101 lines
2.2 KiB
C++
101 lines
2.2 KiB
C++
#ifdef _WIN32
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#include <windows.h>
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#endif
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#include <algorithm>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include "../Global/Globals.h"
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#include "../Global/Constants.h"
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#include "../System/Debug.h"
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#include "../Sprite/Sprite.h"
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#include "../Texture/Texture.h"
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#include "../Level/Level.h"
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#include "Game.h"
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Game::Game(void) {
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_player = new Player();
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_level = new Level();
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//_rotationAngle = 0.0f;
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}
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Game::~Game(void) {
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}
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bool Game::Init(void) {
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.1f);
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_level->Load("../Data/Map/Ugly.tmx");
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_player->Update();
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// Return success.
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return true;
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}
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void Game::Prepare(float dt) {
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}
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void Game::Render(void) {
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0.0, 800.0, 600.0, 0.0, 0.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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float windowCenterX = ((float)WINDOW_WIDTH / 2.0f) - ((float)_player->GetWidth() / 2.0f);
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float windowCenterY = ((float)WINDOW_HEIGHT / 2.0f) - ((float)_player->GetHeight() / 2.0f);
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float xOffset = _player->GetX() - windowCenterX;
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float yOffset = _player->GetY() - windowCenterY;
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float maxXOffset = (_level->GetWidth() * _level->GetTileWidth()) - (float)WINDOW_WIDTH;
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float maxYOffset = (_level->GetHeight() * _level->GetTileHeight()) - (float)WINDOW_HEIGHT;
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if(xOffset < 0.0f) xOffset = 0.0f;
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if(yOffset < 0.0f) yOffset = 0.0f;
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if(xOffset > maxXOffset) xOffset = maxXOffset;
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if(yOffset > maxYOffset) yOffset = maxYOffset;
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glTranslatef(-xOffset, -yOffset, 0.0f);
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// Render our shit..
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_level->Draw(xOffset, yOffset);
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_player->Render();
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glPopMatrix();
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}
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void Game::Shutdown(void) {
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Debug::logger->message("\n ----- Cleaning Engine -----");
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delete _player;
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delete _level;
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}
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void Game::ProcessEvents(void) {
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// Should not need this, as the game class has no events to process..
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}
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void Game::OnResize(int width, int height) {
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glViewport(0, 0, width, height);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glOrtho(0.0, 800.0, 0.0, 600.0, 0.0, 1.0);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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}
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