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GameManager.cpp
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264 lines (219 loc) · 5.05 KB
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#include"GameManager.h"
GameManager* GameManager::instance = nullptr;
GameManager::GameManager()
{
if (!instance)
{
instance = this;
init();
loadMedia();
currentScene.reset(new MenuScene("luaScript/Title.lua"));
}
}
void GameManager::DestroyGameManager()
{
if (instance)
{
delete instance;
}
}
GameManager::~GameManager()
{
currentScene.reset();
Mouse::GetInstance()->DestroyMouse();
SDL_DestroyWindow(gWindow);
SDL_DestroyRenderer(gRenderer);
TTF_CloseFont(normalFont);
TTF_CloseFont(titleFont);
for (int i = 0; i < images.size(); i++)
{
SDL_FreeSurface(images[i]);
}
IMG_Quit();
for (int i = 0; i < musics.size(); i++)
{
Mix_FreeChunk(musics[i]);
}
Mix_CloseAudio();
}
bool GameManager::init()
{
quiet = false;
//Initialization flag
bool success = true;
deltaTime = 0;
limitFrame = 1.0f / 60.0f;
//Initialize SDL
if (SDL_Init(SDL_INIT_VIDEO) < 0)
{
cout << "SDL could not initialize! SDL Error: %s\n" << SDL_GetError() << endl;
success = false;
}
else
{
//Set texture filtering to linear
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1"))
{
cout << "Warning: Linear texture filtering not enabled!" << endl;
}
//Create window
gWindow = SDL_CreateWindow("SDL Tutorial", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, screen_width,screen_height, SDL_WINDOW_SHOWN);
if (gWindow == nullptr)
{
cout << "Window could not be created! SDL Error: %s\n" << SDL_GetError() << endl;
success = false;
}
else
{
//Create vsynced renderer for window
gRenderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_ACCELERATED);//レンダーを作成
if (gRenderer == nullptr)
{
cout << "Renderer could not be created! SDL Error: %s\n" << SDL_GetError() << endl;
success = false;
}
else
{
//Initialize renderer color
SDL_SetRenderDrawColor(gRenderer, 0xFF, 0xFF, 0xFF, 0xFF);
//Initialize PNG loading
int imgFlags = IMG_INIT_PNG;
if (!(IMG_Init(imgFlags) & imgFlags))
{
cout << "SDL_image could not initialize! SDL_image Error: %s\n" << IMG_GetError() << endl;
success = false;
}
//Initialize SDL_ttf
if (TTF_Init() == -1)//SDL_ttfを初期化する
{
cout << "SDL_ttf could not initialize! SDL_ttf Error: %s\n" << TTF_GetError() << endl;
success = false;
}
}
}
}
return success;
}
bool GameManager::loadMedia()
{
smallFont = TTF_OpenFont("MPLUSRounded1c-Regular.ttf", 14);
normalFont = TTF_OpenFont("MPLUSRounded1c-Regular.ttf", 28);
titleFont = TTF_OpenFont("MPLUSRounded1c-Regular.ttf", 56);
fontManager.emplace_back(smallFont);
fontManager.emplace_back(normalFont);
fontManager.emplace_back(titleFont);
IMG_Init(IMG_INIT_PNG);
images.emplace_back(IMG_Load("Images/ufo_01_gray.png"));
images.emplace_back(IMG_Load("Images/ufo_01_purple.png"));
images.emplace_back(IMG_Load("Images/space.png"));
images.emplace_back(IMG_Load("Images/red.png"));
images.emplace_back(IMG_Load("Images/blue.png"));
Mix_Init(MIX_INIT_MP3);
Mix_OpenAudio(MIX_DEFAULT_FREQUENCY,MIX_DEFAULT_FORMAT,2,1024);
musics.emplace_back(Mix_LoadWAV("Musics/select01.wav"));
musics.emplace_back(Mix_LoadWAV("Musics/mini_bomb1.wav"));
musics.emplace_back(Mix_LoadWAV("Musics/game_explosion1.wav"));
crashTexture = SDL_CreateTextureFromSurface(gRenderer, IMG_Load("Images/bakuhatsu_01.png"));
return true;
}
void GameManager::clockInit()
{
QueryPerformanceFrequency(&freq);
}
void GameManager::clockStart()
{
QueryPerformanceCounter(&start);
}
void GameManager::clockEnd()
{
QueryPerformanceCounter(&end);
}
void GameManager::clockRestart()
{
deltaTime = 0;
}
void GameManager::fpsControl()
{
deltaTime = static_cast<float>(end.QuadPart - start.QuadPart) / freq.QuadPart;
if (deltaTime < limitFrame)
{
Sleep(limitFrame - deltaTime);
fps = 60;
}
else
{
fps = 1 / deltaTime;
}
}
TTF_Font* GameManager::getFont(FONTS fonts)
{
return fontManager[fonts];
}
SDL_Renderer* GameManager::getRenderer()
{
return gRenderer;
}
SDL_Texture* GameManager::getTexture(int index)
{
return SDL_CreateTextureFromSurface(gRenderer, images[index]);
}
int GameManager::startSound(SoundNumber num,bool loop)
{
int chunk;
if (loop)
{
chunk = Mix_PlayChannel(-1, musics[num], -1);
}
else
{
chunk = Mix_PlayChannel(-1, musics[num], 0);
Mix_Volume(chunk, 5);
}
return chunk;
}
void GameManager::stopSound(int channel)
{
Mix_HaltChannel(channel);
}
void GameManager::LoopGame()
{
int nextSceneNum = 0;
while (true)
{
ClearWindow();
nextSceneNum = currentScene->Update_Scene();
SwapScreen();
fpsControl();
if (nextSceneNum == -10)
{
break;
}
if (nextSceneNum != 0)
{
changeScene(nextSceneNum);
}
}
DestroyGameManager();
}
void GameManager::ClearWindow()
{
SDL_SetRenderDrawColor(gRenderer, 0, 0, 0, 255);
SDL_RenderClear(gRenderer);
}
void GameManager::SwapScreen()
{
SDL_RenderPresent(gRenderer);
}
void GameManager::changeScene(int nextSceneNum)
{
std::string path = currentScene->getNextLuaPath();
switch (nextSceneNum)
{
case 1:
currentScene.reset(new MenuScene(path));
break;
case 2:
currentScene.reset(new MainGame(path));
break;
}
}