Add GameState and MainGame
This commit is contained in:
@@ -0,0 +1,71 @@
|
||||
#ifndef GAMESTATE
|
||||
#define GAMESTATE
|
||||
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
class GameState
|
||||
{
|
||||
public:
|
||||
virtual void Initialize(sf::RenderWindow* window) {
|
||||
}
|
||||
|
||||
virtual void Update(sf::RenderWindow* window) {
|
||||
}
|
||||
|
||||
virtual void Render(sf::RenderWindow* window) {
|
||||
}
|
||||
|
||||
virtual void Destroy(sf::RenderWindow* window) {
|
||||
}
|
||||
};
|
||||
|
||||
class GameStateParent
|
||||
{
|
||||
public:
|
||||
GameStateParent() {
|
||||
this->state = NULL;
|
||||
}
|
||||
|
||||
void SetWindow(sf::RenderWindow* window) {
|
||||
this->window = window;
|
||||
}
|
||||
|
||||
void SetState(GameState* state) {
|
||||
if(this->state != NULL) {
|
||||
this->state->Destroy(this->window);
|
||||
}
|
||||
|
||||
this->state = state;
|
||||
if(this->state != NULL) {
|
||||
this->state->Initialize(this->window);
|
||||
}
|
||||
}
|
||||
|
||||
void Update() {
|
||||
if(this->state != NULL) {
|
||||
this->state->Update(this->window);
|
||||
}
|
||||
}
|
||||
|
||||
void Render() {
|
||||
if(this->state != NULL) {
|
||||
this->state->Render(this->window);
|
||||
}
|
||||
}
|
||||
|
||||
~GameStateParent() {
|
||||
if(this->state != NULL) {
|
||||
this->state->Destroy(this->window);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private:
|
||||
sf::RenderWindow* window;
|
||||
GameState* state;
|
||||
};
|
||||
|
||||
extern GameStateParent gameState;
|
||||
|
||||
#endif // GAMESTATE
|
||||
|
||||
+7
-33
@@ -1,14 +1,10 @@
|
||||
#include <iostream>
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
#include "inputmanager.h"
|
||||
#include "entitymanager.h"
|
||||
#include "state/maingame.h"
|
||||
|
||||
InputManager inputManager;
|
||||
|
||||
void UpdateCollisions(Entity* entityA, Entity* entityB) {
|
||||
std::cout << "Collisions!" << std::endl;
|
||||
}
|
||||
GameStateParent gameState;
|
||||
|
||||
int main()
|
||||
{
|
||||
@@ -22,21 +18,13 @@ int main()
|
||||
sf::RenderWindow window(sf::VideoMode(1280, 720), gameName, windowStyle, settings);
|
||||
window.setVerticalSyncEnabled(true);
|
||||
|
||||
gameState.SetWindow(&window);
|
||||
gameState.SetState(new MainGame());
|
||||
|
||||
sf::Clock fpsTimer;
|
||||
sf::Clock timer;
|
||||
sf::Time timeElapsed;
|
||||
|
||||
EntityManager entityManager;
|
||||
entityManager.AddEntity("test", new Entity("data\\gfx\\test.png"));
|
||||
entityManager.AddEntity("test", new Entity("data\\gfx\\test.png"));
|
||||
entityManager.SetCollisionMethod(UpdateCollisions);
|
||||
|
||||
// Entity entity;
|
||||
// entity.Load("data\\gfx\\test.png");
|
||||
|
||||
// Entity entity2;
|
||||
// entity2.Load("data\\gfx\\test.png");
|
||||
|
||||
// Run the program as long as the window is open
|
||||
while (window.isOpen())
|
||||
{
|
||||
@@ -65,26 +53,12 @@ int main()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(inputManager.IsPressed(InputManager::Left)) {
|
||||
std::cout << "LEFT" << std::endl;
|
||||
}
|
||||
|
||||
if(inputManager.IsPressed(InputManager::Down)) {
|
||||
std::cout << "DOWN" << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// if(entity.Collision(&entity2)) {
|
||||
// std::cout << "COLLISION!" << std::endl;
|
||||
// }
|
||||
|
||||
window.clear(sf::Color(72, 152, 72));
|
||||
|
||||
// window.draw(entity);
|
||||
// window.draw(entity2);
|
||||
|
||||
entityManager.Render(&window);
|
||||
gameState.Update();
|
||||
gameState.Render();
|
||||
|
||||
window.display();
|
||||
|
||||
|
||||
+5
-3
@@ -18,10 +18,12 @@ DEPENDPATH += $$PWD/include
|
||||
TEMPLATE = app
|
||||
|
||||
SOURCES += main.cpp \
|
||||
inputmanager.cpp
|
||||
inputmanager.cpp \
|
||||
state/maingame.cpp
|
||||
|
||||
HEADERS += \
|
||||
inputmanager.h \
|
||||
entity.h \
|
||||
entitymanager.h
|
||||
|
||||
entitymanager.h \
|
||||
gamestate.h \
|
||||
state/maingame.h
|
||||
|
||||
@@ -0,0 +1,35 @@
|
||||
#include "maingame.h"
|
||||
|
||||
void UpdateCollisions(Entity* entityA, Entity* entityB) {
|
||||
std::cout << "Collisions!" << std::endl;
|
||||
}
|
||||
|
||||
void MainGame::Initialize(sf::RenderWindow* window) {
|
||||
entityManager = new EntityManager();
|
||||
entityManager->SetCollisionMethod(UpdateCollisions);
|
||||
|
||||
this->entityManager->AddEntity("test", new Entity("data\\gfx\\test.png"));
|
||||
this->entityManager->AddEntity("test", new Entity("data\\gfx\\test.png"));
|
||||
this->entityManager->Get("test0")->velocity.x = 0.5;
|
||||
this->entityManager->Get("test")->setPosition(sf::Vector2f(50, 50));
|
||||
}
|
||||
|
||||
void MainGame::Update(sf::RenderWindow* window) {
|
||||
if(inputManager.IsPressed(InputManager::Left)) {
|
||||
std::cout << "LEFT" << std::endl;
|
||||
}
|
||||
|
||||
if(inputManager.IsPressed(InputManager::Down)) {
|
||||
std::cout << "DOWN" << std::endl;
|
||||
}
|
||||
|
||||
this->entityManager->Update();
|
||||
}
|
||||
|
||||
void MainGame::Render(sf::RenderWindow* window) {
|
||||
this->entityManager->Render(window);
|
||||
}
|
||||
|
||||
void MainGame::Destroy(sf::RenderWindow* window) {
|
||||
delete this->entityManager;
|
||||
}
|
||||
@@ -0,0 +1,22 @@
|
||||
#ifndef MAINGAME_H
|
||||
#define MAINGAME_H
|
||||
|
||||
#include <iostream>
|
||||
|
||||
#include "gamestate.h"
|
||||
#include "entitymanager.h"
|
||||
#include "inputmanager.h"
|
||||
|
||||
class MainGame : public GameState
|
||||
{
|
||||
public:
|
||||
void Initialize(sf::RenderWindow* window);
|
||||
void Update(sf::RenderWindow* window);
|
||||
void Render(sf::RenderWindow* window);
|
||||
void Destroy(sf::RenderWindow* window);
|
||||
|
||||
private:
|
||||
EntityManager* entityManager;
|
||||
};
|
||||
|
||||
#endif // MAINGAME_H
|
||||
Reference in New Issue
Block a user