예제 #1
0
파일: Main.cpp 프로젝트: njt1982/BiPlane
// the main entry point for the application is this function
void DarkGDK ( void ){
	// Seed the random number generator
	srand(time(NULL));

	// Configure the engine to run as fast as possible (no frame rate cap)
	dbSyncOn();
	dbSyncRate(0);

	// If fullscreen, configure to a, currently, hard coded setting
	if (FULLSCREEN) {
		dbSetWindowOff();
		dbMaximizeWindow();
		dbSetDisplayModeAntialias(1680, 1050, 32, 1, 0, 0);
		dbSetCameraAspect(0, 1680.0 / 1050.0);
	}
	// Otherwise, configure a windowed display
	else {
		dbSetDisplayModeAntialias(1280, 800, 32, 1, 0, 0);
		dbSetCameraAspect(0, 1280.0 / 800.0);

		int winPosX = (dbDesktopWidth() - dbScreenWidth()) / 2;
		int winPosY = (dbDesktopHeight() - dbScreenHeight()) / 2;

		dbSetWindowPosition(winPosX, winPosY);
	}
	
	// Hide the mouse pointer; CEGUI handles this
	dbHideMouse();

	// This forces the timer to initialise
	MyTimer *timer = &MyTimer::get();
	float t;


	// Create a new Game State - this is a general game controlling class
	BiPlaneGameState *gsGame = new BiPlaneGameState();

	// We'll need a start-up menu	
	StartMenuGameState *gsMenu = new StartMenuGameState();
	
	// a Loop State holder
	bool loopState = TRUE;

	// This is for the Start Menu loop
	//while (LoopGDK()) {
	do {
		// Tick the timer & frame rate for this loop
		timer->tick();
		t = timer->getT();
		dbText(0, 0, dbStr((float)(1.0 / t)));

		loopState &= gsGame->update(t);
		loopState &= gsMenu->update(t);

		dbSync();
	} while (loopState && LoopGDK());
	


	switch (gsMenu->getState()) {
		// Start Server
		case 1 :
			break;

		// Start Client
		case 2 :
			break;

		// SOMETHING WENT WRONG!!
		default : exit(-5);
	}


	loopState = TRUE;
	// our main loop
	//while (LoopGDK()) {
	do {
		// Tick the timer & frame rate for this loop
		timer->tick();
		t = timer->getT();
		dbText(0, 0, dbStr((float)(1.0 / t)));

		// Issue an Update to the GameState system, passing the frameTime into it
		loopState &= gsGame->update(t);

		// Update the display
		dbSync();
	} while (loopState && LoopGDK());

	// Do a little house keeping
	delete gsGame;
	delete gsMenu;
	return;
}
예제 #2
0
// Main entry point for the application
void DarkGDK ( void )
{
	dbSyncOn   ( );
	dbSyncRate ( FRAMES_PER_SECOND );
	dbSetWindowOff();
	dbSetDisplayMode( SCREEN_WIDTH, SCREEN_HEIGHT, 16 );
	dbDisableEscapeKey ( );
	dbHideMouse();
	dbSetImageColorKey ( 255, 0, 255 );	// Set transparency key for images
	dbDrawSpritesFirst();	// So that we can draw and write over sprites
							// Probably not necessary now since we don't actually use DGDK sprite objects

	dbLoadSound("bullet.wav",1);
	dbLoadSound("explosion.wav",2);
	
	// Load a new map
	Map *map = new Map();
	bool gotmap = map->loadFromFile( "testmap.txt" );
	assert( gotmap && "Loading map failed" );

	// Set up a camera looking at our map
	Camera camera;
	camera.setMap( map );
	camera.setScreenPosition( 10, 10 );
	camera.setSize( 380, 480 );

	// Camera2
	Camera camera2;
	camera2.setMap( map );
	camera2.setScreenPosition( 410, 10 );
	camera2.setSize( 380, 480 );
	camera2.getStateMachine()->changeState( CameraFollowWASDKeysState::getInstance() );

	

	// Set up some enemies
	for( int i=0; i<NUM_TEST_ENEMIES; i++ ) {
		Enemy *enemy = new Enemy();
		enemy->setPosition( Vector2D(rand()%SCREEN_WIDTH,rand()%SCREEN_HEIGHT) );

		// Set up a test path
		Path *path = new Path();
		path->addWaypoint( Vector2D(200.0,200.0) );
		path->addWaypoint( Vector2D(400.0,300.0) );
		path->addWaypoint( Vector2D(700.0,-30.0) );
		path->setLooped(true);
		enemy->setPath( path );

		// Create a new enemy using that path
		enemy->getStateMachine()->changeState( EnemyFollowPathThenDieState::getInstance() );
		//enemy->getStateMachine()->changeState( EnemyCollideWithPlayerState::getInstance() );
		//entityManager.registerEntity( enemy );

		MessageManager::getInstance()->dispatchMessage(0,0,messageCreateEntity,(i+1)*3,enemy);
	}

	dbPerformChecklistControlDevices();
	if( dbChecklistString(1) )
		dbSetControlDevice( dbChecklistString(1) );


	char debugText[100];

	// Set up variables to keep track of elapsed time
	double previousTime = (double)dbTimer();
	double currentTime;
	double elapsedTime;

	// Set up the target
	Vector2D target;
	target.x = 400;
	target.y = 300;

	
	double timeSinceLastSpawn = 10.0;
	double timeBetweenSpawns = 2.0;
	bool spacePressedLastFrame = false;

	Vector2D testPosition(1.0,3.0);
	Vector2D testHeading(1.0,0.0);
	Vector2D testSide = testHeading.Perp();
	Vector2D testPoint(-1.0,4.0);
	Vector2D testVector = TransformFromWorldToLocalSpace(testPoint,testHeading,testSide,testPosition);


	// main loop
	while ( LoopGDK ( ) )
	{
		// Calculate elapsed time
		currentTime = (double)dbTimer();
		elapsedTime = (currentTime - previousTime)/1000;
		previousTime = currentTime;

		MessageManager::getInstance()->update(elapsedTime);

		// Clear the screen white
		dbCLS( RGB( 0, 0, 0 ) );

		camera.update( 0.0 );
		//camera.draw();
		camera2.update( 0.0 );
		//camera2.draw();

		
		// Spawn a new enemy for testing
		
		timeSinceLastSpawn += elapsedTime;
		if( timeSinceLastSpawn > timeBetweenSpawns ) {
			timeSinceLastSpawn = 0.0;
			entityManager.spawnRandomWave();
			/*
			Enemy *enemy = new Enemy(Vector2D(100.0,-10.0));

			// Set up a test path
			Path *path = new Path();
			path->addWaypoint( Vector2D(200.0,200.0) );
			path->addWaypoint( Vector2D(400.0,300.0) );
			path->addWaypoint( Vector2D(700.0,-10.0) );
			path->setLooped(false);
			enemy->setPath( path );
			enemy->getStateMachine()->changeState( EnemyFollowPathThenDieState::getInstance() );
			entityManager.registerEntity( enemy );
			*/
		}
		
		


		// Update and draw the enemies
		entityManager.updateAllEntities( elapsedTime );
		entityManager.drawAllEntities();

		// Reset the first entities position
		if( dbMouseClick() == 2  ) {
			Vector2D position( dbMouseX(), dbMouseY() );
			Vector2D velocity( 0.0, -20.0 );
			//Vector2D velocity = target - position;
			//velocity.Normalize();
			//velocity *= 20.0;
			Bullet *bullet = new Bullet(position,velocity);
			entityManager.registerEntity( bullet );
		}

		// Reset the enemies randomly if space pressed
		if( dbSpaceKey() && spacePressedLastFrame == false ) {
			spacePressedLastFrame = true;
			Enemy *enemy = new Enemy();
			enemy->setPosition(Vector2D(100.0,-30.0));

			// Set up a test path
			Path *path = new Path();
			path->addWaypoint( Vector2D(200.0,200.0) );
			path->addWaypoint( Vector2D(400.0,300.0) );
			path->addWaypoint( Vector2D(700.0,-30.0) );
			path->setLooped(false);
			enemy->setPath( path );
			enemy->getStateMachine()->changeState( EnemyFollowPathThenDieState::getInstance() );

			entityManager.registerEntity( enemy );
		}
		
		if( !dbSpaceKey() )
			spacePressedLastFrame = false;

		// Update the target
		if( dbMouseClick() == 1 ) {
			target.x = dbMouseX();
			target.y = dbMouseY();
		}

		// Draw the target
		//DrawTarget( target );

		// Put any debugging messages here
		//sprintf( debugText, "Key code: %d", dbScanCode() );	// For finding keyboard scan codes
		//sprintf( debugText, "Elapsed time: %f", elapsedTime );
		//sprintf( debugText, "Entities: %d  FPS: %d", entityManager.getSize(), dbScreenFPS() );
		//sprintf( debugText, "%s", dbChecklistString (1) );
		//sprintf( debugText, "JoystickY: %d", joystickY );
		//sprintf( debugText, "FPS: %d", dbScreenFPS() );
		sprintf( debugText, "Score: %d", entityManager.getPlayer()->getScore() );
		//sprintf( debugText, "Player Position: %f,%f", entityManager.getPlayer()->getPosition().x, entityManager.getPlayer()->getPosition().y );
		//sprintf( debugText, "VectorX: %f VectorY: %f", testVector.x, testVector.y );
		//sprintf( debugText, "screenWidth: %d screenHeight: %d", dbScreenWidth(), dbScreenHeight() );

		// Print out the debug text
		dbInk( RGB(0,0,255), RGB(255,255,255) );
		dbText( 0, SCREEN_HEIGHT-20, debugText );

		// Draw scanlines
		//drawScanlines(3);

		// break out if escape has been pressed
		if ( dbEscapeKey ( ) )
			break;

		// update the contents of the screen
		dbSync ( );
	}

	// and now everything is ready to return back to Windows
	return;
}