Simplified game structure and back to a working state

This commit is contained in:
Maximilian Giller 2023-05-03 15:31:52 +02:00
parent d55e3fd138
commit 1aea157aa1
13 changed files with 113 additions and 169 deletions

View file

@ -22,8 +22,8 @@ set(SOURCES
src/game/game_object.h
src/game/game.cpp
src/game/game.h
src/util/easylogging++.cc
src/util/easylogging++.h
src/logging/easylogging++.cc
src/logging/easylogging++.h
src/coordinates/coordinate_transformer.cpp
src/coordinates/coordinate_transformer.h
src/coordinates/translated_coordinates.cpp
@ -34,7 +34,7 @@ set(SOURCES
src/primitives/circle_object.cpp
src/primitives/circle_object.h
src/game/game_factory.cpp
src/game/game_factory.hpp)
src/game/game_factory.hpp src/config.h)
set(PHYSICS_00_SOURCES
src/prototypes/physics_00.cpp

13
src/config.h Normal file
View file

@ -0,0 +1,13 @@
#ifndef HOLESOME_CONFIG_H
#define HOLESOME_CONFIG_H
#include <SFML/Graphics.hpp>
#define FRAME_RATE 60
#define FRAME_TIME sf::Time(sf::seconds(1.0f / FRAME_RATE))
#define ANTIALIASINGLEVEL 8
#endif //HOLESOME_CONFIG_H

View file

@ -1,162 +1,74 @@
//
// Created by max on 26.04.23.
//
#include <utility>
#include <SFML/Window/Event.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
#include "game.h"
#include "../config.h"
Game::Game(std::shared_ptr<sf::RenderWindow> window) : window(std::move(window)), isRunning(false), gameObjects()
{
Game::Game(std::shared_ptr<sf::RenderWindow> window) : window(std::move(window)), gameObjects() {
}
void Game::run()
{
if (isRunning)
{
LOG(WARNING) << "Game is already running";
return;
}
void Game::run() {
sf::Clock clock;
sf::Time TimeSinceLastUpdate = sf::seconds(0);
isRunning = true;
while (isRunning)
{
renderFrame();
while (window->isOpen()) {
processEvents();
TimeSinceLastUpdate += clock.restart();
while (TimeSinceLastUpdate >= FRAME_TIME) {
TimeSinceLastUpdate -= FRAME_TIME;
// Process any events that have occurred since the last iteration
sf::Event event{};
while (window->pollEvent(event))
{
// If the event is to close the window, then close it
if (event.type == sf::Event::Closed)
{
exit();
}
if (event.key.code == sf::Keyboard::Escape || event.key.code == sf::Keyboard::Q)
{
exit();
}
update();
processEvents();
}
drawFrame();
}
// sf::Clock clock;
// sf::Time TimeSinceLastUpdate = sf::seconds(0);
//
// while (Window.isOpen())
// {
// processEvents();
// TimeSinceLastUpdate += clock.restart();
// while (TimeSinceLastUpdate >= FPS_TIME)
// {
// TimeSinceLastUpdate -= FPS_TIME;
//
// update();
// processEvents();
// }
// render();
// }
}
void Game::exit()
{
isRunning = false;
void Game::exit() {
window->close();
}
void Game::renderFrame()
{
for (auto &gameObject: gameObjects)
{
gameObject->draw(*window, sf::RenderStates::Default);
void Game::drawFrame() {
window->clear(sf::Color::Black);
for (auto &gameObject: gameObjects) {
gameObject->draw(window.get());
}
window->display();
}
Game::~Game()
{
for (auto &gameObject: gameObjects)
{
Game::~Game() {
for (auto &gameObject: gameObjects) {
delete gameObject;
}
}
void Game::addGameObject(GameObject *gameObject) {
gameObjects.push_back(gameObject);
}
//void Game::initWindow()
//{
// sf::ContextSettings settings;
// settings.antialiasingLevel = 8;
// Window.create(sf::VideoMode(SCREEN_W, SCREEN_H), "Ping & Pong", sf::Style::Default, settings);
//
// Window.setFramerateLimit(FRAMERATE);
//}
//
//void Game::update()
//{
// if (bGameRun && tMultiBallTime.asSeconds() == -1)
// {
// for (std::list<CBall*>::iterator i = lBalls.begin(); i != lBalls.end(); ++i)
// (*i)->update();
//
// updateBars();
//
// updatekBallGoal();
// }
// updateScoreString();
//
// updateMultiBall();
//}
//
//void Game::processEvents()
//{
// sf::Event event;
// while (Window.pollEvent(event))
// {
// switch (event.type)
// {
// case sf::Event::KeyPressed:
// {
// //World.handleInput(event.key.code, true);
// }break;
// case sf::Event::KeyReleased:
// {
// if (event.key.code == sf::Keyboard::P)
// bGameRun = !bGameRun;
// //World.handleInput(event.key.code, false);
// }break;
// case sf::Event::Closed:
// Window.close();
// break;
// }
// }
//}
//
//void Game::render()
//{
// Window.clear();
//
// //Bg
// Window.draw(Background);
//
// //Bar
// for (std::list<CBar*>::iterator i = lBars.begin(); i != lBars.end(); ++i)
// (*i)->draw(&Window);
//
// //Ball
// if ((int)(tMultiBallTime.asSeconds() * 10) % 10 < 5.f)
// for (std::list<CBall*>::iterator i = lBalls.begin(); i != lBalls.end(); ++i)
// (*i)->draw(&Window);
//
// //Score
// for (int i = 0; i < 2; i++)
// Window.draw(sScoreString[i]);
//
// //pausemenu
// if (!bGameRun)
// PauseMenu.draw(&Window);
//
// Window.display();
//}
void Game::update() {
for (auto &gameObject: gameObjects) {
gameObject->update();
}
}
void Game::processEvents() {
sf::Event event;
while (window->pollEvent(event)) {
switch (event.type) {
case sf::Event::KeyPressed:
break;
case sf::Event::KeyReleased:
break;
case sf::Event::Closed:
exit();
break;
default:
break;
}
}
}

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@ -7,14 +7,13 @@
#include <memory>
#include "../util/easylogging++.h"
#include "../logging/easylogging++.h"
#include "game_object.h"
class Game {
private:
std::shared_ptr<sf::RenderWindow> window;
std::vector<GameObject *> gameObjects;
bool isRunning = false;
public:
explicit Game(std::shared_ptr<sf::RenderWindow> window);
@ -28,7 +27,11 @@ public:
void exit();
void addGameObject(GameObject *gameObject);
void renderFrame();
void drawFrame();
void update();
void processEvents();
};

View file

@ -4,29 +4,44 @@
#include <SFML/Graphics/RenderWindow.hpp>
#include "game_factory.hpp"
#include "../config.h"
std::shared_ptr<Game> GameFactory::createWindowed(const std::string &title, int width, int height)
{
auto window = std::make_shared<sf::RenderWindow>(sf::VideoMode(width, height), title);
std::shared_ptr<Game> GameFactory::createWindowed(const std::string &title, int width, int height) {
auto window = std::make_shared<sf::RenderWindow>(sf::VideoMode(width, height), title,
sf::Style::Default,
getAdditionalSettings());
applyAdditionalWindowConfig(window.get());
return std::make_shared<Game>(window);
}
std::shared_ptr<Game> GameFactory::createFullscreen(const std::string &title)
{
std::shared_ptr<Game> GameFactory::createFullscreen(const std::string &title) {
sf::VideoMode fullScreenMode;
auto availableModes = sf::VideoMode::getFullscreenModes();
if (availableModes.empty())
{
if (availableModes.empty()) {
LOG(INFO) << "No fullscreen modes available, falling back to Desktop Mode.";
fullScreenMode = sf::VideoMode::getDesktopMode();
} else
{
} else {
fullScreenMode = availableModes[0];
fullScreenMode.bitsPerPixel = sf::VideoMode::getDesktopMode().bitsPerPixel;
}
auto window = std::make_shared<sf::RenderWindow>(fullScreenMode, title, sf::Style::Fullscreen);
auto window = std::make_shared<sf::RenderWindow>(fullScreenMode, title,
sf::Style::Fullscreen,
getAdditionalSettings());
applyAdditionalWindowConfig(window.get());
return std::make_shared<Game>(window);
}
}
sf::ContextSettings GameFactory::getAdditionalSettings() {
sf::ContextSettings settings = sf::ContextSettings();
settings.antialiasingLevel = ANTIALIASINGLEVEL;
return settings;
}
void GameFactory::applyAdditionalWindowConfig(sf::RenderWindow *window) {
window->setFramerateLimit(FRAME_RATE);
}

View file

@ -12,6 +12,10 @@ public:
static std::shared_ptr<Game> createWindowed(const std::string &title, int width, int height);
static std::shared_ptr<Game> createFullscreen(const std::string &title);
private:
static sf::ContextSettings getAdditionalSettings();
static void applyAdditionalWindowConfig(sf::RenderWindow *window);
};
#endif //HOLESOME_GAME_FACTORY_HPP

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@ -1,9 +1,5 @@
#include "game_object.h"
TranslatedCoordinates *GameObject::getCoordinates() const {
return coordinates.get();
}
GameObject::GameObject() : coordinates(std::make_shared<TranslatedCoordinates>(WorldCoordinates(0, 0, 0))) {
}

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@ -4,15 +4,15 @@
#include <memory>
#include <SFML/Graphics/Drawable.hpp>
#include <SFML/Graphics/RenderWindow.hpp>
#include "../coordinates/translated_coordinates.h"
class GameObject : public sf::Drawable {
class GameObject {
public:
GameObject();
void draw(sf::RenderTarget &target, sf::RenderStates states) const override = 0;
TranslatedCoordinates* getCoordinates() const;
virtual void draw(sf::RenderWindow *window) const = 0;
virtual void update() const = 0;
protected:
std::shared_ptr<TranslatedCoordinates> coordinates;

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@ -1,6 +1,6 @@
#include <SFML/Graphics.hpp>
#include <iostream>
#include "util/easylogging++.h"
#include "logging/easylogging++.h"
#include "game/game.h"
#include "primitives/circle_object.h"
#include "game/game_factory.hpp"

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@ -9,12 +9,16 @@ CircleObject::CircleObject(int radius, sf::Color color) : radius(radius), color(
}
void CircleObject::draw(sf::RenderTarget &target, sf::RenderStates states) const {
void CircleObject::draw(sf::RenderWindow *window) const {
sf::CircleShape circle(radius);
circle.setFillColor(color);
circle.setPosition(coordinates->getScreenCoordinates().x, coordinates->getScreenCoordinates().y);
target.draw(circle);
window->draw(circle);
}
void CircleObject::update() const {
}

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@ -1,7 +1,3 @@
//
// Created by max on 27.04.23.
//
#ifndef HOLESOME_CIRCLE_OBJECT_H
#define HOLESOME_CIRCLE_OBJECT_H
@ -13,7 +9,8 @@ class CircleObject : public GameObject {
public:
CircleObject(int radius, sf::Color color);
void draw(sf::RenderTarget &target, sf::RenderStates states) const override;
void draw(sf::RenderWindow *window) const override;
void update() const override;
private:
int radius;