Merge branch 'master' of github.com:Thomas776/SAE102-SpaceInvaders
This commit is contained in:
commit
1ae410638e
@ -5,7 +5,7 @@
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class GoodPixelManager : public PixelManager{
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class GoodPixelManager : public PixelManager{
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void loadSprites(SpriteTasks& tasks) override;
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void loadSprites(vector<Task>& tasks) override;
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MySprite player;
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MySprite player;
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MySprite invaderA;
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MySprite invaderA;
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@ -41,22 +41,24 @@ typedef nsGui::GlutFont::GlutFonts Font;
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*/
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*/
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// The convention seems to just add a number to the macro name
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// The convention seems to just add a number to the macro name
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#define ADD_TASK(X) ADD_TASK2(X, X)
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#define ADD_SPRITE_TASK(X) ADD_SPRITE_TASK2(X, X)
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#define ADD_TASK2(X, Y) tasks.push_back((X).asyncLoad("assets/"#Y".si2"));
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#define ADD_SPRITE_TASK2(X, Y) tasks.push_back((X).asyncLoad("assets/"#Y".si2"));
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typedef vector<future<void>> SpriteTasks;
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typedef future<void> Task;
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class PixelManager{
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class PixelManager{
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public:
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public:
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MinGL& window;
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MinGL& window;
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mutable vector<Task> drawTasks;
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/*!
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/*!
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* @brief loads sprites in parallel using multiple threads
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* @brief loads sprites in parallel using multiple threads
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* @param[in] vec : We take his ownership, so
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* @param[in] vec : We take his ownership, so
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* @fn void loadSprites();
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* @fn void loadSprites();
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*/
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*/
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virtual void loadSprites(SpriteTasks& tasks);
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virtual void loadSprites(vector<Task>& tasks);
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/*!
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/*!
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@ -254,20 +256,6 @@ public:
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* @fn void drawGodBench(int y) const
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* @fn void drawGodBench(int y) const
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*/
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*/
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void drawGodBench(int y) const;
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void drawGodBench(int y) const;
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/*!
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* @brief display god's right hand
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* @param[in] pos : pixel coordiniates of the hand
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* @fn void drawGodRightHand(const Position& pos) const;
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*/
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void drawGodRightHand(const Position& pos) const;
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/*!
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* @brief display god's left hand
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* @param[in] pos : pixel coordiniates of the hand
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* @fn void drawGodLeftHand(const Position& pos) const;
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*/
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void drawGodLeftHand(const Position& pos) const;
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/*!
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/*!
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* @brief display god's face
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* @brief display god's face
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@ -113,8 +113,8 @@ void Game::displayGod() const {
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Position leftHand(GOD_HAND_DISTANCE, god.counter-GOD_BENCH_SIZE);
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Position leftHand(GOD_HAND_DISTANCE, god.counter-GOD_BENCH_SIZE);
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Position rightHand(pm->getScreenWidth()-GOD_HAND_DISTANCE-GOD_HAND_SIZE, god.counter-GOD_BENCH_SIZE);
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Position rightHand(pm->getScreenWidth()-GOD_HAND_DISTANCE-GOD_HAND_SIZE, god.counter-GOD_BENCH_SIZE);
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pm->drawGodLeftHand(leftHand);
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pm->drawSprite(pm->leftHand);
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pm->drawGodRightHand(rightHand);
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pm->drawSprite(pm->rightHand);
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pm->drawGodFace(god.counter - GOD_BENCH_SIZE);
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pm->drawGodFace(god.counter - GOD_BENCH_SIZE);
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break;
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break;
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}
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}
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@ -122,8 +122,8 @@ void Game::displayGod() const {
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pm->drawGodBench(0);
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pm->drawGodBench(0);
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Position leftHand(GOD_HAND_DISTANCE, 0);
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Position leftHand(GOD_HAND_DISTANCE, 0);
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Position rightHand(god.getRightHandPos(pm->getScreenWidth()));
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Position rightHand(god.getRightHandPos(pm->getScreenWidth()));
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pm->drawGodLeftHand(leftHand);
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pm->drawSprite(pm->leftHand);
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pm->drawGodRightHand(rightHand);
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pm->drawSprite(pm->rightHand);
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pm->drawGodFace(0);
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pm->drawGodFace(0);
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break;
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break;
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}
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}
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@ -132,7 +132,7 @@ void Game::displayGod() const {
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// Bezier curve
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// Bezier curve
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// counter goes [0-100]
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// counter goes [0-100]
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pm->drawGodBench(0);
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pm->drawGodBench(0);
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pm->drawGodLeftHand(Position(GOD_HAND_DISTANCE, 0));
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pm->drawSprite(pm->leftHand, Position(GOD_HAND_DISTANCE, 0));
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pm->drawGodFace(0);
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pm->drawGodFace(0);
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Position pos(god.getRightHandPos(pm->getScreenWidth()));
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Position pos(god.getRightHandPos(pm->getScreenWidth()));
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@ -142,7 +142,7 @@ void Game::displayGod() const {
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applyBezier(pos, endPos, god.counter / 100.0);
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applyBezier(pos, endPos, god.counter / 100.0);
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// pos is now the position we need to draw our hand to
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// pos is now the position we need to draw our hand to
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pm->drawGodRightHand(pos);
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pm->drawSprite(pm->rightHand, pos);
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if(god.thrownInvType!=InvaderType::NONE){
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if(god.thrownInvType!=InvaderType::NONE){
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pos+=Position(GOD_HAND_SIZE/2, GOD_HAND_SIZE/2);
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pos+=Position(GOD_HAND_SIZE/2, GOD_HAND_SIZE/2);
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@ -153,7 +153,7 @@ void Game::displayGod() const {
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}
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}
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case GodState::THROW:{
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case GodState::THROW:{
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pm->drawGodBench(0);
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pm->drawGodBench(0);
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pm->drawGodLeftHand(Position(GOD_HAND_DISTANCE, 0));
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pm->drawSprite(pm->leftHand, Position(GOD_HAND_DISTANCE, 0));
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pm->drawGodFace(0);
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pm->drawGodFace(0);
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// compute start position (not sure if we should store it or compute it each time ?)
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// compute start position (not sure if we should store it or compute it each time ?)
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@ -172,7 +172,7 @@ void Game::displayGod() const {
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else handCounter = 30-god.counter;
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else handCounter = 30-god.counter;
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handPos = handPos + god.thrownVector * (handCounter / 100.0);
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handPos = handPos + god.thrownVector * (handCounter / 100.0);
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}
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}
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pm->drawGodRightHand(handPos);
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pm->drawSprite(pm->rightHand);
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break;
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break;
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}
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}
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@ -33,7 +33,7 @@ Game::Game() : WININIT {
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"\nValid values are : good,bad");
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"\nValid values are : good,bad");
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cout << "Loading sprites..." << endl;
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cout << "Loading sprites..." << endl;
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SpriteTasks tasks;
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vector<Task> tasks;
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chrono::high_resolution_clock::time_point start = chrono::high_resolution_clock::now();
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chrono::high_resolution_clock::time_point start = chrono::high_resolution_clock::now();
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pm->loadSprites(tasks);
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pm->loadSprites(tasks);
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@ -110,7 +110,7 @@ void Game::initGame(){
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}
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}
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#define START_TIMER() DEBUG_INSTR(debugTime = chrono::high_resolution_clock::now())
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#define START_TIMER() DEBUG_INSTR(debugTime = chrono::high_resolution_clock::now())
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#define PRINT_TIMER(X) DEBUG_MSG((X) << " :" << chrono::duration_cast<chrono::nanoseconds>(chrono::high_resolution_clock::now()-debugTime).count())
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#define PRINT_TIMER(X) DEBUG_MSG((X) << ": " << chrono::duration_cast<chrono::nanoseconds>(chrono::high_resolution_clock::now()-debugTime).count())
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WinValue Game::enterGameLoop(){ // returns when game is finished
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WinValue Game::enterGameLoop(){ // returns when game is finished
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// computed in advance for performance reasons
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// computed in advance for performance reasons
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@ -2,6 +2,7 @@
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#include "mySprite.h"
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#include "mySprite.h"
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future<void> MySprite::asyncLoad(const string& fname){
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future<void> MySprite::asyncLoad(const string& fname){
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DEBUG_MSG("Load file " << fname)
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return std::async(std::launch::async, [fname, this]() -> void {
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return std::async(std::launch::async, [fname, this]() -> void {
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ptr = std::make_unique<nsGui::Sprite>(fname);
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ptr = std::make_unique<nsGui::Sprite>(fname);
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});
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});
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@ -25,9 +25,9 @@ PixelManager::PixelManager(MinGL& win) : window(win) {
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}
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}
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void PixelManager::drawHeart(const Position& baseVector) const {
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void PixelManager::drawHeart(const Position& baseVector) const {
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window << Circle(Position(10, 10)+baseVector,10, nsGraphics::KRed);
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window << Circle(Position(10, 10)+baseVector,10, nsGraphics::KRed);
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window << Circle(Position(30, 10)+baseVector,10, nsGraphics::KRed);
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window << Circle(Position(30, 10)+baseVector,10, nsGraphics::KRed);
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window << Triangle(Position(0,10)+baseVector,Position(40,10)+baseVector,Position(20,40)+baseVector,nsGraphics::KRed);
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window << Triangle(Position(0,10)+baseVector,Position(40,10)+baseVector,Position(20,40)+baseVector,nsGraphics::KRed);
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}
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}
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void PixelManager::drawInvaderA(const Position& baseVector, unsigned size, const RGBAcolor& color) const {
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void PixelManager::drawInvaderA(const Position& baseVector, unsigned size, const RGBAcolor& color) const {
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@ -70,6 +70,7 @@ void PixelManager::drawPlayer(unsigned x, unsigned width, const nsGraphics::RGBA
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void PixelManager::drawMissile(const Position& baseVector, unsigned width, const nsGraphics::RGBAcolor& color) const {
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void PixelManager::drawMissile(const Position& baseVector, unsigned width, const nsGraphics::RGBAcolor& color) const {
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window << Rectangle(baseVector, baseVector + Position(width, width * PROJ_LENGTH_FACTOR), color);
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window << Rectangle(baseVector, baseVector + Position(width, width * PROJ_LENGTH_FACTOR), color);
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}
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}
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void PixelManager::drawTorpedo(const Position& baseVector, unsigned width, const nsGraphics::RGBAcolor& color) const {
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void PixelManager::drawTorpedo(const Position& baseVector, unsigned width, const nsGraphics::RGBAcolor& color) const {
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@ -86,22 +87,14 @@ void PixelManager::drawGodBench(int y) const {
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window << Rectangle(Position(0, y), Position(getScreenWidth(), y+GOD_BENCH_SIZE), nsGraphics::KGray);
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window << Rectangle(Position(0, y), Position(getScreenWidth(), y+GOD_BENCH_SIZE), nsGraphics::KGray);
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}
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}
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void PixelManager::drawGodRightHand(const Position& pos) const {
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drawSprite(rightHand, pos);
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}
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void PixelManager::drawGodLeftHand(const Position& pos) const {
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drawSprite(leftHand, pos);
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}
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void PixelManager::drawGodFace(int y, bool angry) const {
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void PixelManager::drawGodFace(int y, bool angry) const {
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Text t(
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Text t(
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Position(getScreenWidth()/2, y),
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Position(getScreenWidth()/2, y),
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angry ? ">w<" : ".w.",
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angry ? ">w<" : ".w.",
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nsGraphics::KBlue,
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nsGraphics::KBlue,
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GlutFont::GlutFonts::BITMAP_TIMES_ROMAN_24,
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GlutFont::GlutFonts::BITMAP_TIMES_ROMAN_24,
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Text::HorizontalAlignment::ALIGNH_CENTER
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Text::HorizontalAlignment::ALIGNH_CENTER
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);
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);
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// computeHeight() returns a height bigger than the actual text size, that's why there's padding above it(
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// computeHeight() returns a height bigger than the actual text size, that's why there's padding above it(
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t.setPosition(t.getPosition()+Position(0, t.computeHeight()));
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t.setPosition(t.getPosition()+Position(0, t.computeHeight()));
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@ -1,13 +1,13 @@
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#include "pixelManager/goodPixelManager.h"
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#include "pixelManager/goodPixelManager.h"
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void GoodPixelManager::loadSprites(SpriteTasks& tasks) {
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void GoodPixelManager::loadSprites(vector<Task>& tasks) {
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PixelManager::loadSprites(tasks);
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PixelManager::loadSprites(tasks);
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ADD_TASK(player)
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ADD_SPRITE_TASK(player)
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ADD_TASK(invaderA)
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ADD_SPRITE_TASK(invaderA)
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ADD_TASK(invaderB)
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ADD_SPRITE_TASK(invaderB)
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ADD_TASK(invaderC)
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ADD_SPRITE_TASK(invaderC)
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ADD_TASK(missile)
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ADD_SPRITE_TASK(missile)
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ADD_TASK(torpedo)
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ADD_SPRITE_TASK(torpedo)
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}
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}
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GoodPixelManager::GoodPixelManager(MinGL& win) : PixelManager(win) {
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GoodPixelManager::GoodPixelManager(MinGL& win) : PixelManager(win) {
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@ -1,11 +1,11 @@
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#include "pixelManager/pixelManager.h"
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#include "pixelManager/pixelManager.h"
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void PixelManager::loadSprites(SpriteTasks& tasks){
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void PixelManager::loadSprites(vector<Task>& tasks){
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ADD_TASK(logo)
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ADD_SPRITE_TASK(logo)
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ADD_TASK(menuBackground)
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ADD_SPRITE_TASK(menuBackground)
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ADD_TASK(gameBackground)
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ADD_SPRITE_TASK(gameBackground)
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ADD_TASK2(rightHand, hand)
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ADD_SPRITE_TASK2(rightHand, hand)
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}
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}
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void PixelManager::startFrame() const {
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void PixelManager::startFrame() const {
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@ -13,6 +13,7 @@ void PixelManager::startFrame() const {
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}
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}
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void PixelManager::endFrame() const {
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void PixelManager::endFrame() const {
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for(Task& t : drawTasks)t.wait();
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window.finishFrame();
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window.finishFrame();
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}
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}
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