2021-06-16 10:52:04 +00:00
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#include "Canvas.hpp"
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2021-07-08 08:17:05 +00:00
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#include "Scaling.hpp"
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2021-06-20 16:52:34 +00:00
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#include <fmt/format.h>
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#include <string>
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#include <vector>
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2021-06-16 10:52:04 +00:00
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2021-07-05 12:10:01 +00:00
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namespace pacman {
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2021-06-16 10:52:04 +00:00
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Canvas::Canvas()
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: window(sf::VideoMode((viewDimensions().width / 2), (viewDimensions().height / 2)),
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"Pacman",
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sf::Style::Titlebar | sf::Style::Close),
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view(sf::FloatRect(0, 0, float(viewDimensions().width), float(viewDimensions().height))) {
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window.setView(view);
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window.setFramerateLimit(60);
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window.setVerticalSyncEnabled(true);
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2021-07-07 09:33:22 +00:00
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// We render the game in view at twice the native resolution,
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// Then project it on a scaled window - on some mac we get the
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// scaling factor of the window to adjust the resolution
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const auto scale = scaling_factor_for_window(window.getSystemHandle());
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const auto width = (viewDimensions().width / 2) * scale;
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const auto height = (viewDimensions().height / 2) * scale;
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window.setSize(sf::Vector2u(unsigned(width), unsigned(height)));
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2021-07-07 09:33:22 +00:00
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2021-06-20 16:52:34 +00:00
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maze_texture = loadTexture("maze.png");
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sprites_texture = loadTexture("sprites32.png");
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2021-07-06 18:48:29 +00:00
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game_font = loadFont("retro_font.ttf");
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}
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2021-09-07 14:00:19 +00:00
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void Canvas::update(const GameState & gameState) {
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clear();
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renderMaze();
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renderPellets(gameState.pellets);
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renderSuperPellets(gameState.superPellets);
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2021-06-24 11:32:52 +00:00
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2021-07-15 07:14:25 +00:00
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renderGhost(gameState.blinky);
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2021-07-16 07:35:32 +00:00
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renderGhost(gameState.pinky);
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renderGhost(gameState.inky);
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renderGhost(gameState.clyde);
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renderScore(gameState.score.points);
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renderLives(gameState.score.lives);
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renderPacMan(gameState.pacMan);
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2021-06-28 10:42:21 +00:00
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render();
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}
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void Canvas::clear() {
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window.clear(sf::Color::Black);
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}
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void Canvas::render() {
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window.display();
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}
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std::optional<sf::Event> Canvas::pollEvent() {
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sf::Event event{};
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if (window.pollEvent(event))
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return event;
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return std::nullopt;
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}
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void Canvas::renderMaze() {
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Sprite maze;
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maze.setTexture(maze_texture);
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maze.setTextureRect(sf::IntRect{
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0,
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0,
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MAZE_WIDTH,
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MAZE_HEIGHT });
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maze.setScale(MAZE_SCALE_UP, MAZE_SCALE_UP);
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maze.setPosition(LEFT_MARGIN, TOP_MARGIN);
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window.draw(maze);
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}
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void Canvas::renderPellets(const Pellets & pellets) {
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Sprite pellet = getSprite(pellets.currentSprite());
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std::vector<GridPosition> pelletPositions = pellets.currentPositions();
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for (const auto & pos : pelletPositions) {
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renderSprite(pellet, gridPositionToPosition(pos));
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}
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}
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void Canvas::renderSuperPellets(const SuperPellets & superPellets) {
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Sprite pellet = getSprite(superPellets.currentSprite());
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std::vector<GridPosition> superPelletPositions = superPellets.currentPositions();
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for (const auto & pos : superPelletPositions) {
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renderSprite(pellet, gridPositionToPosition(pos));
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}
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}
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void Canvas::renderPacMan(const PacMan & pac_man) {
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Sprite pacmanSprite = getSprite(pac_man.currentSprite());
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const auto & pos = pac_man.position();
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renderSprite(pacmanSprite, pos);
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}
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void Canvas::renderGhost(const Ghost & ghost) {
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Sprite sprite = getSprite(ghost.currentSprite());
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const auto & pos = ghost.position();
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renderSprite(sprite, pos);
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}
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void Canvas::renderScore(int score) {
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const int x = (LEFT_MARGIN + TARGET_MAZE_WIDTH + LEFT_MARGIN);
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const int y = (TOP_MARGIN * 2);
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sf::Text text;
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text.setPosition(x, y);
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text.setFont(game_font);
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text.setString(fmt::format("SCORE\n{}", score));
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text.setCharacterSize(40);
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text.setFillColor(sf::Color::White);
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window.draw(text);
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}
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2021-06-24 08:44:13 +00:00
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void Canvas::renderLives(int lives) {
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constexpr GridPosition liveSprite = Atlas::pacman_left_narrow;
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const size_t x = (LEFT_MARGIN + TARGET_MAZE_WIDTH + LEFT_MARGIN);
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const size_t y = TARGET_MAZE_HEIGHT;
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Sprite pacmanSprite = getSprite(liveSprite);
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for (int i = 0; i < lives - 1; i++) {
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auto life_position = i * SPRITE_WIDTH * 1.5f;
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sf::Vector2f pos{ x + life_position, y };
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pacmanSprite.setPosition(pos.x, pos.y);
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window.draw(pacmanSprite);
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}
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}
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Rect Canvas::viewDimensions() {
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const double width = (LEFT_MARGIN + TARGET_MAZE_WIDTH + SCORE_WIDTH);
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const double height = (TOP_MARGIN + TARGET_MAZE_HEIGHT + BOTTOM_MARGIN);
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return { 0, 0, int(width), int(height) };
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}
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Sprite Canvas::getSprite(GridPosition coordinate) const {
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sf::Sprite sprite;
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sprite.setTexture(sprites_texture);
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sprite.setTextureRect(sf::IntRect{ int(coordinate.x * SPRITE_WIDTH),
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int(coordinate.y * SPRITE_HEIGHT),
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SPRITE_WIDTH,
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SPRITE_HEIGHT });
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return sprite;
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}
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void Canvas::renderSprite(Sprite sprite, Position pos) {
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pos.x = LEFT_MARGIN + (pos.x * SPRITE_WIDTH);
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pos.y = TOP_MARGIN + (pos.y * SPRITE_HEIGHT);
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sprite.setPosition(float(pos.x), float(pos.y));
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window.draw(sprite);
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}
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static void exitFailure(const std::string & message) {
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fmt::print("{}\n", message);
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exit(1);
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}
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sf::Texture Canvas::loadTexture(std::string_view path) {
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sf::Texture texture;
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if (!texture.loadFromFile(std::string{ path })) {
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exitFailure(fmt::format("Failed to load image {}", path));
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}
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return texture;
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}
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sf::Font Canvas::loadFont(std::string_view path) {
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sf::Font font;
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if (!font.loadFromFile("retro_font.ttf")) {
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exitFailure(fmt::format("Failed to load font {}", path));
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}
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return font;
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}
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} // namespace pacman
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