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/*
** ClanLib SDK
** Copyright (c) 1997-2005 The ClanLib Team
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
** Note: Some of the libraries ClanLib may link to may have additional
** requirements or restrictions.
**
** File Author(s):
**
** Magnus Norddahl
** (if your name is missing here, please add it)
*/
#include "precomp.h"
#include "world.h"
#include "gameobject_ghost.h"
#include "gameobject_pacman.h"
/////////////////////////////////////////////////////////////////////////////
// World construction:
World::World(CL_ResourceManager *resources) :
resources(resources), map(0), player(0), score(0)
{
// Load all resources in the game section now. This isn't a
// requirement, but prevents game from loading them when object is
// first time created.
resources->load_section("Game");
fnt_clansoft = CL_Font("Game/fnt_clansoft", resources);
fnt_clansoft.set_alpha(0.5f);
sample = CL_SoundBuffer("resources/ancient.mod");
map = new Map(resources);
}
World::~World()
{
for (
std::list<GameObject*>::iterator it = objects.begin();
it != objects.end();
it++)
{
delete *it;
}
objects.clear();
resources->unload_section("Game");
}
/////////////////////////////////////////////////////////////////////////////
// World attributes:
/////////////////////////////////////////////////////////////////////////////
// World operations:
void World::run(CL_DisplayWindow &window)
{
quit = false;
CL_Slot slot_key_down = window.get_ic()->get_keyboard().sig_key_down().connect(this, &World::on_key_down);
// Create map:
map->generate_level(51, 51, 20);
// Populate map with pacman:
player = new GameObject_Pacman(map->get_width()/2, map->get_height()/2, this);
objects.push_back(player);
// Create four ghosts in each corner of map:
for (int i=0; i<4; i++)
{
objects.push_back(new GameObject_Ghost(1, 1, this));
objects.push_back(new GameObject_Ghost(map->get_width()-2, 1, this));
objects.push_back(new GameObject_Ghost(1, map->get_height()-2, this));
objects.push_back(new GameObject_Ghost(map->get_width()-2, map->get_height()-2, this));
}
// Prepare the music
CL_SoundBuffer_Session playback(sample.prepare());
playback.set_looping(true);
playback.play();
// Start the game simulation:
int start_time = CL_System::get_time();
int cur_frame = 0;
int begin_time = CL_System::get_time();
int score_time = CL_System::get_time();
int center_x = 0;
int center_y = 0;
CL_FramerateCounter frameratecounter;
while (!quit)
{
float time_elapsed = (CL_System::get_time() - begin_time)/(float) 1000;
begin_time = CL_System::get_time();
cur_frame++;
if (CL_System::get_time()-score_time > 1000 && player != NULL)
{
score -= 50;
if (score < 0) score = 0;
score_time = CL_System::get_time();
}
int width = map->get_tile_width()-6;
int height = map->get_tile_height()-6;
if (player != NULL)
{
center_x = int((player->get_x()+0.5)*width-window.get_width()/2);
center_y = int((player->get_y()+0.5)*height-window.get_height()/2);
if (center_x < 0) center_x = 0;
if (center_y < 0) center_y = 0;
if (center_x > map->get_width()*width-window.get_width()) center_x = map->get_width()*width-window.get_width();
if (center_y > map->get_height()*height-window.get_height()) center_y = map->get_height()*height-window.get_height();
}
map->draw(center_x, center_y, window.get_gc());
std::list<GameObject*>::iterator it;
for (
it = objects.begin();
it != objects.end();
it++)
{
GameObject *cur = *it;
cur->show(center_x, center_y, window.get_gc());
}
float time_elapsed2 = time_elapsed;
while (time_elapsed2 > 0)
{
float turn_time = (time_elapsed2 > 0.05f) ? 0.05f : time_elapsed2;
for (
it = objects.begin();
it != objects.end();
)
{
if ((*it)->turn(turn_time) == false)
{
if ((*it) == player) player = NULL;
delete (*it);
it = objects.erase(it);
}
else
++it;
}
time_elapsed2 -= 0.05f;
}
if (player == NULL)
{
fnt_clansoft.set_alignment(origin_bottom_center);
fnt_clansoft.draw(window.get_width()/2, 320, "YOU ARE DEAD", window.get_gc());
fnt_clansoft.draw(window.get_width()/2, 360, "Press space to restart", window.get_gc());
}
if ((CL_System::get_time()-start_time) <= 3000) // 5 sec
{
fnt_clansoft.set_alignment(origin_bottom_center);
fnt_clansoft.draw(window.get_width()/2, window.get_height() - 20, "Welcome to the ClanSoft Pacman Game", window.get_gc());
}
/* else if (welcome_shown == false && blowups.size() < 10)
{
blowups.push_back(new FontBlowUp("Welcome to the ClanSoft Pacman Game", 320, 20, fnt_clansoft));
welcome_shown = true;
}*/
int fps = frameratecounter.get_fps();
fnt_clansoft.set_alignment(origin_top_left);
fnt_clansoft.draw(20, 20, CL_String::from_int(fps) + " fps");
fnt_clansoft.set_alignment(origin_top_right);
fnt_clansoft.draw(window.get_width()-20, 20, CL_String::format("%1 bonus bananas", score), window.get_gc());
/*
{ // vc++ needs this scope to ensure for() is scoped...
for (
std::list<FontBlowUp*>::iterator it = blowups.begin();
it != blowups.end();
)
{
if ((*it)->show(time_elapsed) == false)
{
delete *it;
it = blowups.erase(it);
}
else
++it;
}
}
*/
window.flip();
if (map->get_eggs_left() == 0) break; // level completed
CL_System::keep_alive();
}
float delta_time = (CL_System::get_time()-start_time)/(float) 1000;
std::cout << "Frames per second: " << cur_frame / delta_time << std::endl;
}
/////////////////////////////////////////////////////////////////////////////
// World implementation:
void World::on_key_down(const CL_InputEvent &key)
{
if (key.id == CL_KEY_ESCAPE) quit = true;
if (key.id == CL_KEY_SPACE && player == NULL)
{
player = new GameObject_Pacman(map->get_width()/2, map->get_height()/2, this);
objects.push_back(player);
/*
if (blowups.size() < 10)
{
blowups.push_back(new FontBlowUp("YOU ARE DEAD", 320, 320, fnt_clansoft));
blowups.push_back(new FontBlowUp("Press space to restart", 320, 360, fnt_clansoft));
}
*/
}
}
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