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Copy pathMain.cpp
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executable file
·402 lines (355 loc) · 13.8 KB
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#include <iostream>
#include <fstream>
#include <sstream>
#include <vector>
#include <time.h>
#define _USE_MATH_DEFINES
#include <cmath>
#include <SDL.h>
#include <SDL_image.h>
#include "SDLTools/utilities.h"
#include "SDLTools/timer.h"
#include "GameLibrary/collision.h"
#include "GameLibrary/renderer.h"
#include "lander.h"
#include "part.h"
#include "moon.h"
#include "fuelbar.h"
#include "character.h"
#include "charstring.h"
// TODO: add more levels
const int FRAMES_PER_SECOND = 20; // Fps auf 20 festlegen
int main(int argc, char* args[]) {
int frame = 0; // take records of frame number
bool cap = true; // Framecap an oder ausschalten
// Timer zum Festlegen der FPS
sdl::auxiliary::timer fps;
// Timer zum Errechnen der weltweit vergangenen Zeit
sdl::auxiliary::timer worldtime;
worldtime.start();
// Timer zum Errechnen des High-Scores
sdl::auxiliary::timer scoreTime;
scoreTime.start();
// calculate the small time between two frames in ms
int oldTime = 0;
int newTime = 0;
int dt = 50;
// initialize random generator
sdl::auxiliary::utilities::seed(time(NULL));
//Start up SDL and make sure it went ok
if (SDL_Init(SDL_INIT_VIDEO) != 0){
sdl::auxiliary::utilities::logSDLError(std::cout, "SDL_Init");
return -1;
}
// Set up our window and renderer, this time let's put our window in the center
// of the screen
SDL_Window *window = SDL_CreateWindow("Moonlander", SDL_WINDOWPOS_CENTERED,
SDL_WINDOWPOS_CENTERED, renderer::screen_width, renderer::screen_height, SDL_WINDOW_SHOWN);
if (window == NULL){
sdl::auxiliary::utilities::logSDLError(std::cout, "CreateWindow");
SDL_Quit();
return -1;
}
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (renderer == NULL){
sdl::auxiliary::utilities::logSDLError(std::cout, "CreateRenderer");
sdl::auxiliary::utilities::cleanup(window);
SDL_Quit();
return -1;
}
#ifdef LUMAX_OUTPUT
// open Lumax device
int NumOfCards = Lumax_GetPhysicalDevices();
void* lumaxHandle = NULL;
printf("Number of MiniLumax devices: %i\n", NumOfCards);
if (NumOfCards > 0)
{
lumaxHandle = Lumax_OpenDevice(1, 0);
printf("Lumax_OpenDevice returned handle: 0x%lx\n", (unsigned long)lumaxHandle);
if (lumaxHandle == NULL){
sdl::auxiliary::utilities::logSDLError(std::cout, "Lumax_OpenDevice");
sdl::auxiliary::utilities::cleanup(window, renderer);
SDL_Quit();
return 1;
}
}
renderer::lumaxRenderer lumaxRenderer;
lumaxRenderer.parameters.mirrorFactX = -1;
lumaxRenderer.parameters.mirrorFactY = 1;
// scaling of the laser output in respect to the SDL screen
lumaxRenderer.parameters.scalingX = 0.3;
lumaxRenderer.parameters.scalingY = 0.3;
#endif
// generate new objects
Lander lander(20, 20, 1.0, 0.0, 2, 2, 0, 0);
// must be done this way, to keep the "world" angle (global lander angle)
// and the local angle of the lander synchronized:
lander.setAngle(-M_PI / 2);
lander.setBurnRate(0.2);
const Moon moon(renderer::screen_width / 2, renderer::screen_height, renderer::screen_width, renderer::screen_height, 0);
std::vector<Part> parts;
const int nparts = 35;
for (int i = 0; i < nparts; ++i) {
parts.push_back(Part(0, 0, 0, 0, sdl::auxiliary::utilities::frand(5, 15), sdl::auxiliary::utilities::frand(5, 15),
sdl::auxiliary::utilities::frand(0, 2 * M_PI), sdl::auxiliary::utilities::frand(-0.5, 0.5)));
}
const CharString fuelStr(400, 20, 20, 20, 0, std::string("fuel"), 0, 255, 255);
FuelBar fuelBar(500, 30, 300, 1);
// game mechanics
bool quit = false;
bool reset = false;
bool firstContact = true;
float x1 = 0, y1 = 0; // position of first contact
bool destroyed = false; // if the lander is destroyed
bool collided = false;
bool initparts = true;
bool landed = false;
bool blink = true;
// constants for integration
// newtons constant of gravity
const float gamma = 1e3;
// energy dissipation during flight (for example air drag)
const float alpha = 0.0; //1e-4
// energy dissipation during landing
const float beta = 0.0; //1e-3
// strength of stilt springs
const float omega = 1e-3;
// our event structure
SDL_Event e;
while (!quit){
// start the fps timer
fps.start();
// read any events that occured, for now we'll just quit if any event occurs
while (SDL_PollEvent(&e)) {
// if user closes the window
if (e.type == SDL_QUIT)
quit = true;
// if user presses any key
else if (e.type == SDL_KEYDOWN)
if (e.key.keysym.sym == SDLK_c)
cap = !cap;
if (e.key.keysym.sym == SDLK_SPACE)
reset = true;
}
// reset
if (reset) {
scoreTime.start();
lander.setPos(20, 20);
lander.setAngle(-M_PI / 2);
lander.setv(1.0, 0.0);
lander.setFuel(lander.getMaxFuel());
fuelBar.modifyPoint(((float)lander.getFuel() / (float)lander.getMaxFuel()), 0, 1);
// game mechanics
quit = false;
firstContact = true;
x1 = 0, y1 = 0;
destroyed = false;
collided = false;
initparts = true;
landed = false;
reset = false;
blink = true;
}
// handle keyboard inputs (no lags and delays!)
const uint8_t* keystate = SDL_GetKeyboardState(NULL);
if (keystate[SDL_SCANCODE_UP]) {
if (!destroyed && lander.getFuel() > 0 && !landed) {
fuelBar.modifyPoint(((float)lander.getFuel() / (float)lander.getMaxFuel()), 0, 1);
float vxf = lander.vx() + 0.03 * std::sin(lander.phi());
float vyf = lander.vy() - 0.03 * std::cos(lander.phi());
lander.setv(vxf, vyf);
if (lander.getThrust() < 10)
lander.setThrust(lander.getThrust() + 3);
}
}
if (!collided && keystate[SDL_SCANCODE_LEFT]) {
// lander.setSpin(lander.spin() - 0.01);
if (lander.phi() >= -M_PI)
lander.setAngle(lander.phi() - 0.15);
}
if (!collided && keystate[SDL_SCANCODE_RIGHT]) {
// lander.setSpin(lander.spin() + 0.01);
if (lander.phi() <= M_PI)
lander.setAngle(lander.phi() + 0.15);
}
// if no key pressed, reduce thrust
if (lander.getThrust() > 0)
lander.setThrust(lander.getThrust() - 1);
// moon position
const float x0 = renderer::screen_width / 2; // moon.x();
const float y0 = 3 * renderer::screen_height; // moon.y();
// lander position
const float x = lander.x();
const float y = lander.y();
// lander velocity
float vx = lander.vx();
float vy = lander.vy();
// distance moon lander
const float r = std::sqrt(std::pow(x - x0, 2) + std::pow(y - y0, 2));
float dvx, dvy;
if (r <= 2000) { // atmosphere below 2000
dvx = -gamma * (x - x0) / std::pow(r, 3) * dt - std::abs(alpha * vx * dt);
dvy = -gamma * (y - y0) / std::pow(r, 3) * dt - std::abs(alpha * vy * dt);
} else {
dvx = -gamma * (x - x0) / std::pow(r, 3) * dt;
dvy = -gamma * (y - y0) / std::pow(r, 3) * dt;
}
// collision detection
collided = collision::checkCollision(lander, moon);
if (collided) {
// remember point of first contact
if (firstContact) {
x1 = x;
y1 = y;
firstContact = false;
// destroy the lander if velocity is to big
if (std::sqrt(std::pow(vx, 2) + std::pow(vy, 2)) >= 1.0)
destroyed = true;
}
dvx = dvx - omega * (x - x1) * dt - std::abs(beta * vx * dt);
dvy = dvy - omega * (y - y1) * dt - std::abs(beta * vy * dt);
// stop the lander if successfully landed
if (std::sqrt(std::pow(vx, 2) + std::pow(vy, 2)) <= 0.1 && lander.getThrust() == 0) {
landed = true;
vx = 0.0;
vy = 0.0;
dvx = 0.0;
dvy = 0.0;
// if the lander isn't upright, tilt it
if (lander.phi() > 0.4)
lander.setSpin(lander.spin() + 0.001); // fall over
if (lander.phi() < -0.4)
lander.setSpin(lander.spin() - 0.001); // fall over
if (lander.phi() < 0.4 && lander.phi() > 0)
lander.setSpin(lander.spin() - 0.001); // bring it to an upright position
if (lander.phi() > -0.4 && lander.phi() < 0)
lander.setSpin(lander.spin() + 0.001); // upright position
if (std::abs(lander.phi()) > 1.7)
destroyed = true; // destroy it
if (std::abs(lander.phi()) < 0.1)
lander.setSpin(0);
}
// TODO: if the lander lands on a wall
} else {
// reset variable which is used to remember the first contact
firstContact = true;
lander.setSpin(0);
}
// Rendering
SDL_RenderClear(renderer);
// Draw the background black
boxRGBA(renderer, 0, 0, renderer::screen_width, renderer::screen_height, 0, 0, 0, 255);
// draw the surface of the moon
renderer::drawObject(moon, renderer);
#ifdef LUMAX_OUTPUT
renderer::drawObject(moon, lumaxRenderer);
#endif
// if landed successfully
if (!destroyed) {
// integration
lander.setv(vx + dvx, vy + dvy);
lander.updatePosition(dt / 50);
renderer::drawObject(lander, renderer);
#ifdef LUMAX_OUTPUT
renderer::drawObject(lander, lumaxRenderer);
#endif
// if destroyed
} else {
scoreTime.pause();
if (initparts) {
for (int i = 0; i < nparts; ++i) {
parts[i].setPos(x, y);
vx = sdl::auxiliary::utilities::frand(-10, 10);
vy = sdl::auxiliary::utilities::frand(-10, 10);
parts[i].setv(vx, vy);
}
initparts = false;
}
for (int i = 0; i < nparts; ++i) {
parts[i].updatePosition(dt / 50);
renderer::drawObject(parts[i], renderer);
#ifdef LUMAX_OUTPUT
renderer::drawObject(parts[i], lumaxRenderer);
#endif
}
if (blink) {
CharString gameOverStr(300, 200, 50, 50, 0, std::string("Game Over"), 255, 120, 0);
renderer::drawObject(gameOverStr, renderer);
#ifdef LUMAX_OUTPUT
renderer::drawObject(gameOverStr, lumaxRenderer);
#endif
}
}
if (!landed && !destroyed) {
// draw the fuel bar
renderer::drawObject(fuelStr, renderer);
#ifdef LUMAX_OUTPUT
renderer::drawObject(fuelStr, lumaxRenderer);
#endif
renderer::drawObject(fuelBar, renderer);
#ifdef LUMAX_OUTPUT
renderer::drawObject(fuelBar, lumaxRenderer);
#endif
// draw the passed time
std::string scoreStr = std::string("time ") + std::to_string((int)(scoreTime.getTicks() / 1000.f));
CharString passedTime(20, 20, 20, 20, 0, scoreStr, 255, 120, 0);
renderer::drawObject(passedTime, renderer);
#ifdef LUMAX_OUTPUT
renderer::drawObject(passedTime, lumaxRenderer);
#endif
}
// if landed, display the score
if (landed && blink) {
scoreTime.pause();
std::string scoreStr = std::string("score ") + std::to_string((int)(10000.0f * lander.getFuel() / scoreTime.getTicks()));
CharString score(300, 200, 50, 50, 0, scoreStr, 255, 120, 0);
renderer::drawObject(score, renderer);
#ifdef LUMAX_OUTPUT
renderer::drawObject(score, lumaxRenderer);
#endif
}
// draw the dimensions of the objects
//float r_abs1 = coll.dim(&lander);
//float r_abs2 = coll.dim(&moon);
//ellipseRGBA(renderer, lander.x(), lander.y(), r_abs1, r_abs1, 0, 0, 0, 255);
//ellipseRGBA(renderer, moon.x(), moon.y(), r_abs2, r_abs2, 0, 0, 0, 255);
SDL_RenderPresent(renderer);
#ifdef LUMAX_OUTPUT
renderer::sendPointsToLumax(lumaxHandle, lumaxRenderer, 2000);
#endif
// Timer related stuff
oldTime = newTime;
newTime = worldtime.getTicks();
//#define VARIABLEDT
#ifdef VARIABLEDT
if (newTime > oldTime)
dt = newTime - oldTime; // small time between two frames in ms
//std::cout << dt << std::endl;
if (dt == 0) dt = 50;
#endif
// increment the frame number
frame++;
// apply the fps cap
if ((cap == true) && (fps.getTicks() < 1000 / FRAMES_PER_SECOND) ) {
SDL_Delay((1000 / FRAMES_PER_SECOND) - fps.getTicks() );
}
// update the window caption
if (worldtime.getTicks() > 1000 ) {
std::stringstream caption;
caption << "Moonlander, aktuelle FPS: " << 1000.0f * frame / worldtime.getTicks();
SDL_SetWindowTitle(window,caption.str().c_str());
worldtime.start();
frame = 0;
blink = !blink;
}
}
#ifdef LUMAX_OUTPUT
Lumax_StopFrame(lumaxHandle);
Lumax_CloseDevice(lumaxHandle);
#endif
// Destroy the various items
sdl::auxiliary::utilities::cleanup(renderer, window);
IMG_Quit();
SDL_Quit();
return 0;
}