1);
Sprite menuSprite = Sprite(new Surface("assets/ui_menu.png"), 3);
Sprite windowSprite = Sprite(new Surface("assets/ui_window.png"), 1);
Sprite helpSprite = Sprite(new Surface("assets/ui_help.png"), 3);
Sprite closeSprite = Sprite(new Surface("assets/ui_close.png"), 3);
bool pausedGame = false;
void TogglePause() {
pausedGame = !pausedGame;
if (pausedGame) {
SetState(Paused);
}
else {
SetState(Playing);
}
}
UIContainer* gameMenu;
Button pauseButton(UIContainer::BOTTOM_LEFT, vec2(20, -20), &pauseSprite, .75f, TogglePause);
UIText strokesText(UIContainer::TOP_CENTER, vec2(0, 50), "Strokes: 0", 0xffffffff, 6);
UIText levelText(UIContainer::TOP_CENTER, vec2(0, 20), "Level 1", 0xffffffff, 4);
UIText fpsText(UIContainer::TOP_LEFT, vec2(5, 5), "FPS: 0", 0xffffffff, 2);
void Restart() {
Terrain::GenerateTerrain(16);
Terrain::RandomHole(Terrain::segmentCount / 2 + 1, Terrain::segmentCount - 1);
b.Reset();
b.strokes = 0;
levelCount = 0;
strokesText.SetText("Strokes: 0");
levelText.SetText("Level 1");
pausedGame = false;
SetState(Playing);
}
UIContainer* gameOverMenu;
UIText gameOverText(UIContainer::CENTER, vec2(0, -160), "Game Over!", 0xffffffff, 10);
UIText gameOverLevelText(UIContainer::CENTER, vec2(0, -90), "You reached level 0", 0xffffffff, 6);
UIText gameOverStrokesText(UIContainer::CENTER, vec2(0, -50), "in 0 strokes!", 0xffffffff, 4);
Button restartButton(UIContainer::CENTER, vec2(0, 50), &restartSprite, 1, Restart);
SDL_Event quitEvent{ SDL_QUIT };
Button menuButton2(UIContainer::CENTER, vec2(0, 150), &menuSprite, 1, []() {SetState(MainMenu); });
Button quitButton(UIContainer::CENTER, vec2(0, 250), &quitSprite, 1, []() {SDL_PushEvent(&quitEvent);});
UIContainer* pauseMenu;
UIText pauseText(UIContainer::CENTER, vec2(0, -180), "Paused", 0xffffffff, 9);
Button resumeButton(UIContainer::CENTER, vec2(0, -50), &resumeSprite, 1, TogglePause);
Button menuButton(UIContainer::CENTER, vec2(0, 50), &menuSprite, 1, []() {SetState(MainMenu); });
Button quitButton2(UIContainer::CENTER, vec2(0, 150), &quitSprite, 1, []() {SDL_PushEvent(&quitEvent);});
UIContainer* mainMenu;
UIImage logo(UIContainer::CENTER, vec2(0, -150), &logoSprite, .7f);
Button playButton(UIContainer::CENTER, vec2(0, 50), &playSprite, 1, []() {Restart();});
UIImage helpWindow(UIContainer::CENTER, vec2(0, 0), &windowSprite, 1);
Button quitButton3(UIContainer::CENTER, vec2(0, 250), &quitSprite, 1, []() {SDL_PushEvent(&quitEvent); });
std::string h_text =
"The goal of the game is simple: score the ball into the hole within 3 strokes, and keep going for as long as you can in an endlessly generated golf course!"
" || To shoot the ball, click and hold down anywhere on the screen, and drag your mouse to aim. The ball will shoot in the direction of the line."
" || The different ground types can be of help or work in your disadvantage: sand will increase friction and stone increases the bounciness."
" || Thank you for playing my game!"
" | JuulH, 2023.";
UIParagraph helpText(UIContainer::CENTER, vec2(0, 0), h_text, 0xffffffff, 3, 650, 1);
Button helpButton(UIContainer::CENTER, vec2(0, 150), &helpSprite, 1, []() {});
Button closeButton(UIContainer::CENTER, vec2(0, 280), &closeSprite, 1, []() {});
void ToggleHelp() {
bool active = helpWindow.active;
helpWindow.active = !active;
closeButton.active = !active;
helpText.active = !active;
playButton.active = active;
helpButton.active = active;
quitButton3.active = active;
mainMenu->ForceRedraw();
}
Sprite tiling(new Surface("assets/tiling.png"), 1);
Surface tileBackground = Surface(ScreenWidth + ScreenWidth / 7, ScreenWidth + ScreenWidth / 7);
float txOffset = 0;
float tyOffset = 0;
/* ----------------------- END UI -----------------------------------*/
void Game::Init()
{
helpButton.SetFunc(ToggleHelp);
closeButton.SetFunc(ToggleHelp);
SetState(MainMenu);
Terrain::GenerateTerrain(16);
Terrain::RandomHole(Terrain::segmentCount / 2 + 1, Terrain::segmentCount - 1);
b.Reset();
// Set UIElements to UIContainers
helpWindow.active = false;
closeButton.active = false;
helpText.active = false;
gameMenu = new UIContainer(ScreenWidth, ScreenHeight, {
&pauseButton,
&strokesText,
&levelText,
&fpsText,
});
gameOverMenu = new UIContainer(ScreenWidth, ScreenHeight, {
&gameOverText,
&gameOverLevelText,
&gameOverStrokesText,
&restartButton,
&quitButton,
&fpsText,
&menuButton2
});
pauseMenu = new UIContainer(ScreenWidth, ScreenHeight, {
&pauseButton,
&pauseText,
&resumeButton,
&quitButton2,
&fpsText,
&menuButton
});
mainMenu = new UIContainer(ScreenWidth, ScreenHeight, {
&logo,
&playButton,
&quitButton3,
&helpButton,
&helpWindow,
&closeButton,
&helpText,
&fpsText
});
tiling.DrawScaled(0, 0, ScreenWidth + ScreenWidth / 7, ScreenWidth + ScreenWidth / 7, &tileBackground);
}
// -----------------------------------------------------------
// Close down application
// -----------------------------------------------------------
void Game::Shutdown() {}
// -----------------------------------------------------------
// Main application tick function
// -----------------------------------------------------------
int averageFps = 0;
float elapsedTime = 0;
void Game::Tick(float deltaTime)
{
// Calculate average FPS
elapsedTime += deltaTime;
if (elapsedTime > 1000) {
elapsedTime = 0;
averageFps = (int)(1 / deltaTime * 1000);
fpsText.SetText("FPS: " + std::to_string(averageFps));
}
vec2 mousePosition = Input::GetMousePosition();
// Game state machine
switch (gameState) {
case MainMenu:
// Scrolling background
txOffset += deltaTime * .025f;
tyOffset -= deltaTime * .025f;
if (txOffset > 182) txOffset = 0;
if (tyOffset < -182) tyOffset = 0;
tileBackground.CopyTo(screen, static_cast<int>(txOffset - 183), static_cast<int>(tyOffset));
mainMenu->Update(deltaTime, mousePosition);
mainMenu->Draw(screen);
break;
case Playing:
// Skip level
if (Input::GetKeyDown(SDL_SCANCODE_P)) {
Terrain::NextLevel();
}
if (Terrain::transitionDone) b.Reset();
if (!Terrain::transitioning) {
if (!(gameMenu->ignoreInput && !b.startedAiming)) b.HandleInput(screen);
strokesText.SetText("Strokes: " + std::to_string(b.strokes) + "/3");
b.Update(deltaTime);
// Check if ball is in hole
if (b.activeGroundId == 1) {
Terrain::NextLevel();
b.strokes = 0;
levelCount++;
levelText.SetText("Level " + std::to_string(levelCount));
}
// Max 3 strokes per level
else if (b.v.length() <= 0.02f && b.strokes >= 3) {
SetState(GameOver);
gameOverLevelText.SetText("You reached level " + std::to_string(levelCount));
gameOverStrokesText.SetText("in " + std::to_string(b.totalStrokes) + " strokes!");
gameOverMenu->ForceRedraw();
}
}
Terrain::Draw(screen, deltaTime, true);
b.Draw(screen);
gameMenu->Update(deltaTime, mousePosition);
gameMenu->Draw(screen);
break;
case Paused:
Terrain::Draw(screen, deltaTime, false);
b.Draw(screen);
pauseMenu->Update(deltaTime, mousePosition);
pauseMenu->Draw(screen);
break;
case GameOver:
// Scrolling background
txOffset += deltaTime * .025f;
tyOffset -= deltaTime * .025f;
if (txOffset > 182) txOffset = 0;
if (tyOffset < -182) tyOffset = 0;
tileBackground.CopyTo(screen, static_cast<int>(txOffset - 183), static_cast<int>(tyOffset));
gameOverMenu->Update(deltaTime, mousePosition);
gameOverMenu->Draw(screen);
break;
}
Input::Update();
}
};