#include #include #include #include #include #include "GameObject.hpp" #include "Platforms.hpp" #include "Player.hpp" #include "HiddenObjects.hpp" #include "EventManager.hpp" #include "Thread.hpp" #include "Timeline.hpp" #include "Client.hpp" // Global window size int WINDOW_WIDTH = 800; int WINDOW_HEIGHT = 600; Timeline gameTime = Timeline(1); std::vector objects; std::vector drawObjects; std::vector playerClients; std::vector spawnPoints; std::vector deathZoneBounds; /** * @brief Get the Random Spawn Point object from the spawnPoints vector * * @return sf::Vector2f spawn point location */ sf::Vector2f getRandomSpawnPoint() { srand(time(NULL)); int randomIndex = rand() % spawnPoints.size(); return spawnPoints.at(randomIndex)->getSpawnPointLocation(); } /** * @brief Jayden Sansom, jksanso2 * HW 4 Part 2 * * @return int exit code */ int main() { // Mutex to handle locking, condition variable to handle notifications between threads std::mutex m; std::condition_variable cv; // Keys pressed to be passed to the thread update KeysPressed keysPressed; EventManager eventManager; // Create window sf::RenderWindow window(sf::VideoMode(WINDOW_WIDTH, WINDOW_HEIGHT), "CSC 481 Game Engine Foundations HW 4 Part 2"); // Get running desktop and set window to be positioned in the middle of the screen sf::VideoMode desktop = sf::VideoMode::getDesktopMode(); window.setPosition(sf::Vector2i(desktop.width / 2 - window.getSize().x / 2, desktop.height / 2 - window.getSize().y / 2)); window.setVerticalSyncEnabled(false); window.setFramerateLimit(60); sf::View camera = sf::View(sf::FloatRect(0, 0, WINDOW_WIDTH, WINDOW_HEIGHT)); window.setView(camera); // Create Left Scroll Zone SideScrollArea leftScrollArea = SideScrollArea(0.f, 0.f, 300.f, WINDOW_HEIGHT); // Create Right Scroll Zone SideScrollArea rightScrollArea = SideScrollArea(WINDOW_WIDTH - 300.f, 0.f, 300.f, WINDOW_HEIGHT); // Create floor Platform* floor = new Platform(0.f, 550.f, 700.f, 50.f, sf::Color(178, 172, 136)); floor->setCollisionEnabled(true); GameObject floorObj = GameObject("floor", floor); objects.push_back(&floorObj); drawObjects.push_back(floor); // Create moving platform MovingPlatform* movingPlatform1 = new MovingPlatform(30.f, 250.f, 200.f, 400.f, 400.f, 180.f, 50.f, 1.f, sf::Color(255, 84, 155)); movingPlatform1->setCollisionEnabled(true); GameObject mpObj1 = GameObject("movingPlatform1", movingPlatform1); objects.push_back(&mpObj1); drawObjects.push_back(movingPlatform1); // Create moving platform MovingPlatform* movingPlatform2 = new MovingPlatform(30.f, 0.f, 200.f, -350.f, 250.f, 180.f, 50.f, 3.f, sf::Color(0, 133, 204)); movingPlatform2->setCollisionEnabled(true); GameObject mpObj2 = GameObject("movingPlatform2", movingPlatform2); objects.push_back(&mpObj2); drawObjects.push_back(movingPlatform2); // Create platform one Platform* platform1 = new Platform(-650.f, 250.f, 200.f, 50.f, sf::Color(255, 219, 61)); platform1->setCollisionEnabled(true); GameObject platform1Obj = GameObject("platform1", platform1); objects.push_back(&platform1Obj); drawObjects.push_back(platform1); // Create spawn point SpawnPoint* spawnPoint = new SpawnPoint(250.f, 430.f); GameObject spObj = GameObject("spawnPoint1", spawnPoint); objects.push_back(&spObj); spawnPoints.push_back(spawnPoint); // Create another spawn point SpawnPoint* spawnPoint2 = new SpawnPoint(150.f, 430.f); GameObject spObj2 = GameObject("spawnPoint2", spawnPoint2); objects.push_back(&spObj2); spawnPoints.push_back(spawnPoint2); // Create death zone DeathZone* deathZone = new DeathZone(-10000.f, 595.f, 20000.f, 5.f); GameObject dzObj = GameObject("deathZone", deathZone); objects.push_back(&dzObj); deathZoneBounds.push_back(deathZone->getGlobalBounds()); // Create Player sf::Vector2f spawnInit = getRandomSpawnPoint(); Player* player = new Player(WINDOW_WIDTH, WINDOW_HEIGHT, "wolfie.png", spawnInit.x, spawnInit.y, 100.f, 50.f, 300.f, 0.3f, 0.3f); player->setCollisionEnabled(true); drawObjects.push_back(player); PlayerClient playerClient = {"Three", player, true}; Client client(&playerClient, &playerClients); client.requesterFunction(&playerClient); Thread subscriberThread = Thread(0, nullptr, &m, &cv, [&]() { client.subscriberFunction(&objects, &eventManager); }); std::thread runReplier(run_wrapper, &subscriberThread); // Set up time variables float previousTime = gameTime.getTime(); float currentTime, elapsed; // While open loop while(window.isOpen()) { sf::Event event; while (window.pollEvent(event)) { if (event.type == sf::Event::Closed) { window.close(); playerClient.isActive = false; client.requesterFunction(&playerClient); } } if(gameTime.isPaused()) { elapsed = 0.f; // It just works "¯\_(ツ)_/¯ " } else { currentTime = gameTime.getTime(); elapsed = (currentTime - previousTime) / 1000.f; } if(window.hasFocus()) { if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left) || sf::Keyboard::isKeyPressed(sf::Keyboard::A)) { keysPressed.Left = true; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right) || sf::Keyboard::isKeyPressed(sf::Keyboard::D)) { keysPressed.Right = true; } if ((sf::Keyboard::isKeyPressed(sf::Keyboard::Space) || sf::Keyboard::isKeyPressed(sf::Keyboard::W) || sf::Keyboard::isKeyPressed(sf::Keyboard::Up))) { keysPressed.Up = true; } } eventManager.registerEvent(new EventInputHandler(&eventManager, new EventInput(player, &keysPressed, elapsed))); eventManager.raise(); // If the player collides with a death zone if(player->checkCollision(deathZoneBounds)) { eventManager.registerEvent(new EventDeathHandler(&eventManager, new EventDeath(player, &spawnPoints, &window, &camera, &leftScrollArea, &rightScrollArea))); } if(player->checkCollision(leftScrollArea.getGlobalBounds())) { sf::Vector2f playerMovement = player->getMovement(); if(playerMovement.x < 0.f) { camera.move(playerMovement.x, 0.f); leftScrollArea.move(playerMovement.x, 0.f); rightScrollArea.move(playerMovement.x, 0.f); } } if(player->checkCollision(rightScrollArea.getGlobalBounds())) { sf::Vector2f playerMovement = player->getMovement(); if(playerMovement.x > 0.f) { camera.move(playerMovement.x, 0.f); leftScrollArea.move(playerMovement.x, 0.f); rightScrollArea.move(playerMovement.x, 0.f); } } eventManager.raise(); client.requesterFunction(&playerClient); window.clear(sf::Color(255, 255, 255, 0)); eventManager.raise(); // Draw scene objects for(sf::Drawable* object : drawObjects) { window.draw(*object); } for(PlayerClient playerClient : playerClients) { if(playerClient.isActive) { Player* currentPlayer = playerClient.player; window.draw(*currentPlayer); } } window.setView(camera); window.display(); previousTime = currentTime; keysPressed.Left = false; keysPressed.Right = false; keysPressed.Up = false; } return 0; // Return on end }