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Copy pathInWorldState.cpp
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192 lines (159 loc) · 4.28 KB
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#include "InWorldState.h"
#include <iostream>
#include "EventDispatcher.h"
#include "PlayerObject.h"
#include "GameLevel.h"
#include "GameEvent.h"
#include "UpdateTickEvent.h"
#include "SFEvent.h"
#include "ClickEvent.h"
#include "ProjectileFiredEvent.h"
#include "GameObjectTerrainCollision.h"
#include "ResourceLocator.h"
#include "MiscUtils.h"
InWorldState::InWorldState()
: m_GameLevel(this)
, m_Player()
, m_GameObjects()
, m_StaticCollidables()
, m_Camera(ResourceLocator::getDrawSurfaceSize())
{
m_Camera.SetTrackedObject(&m_Player);
}
InWorldState::~InWorldState()
{}
void InWorldState::init(std::string map_name)
{
registerListener(this);
m_GameLevel.init((EventDispatcher*) this, map_name);
m_Camera.setDispatcher((EventDispatcher*) this);
m_Camera.SetWorldSize(m_GameLevel.getMapWidth(), m_GameLevel.getMapHeight());
m_Player.init((EventDispatcher*) this, &m_GameLevel);
const sf::Vector2f& spawn_point = m_GameLevel.getPlayerSpawnPoint();
m_Player.setLocation(spawn_point.x, spawn_point.y);
}
void InWorldState::registerObject(GameObject* game_object)
{
if(game_object == NULL)
return;
m_GameObjects.push_back(game_object);
registerListener(game_object);
}
void InWorldState::unregisterObject(GameObject* game_object)
{
auto it = std::find(m_GameObjects.begin(), m_GameObjects.end(), game_object);
m_GameObjects.erase(it);
if(game_object)
{
delete game_object;
game_object = NULL;
}
}
void InWorldState::handleEvents(sf::Event* event)
{
if(event->type == sf::Event::KeyPressed)
{
if(event->key.code == sf::Keyboard::F1)
{
m_GameLevel.setDebugFlag(LevelDebug::kDFLAG_SHOWCOLLISION);
}
else if( event->key.code == sf::Keyboard::F2 )
{
if( m_Camera.IsFreeLookOn() )
m_Camera.DisableFreeLook();
else
m_Camera.EnableFreeLook();
}
}
}
void InWorldState::update(float tick_ms)
{
if(m_Player.hasNotLanded())
{
m_Player.addVelocity(0, 1800 * tick_ms);
}
m_Player.update(tick_ms, &m_GameLevel);
for(size_t i = 0; i < m_GameObjects.size(); i++)
{
m_GameObjects[i]->update(tick_ms, &m_GameLevel);
}
m_Camera.Update(tick_ms);
}
void InWorldState::render()
{
// Render background layer, player will pass in front of
// anything rendered in this layer.
m_GameLevel.renderLayerByName("Background", m_Camera);
// Render player and all game objects.
m_Player.renderAt(m_Camera, m_GameLevel.getLightLevel());
for(size_t i = 0; i < m_GameObjects.size(); i++)
{
m_GameObjects[i]->renderAt(m_Camera, 255);
}
// Render foreground layer, player will pass behind
// anything rendered in this layer.
m_GameLevel.renderLayerByName("Foreground", m_Camera);
// Lights will render last and be on top of all layers.
m_GameLevel.renderLightMap(m_Camera);
}
void InWorldState::onLoad()
{
}
void InWorldState::onDestroy()
{
}
void InWorldState::notify(GameEvent* event)
{
switch(event->getEventType())
{
case Event::EVENT_RENDER:
{
render();
break;
}
case Event::EVENT_UPDATE:
{
float delta = ((UpdateTickEvent*) event)->getDelta();
update(delta);
break;
}
case Event::EVENT_SFEVENT:
{
sf::Event* sf_event = ((SFEvent*) event)->getEvent();
if( sf_event->type == sf::Event::MouseButtonPressed )
{
sf::RenderWindow& renderWindow = *ResourceLocator::getDrawSurface();
int xpos = m_Camera.GetPosition().x + sf::Mouse::getPosition(renderWindow).x;
int ypos = m_Camera.GetPosition().y + sf::Mouse::getPosition(renderWindow).y;
ClickEvent clickEvent(xpos, ypos);
dispatchEvent(&clickEvent);
}
handleEvents(sf_event);
break;
}
case Event::EVENT_PROJECTILE_FIRED:
{
GameObject* projectile = ((ProjectileFiredEvent*) event)->getProjectile();
registerObject(projectile);
break;
}
case Event::EVENT_GAMEOBJECT_TERRAIN_COLLISION:
{
GameObject* delete_me = ((GameObjectTerrainCollision*) event)->getGameObject();
unregisterObject(delete_me);
break;
}
}
}
GameObject* InWorldState::getPlayer()
{
return (GameObject*) &m_Player;
}
sf::Vector2f InWorldState::getPlayerLocation() const
{
return m_Player.getLocation();
}
const std::vector<GameObject*>& InWorldState::getObjects()
{
return m_GameObjects;
}