Exemple #1
0
int main(int argc, char *argv[])
{
  /*
  sf::RenderWindow app(sf::VideoMode(640, 480), "ECS");
  sf::RectangleShape rectangle(sf::Vector2f(50.f, 50.f));
  rectangle.setFillColor(sf::Color::Blue);

  sf::RectangleShape rectangle2(sf::Vector2f(50.f, 50.f));
  rectangle2.setFillColor(sf::Color::Red);

  GameObject objects[2];

  DescriptionSystem desc_sys;
  MovementSystem move_sys;
  RenderSystem renderer(&app);
  CollisionSystem collision_sys;

  DescriptionComponent desc(objects[0].getId());
  PositionComponent pos(objects[0].getId()), pos2(objects[1].getId());
  VelocityComponent vel(objects[0].getId(), 1.f), vel2(objects[1].getId(), 0.2f, 0.1f);
  DrawableComponent drawable(objects[0].getId()), drawable2(objects[1].getId());
  CollidableComponent c1(objects[0].getId(), rectangle.getGlobalBounds()), c2(objects[1].getId(), rectangle2.getGlobalBounds());
  drawable.drawable = &rectangle;
  drawable2.drawable = &rectangle2;

  //pos.position.y = 50.f;
  pos2.position.x = 250.f;
  pos2.position.y = 20.f;

  desc_sys.registerComponent("Description");

  move_sys.registerComponent("Position");
  move_sys.registerComponent("Velocity");

  renderer.registerComponent("Drawable");
  renderer.registerComponent("Position");

  collision_sys.registerComponent("Position");
  collision_sys.registerComponent("Collidable");

  objects[0].addComponent(&desc);
  objects[0].addComponent(&pos);
  objects[0].addComponent(&vel);
  objects[0].addComponent(&drawable);
  objects[0].addComponent(&c1);

  objects[1].addComponent(&vel2);
  objects[1].addComponent(&drawable2);
  objects[1].addComponent(&pos2);
  objects[1].addComponent(&c2);

  if (desc_sys.canUpdate(objects[0]))
    desc_sys.update(objects[0]);

  sf::Event event;
  while (app.isOpen())
    {
      while (app.pollEvent(event))
	{
	  if (event.type == sf::Event::Closed)
	    app.close();
	}

      for (int i(0) ; i < 2 ; ++i)
	if (move_sys.canUpdate(objects[i]))
	  move_sys.update(objects[i]);


      app.clear(sf::Color::White);

      for (int i(0) ; i < 2 ; ++i)
	if (collision_sys.canUpdate(objects[i]))
	  collision_sys.update(objects[i]);

      for (int i(0) ; i < 2 ; ++i)
	if (renderer.canUpdate(objects[i]))
	  renderer.update(objects[i]);

      app.display();
    }
*/

  GameWorld world;
  GameObject *o1(world.addObject());
  GameObject *o2(world.addObject());

  sf::RectangleShape rectangle1(sf::Vector2f(50.f, 50.f));
  rectangle1.setFillColor(sf::Color::Blue);

  sf::RectangleShape rectangle2(sf::Vector2f(50.f, 50.f));
  rectangle2.setFillColor(sf::Color::Red);

  PhysicSystem *phys_sys(new PhysicSystem);
  phys_sys->registerComponent("Physic");
  phys_sys->registerComponent("Position");
  world.addSystem(phys_sys);

  PhysicComponent phys1(o1->getId(), 50, cpMomentForBox(50, 5, 5)), phys2(o2->getId(), 50, cpMomentForBox(50, 5, 5));
  DescriptionComponent desc1(o1->getId()), desc2(o2->getId());
  PositionComponent pos1(o1->getId()), pos2(o2->getId());
  //VelocityComponent vel1(objects[0].getId(), 1.f), vel2(objects[1].getId(), 0.2f, 0.1f);
  DrawableComponent drawable1(o1->getId()), drawable2(o2->getId());
  //CollidableComponent c1(objects[0].getId(), rectangle.getGlobalBounds()), c2(objects[1].getId(), rectangle2.getGlobalBounds());

  phys1.shape = cpBoxShapeNew(phys1.body, 50.f, 50.f);
  phys2.shape = cpBoxShapeNew(phys2.body, 50.f, 50.f);
  cpBodySetPos(phys1.body, cpv(0, 0));
  cpBodySetPos(phys2.body, cpv(200, 0));

  cpSpaceAddShape(phys_sys->getSpace(), phys1.shape);
  cpSpaceAddShape(phys_sys->getSpace(), phys2.shape);

  cpSpaceAddBody(phys_sys->getSpace(), phys1.body);
  cpSpaceAddBody(phys_sys->getSpace(), phys2.body);

  drawable1.drawable = &rectangle1;
  drawable2.drawable = &rectangle2;

  pos1.position.x = 50.f;
  pos2.position = sf::Vector2f(200.f, 150.f);

  o1->addComponent(&desc1);
  o1->addComponent(&drawable1);
  o1->addComponent(&pos1);
  o1->addComponent(&phys1);

  o2->addComponent(&desc2);
  o2->addComponent(&drawable2);
  o2->addComponent(&pos2);
  o2->addComponent(&phys2);

  while (true)
    {
      world.update();
    }

  return 0;
}
Exemple #2
0
int GameSession::Run(){

	// temp
	int numLobbyPlayer = 0;
	int numPlayers = 1;
	//


	/// MANAGERS

	LogManager* log = LogManager::GetLogManager();
	InputManager* input = InputManager::getInstance();
	AudioManager* audioMan = AudioManager::getAudioInstance();
	RenderManager* renderMan = RenderManager::getRenderManager();
	ResourceManager* resourceMan = ResourceManager::GetResourceManager();
	SceneManager* sceneMan = SceneManager::GetSceneManager();

	input->update();


	/////////////////////////////////////////////////////////////////////////////////////////
	/////////////////////////////////////////////////////////////////////////////////////////

	///  SYSTEMS

	SystemNetworkUpdater sysNetwork;
	SystemRenderUpdater sysRenderer;
	SystemInputUpdater sysInput;
	SystemLogicUpdater sysLogic;
	SystemPhysicsUpdater sysPhysics;
	SystemClassUpdater sysClass;
	SystemUIUpdater sysUI;

	/// ENTITIES
	PlayerObjectFactory pFactory;
	MinionObjectFactory mFactory;
	FeatherObjectFactory fFactory;
	PlatformObjectFactory plFactory;
	MidPlatObjectFactory mpFactory;

	numPlayers = NetworkManager::sInstance->GetPlayerCount();
	
	//std::cout << NetworkManager::sInstance->GetLobbyId() << std::endl;
	/*for (const auto& iter : NetworkManager::sInstance->lobbyInfoMap){
		std::cout << iter.first << std::endl;
		std::cout << "\tClass:" << iter.second.classType << std::endl;
	}*/

	GameObject * player = NULL;
	Stats stats;
	/// try to join a game and give each user a unique character in the game
	unordered_map< uint64_t, PlayerInfo > lobby = NetworkManager::sInstance->getLobbyInfoMap();
	Stats::resetStats();
	int i = 0;
	bool local = true;
	for (auto &iter : lobby){
		int classType = iter.second.classType;
		std::cout << "classType: " << classType << std::endl;
		if (iter.first == NetworkManager::sInstance->GetMyPlayerId()){
			player = GameObjects.AddObject(pFactory.Spawn(iter.first, (classType % 50) + 1, (i % 2) + 1, local));
			Stats::setLocalTeam((i % 2) + 1);
			Stats::addPlayer(iter.first, (i % 2) + 1);
		}
		else{
			GameObjects.AddObject(pFactory.Spawn(iter.first, (classType % 50) + 1, (i % 2) + 1, !local));
			Stats::addPlayer(iter.first, (i % 2) + 1);
		}
		++i;
	}



	/////////////////////////////////////////////////////
	/*              * * * GAME LOOP * * *              */
	/////////////////////////////////////////////////////


	bool gameloop = true;
	int var = 0;
	renderMan->zoom = 0.5;

	float size = 6;
	float ratio = 0.7f;
	int armswing = (int)size;
	int moveSpd = 1;
	int pressed = 0;
	int pressedTime = 3;
	int rotation = 0;
	audioMan->playByName("bgmBAAGameplay.ogg");
	bool gameEndMusic = false;
	int mousecounter = 5;
	renderMan->zoom = 0.6f;
	
	SystemUIObjectQueue queue;

	//World Loading
	GameSession::LoadWorld();
	GameSession::LoadPlayers();
	GameSession::LoadHUD(player, queue);

	///*auto spawning minion variables
	int minionCounter = 10000;

	//crosshair variables
	SDLRenderObject * crosshair = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 1109, -1000, -1000, -0.05f);
	SDLRenderObject * crosshairCharging = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 1111, -1000, -1000, -0.05f);
	crosshairCharging->visible = false;
	PlayerLogicComponent* playerLogic = dynamic_cast<PlayerLogicComponent*>(player->GetComponent(COMPONENT_LOGIC));
	PlayerRenderComponent* playerRend = dynamic_cast<PlayerRenderComponent*>(player->GetComponent(COMPONENT_RENDER));

	//midway fountain
	/*
	SDLRenderObject * fount = sceneMan->InstantiateObject(sceneMan->findLayer("layer2"), 101004, 40, 150, 0.005f);
	fount->setScale(0.5f);
	list<motion> motions;
	motions.push_back(makeMotion(keyframeAnimate(fount, 0, 15), 0, 1));
	Animation * runWater = new Animation(100, motions);
	int aniCounter = 0;
	*/
	LoadBackgroundProps();

	int aniCounter = 0;


	bool firstTime = true;
	Timing::sInstance.SetCountdownStart();
	NetworkManager::sInstance->SetState(NetworkManager::NMS_Playing);
	std::cout << NetworkManager::sInstance->GetState() << std::endl;


	clock_t current_ticks, delta_ticks;
	clock_t fps = 0;
	string fpscounter = "";

	SDLRenderObject * fpsHUD = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), -1, 5, 0, true);
	fpsHUD->setResourceObject(renderMan->renderText(fpscounter.c_str(), 255, 0, 0, 20, "VT323-Regular"));
	fpsHUD->setPos(0, 0);
	SDLRenderObject * leftbaseHUDicon = nullptr;
	SDLRenderObject * rightbaseHUDicon = nullptr;

	if (player->team == TEAM_PURPLE){
		leftbaseHUDicon = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 7006, 0, 0, true);
		leftbaseHUDicon->flipH = true;
		rightbaseHUDicon = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 7005, 0, 0, true);
		rightbaseHUDicon->flipH = true;
	}
	else{

		leftbaseHUDicon = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 7005, 0, 0, true);
		rightbaseHUDicon = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 7006, 0, 0, true);
	}

	leftbaseHUDicon->setPos(-150, 600);

	string leftBaseHealth = "";
	SDLRenderObject * leftbaseHUD = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), -1, 5, 0, true);
	leftbaseHUD->setResourceObject(renderMan->renderText(leftBaseHealth.c_str(), 255, 0, 0, 60, "VT323-Regular"));
	leftbaseHUD->setPos(15, 650);



	rightbaseHUDicon->setPos(1214, 600);

	string rightBaseHealth = "";
	SDLRenderObject * rightbaseHUD = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), -1, 5, 0, true);
	rightbaseHUD->setResourceObject(renderMan->renderText(rightBaseHealth.c_str(), 255, 0, 0, 60, "VT323-Regular"));
	rightbaseHUD->setPos(1281, 650);


	

	renderMan->toggleCursor(0);

	/////////////Flip screen if needed/////////////////

	if (player->team == TEAM_PURPLE){
		std::cout << "flip the screen" << std::endl;
		renderMan->flippedScreen = true;
	}
	//////////////////////////////////////////////////

	bool gameEnd = false;
	inGameStatsRenderComponent inGameStats;

	while (gameloop) {
		current_ticks = clock();


		if (input->isKeyDown(KEY_TAB)){
			inGameStats.updateText();
			inGameStats.toggleOn(true);
		}
		else{
			inGameStats.toggleOn(false);
		}

		//std::cout << NetworkManager::sInstance->GetState() << std::endl;
		
	

		/*if (input->isKeyDown(KEY_Q)){
			if (renderMan->cameraPoint.z < -5){
				renderMan->cameraPoint.z += 1;
			}
		}
		if (input->isKeyDown(KEY_W)){
			renderMan->cameraPoint.z -= 1;
		}
		if (input->isKeyDown(KEY_E)){
			renderMan->flippedScreen = !renderMan->flippedScreen;
		}*/

		/*clock_t t;
		t = clock();*/

		

		if (input->isKeyDown(KEY_F)){
			std::cout << "Number of feathers: " << GameObjects.dead_feathers.size() << std::endl;
		}

		if (input->isKeyDown(KEY_M)){
			std::cout << "Number of minions: " << GameObjects.dead_minions.size() << std::endl;
		}

		if (input->isKeyDown(KEY_L)){
			std::cout << "Alive Objects: " << GameObjects.alive_objects.size() << std::endl;
		} 

		if (input->isKeyDown(KEY_Y)) {
			renderMan->ShakeScreen(.2f, .5f);
		}
		
		mousecounter++;
		////////////////////////////////////

		if (numPlayers != 1)  NetworkManager::sInstance->UpdateDelay();

		//CAMERA MOVEMENT - based on player position
		if (!gameEnd){
			if (player){
				//Camera Shake
				if ((!rightBase->isAlive || !leftBase->isAlive) && !endedBaseShake) {
					endedBaseShake = true;
					renderMan->ShakeScreen(1, 1);
				}
				/*int mousePos = input->getMouseX();
				int wid, hei;
				renderMan->getWindowSize(&wid, &hei);
				float xRatio = (mousePos - wid / 2) / float(wid / 2);
				float xPlus = (float)(wid / 4) - 20;
				//std::cout << xRatio << std::endl;
				renderMan->setCameraPoint(player->posX + xRatio*xPlus, 0);*/
				float mouseX, mouseY;
				renderMan->windowCoordToWorldCoord(mouseX, mouseY, input->getMouseX(), input->getMouseY());
				float cameraX = (player->posX + mouseX) / 2;
				//next line makes the camera favor staying closer to the player
				cameraX = (player->posX + cameraX) / 2;
				renderMan->setCameraPoint(cameraX, 0);

			}
		}
		int length = 20;
		float loop = (float)(var % length);

		//crosshair updating
		float crossX, crossY;
		renderMan->windowCoordToWorldCoord(crossX, crossY, input->getMouseX(), input->getMouseY());
		crosshair->posX = crosshairCharging->posX = crossX;
		crosshair->posY = crosshairCharging->posY = crossY;
		float attackCDPercent = Timing::sInstance.GetAttackCooldownRemaining();
		float chargePercent = 1.0f - (playerLogic->currChargePercentage > 0.75f ? 0.75f : playerLogic->currChargePercentage);
		if (chargePercent != 1.0f){ //sets scale during charge
			//crosshair->setScale(chargePercent);
			crosshairCharging->visible = false;
			crosshair->visible = true;
			playerRend->crosshairRef = crosshair;
		}
		else if (chargePercent == 1.0f && Timing::sInstance.AttackCooldownEnded()) {
			crosshairCharging->visible = false;
			crosshair->visible = true;
			crosshair->setScale(1.0f);
			playerRend->crosshairRef = crosshair;
		}
		else {//if(attackCDPercent < 1.0f) { //sets scale during attack cooldown
			crosshairCharging->setScale(attackCDPercent);
			crosshairCharging->visible = true;
			crosshair->visible = false;
			playerRend->crosshairRef = crosshairCharging;
		} 
		

		//physics testing stuff
		PhysicsListener listener;
		GameWorld* gameWorld = GameWorld::getInstance();
		gameWorld->physicsWorld->SetContactListener(&listener);

		gameWorld->update(); //update physics world
		//end physics testing stuff

		sysInput.InputUpdate(GameObjects.alive_objects);
		sysRenderer.RenderUpdate(GameObjects.alive_objects);
		sysLogic.LogicUpdate(GameObjects.alive_objects);
		sysPhysics.PhysicsUpdate(GameObjects.alive_objects);
		sysClass.ClassUpdate(GameObjects.alive_objects);
		sysUI.UIUpdate(queue.alive_objects);

		if (numPlayers != 1) sysNetwork.NetworkUpdate(GameObjects.alive_objects);

		//updates all timers
		Invoke::UpdateTimers();

		if (input->isKeyDown(KEY_ESCAPE))
			gameloop = false;

		//OBJECT POOLING - moves recently dead objects to respective dead pool
		for (unsigned int i = 0; i < GameObjects.alive_objects.size(); i++){
			if (!GameObjects.alive_objects[i]->isAlive){
				//object has died this last gameloop. send it to the object pool
				//std::cout << "ID: " << GameObjects.alive_objects[i]->ID << std::endl;
				if (GameObjects.alive_objects[i]->type == OBJECT_FEATHER){
					GameObjects.dead_feathers.push_back(GameObjects.alive_objects[i]);
				}
				else if (GameObjects.alive_objects[i]->type == OBJECT_MINION){
					GameObjects.dead_minions.push_back(GameObjects.alive_objects[i]);
				}
				else {
					GameObjects.dead_objects.push_back(GameObjects.alive_objects[i]);
				}
				GameObjects.alive_objects.erase(GameObjects.alive_objects.begin() + i);
			}
		}
		
		if (!firstTime) //allows culling to start after all initialization happens
			cullObjects();


		if (NetworkManager::sInstance->IsMasterPeer() && Timing::sInstance.SpawnMinions()){
			GameObjects.AddObject(mFactory.Spawn(minionCounter++, -900, 0, TEAM_YELLOW));
			GameObjects.AddObject(mFactory.Spawn(minionCounter++, 900, 0, TEAM_PURPLE));

		}
		input->update();
		sceneMan->AssembleScene();

		//triggers endgame screen
		if (Timing::sInstance.GetTimeRemainingS() <= 0) {
			/*if (player->team == TEAM_PURPLE){
					std::cout << "flip the screen" << std::endl;
					renderMan->flippedScreen = false;
			}*/
			gameEnd = true;//so the mouse stops registering 
			int myTeam;
			for (unsigned int i = 0; i < players.size(); i++){
				if (GamerServices::sInstance->GetLocalPlayerId() == players[i]->playerId){
					myTeam = players[i]->team;
				}
			}

			std::cout << "END REACHED " << std::endl;
		  //GameEnd end = GameEnd::GameEnd();
		  //end.runGameEnd(myTeam, leftBase, rightBase);
		  gameloop = false;
		}

		if (Timing::sInstance.GetTimeRemainingS() <= 30 && !gameEndMusic){
			gameEndMusic = true;
			audioMan->stopByName("bgmBAAGameplay.ogg");
			audioMan->playByName("bgmBAAGameEnd.ogg");
		}

		firstTime = false;

		delta_ticks = clock() - current_ticks; //the time, in ms, that took to render the scene
		if (delta_ticks > 0)
			fps = CLOCKS_PER_SEC / delta_ticks;
		//std::cout <<" FPS : " << fps << std::endl;
		fpscounter = std::to_string(fps);
		
		//leftBase->health


		//renderMan->renderText(fpscounter.c_str(), 255, 255, 0, 70, "BowlbyOneSC-Regular");
		fpsHUD->setResourceObject(renderMan->renderText(fpscounter.c_str(), 0, 20, 240, 20, "VT323-Regular"));
		inGameStats.Update();
	}
	/////////////////////////////////////////////////////
	/////////////////////////////////////////////////////
	/////////////////////////////////////////////////////
	audioMan->stopByName("bgmBAAGameEnd.ogg");
	std::cout << renderMan << std::endl;
	std::cout << renderMan << std::endl;
	konamiUnlocked = false;
	log->close();

	//delete surf;
	//delete fount;
	//delete runWater;


	GameWorld::getInstance()->~GameWorld();
	return SCENE_GAMEOVER;
}