97 lines
2.9 KiB
C++
97 lines
2.9 KiB
C++
#include "game.h"
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#include <iostream>
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SpriteRenderer* Renderer;
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Game::~Game()
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{
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delete Renderer;
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}
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Game::Game(unsigned int width, unsigned int height)
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: State(GAME_ACTIVE), Keys(), Width(width), Height(height)
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{
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}
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// Initial size of the player paddle
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const glm::vec2 PLAYER_SIZE (100.0f, 20.0f);
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// Initial velocity of the player paddle
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const float PLAYER_VELOCITY(500.0f);
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GameObject* player;
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void Game::Init()
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{
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// Load shaders
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ResourceManager::LoadShader("shader.vs", "shader.fs", nullptr, "sprite");
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// configure shaders
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glm::mat4 projection = glm::ortho(0.0f, static_cast<float>(this->Width), static_cast<float>(this->Height), 0.0f, -1.0f, 1.0f);
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ResourceManager::GetShader("sprite").Use().SetInteger("image", 0);
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ResourceManager::GetShader("sprite").SetMatrix4("projection", projection);
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// set render-specific controls
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Renderer = new SpriteRenderer(ResourceManager::GetShader("sprite"));
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// load textures
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ResourceManager::LoadTexture("textures/awesomeface.png", true, "face");
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ResourceManager::LoadTexture("textures/background.jpg", false, "background");
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ResourceManager::LoadTexture("textures/block.png", false, "block");
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ResourceManager::LoadTexture("textures/block_solid.png", false, "block_solid");
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ResourceManager::LoadTexture("textures/paddle.png", true, "paddle");
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// Load levels
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GameLevel one; one.Load("levels/one.lvl", this->Width, this->Height / 2);
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GameLevel two; two.Load("levels/two.lvl", this->Width, this->Height / 2);
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GameLevel three; three.Load("levels/three.lvl", this->Width, this->Height / 2);
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GameLevel four; four.Load("levels/four.lvl", this->Width, this->Height / 2);
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this->Levels.push_back(one);
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this->Levels.push_back(two);
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this->Levels.push_back(three);
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this->Levels.push_back(four);
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this->Level = 0;
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glm::vec2 playerPos = glm::vec2(this->Width /2 - PLAYER_SIZE.x /2.0f,
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this->Height - PLAYER_SIZE.y);
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player = new GameObject(playerPos, PLAYER_SIZE, ResourceManager::GetTexture("paddle"));
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}
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void Game::ProcessInput(float dt)
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{
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if(this->State == GAME_ACTIVE)
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{
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float velocity = PLAYER_VELOCITY * dt;
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if( this->Keys[GLFW_KEY_A])
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{
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if(player->Position.x >= 0.0f)
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player->Position.x -= velocity;
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}
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if( this->Keys[GLFW_KEY_D])
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{
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if(player->Position.x <= this->Width - player->Size.x)
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player->Position.x += velocity;
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}
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}
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}
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void Game::Update(float dt)
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{
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}
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void Game::Render()
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{
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if(this->State == GAME_ACTIVE)
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{
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// draw background
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Renderer->DrawSprite(ResourceManager::GetTexture("background"),
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glm::vec2(0.0f, 0.0f), glm::vec2(this->Width, this->Height), 0.0f);
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// draw level
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this->Levels[this->Level].Draw(*Renderer);
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player->Draw(*Renderer);
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}
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} |