CGameObject *CServiceGame::AddGridEntity(Grid* pGrid, glm::vec2& pos, GridEntity* pGEnt, IComponent* pComp) { CGameObject *pGo = new CGameObject(); pGo->AddComponent( pComp ); pGo->AddComponent( pGEnt ); pGo->Transform()->SetPos( glm::vec3(pos.x * Grid::SCALE, 0, pos.y * Grid::SCALE) ); pGo->Transform()->SetScale( Grid::SCALE / 2 ); g_vpGameObjects.push_back(pGo); pGrid->SetGObject((int)pos.x, (int)pos.y, pGEnt); return pGo; }
void CDemoGame::InitializeGame() { /* Setting a window to 0, 0, 0, 0 makes it default to the full window. The name is entirely for your own reference later, should you want to display it as a title or the like. */ m_Window = new CVirtualWindow("Demo Window"); // An example shader. m_Shader = new CDemoShader(); // Tell the window that we want to use this shader. m_Window->UseShader(m_Shader); // TODO: Delete this CGameObject* gameObject = new CGameObject(); CSimpleSprite* simpleSprite = new CSimpleSprite(gameObject); simpleSprite->SetName("Test Sprite"); simpleSprite->SetSprite(chtype('O' | A_BOLD | COLOR_PAIR(CE_Colour_YK))); gameObject->AddComponent(simpleSprite); }
//------------------------------------- // Called when the service is registered in the kernel // rv - return true on succes, // when false is returned then the service gets deleted bool CServiceGame::Start() { Fab_LogWrite(FLOG_LVL_INFO, FLOG_ID_APP, "Game Service: Starting" ); SendMsg(SM_INPUT, this); SendMsg(SM_RENDERER, this); SMsgTimer msg(TimerCallback); Fab_KernelSendMessage(&msg); // just quit when the renderer or input wasn't filled in if(m_pInput == nullptr || m_pRenderer == nullptr) return false; m_pRenderer->SetVSync(true); // make needed object accesable for user Fab_GlobalAccessorAddObject("Input", m_pInput); m_pContent = Fab_ContentCreateManager(m_pRenderer); if( !m_pContent->StartLoading() ) { Fab_LogWrite(FLOG_LVL_ERROR, FLOG_ID_APP, "Game Service: Starting content loading failed." ); return false; } IShader *pShader = m_pContent->LoadShader("Shaders/SimpleShader"); pShader->Apply(); pShader->SetVarVec3( pShader->GetVarId("LightPosition_worldspace"), glm::vec3(0, 100, 0)); pShader->SetVarF1( pShader->GetVarId("LightPower"), 1.0f); pShader->SetVarVec4( pShader->GetVarId("LightColor"), glm::vec4(1.0f, 1.0f, 1.0f, 1.0f)); IImage *pImage = m_pContent->LoadImage("Textures/CarDiffuseMap.png"), *pImageFloor = m_pContent->LoadImage("Textures/FloorDif.png"), *pImageWall = m_pContent->LoadImage("Textures/WallDif.png"), *pImageFinish = m_pContent->LoadImage("Textures/FinishDif.png"), *pImageWater = m_pContent->LoadImage("Textures/WaterDif.png"), *pImagePlayer = m_pContent->LoadImage("Textures/PlayerDif.png"), *pImageBug01 = m_pContent->LoadImage("Textures/Bug01Dif.png"); g_pMatDefault = Fab_MatCreateDifTexture(pShader, pImage); g_pMatGround = Fab_MatCreateDifTexture(pShader, pImageFloor); g_pMatWall = Fab_MatCreateDifTexture(pShader, pImageWall); g_pMatFinish = Fab_MatCreateDifTexture(pShader, pImageFinish); g_pMatWater = Fab_MatCreateDifTexture(pShader, pImageWater); g_pMatPlayer = Fab_MatCreateDifTexture(pShader, pImagePlayer); g_pMatBug01 = Fab_MatCreateDifTexture(pShader, pImageBug01); CGameObject *pGo = new CGameObject(); pGo->Init(); CCompCamera* pCam = new CCompCamera(); pGo->AddComponent( pCam ); pGo->Transform()->SetPos( glm::vec3(0, 1 * Grid::SCALE, 0) ); pGo->Transform()->SetRot( glm::vec3(glm::radians(-90.0f), 0, 0) ); g_vpGameObjects.push_back(pGo); Fab_GlobalAccessorAddObject("Camera", pGo); g_pCam = pCam; LoadLevel("level.lvl"); for (CGameObject* go : g_vpGameObjects) go->Init(); m_pContent->EndLoading(); Fab_LogWrite(FLOG_LVL_INFO, FLOG_ID_APP, "Game Service: Started" ); return true; }
void CServiceGame::LoadLevel(const std::string& sFile) { int w = 0, h = 1; // start at 1 because last line doesn't need an \n int tw = 0; //read file twice // 1. read and count the grid size std::ifstream is(sFile); // open file while (is.good()) // loop while extraction from file is possible { char c = (char)is.get(); // get character from file if (is.good()) { // check which character i have std::cout << c; if ( c != '\n' ) ++tw; else { if( w < tw ) w = tw; tw = 0; ++h; } } } std::cout << "\n\nw: " << w << " - h: " << h << "\n"; // return to start of the file and read again is.clear(); is.seekg(0, std::ios::beg); // 2. read and load in objects Grid *pGrid = new Grid(w, h); Fab_GlobalAccessorAddObject("Grid", pGrid); glm::vec2 vPos(0, 0); while (is.good()) // loop while extraction from file is possible { char c = (char)is.get(); // get character from file if (is.good()) { // check which character i have switch(c) { case 'g': AddGridEntity(pGrid, vPos, new Floor(), new CCompModel( m_pContent->LoadMesh("Meshes/floor.obj"), g_pMatGround ) ); break; case 'm': AddGridEntity(pGrid, vPos, new MovingFloor(), new CCompModel( m_pContent->LoadMesh("Meshes/floor.obj"), g_pMatGround ) ); break; case 'v': AddGridEntity(pGrid, vPos, new CollapseFloor(1), new CCompModel( m_pContent->LoadMesh("Meshes/floor.obj"), g_pMatDefault ) ); break; case '~': AddGridEntity(pGrid, vPos, new Water(), new CCompModel( m_pContent->LoadMesh("Meshes/floor.obj"), g_pMatWater ) ); break; case 'w': AddGridEntity(pGrid, vPos, new Wall(), new CCompModel( m_pContent->LoadMesh("Meshes/wall.obj"), g_pMatWall ) ); break; case 'e': AddGridEntity(pGrid, vPos, new Exit(), new CCompModel( m_pContent->LoadMesh("Meshes/floor.obj"), g_pMatFinish ) ); break; case 'b': AddGridEntity(pGrid, vPos, new Bomb(), new CCompModel( m_pContent->LoadMesh("Meshes/floor.obj"), g_pMatDefault ) ); break; case 'c': { CGameObject *pGO = AddGridEntity(pGrid, vPos, new Candy(), new CCompModel( m_pContent->LoadMesh("Meshes/candy.obj"), g_pMatDefault ) ); pGO->AddComponent(new CCompModel( m_pContent->LoadMesh("Meshes/floor.obj"), g_pMatGround )); break; } case 'p': { // first add a floor AddGridEntity(pGrid, vPos, new Floor(), new CCompModel( m_pContent->LoadMesh("Meshes/floor.obj"), g_pMatGround ) ); //then add player CGameObject *pGo = new CGameObject(); Entity *pEnt = new Player(); pEnt->SetRespawn(vPos); pEnt->SetGridPos(vPos); pGo->AddComponent( pEnt ); pGo->AddComponent( new CCompModel( m_pContent->LoadMesh("Meshes/Player.obj"), g_pMatPlayer ) ); pGo->Transform()->SetScale( 0.5f ); g_vpGameObjects.push_back(pGo); Fab_GlobalAccessorAddObject("Player", pEnt); break; } // 1D enemys case '2': case '4': case '6': case '8': { glm::vec2 dir; switch(c) { case '2': dir = glm::vec2(0, 1); break; case '4': dir = glm::vec2(-1, 0); break; case '6': dir = glm::vec2(1, 0); break; case '8': dir = glm::vec2(0, -1); break; } // first add a floor AddGridEntity(pGrid, vPos, new Floor(), new CCompModel( m_pContent->LoadMesh("Meshes/floor.obj"), g_pMatGround ) ); //then add enemy CGameObject *pGo = new CGameObject(); Entity *pEnt = new Enemy1D(dir); pEnt->SetRespawn(vPos); pEnt->SetGridPos(vPos); pGo->AddComponent( pEnt ); pGo->AddComponent( new CCompModel( m_pContent->LoadMesh("Meshes/Bug01.obj"), g_pMatBug01 ) ); pGo->Transform()->SetScale( 0.5f ); g_vpGameObjects.push_back(pGo); break; } // Rot enemys // CW case 's': case 'q': case 'd': case 'z': case 'k': case 'j': case 'l': case 'i': { glm::vec2 dir; char rotDir = 0; switch(c) { case 's': dir = glm::vec2(0, 1); rotDir = EnemyRot::CW; break; case 'q': dir = glm::vec2(-1, 0); rotDir = EnemyRot::CW; break; case 'd': dir = glm::vec2(1, 0); rotDir = EnemyRot::CW; break; case 'z': dir = glm::vec2(0, -1); rotDir = EnemyRot::CW; break; case 'k': dir = glm::vec2(0, 1); rotDir = EnemyRot::CCW; break; case 'j': dir = glm::vec2(-1, 0); rotDir = EnemyRot::CCW; break; case 'l': dir = glm::vec2(1, 0); rotDir = EnemyRot::CCW; break; case 'i': dir = glm::vec2(0, -1); rotDir = EnemyRot::CCW; break; } // first add a floor AddGridEntity(pGrid, vPos, new Floor(), new CCompModel( m_pContent->LoadMesh("Meshes/floor.obj"), g_pMatGround ) ); //then add enemy CGameObject *pGo = new CGameObject(); Entity *pEnt = new EnemyRot(dir, rotDir); pEnt->SetRespawn(vPos); pEnt->SetGridPos(vPos); pGo->AddComponent( pEnt ); pGo->AddComponent( new CCompModel( m_pContent->LoadMesh("Meshes/car.obj"), g_pMatDefault ) ); pGo->Transform()->SetScale( 0.5f ); g_vpGameObjects.push_back(pGo); break; } } //progress when filled if ( c != '\n' ) ++vPos.x; else { vPos.x = 0; ++vPos.y; } } } is.close(); // close file }