125 lines
2.6 KiB
C++
125 lines
2.6 KiB
C++
#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 "itos.h"
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#include <SDL.h>
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Game::Game(stack<GameState*>* state_stack, SDL_Surface* display)
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: GameState(state_stack, display)
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{
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background = NULL;
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font = NULL;
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}
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Game::~Game()
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{
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if (background != NULL)
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SDL_FreeSurface(background);
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if (font != NULL)
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TTF_CloseFont(font);
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}
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bool Game::init()
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{
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background = DrawUtils::load("background.bmp");
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if (background == NULL)
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{
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debug("Game::init(): error: Couldn't load background image");
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return false;
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}
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font = TTF_OpenFont("LiberationSans-Regular.ttf", 12);
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if (font == NULL)
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{
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debug("Game::init(): error: Couldn't load font");
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return false;
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}
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return GameState::init();
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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_BUILD:
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range_colour = 0x0000ff;
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break;
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case MODE_MOVE:
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range_colour = 0x00ff00;
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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(true) != 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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DrawUtils::draw_text(display,
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"str " + itos(data.calculate_strength(v)),
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v->x, v->y, font, 0, 0);
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DrawUtils::draw_text(display, "hp " + itos(v->score),
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v->x, v->y + 13, font, 0, 0);
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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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void Game::on_lbutton_down(int x, int y)
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{
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if (!data.endgame()) data.handle_click(x, y);
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}
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void Game::on_rbutton_down(int mX, int mY)
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{
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data.clear_current_vertex();
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}
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void Game::on_key_down(SDLKey sym, SDLMod mod, Uint16 unicode)
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{
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if (sym == SDLK_q && mod & KMOD_CTRL) throw StateExit();
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if (sym == SDLK_a) data.set_mode(MODE_ATTACK);
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if (sym == SDLK_m) data.set_mode(MODE_MOVE);
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if (sym == SDLK_b) data.set_mode(MODE_BUILD);
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}
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