Folded sdlrenderer code into Game(), since we'll be doing rendering on a per-state basis
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73
game.cpp
73
game.cpp
@ -1,13 +1,22 @@
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#include "game.h"
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#include "mathutils.h"
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#include "drawutils.h"
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#include "debug.h"
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#include <SDL.h>
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int Game::NODE_RADIUS = 12;
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Game::Game(SDL_Surface* display)
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: GameState(display)
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{
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background = NULL;
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}
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Game::~Game()
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{
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renderer.cleanup();
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SDL_FreeSurface(background);
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}
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@ -16,13 +25,71 @@ void Game::execute(stack<GameState*> &state_stack) throw(StateExit)
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SDL_Event event;
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while(SDL_PollEvent(&event))
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handle_event(&event);
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renderer.render(data);
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render();
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}
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bool Game::init()
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{
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return renderer.init();
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background = DrawUtils::load("background.bmp");
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if (background == NULL)
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{
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#ifdef DEBUG
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std::cerr << "debug: Game::init(): error: Couldn't load background image\n";
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#endif
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return false;
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}
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return true;
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}
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void Game::render()
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{
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int range = data.get_range();
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int range_colour = 0x888888;
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switch(data.get_mode())
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{
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case MODE_MOVE:
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range_colour = 0x0000ff;
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break;
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case MODE_ATTACK:
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range_colour = 0xff0000;
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break;
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}
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// Background image first
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DrawUtils::draw(display, background, 0, 0);
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list<Vertex*> vertices = data.get_vertices();
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// Now paint on the targeting circle
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if (data.get_current_vertex() != NULL)
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{
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Vertex* v = data.get_current_vertex();
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DrawUtils::draw_circle_filled(display, v->x, v->y, range,
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range_colour);
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}
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// Now paint each vertex, and any edges that it needs
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for (list<Vertex*>::iterator cursor = vertices.begin();
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cursor != vertices.end(); cursor++)
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{
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Vertex* v = *cursor;
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DrawUtils::draw_circle_filled(display, v->x, v->y, v->r,
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v->colour);
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for (list<Vertex*>::iterator subcursor = v->neighbors.begin();
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subcursor != v->neighbors.end(); subcursor++)
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{
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Vertex* v1 = *subcursor;
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DrawUtils::draw_line(display, v->x, v->y, v1->x, v1->y, 2,
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v->colour);
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}
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}
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SDL_Flip(display);
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}
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