Refactored a wee bit of code in the GameStack... stack, and started building the title screen code
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9961d177fd
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2
Makefile
2
Makefile
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@ -4,7 +4,7 @@ PROJECT=treewars
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CXX=g++
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CXX=g++
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CXXFLAGS=-DDEBUG -g `sdl-config --cflags`
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CXXFLAGS=-DDEBUG -g `sdl-config --cflags`
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LDFLAGS=`sdl-config --libs`
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LDFLAGS=`sdl-config --libs`
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OBJECTS=drawutils.o game.o graph.o main.o mainevent.o mathutils.o gamedata.o
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OBJECTS=drawutils.o game.o graph.o main.o mainevent.o mathutils.o gamedata.o gamestate.o
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all: $(PROJECT)
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all: $(PROJECT)
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9
game.cpp
9
game.cpp
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@ -20,15 +20,6 @@ Game::~Game()
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}
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}
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void Game::execute(stack<GameState*> &state_stack) throw(StateExit)
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{
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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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render();
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}
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bool Game::init()
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bool Game::init()
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{
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{
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background = DrawUtils::load("background.bmp");
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background = DrawUtils::load("background.bmp");
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5
game.h
5
game.h
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@ -21,9 +21,11 @@ class Game : public GameState
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~Game();
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~Game();
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bool init();
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bool init();
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void execute(stack<GameState*> &state_stack) throw(StateExit);
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protected:
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protected:
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void render();
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void iterate() {}
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// event handlers
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// event handlers
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void on_exit();
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void on_exit();
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void on_lbutton_down(int x, int y);
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void on_lbutton_down(int x, int y);
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@ -31,7 +33,6 @@ class Game : public GameState
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void on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode);
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void on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode);
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private:
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private:
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void render();
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// data
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// data
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GameData data;
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GameData data;
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@ -0,0 +1,10 @@
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#include "gamestate.h"
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void GameState::execute(stack<GameState*> &state_stack) throw(StateExit)
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{
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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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iterate();
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render();
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}
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@ -20,12 +20,15 @@ class GameState : public MainEvent
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{
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{
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public:
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public:
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GameState(SDL_Surface* display) { this->display = display; }
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GameState(SDL_Surface* display) { this->display = display; }
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~GameState() {}
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virtual ~GameState() {}
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virtual bool init() = 0;
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virtual bool init() = 0;
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virtual void execute(stack<GameState*> &game_state) throw(StateExit) = 0;
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void execute(stack<GameState*> &game_state) throw(StateExit);
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protected:
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protected:
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virtual void iterate() = 0;
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virtual void render() = 0;
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SDL_Surface* display;
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SDL_Surface* display;
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};
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};
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30
titlescreen.cpp
Normal file
30
titlescreen.cpp
Normal file
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@ -0,0 +1,30 @@
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#include "titlescreen.h"
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TitleScreen::TitleScreen(SDL_Surface* display)
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: GameState(display)
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{
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background = NULL;
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title_banner = NULL;
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}
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GameState::~GameState()
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{
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if (background != NULL)
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SDL_FreeSurface(background);
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if (background != NULL)
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SDL_FreeSurface(title_banner);
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}
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bool TitleScreen::init()
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{
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}
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void TitleScreen::execute(stack<TitleScreen*> &game_state) throw(StateExit)
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{
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}
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27
titlescreen.h
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27
titlescreen.h
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@ -0,0 +1,27 @@
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/*
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This renders and handles the title screen / main menu
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*/
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#ifndef _TITLE_SCREEN_H_
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#define _TITLE_SCREEN_H_
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#include "gamestate.h"
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class TitleScreen : public GameState
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{
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public:
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GameState(SDL_Surface* display);
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~GameState();
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bool init();
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void execute(stack<GameState*> &game_state) throw(StateExit);
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protected:
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SDL_Surface* display;
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SDL_Surface* background;
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SDL_Surface* title_banner;
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};
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#endif
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