Milestone: "Almost Playable"

A workable "Demo" is now ready.
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Rtch90 2011-12-06 20:16:00 +00:00
parent 74f504a5b6
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README
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@ -11,6 +11,51 @@ for a portfolio piece. I will place this under the GPL licence.
################################################## ##################################################
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TODO:
Take the camera into account so we do not draw things off screen.
*Menu:
~~~~~
- New Game
- SaveGame loading
- New screen or make buttons appear on the menu
- SaveGame deleting
- Game Settings
- Keybindings
- Fullscreen
*Fix NPC animation
*Map Editor:
~~~~~~~~~~~~
- Change the array of tiles into a list of tiles.
- Get a tile selection marker and display the current tile info.
*Proper collision testing.
~~~~~~~~~~~~~~~~~~~~~~~~~~
- MapTile objects store a list of character* 's
- The character class will add and remove themselves from the list in the MapTile.
- When the Character class wants to check for collisions it hands a pointer to
itself to the MapTile object, the MapTile will then return true if any
Character in it's list collides with the Character* it just recieved.
- Create the appropriate methods in the MapTile class
- bool CheckCollision(Character *charptr);
- void AddCharacter(Character *charptr);
- void RemoveCharacter(Character *charptr);
*A way for entities to store information (Like items).
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- Sort out how we will read in the information
- A list of present objects that can be referenced with a single word in the map file.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Copyright (C) 2011 Allanis Copyright (C) 2011 Allanis
allanis@saracraft.net allanis@saracraft.net

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############################################################################# #############################################################################
# Makefile for building: Unuk-QT # Makefile for building: Unuk-QT
# Generated by qmake (2.01a) (Qt 4.7.4) on: Sun Nov 20 17:49:45 2011 # Generated by qmake (2.01a) (Qt 4.7.3) on: Mon Nov 21 13:46:00 2011
# Project: Unuk-QT.pro # Project: Unuk-QT.pro
# Template: app # Template: app
# Command: /usr/bin/qmake-qt4 -spec /usr/share/qt4/mkspecs/linux-g++ CONFIG+=debug -o Makefile Unuk-QT.pro # Command: /usr/bin/qmake-qt4 -spec /usr/share/qt4/mkspecs/linux-g++ CONFIG+=debug -o Makefile Unuk-QT.pro
@ -10,13 +10,13 @@
CC = gcc CC = gcc
CXX = g++ CXX = g++
DEFINES = -DQT_WEBKIT -DQT_GUI_LIB -DQT_CORE_LIB -DQT_SHARED DEFINES = -DQT_GUI_LIB -DQT_CORE_LIB -DQT_SHARED
CFLAGS = -pipe -g -Wall -W -D_REENTRANT $(DEFINES) CFLAGS = -pipe -g -Wall -W -D_REENTRANT $(DEFINES)
CXXFLAGS = -pipe -g -Wall -W -D_REENTRANT $(DEFINES) CXXFLAGS = -pipe -g -Wall -W -D_REENTRANT $(DEFINES)
INCPATH = -I/usr/share/qt4/mkspecs/linux-g++ -I. -I/usr/include/qt4/QtCore -I/usr/include/qt4/QtGui -I/usr/include/qt4 -I. INCPATH = -I/usr/share/qt4/mkspecs/linux-g++ -I. -I/usr/include/qt4/QtCore -I/usr/include/qt4/QtGui -I/usr/include/qt4 -I.
LINK = g++ LINK = g++
LFLAGS = LFLAGS =
LIBS = $(SUBLIBS) -L/usr/lib/i386-linux-gnu -lGL -lSDL -lSDL_ttf -lSDL_image -lGLU -lQtGui -lQtCore -lpthread LIBS = $(SUBLIBS) -L/usr/lib -lGL -lSDL -lSDL_ttf -lSDL_image -lGLU -lQtGui -lQtCore -lpthread
AR = ar cqs AR = ar cqs
RANLIB = RANLIB =
QMAKE = /usr/bin/qmake-qt4 QMAKE = /usr/bin/qmake-qt4
@ -63,7 +63,9 @@ SOURCES = ../src/libUnuk/Debug.cpp \
../src/libUnuk/IngameMenu.cpp \ ../src/libUnuk/IngameMenu.cpp \
../src/libUnuk/Collision.cpp \ ../src/libUnuk/Collision.cpp \
../src/libUnuk/Character.cpp \ ../src/libUnuk/Character.cpp \
../src/libUnuk/NPC.cpp ../src/libUnuk/NPC.cpp \
../src/Unuk/Player.cpp \
../src/Unuk/Game.cpp
OBJECTS = Debug.o \ OBJECTS = Debug.o \
main.o \ main.o \
Input.o \ Input.o \
@ -84,12 +86,13 @@ OBJECTS = Debug.o \
IngameMenu.o \ IngameMenu.o \
Collision.o \ Collision.o \
Character.o \ Character.o \
NPC.o NPC.o \
Player.o \
Game.o
DIST = /usr/share/qt4/mkspecs/common/g++.conf \ DIST = /usr/share/qt4/mkspecs/common/g++.conf \
/usr/share/qt4/mkspecs/common/unix.conf \ /usr/share/qt4/mkspecs/common/unix.conf \
/usr/share/qt4/mkspecs/common/linux.conf \ /usr/share/qt4/mkspecs/common/linux.conf \
/usr/share/qt4/mkspecs/qconfig.pri \ /usr/share/qt4/mkspecs/qconfig.pri \
/usr/share/qt4/mkspecs/modules/qt_webkit_version.pri \
/usr/share/qt4/mkspecs/features/qt_functions.prf \ /usr/share/qt4/mkspecs/features/qt_functions.prf \
/usr/share/qt4/mkspecs/features/qt_config.prf \ /usr/share/qt4/mkspecs/features/qt_config.prf \
/usr/share/qt4/mkspecs/features/exclusive_builds.prf \ /usr/share/qt4/mkspecs/features/exclusive_builds.prf \
@ -141,7 +144,6 @@ Makefile: Unuk-QT.pro /usr/share/qt4/mkspecs/linux-g++/qmake.conf /usr/share/qt
/usr/share/qt4/mkspecs/common/unix.conf \ /usr/share/qt4/mkspecs/common/unix.conf \
/usr/share/qt4/mkspecs/common/linux.conf \ /usr/share/qt4/mkspecs/common/linux.conf \
/usr/share/qt4/mkspecs/qconfig.pri \ /usr/share/qt4/mkspecs/qconfig.pri \
/usr/share/qt4/mkspecs/modules/qt_webkit_version.pri \
/usr/share/qt4/mkspecs/features/qt_functions.prf \ /usr/share/qt4/mkspecs/features/qt_functions.prf \
/usr/share/qt4/mkspecs/features/qt_config.prf \ /usr/share/qt4/mkspecs/features/qt_config.prf \
/usr/share/qt4/mkspecs/features/exclusive_builds.prf \ /usr/share/qt4/mkspecs/features/exclusive_builds.prf \
@ -157,14 +159,13 @@ Makefile: Unuk-QT.pro /usr/share/qt4/mkspecs/linux-g++/qmake.conf /usr/share/qt
/usr/share/qt4/mkspecs/features/yacc.prf \ /usr/share/qt4/mkspecs/features/yacc.prf \
/usr/share/qt4/mkspecs/features/lex.prf \ /usr/share/qt4/mkspecs/features/lex.prf \
/usr/share/qt4/mkspecs/features/include_source_dir.prf \ /usr/share/qt4/mkspecs/features/include_source_dir.prf \
/usr/lib/i386-linux-gnu/libQtGui.prl \ /usr/lib/libQtGui.prl \
/usr/lib/i386-linux-gnu/libQtCore.prl /usr/lib/libQtCore.prl
$(QMAKE) -spec /usr/share/qt4/mkspecs/linux-g++ CONFIG+=debug -o Makefile Unuk-QT.pro $(QMAKE) -spec /usr/share/qt4/mkspecs/linux-g++ CONFIG+=debug -o Makefile Unuk-QT.pro
/usr/share/qt4/mkspecs/common/g++.conf: /usr/share/qt4/mkspecs/common/g++.conf:
/usr/share/qt4/mkspecs/common/unix.conf: /usr/share/qt4/mkspecs/common/unix.conf:
/usr/share/qt4/mkspecs/common/linux.conf: /usr/share/qt4/mkspecs/common/linux.conf:
/usr/share/qt4/mkspecs/qconfig.pri: /usr/share/qt4/mkspecs/qconfig.pri:
/usr/share/qt4/mkspecs/modules/qt_webkit_version.pri:
/usr/share/qt4/mkspecs/features/qt_functions.prf: /usr/share/qt4/mkspecs/features/qt_functions.prf:
/usr/share/qt4/mkspecs/features/qt_config.prf: /usr/share/qt4/mkspecs/features/qt_config.prf:
/usr/share/qt4/mkspecs/features/exclusive_builds.prf: /usr/share/qt4/mkspecs/features/exclusive_builds.prf:
@ -180,14 +181,14 @@ Makefile: Unuk-QT.pro /usr/share/qt4/mkspecs/linux-g++/qmake.conf /usr/share/qt
/usr/share/qt4/mkspecs/features/yacc.prf: /usr/share/qt4/mkspecs/features/yacc.prf:
/usr/share/qt4/mkspecs/features/lex.prf: /usr/share/qt4/mkspecs/features/lex.prf:
/usr/share/qt4/mkspecs/features/include_source_dir.prf: /usr/share/qt4/mkspecs/features/include_source_dir.prf:
/usr/lib/i386-linux-gnu/libQtGui.prl: /usr/lib/libQtGui.prl:
/usr/lib/i386-linux-gnu/libQtCore.prl: /usr/lib/libQtCore.prl:
qmake: FORCE qmake: FORCE
@$(QMAKE) -spec /usr/share/qt4/mkspecs/linux-g++ CONFIG+=debug -o Makefile Unuk-QT.pro @$(QMAKE) -spec /usr/share/qt4/mkspecs/linux-g++ CONFIG+=debug -o Makefile Unuk-QT.pro
dist: dist:
@$(CHK_DIR_EXISTS) .tmp/Unuk-QT1.0.0 || $(MKDIR) .tmp/Unuk-QT1.0.0 @$(CHK_DIR_EXISTS) .tmp/Unuk-QT1.0.0 || $(MKDIR) .tmp/Unuk-QT1.0.0
$(COPY_FILE) --parents $(SOURCES) $(DIST) .tmp/Unuk-QT1.0.0/ && $(COPY_FILE) --parents ../src/libUnuk/Debug.h ../src/Libs/wglext.h ../src/Libs/glxext.h ../src/libUnuk/Input.h ../src/libUnuk/Rect.h ../src/libUnuk/Timer.h ../src/libUnuk/Font.h ../Constants.h ../src/Unuk/Constants.h ../src/libUnuk/ApplySurface.h ../src/Unuk/Globals.h ../src/libUnuk/ImageLoader.h ../src/libUnuk/TextureManager.h ../src/libUnuk/Texture.h ../src/libUnuk/Text.h ../src/libUnuk/MapTile.h ../src/libUnuk/Map.h ../src/libUnuk/Button.h ../src/libUnuk/ButtonToggle.h ../src/libUnuk/Menu.h ../src/libUnuk/MainMenu.h ../src/libUnuk/ParticleEmitter.h ../src/libUnuk/IngameMenu.h ../src/libUnuk/Collision.h ../src/libUnuk/Character.h ../src/libUnuk/NPC.h .tmp/Unuk-QT1.0.0/ && $(COPY_FILE) --parents ../src/libUnuk/Debug.cpp ../src/Unuk/main.cpp ../src/libUnuk/Input.cpp ../src/libUnuk/Timer.cpp ../src/libUnuk/Font.cpp ../src/libUnuk/ApplySurface.cpp ../src/Unuk/Globals.cpp ../src/libUnuk/Rect.cpp ../src/libUnuk/ImageLoader.cpp ../src/libUnuk/TextureManager.cpp ../src/libUnuk/Texture.cpp ../src/libUnuk/Text.cpp ../src/libUnuk/Map.cpp ../src/libUnuk/Button.cpp ../src/libUnuk/ButtonToggle.cpp ../src/libUnuk/ParticleEmitter.cpp ../src/libUnuk/MainMenu.cpp ../src/libUnuk/IngameMenu.cpp ../src/libUnuk/Collision.cpp ../src/libUnuk/Character.cpp ../src/libUnuk/NPC.cpp .tmp/Unuk-QT1.0.0/ && (cd `dirname .tmp/Unuk-QT1.0.0` && $(TAR) Unuk-QT1.0.0.tar Unuk-QT1.0.0 && $(COMPRESS) Unuk-QT1.0.0.tar) && $(MOVE) `dirname .tmp/Unuk-QT1.0.0`/Unuk-QT1.0.0.tar.gz . && $(DEL_FILE) -r .tmp/Unuk-QT1.0.0 $(COPY_FILE) --parents $(SOURCES) $(DIST) .tmp/Unuk-QT1.0.0/ && $(COPY_FILE) --parents ../src/libUnuk/Debug.h ../src/Libs/wglext.h ../src/Libs/glxext.h ../src/libUnuk/Input.h ../src/libUnuk/Rect.h ../src/libUnuk/Timer.h ../src/libUnuk/Font.h ../Constants.h ../src/Unuk/Constants.h ../src/libUnuk/ApplySurface.h ../src/Unuk/Globals.h ../src/libUnuk/ImageLoader.h ../src/libUnuk/TextureManager.h ../src/libUnuk/Texture.h ../src/libUnuk/Text.h ../src/libUnuk/MapTile.h ../src/libUnuk/Map.h ../src/libUnuk/Button.h ../src/libUnuk/ButtonToggle.h ../src/libUnuk/Menu.h ../src/libUnuk/MainMenu.h ../src/libUnuk/ParticleEmitter.h ../src/libUnuk/IngameMenu.h ../src/libUnuk/Collision.h ../src/libUnuk/Character.h ../src/libUnuk/NPC.h ../src/Unuk/Player.h ../src/Unuk/Game.h .tmp/Unuk-QT1.0.0/ && $(COPY_FILE) --parents ../src/libUnuk/Debug.cpp ../src/Unuk/main.cpp ../src/libUnuk/Input.cpp ../src/libUnuk/Timer.cpp ../src/libUnuk/Font.cpp ../src/libUnuk/ApplySurface.cpp ../src/Unuk/Globals.cpp ../src/libUnuk/Rect.cpp ../src/libUnuk/ImageLoader.cpp ../src/libUnuk/TextureManager.cpp ../src/libUnuk/Texture.cpp ../src/libUnuk/Text.cpp ../src/libUnuk/Map.cpp ../src/libUnuk/Button.cpp ../src/libUnuk/ButtonToggle.cpp ../src/libUnuk/ParticleEmitter.cpp ../src/libUnuk/MainMenu.cpp ../src/libUnuk/IngameMenu.cpp ../src/libUnuk/Collision.cpp ../src/libUnuk/Character.cpp ../src/libUnuk/NPC.cpp ../src/Unuk/Player.cpp ../src/Unuk/Game.cpp .tmp/Unuk-QT1.0.0/ && (cd `dirname .tmp/Unuk-QT1.0.0` && $(TAR) Unuk-QT1.0.0.tar Unuk-QT1.0.0 && $(COMPRESS) Unuk-QT1.0.0.tar) && $(MOVE) `dirname .tmp/Unuk-QT1.0.0`/Unuk-QT1.0.0.tar.gz . && $(DEL_FILE) -r .tmp/Unuk-QT1.0.0
clean:compiler_clean clean:compiler_clean
@ -388,6 +389,44 @@ NPC.o: ../src/libUnuk/NPC.cpp ../src/libUnuk/NPC.h \
../src/libUnuk/Timer.h ../src/libUnuk/Timer.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o NPC.o ../src/libUnuk/NPC.cpp $(CXX) -c $(CXXFLAGS) $(INCPATH) -o NPC.o ../src/libUnuk/NPC.cpp
Player.o: ../src/Unuk/Player.cpp ../src/Unuk/Player.h \
../src/Unuk/Globals.h \
../src/Unuk/Constants.h \
../src/libUnuk/Character.h \
../src/libUnuk/ApplySurface.h \
../src/libUnuk/Debug.h \
../src/libUnuk/ImageLoader.h \
../src/libUnuk/Collision.h \
../src/libUnuk/Map.h \
../src/libUnuk/TextureManager.h \
../src/libUnuk/MapTile.h \
../src/libUnuk/Timer.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o Player.o ../src/Unuk/Player.cpp
Game.o: ../src/Unuk/Game.cpp ../src/Unuk/Game.h \
../src/Unuk/Constants.h \
../src/Unuk/Globals.h \
../src/Unuk/Player.h \
../src/libUnuk/Character.h \
../src/libUnuk/ApplySurface.h \
../src/libUnuk/Debug.h \
../src/libUnuk/ImageLoader.h \
../src/libUnuk/Collision.h \
../src/libUnuk/Map.h \
../src/libUnuk/TextureManager.h \
../src/libUnuk/MapTile.h \
../src/libUnuk/Timer.h \
../src/libUnuk/IngameMenu.h \
../src/libUnuk/Menu.h \
../src/libUnuk/Button.h \
../src/libUnuk/Input.h \
../src/libUnuk/Text.h \
../src/libUnuk/Font.h \
../src/libUnuk/Rect.h \
../src/libUnuk/ButtonToggle.h \
../src/libUnuk/NPC.h
$(CXX) -c $(CXXFLAGS) $(INCPATH) -o Game.o ../src/Unuk/Game.cpp
####### Install ####### Install
install: FORCE install: FORCE

View File

@ -30,7 +30,9 @@ HEADERS += ../src/libUnuk/Debug.h \
../src/libUnuk/IngameMenu.h \ ../src/libUnuk/IngameMenu.h \
../src/libUnuk/Collision.h \ ../src/libUnuk/Collision.h \
../src/libUnuk/Character.h \ ../src/libUnuk/Character.h \
../src/libUnuk/NPC.h ../src/libUnuk/NPC.h \
../src/Unuk/Player.h \
../src/Unuk/Game.h
SOURCES += ../src/libUnuk/Debug.cpp \ SOURCES += ../src/libUnuk/Debug.cpp \
../src/Unuk/main.cpp \ ../src/Unuk/main.cpp \
../src/libUnuk/Input.cpp \ ../src/libUnuk/Input.cpp \
@ -51,4 +53,6 @@ SOURCES += ../src/libUnuk/Debug.cpp \
../src/libUnuk/IngameMenu.cpp \ ../src/libUnuk/IngameMenu.cpp \
../src/libUnuk/Collision.cpp \ ../src/libUnuk/Collision.cpp \
../src/libUnuk/Character.cpp \ ../src/libUnuk/Character.cpp \
../src/libUnuk/NPC.cpp ../src/libUnuk/NPC.cpp \
../src/Unuk/Player.cpp \
../src/Unuk/Game.cpp

View File

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</qtcreator> </qtcreator>

View File

@ -5,8 +5,8 @@
const int TILE_WIDTH = 64; const int TILE_WIDTH = 64;
const int TILE_HEIGHT = 64; const int TILE_HEIGHT = 64;
const int SCREEN_WIDTH = 640; const int SCREEN_WIDTH = 800;
const int SCREEN_HEIGHT = 480; const int SCREEN_HEIGHT = 600;
const int SCREEN_BPP = 16; const int SCREEN_BPP = 16;
const SDL_Color COLOUR_BLACK = { 0, 0, 0 }; const SDL_Color COLOUR_BLACK = { 0, 0, 0 };

192
src/Unuk/Game.cpp Normal file
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@ -0,0 +1,192 @@
#include "Game.h"
Game::Game(void) {
m_map = new Map;
m_ingameMenu = new IngameMenu;
m_player = new Player(m_map);
m_npc = new NPC(m_map);
m_runGameReturnValue = GAME_RETURN_TO_MMENU;
}
Game::~Game(void) {
delete m_map;
delete m_ingameMenu;
delete m_player;
delete m_npc;
}
int Game::Run(const string savegameIDArg) {
m_player->SetXY(200, 200);
m_player->LoadSprites("../Data/Media/Images/Characters/template.png", 40, 45);
m_npc->SetXY(300, 300);
m_npc->LoadSprites("../Data/Media/Images/Characters/template.png", 40,45);
LoadSavegame(savegameIDArg);
int fps;
int frame;
int nextGameTick = SDL_GetTicks();
Timer frameTimer;
frameTimer.Start();
Timer fpsCalc;
fpsCalc.Start();
Timer renderTimer;
Timer updateTimer;
m_gameRenderTime.SetXY(10, 10);
m_gameRenderTime.SetTextBlended("Render - XX", "vsmall", COLOUR_BLACK);
m_gameUpdateTime.SetXY(10, 30);
m_gameUpdateTime.SetTextBlended("Update - XX", "vsmall", COLOUR_BLACK);
stringstream playerXYString;
m_playerXY.SetXY(10, 50);
m_playerXY.SetTextBlended("Player coords - XX XX", "vsmall", COLOUR_BLACK);
m_gameRunning = true;
while(m_gameRunning) {
updateTimer.Start();
while((int)SDL_GetTicks() > nextGameTick) {
HandleInput();
UpdateGame();
nextGameTick += SKIP_TICKS;
}
updateTimer.Pause();
renderTimer.Start();
Render();
renderTimer.Pause();
// Calculate and display our FPS.
if(fpsCalc.GetTicks() >= 1000) {
fps = frame / (fpsCalc.GetTicks() / 1000);
stringstream caption;
caption << "Unuk - FPS: " << fps;
SDL_WM_SetCaption(caption.str().c_str(), NULL);
fpsCalc.Start();
frame = 0;
// Check to see if we are allowed to display debug info.
if(debugEnabled) {
m_gameUpdateTime.SetTextBlended("Update - " + updateTimer.GetTicksStr(), "vsmall", COLOUR_BLACK);
m_gameRenderTime.SetTextBlended("Render - " + renderTimer.GetTicksStr(), "vsmall", COLOUR_BLACK);
playerXYString.str("");
playerXYString << "Player coords: x" << m_player->GetX() << ", y" << m_player->GetY();
m_playerXY.SetTextBlended(playerXYString.str(), "vsmall", COLOUR_BLACK);
}
}
// Restrict the fps.
if(1000 / MAX_FPS > frameTimer.GetTicks()) {
// SDL_Delay does not accept a float so for higher framerate
// limits there's an innacuracy. This is as much as 3fps
// at a limit of 60fps.
SDL_Delay((1000 / MAX_FPS) - frameTimer.GetTicks());
}
frameTimer.Start();
frame++;
}
return m_runGameReturnValue;
}
void Game::HandleInput(void) {
if(m_ingameMenu->GetStatus() == false) {
while(SDL_PollEvent(&event)) {
m_player->HandleInput();
if(event.key.type == SDL_KEYDOWN) {
if(event.key.keysym.sym == SDLK_ESCAPE)
m_ingameMenu->SetStatus(true);
if(event.key.keysym.sym == SDLK_p)
debugEnabled = !debugEnabled;
}
else if(event.type == SDL_QUIT) {
m_gameRunning = false;
m_runGameReturnValue = GAME_QUIT_GAME;
break;
}
}
} else {
switch(m_ingameMenu->HandleInput()) {
case INGAME_MENU_NOTHING:
break;
case INGAME_MENU_RESUME:
m_ingameMenu->SetStatus(false);
break;
case INGAME_MENU_SAVE_GAME:
break;
case INGAME_MENU_LOAD_GAME:
break;
case INGAME_MENU_OPTIONS:
break;
case INGAME_MENU_EXIT_TO_MMENU:
m_gameRunning = false;
break;
}
if(event.type == SDL_QUIT) {
m_gameRunning = false;
m_ingameMenu->SetStatus(false);
m_runGameReturnValue = GAME_QUIT_GAME;
}
}
}
void Game::UpdateGame(void) {
if(m_ingameMenu->GetStatus() == false) {
m_player->Update();
m_npc->Update();
} else {
// :D
}
}
void Game::Render(void) {
if(m_ingameMenu->GetStatus() == false) {
m_map->Render();
m_player->Render();
m_npc->Render();
if(debugEnabled) {
m_gameRenderTime.RenderLiteral();
m_gameUpdateTime.RenderLiteral();
m_playerXY.RenderLiteral();
}
} else {
m_ingameMenu->Render();
}
SDL_Flip(screen);
}
void Game::LoadSavegame(const string savegameIDArg) {
m_saveGameID = savegameIDArg;
string saveFilename = "../Save/" + m_saveGameID;
ifstream saveFile(saveFilename.c_str());
assert(saveFile.is_open());
// Read stuff.
m_map->Load("TestLevel");
}
void Game::SaveSavegame(void) {
string saveFilename = "../Save/" + m_saveGameID;
ofstream saveFile(saveFilename.c_str());
assert(saveFile.is_open());
// Write stuff.
}

61
src/Unuk/Game.h Normal file
View File

@ -0,0 +1,61 @@
#ifndef _GAME_H_
#define _GAME_H_
#include <SDL/SDL.h>
#include <stdlib.h>
#include <iostream>
#include <sstream>
#include <fstream>
#include <string>
#include "Constants.h"
#include "Globals.h"
#include "Player.h"
#include "../libUnuk/IngameMenu.h"
#include "../libUnuk/Map.h"
#include "../libUnuk/Timer.h"
#include "../libUnuk/NPC.h"
#include "../libUnuk/Debug.h"
#include "../libUnuk/Text.h"
using namespace std;
const int GAME_RETURN_TO_MMENU = 0;
const int GAME_QUIT_GAME = 1;
class Game {
public:
Game(void);
~Game(void);
int Run(const string savegameIDArg);
private:
void HandleInput(void);
void UpdateGame(void);
void Render(void);
void LoadSavegame(const string savegameIDArg);
void SaveSavegame(void);
bool m_gameRunning;
int m_runGameReturnValue;
string m_saveGameID;
string m_mapID;
Text m_gameUpdateTime;
Text m_gameRenderTime;
Text m_playerXY;
static const int MAX_FPS = 6000;
static const int GAME_UPDATES_PER_SECOND = 60;
static const int SKIP_TICKS = 1000 / GAME_UPDATES_PER_SECOND;
IngameMenu* m_ingameMenu;
Map* m_map;
Player* m_player;
NPC* m_npc;
};
#endif

View File

@ -10,4 +10,4 @@ SDL_Event event;
int levelWidth; int levelWidth;
int levelHeight; int levelHeight;
//bool debugEnabled = false; bool debugEnabled = false;

View File

@ -13,7 +13,7 @@ extern SDL_Event event;
extern int levelWidth; extern int levelWidth;
extern int levelHeight; extern int levelHeight;
//extern bool debugEnabled; extern bool debugEnabled;
#endif #endif

84
src/Unuk/Player.cpp Normal file
View File

@ -0,0 +1,84 @@
#include "Player.h"
// Pixels * 60 / sec.
const float Player::PLAYER_SPEED = Character::CHARACTER_SPEED + 0.5;
Player::Player(Map *mapArg) : Character(mapArg) {
}
Player::~Player(void) {
}
void Player::HandleInput(void) {
if(event.key.type == SDL_KEYDOWN) {
switch(event.key.keysym.sym) {
case SDLK_w:
yVel -= PLAYER_SPEED;
xVel = 0;
m_directionFacing = FACING_UP;
break;
case SDLK_s:
yVel += PLAYER_SPEED;
xVel = 0;
m_directionFacing = FACING_DOWN;
break;
case SDLK_a:
xVel -= PLAYER_SPEED;
yVel = 0;
m_directionFacing = FACING_LEFT;
break;
case SDLK_d:
xVel += PLAYER_SPEED;
yVel = 0;
m_directionFacing = FACING_RIGHT;
break;
default:
break;
}
}
else if(event.key.type == SDL_KEYUP) {
switch(event.key.keysym.sym) {
case SDLK_w: yVel = 0; break;
case SDLK_s: yVel = 0; break;
case SDLK_a: xVel = 0; break;
case SDLK_d: xVel = 0; break;
default: break;
}
}
else if(event.type == SDL_MOUSEBUTTONDOWN) {
if(event.button.button == SDL_BUTTON_LEFT) {
m_attacking = true;
m_attackTimer.Start();
}
}
}
void Player::Update(void) {
Move();
SetCamera();
}
void Player::SetCamera(void) {
camera.x = (x + w / 2) - SCREEN_WIDTH / 2;
camera.y = (y + h / 2) - SCREEN_HEIGHT / 2;
if(camera.x < 0)
camera.x = 0;
if(camera.y < 0)
camera.y = 0;
if(camera.x > levelWidth - camera.w)
camera.x = levelWidth - camera.w;
if(camera.y > levelHeight - camera.h)
camera.y = levelHeight = camera.h;
}
void Player::Move() {
Character::Move();
if(map->GetMapTransitionName(tileX, tileY) != "n") {
SetXY(map->GetMapTransitionX(tileX, tileY), map->GetMapTransitionY(tileX, tileY));
map->Load(map->GetMapTransitionName(tileX, tileY));
}
}

26
src/Unuk/Player.h Normal file
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@ -0,0 +1,26 @@
#ifndef _PLAYER_H_
#define _PLAYER_H_
#include <SDL/SDL.h>
#include "Globals.h"
#include "Constants.h"
#include "../libUnuk/Character.h"
class Player : public Character {
public:
Player(Map* mapArg);
~Player(void);
void HandleInput(void);
void Update(void);
protected:
void Move(void);
void CheckTileCollisions(void);
private:
void SetCamera(void);
static const float PLAYER_SPEED;
};
#endif

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@ -1,215 +1,116 @@
#ifdef __unix__
#include <sys/time.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <SDL/SDL.h> #include <SDL/SDL.h>
#include <SDL/SDL_image.h>
#include <SDL/SDL_ttf.h>
#include <time.h>
#include <iostream>
#include "../libUnuk/Input.h" #include "../libUnuk/MainMenu.h"
#include "../libUnuk/NPC.h"
#include "../libUnuk/Debug.h" #include "../libUnuk/Debug.h"
#include "Constants.h" #include "Constants.h"
#include "Globals.h" #include "Globals.h"
#include "Game.h"
// Screen width, height, and bit depth.
//const int SCREEN_WIDTH = 640;
//const int SCREEN_HEIGHT = 480;
//const int SCREEN_BPP = 16;
// Define our SDL surface.
SDL_Surface *surface;
void Quit(int returnCode) {
Debug::logger->message("-----Cleaning Up------");
// Clean up the window.
SDL_Quit();
Debug::logger->message("Window destroyed!");
Debug::closeLog();
// And exit appropriately.
exit(returnCode);
}
// Reset our viewport after a window resize.
int ResizeWindow(int width, int height) {
// Height and width ration.
GLfloat ratio;
// Prevent divide by zero.
if(height == 0)
height = 1;
ratio = (GLfloat)width / (GLfloat)height;
// Setup our viewport.
glViewport(0, 0, (GLsizei)width, (GLsizei)height);
// Change to the projection matrix and set our viewing volume.
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Set our perspective.
gluPerspective(45.0f, ratio, 0.1f, 100.0f);
// Change to the MODELVIEW.
glMatrixMode(GL_MODELVIEW);
// Reset The View.
glLoadIdentity();
return 1;
}
void ProcessEvents(SDL_keysym *keysym) {
switch(keysym->sym) {
case SDLK_ESCAPE:
// Quit if we detect 'esc' key.
Quit(0);
break;
case SDLK_F1:
// Fullscreen.
SDL_WM_ToggleFullScreen(surface);
break;
default:
break;
}
return;
}
int InitGL(void) {
// Enable smooth shading.
glShadeModel(GL_SMOOTH);
// Set the background black.
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
// Depth buffer setup.
glClearDepth(1.0f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LEQUAL);
// Nice Perspective Calculations.
glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
return 1;
}
unsigned int GetTickCount() {
struct timeval t;
gettimeofday(&t, NULL);
unsigned long secs = t.tv_sec * 1000;
secs += (t.tv_usec / 1000);
return secs;
}
float GetElapsedSeconds(void) {
unsigned int lastTime = 0;
unsigned int currentTime = GetTickCount();
unsigned int diff = currentTime - lastTime;
lastTime = currentTime;
return float(diff) / 1000.0f;
}
int main() { int main() {
// Initialize our Debug log. if(SDL_Init(SDL_INIT_VIDEO == -1)) {
Debug::openLog(true); system("zenity --error --text=\"Could not load SDL\"");
Debug::logger->message("-----Debug Initialized-----"); Debug::logger->message("Error: Could not load SDL");
return 1;
int videoFlags; }
bool done = false; if(TTF_Init() == -1) {
SDL_Event event; system("zenity --error --text=\"Could not load SDL_TTF\"");
const SDL_VideoInfo *videoInfo; Debug::logger->message("Error: Could not load SDL_TTF");
return 1;
// Initialize SDL.
if(SDL_Init(SDL_INIT_VIDEO) < 0) {
fprintf( stderr, "Video initialization failed: %s\n", SDL_GetError());
Quit(1);
} }
// Fetch the video info. screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 32, SDL_HWSURFACE);
videoInfo = SDL_GetVideoInfo(); SDL_WM_SetCaption("fps - 00", NULL);
// Set the window caption. srand(time(NULL));
SDL_WM_SetCaption("Unuk", NULL);
if(!videoInfo) { camera.x = 0;
fprintf( stderr, "Video query failed: %s\n", SDL_GetError()); camera.y = 0;
Quit(1); camera.w = SCREEN_WIDTH;
} camera.h = SCREEN_HEIGHT;
// Pass some flags to SDL_SetVideoMode. errorTexture = LoadImage("../Data/Media/error.png");
videoFlags = SDL_OPENGL;
videoFlags |= SDL_GL_DOUBLEBUFFER;
videoFlags |= SDL_HWPALETTE;
videoFlags |= SDL_RESIZABLE;
// Can the surface be stored in memory? Text::LoadFonts();
if(videoInfo->hw_available)
videoFlags |= SDL_HWSURFACE;
else
videoFlags |= SDL_SWSURFACE;
// Can we perform blitting on the GPU? Game* game = NULL;
if(videoInfo->blit_hw) MainMenu* menu = new MainMenu;
videoFlags |= SDL_HWACCEL;
// Set up the OpenGL double buffer. int fps;
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); int frame;
const int MAX_FPS = 20;
// Get an SDL surface. Timer frameTimer;
surface = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_BPP, videoFlags); frameTimer.Start();
// Is there an SDL surface? Timer fpsCalc;
if(!surface) { fpsCalc.Start();
fprintf( stderr, "Video mode set failed: %s\n", SDL_GetError());
Quit(1);
}
// Initialize OpenGL. int gameReturnVal;
InitGL(); bool menuRunning = true;
while(menuRunning) {
menu->Render();
SDL_Flip(screen);
Debug::logger->message("\n\n-----Engine Initialization Complete-----"); switch(menu->HandleInput()) {
Debug::logger->message("\n\n-----Logic-----"); case MAIN_MENU_NOTHING:
break;
case MAIN_MENU_NEW_GAME:
delete menu;
game = new Game;
while(!done) { gameReturnVal = game->Run("1");
// Time to poll events.
while(SDL_PollEvent(&event)) { if(gameReturnVal == GAME_RETURN_TO_MMENU)
switch(event.type) { menu = new MainMenu;
case SDL_VIDEORESIZE: else if(gameReturnVal == GAME_QUIT_GAME)
// Handle resize events. menuRunning = false;
surface = SDL_SetVideoMode(event.resize.w, event.resize.h, 16, videoFlags);
if(!surface) { delete game;
Debug::logger->message("Could not get a surface after resize\n"); break;
Quit(1); case MAIN_MENU_LOAD_GAME:
} break;
ResizeWindow(event.resize.w, event.resize.h); case MAIN_MENU_OPTIONS:
break; break;
case SDL_KEYDOWN: case MAIN_MENU_EXIT:
// handle keydown events. menuRunning = false;
ProcessEvents(&event.key.keysym); delete menu;
break; break;
case SDL_QUIT:
// Handle quit events.
done = true;
break;
default:
break;
}
//CreateInput();
//UpdateInput();
} }
// Render the scene. // Calculate and display the FPS.
float elapsedTime = GetElapsedSeconds(); if(fpsCalc.GetTicks() >= 1000) {
fps = frame / (fpsCalc.GetTicks() / 1000);
SDL_GL_SwapBuffers(); stringstream caption;
caption << "Unuk: fps - " << fps;
SDL_WM_SetCaption(caption.str().c_str(), NULL);
fpsCalc.Start();
frame = 0;
}
// Restrict the FPS.
if(1000 / MAX_FPS > frameTimer.GetTicks()) {
// SDL_Delay does not accept a float, so for higher
// framerate limits there is an innacuracy. This is
// as much as 3FPS at a limit of 60FPS.
SDL_Delay((1000 / MAX_FPS) - frameTimer.GetTicks());
}
frameTimer.Start();
frame++;
} }
//game.Shutdown(); // Clean up after ourselves.
// Clean ourselves up and exit. Text::FreeFonts();
Quit(0);
// We should never get here. SDL_FreeSurface(screen);
return(0); SDL_FreeSurface(errorTexture);
SDL_Quit();
TTF_Quit();
return 0;
} }

View File

@ -26,7 +26,7 @@ void Button::SetXY(int xArg, int yArg) {
y = yArg; y = yArg;
button.SetXY(x, y); button.SetXY(x, y);
text.SetXY(x + 10, y + 10); m_text.SetXY(x + 10, y + 10);
} }
void Button::SetTextRGB(Uint8 r, Uint8 g, Uint8 b) { void Button::SetTextRGB(Uint8 r, Uint8 g, Uint8 b) {
@ -34,14 +34,14 @@ void Button::SetTextRGB(Uint8 r, Uint8 g, Uint8 b) {
m_textColour.g = g; m_textColour.g = g;
m_textColour.b = b; m_textColour.b = b;
text.SetTextBlended(text.GetText(), "small", m_textColour); m_text.SetTextBlended(m_text.GetText(), "small", m_textColour);
} }
void Button::SetText(string textArg) { void Button::SetText(string textArg) {
text.SetTextBlended(textArg, "small", m_textColour); m_text.SetTextBlended(textArg, "small", m_textColour);
w = text.GetWidth(); w = m_text.GetWidth();
h = text.GetHeight(); h = m_text.GetHeight();
button.SetWidthHeight(w + 20, h + 15); button.SetWidthHeight(w + 20, h + 15);
} }
@ -58,5 +58,5 @@ bool Button::CheckMouseOver(void) {
void Button::Render(void) { void Button::Render(void) {
button.DrawLiteral(); button.DrawLiteral();
text.RenderLiteral(); m_text.RenderLiteral();
} }

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@ -40,7 +40,7 @@ private:
int h; int h;
Rect button; Rect button;
Text text; Text m_text;
}; };
#endif #endif

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@ -25,7 +25,7 @@ MainMenu::MainMenu(void) {
btnExit.SetText("Exit"); btnExit.SetText("Exit");
btnExit.SetXY(100, 250); btnExit.SetXY(100, 250);
m_background = new Map; m_background = new Map;
m_background->Load("mainmenu"); m_background->Load("MainMenu");
camera.x = 0; camera.x = 0;
camera.y = 0; camera.y = 0;
} }

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@ -21,7 +21,7 @@ public:
void Render(void); void Render(void);
private: private:
Map *m_background; Map* m_background;
Button btnNewGame; Button btnNewGame;
Button btnLoadGame; Button btnLoadGame;

View File

@ -12,6 +12,10 @@ NPC::~NPC(void) {
} }
void NPC::Update(void) {
Move();
}
void NPC::Move(void) { void NPC::Move(void) {
if(m_moving && m_moveTimer.GetTicks() > m_moveDurationMax) { if(m_moving && m_moveTimer.GetTicks() > m_moveDurationMax) {
xVel = 0.0f; xVel = 0.0f;

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@ -25,4 +25,4 @@ private:
Timer m_moveTimer; Timer m_moveTimer;
}; };
#endif #endif

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@ -24,7 +24,7 @@ void Text::LoadFonts(void) {
verySmallFont = Font("../Data/Media/Fonts/Enigma_2.ttf", 16); verySmallFont = Font("../Data/Media/Fonts/Enigma_2.ttf", 16);
smallFont = Font("../Data/Media/Fonts/Enigma_2.ttf", 23); smallFont = Font("../Data/Media/Fonts/Enigma_2.ttf", 23);
mediumFont = Font("../Data/Media/Fonts/Enigma_2.ttf", 27); mediumFont = Font("../Data/Media/Fonts/Enigma_2.ttf", 27);
largeFont = Font("../Data/Media/Fonts/Enigma_2.ttf", 32); largeFont = Font("../Data/Media/Fonts/Enigma_2.ttf", 32);
} }
void Text::FreeFonts(void) { void Text::FreeFonts(void) {