2020-11-28 13:10:25 +00:00
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#include "GameWindow.hpp"
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2020-11-27 13:10:09 +00:00
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#include <SDL2/SDL_image.h>
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#include <iostream>
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#include <vector>
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2020-11-28 13:10:25 +00:00
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#include "PacMan.hpp"
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#include "Pellets.hpp"
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#include "SuperPellets.hpp"
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2020-11-27 13:10:09 +00:00
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GameWindow::GameWindow(int width, int height) {
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initSDL();
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initSDLImage();
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2020-11-27 16:16:42 +00:00
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auto sdl_window = createWindow(width * SCALE_FACTOR, height * SCALE_FACTOR);
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2020-11-27 13:10:09 +00:00
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auto sdl_renderer = createRenderer(sdl_window);
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createWindowSurface(sdl_window);
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setDrawColor(sdl_renderer);
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2020-11-27 14:44:21 +00:00
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maze_texture = loadTexture(sdl_renderer, "maze.png");
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sprite_texture = loadTexture(sdl_renderer, "sprites32.png");
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2020-11-27 13:10:09 +00:00
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}
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2020-11-28 13:10:25 +00:00
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void GameWindow::update(const PacMan & pacMan, const Pellets & pellets, const SuperPellets & superPellets) {
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2020-11-27 13:10:09 +00:00
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SDL_RenderClear(renderer.get());
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renderMaze();
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2020-11-28 13:10:25 +00:00
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renderPellets(pellets);
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renderSuperPellets(superPellets);
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2020-11-27 13:10:09 +00:00
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renderPacMan(pacMan);
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SDL_RenderPresent(renderer.get());
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}
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void GameWindow::renderMaze() const {
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renderTexture(maze_texture.get(), nullptr, nullptr);
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}
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2020-11-28 13:10:25 +00:00
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void GameWindow::renderSuperPellets(const SuperPellets & superPellets) const {
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SDL_Rect sprite_rect = superPellets.currentSprite();
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std::vector<SDL_Point> superPelletPositions = superPellets.currentPositions();
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2020-11-27 13:10:09 +00:00
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for (const auto & pos : superPelletPositions) {
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2021-05-10 13:14:38 +00:00
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SDL_Rect maze_rect = targetRect({float(pos.x), float(pos.y)}, 8 * SCALE_FACTOR);
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2020-11-27 13:10:09 +00:00
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renderTexture(sprite_texture.get(), &sprite_rect, &maze_rect);
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}
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}
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2020-11-28 13:10:25 +00:00
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void GameWindow::renderPellets(const Pellets & pellets) const {
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SDL_Rect sprite_rect = pellets.currentSprite();
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std::vector<SDL_Point> pelletPositions = pellets.currentPositions();
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2020-11-27 13:10:09 +00:00
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for (const auto & pos : pelletPositions) {
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2021-05-10 13:14:38 +00:00
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SDL_Rect maze_rect = targetRect({float(pos.x), float(pos.y)}, 8 * SCALE_FACTOR);
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2020-11-27 13:10:09 +00:00
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renderTexture(sprite_texture.get(), &sprite_rect, &maze_rect);
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}
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}
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void GameWindow::renderPacMan(const PacMan & pac_man) const {
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Position maze_position = pac_man.currentPosition();
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2020-11-27 16:16:42 +00:00
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SDL_Rect maze_rect = targetRect(maze_position, 8 * SCALE_FACTOR);
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2020-11-27 13:10:09 +00:00
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SDL_Rect sprite_rect = pac_man.currentSprite();
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renderTexture(sprite_texture.get(), &sprite_rect, &maze_rect);
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}
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SDL_Rect GameWindow::targetRect(const Position & position, int pixel_increase) {
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2020-11-27 16:16:42 +00:00
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int pixels = 16 * SCALE_FACTOR;
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2020-11-27 13:10:09 +00:00
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int displacement = pixel_increase / 2;
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return {
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2020-11-27 16:16:42 +00:00
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int(pixels * position.x) - displacement,
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int(pixels * position.y) - displacement,
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(pixels + pixel_increase),
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(pixels + pixel_increase)
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2020-11-27 13:10:09 +00:00
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};
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}
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void GameWindow::renderTexture(SDL_Texture * texture, SDL_Rect * texture_rect, SDL_Rect * target_rect) const {
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if (SDL_RenderCopy(renderer.get(), texture, texture_rect, target_rect) < 0)
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exitFailure("Failed to copy texture to renderer");
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}
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void GameWindow::initSDL() {
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if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
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exitFailure("Failed to initialize the SDL2 library");
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}
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void GameWindow::initSDLImage() {
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int img_flags = IMG_INIT_PNG;
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if (IMG_Init(img_flags) != img_flags)
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exitImgFailure("Failed to init SDL_Image with png");
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}
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SDL_Window * GameWindow::createWindow(int width, int height) {
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window = std::unique_ptr<SDL_Window, SDL_Window_Deleter>(SDL_CreateWindow(
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2020-11-27 16:16:42 +00:00
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"Pacman",
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SDL_WINDOWPOS_CENTERED,
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SDL_WINDOWPOS_CENTERED,
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width,
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height,
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SDL_WINDOW_OPENGL));
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2020-11-27 13:10:09 +00:00
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if (!window)
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exitFailure("Failed to create window");
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return window.get();
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}
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SDL_Renderer * GameWindow::createRenderer(SDL_Window * sdl_window) {
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renderer = std::unique_ptr<SDL_Renderer, SDL_Renderer_Deleter>(SDL_CreateRenderer(
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2020-11-27 16:16:42 +00:00
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sdl_window,
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-1,
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SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC));
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2020-11-27 13:10:09 +00:00
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if (!renderer)
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exitFailure("Failed to create renderer");
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return renderer.get();
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}
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void GameWindow::createWindowSurface(SDL_Window * sdl_window) {
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window_surface = std::unique_ptr<SDL_Surface, SDL_Surface_Deleter>(SDL_GetWindowSurface(sdl_window));
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if (!window_surface)
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exitFailure("Failed to get the surface from the window");
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}
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void GameWindow::setDrawColor(SDL_Renderer * sdl_renderer) {
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if (SDL_SetRenderDrawColor(sdl_renderer, 0, 0, 0, SDL_ALPHA_OPAQUE) < 0)
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exitFailure("Failed to set renderer color");
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}
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2020-11-27 16:16:42 +00:00
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std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>
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GameWindow::loadTexture(SDL_Renderer * sdl_renderer, const std::string & path) {
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2020-11-27 13:10:09 +00:00
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auto surface = std::unique_ptr<SDL_Surface, SDL_Surface_Deleter>(IMG_Load(path.c_str()));
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if (!surface)
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exitImgFailure("Failed to load image");
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2020-11-27 16:16:42 +00:00
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auto texture = std::unique_ptr<SDL_Texture, SDL_Texture_Deleter>(
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SDL_CreateTextureFromSurface(sdl_renderer, surface.get()));
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2020-11-27 13:10:09 +00:00
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if (!texture)
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exitFailure("Failed to create texture from surface");
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return texture;
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}
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2020-11-27 16:16:42 +00:00
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void GameWindow::exitFailure(const std::string & message) {
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2020-11-27 13:10:09 +00:00
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std::cerr << message << "\n";
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std::cerr << "SDL2 Error: " << SDL_GetError() << "\n";
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exit(1);
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}
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2020-11-27 16:16:42 +00:00
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void GameWindow::exitImgFailure(const std::string & message) {
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2020-11-27 13:10:09 +00:00
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std::cerr << message << "\n";
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std::cerr << "SDL2_Image Error: " << IMG_GetError() << "\n";
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exit(1);
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}
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