Exemple #1
0
int main()
{
	// Init GLFW
	glfwInit();
	
	// Create a GLFWwindow object that we can use for GLFW's functions
	Window window = Window(WIDTH, HEIGHT, TITLE);
	window.DefineViewport();

	//glfwSetInputMode(window.getWindowPtr(), GLFW_CURSOR, GLFW_CURSOR_DISABLED);			
	/// ^(Maybe use this later)

	// Callback functions
	glfwSetKeyCallback(window.getWindowPtr() , key_callback);

	// Init GLEW
	glewExperimental = GL_TRUE;
	glewInit();

	// Enable alpha channel transparency
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	// Load and compile shaders to a program
	Shader ShaderProgram = Shader("../deps/shaders/shadervert.vs", "../deps/shaders/shaderfrag.fs");

	// Load explosion graphics
	extern_Explosion.Init(ShaderProgram.GetProgramID());

	// Load texture/Game objects
	Texture2D texture_background1 = Texture2D("../deps/textures/backgroundSpace_01.1.png", PNG_RGB);
	SpriteMap Background = SpriteMap(texture_background1, 1.0f, 1.0f, glm::vec3(0.0f, 0.0f, 0.0f), 1.0f, BACKGROUND);

	Player PlayerShip;
	PlayerShip.Init(moveSpeed);

	Enemy Enemies;
	Enemies.Init();

	// Projection matrix: ortho for 2D
	glm::mat4 proj = glm::ortho(0, window.getWidth(), 0, window.getHeight());


	// Game loop
	while (!window.ShouldClose())
	{
		double startFrame = glfwGetTime();  ///< for FPS limiting

		// Check if any events have been activiated and call callback function (via GLFW)
		glfwPollEvents();

		// Clear the colorbuffer
		glClearColor(0.6f, 0.8f, 0.8f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

		/*	   Drawing	    */

		ShaderProgram.Use();

		// Background position and drawing calculations - just identity matrix
		glm::mat4 model;
		GLint modelLoc = glGetUniformLocation(ShaderProgram.GetProgramID(), "model");
		glUniformMatrix4fv(modelLoc, 1, GL_FALSE, glm::value_ptr(model));

		Background.BackgroundScroll(scrollSpeed);
		Background.Draw();

		Collision::EnemyHit(&PlayerShip, &Enemies);
		Collision::PlayerHit(&PlayerShip, &Enemies);
		Collision::ShipsCollide(&PlayerShip, &Enemies);

		PlayerShip.Move(keys);
		PlayerShip.AddShots(keys);
		PlayerShip.Draw(ShaderProgram.GetProgramID());
		
		Enemies.Move();
		Enemies.Shoot(PlayerShip.GetPosition());
		Enemies.Draw(ShaderProgram.GetProgramID());

		extern_Explosion.Draw();

		// FPS Calculation/Limiting
		float fps = CalculateFPS();
		static int printFPS = 0;
		if (printFPS == 100) {
			Enemies.Add(EN_0, PlayerShip.GetPosition());
			Enemies.Add(EN_1, PlayerShip.GetPosition());
			std::cout << fps << std::endl;
			printFPS = 0;
		} else {
			printFPS++;
		}
		
		
		LimitFPS(FPS, startFrame);
		
		if (PlayerShip.GetLives() <= 0)
		{
			window.Close();
		}

		// Swap the screen buffers
		window.SwapBuffers();
	}

	Background.Delete();
	PlayerShip.Delete();
	Enemies.DeleteAll();
	extern_Explosion.DeleteAll();

	// Close GLFW
	glfwTerminate();
	return 0;
}
Exemple #2
0
int main()
{
    int shotsFired = 0;
    fstream out;
    out.open("shotsFired.txt");
    fstream in;
    string filename = "GameName.txt";
    in.open(filename.c_str());
    string windowName;
    if(!in.fail()){
        windowName = accessStream(in, true);
    }
    World world;
    Player * player = new Player();
    PlayerProjectile projectile;
    PlayerProjectile chargePro(1);
    Enemy * enemy = new Enemy();
    sf::Music music;
    if(!music.openFromFile("assets/sound/level0.wav")){
        cout << "Failed to open music file" << endl;
    }
    music.setVolume(25);
    music.play();

    //Floor* street = new Floor("street");
    sf::Sprite background;
    sf::Texture bgScene;
    bgScene.loadFromFile("assets/art/background.png");
    bgScene.setSmooth(false);
    background.setTexture(bgScene);

    background.scale(bgScaleFactor, bgScaleFactor);
    sf::RenderWindow window(sf::VideoMode(screenWidth, screenHeight), windowName);
    //window.setVerticalSyncEnabled(true);
    window.setFramerateLimit(60);

    sf::Sprite EnemyObject;
    EnemyObject.scale(scaleFactor, scaleFactor);
    sf::Sprite PlayerObject;
    PlayerObject.scale(scaleFactor, scaleFactor);
    EnemyObject.setTexture(enemy->Update());
    sf::Vector2f pStart(400, 50);
    sf::Vector2f eStart(200, 230);
    EnemyObject.move(eStart);
    PlayerObject.setTexture(player->Update());
    PlayerObject.move(pStart);

    vector<sf::Sprite> ObjsInView;
    vector<PlayerProjectile> ProjsInView;
    vector<Enemy*> EnemiesInView;
    //vector<Floor*> TilesInView;
    ObjsInView.push_back(PlayerObject);
    for(unsigned i = 0; i < world.TileMap.size(); i++){
        for(unsigned j = 0; j < world.TileMap[i].length(); ++j){
            if(world.TileMap[i][j] == 'S') {
                Floor* f = new Floor("street", j, i);
                world.TilesInView.push_back(f);
            }
        }
    }
    sf::RectangleShape floorCollider(sf::Vector2f(800.f, 45.f));
    floorCollider.setPosition(0.f, 370.f);
    floorCollider.setFillColor(sf::Color::Transparent);
    floorCollider.setOutlineColor(sf::Color::Red);

    // Start the game loop
    while (window.isOpen())
    {
        window.clear();
        // Process events
        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed) {
                window.close();
            }
        }
        if(sf::Keyboard::isKeyPressed(sf::Keyboard::X)){
            if(player->Shoot()){
               PlayerProjectile lemon = projectile;
            if(player->getPlayerState() == Player::idleRight
               || player->getPlayerState() == Player::jumpRight
               || player->getPlayerState() == Player::runRight
               || player->getPlayerState() == Player::fallRight) {

                lemon.setVelocity(7);
                lemon.setSprite(PlayerProjectile::right);
            } else {
                //lemonSprite.setTexture(projectile.lemonLeft);
                lemon.setVelocity(-7);
                lemon.setSprite(PlayerProjectile::left);
            }
               lemon.setPosition(PlayerObject.getPosition());
               ProjsInView.push_back(lemon);
            }
        }
        if(sf::Keyboard::isKeyPressed(sf::Keyboard::C)){
            if(player->Shoot()){
               PlayerProjectile lemon = chargePro;
            if(player->getPlayerState() == Player::idleRight
               || player->getPlayerState() == Player::jumpRight
               || player->getPlayerState() == Player::runRight
               || player->getPlayerState() == Player::fallRight) {

                lemon.setVelocity(7);
                lemon.setSprite(PlayerProjectile::right);
            } else {
                //lemonSprite.setTexture(projectile.lemonLeft);
                lemon.setVelocity(-7);
                lemon.setSprite(PlayerProjectile::left);
            }
               lemon.setPosition(PlayerObject.getPosition());
               ProjsInView.push_back(lemon);
            }
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left)) {
                player->setDirection(Player::left);
            }
        else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right)) {
                player->setDirection(Player::right);
            }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left) && sf::Keyboard::isKeyPressed(sf::Keyboard::X)) {
                player->setDirection(Player::left);
                player->Shoot();
                shotsFired++;
            }
        else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right) && sf::Keyboard::isKeyPressed(sf::Keyboard::X)) {
                player->setDirection(Player::right);
                player->Shoot();
                shotsFired++;
            }
        if(player->boundingBox.getGlobalBounds().intersects(floorCollider.getGlobalBounds())){
            if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z)) {
                    player->Jump();
            }
            if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z) && sf::Keyboard::isKeyPressed(sf::Keyboard::X)){
                player->Jump();
                player->Shoot();
                shotsFired++;
            }
            }
            if (!sf::Keyboard::isKeyPressed(sf::Keyboard::Right) &&
                     !sf::Keyboard::isKeyPressed(sf::Keyboard::Left)){
                     player->setDirection(Player::none);
            }
        PlayerObject.move(player->getVelocity(), player->getGravity(floorCollider));
        enemy->positionBounds(EnemyObject);
        if(!enemy->checkCollision(player->boundingBox)){
            EnemyObject.move(enemy->Move(EnemyObject), 0);
        }
        player->positionBounds(PlayerObject);

        window.draw(background);
        window.draw(floorCollider);

        for(unsigned i = 0; i < world.TilesInView.size(); ++i){
            RenderTiles(world.TilesInView[i]->getTiles(), world.TilesInView[i], window);
        }
        sf::Texture playerTex = player->Update();
        sf::Texture enemyTex = enemy->Update();
        //playerTex.setSmooth(false);
        PlayerObject.setTexture(playerTex, true);
        EnemyObject.setTexture(enemyTex, true);
        RenderProjectiles(ProjsInView, window, projectile, player);
        window.draw(EnemyObject);
        window.draw(player->boundingBox);
        window.draw(PlayerObject);

        // Update the window
        window.display();
    }
    if(!out.fail()){
        accessStream(out, false, shotsFired);
        //out << shotsFired;
        //out << std::flush;
    }

    return 0;
}