#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 = 600; int WINDOW_HEIGHT = 400; Timeline gameTime = Timeline(1); std::vector objects; std::vector drawObjects; std::vector playerClients; void createMazePart(float x, float y, float width, float height) { // Create maze part Platform* maze = new Platform(x, y, width, height, sf::Color(0, 0, 0)); maze->setCollisionEnabled(true); drawObjects.push_back(maze); } void initMaze() { // Create maze parts createMazePart(99.f, 0.f, 400.f, 13.f); createMazePart(99.f, 387.f, 400.f, 13.f); createMazePart(99.f, 30.f, 11.f, 370.f); createMazePart(490.f, 0.f, 10.f, 370.f); createMazePart(125.f, 30.f, 246.f, 8.f); createMazePart(108.f, 56.f, 54.f, 7.f); createMazePart(153.f, 62.f, 9.f, 29.f); createMazePart(179.f, 36.f, 9.f, 72.f); createMazePart(205.f, 36.f, 7.f, 30.f); createMazePart(309.f, 36.f, 8.f, 106.f); createMazePart(386.f, 11.f, 9.f, 122.f); createMazePart(412.f, 28.f, 9.f, 36.f); createMazePart(421.f, 56.f, 26.f, 8.f); createMazePart(438.f, 13.f, 9.f, 44.f); createMazePart(464.f, 28.f, 8.f, 137.f); createMazePart(438.f, 158.f, 26.f, 7.f); createMazePart(438.f, 165.f, 9.f, 77.f); createMazePart(335.f, 234.f, 103.f, 8.f); createMazePart(335.f, 242.f, 8.f, 26.f); createMazePart(257.f, 260.f, 78.f, 8.f); createMazePart(257.f, 234.f, 8.f, 26.f); createMazePart(231.f, 234.f, 26.f, 9.f); createMazePart(231.f, 243.f, 8.f, 50.f); createMazePart(239.f, 285.f, 29.f, 8.f); createMazePart(128.f, 79.f, 8.f, 61.f); createMazePart(136.f, 132.f, 52.f, 8.f); createMazePart(136.f, 107.f, 77.f, 8.f); createMazePart(205.f, 115.f, 8.f, 29.f); createMazePart(179.f, 140.f, 9.f, 76.f); createMazePart(128.f, 209.f, 51.f, 7.f); createMazePart(128.f, 181.f, 8.f, 28.f); createMazePart(110.f, 158.f, 69.f, 7.f); createMazePart(153.f, 165.f, 9.f, 28.f); createMazePart(110.f, 260.f, 26.f, 8.f); createMazePart(128.f, 268.f, 8.f, 28.f); createMazePart(205.f, 336.f, 9.f, 51.f); createMazePart(151.f, 336.f, 54.f, 8.f); createMazePart(128.f, 362.f, 62.f, 7.f); createMazePart(128.f, 311.f, 8.f, 51.f); createMazePart(136.f, 311.f, 132.f, 8.f); createMazePart(231.f, 318.f, 8.f, 54.f); createMazePart(239.f, 336.f, 45.f, 8.f); createMazePart(257.f, 359.f, 8.f, 29.f); createMazePart(283.f, 362.f, 37.f, 7.f); createMazePart(283.f, 268.f, 8.f, 95.f); createMazePart(291.f, 311.f, 29.f, 7.f); createMazePart(306.f, 336.f, 30.f, 8.f); createMazePart(306.f, 285.f, 63.f, 8.f); createMazePart(335.f, 293.f, 8.f, 94.f); createMazePart(361.f, 260.f, 8.f, 25.f); createMazePart(369.f, 260.f, 26.f, 9.f); createMazePart(387.f, 269.f, 8.f, 27.f); createMazePart(125.f, 234.f, 88.f, 8.f); createMazePart(153.f, 242.f, 9.f, 71.f); createMazePart(162.f, 285.f, 54.f, 8.f); createMazePart(205.f, 158.f, 8.f, 77.f); createMazePart(177.f, 260.f, 55.f, 9.f); createMazePart(213.f, 183.f, 29.f, 8.f); createMazePart(213.f, 158.f, 55.f, 7.f); createMazePart(231.f, 56.f, 8.f, 102.f); createMazePart(203.f, 81.f, 29.f, 8.f); createMazePart(239.f, 56.f, 29.f, 7.f); createMazePart(255.f, 81.f, 29.f, 8.f); createMazePart(239.f, 107.f, 26.f, 9.f); createMazePart(257.f, 116.f, 8.f, 24.f); createMazePart(265.f, 132.f, 26.f, 8.f); createMazePart(283.f, 139.f, 8.f, 54.f); createMazePart(229.f, 209.f, 62.f, 8.f); createMazePart(257.f, 181.f, 8.f, 29.f); createMazePart(283.f, 216.f, 8.f, 26.f); createMazePart(290.f, 234.f, 27.f, 8.f); createMazePart(309.f, 164.f, 8.f, 71.f); createMazePart(291.f, 158.f, 52.f, 7.f); createMazePart(335.f, 56.f, 8.f, 102.f); createMazePart(343.f, 56.f, 43.f, 7.f); createMazePart(283.f, 107.f, 26.f, 8.f); createMazePart(283.f, 53.f, 8.f, 54.f); createMazePart(358.f, 81.f, 29.f, 8.f); createMazePart(342.f, 107.f, 29.f, 8.f); createMazePart(358.f, 132.f, 63.f, 8.f); createMazePart(412.f, 140.f, 9.f, 25.f); createMazePart(384.f, 158.f, 28.f, 7.f); createMazePart(332.f, 183.f, 106.f, 8.f); createMazePart(361.f, 155.f, 8.f, 28.f); createMazePart(412.f, 81.f, 52.f, 8.f); createMazePart(412.f, 89.f, 9.f, 26.f); createMazePart(421.f, 107.f, 26.f, 8.f); createMazePart(438.f, 115.f, 9.f, 28.f); createMazePart(317.f, 209.f, 106.f, 7.f); createMazePart(412.f, 242.f, 9.f, 70.f); createMazePart(436.f, 260.f, 29.f, 8.); createMazePart(361.f, 311.f, 8.f, 61.f); createMazePart(369.f, 336.f, 28.f, 8.f); createMazePart(369.f, 311.f, 70.f, 7.f); createMazePart(438.f, 283.f, 9.f, 63.f); createMazePart(412.f, 334.f, 9.f, 29.f); createMazePart(387.f, 362.f, 8.f, 25.f); createMazePart(395.f, 362.f, 77.f, 7.f); createMazePart(464.f, 181.f, 8.f, 182.f); } /** * @brief Jayden Sansom, jksanso2 * HW 5 Part EC * * @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 5 Extra Credit"); // 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); // Create Player Player* player = new Player(WINDOW_WIDTH, WINDOW_HEIGHT, "WolfieMaze.png", 98.f, 15.f, 100.f, 50.f, 300.f, 1.f, 1.f); player->setCollisionEnabled(true); drawObjects.push_back(player); // Make Win area Platform* winArea = new Platform(499.f, 352.f, 21.f, 48.f); initMaze(); sf::Texture wonTexture; sf::Sprite winUI; winUI.setPosition(sf::Vector2f(WINDOW_WIDTH / 2.f - 77.f, 150.f)); // Load and set texture if (wonTexture.loadFromFile("WinTextUI.png")) { winUI.setTexture(wonTexture); } PlayerClient playerClient = {"One", 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; bool winShowUI = false; // 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::Slash) && sf::Keyboard::isKeyPressed(sf::Keyboard::R)) { player->setPosition(98.f, 15.f); winShowUI = false; } if(!winShowUI) { 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::W) || sf::Keyboard::isKeyPressed(sf::Keyboard::Up))) { keysPressed.Up = true; } if ((sf::Keyboard::isKeyPressed(sf::Keyboard::S) || sf::Keyboard::isKeyPressed(sf::Keyboard::Down))) { keysPressed.Down = true; } } } eventManager.registerEvent(new EventInputHandler(&eventManager, new EventInput(player, &keysPressed, elapsed))); eventManager.raise(); if(winArea->getGlobalBounds().intersects(player->getGlobalBounds())) { winShowUI = true; } // Keep within screen if(player->getPosition().x < 0.f) { player->setPosition(0.f, player->getPosition().y); } if(player->getPosition().x > WINDOW_WIDTH - 14.f) { player->setPosition(WINDOW_WIDTH - 14.f, player->getPosition().y); } if(player->getPosition().y < 0.f) { player->setPosition(player->getPosition().x, 0.f); } if(player->getPosition().y > WINDOW_HEIGHT - 12.f) { player->setPosition(player->getPosition().x, WINDOW_HEIGHT - 12.f); } 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); } } if(winShowUI) { window.draw(winUI); } window.display(); previousTime = currentTime; keysPressed.Left = false; keysPressed.Right = false; keysPressed.Up = false; keysPressed.Down = false; } return 0; // Return on end }