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gui.cpp
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#include <iostream>
#include <vector>
#include <chrono>
#include <thread>
#include <cmath>
#include "utils.h"
#include "tinyraycaster.h"
#include "window.h"
#include "event.h"
//FINAL VERSION PUBLISHED 23 SEPTEMBER 2020
int main() {
FrameBuffer fb{768, 608, std::vector<uint32_t>(768*608, pack_color(255, 255, 255))};
Texture death_knight = Texture("../death_knight.png", SDL_PIXELFORMAT_ABGR8888, 4, 3); // textures for the monsters
Texture hans = Texture("../hans.png", SDL_PIXELFORMAT_ABGR8888, 4, 3);
Texture grosse = Texture("../grosse.png", SDL_PIXELFORMAT_ABGR8888, 4, 3);
Texture static_monsters = Texture("../monsters.bmp", SDL_PIXELFORMAT_ABGR8888, 4, 1);
Texture ss_guard = Texture("../ss.png", SDL_PIXELFORMAT_ABGR8888, 8, 7);
Texture guard = Texture("../guard.png", SDL_PIXELFORMAT_ABGR8888, 8, 7);
Texture weapons = Texture("../weapons.png", SDL_PIXELFORMAT_ABGR8888, 5, 4);
Texture objects = Texture("../objects_crop.png", SDL_PIXELFORMAT_ABGR8888, 5, 10);
Texture hitler = Texture("../hitler.png", SDL_PIXELFORMAT_ABGR8888, 7, 6);
// GameState gs{ Map(), // game map
// {1.456, 1.345, weapons, M_PI/2, M_PI/3., 0, 0, 0, 0.5, true ,100}, // player
// {std::make_shared<Monster>(1.523, 8.812, static_monsters, 3, 0, 0.6, 0, 0, 100),
// std::make_shared<Hitler>(1.523, 8.812, hitler),
// std::make_shared<Guard>(13.523, 2.812, ss_guard)},
// Texture("../hitler_walls.png", SDL_PIXELFORMAT_ABGR8888, 10, 1)}; // textures for the walls
float offset = 0.5; //to put elements in the middle of a cell so we can specify only the left upper coordinate of cell
GameState gs{ Map(),
{1.456, 1.345, weapons, M_PI/2, M_PI/3., 0, 0, 0, 0.5, true ,100},
{
//Elements
//Zone 1
//Sprites
std::make_shared<Sprite>(1+offset, 4+offset, objects, 11),
std::make_shared<Sprite>(4+offset, 3+offset, objects, 21),
std::make_shared<Sprite>(1+offset, 7+offset, objects, 38),
std::make_shared<Sprite>(5+offset, 6+offset, objects, 21),
std::make_shared<Sprite>(6+offset, 7+offset, objects, 37),
std::make_shared<Sprite>(7+offset, 4+offset, objects, 37),
std::make_shared<Sprite>(9+offset, 4+offset, objects, 37),
std::make_shared<Sprite>(8+offset, 6+offset, objects, 11),
std::make_shared<Sprite>(9+offset, 7+offset, objects, 38),
//Monsters
std::make_shared<Guard>(4+offset, 5+offset, guard),
std::make_shared<Guard>(8+offset, 5+offset, guard),
std::make_shared<Guard>(8+offset, 2+offset, guard),
std::make_shared<Guard>(2+offset, 7+offset, guard),
//Zone 2
//Sprites
std::make_shared<Sprite>(15+offset, 8+offset, objects, 9),
std::make_shared<Sprite>(15+offset, 12+offset, objects, 9),
std::make_shared<Sprite>(15+offset, 16+offset, objects, 9),
std::make_shared<Sprite>(13+offset, 9+offset, objects, 2),
std::make_shared<Sprite>(13+offset, 13+offset, objects, 3),
std::make_shared<Sprite>(13+offset, 9+offset, objects, 2),
std::make_shared<Sprite>(13+offset, 16+offset, objects, 3),
std::make_shared<Sprite>(19+offset, 13+offset, objects, 9),
std::make_shared<Sprite>(19+offset, 16+offset, objects, 3),
std::make_shared<Sprite>(22+offset, 16+offset, objects, 3),
std::make_shared<Sprite>(21+offset, 10+offset, objects, 2),
std::make_shared<Sprite>(21+offset, 5+offset, objects, 2),
std::make_shared<Sprite>(20+offset, 2+offset, objects, 2),
std::make_shared<Sprite>(23+offset, 2+offset, objects, 2),
//Monsters
std::make_shared<Guard>(13+offset, 7+offset, guard),
std::make_shared<Guard>(13+offset, 12+offset, guard),
std::make_shared<Guard>(13+offset, 16+offset, guard),
std::make_shared<Guard>(21+offset, 11+offset, guard),
std::make_shared<Guard>(21+offset, 14+offset, guard),
std::make_shared<Guard>(20+offset, 3+offset, guard),
std::make_shared<Guard>(20+offset, 6+offset, guard),
std::make_shared<Guard>(22+offset, 6+offset, guard),
std::make_shared<Guard>(22+offset, 3+offset, guard),
std::make_shared<Boss>(21+offset, 1+offset, death_knight,3, 20, 0.6, M_PI/2, 0, 500),
//Zone 3
//Sprites
std::make_shared<Sprite>(26+offset, 2+offset, objects, 40),
std::make_shared<Sprite>(28+offset, 2+offset, objects, 40),
std::make_shared<Sprite>(25+offset, 8+offset, objects, 48),
std::make_shared<Sprite>(25+offset, 10+offset, objects, 48),
std::make_shared<Sprite>(25+offset, 16+offset, objects, 48),
std::make_shared<Sprite>(25+offset, 18+offset, objects, 48),
std::make_shared<Sprite>(30+offset, 6+offset, objects, 48),
std::make_shared<Sprite>(30+offset, 12+offset, objects, 48),
std::make_shared<Sprite>(30+offset, 14+offset, objects, 48),
std::make_shared<Sprite>(30+offset, 20+offset, objects, 48),
std::make_shared<Sprite>(30+offset, 23+offset, objects, 41),
std::make_shared<Sprite>(25+offset, 23+offset, objects, 41),
std::make_shared<Sprite>(30+offset, 28+offset, objects, 16),
std::make_shared<Sprite>(28+offset, 28+offset, objects, 16),
std::make_shared<Sprite>(26+offset, 28+offset, objects, 16),
std::make_shared<Sprite>(26+offset, 30+offset, objects, 16),
std::make_shared<Sprite>(28+offset, 30+offset, objects, 16),
std::make_shared<Sprite>(30+offset, 30+offset, objects, 16),
//Monsters
std::make_shared<Guard>(29+offset, 2+offset, ss_guard),
std::make_shared<Guard>(26+offset, 7+offset, ss_guard),
std::make_shared<Guard>(30+offset, 7+offset, ss_guard),
std::make_shared<Guard>(30+offset, 11+offset, ss_guard),
std::make_shared<Guard>(30+offset, 15+offset, ss_guard),
std::make_shared<Guard>(30+offset, 19+offset, ss_guard),
std::make_shared<Guard>(30+offset, 22+offset, ss_guard),
std::make_shared<Guard>(25+offset, 22+offset, ss_guard),
std::make_shared<Guard>(25+offset, 19+offset, ss_guard),
std::make_shared<Guard>(25+offset, 15+offset, ss_guard),
std::make_shared<Guard>(25+offset, 11+offset, ss_guard),
std::make_shared<Boss>(25+offset, 25+offset, grosse,3, 20, 0.6, M_PI/2, 0, 1000, true),
std::make_shared<Boss>(29+offset, 25+offset, hans,3, 20, 0.6, M_PI/2, 0, 1000, true),
//Zone 4
//Sprites
std::make_shared<Sprite>(21+offset, 30+offset, objects, 16),
std::make_shared<Sprite>(21+offset, 28+offset, objects, 4),
std::make_shared<Sprite>(21+offset, 27+offset, objects, 16),
std::make_shared<Sprite>(22+offset, 21+offset, objects, 16),
std::make_shared<Sprite>(22+offset, 19+offset, objects, 4),
std::make_shared<Sprite>(18+offset, 20+offset, objects, 16),
std::make_shared<Sprite>(14+offset, 19+offset, objects, 4),
std::make_shared<Sprite>(14+offset, 20+offset, objects, 16),
std::make_shared<Sprite>(12+offset, 19+offset, objects, 17),
std::make_shared<Sprite>(12+offset, 20+offset, objects, 46),
std::make_shared<Sprite>(18+offset, 22+offset, objects, 4),
std::make_shared<Sprite>(18+offset, 23+offset, objects, 17),
std::make_shared<Sprite>(20+offset, 24+offset, objects, 46),
std::make_shared<Sprite>(16+offset, 24+offset, objects, 16),
std::make_shared<Sprite>(14+offset, 24+offset, objects, 16),
std::make_shared<Sprite>(12+offset, 24+offset, objects, 17),
std::make_shared<Sprite>(12+offset, 23+offset, objects, 4),
std::make_shared<Sprite>(12+offset, 25+offset, objects, 46),
std::make_shared<Sprite>(17+offset, 28+offset, objects, 16),
std::make_shared<Sprite>(14+offset, 28+offset, objects, 16),
std::make_shared<Sprite>(17+offset, 30+offset, objects, 16),
std::make_shared<Sprite>(14+offset, 30+offset, objects, 16),
std::make_shared<Sprite>(8+offset, 28+offset, objects, 18),
std::make_shared<Sprite>(6+offset, 28+offset, objects, 18),
std::make_shared<Sprite>(4+offset, 28+offset, objects, 18),
std::make_shared<Sprite>(2+offset, 28+offset, objects, 18),
std::make_shared<Sprite>(8+offset, 30+offset, objects, 18),
std::make_shared<Sprite>(6+offset, 30+offset, objects, 18),
std::make_shared<Sprite>(4+offset, 30+offset, objects, 18),
std::make_shared<Sprite>(2+offset, 30+offset, objects, 18),
//Monsters
std::make_shared<Guard>(21+offset, 29+offset, ss_guard),
std::make_shared<Guard>(22+offset, 27+offset, ss_guard),
std::make_shared<Guard>(20+offset, 20+offset, ss_guard),
std::make_shared<Guard>(17+offset, 20+offset, ss_guard),
std::make_shared<Guard>(13+offset, 20+offset, ss_guard),
std::make_shared<Guard>(17+offset, 25+offset, ss_guard),
std::make_shared<Guard>(14+offset, 25+offset, ss_guard),
std::make_shared<Guard>(18+offset, 29+offset, ss_guard),
std::make_shared<Guard>(15+offset, 29+offset, ss_guard),
std::make_shared<Guard>(12+offset, 29+offset, ss_guard),
//Zone 4
//Sprites
std::make_shared<Sprite>(9+offset, 20+offset, objects, 7),
std::make_shared<Sprite>(1+offset, 20+offset, objects, 7),
std::make_shared<Sprite>(4+offset, 11+offset, objects, 28),
std::make_shared<Sprite>(2+offset, 11+offset, objects, 7),
std::make_shared<Sprite>(2+offset, 13+offset, objects, 7),
std::make_shared<Sprite>(1+offset, 13+offset, objects, 21),
std::make_shared<Sprite>(3+offset, 15+offset, objects, 21),
std::make_shared<Sprite>(2+offset, 15+offset, objects, 24),
std::make_shared<Sprite>(1+offset, 15+offset, objects, 21),
//Monsters
std::make_shared<Guard>(2+offset, 25+offset, ss_guard),
std::make_shared<Guard>(2+offset, 23+offset, ss_guard),
std::make_shared<Guard>(2+offset, 21+offset, ss_guard),
std::make_shared<Guard>(8+offset, 25+offset, ss_guard),
std::make_shared<Guard>(8+offset, 23+offset, ss_guard),
std::make_shared<Guard>(8+offset, 21+offset, ss_guard),
std::make_shared<Guard>(5+offset, 19+offset, ss_guard),
std::make_shared<Guard>(5+offset, 17+offset, ss_guard),
std::make_shared<Guard>(7+offset, 13+offset, ss_guard),
std::make_shared<Guard>(9+offset, 13+offset, ss_guard),
std::make_shared<Guard>(9+offset, 10+offset, ss_guard),
std::make_shared<Guard>(7+offset, 10+offset, ss_guard),
std::make_shared<Guard>(2+offset, 10+offset, ss_guard),
std::make_shared<Hitler>(1+offset, 14+offset, hitler, 3, 20, 0.6, M_PI/2, 0, 2000)
},
//wall textures
Texture("../hitler_walls.png", SDL_PIXELFORMAT_ABGR8888, 10, 1)};
if (!gs.tex_walls.count || !death_knight.count) {
std::cerr << "Failed to load textures" << std::endl;
return -1;
}
Window guiWindow(fb, gs);
Event eventHandler(gs);
auto t1 = std::chrono::high_resolution_clock::now();
auto t1_reload = std::chrono::high_resolution_clock::now();
int fps_rate = 100; //Hz
while (true) {
// check elapsed time
auto t2 = std::chrono::high_resolution_clock::now();
auto t2_reload = std::chrono::high_resolution_clock::now();
std::chrono::duration<double, std::milli> fp_ms = t2 - t1;
std::chrono::duration<double, std::ratio<1>> elapsed_secs = t2 - t1;
if (eventHandler.processEvent(t1_reload, t2_reload)) break; //check keyboard events at while loop frequency
gs.update(elapsed_secs.count()); //update positions at the same rate as eventHandler which moves player
if (fp_ms.count()<1/fps_rate*1000) { // sleep if less than faster than fps_rate
std::this_thread::sleep_for(std::chrono::milliseconds(2));
continue;
}
t1 = t2;
render(fb, gs); // render the scene to the frambuffer
guiWindow.display(); //display the scene using SDL
}
return 0;
}