Porting in old gamejam code. Removed SOME cruft, more likely remains. Sound + sprite test.

This commit is contained in:
John McCardle 2023-02-24 23:46:34 -05:00
commit d2499a67f8
27 changed files with 1090 additions and 4 deletions

293
src/UITestScene.cpp Normal file
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#include "UITestScene.h"
#include "ActionCode.h"
#include <math.h>
sf::Texture texture;
int texture_index = 0;
const int texture_size = 16, texture_width = 12, texture_height = 11;
const int texture_sprite_count = texture_width * texture_height;
sf::Sprite test_sprite;
sf::SoundBuffer buffer;
sf::Sound sound;
void setSpriteTexture(int ti)
{
int tx = ti % texture_width, ty = ti / texture_width;
test_sprite.setTextureRect(sf::IntRect(tx * texture_size, ty * texture_size, texture_size, texture_size));
}
UITestScene::UITestScene(GameEngine* g)
: Scene(g)
{
// demo sprites from texture file
texture.loadFromFile("./assets/kenney_tinydungeon.png");
texture.setSmooth(false);
// Show one texture at a time
test_sprite.setTexture(texture);
test_sprite.setPosition(sf::Vector2f(50.0f, 50.0f));
test_sprite.setScale(sf::Vector2f(4.0f, 4.0f));
setSpriteTexture(0);
// Load sound
buffer.loadFromFile("./assets/boom.wav");
sound.setBuffer(buffer);
viewport = game->getView(); // scrolling view is identical to start
resolution = viewport.getSize();
text.setFont(game->getFont());
text.setString("Test");
text.setCharacterSize(16);
registerAction(ActionCode::KEY + sf::Keyboard::Num1, "show1");
registerAction(ActionCode::KEY + sf::Keyboard::Num2, "show2");
registerAction(ActionCode::KEY + sf::Keyboard::Num3, "show3");
registerAction(ActionCode::MOUSEBUTTON + sf::Mouse::Left, "click");
registerAction(ActionCode::KEY + sf::Keyboard::Left, "left");
registerAction(ActionCode::KEY + sf::Keyboard::Right, "right");
registerAction(ActionCode::KEY + sf::Keyboard::Up, "up");
registerAction(ActionCode::KEY + sf::Keyboard::Down, "down");
registerAction(ActionCode::KEY + sf::Keyboard::Comma, "zoom_down");
registerAction(ActionCode::KEY + sf::Keyboard::Period, "zoom_up");
registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_DEL, "wheel_up");
registerAction(ActionCode::MOUSEWHEEL + ActionCode::WHEEL_NEG + ActionCode::WHEEL_DEL, "wheel_down");
registerAction(ActionCode::KEY + sf::Keyboard::Num4, "sound_test");
registerAction(0, "event");
UIMenu test_menu(game->getFont());
UIMenu test_menu2(game->getFont());
test_menu.visible = false;
test_menu.box.setSize(sf::Vector2f(350, 200));
test_menu.add_caption("debug to stdout", 16, sf::Color(255, 255, 0));
test_menu.add_button(Button(0, 0, 130, 40, sf::Color(0, 0, 192), sf::Color(0,0,0), "view", game->getFont(), "showviewport"));
test_menu2.visible = true;
test_menu2.box.setPosition(150, 180);
test_menu2.box.setFillColor(sf::Color(255, 0, 0));
test_menu2.add_caption("1: show UI 1 (this)", 18, sf::Color(255, 255, 0));
test_menu2.add_caption("2: show UI 2", 18, sf::Color(255, 255, 0));
test_menu2.add_caption("3: hide UIs", 18, sf::Color(255, 255, 0));
test_menu2.add_caption("> and <: zoom", 18, sf::Color(255, 255, 0));
test_menu2.add_caption("arrows: pan", 18, sf::Color(255, 255, 0));
test_menu2.add_caption("click: turn (buggy)", 18, sf::Color(255, 255, 0));
test_menu2.next_button += 100;
menus.push_back(test_menu);
menus.push_back(test_menu2);
test_ship.miner();
test_ship.angle = 180.0;
test_ship.position.x = 250;
test_ship.position.y = 120;
//std::cout << menus.size() << std::endl;
}
void UITestScene::update()
{
if (abs(desired_angle - test_ship.angle) < 1)
{
test_ship.angle = desired_angle;
} else if (test_ship.angle < desired_angle)
{
test_ship.angle += 1;
} else if (test_ship.angle > desired_angle){
test_ship.angle -= 1;
}
entities.update();
// All fixed vector movement
for (auto e : entities.getEntities())
{
//if(e->cPython) e->cPython->update();
//e->cTransform->pos += e->cTransform->velocity;
//e->cShape->circle.setPosition(e->cTransform->pos.x, e->cTransform->pos.y);
}
}
void UITestScene::doButton(std::string b_action)
{
if (!b_action.compare("showviewport"))
{
std::cout << viewport.getSize().x << ", " << viewport.getSize().y << ": "
<< viewport.getCenter().x << ", " << viewport.getCenter().y << std::endl;
}
}
void UITestScene::doAction(std::string name, std::string type)
{
if (ACTIONONCE("show1"))
{
menus[0].visible = false;
menus[1].visible = true;
}
if (ACTIONONCE("show2"))
{
menus[0].visible = true;
menus[1].visible = false;
}
if (ACTIONONCE("show3"))
{
menus[0].visible = false;
menus[1].visible = false;
}
if (ACTIONONCE("click"))
{
auto mousepos = sf::Mouse::getPosition(game->getWindow());
bool ui_clicked = false;
for ( auto ui : menus)
{
if (!ui.visible) continue;
for (auto b : ui.buttons)
{
if (b.contains(mousepos)) {
std::cout << b.getAction() << std::endl;
doButton(b.getAction());
ui_clicked = true;
}
}
}
if (!ui_clicked) {
auto mousepos = sf::Mouse::getPosition(game->getWindow());
auto worldpos = game->getWindow().mapPixelToCoords(mousepos, viewport);
desired_angle = atan((1.0f * worldpos.y) / worldpos.x) * 180 / 3.14159 + 90.0f;
//std::cout << (1.0f * worldpos.y) / worldpos.x << " -> " << desired_angle << std::endl;
}
}
if (ACTION("wheel_up", "start")) {
texture_index++;
if (texture_index >= texture_sprite_count) texture_index = 0;
setSpriteTexture(texture_index);
std::string caption = "Texture index: ";
caption += std::to_string(texture_index);
text.setString(caption);
}
if (ACTION("wheel_down", "start")) {
texture_index--;
if (texture_index < 0) texture_index = texture_sprite_count - 1;
setSpriteTexture(texture_index);
std::string caption = "Texture index: ";
caption += std::to_string(texture_index);
text.setString(caption);
}
if (ACTION("sound_test", "start")) { sound.play(); }
if (ACTION("left", "start")) { viewport.move(-10, 0); }
if (ACTION("right", "start")) { viewport.move(10, 0); }
if (ACTION("up", "start")) { viewport.move(0, -10); }
if (ACTION("down", "start")) { viewport.move(0, 10); }
if (ACTION("down", "start")) { viewport.move(0, 10); }
if (ACTION("zoom_down", "start")) { if (zoom > 0.2f) zoom -= 0.1f; viewport.zoom(zoom); }
if (ACTION("zoom_up", "start")) { if (zoom < 10.0f) zoom += 0.1f; viewport.zoom(zoom); }
//std::cout << "viewport: " << viewport.getCenter().x << ", " << viewport.getCenter().y << std::endl;
if (type.compare("resize")) // get center coordinate from game coordinate viewport, apply to new window viewport, restore zoom level
{
auto center = viewport.getCenter();
//auto w = viewport.getSize().x;
//auto h = viewport.getSize().y;
viewport = game->getView();
viewport.setCenter(center);
viewport.zoom(zoom);
}
// after processing: set actionState
if (type.compare("start") == 0 && !actionState[name]) { actionState[name] = true; }
else if (type.compare("end") == 0 && actionState[name]) { actionState[name] = false; }
}
void UITestScene::sRender()
{
game->getWindow().clear();
// Scrolling Viewport Objects (under the UI) --- entities, etc.
game->getWindow().setView(viewport);
int width = viewport.getSize().x;
int height = viewport.getSize().y;
int top = viewport.getCenter().y - (height/2);
int left = viewport.getCenter().x - (width/2);
int vline_count = height / grid_spacing * 2;
sf::VertexArray v_lines(sf::Lines, vline_count*2);
int index = 0;
for (int x = left - (left % grid_spacing); index < vline_count*2; x += grid_spacing)
{
v_lines[index] = sf::Vector2f(x, top);
v_lines[index + 1] = sf::Vector2f(x, top+height);
v_lines[index].color = sf::Color(0, 40, 0);
v_lines[index + 1].color = sf::Color(0, 40, 0);
index += 2;
}
game->getWindow().draw(v_lines);
int hline_count = width / grid_spacing * 2;
sf::VertexArray h_lines(sf::Lines, hline_count*2);
//std::cout << "Width: " << v.width << " Lines:" << vline_count <<
// " Point array length: " << vline_count * 2 << std::endl;
index = 0;
for (int y = top - (top % grid_spacing); index < hline_count * 2; y += grid_spacing)
{
//std::cout << "(" << v.left << ", " << y << ") -> " << "(" << v.left + v.width << ", " << y << ")" << std::endl;
h_lines[index] = sf::Vector2f(left, y);
h_lines[index + 1] = sf::Vector2f(left+width, y);
h_lines[index].color = sf::Color(0, 40, 0);
h_lines[index + 1].color = sf::Color(0, 40, 0);
index += 2;
}
game->getWindow().draw(h_lines);
/*for (int i = 0; i < total_lines; i++)
{
sf::Vertex p = lines[i];
std::cout << p.position.x << ", " << p.position.y << std::endl;
}*/
for (auto e : entities.getEntities())
{
//game->getWindow().draw(e->cShape->circle);
}
test_ship.render(game->getWindow());
// Fixed position objects
game->getWindow().setView(game->getView());
game->getWindow().draw(text);
//test_button.render(game->getWindow());
//if (test_menu.visible) test_menu.render(game->getWindow());
//if (test_menu2.visible) test_menu2.render(game->getWindow());
for ( auto ui : menus)
{
//std::cout << ui.buttons[0].getAction() << std::endl;
if (!ui.visible) continue;
ui.render(game->getWindow());
}
// draw test sprite on top of everything
game->getWindow().draw(test_sprite);
game->getWindow().display();
}