Riyyi
10 years ago
5 changed files with 140 additions and 36 deletions
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#ifndef GAMESTATE |
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#define GAMESTATE |
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#include <SFML/Graphics.hpp> |
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class GameState |
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{ |
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public: |
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virtual void Initialize(sf::RenderWindow* window) { |
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} |
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virtual void Update(sf::RenderWindow* window) { |
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} |
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virtual void Render(sf::RenderWindow* window) { |
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} |
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virtual void Destroy(sf::RenderWindow* window) { |
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} |
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}; |
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class GameStateParent |
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{ |
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public: |
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GameStateParent() { |
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this->state = NULL; |
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} |
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void SetWindow(sf::RenderWindow* window) { |
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this->window = window; |
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} |
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void SetState(GameState* state) { |
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if(this->state != NULL) { |
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this->state->Destroy(this->window); |
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} |
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this->state = state; |
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if(this->state != NULL) { |
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this->state->Initialize(this->window); |
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} |
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} |
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void Update() { |
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if(this->state != NULL) { |
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this->state->Update(this->window); |
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} |
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} |
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void Render() { |
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if(this->state != NULL) { |
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this->state->Render(this->window); |
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} |
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} |
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~GameStateParent() { |
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if(this->state != NULL) { |
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this->state->Destroy(this->window); |
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} |
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} |
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private: |
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sf::RenderWindow* window; |
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GameState* state; |
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}; |
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extern GameStateParent gameState; |
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#endif // GAMESTATE
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@ -0,0 +1,35 @@
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#include "maingame.h" |
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void UpdateCollisions(Entity* entityA, Entity* entityB) { |
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std::cout << "Collisions!" << std::endl; |
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} |
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void MainGame::Initialize(sf::RenderWindow* window) { |
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entityManager = new EntityManager(); |
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entityManager->SetCollisionMethod(UpdateCollisions); |
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this->entityManager->AddEntity("test", new Entity("data\\gfx\\test.png")); |
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this->entityManager->AddEntity("test", new Entity("data\\gfx\\test.png")); |
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this->entityManager->Get("test0")->velocity.x = 0.5; |
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this->entityManager->Get("test")->setPosition(sf::Vector2f(50, 50)); |
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} |
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void MainGame::Update(sf::RenderWindow* window) { |
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if(inputManager.IsPressed(InputManager::Left)) { |
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std::cout << "LEFT" << std::endl; |
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} |
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if(inputManager.IsPressed(InputManager::Down)) { |
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std::cout << "DOWN" << std::endl; |
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} |
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this->entityManager->Update(); |
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} |
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void MainGame::Render(sf::RenderWindow* window) { |
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this->entityManager->Render(window); |
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} |
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void MainGame::Destroy(sf::RenderWindow* window) { |
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delete this->entityManager; |
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} |
@ -0,0 +1,22 @@
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#ifndef MAINGAME_H |
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#define MAINGAME_H |
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#include <iostream> |
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#include "gamestate.h" |
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#include "entitymanager.h" |
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#include "inputmanager.h" |
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class MainGame : public GameState |
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{ |
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public: |
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void Initialize(sf::RenderWindow* window); |
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void Update(sf::RenderWindow* window); |
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void Render(sf::RenderWindow* window); |
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void Destroy(sf::RenderWindow* window); |
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private: |
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EntityManager* entityManager; |
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}; |
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#endif // MAINGAME_H
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