treewars/gamecore.cpp

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#include "gamecore.h"
#include "drawutils.h"
#ifdef DEBUG
#include <iostream>
#endif
int GameCore::NODE_SIZE = 25;
int GameCore::MAX_MOVE_DISTANCE = 200;
GameCore::GameCore()
{
display = NULL;
background = NULL;
node = NULL;
move_template = NULL;
is_running = true;
}
int GameCore::execute()
{
if (!init()) return 1;
SDL_Event event;
while (is_running)
{
while(SDL_PollEvent(&event))
handle_event(&event);
iterate();
render();
}
cleanup();
return 0;
}
bool GameCore::init()
{
if (SDL_Init(SDL_INIT_EVERYTHING) < 0) return false;
display = SDL_SetVideoMode(800,600,32, SDL_HWSURFACE | SDL_DOUBLEBUF);
if (display == NULL)
{
#ifdef DEBUG
std::cerr << "GameCore::init(): error: Couldn't create main surface\n";
#endif
return false;
}
background = DrawUtils::load("background.bmp");
node = DrawUtils::load("node.bmp");
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move_template = DrawUtils::load("mvtemplate.bmp");
if (background == NULL || node == NULL || move_template == NULL)
{
#ifdef DEBUG
std::cerr << "GameCore::init(): error: Couldn't load an image file\n";
#endif
return false;
}
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DrawUtils::transpare(node, 255, 0, 255);
DrawUtils::transpare(move_template, 255, 0, 255);
SDL_SetAlpha(move_template, SDL_SRCALPHA, 128);
return true;
}
void GameCore::render()
{
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DrawUtils::draw(display, background, 0, 0);
list<Vertex*> vertices = graph.get_vertices();
list<Edge> edges = graph.get_edges();
for (list<Vertex*>::iterator cursor = vertices.begin();
cursor != vertices.end(); cursor++)
{
Vertex v = *(*cursor);
DrawUtils::draw(display, node, v.x_min, v.y_min);
}
for (list<Edge>::iterator cursor = edges.begin();
cursor != edges.end(); cursor++)
{
Edge e = *cursor;
DrawUtils::draw_line(display, e.a->x, e.a->y, e.b->x, e.b->y, 2,
0x000000);
}
if (graph.get_current_vertex() != NULL)
{
Vertex* v = graph.get_current_vertex();
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DrawUtils::draw(display, move_template, v->x - MAX_MOVE_DISTANCE / 2,
v->y - MAX_MOVE_DISTANCE / 2);
}
SDL_Flip(display);
}
void GameCore::iterate()
{
}
void GameCore::cleanup()
{
SDL_FreeSurface(background);
SDL_FreeSurface(node);
SDL_FreeSurface(display);
SDL_Quit();
}
void GameCore::on_exit()
{
is_running = false;
}
void GameCore::on_lbutton_down(int x, int y)
{
Vertex* v = graph.get_current_vertex();
Vertex new_v = Vertex();
new_v.x = x;
new_v.y = y;
if (v != NULL && (Vertex::distance(*v, new_v) > MAX_MOVE_DISTANCE))
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return;
graph.do_vertex(x, y, NODE_SIZE);
}