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game.cpp
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#include "game.hpp"
#include <iostream>
SDL_Renderer *Drawing::gRenderer = NULL;
SDL_Texture *Drawing::assets = NULL;
SDL_Texture *Drawing::ground = NULL;
bool Game::init()
{
// Initialization
bool success = true;
// Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
printf("SDL could not initialize! SDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Set texture filtering to linear
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1"))
{
printf("Warning: Linear texture filtering not enabled!");
}
// Create window
gWindow = SDL_CreateWindow("Geometry Dash", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (gWindow == NULL)
{
printf("Window could not be created! SDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Create renderer for window
Drawing::gRenderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_ACCELERATED);
if (Drawing::gRenderer == NULL)
{
printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Initialize renderer color
SDL_SetRenderDrawColor(Drawing::gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
// Initialize PNG loading
int imgFlags = IMG_INIT_PNG;
if (!(IMG_Init(imgFlags) & imgFlags))
{
printf("SDL_image could not initialize! SDL_image Error: %s\n", IMG_GetError());
success = false;
}
// Initializing the mixer
int init_2 = Mix_Init(MIX_INIT_MP3);
}
}
}
return success;
}
bool Game::loadMedia()
{
// Loading success flag
currentState = MENU;
bool success = true;
Drawing::assets = loadTexture("new_asset.png");
gTexture = loadTexture("new_bg.png");
// mainMenuImage= loadTexture("Menu.png");
mainMenuImage = loadTexture("./Menu.png");
GameoverImage = loadTexture("./GameOver.png");
// Drawing::obstacles = loadTexture("FakeSpike03.png");
Drawing::ground = loadTexture("platform.png");
if (Drawing::assets == NULL || gTexture == NULL || Drawing::ground == NULL)
{
printf("Unable to run due to error: %s\n", SDL_GetError());
success = false;
}
// initialize the music of the MENU state
LoadMusic("Main Menu.mp3");
return success;
}
void Game::close()
{
// Free loaded images
SDL_DestroyTexture(Drawing::assets);
Drawing::assets = NULL;
SDL_DestroyTexture(Drawing::ground);
Drawing::ground = NULL;
SDL_DestroyTexture(gTexture);
SDL_DestroyTexture(mainMenuImage);
Mix_Music *music = NULL;
// Destroy window
SDL_DestroyRenderer(Drawing::gRenderer);
SDL_DestroyWindow(gWindow);
gWindow = NULL;
Drawing::gRenderer = NULL;
IMG_Quit();
SDL_Quit();
}
SDL_Texture *Game::loadTexture(std::string path)
{
// The final texture
SDL_Texture *newTexture = NULL;
// Load image at specified path
SDL_Surface *loadedSurface = IMG_Load(path.c_str());
if (loadedSurface == NULL)
{
printf("Unable to load image %s! SDL_image Error: %s\n", path.c_str(), IMG_GetError());
}
else
{
// Create texture from surface pixels
newTexture = SDL_CreateTextureFromSurface(Drawing::gRenderer, loadedSurface);
if (newTexture == NULL)
{
printf("Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
}
// Get rid of old loaded surface
SDL_FreeSurface(loadedSurface);
}
return newTexture;
}
void Game::run()
{
bool quit = false;
bool playStateInitialized = false;
SDL_Event e;
Uint32 current_time = SDL_GetTicks();
currentState = MENU; // initialize the current state as MENU
while (!quit)
{
while (SDL_PollEvent(&e) != 0)
{
if (e.type == SDL_QUIT)
quit = true;
switch (currentState)
{
case MENU:
if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_RETURN) // should change the state with ENTER key
{
SDL_Delay(100);
currentState = PLAY;
changeMusic("Back On Track.mp3");
obj.createEssentials(); // making all the objects
}
break;
case PLAY:
obj.update(e); // update function is making a projectile of the vertical movement
if (obj.addObstacle())
obj.createObstacles();
break;
case FINAL:
if (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_RETURN) // restart the game on Enter key press after reaching FINAL state
{
currentState = MENU;
changeMusic("Main Menu.mp3");
playStateInitialized = false; // reset play state initialization
}
break;
// we don't need to use final case here as it is not needed.We are using it below
}
}
SDL_RenderClear(Drawing::gRenderer);
// Draw based on the current state
switch (currentState)
{
case MENU:
SDL_RenderCopy(Drawing::gRenderer, mainMenuImage, NULL, NULL);
break;
case PLAY:
SDL_RenderCopy(Drawing::gRenderer, gTexture, NULL, NULL);
obj.drawObjects();
obj.update(e); // we are calling the a function for projectile motion of the vertical movement
if (obj.addObstacle())
obj.createObstacles();
if (obj.EndGame()) // this condition is for checking the collision for the cube to change states
{
currentState = FINAL;
changeMusic("Final Music.mp3");
obj.reset();
}
break;
case FINAL:
SDL_RenderCopy(Drawing::gRenderer, GameoverImage, NULL, NULL); // displays the final image game
}
SDL_RenderPresent(Drawing::gRenderer); // displays the updated renderer
SDL_Delay(100); // causes sdl engine to delay for specified miliseconds
}
}
void Game::changeMusic(const std::string &musicPath)
{
// Stop the currently playing music
Mix_HaltMusic();
// Load the new music
Mix_Music *GameMusic = Mix_LoadMUS(musicPath.c_str());
if (GameMusic == NULL)
printf("Unable to load new music: %s\n", Mix_GetError());
else
Mix_PlayMusic(GameMusic, -1);
}
void Game::LoadMusic(const std::string &musicPath){
Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 1024);
Mix_HaltMusic();
// Load the new music
Mix_Music *GameMusic = Mix_LoadMUS(musicPath.c_str());
if (GameMusic == NULL)
printf("Unable to load new music: %s\n", Mix_GetError());
else
Mix_PlayMusic(GameMusic, -1);
}