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GameControl.cpp
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184 lines (172 loc) · 4.3 KB
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/* Author: Brendon Kofink
* Johann Rajadurai
* Aaron Sierra
* David Day
* Lucy Ray
* Assignment Title: Ball Game
* Assignment Description: user can launch balls to hit objects.
* Due Date: 12/08/2021
* Date Created: 11/05/2021
* Date Last Modified: 12/04/2021
*/
#include "GameControl.h"
GameControl::GameControl() : g(SCREEN_HEIGHT, SCREEN_WIDTH)
{
lastTime = getTime();
for (int x = 0; x < SCREEN_WIDTH; x++)
{
for (int y = 0; y < SCREEN_HEIGHT; y++)
{
g.plotPixel(x, y, BLANK.R, BLANK.G, BLANK.B);
}
}
}
GO &GameControl::Spawn(GO gameObject, int layer)
{
gameObjects[layer].push_back(gameObject);
GO &go = gameObjects[layer].back();
go.Init();
return go;
}
void GameControl::Text(string text, vec2 pos, int size, int layer, bool back, Color color, bool del)
{
TextObject t(text, pos, size, color, back, del);
textObjects[layer].push_back(t);
}
void GameControl::Delete(int layer, int index)
{
gameObjects[layer].at(index).erase(g);
gameObjects[layer].erase(gameObjects[layer].begin() + index);
// Reinitialize(layer);
}
void GameControl::Delete(GO &object, int layer)
{
object.erase(g);
// Nice little linear search
bool found = false;
for (int i = 0; i < gameObjects[layer].size() && !found; i++)
{
if (&(gameObjects[layer].at(i)) == &object)
{
gameObjects[layer].erase(gameObjects[layer].begin() + i);
found = true;
}
}
Reinitialize(layer);
}
void GameControl::Reinitialize(int layer)
{
for (int i = 0; i < gameObjects[layer].size(); i++)
{
gameObjects[layer].at(i).Init();
}
}
vector<GO> &GameControl::GetLayer(int layer)
{
return gameObjects[layer];
}
unsigned int GameControl::getTime()
{
return chrono::duration_cast<chrono::milliseconds>(chrono::system_clock::now().time_since_epoch()).count();
}
void GameControl::Update()
{
if (g.getQuit())
{
Quit();
}
if (g.kbhit())
{
kbhit = true;
if (!downed && !down)
{
down = true;
}
else
{
down = false;
downed = true;
}
currentKey = g.getKey();
}
else
{
kbhit = false;
downed = false;
currentKey = '\n';
}
deltaTime = (static_cast<double>(getTime() - lastTime)) / 5;
lastTime = getTime(); // gets the time of the last frame
// cout << endl;
for (int i = 0; i < LAYERS; i++)
{
for (int j = 0; j < gameObjects[i].size(); j++)
{
gameObjects[i].at(j).setDeltaTime(deltaTime);
gameObjects[i].at(j).update(g);
}
for (int j = 0; j < textObjects[i].size(); j++)
{
if ((!textObjects[i].at(j).del || textObjects[i].at(j).color == BLANK) && textObjects[i].at(j).vis)
{
textObjects[i].erase(textObjects[i].begin() + j);
j--;
}
}
for (int j = 0; j < textObjects[i].size(); j++)
{
if (!textObjects[i].at(j).del || !textObjects[i].at(j).vis)
{
typer.Write(textObjects[i].at(j), g);
textObjects[i].at(j).vis = true;
}
else
{
textObjects[i].at(j).color = BLANK;
typer.Write(textObjects[i].at(j), g);
}
}
}
g.update();
}
void GameControl::layerCollide(int layer, int otherlayer)
{
// checks if they are colliding
// more informaiton on this later. CheckCollision(gameObject)
for (int i = 0; i < gameObjects[layer].size(); i++)
{
for (int j = 0; j < gameObjects[otherlayer].size(); j++)
{
// call the check collision function that lucy the ray made.
gameObjects[layer].at(i).CheckCollision(gameObjects[otherlayer].at(j));
}
}
}
bool GameControl::getQuit()
{
return quit;
}
bool GameControl::Key(char k)
{
return currentKey == k && kbhit;
}
bool GameControl::KeyDown(char k)
{
return currentKey == k && down;
}
void GameControl::Quit()
{
quit = true;
}
void GameControl::InitSound(string file)
{
g.initSound(file);
}
void GameControl::Sound(string file)
{
g.playSound(file);
}
double GameControl::DeltaTime()
{
return deltaTime;
}