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template.cpp
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template.cpp
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// Programmers: Matt Perrelli, Anthony Mascia, Andrew Goreckie
// Course: CMPT 456
// Due Date: 5 May 2014
//
// Unnecessary Vehicle Avoidance Training
//
// UVAT is a game where on must traverse a track as cleanly as
// possible to stay on the track and avoide other cars as they
// come speeding by. Survive until the time runs out and you win!
// Includes, namespace and prototypes
#include "template.h"
#include <string>
#include <sstream>
#include "Sprite.h"
#include "Vehicle.h"
#include "Environment.h"
#include "Track.h"
#include "MapLoader.h"
#include "Globals.h"
#include "AI.h"
#include "Timer.h"
#include "View.h"
using namespace AGK;
using namespace std;
app App;
/***********************/
/* FUNCTION PROTOTYPES */
/***********************/
void titleScreen();
void trackScreen();
void chooseCarColor();
void chooseCarType();
void loadMaps();
void updateVehicle();
void checkCollisions();
void updateHud();
/*************************/
/* GAMESTATES ATTRIBUTES */
/*************************/
const int TITLESCREEN = 0,
PICKMAP = 1,
PICKCARCOLOR = 2,
PICKCARTYPE = 3,
LOADING = 4,
INPLAY = 5,
GAMEOVER = 6,
WIN = 7;
int g_gameState = TITLESCREEN;
/*********************************/
/* ENVRIONMENT AND MAP INSTANCES */
/*********************************/
const int MAX_TRACKS = 10;
int g_tracksAmt = 0;
int g_selectedTrack;
Track tracks[MAX_TRACKS];
// Declare environment
Environment env;
/****************************/
/* SPRITE/VEHICLE INSTANCES */
/****************************/
Vehicle userCar;
// Begin app, called once at the start
void app::Begin( void )
{
// Set the window title.
agk::SetWindowTitle("UVAT");
agk::SetVirtualResolution(SCREEN_WIDTH, SCREEN_HEIGHT);
// Load Sounds and Music
agk::LoadSound(GAME_OVER_MUSIC, "resources/gameovermusic.wav");
// Load Images
agk::LoadImage(CAR, "resources/car.png");
agk::LoadImage(CAR_MOVING, "resources/carMoving.png");
// Create userCar sprite and set all its attributes
userCar.createSprite(CAR_INDEX, CAR);
userCar.setPosition(SCREEN_WIDTH / 2 - (VEHICLE_FRAME_WIDTH / 2),
SCREEN_HEIGHT / 2 - (VEHICLE_FRAME_HEIGHT / 2));
agk::SetSpriteDepth(CAR_INDEX, -1);
agk::SetSpriteAnimation(CAR_INDEX, VEHICLE_FRAME_WIDTH,
VEHICLE_FRAME_HEIGHT, VEHICLE_FRAMES);
agk::PlaySprite(CAR_INDEX);
// Set sprite initial visibilities
userCar.setVisible(FALSE);
View::Instance()->buildTitleScreen();
View::Instance()->showTitleScreen();
loadMaps();
}
// Main loop, called every frame
void app::Loop ( void )
{
switch(g_gameState)
{
case TITLESCREEN:
titleScreen();
break;
case PICKMAP:
trackScreen();
break;
case PICKCARCOLOR:
chooseCarColor();
break;
case PICKCARTYPE:
chooseCarType();
break;
case LOADING:
agk::StopMusic();
env.setTrack(tracks[g_selectedTrack]);
userCar.setVisible(TRUE);
View::Instance()->buildGameoverScreen();
View::Instance()->buildWinScreen();
View::Instance()->buildHUDScreen();
View::Instance()->showHUDScreen();
g_gameState = INPLAY;
break;
case INPLAY:
Timer::Instance()->tick();
updateVehicle();
checkCollisions();
updateHud();
if(userCar.getHealth() <= 0)
{
g_gameState = GAMEOVER;
View::Instance()->destroyHUDScreen();
}
if(env.getTimeRemaining() <= 0)
{
View::Instance()->destroyHUDScreen();
g_gameState = WIN;
}
break;
case GAMEOVER:
userCar.setVisible(FALSE);
env.~Environment();
if(!agk::GetSoundsPlaying(GAME_OVER_MUSIC))
{
agk::PlaySound(GAME_OVER_MUSIC);
}
View::Instance()->showGameoverScreen();
break;
case WIN:
userCar.setVisible(FALSE);
env.~Environment();
if(!agk::GetSoundsPlaying(GAME_OVER_MUSIC))
{
agk::PlaySound(GAME_OVER_MUSIC);
}
View::Instance()->showWinScreen();
break;
}
// Update the screen every iteration of the loop
agk::Sync();
}
// Called when the app ends
void app::End ( void )
{
}
void titleScreen()
{
// When enter pressed, show instruction screen
if(agk::GetRawKeyPressed(AGK_KEY_ENTER))
{
View::Instance()->destroyTitleScreen();
View::Instance()->buildTrackScreen();
View::Instance()->showTrackScreen();
// Advance gamestate
g_gameState = PICKMAP;
}
}
void trackScreen()
{
float mouseX = agk::GetRawMouseX();
float mouseY = agk::GetRawMouseY();
// Check to see what track car user wants
if (agk::GetRawMouseLeftPressed() &&
agk::GetSpriteHitGroup(SPRITE_GROUP_SELECTION, mouseX, mouseY))
{
float mouseX = agk::GetRawMouseX();
float mouseY = agk::GetRawMouseY();
switch(agk::GetSpriteHitGroup(SPRITE_GROUP_SELECTION, mouseX, mouseY))
{
case LINEAR_INDEX:
g_selectedTrack = 0;
break;
case LOOP_INDEX:
g_selectedTrack = 1;
break;
default:
break;
}
View::Instance()->destroyTrackScreen();
View::Instance()->buildCarColorScreen();
View::Instance()->showCarColorScreen();
// Advance gamestate
g_gameState = PICKCARCOLOR;
}
}
void chooseCarColor()
{
float mouseX = agk::GetRawMouseX();
float mouseY = agk::GetRawMouseY();
// Check to see what color car user wants
if (agk::GetRawMouseLeftPressed() &&
agk::GetSpriteHitGroup(SPRITE_GROUP_SELECTION, mouseX, mouseY))
{
switch(agk::GetSpriteHitGroup(SPRITE_GROUP_SELECTION, mouseX, mouseY))
{
case RED_INDEX:
break;
case GREEN_INDEX:
userCar.setColor('G');
break;
case BLUE_INDEX:
userCar.setColor('B');
break;
default:
break;
}
View::Instance()->destroyCarColorScreen();
View::Instance()->buildCarTypeScreen();
View::Instance()->showCarTypeScreen();
// Advance gamestate
g_gameState = PICKCARTYPE;
}
}
void chooseCarType()
{
float mouseX = agk::GetRawMouseX();
float mouseY = agk::GetRawMouseY();
// Check to see what color car user wants
if (agk::GetRawMouseLeftPressed() &&
agk::GetSpriteHitGroup(SPRITE_GROUP_SELECTION, mouseX, mouseY))
{
switch(agk::GetSpriteHitGroup(SPRITE_GROUP_SELECTION, mouseX, mouseY))
{
case SPEED_INDEX:
userCar.setMaxSpeed(12);
userCar.setControlFactor(0);
break;
case BALANCE_INDEX:
userCar.setMaxSpeed(11);
userCar.setControlFactor(1);
break;
case CONTROL_INDEX:
userCar.setMaxSpeed(10);
userCar.setControlFactor(2);
break;
default:
break;
}
View::Instance()->destroyCarTypeScreen();
// Advance gamestate
g_gameState = LOADING;
}
}
// Load all maps from the resources folder
void loadMaps()
{
MapLoader loader;
int fIndex = agk::OpenToRead("maps.dat");
string line;
int counter = 0;
while(!agk::FileEOF(fIndex))
{
line = agk::ReadLine(fIndex);
loader.loadFile(line.c_str());
tracks[counter] = loader.getTrack();
counter++;
}
agk::CloseFile(fIndex);
}
// Update Vehicle angle, speed based on input
void updateVehicle()
{
float x = 0, y = 0;
x = agk::GetDirectionX();
y = agk::GetDirectionY();
int turnspeed = userCar.getTurnSpeed();
int angle = (int)ceil(userCar.getAngle());
// keep angle within normal values
if(angle > 360)
{
angle = angle - 360;
}
else if(angle < 0)
{
angle = angle + 360;
}
else if(angle == 360)
{
angle = 0;
}
// get acceleration and breaking from mouse
if(agk::GetRawMouseLeftState())
{
userCar.accelerate();
}
else if(!agk::GetRawMouseLeftState())
{
userCar.deccelerate();
}
if(agk::GetRawMouseRightState())
{
userCar.applyBreak();
}
// Manage car animation during turns
if(userCar.getCurrSpeed() > 0)
{
if(angle == NORTH_ANGLE)
{
if(agk::GetRawKeyState(AGK_KEY_LEFT))
{
angle -= turnspeed;
}
else if(agk::GetRawKeyState(AGK_KEY_RIGHT))
{
angle += turnspeed;
}
}
else if(angle == EAST_ANGLE)
{
if(agk::GetRawKeyState(AGK_KEY_UP))
{
angle -= turnspeed;
}
else if(agk::GetRawKeyState(AGK_KEY_DOWN))
{
angle += turnspeed;
}
}
else if(angle == SOUTH_ANGLE)
{
if(agk::GetRawKeyState(AGK_KEY_LEFT))
{
angle += turnspeed;
}
else if(agk::GetRawKeyState(AGK_KEY_RIGHT))
{
angle -= turnspeed;
}
}
else if(angle == WEST_ANGLE)
{
if(agk::GetRawKeyState(AGK_KEY_UP))
{
angle += turnspeed;
}
else if(agk::GetRawKeyState(AGK_KEY_DOWN))
{
angle -= turnspeed;
}
}
// Northeast Quandrent
else if(angle > NORTH_ANGLE && angle < EASTHIGH_ANGLE)
{
if(agk::GetRawKeyState(AGK_KEY_UP) && agk::GetRawKeyState(AGK_KEY_RIGHT))
{
angle = angle;
}
else if(agk::GetRawKeyState(AGK_KEY_UP) || agk::GetRawKeyState(AGK_KEY_LEFT))
{
angle -= turnspeed;
}
else if(agk::GetRawKeyState(AGK_KEY_RIGHT) || agk::GetRawKeyState(AGK_KEY_DOWN))
{
angle += turnspeed;
}
}
// Southheast Quandrent
else if(angle > EAST_ANGLE && angle < SOUTH_ANGLE)
{
if(agk::GetRawKeyState(AGK_KEY_RIGHT) && agk::GetRawKeyState(AGK_KEY_DOWN))
{
angle = angle;
}
else if(agk::GetRawKeyState(AGK_KEY_RIGHT) || agk::GetRawKeyState(AGK_KEY_UP))
{
angle -= turnspeed;
}
else if(agk::GetRawKeyState(AGK_KEY_DOWN) || agk::GetRawKeyState(AGK_KEY_LEFT))
{
angle += turnspeed;
}
}
// Southwest Quandrent
else if(angle > SOUTH_ANGLE && angle < WEST_ANGLE)
{
if(agk::GetRawKeyState(AGK_KEY_LEFT) && agk::GetRawKeyState(AGK_KEY_DOWN))
{
angle = angle;
}
else if(agk::GetRawKeyState(AGK_KEY_DOWN) || agk::GetRawKeyState(AGK_KEY_RIGHT))
{
angle -= turnspeed;
}
else if(agk::GetRawKeyState(AGK_KEY_LEFT) || agk::GetRawKeyState(AGK_KEY_UP))
{
angle += turnspeed;
}
}
// Northwest Quandrent
else if(angle > WEST_ANGLE && angle < NORTH_ANGLE)
{
if(agk::GetRawKeyState(AGK_KEY_UP) && agk::GetRawKeyState(AGK_KEY_LEFT))
{
angle = angle;
}
else if(agk::GetRawKeyState(AGK_KEY_UP) || agk::GetRawKeyState(AGK_KEY_RIGHT))
{
angle += turnspeed;
}
else if(agk::GetRawKeyState(AGK_KEY_LEFT) || agk::GetRawKeyState(AGK_KEY_DOWN))
{
angle -= turnspeed;
}
}
}
userCar.update();
userCar.setAngle(angle);
env.updateEnvironment(x, y, userCar.getCurrSpeed());
}
// Check collisions between vehicles and the track
void checkCollisions()
{
int vehicleIndex = userCar.getSpriteIndex();
if(Timer::Instance()->getElapsedTime() % COLLISION_CHECK_INTERVAL == 0)
{
// Check other vehicles
for(int i = AI_SPRITE_START_INDEX; i < AI_SPRITE_START_INDEX + env.getAIAmount(); i++)
{
if(agk::GetSpriteCollision(vehicleIndex, i))
{
userCar.setHealth(userCar.getHealth() - 20);
}
}
// Check current surface below vehicle
int sIndex = agk::GetSpriteHitGroup(SPRITE_GROUP_TRACK , userCar.getCenterX(), userCar.getCenterY());
if(agk::GetSpriteImageID(sIndex) == BG)
{
userCar.setHealth(userCar.getHealth() - 5);
}
}
}
// Updates the Heads-up Display
void updateHud()
{
ostringstream ss;
// Health
ss << userCar.getHealth();
string health(ss.str());
agk::SetTextString(HEALTH_VALUE, health.c_str());
ss.str(std::string());
// Speed
ss << userCar.getSpeed();
string speed(ss.str());
agk::SetTextString(SPEED_VALUE, speed.c_str());
ss.str(std::string());
// Timer
ss << env.getTimeRemaining();
string time(ss.str());
agk::SetTextString(TIMER_VALUE, time.c_str());
}