jnx_list *cartographer_get_at(sfView *view) { /*----------------------------------------------------------------------------- * Again a temporary solution to return the entire list *-----------------------------------------------------------------------------*/ if(object_list == NULL) { return NULL; } sfVector2f position = sfView_getCenter(view); int view_max_size = sfView_getSize(view).x; jnx_node *head = object_list->head; jnx_node *head_reset = head; jnx_list *temp_list = jnx_list_create(); int count = 0; while(head) { game_object *obj = head->_data; sfVector2f obj_pos = sfSprite_getPosition(obj->sprite); if(obj_pos.x < position.x + view_max_size && obj_pos.x > position.x - view_max_size && obj_pos.y < position.y + view_max_size && obj_pos.y > position.y - view_max_size) { jnx_list_add(temp_list,obj); ++count; } head = head->next_node; } head = head_reset; /*----------------------------------------------------------------------------- * Note, that you probably don't want to return the original list ever as any manipulation outside of this functionality could cause error *-----------------------------------------------------------------------------*/ return temp_list; }
void game_ui_update(sfRenderWindow *main_window, sfView *view, game_object *player,jnx_list *draw_queue) { sfVector2f pos = sfView_getCenter(view); sfVector2f view_size = sfView_getSize(view); sfVector2f newpos; newpos.x = pos.x - (view_size.x /2); newpos.y = pos.y - (view_size.y /2); sfText_setPosition(player_health_text,newpos); newpos.y = pos.y + (view_size.y /2) - 40; sfText_setPosition(current_kill_count,newpos); char killbuf[1024]; sprintf(killbuf,"Current kills %d",score_get_current()); sfText_setString(current_kill_count,killbuf); char stringbuf[1024]; int health = player->health; if(health <= 0) { health = 0; } sprintf(stringbuf,"Health %d",health); sfText_setString(player_health_text,stringbuf); /*----------------------------------------------------------------------------- * Update current_level_ui *-----------------------------------------------------------------------------*/ char levelbuf[1024]; sprintf(levelbuf,"Current level %d",current_level); sfText_setString(current_level_count,levelbuf); newpos.y = newpos.y + 20; sfText_setPosition(current_level_count,newpos); /*----------------------------------------------------------------------------- * Update radar *-----------------------------------------------------------------------------*/ radar_update(view,main_window); }
void radar_update(sfView *view,sfRenderWindow *main_window) { sfVector2f view_center = sfView_getCenter(view); sfVector2f view_size = sfView_getSize(view); sfVector2f radar_background_pos; radar_background_pos.x = (view_center.x + (view_size.x /2)) - sfRectangleShape_getSize(radar_background).x; radar_background_pos.y = (view_center.y + (view_size.y /2)) - sfRectangleShape_getSize(radar_background).y; sfRectangleShape_setPosition(radar_background,radar_background_pos); }
int game_ui_setup(sfRenderWindow *main_window, sfView *main_view) { /*----------------------------------------------------------------------------- * Player health text in top left *-----------------------------------------------------------------------------*/ sfVector2f pos = sfView_getCenter(main_view); sfVector2f view_size = sfView_getSize(main_view); sfVector2f newpos; newpos.x = pos.x - (view_size.x /2); newpos.y = pos.y - (view_size.y /2); char stringbuf[1024]; sprintf(stringbuf,"Health - %d",0); /*----------------------------------------------------------------------------- * Player health text *-----------------------------------------------------------------------------*/ player_health_text = game_ui_text_builder(stringbuf, newpos, sfColor_fromRGB(255,255,0), sfTextRegular, 25); newpos.y = pos.y + (view_size.y /2) - 40; /*----------------------------------------------------------------------------- * Player kill count *-----------------------------------------------------------------------------*/ current_kill_count = game_ui_text_builder("", newpos,sfColor_fromRGB(255,255,255),sfTextRegular, 15); /*----------------------------------------------------------------------------- * Current level ui *-----------------------------------------------------------------------------*/ newpos.y = newpos.y + 20; current_level_count = game_ui_text_builder("",newpos,sfColor_fromRGB(255,255,255),sfTextRegular,15); JNX_LOG(NULL,"Created game ui\n"); /*----------------------------------------------------------------------------- * Setup the radar *-----------------------------------------------------------------------------*/ radar_setup(); return 0; }
void game_run() { JNX_LOG(NULL,"Starting run loop\n"); sfEvent current_event; sfTime time; float current_time; while(sfRenderWindow_isOpen(main_window)) { switch(current_game_state) { case COMPLETE: sfRenderWindow_clear(main_window,clear_color); sfRenderWindow_pollEvent(main_window,¤t_event); switch(current_event.key.code) { case sfKeyReturn: sfRenderWindow_close(main_window); } sfVector2f completepos = sfView_getCenter(main_view); int string_length = strlen(sfText_getString(game_finish_text)); int complete_offset = sfText_getCharacterSize(game_finish_text) * string_length; completepos.x = completepos.x - (complete_offset / 2); sfText_setPosition(game_finish_text,completepos); sfRenderWindow_drawText(main_window,game_finish_text,NULL); sfRenderWindow_display(main_window); break; case NEXT_LEVEL: sfRenderWindow_clear(main_window,clear_color); sfRenderWindow_pollEvent(main_window,¤t_event); switch(current_event.key.code) { case sfKeyEscape: sfRenderWindow_close(main_window); break; case sfKeyReturn: game_setup_next_level(); break; } sfVector2f nlpos = sfView_getCenter(main_view); int nltext_offset = strlen(sfText_getString(next_level_text)); nltext_offset = nltext_offset * sfText_getCharacterSize(next_level_text); sfVector2f nlnewpos; nlnewpos.x = nlpos.x - (nltext_offset / 2); nlnewpos.y = nlpos.y; sfText_setPosition(next_level_text,nlnewpos); int nlbt_offset = strlen(sfText_getString(next_level_button_text)); nlbt_offset = nlbt_offset * sfText_getCharacterSize(next_level_button_text); nlnewpos.x = nlpos.x - (nlbt_offset /2); nlnewpos.y = nlnewpos.y + 50; sfText_setPosition(next_level_button_text,nlnewpos); switch(text_yellow) { case 0: sfText_setColor(next_level_button_text,sfColor_fromRGB(255,255,0)); text_yellow = 1; break; case 1: sfText_setColor(next_level_button_text,sfColor_fromRGB(255,0,0)); text_yellow = 0; break; } sfRenderWindow_drawText(main_window,next_level_text,NULL); sfRenderWindow_drawText(main_window,next_level_button_text,NULL); sfRenderWindow_display(main_window); break; case RUNNING: time = sfClock_getElapsedTime(_clock); current_time = sfTime_asSeconds(time); sfRenderWindow_pollEvent(main_window,¤t_event); /*----------------------------------------------------------------------------- * Slowly zoom in as we start the level *-----------------------------------------------------------------------------*/ /* if(sfView_getSize(main_view).x > videomode.width) { sfView_zoom(main_view,0.99f); } */ switch(current_event.key.code) { case sfKeyEscape: sfRenderWindow_close(main_window); break; } if(score_max_achieved() == 1) { if(current_level < max_levels) { current_game_state = NEXT_LEVEL; }else if(current_level == max_levels) { current_game_state = COMPLETE; } score_reset(); } sfRenderWindow_clear(main_window,clear_color); /*----------------------------------------------------------------------------- * Set the current view *-----------------------------------------------------------------------------*/ if(player != NULL){ sfView_setCenter(main_view,sfSprite_getPosition(player->sprite)); sfRenderWindow_setView(main_window,main_view); } /*----------------------------------------------------------------------------- * Draw starfield *-----------------------------------------------------------------------------*/ if(player != NULL){ starfield_draw(main_view,main_window,sfSprite_getPosition(player->sprite)); } /*----------------------------------------------------------------------------- * Draw objects *-----------------------------------------------------------------------------*/ jnx_list *draw_queue = cartographer_get_at(main_view); if(draw_queue != NULL){ jnx_node *current_draw_pos = draw_queue->head; /*----------------------------------------------------------------------------- * Draw weapon fire *-----------------------------------------------------------------------------*/ weapon_draw(main_window,main_view,&draw_queue); while(current_draw_pos) { game_object *obj = (game_object*)current_draw_pos->_data; if(strcmp(obj->object_type,"player") == 0) { game_object_update(obj,current_event,main_view); } else { /*----------------------------------------------------------------------------- * Update AI objects *-----------------------------------------------------------------------------*/ game_ai_update(obj,player); } #ifdef BOUNDING_BOX sfRectangleShape *bounding = game_object_get_boundingRect(obj); sfRenderWindow_drawRectangleShape(main_window,bounding,NULL); sfRectangleShape_destroy(bounding); #endif sfRenderWindow_drawSprite(main_window,obj->sprite,NULL); current_draw_pos = current_draw_pos->next_node; } cartographer_update(); } /*----------------------------------------------------------------------------- * Draw ingame ui *-----------------------------------------------------------------------------*/ game_ui_update(main_window,main_view,player,draw_queue); game_ui_draw(main_window,draw_queue); sfRenderWindow_display(main_window); jnx_list_destroy(&draw_queue); break; case GAMEOVER: sfRenderWindow_clear(main_window,clear_color); sfRenderWindow_pollEvent(main_window,¤t_event); switch(current_event.key.code) { case sfKeyEscape: sfRenderWindow_close(main_window); break; } sfVector2f pos = sfView_getCenter(main_view); int text_offset = strlen(sfText_getString(game_over_text)); text_offset = text_offset * sfText_getCharacterSize(game_over_text); sfVector2f newpos; newpos.x = pos.x - (text_offset / 2); newpos.y = pos.y; sfText_setPosition(game_over_text,newpos); sfRenderWindow_drawText(main_window,game_over_text,NULL); sfRenderWindow_display(main_window); break; case GAMESTART: sfRenderWindow_clear(main_window,clear_color); sfRenderWindow_pollEvent(main_window,¤t_event); int game_bound = atoi(jnx_hash_get(config,"GAMEBOUNDS")); switch(current_event.key.code) { case sfKeyEscape: sfRenderWindow_close(main_window); break; case sfKeySpace: play_music(INGAMEMUSIC); current_game_state = LOADING; break; } sfVector2f pos_start = sfView_getCenter(main_view); int text_offset_start = strlen(sfText_getString(game_start_text)); text_offset_start = text_offset_start * sfText_getCharacterSize(game_start_text); sfVector2f newpos_start; newpos_start.x = pos_start.x + (text_offset_start /2 ); newpos_start.y = pos_start.y - (text_offset_start /2); sfText_setPosition(game_start_text,newpos_start); sfVector2f button_start; button_start.x = newpos_start.x; button_start.y = newpos_start.y + 50; sfText_setPosition(game_start_button_text,button_start); button_start.y = button_start.y + 50; sfText_setPosition(game_author_text,button_start); switch(text_yellow) { case 0: sfText_setColor(game_start_button_text,sfColor_fromRGB(255,255,0)); sfText_setColor(game_start_text,sfColor_fromRGB(255,255,0)); text_yellow = 1; break; case 1: sfText_setColor(game_start_button_text,sfColor_fromRGB(255,0,0)); sfText_setColor(game_start_text,sfColor_fromRGB(255,0,0)); text_yellow = 0; break; } jnx_list *menu_starfield = starfield_menu_create(main_view); jnx_node *head = menu_starfield->head; while(menu_starfield->head) { sfSprite *sprite = menu_starfield->head->_data; sfVector2f pos = sfSprite_getPosition(sprite); pos.y = pos.y +5; if(pos.y > sfView_getSize(main_view).y) { pos.y = 0; } sfSprite_setPosition(sprite,pos); sfRenderWindow_drawSprite(main_window,sprite,NULL); menu_starfield->head = menu_starfield->head->next_node; } menu_starfield->head = head; sfRenderWindow_drawText(main_window,game_start_button_text,NULL); sfRenderWindow_drawText(main_window,game_start_text,NULL); sfRenderWindow_drawText(main_window,game_author_text,NULL); sfRenderWindow_display(main_window); break; case LOADING: sfRenderWindow_clear(main_window,clear_color); sfRenderWindow_setView(main_window,main_view); if(loading_started == 0) { //spawn thread pthread_t load_worker; pthread_create(&load_worker,NULL,game_load,NULL); loading_started = 1; } if(loading_flag == 1) { //break and start game loading_started = 0; loading_flag = 0; sfVector2f viewpos; viewpos.x = game_bound /2; viewpos.y = game_bound /2; sfView_setCenter(main_view,viewpos); sfVector2f size = sfView_getSize(main_view); size.x = size.x *2; size.y = size.y *2; /*----------------------------------------------------------------------------- * Set the zoom a bit further out so on level start we can zoom in *-----------------------------------------------------------------------------*/ // sfView_setSize(main_view,size); current_game_state = RUNNING; printf("Loading done\n"); break; } sfVector2f loadingpos = sfView_getCenter(main_view); int loading_offset = strlen(sfText_getString(game_loading_text)); loading_offset = loading_offset * sfText_getCharacterSize(game_loading_text); loadingpos.x = loadingpos.x - (loading_offset /2); loadingpos.y = loadingpos.y - (loading_offset /2); switch(text_yellow) { case 0: sfText_setColor(game_loading_text,sfColor_fromRGB(255,255,0)); text_yellow = 1; break; case 1: sfText_setColor(game_loading_text,sfColor_fromRGB(255,0,0)); text_yellow = 0; break; } sfText_setPosition(game_loading_text,loadingpos); sfRenderWindow_drawText(main_window,game_loading_text,NULL); sfRenderWindow_display(main_window); break; } } }
void sfView_getSize_wrapper(const sfView* view, sfVector2f* size) { *size = sfView_getSize(view); }