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game_scene.h
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#pragma once
#include "scene.h"
#include "player.h"
#include "bullet.h"
#include <algorithm>
#include "timer.h"
#include "enemy.h"
#include <stdlib.h> //生成随机数
#include <time.h> //生成随机数
#include "scene_manager.h"
#include <iostream>
#include <string>
#include "platform.h" //平台
#include <vector>
#include "core.h"
#include "screen_window.h"
extern SceneManager scene_manager;
class GameScene :public Scene {
public:
GameScene() = default;
~GameScene() = default;
void on_create() {
window = new ScreenWindow();
//数组初始化
std::fill(platform, platform + PLATFORM_MAX, nullptr);
//随机数种子
srand((unsigned int)time(NULL));
//创建玩家
player = new Player(window);
player->on_create();
//时间计时器
game_timer.set_wait_time(1);
game_timer.set_callback([this]() {
this->timer_number++;
std::string str = std::to_string(this->timer_number);
if (timer_number < 10) { str = '0' + str; }
//创建文字
SDL_Surface* time_surface = TTF_RenderUTF8_Solid(font, str.c_str(), { 200,0,0,255 });
this->time_texture = SDL_CreateTextureFromSurface(window->get_render(), time_surface);
SDL_FreeSurface(time_surface);
});
//射击间隔计时器
shoot_timer.set_wait_time(0.1);
shoot_timer.set_callback([this]() {
this->player->set_can_shoot(true);
});
//创建平台
platform[0] = new Platform();
platform[0]->set_position(0, 40);
platform[0]->set_size(500, 100);
platform[0]->on_create();
platform[1] = new Platform();
platform[1]->set_position(200, 400);
platform[1]->set_size(800, 300);
platform[1]->on_create();
platform[2] = new Platform();
platform[2]->set_position(500, 40);
platform[2]->set_size(100, 1000);
platform[2]->on_create();
player->set_platform(platform[0]);
//敌人生成计时器
enemy_timer.set_wait_time(1);
enemy_timer.set_callback([this]() {
this->can_create_enemy = true;
});
//字体
font = TTF_OpenFont("resource/pixel.TTF", 40);
if (!font) { SDL_Log("font not loaded"); }
is_created = 1;
}
//初始化
void on_enter() {
SDL_Log("[Game Scene] -> Game Scene");
if (is_created == 0) {
on_create();
}
window->on_enter();
};
//更新循环
void on_update() {
player->PhysicsProcess(delta);
game_timer.on_update(delta);
shoot_timer.on_update(delta);
enemy_timer.on_update(delta);
//敌人生成
CreateEnemy();
//检查碰撞
//CheckCollision();
};
//绘制循环
void on_draw() {
//背景色
SDL_SetRenderDrawBlendMode(window->get_render(), SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(window->get_render(), 0, 0, 0, SDL_ALPHA_TRANSPARENT);
SDL_RenderClear(window->get_render());
//背景色
platform[0]->on_draw();
platform[1]->on_draw();
platform[2]->on_draw();
//子弹
BulletUpdate();
//敌人
EnemyUpdate();
//平台
platform[1]->on_update();
//玩家
player->on_update();
//文字
SDL_Rect time_rect = { 10,0,50,50 };
SDL_RenderCopy(window->get_render(), time_texture, NULL, &time_rect);
//生效
SDL_RenderPresent(platform[0]->get_render());
SDL_RenderPresent(platform[1]->get_render());
SDL_RenderPresent(platform[2]->get_render());
SDL_RenderPresent(window->get_render());
};
//输入
void on_input() {
//键盘获取
keyboard_state_array = SDL_GetKeyboardState(NULL);
//射击控制
if (keyboard_state_array[SDL_SCANCODE_J]) {
PlayerShoot();
}
//移动控制(Y:+1是向下,X:+1是向右)
if (keyboard_state_array[SDL_SCANCODE_W]|| keyboard_state_array[SDL_SCANCODE_UP]) {
player->SetDirectionY(-1);
}
else if (keyboard_state_array[SDL_SCANCODE_S]||keyboard_state_array[SDL_SCANCODE_DOWN]) {
player->SetDirectionY(1);
}
else {
player->SetDirectionY(0);
}
if (keyboard_state_array[SDL_SCANCODE_A]||keyboard_state_array[SDL_SCANCODE_LEFT]) {
player->SetDirectionX(-1);
}
else if (keyboard_state_array[SDL_SCANCODE_D]|| keyboard_state_array[SDL_SCANCODE_RIGHT]) {
player->SetDirectionX(1);
}
else {
player->SetDirectionX(0);
}
//事件
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
running = 0;
break;
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_ESCAPE:
scene_manager.switch_to(SceneManager::SceneType::Menu);
break;
case SDLK_k:
for (int i = 0; i < PLATFORM_MAX; i++) {
if (platform[i] != nullptr && platform[i] != player->get_platform()) {
if (player->change_platform(platform[i])) {
break;
}
}
}
break;
default:
break;
}
default:
break;
}
}
return;
};
//退出
void on_exit() {
SDL_HideWindow(window->get_window());
return;
};
//释放函数
void on_destroy() {
SDL_HideWindow(window->get_window());
//玩家
player->on_destroy();
//计时器
SDL_DestroyTexture(time_texture);
for (int i = 0; i < PLATFORM_MAX; i++) {
if (platform[i] != nullptr) {
platform[i]->on_destroy();
SDL_Log("[%d]Platform Destroyed", i);
}
}
//子弹清除
for (auto& bullet : bullets) {
SDL_Log("Bullet Destroyed");
bullet.on_destroy();
}
for (auto& enemy : enemies) {
SDL_Log("Enemy Destroyed");
enemy.on_destroy();
}
TTF_CloseFont(font);
window->on_destroy();
delete this;
}
//---------游戏函数---------
public:
//创建敌人
void CreateEnemy() {
if (can_create_enemy) {
if (platform[1] != nullptr) {
enemies.push_back(Enemy(platform[1], player));
}
SDL_Log("enemy created");
can_create_enemy = false;
}
}
//敌人更新
void EnemyUpdate() {
for (auto& enemy : enemies) {
//是否清除
if (enemy.get_remove_state()) {
enemy.on_destroy();
SDL_Log("Enemy Destroyed");
continue;
}
//敌人移动判断
enemy.find_player();
//敌人物理逻辑
enemy.PhysicsProcess(delta);
//更新显示
enemy.on_update();
}
//敌人与敌人间的碰撞
for (auto it1 = enemies.begin(); it1 != enemies.end(); ++it1) {
for (auto it2 = it1 + 1; it2 != enemies.end(); ++it2) {
if (checkCollision(it1->rect, it2->rect)) {
handleCollision(*it1, *it2);
}
}
if (checkCollision(it1->rect, player->rect)) {
handleCollision(*it1, *player);
}
}
}
//创建子弹(射击)
void PlayerShoot() {
if (player->get_can_shoot()) {
//寻找存放子弹的位置
bullets.push_back(Bullet(player->get_platform(), player->get_position(), player->get_direction()));
player->set_can_shoot(false);
}
}
//子弹更新
void BulletUpdate() {
for (auto bullet_it = bullets.begin(); bullet_it != bullets.end();) {
if (bullet_it->get_remove_state()) {
SDL_Log("Bullet Destroyed");
bullet_it = bullets.erase(bullet_it);
}
else {
for (auto enemy_it = enemies.begin(); enemy_it != enemies.end();) {
if (checkCollision(bullet_it->rect, enemy_it->rect)) {
enemy_it = enemies.erase(enemy_it);
bullet_it->on_remove();
}
else {
++enemy_it;
}
}
bullet_it->on_update();
++bullet_it;
}
}
}
//检查子弹是否打到敌人(在检查碰撞中使用)
bool check_hurt(Bullet *bu,Enemy *en) {
if (bu->get_position().x >= en->get_position().x &&
bu->get_position().x <= en->get_position().x+en->get_size().x &&
bu->get_position().y >= en->get_position().y &&
bu->get_position().y <= en->get_position().y+en->get_size().y
) {
//子弹清除
bu->on_remove();
////敌人清除
en->on_remove();
return true;
}
return false;
}
private:
ScreenWindow* window = nullptr; //窗口指针
Player* player = nullptr; //玩家指针
Platform* platform[PLATFORM_MAX] = { nullptr };
SDL_Texture* time_texture = nullptr;
const Uint8* keyboard_state_array = nullptr; //键盘状态指针
Timer shoot_timer;
Timer enemy_timer;
Timer game_timer;
int timer_number=0;
float delta = 1 / FRAMERATE;
bool can_create_enemy = false; //是否可以生成敌人
bool is_created = 0;
std::vector<Enemy> enemies;
std::vector<Bullet> bullets;
//图片资源
TTF_Font* font = nullptr;
};