GameState::GameState(SDL_Window& window) : IState(window), score_(0), retCause_(0) { shotTime_=time(0); background_ = IMG_LoadTexture(ren_, "Sprites/background.png"); if (background_ == 0) { throw std::runtime_error(SDL_GetError()); } font_ = TTF_OpenFont("sample.ttf", 20); catChar_ = new Character(*ren_, "Sprites/catsheet.png"); addNewEnemies(); }
void GameState::moveItems() { for (unsigned int i = 0; i < shotList_.size(); i++) { shotList_[i]->move(); if(missileCollision(shotList_[i])) shotList_[i]->boom(); } for (unsigned int i = 0; i < enemyList_.size(); i++) { SDL_Rect rect = catChar_->getDestination(); if (enemyList_[i]->isCollide(rect)) { LOG("Game ended with score : " + std::to_string(score_)); run_ = false; } enemyList_[i]->move(); } catChar_->move(); enemyList_.erase(std::remove_if(std::begin(enemyList_), std::end(enemyList_), isEnemyFinished), std::end(enemyList_)); shotList_.erase(std::remove_if(std::begin(shotList_), std::end(shotList_), isMissileFinished), std::end(shotList_)); addNewEnemies(); }
void World::update(sf::Time dt) { // Scroll the world, reset player velocity mWorldView.move(0.f, mScrollSpeed * dt.asSeconds()); mPlayerSpaceship->setVelocity(0.f, 0.f); // Check for delete enemies destroyEntitiesOutsideView(); // Forward commands to scene graph, adapt velocity (scrolling, diagonal correction) while (!mCommandQueue.isEmpty()) mSceneGraph.onCommand(mCommandQueue.pop(), dt); adaptPlayerVelocity(); // Handle our collision. handleCollisions(); // Remove all destroyed entities, and create new. mSceneGraph.removeWrecks(); // Templates for add new Enemies. addNewEnemies(dt); spawnEnemies(); // Check, for edding new world texture. updateWorldBounds(); // Regular update step, adapt position (correct if outside view) mSceneGraph.update(dt, mCommandQueue); adaptPlayerPosition(); // Update Points and Health. updateText(dt); mBattlifieldBounds.setPosition(getBattlefieldBounds().left, getBattlefieldBounds().top); // Update ScrollSpeed mScrollSpeed -= ScrollSpeedAccelerate * dt.asSeconds(); }
void _entryPoint() { struct Services services; /****************************> Get Handles <****************************/ //Get a handle to coreinit.rpl OSDynLoad_Acquire("coreinit.rpl", &services.coreinit_handle); //Get a handle to vpad.rpl */ unsigned int vpad_handle; OSDynLoad_Acquire("vpad.rpl", &vpad_handle); /****************************> External Prototypes <****************************/ //VPAD functions int(*VPADRead)(int controller, VPADData *buffer, unsigned int num, int *error); //OS functions void(*_Exit)(); /****************************> Exports <****************************/ //VPAD functions OSDynLoad_FindExport(vpad_handle, 0, "VPADRead", &VPADRead); // Draw functions OSDynLoad_FindExport(services.coreinit_handle, 0, "OSScreenPutPixelEx", &services.OSScreenPutPixelEx); OSDynLoad_FindExport(services.coreinit_handle, 0, "DCFlushRange", &services.DCFlushRange); OSDynLoad_FindExport(services.coreinit_handle, 0, "OSScreenFlipBuffersEx", &services.OSScreenFlipBuffersEx); OSDynLoad_FindExport(services.coreinit_handle, 0, "OSScreenGetBufferSizeEx", &services.OSScreenGetBufferSizeEx); OSDynLoad_FindExport(services.coreinit_handle, 0, "OSScreenPutFontEx", &services.OSScreenPutFontEx); OSDynLoad_FindExport(services.coreinit_handle, 0, "OSScreenClearBufferEx", &services.OSScreenClearBufferEx); //OS functions OSDynLoad_FindExport(services.coreinit_handle, 0, "_Exit", &_Exit); cleanSlate(&services); /****************************> Globals <****************************/ struct SpaceGlobals mySpaceGlobals; //Flag for restarting the entire game. mySpaceGlobals.restart = 1; mySpaceGlobals.services = &services; // initial state is title screen mySpaceGlobals.state = 1; mySpaceGlobals.titleScreenRefresh = 1; //Flags for render states mySpaceGlobals.renderResetFlag = 0; mySpaceGlobals.menuChoice = 0; // 0 is play, 1 is password // setup the password list unsigned int pwSeed = 27; int x; for (x=0; x<100; x++) mySpaceGlobals.passwordList[x] = (int)(prand(&pwSeed)*100000); // set the starting time int64_t (*OSGetTime)(); OSDynLoad_FindExport(services.coreinit_handle, 0, "OSGetTime", &OSGetTime); mySpaceGlobals.seed = OSGetTime(); /****************************> VPAD Loop <****************************/ int error; VPADData vpad_data; // decompress compressed things into their arrays, final argument is the transparent color in their palette decompress_sprite(3061, 200, 100, compressed_title, mySpaceGlobals.title, 39); decompress_sprite(511, 36, 36, compressed_ship, mySpaceGlobals.orig_ship, 14); decompress_sprite(206, 23, 23, compressed_enemy, mySpaceGlobals.enemy, 9); // setup palette and transparent index mySpaceGlobals.curPalette = ship_palette; mySpaceGlobals.transIndex = 14; // initialize starfield for this game initStars(&mySpaceGlobals); mySpaceGlobals.invalid = 1; while (1) { VPADRead(0, &vpad_data, 1, &error); //Get the status of the gamepad mySpaceGlobals.button = vpad_data.btn_hold; mySpaceGlobals.rstick = vpad_data.rstick; mySpaceGlobals.lstick = vpad_data.lstick; mySpaceGlobals.touched = vpad_data.tpdata.touched; if (mySpaceGlobals.touched == 1) { mySpaceGlobals.touchX = ((vpad_data.tpdata.x / 9) - 11); mySpaceGlobals.touchY = ((3930 - vpad_data.tpdata.y) / 16); } if (mySpaceGlobals.restart == 1) { reset(&mySpaceGlobals); mySpaceGlobals.restart = 0; } if (mySpaceGlobals.state == 1) // title screen { displayTitle(&mySpaceGlobals); doMenuAction(&mySpaceGlobals); } else if (mySpaceGlobals.state == 2) // password screen { displayPasswordScreen(&mySpaceGlobals); doPasswordMenuAction(&mySpaceGlobals); } else if (mySpaceGlobals.state == 3) // pause screen { displayPause(&mySpaceGlobals); doMenuAction(&mySpaceGlobals); } else if (mySpaceGlobals.state == 4) // game over screen { displayGameOver(&mySpaceGlobals); doMenuAction(&mySpaceGlobals); } else // game play { //Update location of player1 and 2 paddles p1Move(&mySpaceGlobals); // perform any shooting p1Shoot(&mySpaceGlobals); // handle any collisions handleCollisions(&mySpaceGlobals); // do explosions handleExplosions(&mySpaceGlobals); // if we're out of lives, break if (mySpaceGlobals.lives <= 0 && mySpaceGlobals.state == 4) continue; // add any new enemies addNewEnemies(&mySpaceGlobals); //Render the scene render(&mySpaceGlobals); // check for pausing checkPause(&mySpaceGlobals); } //To exit the game if (mySpaceGlobals.button&BUTTON_HOME) { break; } } cleanSlate(mySpaceGlobals.services); _Exit(); }