Implemented and integrated title screen - now game crashes at launch, though

This commit is contained in:
Anna Rose 2011-06-30 17:21:46 -04:00
parent d2322a7caf
commit ca60c61ce6
8 changed files with 59 additions and 28 deletions

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@ -4,7 +4,7 @@ PROJECT=treewars
CXX=g++ CXX=g++
CXXFLAGS=-DDEBUG -g `sdl-config --cflags` CXXFLAGS=-DDEBUG -g `sdl-config --cflags`
LDFLAGS=`sdl-config --libs` LDFLAGS=`sdl-config --libs`
OBJECTS=drawutils.o game.o graph.o main.o mainevent.o mathutils.o gamedata.o gamestate.o OBJECTS=main.o drawutils.o mathutils.o graph.o gamedata.o mainevent.o gamestate.o game.o titlescreen.o
all: $(PROJECT) all: $(PROJECT)

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@ -7,8 +7,8 @@
int Game::NODE_RADIUS = 10; int Game::NODE_RADIUS = 10;
Game::Game(SDL_Surface* display) Game::Game(stack<GameState*>* state_stack, SDL_Surface* display)
: GameState(display) : GameState(state_stack, display)
{ {
background = NULL; background = NULL;
} }
@ -83,12 +83,6 @@ void Game::render()
} }
void Game::on_exit()
{
throw StateExit();
}
void Game::on_lbutton_down(int x, int y) void Game::on_lbutton_down(int x, int y)
{ {
data.do_vertex(x, y, NODE_RADIUS); data.do_vertex(x, y, NODE_RADIUS);

3
game.h
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@ -17,7 +17,7 @@ using std::stack;
class Game : public GameState class Game : public GameState
{ {
public: public:
Game(SDL_Surface* display); Game(stack<GameState*>* state_stack, SDL_Surface* display);
~Game(); ~Game();
bool init(); bool init();
@ -27,7 +27,6 @@ class Game : public GameState
void iterate() {} void iterate() {}
// event handlers // event handlers
void on_exit();
void on_lbutton_down(int x, int y); void on_lbutton_down(int x, int y);
void on_rbutton_down(int mX, int mY); void on_rbutton_down(int mX, int mY);
void on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode); void on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode);

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@ -1,6 +1,6 @@
#include "gamestate.h" #include "gamestate.h"
void GameState::execute(stack<GameState*> &state_stack) throw(StateExit) void GameState::execute() throw(StateExit)
{ {
SDL_Event event; SDL_Event event;
while(SDL_PollEvent(&event)) while(SDL_PollEvent(&event))
@ -8,3 +8,9 @@ void GameState::execute(stack<GameState*> &state_stack) throw(StateExit)
iterate(); iterate();
render(); render();
} }
void GameState::on_exit()
{
throw StateExit();
}

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@ -19,16 +19,20 @@ class StateExit : public exception {};
class GameState : public MainEvent class GameState : public MainEvent
{ {
public: public:
GameState(SDL_Surface* display) { this->display = display; } GameState(stack<GameState*>* state_stack, SDL_Surface* display)
{ this->state_stack = state_stack, this->display = display; }
virtual ~GameState() {} virtual ~GameState() {}
virtual bool init() = 0; virtual bool init() = 0;
void execute(stack<GameState*> &game_state) throw(StateExit); void execute() throw(StateExit);
protected: protected:
virtual void iterate() = 0; virtual void iterate() = 0;
virtual void render() = 0; virtual void render() = 0;
void on_exit();
stack<GameState*>* state_stack;
SDL_Surface* display; SDL_Surface* display;
}; };

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@ -1,7 +1,7 @@
/* Do basic initialization, get the loop going */ /* Do basic initialization, get the loop going */
#include "gamestate.h" #include "gamestate.h"
#include "game.h" #include "titlescreen.h"
#include "debug.h" #include "debug.h"
#include <SDL.h> #include <SDL.h>
@ -24,15 +24,16 @@ int main(int argc, char** argv)
stack<GameState*> state_stack; stack<GameState*> state_stack;
// initialize the stack by initting and pushing the initial state(s) // initialize the stack by initting and pushing the initial state(s)
GameState* tmpstate = new Game(display); GameState* tmpstate = new TitleScreen(&state_stack, display);
if (!tmpstate->init()) return 1; if (!tmpstate->init()) return 1;
state_stack.push(tmpstate); state_stack.push(tmpstate);
while (!state_stack.empty()) while (!state_stack.empty())
{ {
GameState* state = state_stack.top(); GameState* state = state_stack.top();
try { try {
state->execute(state_stack); state->execute();
} catch (StateExit& e) { } catch (StateExit& e) {
// remove the old state // remove the old state

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@ -1,15 +1,18 @@
#include "titlescreen.h" #include "titlescreen.h"
#include "drawutils.h" #include "drawutils.h"
#include "game.h"
#include "debug.h"
TitleScreen::TitleScreen(SDL_Surface* display) TitleScreen::TitleScreen(stack<GameState*>* state_stack,
: GameState(display) SDL_Surface* display)
: GameState(state_stack, display)
{ {
background = NULL; background = NULL;
title_banner = NULL; title_banner = NULL;
} }
GameState::~GameState() TitleScreen::~TitleScreen()
{ {
if (background != NULL) if (background != NULL)
SDL_FreeSurface(background); SDL_FreeSurface(background);
@ -29,7 +32,7 @@ bool TitleScreen::init()
return false; return false;
} }
title_banner = DrawUtils::load("title.bmp"); title_banner = DrawUtils::load("title_banner.bmp");
if (title_banner == NULL) if (title_banner == NULL)
{ {
@ -39,7 +42,26 @@ bool TitleScreen::init()
} }
void TitleScreen::execute(stack<TitleScreen*> &game_state) throw(StateExit) void TitleScreen::render()
{ {
DrawUtils::draw(display, background, 0, 0);
int x = display->w / 2 - (title_banner->w / 2);
int y = display->h / 2 - (title_banner->h / 2);
DrawUtils::draw(display, title_banner, x, y);
SDL_Flip(display);
}
void TitleScreen::on_lbutton_down(int x, int y)
{
state_stack->push(new Game(state_stack, display));
}
void TitleScreen::on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode)
{
if (sym == SDLK_q && mod & KMOD_CTRL) throw StateExit();
} }

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@ -10,15 +10,20 @@
class TitleScreen : public GameState class TitleScreen : public GameState
{ {
public: public:
GameState(SDL_Surface* display); TitleScreen(stack<GameState*>* state_stack, SDL_Surface* display);
~GameState(); ~TitleScreen();
bool init(); bool init();
void execute(stack<GameState*> &game_state) throw(StateExit);
protected:
SDL_Surface* display;
protected:
void render();
void iterate() {}
// signal handlers
void on_lbutton_down(int x, int y);
void on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode);
private:
SDL_Surface* background; SDL_Surface* background;
SDL_Surface* title_banner; SDL_Surface* title_banner;
}; };