commit ccca81e04e1e76594b9f00d0ad2c6f26815ab39d Author: andrew kesterson Date: Thu May 26 02:24:33 2011 +0000 Initial clone in from local subversion server diff --git a/Actor.cpp b/Actor.cpp new file mode 100755 index 0000000..d5e8dc8 --- /dev/null +++ b/Actor.cpp @@ -0,0 +1,204 @@ +//#include "Game.h" +#include "Common.h" +#include "Actor.h" +#include "Animation.h" +#include +#include + +Actor::Actor() +{ + this->userType = 0; + this->state = STATE_NONE; + this->animMap = new AnimationStateMap(); + this->position.x = 0; + this->position.y = 0; + this->position.z = 0; + this->velocity.x = 0; + this->velocity.y = 0; + this->velocity.z = 0; + this->parent = NULL; + this->frameCounter.curFrame = 0; + this->frameCounter.lastFrame = 0; + this->frameCounter.lastTime = SDL_GetTicks(); + this->logicCounter.lastTime = SDL_GetTicks(); +} + +Actor::~Actor() +{ +} + +Actor::Actor(AnimationStateMap *animMap, Vector position, Vector velocity) +{ + this->animMap = animMap; + if ( this->animMap == NULL ) { + this->animMap = new AnimationStateMap(); + } + this->position.x = position.x; + this->position.y = position.y; + this->position.z = position.z; + this->velocity.x = velocity.x; + this->velocity.y = velocity.y; + this->velocity.z = velocity.z; + + this->frameCounter.curFrame = 0; + this->frameCounter.lastFrame = 0; + this->frameCounter.lastTime = SDL_GetTicks(); + + this->logicCounter.lastTime = SDL_GetTicks(); + this->state = 0; +} + +int Actor::addAnimation(Animation *anim, unsigned int stateKey) +{ + // I started letting this accept NULL sprite strips when STATE_DEFAULT was introduced + // so that you could force an actor to be culled from the display list by setting its + // STATE_DEAD to NULL manually. + if ( this->animMap == NULL) { + //////std::cerr << "Pussying out."; + return 1; + } + //////std::cerr << "Adding " << anim << " to animation map " << this->animMap << " for " << this << " at state " << stateKey << "\n"; + if ( this->animMap->count(stateKey) > 0 ) { + this->animMap->erase(stateKey); + } + (*this->animMap)[stateKey] = anim; + return 0; +} + +Animation *Actor::getAnimation(unsigned int stateKey) +{ + //////std::cerr << "stateKey " << stateKey << " this->animMap " << this->animMap << " count " << this->animMap->count(stateKey) << "\n"; + if ( this->animMap == NULL ) { + return NULL; + } + if ( this->animMap != NULL && this->animMap->count(stateKey) > 0 ) { + //////std::cerr << "Returning SOMETHING...\n"; + return (*this->animMap)[stateKey]; + } else if ( this->animMap->count(STATE_DEFAULT) > 0 ) { + return (*this->animMap)[STATE_DEFAULT]; + } + + return NULL; +} + +SDL_Surface *Actor::nextFrame() +{ + SDL_Surface *newFrame = NULL; + Animation *anim = this->getAnimation(this->state); + if ( anim != NULL ) { + newFrame = anim->nextFrame(0, 0, this); + return newFrame; + } + ////std::cerr << "Got NULL animation!\n"; + return NULL; +} + +void Actor::setState(int state) +{ + this->state = state; +} + +void Actor::addState(int state) +{ + this->state = this->state | state; + //////std::cerr << "State is now " << this->state << " for actor " << this << "\n"; +} + +void Actor::removeState(int state) +{ + if ( this->hasState(state) ) { + this->state = this->state ^ state; + } + //////std::cerr << "State is now " << this->state << " for actor " << this << "\n"; +} + +Vector Actor::getPosition(char gfxanchor) +{ + Animation *anim = NULL; + Vector pos; + Vector parentPos; + pos.x = this->position.x; + pos.y = this->position.y; + pos.z = this->position.z; + if ( gfxanchor == 1 ) { + anim = this->getAnimation(this->state); + if ( anim ) + pos = anim->anchorAt(pos); + } + if ( this->parent != NULL && this->hasState(STATE_RENDERPARENT)) { + parentPos = this->parent->getPosition(); + pos.x += parentPos.x; + pos.y += parentPos.y; + pos.z += parentPos.z; + } + return pos; +} + +void Actor::update() +{ + Animation *curAnim; + Vector parentPos; + + //if ( (SDL_GetTicks() - this->logicCounter.lastTime) > (1000/GAMEFPS) ) { + this->logicCounter.lastTime = SDL_GetTicks(); + + if ( this->hasState(STATE_MOVEXAXIS)) { + this->position.x += this->velocity.x; + } else { + if ( this->hasState(STATE_MOVERIGHT) ) + this->position.x += this->velocity.x; + if ( this->hasState(STATE_MOVELEFT) ) + this->position.x -= this->velocity.x; + } + if ( this->hasState(STATE_MOVEYAXIS) ) { + this->position.y += this->velocity.y; + } else { + if ( this->hasState(STATE_MOVEDOWN) ) + this->position.y += this->velocity.y; + if ( this->hasState(STATE_MOVEUP) ) + this->position.y -= this->velocity.y; + } + if ( this->hasState(STATE_MOVEIN) ) + this->position.z -= this->velocity.z; + if ( this->hasState(STATE_MOVEOUT) ) + this->position.z += this->velocity.z; + //std::cerr << "x = " << this->position.x << " y = " << this->position.y << "\n"; + //std::cerr << " state = " << this->state << "\n"; + + curAnim = this->getAnimation(this->state); + //std::cerr << curAnim->numFrames(); + //if ( curAnim != NULL ) + //std::cerr << "Dying object " << this << "has animation " << curAnim << " current frame " << this->frameCounter.curFrame << " of " << curAnim->numFrames() << " state " << this->state << "\n"; + //std::cerr.flush(); + if ( ((curAnim != NULL) && (this->frameCounter.curFrame+1 >= (unsigned int)curAnim->numFrames()) && (this->hasState(STATE_DYING))) || + (curAnim == NULL && this->hasState(STATE_DYING)) ) { + // we're dead + //std::cerr << "Actor " << this << " is dead.\n"; + this->state = STATE_DEAD; + } + //} +} + +int Actor::hasState(int state) +{ + if ( (this->state & state) == state ) + return 1; + else return 0; +} + +int Actor::getState() +{ + return this->state; +} + +unsigned int Actor::getUserType() +{ + return this->userType; +} + +void Actor::setUserType(unsigned int type) +{ + this->userType = type; +} + + diff --git a/Actor.h b/Actor.h new file mode 100755 index 0000000..4e65a6f --- /dev/null +++ b/Actor.h @@ -0,0 +1,62 @@ +#ifndef __ACTOR_H__ +#define __ACTOR_H__ + +#include +#include +#include "Renderable.h" +#include "Animation.h" + +#define STATE_NONE 0 +#define STATE_DYING 2 +#define STATE_DEAD 4 +#define STATE_MOVEXAXIS (8 | 16) +#define STATE_MOVELEFT 8 +#define STATE_MOVERIGHT 16 +#define STATE_MOVEYAXIS (32 | 64) +#define STATE_MOVEUP 32 +#define STATE_MOVEDOWN 64 +#define STATE_VISIBLE 128 +#define STATE_INVINCIBLE 256 +#define STATE_SPAWNWAIT 512 +#define STATE_FADEIN 1024 +#define STATE_FADEOUT 2048 +#define STATE_ATTACKING 4096 +#define STATE_MOVEIN 8192 +#define STATE_MOVEOUT 16384 +#define STATE_RENDERPARENT 32768 // this status flag specifies that, when an Actor has a Parent, + // the position returned by this actor should be relative to their parent + +#define STATE_DEFAULT 0xFFFFFFFF + +class Actor : public AnimatedRenderable +{ +protected: + int state; + FrameCounter logicCounter; + unsigned int userType; +public: + AnimationStateMap *animMap; + Actor(AnimationStateMap *animMap, Vector position, Vector velocity); + Actor(); + virtual ~Actor(); + virtual SDL_Surface *nextFrame(); + virtual Vector getPosition(char gfxanchor = 0); + virtual int addAnimation(Animation *anim, unsigned int key); + virtual Animation *getAnimation(unsigned int stateKey); + virtual void setState(int state); + virtual int getState(); + virtual void addState(int state); + virtual void removeState(int state); + virtual int hasState(int state); + virtual void update(); + virtual void collide(Actor *ptr) {}; + virtual unsigned int getUserType(); + virtual void setUserType(unsigned int type); + + Actor *parent; +}; + +typedef std::vector ActorList; +typedef std::vector::iterator ActorListIterator; + +#endif // __ACTOR_H__ diff --git a/Animation.cpp b/Animation.cpp new file mode 100755 index 0000000..7ba83dd --- /dev/null +++ b/Animation.cpp @@ -0,0 +1,107 @@ +#include +#include "SpriteStrip.h" +#include "Animation.h" +#include "Actor.h" +#include + +// TODO: Animation has mysterious segfault problems when it is used static; e.g. +// +// Animation anim; <-- using this object will eventually cause a segfault thru the framecounters/indexers +// .. +// Animation *anim = new Animation() <-- ... using this one will not + +Animation::Animation() +{ + this->strip = NULL; + this->timeStep = 0; + this->fps = 0; + this->anchor.x = 0; + this->anchor.y = 0; +} + +Animation::~Animation() +{ +} + +int Animation::setStrip(SpriteStrip *strip, int fps, int loop, Vector anchor) +{ + if ( strip == NULL ) { + std::cerr << "Got NULL sprite strip\n"; + return 1; + } + this->loop = loop; + this->strip = strip; + //std::cerr << "this->strip is now " << strip << "\n"; + this->fps = fps; + if ( this-> fps > 0 ) + this->timeStep = 1000 / fps; + if ( anchor.x <= this->strip->width() ) + this->anchor.x = anchor.x; + if ( anchor.y <= this->strip->height() ) + this->anchor.y = anchor.y; + return 0; +} + +// FIXME : The way this interaction works is INCREDIBLY hackish. I should look +// at collapsing the nextFrame() functionality into Actor, and basically redoing the +// Animation class as a structure that does nothing. For now, though, this works. + +SDL_Surface *Animation::nextFrame(int curFrame, int lastTime, AnimatedRenderable *actorSource) +{ + FrameCounter fc; + if ( actorSource ) { + fc = actorSource->getFrameCounter(); + curFrame = fc.curFrame; + lastTime = fc.lastTime; + } + SDL_Surface *toRet = NULL; + //std::cerr << "Checking for step; timeStep " << this->timeStep << " lastTime " << lastTime << "\n"; + if ( this->fps > 0 && ((SDL_GetTicks() - lastTime) >= this->timeStep) ) { + if ( curFrame +1 >= this->strip->numFrames() && this->loop == 0 ) { + toRet = this->strip->getFrame(0); + //std::cerr << "Time for a step; Returning frame 0\n"; + } else if ( curFrame + 1 >= this->strip->numFrames() && this->loop == 1) { + return NULL; + } + //std::cerr << "Time for a step; returning frame " << curFrame + 1 << "\n"; + toRet = this->strip->getFrame(curFrame+1); + curFrame += 1; + if ( actorSource ) { + fc.curFrame += 1; + if ( fc.curFrame >= this->strip->numFrames() && this->loop == 0 ) { + //std::cerr << "Resetting to zero\n"; + fc.curFrame = 0; + curFrame = 0; + } + fc.lastTime = SDL_GetTicks(); + fc.lastFrame = toRet; + actorSource->setFrameCounter(fc); + } + } else if ( this->fps == 0 ) { + //std::cerr << "0 FPS ; Returning frame 0\n"; + toRet = this->strip->getFrame(0); + } else { + //std::cerr << "Not time for a step; Returning frame " << curFrame << "\n"; + toRet = this->strip->getFrame(curFrame); + } + if ( toRet == NULL ) + return this->strip->getFrame(0); + else + return toRet; +} + +int Animation::numFrames() +{ + if ( this->strip != NULL ) { + return this->strip->numFrames(); + } + return 0; +} + +Vector Animation::anchorAt(Vector position) +{ + Vector newVector; + newVector.x = position.x - this->anchor.x; + newVector.y = position.y - this->anchor.y; + return newVector; +} diff --git a/Animation.h b/Animation.h new file mode 100755 index 0000000..e2feb34 --- /dev/null +++ b/Animation.h @@ -0,0 +1,34 @@ +#ifndef __ANIMATION_H__ +#define __ANIMATION_H__ + +#include +#include "SpriteStrip.h" +#include "Renderable.h" +#include + +class Animation +{ +private: + unsigned int lastTime; + SpriteStrip *strip; + unsigned int timeStep; + int fps; + int loop; + Vector anchor; +public: + Animation(); + virtual ~Animation(); + int getLoop() { return this->loop; }; + int setStrip(SpriteStrip *strip, int fps, int loop = 0, Vector anchor = (Vector){0,0,0}); + SDL_Surface *nextFrame(int curFrame, int lastTime, AnimatedRenderable *actorSource = NULL); + int numFrames(); + Vector anchorAt(Vector position); +}; + +//typedef std::map AnimationMap; +//typedef std::map::iterator AnimationMapIterator; +typedef std::map AnimationStateMap; +typedef std::map::iterator AnimationStateMapIterator; + + +#endif // __ANIMATION_H__ diff --git a/Common.cpp b/Common.cpp new file mode 100755 index 0000000..38c24b3 --- /dev/null +++ b/Common.cpp @@ -0,0 +1,75 @@ +#include "Common.h" +#include + +SharedCanvas2D::SharedCanvas2D() +{ + this->canvas = NULL; +} + +SharedCanvas2D::~SharedCanvas2D() +{ + this->releaseCanvas(); +} + +/** + * @brief Return a pointer to the SDL_Surface pointer held by this shared canvas + * @return SDL_Surface * + */ +SDL_Surface *SharedCanvas2D::getCanvas() +{ + return this->canvas; +} + +/** + * @brief Set the canvas pointer to the given object, and increment its refcount + * @param obj A SharedCanvas2D object whose surface you want to share + * @return 0 on success, 1 on failure + */ +int SharedCanvas2D::shareCanvas(SharedCanvas2D *obj) +{ + if ( obj == NULL || this->canvas != NULL || obj->getCanvas() == NULL ) { + std::cerr << "Unable to share canvas from object " << obj << "\n"; + return 1; + } + this->canvas = obj->getCanvas(); + this->canvas->refcount += 1; + return 0; +} + +/** + * @brief Set the canvas pointer to the given object, and increment its refcount + * @param obj A SDL_Surface pointer who you want to share + * @return 0 on success, 1 on failure + */ +int SharedCanvas2D::shareCanvas(SDL_Surface *obj) +{ + if ( obj == NULL ) { + return 1; + } + + this->canvas = obj; + obj->refcount += 1; + return 0; +} + +/** + * @fn SharedCanvas2D::releaseCanvas + * @brief Decrement the refcount of the canvas we're currently sharing, and release it + * @return 0 on success, 1 on failure + */ +int SharedCanvas2D::releaseCanvas() +{ + if ( this->canvas == NULL ) { + return 0; + } + if ( this->canvas->refcount >= 2 ) { + this->canvas->refcount -= 1; + this->canvas = NULL; + return 1; + } else if ( this->canvas->refcount == 1 ) { + SDL_FreeSurface(this->canvas); + return 1; + } + // do nothing if canvas refcount == 0 (thou shalt not double free) + return 0; +} diff --git a/Common.h b/Common.h new file mode 100755 index 0000000..93b5303 --- /dev/null +++ b/Common.h @@ -0,0 +1,45 @@ +#ifndef __COMMON_H__ +#define __COMMON_H__ + +#include + +#define GAMEFPS 60 + +struct Vector +{ + float x; + float y; + float z; +}; + +typedef Vector Point; + +struct FrameCounter +{ + unsigned int curFrame; + unsigned int lastTime; + SDL_Surface *lastFrame; +}; + +/** + * @class SharedCanvas2D + * @brief A class that allows multiple objects to re-use a single SDL_Surface with reference counting for safe memory usage + * + * The only thing that might be confusing about this class is that it is just + * a container for an SDL_Surface that implements refcounting. + */ + +class SharedCanvas2D +{ +protected: + SDL_Surface *canvas; +public: + SharedCanvas2D(); + virtual ~SharedCanvas2D(); + SDL_Surface *getCanvas(); + virtual int shareCanvas(SharedCanvas2D *obj); + virtual int shareCanvas(SDL_Surface *obj); + virtual int releaseCanvas(); +}; + +#endif // __COMMON_H__ diff --git a/Debug/libgame-dbg b/Debug/libgame-dbg new file mode 100755 index 0000000..280dc8c Binary files /dev/null and b/Debug/libgame-dbg differ diff --git a/Display.cpp b/Display.cpp new file mode 100755 index 0000000..b755426 --- /dev/null +++ b/Display.cpp @@ -0,0 +1,119 @@ +#include "Display.h" +#include "Actor.h" +#include + +Display::Display() +{ + this->active = 0; + return; +} + +Display::~Display() +{ + if ( this->canvas != NULL && this->canvas->refcount > 0 ) { + SDL_FreeSurface(this->canvas); + } +} + +int Display::isActive() +{ + return this->active; +} + +void Display::setActive(int active) +{ + this->active = active; +} + +int Display::initVideo(Vector pos, int w, int h, int depth, int flags) +{ +#if SDL_BYTEORDER == SDL_BIG_ENDIAN + int rmask = 0xff000000; + int gmask = 0x00ff0000; + int bmask = 0x0000ff00; + //int amask = 0x000000ff; +#else + int rmask = 0x000000ff; + int gmask = 0x0000ff00; + int bmask = 0x00ff0000; + //int amask = 0xff000000; +#endif + this->setPosition(pos); + this->canvas = SDL_CreateRGBSurface(flags, w, h, depth, rmask, gmask, bmask, 0); + if ( this->canvas == NULL ) { + //std::cerr << "Failed to create new SDL surface. Error was: " << SDL_GetError() << "\n"; + return 1; + } + ////std::cerr << "Created new SDL surface at " << this->canvas << "\n"; + return 0; +} + +int Display::addActor(Actor *actor) +{ + if ( actor == NULL ) { + //std::cerr << "NULL actor!"; + return 1; + } + //std::cerr << "Adding actor " << actor << " to Display " << this << "\n"; + ActorListIterator iter = this->actors.begin(); + while ( iter != this->actors.end() ) { + if ( *iter == actor ) { + return 1; + } + iter++; + } + + this->actors.push_back(actor); + return 0; +} + +Actor *Display::getActor(unsigned int index) +{ + if ( index < this->actors.size() ) { + return this->actors.at(index); + } + return NULL; +} + +int Display::removeActor(Actor *actor) +{ + ActorListIterator iter = this->actors.begin(); + //std::cerr << "Trying to delete actor " << actor << " from master list\n"; + while ( iter != this->actors.end() ) { + if ( (*iter) == actor ) { + //std::cerr << "Found it!\n"; + this->actors.erase(iter); + return 0; + } + iter++; + } + return 1; +} + +SDL_Surface *Display::nextFrame() +{ + //std::cerr << "[" << this << "]::nextFrame active = " << this->active << "\n"; + if ( this->active == 1 ) { + return this->canvas; + } else { + return NULL; + } +} + +SDL_PixelFormat *Display::pixelFormat() +{ + return this->canvas->format; +} + +int Display::objectsOfType(unsigned int userType) +{ + int ocount = 0; + ActorListIterator iter = this->actors.begin(); + while ( iter != this->actors.end() ) { + if ( (*iter)->getUserType() == userType ) { + ocount += 1; + } + iter++; + } + return ocount; +} diff --git a/Display.h b/Display.h new file mode 100755 index 0000000..b9243f8 --- /dev/null +++ b/Display.h @@ -0,0 +1,29 @@ +#ifndef __DISPLAY_H__ +#define __DISPLAY_H__ + +#include "Actor.h" +#include "Renderable.h" +#include "FontRenderer.h" +#include + +class Display : public Renderable, public SharedCanvas2D +{ +protected: + ActorList actors; + int active; +public: + Display(); + virtual ~Display(); + virtual int isActive(); + virtual void setActive(int active); + virtual int initVideo(Vector pos, int w, int h, int depth, int flags); + virtual SDL_Surface *nextFrame(); + virtual int addActor(Actor *actor = NULL); + virtual Actor *getActor(unsigned int index); + virtual int removeActor(Actor *actor); + virtual void update(int logicOnly = 0) {}; + SDL_PixelFormat *pixelFormat(); + virtual int objectsOfType(unsigned int userType); +}; + +#endif // __DISPLAY_H__ diff --git a/Display2D.cpp b/Display2D.cpp new file mode 100755 index 0000000..98194f9 --- /dev/null +++ b/Display2D.cpp @@ -0,0 +1,81 @@ +#include "Display2D.h" +#include "Renderable.h" +#include +#include + +Display2D::Display2D() +{ + return; +} + +int Display2D::addActor(Actor *actor, int layer) +{ + Display::addActor(actor); + this->layers[layer].push_back(actor); + //std::cerr << "Added actor " << actor << " to layer " << layer << "\n"; + return 0; +} + +void Display2D::update(int logicOnly) +{ + ActorListIterator actorIter; + ActorListIterator newActorIter; + SDL_Surface *curFrame = NULL; + Actor *actor = NULL; + + if ( this->active == 0 ) { + return; + } + + //std::cerr << "Updating Display2D " << this << "\n"; + + SDL_Rect screen = {0, 0, this->canvas->w, this->canvas->h}; + Vector actorpos; + if ( this->canvas->refcount < 2 ) { + // don't blank out someone's shared canvas + SDL_FillRect(this->canvas, &screen, 0); + } + for ( int layer = 0; layer < MAX_LAYERS; layer++ ) { + //std::cerr << "Displaying " << this->layers[layer].size() << " sprites on layer " << layer << " on canvas " << this->canvas << "\n"; + actorIter = this->layers[layer].begin(); + while ( actorIter != this->layers[layer].end() ) { + actor = (*actorIter); + //std::cerr << "Updating actor " << actor << "\n"; + if ( actor != NULL ) { + actor->update(); + if ( logicOnly == 0 ) { + curFrame = actor->nextFrame(); + actorpos = actor->getPosition(1); + //std::cerr << "Position of " << actor << " " << actorpos.x << "x" << actorpos.y << "\n"; + if ( curFrame ) { + //std::cerr << "Blitting sprite " << curFrame << " to (" << actorpos.x << "," << actorpos.y << ")...\n"; + SDL_Rect srcRect = {0, 0, curFrame->w, curFrame->h}; + SDL_Rect destRect = {(Sint16) actorpos.x, (Sint16)actorpos.y, 0, 0}; + SDL_BlitSurface(curFrame, &srcRect, this->canvas, &destRect); + } + } + // more logic + if ( actor->hasState(STATE_DEAD) ) { + actorIter = this->layers[layer].erase(actorIter); + newActorIter = this->actors.begin(); + while ( newActorIter < this->actors.begin() ) { + if ( *newActorIter == actor ) { + newActorIter = this->actors.erase(newActorIter); + continue; + } + newActorIter++; + } + //delete actor; + continue; + } + } + actorIter++; + } + } +} + +void Display2D::setTransparentBG() +{ + SDL_SetColorKey(this->canvas, SDL_SRCCOLORKEY, SDL_MapRGB(this->canvas->format, 0, 0, 0)); +} + diff --git a/Display2D.h b/Display2D.h new file mode 100755 index 0000000..a5f6b08 --- /dev/null +++ b/Display2D.h @@ -0,0 +1,29 @@ +#ifndef __DISPLAY2D_H__ +#define __DISPLAY2D_H__ + +#include "Display.h" +#include "Common.h" + +#define LAYER_BACKGROUND 0 +#define LAYER_SPRITE1 1 +#define LAYER_SPRITE2 2 +#define LAYER_SPRITE3 3 +#define LAYER_EFFECTS 4 +#define LAYER_HUDOVERLAY 5 +#define LAYER_MENUOVERLAY 6 + +#define MAX_LAYERS 6 + +class Display2D : public Display +{ +protected: + int blitSprite(SDL_Surface *srcframe, int x, int y); + std::vector layers[MAX_LAYERS]; +public: + Display2D(); + int addActor(Actor *actor, int layer = LAYER_BACKGROUND); + void update(int logicOnly = 0); + void setTransparentBG(); +}; + +#endif // __Display2D_H__ diff --git a/FontRenderer.cpp b/FontRenderer.cpp new file mode 100755 index 0000000..bdd27e8 --- /dev/null +++ b/FontRenderer.cpp @@ -0,0 +1,103 @@ +#include "FontRenderer.h" +#include "Common.h" +#include +#include + +FontRenderer::FontRenderer() +{ + this->setColor((SDL_Color) {0,0,0,0}, (SDL_Color){255,255,255,0}, 1); +} + +FontRenderer::~FontRenderer() +{ + ////std::cerr << "Freeing memory in FontRenderer is not yet implemented\n"; +} + +int FontRenderer::loadFont(std::string filename, std::string fontname, int pointsize) +{ + TTF_Font *font = TTF_OpenFont(filename.c_str(), pointsize); + if ( font == NULL ) { + ////std::cerr << "Unable to load font " << filename << "\n"; + return 1; + } + this->loadedFonts[fontname][pointsize] = font; + return 0; +} + +void FontRenderer::setColor(SDL_Color textColor, SDL_Color bgColor, int alpha) +{ + //std::cerr << "FontRenderer::setColor (" << textColor.r << " : " << textColor.g << " : " << textColor.b << ") " + //<< " ( " << bgColor.r << " : " << bgColor.g << " : " << bgColor.b << " ) alpha " << alpha << "\n"; + this->textColor = textColor; + this->bgColor = bgColor; + this->alpha = alpha; +} + +SDL_Rect FontRenderer::renderString(std::string text, + SDL_Surface *dest, + std::string fontname, + Vector position, + int pointsize) +{ + SDL_Rect destrect; + SDL_Surface *surface; + SDL_Color foregroundColor, backgroundColor; + TTF_Font *font; + SDL_Rect blankrect; + int plainTextWidth = 0; + + if ( dest == NULL ) { + return blankrect; + } + + if ( fontname == "" ) { + plainTextWidth = text.size() * 8; + if ( position.x == -1 ) + position.x = (dest->w/2) - (plainTextWidth/2); + if ( position.y == -1 ) + position.y = (dest->h/2) - 8; + //std::cerr << "Rendering (plain text) " << text << " at " << position.x << " x " << position.y << "\n"; + stringRGBA(dest, (int)position.x, (int)position.y, text.c_str(), + this->textColor.r, this->textColor.g, this->textColor.b, this->alpha); + return blankrect; + } + ////std::cerr << "Rendering (true type) " << text << " at " << position.x << " x " << position.y << "\n"; + if ( this->loadedFonts.count(fontname) == 1 ) { + if ( this->loadedFonts[fontname].count(pointsize) == 1 ) { + ////std::cerr << "Found font.."; + font = this->loadedFonts[fontname][pointsize]; + } else { + ////std::cerr << "No font found for (point size) 20\n"; + return blankrect; + } + } else { + ////std::cerr << "No font found for (" << fontname << ")\n"; + return blankrect; + } + surface = TTF_RenderUTF8_Shaded(font, text.c_str(), this->textColor, this->bgColor); + + if (surface == NULL) + { + ////std::cerr << "Couldn't create String " << text << ":" << SDL_GetError() << "\n"; + return blankrect; + } + + /* Blit the entire surface to the screen */ + + destrect.x = (position.x == -1 ? (dest->w - surface->w) / 2 : (Sint16) position.x); + destrect.y = (position.y == -1 ? (dest->h - surface->h) / 2 : (Sint16) position.y); + destrect.w = surface->w; + destrect.h = surface->h; + + ////std::cerr << "FontRenderer::renderString this->alpha " << this->alpha << "\n"; + if ( this->alpha == 1 ) { + SDL_SetColorKey(surface, SDL_SRCCOLORKEY, + SDL_MapRGBA(surface->format, this->bgColor.r, this->bgColor.g, this->bgColor.b, 0) ); + } + SDL_BlitSurface(surface, NULL, dest, &destrect); + + /* Free the generated string image */ + + SDL_FreeSurface(surface); + return destrect; +} diff --git a/FontRenderer.h b/FontRenderer.h new file mode 100755 index 0000000..bb84573 --- /dev/null +++ b/FontRenderer.h @@ -0,0 +1,36 @@ +#ifndef __FONTRENDERER_H__ +#define __FONTRENDERER_H__ + +#include +#include +#include +#include +#include +#include "Common.h" + +class FontRenderer +{ +protected: + // organized by loadedFonts[FontName][PointSize] = TTF_Font * + FontRenderer(); + ~FontRenderer(); + std::map > loadedFonts; + SDL_Color textColor; + SDL_Color bgColor; + int alpha; +public: + static FontRenderer &NewSingleton() + { + static FontRenderer rend; + return rend; + } + void setColor(SDL_Color textColor, SDL_Color bgColor, int alpha); + int loadFont(std::string filename, std::string fontname, int pointsize); + SDL_Rect renderString(std::string text, + SDL_Surface *dest, + std::string fontname, + Vector position, + int pointsize); +}; + +#endif // __FONTRENDERER_H__ diff --git a/Game.cpp b/Game.cpp new file mode 100755 index 0000000..ca5e544 --- /dev/null +++ b/Game.cpp @@ -0,0 +1,506 @@ +#include "Game.h" +#include "SpriteStrip.h" +#include "Actor.h" +#include "Display2D.h" +#include +#include +#include + +Game::Game() +{ + this->musicVolume = 128; + this->soundVolume = 128; + this->lastNumKeys = 0; + this->lastKeyState = NULL; + this->fpslock = 0; + this->realfps = 0; + return; +} + +Game::~Game() +{ + if ( this->canvas != NULL ) { + SDL_FreeSurface(this->canvas); + } + +} + +int Game::initSDL(int audio_rate, Uint16 audio_format, int audio_channels, int audio_buffers) +{ + if ( SDL_Init(SDL_INIT_TIMER | SDL_INIT_AUDIO | SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) != 0 ) { + //std::cerr << "Failed to initialize SDL. Error was: " << SDL_GetError() << "\n"; + return 1; + } + + if (Mix_OpenAudio(audio_rate, audio_format, audio_channels, audio_buffers) != 0) { + //std::cerr << "Unable to initialize audio: " << Mix_GetError() << "\n"; + exit(1); + } + return 0; +} + +int Game::initVideo(int w, int h, int depth, int flags) +{ + this->canvas = SDL_SetVideoMode(w, h, depth, flags); + if ( this->canvas == NULL ) { + //std::cerr << "Failed to create new SDL display. Error was: " << SDL_GetError() << "\n"; + return 1; + } + ////std::cerr << "Created new SDL display at " << this->canvas << "\n"; + return 0; +} + +void Game::update(int logicOnly) +{ + DisplayList::iterator displayIter; + SDL_Surface *curFrame = NULL; + Display *display = NULL; + Uint8 *keyState = NULL; + int numKeys = 0; + int gfxframe = 1; + static unsigned int lastTime = 0; + static unsigned int lastfps = 0; + static unsigned int realFPStimer = 0; + SDL_Rect screen = {0, 0, this->canvas->w, this->canvas->h}; + Vector displaypos; + + SDL_PumpEvents(); + + if ( (this->fpslock != 0) && (SDL_GetTicks() - lastTime) >= (1000/this->fpslock) ) { + gfxframe = 1; + lastTime = SDL_GetTicks(); + } else if (this->fpslock != 0) { + return; + } + + if ( (SDL_GetTicks() - realFPStimer) > 1000 ) { + this->realfps = lastfps; + lastfps = 0; + realFPStimer = SDL_GetTicks(); + } else { + lastfps++; + } + + if ( logicOnly == 0 ) { + SDL_FillRect(this->canvas, &screen, 0); + } + for ( displayIter = this->windows.begin(); displayIter != this->windows.end() ; displayIter++ ) { + display = (*displayIter); + //std::cerr << "Updating display " << display << "\n"; + display->update(); + if ( logicOnly == 1 ) { + continue; + } + + curFrame = display->nextFrame(); + displaypos = display->getPosition(); + //std::cerr << "Position of " << display << " " << displaypos.x << "x" << displaypos.y << "\n"; + if ( curFrame && curFrame != this->canvas ) { + //std::cerr << "Blitting display " << display << " canvas " << curFrame << " to main canvas " << this->canvas << "(" << displaypos.x << "," << displaypos.y << ")...\n"; + SDL_Rect destRect = {(Sint16) displaypos.x, (Sint16) displaypos.y, 0, 0}; + SDL_BlitSurface(curFrame, NULL, this->canvas, &destRect); + //this->blitSprite(curFrame, 0, 0); + } else if ( curFrame == this->canvas ) { + //std::cerr << "Not blitting display window " << display << " to our canvas " << this->canvas << " because it is sharing our canvas at " << curFrame << "\n"; + } else if ( curFrame == NULL ) { + //std::cerr << "display " << display << " has a NULL canvas\n"; + } + } + + if ( this->lastKeyState != NULL ) { + delete this->lastKeyState; + } + keyState = SDL_GetKeyState(&numKeys); + this->lastKeyState = new Uint8[numKeys]; + if ( this->lastKeyState != NULL ) { + memcpy(this->lastKeyState, keyState, (sizeof(Uint8)*numKeys)); + } + + //this->handleEvents(); + this->cleanSounds(); +} + +/*int Game::handleControlEvent(SDL_Event *event) +{ + switch(event->type) { + case SDL_KEYUP: + if ( event->key.state == SDL_RELEASED ) { + if ( event->key.keysym.sym == SDLK_ESCAPE ) { + exit(0); + } + } + } + return 0; +} + +int Game::handleEvents() +{ + SDL_Event nextEvent; + while ( SDL_PollEvent(&nextEvent) ) { + switch(nextEvent.type) { + case SDL_KEYUP: + this->handleControlEvent(&nextEvent); + } + } + return 0; +} +*/ +int Game::playMusic(std::string filename) +{ + Mix_HaltMusic(); + if ( this->bgmusic ) + Mix_FreeMusic(this->bgmusic); + this->bgmusic = Mix_LoadMUS(filename.c_str()); + if ( this->bgmusic == NULL ) { + //std::cerr << "Unable to load " << filename.c_str() << " to play music.\n"; + return 1; + } + if ( Mix_PlayMusic(this->bgmusic, -1) == -1 ) { + //std::cerr << "Unable to play background music. " << Mix_GetError() << " \n"; + return 1; + } + Mix_VolumeMusic(this->musicVolume); + return 0; +} + +void Game::haltMusic() +{ + Mix_HaltMusic(); + if ( this->bgmusic ) + Mix_FreeMusic(this->bgmusic); + this->bgmusic = NULL; +} + +int Game::playSound(std::string filename, int loops) +{ + PlayingSound *sndstruct = NULL; + Mix_Chunk *sound = NULL; + int channel = 0; + + sound = Mix_LoadWAV(filename.c_str()); + if ( sound == NULL ) { + return 1; + } + + channel = Mix_PlayChannel(-1, sound, loops); + if ( channel > -1 ) { + //std::cerr << "Pushing sound chunk " << sound << " on channel " << channel << "\n"; + sndstruct = new PlayingSound(); + sndstruct->sound = sound; + sndstruct->channel = channel; + this->playingSounds.push_back(sndstruct); + } else { + Mix_FreeChunk(sound); + return 1; + } + Mix_Volume(sndstruct->channel, this->soundVolume); + return 0; +} + +void Game::cleanSounds(int force) +{ + PlayingSoundList::iterator iter; + PlayingSoundList::iterator newIter; + PlayingSound *curSound = NULL; + iter = this->playingSounds.begin() ; + + while ( iter != this->playingSounds.end()) { + curSound = *iter; + if ( curSound == NULL ) { + iter++; + continue; + } + + if ( Mix_Playing(curSound->channel) != 0 && force == 1) { + Mix_HaltChannel(curSound->channel); + } else if ( Mix_Playing(curSound->channel) != 0 ) { + iter++; + continue; + } + + newIter = iter; + iter++; + Mix_FreeChunk(curSound->sound); + //std::cerr << "Cleared sound at channel" << curSound->channel << "\n"; + iter = this->playingSounds.erase(newIter); + delete curSound; + //iter++; + } +} + +void Game::setMusicVolume(int volume) +{ + this->musicVolume = volume; + Mix_VolumeMusic(this->musicVolume); +} + +void Game::setSoundVolume(int volume) +{ + this->soundVolume = volume; + Mix_Volume(-1, this->soundVolume); +} + +int Game::keyHeldDown(int keysym) +{ + Uint8 *keyState = NULL; + int numKeys = 0; + + keyState = SDL_GetKeyState(&numKeys); + if ( this->lastKeyState == NULL ) { + return 0; + } + if ( keysym < this->lastNumKeys && keysym < numKeys ) { + return 0; + } + if ( this->lastKeyState[keysym] + keyState[keysym] == 2 ) { + return 1; + } + return 0; +} + +// ------------ class factory and memory management stuff + +SpriteStrip *Game::newSpriteStrip(std::string key) +{ + SpriteStrip *obj = new SpriteStrip(); + if ( obj == NULL ) + return NULL; + if ( key != "" ) { + if ( this->addSpriteStrip(obj, key) != 0 ) { + delete obj; + return NULL; + } + } + return obj; +} + +int Game::freeSpriteStrip(std::string key, SpriteStrip *obj) +{ + if ( obj == NULL && this->spriteMap.count(key) == 0 ) { + return 1; + } else if ( obj == NULL ) { + obj = this->spriteMap[key]; + } + this->spriteMap.erase(key); + delete obj; +} + +Animation *Game::newAnimation(std::string key) +{ + Animation *obj = new Animation(); + if ( obj == NULL ) + return NULL; + if ( key != "" ) { + if ( this->addAnimation(obj, key) != 0 ) { + delete obj; + return NULL; + } + } + return obj; +} + +int Game::freeAnimation(std::string key, Animation *obj) +{ + if ( obj == NULL && this->animationMap.count(key) == 0 ) { + return 1; + } else if ( obj == NULL ) { + obj = this->animationMap[key]; + } + this->animationMap.erase(key); + delete obj; +} + +Actor *Game::newActor(std::string key) +{ + Actor *obj = new Actor(); + if ( obj == NULL ) + return NULL; + if ( key != "" ) { + if ( this->addActor(obj, key) != 0 ) { + delete obj; + return NULL; + } + } + return obj; +} + +int Game::freeActor(std::string key, Actor *obj) +{ + if ( obj == NULL && this->actorMap.count(key) == 0 ) { + return 1; + } else if ( obj == NULL ) { + obj = this->actorMap[key]; + } + this->actorMap.erase(key); + delete obj; +} + + +Display2D *Game::newDisplay2D(std::string key) +{ + Display2D *obj = new Display2D(); + if ( obj == NULL ) + return NULL; + if ( key != "" ) { + if ( this->addDisplay(obj, key) != 0 ) { + delete obj; + return NULL; + } + } + return obj; +} + +int Game::freeDisplay2D(std::string key, Display2D *obj) +{ + if ( obj == NULL && this->displayMap.count(key) == 0 ) { + return 1; + } else if ( obj == NULL ) { + obj = (Display2D *)this->displayMap[key]; + } + this->displayMap.erase(key); + delete obj; +} + +MenuDisplay *Game::newMenuDisplay(std::string key) +{ + MenuDisplay *obj = new MenuDisplay(); + if ( obj == NULL ) + return NULL; + if ( key != "" ) { + if ( this->addDisplay(obj, key) != 0 ) { + delete obj; + return NULL; + } + } + return obj; +} + +int Game::freeMenuDisplay(std::string key, MenuDisplay *obj) +{ + if ( obj == NULL && this->displayMap.count(key) == 0 ) { + return 1; + } else if ( obj == NULL ) { + obj = (MenuDisplay *)this->displayMap[key]; + } + this->displayMap.erase(key); + delete obj; +} + +int Game::addSpriteStrip(SpriteStrip *strip, std::string key) +{ + if ( strip == NULL || this->spriteMap.count(key) > 0 ) + return 1; + this->spriteMap[key] = strip; + return 0; +} + +SpriteStrip *Game::getSpriteStrip(std::string key) +{ + if ( this->spriteMap.count(key) > 0 ) { + return this->spriteMap[key]; + } + return NULL; +} + +int Game::removeSpriteStrip(std::string stripName) +{ + if ( this->spriteMap.count(stripName) > 0 ) { + this->spriteMap.erase(stripName); + return 0; + } + return 1; +} + +int Game::addAnimation(Animation *ptr, std::string key) +{ + if ( ptr != NULL || this->animationMap.count(key) == 0 ) { + this->animationMap[key] = ptr; + return 0; + } + return 1; +} + +Animation *Game::getAnimation(std::string key) +{ + if ( this->animationMap.count(key) > 0 ) { + return this->animationMap[key]; + } + return NULL; +} + +int Game::removeAnimation(std::string key) +{ + if ( this->animationMap.count(key) > 0 ) { + this->animationMap.erase(key); + return 0; + } + return 1; +} + +int Game::addActor(Actor *ptr, std::string key) +{ + if ( ptr != NULL || this->actorMap.count(key) == 0 ) { + this->actorMap[key] = ptr; + return 0; + } + return 1; +} + +Actor *Game::getActor(std::string key) +{ + if ( this->actorMap.count(key) > 0 ) { + return this->actorMap[key]; + } + return NULL; +} + +int Game::removeActor(std::string key) +{ + if ( this->actorMap.count(key) > 0 ) { + this->actorMap.erase(key); + return 0; + } + return 1; +} + +int Game::addDisplay(Display *ptr, std::string key) +{ + if ( ptr != NULL || this->displayMap.count(key) == 0 ) { + this->displayMap[key] = ptr; + return 0; + } + return 1; +} + +Display *Game::getDisplay(std::string key) +{ + if ( this->displayMap.count(key) > 0 ) { + return this->displayMap[key]; + } + return NULL; +} + +int Game::removeDisplay(std::string key) +{ + if ( this->displayMap.count(key) > 0 ) { + this->displayMap.erase(key); + return 0; + } + return 1; +} + + +void Game::lockFPS(int fps) +{ + this->fpslock = fps; +} + +void Game::finishFrame() +{ + SDL_Flip(this->canvas); +} + +SDL_Surface *Game::getCanvas() +{ + return this->canvas; +} diff --git a/Game.h b/Game.h new file mode 100755 index 0000000..45567dd --- /dev/null +++ b/Game.h @@ -0,0 +1,113 @@ +#ifndef __GAME_H__ +#define __GAME_H__ + +#include +#include "SpriteStrip.h" +#include "Animation.h" +#include "Actor.h" +#include "Display.h" +#include "MenuDisplay.h" +#include + +struct Collision +{ + Actor *actor1; + Actor *actor2; +}; + +struct PlayingSound +{ + int channel; + Mix_Chunk *sound; +}; + +typedef std::vector PlayingSoundList; + +// TODO : Take parts of the Game class and break them out into a Window class. +// the way that the Game class lets you specify a render window tells me that +// it should really be its own class, w/ a separate class for game logic + +typedef std::vector DisplayList; + +class Game : public SharedCanvas2D +{ +protected: + Mix_Music *bgmusic; + // format is [ idx = [{filename, sound}, {filename, sound}] ] + // .. where idx is a channel number, which gives you a vector of SoundPairs. + PlayingSoundList playingSounds; + int musicVolume; + int soundVolume; + int lastNumKeys; + int fpslock; + Uint8 *lastKeyState; + std::map spriteMap; + std::map actorMap; + std::map animationMap; + std::map displayMap; + + Game(); + virtual ~Game(); +public: + // easier this way + DisplayList windows; + int realfps; + + static Game &NewSingleton() + { + static Game theGame; + return theGame; + } + + SDL_Surface *getCanvas(); + int initVideo(int w, int h, int depth, int flags); + int initSDL(int audio_rate = 44100, Uint16 audio_format = AUDIO_S16SYS, int audio_channels = 2, int audio_buffers = 4096); + // this stuff is removed for now because the control event mapping isn't implemented + // at all and it was causing problems + /* + int handleEvents(); + int handleControlEvent(SDL_Event *event); + */ + void setMusicVolume(int volume = 128); + void setSoundVolume(int volume = 128); + int playMusic(std::string filename); + void haltMusic(); + int playSound(std::string filename, int loops = 0); + void cleanSounds(int force = 0); + + // --------------- class factory stuff ----------------- + SpriteStrip *newSpriteStrip(std::string key = ""); + Animation *newAnimation(std::string key = ""); + Actor *newActor(std::string key = ""); + Display2D *newDisplay2D(std::string key = ""); + MenuDisplay *newMenuDisplay(std::string key = ""); + int freeSpriteStrip(std::string key = "", SpriteStrip *obj = NULL); + int freeAnimation(std::string key = "", Animation *obj = NULL); + int freeActor(std::string key = "", Actor *obj = NULL); + int freeDisplay2D(std::string key = "", Display2D *obj = NULL); + int freeMenuDisplay(std::string key = "", MenuDisplay *obj = NULL); + + // --------------- object tracking ------------------ + int addSpriteStrip(SpriteStrip *strip, std::string key); + SpriteStrip *getSpriteStrip(std::string stripName); + int removeSpriteStrip(std::string stripName); + int addActor(Actor *ptr, std::string key); + Actor *getActor(std::string key); + int removeActor(std::string key); + int addAnimation(Animation *ptr, std::string key); + Animation *getAnimation(std::string key); + int removeAnimation(std::string key); + int addDisplay(Display *ptr, std::string key); + Display *getDisplay(std::string key); + int removeDisplay(std::string key); + + // ----------------- updating crap + void update(int logicOnly = 0); + void finishFrame(); + void lockFPS(int fps); + + // ----------------- input helpers + int keyHeldDown(int keysym); +}; + +#endif // __GAME_H__ diff --git a/Makefile b/Makefile new file mode 100755 index 0000000..cb0c614 --- /dev/null +++ b/Makefile @@ -0,0 +1,98 @@ +# This makefile is a bit hackish. I wrote it early in the AM. +# Fohgiveuhness, please!! + +ifndef $(CFG) + CFG=Debug +endif +# you can also pass : mingw32 and macosx +ifndef $(OS) + OS=linux +endif + +LIBNAME=game +PROJECTHOME=$(shell pwd) +SDL_CFLAGS=$(shell sdl-config --cflags) +SDL_LDFLAGS=$(shell sdl-config --static-libs) +LIBDIR=/usr/lib +HEADERDIR=/usr/include +ADDL_CFLAGS= + +ifeq "$(OS)" "mingw32" + ADDL_CFLAGS=-mwindows +endif + +ifeq "$(CFG)" "Debug" + OUTDIR=Debug + LIBTARGET=lib$(LIBNAME)-dbg + LINKLIB=game-dbg + CXXFLAGS=-pg -I./source -g -ggdb -gstabs -c $(SDL_CFLAGS) $(ADDL_CFLAGS) +endif + +ifeq "$(CFG)" "Release" + OUTDIR=Release + LIBTARGET=lib$(LIBNAME) + LINKLIB=game + CXXFLAGS=-I./source -c $(SDL_CFLAGS) $(ADDL_CFLAGS) +endif + +LINKLIBS=-L../../$(CFG) -L$(OUTDIR) -l$(LINKLIB) $(SDL_LDFLAGS) -lSDL_image -lSDL_mixer + +LIBOBJ=$(OUTDIR)/Common.o \ + $(OUTDIR)/FontRenderer.o \ + $(OUTDIR)/Renderable.o \ + $(OUTDIR)/SpriteStrip.o \ + $(OUTDIR)/Animation.o \ + $(OUTDIR)/Actor.o \ + $(OUTDIR)/Display.o \ + $(OUTDIR)/Display2D.o \ + $(OUTDIR)/MenuDisplay.o \ + $(OUTDIR)/Game.o + +CC = gcc +CXX = g++ +LD = $(CXX) +INSTALL = $(shell which install) + +$(OUTDIR)/%.o : %.cpp + $(CXX) $(CXXFLAGS) -o $@ $< +ifeq "$(OS)" "macosx" +all: sharedlib +else +all: staticlib +endif + +# this was a pain in my ass cross-platform, so I killed it +sharedlib: $(LIBOBJ) + $(CXX) -dynamiclib -Wl,-headerpad_max_install_names,-undefined,dynamic_lookup,-compatibility_version,1.0,-current_version,1.0,-install_name,/usr/lib/$(LIBTARGET).dylib -o $(CFG)/$(LIBTARGET).dylib $(LIBOBJ) + +staticlib: $(LIBOBJ) + $(AR) rcs $(OUTDIR)/$(LIBTARGET) $(LIBOBJ) + +.PHONY: docs +docs: + doxygen doxygen.conf + +.PHONY: clean +clean: + rm -f $(OUTDIR)/*.o + rm -f $(OUTDIR)/$(LIBTARGET).* + +.PHONY: demos +demos: + cd demo && ./build-demos.sh $(CFG) + +.PHONY: rebuild +rebuild: + make clean + make CFG=$(CFG) OS=$(OS) + + +.PHONY: install +install: + $(INSTALL) $(OUTDIR)/$(LIBTARGET)* $(LIBDIR)/ + mkdir -p $(HEADERDIR)/libgame + $(INSTALL) *h $(HEADERDIR)/libgame/ + +.PHONY: deps +deps: + cd deps && make \ No newline at end of file diff --git a/MenuDisplay.cpp b/MenuDisplay.cpp new file mode 100755 index 0000000..3696714 --- /dev/null +++ b/MenuDisplay.cpp @@ -0,0 +1,430 @@ +#include "libgame.h" +#include +#include +#include +#include + +// TODO : Need to get the up/down left/right arrows displaying + +// ------------------ Menu Relation -------------- + +MenuRelation::MenuRelation() +{ + this->opt1 = 0; + this->opt2 = 0; + this->relation = 0; +} + +// ------------------ Menu Option ------------------- + +MenuOption::MenuOption(std::string name, int rangeLow, int rangeHigh, int rangeStart, int spinFree, SDL_Surface *img) +{ + this->name = name; + this->rangeLow = rangeLow; + this->rangeHigh = rangeHigh; + this->rangeStart = rangeStart; + this->optionImage = img; + this->spinFree = spinFree; + if ( rangeHigh + rangeLow != 0 ) { + this->selected = rangeStart; + } else + this->selected = -1; +} + +MenuOption::~MenuOption() +{ +} + +void MenuOption::clampValue(MenuRelation *relation, int defClampVal) +{ + // check our relation for clamping issues + if ( relation != NULL && relation->opt1 != NULL && relation->opt2 != NULL && relation->opt1 == this ) { + std::cerr << "[" << this << "]->selected (" << this->selected << "=" << this->getStringValue() << ") = [" << relation->opt2 << "]->selected (" << relation->opt2->selected << "=" << relation->opt2->getStringValue() << ")\n"; + if ( (relation->relation == MENURELATION_NODUPLICATE) && + (this->getStringValue() == relation->opt2->getStringValue()) ) { + if ( ((this->selected+1) >= (int) this->optlist.size()) || + ((this->rangeHigh != 0) && (this->selected+1 > this->rangeHigh)) ){ + //std::cerr << "Clamping DOWN\n"; + this->selected -= 1; + } else if ( ((this->selected - 1) < 0) || + ((this->rangeLow != 0) && (this->selected - 1 < this->rangeLow)) ) { + //std::cerr << "Clamping UP\n"; + this->selected += 1; + } else { + // we're safe to move either direction on the option here, so just ++ it and then clamp it + this->selected += defClampVal; + } + this->clampValue(NULL); + //std::cerr << "[" << this << "]->selected (" << this->selected << "=" << this->getStringValue() << ") = [" << relation->opt2 << "]->selected (" << relation->opt2->selected << "=" << relation->opt2->getStringValue() << ")\n"; + } + } + else { + if ( this->optlist.size() > 0 ) { + if ( this->selected >= (int) this->optlist.size() ) { + this->selected = this->optlist.size()-1; + } else if ( this->selected < 0 ) { + this->selected = 0; + } + } else { + if ( this->selected < this->rangeLow ) { + this->selected = this->rangeLow; + } else if ( this->selected > this->rangeHigh ) { + this->selected = this->rangeHigh; + } else if ( this->rangeLow > this->rangeHigh || this->rangeLow + this->rangeHigh == 0 ) { + this->selected = 0; + } + } + } + //std::cerr << "MenuOption::clampValue " << this->name + //<< " (" << this->optlist.size() << " sub-options ) " + //<< " range (" << this->rangeLow << " - " << this->rangeHigh << ") " + //<< " selected " << this->selected << "\n"; +} + +std::string MenuOption::getStringValue() +{ + char intStringBuff[64]; + memset((char *)&intStringBuff, 0x00, 63); + if ( this->rangeLow + this->rangeHigh != 0 ) { + sprintf((char *)&intStringBuff, "%d\0", this->selected); + return std::string((char *)&intStringBuff); + } + if ( this->optlist.size() > this->selected ) + return this->optlist.at(this->selected); + else + return this->name; +} + +int MenuOption::getIntValue() +{ + return this->selected; +} + +int MenuOption::select(int value) +{ + if ( ( this->optlist.size() > 0 ) && ( value < this->optlist.size()) && ( value > -1 ) ) { + this->selected = value; + return 0; + } else if ( (value >= this->rangeLow) && ( value <= this->rangeHigh ) ) { + this->selected = value; + return 0; + } + return 1; +} + +int MenuOption::whenhighlighted() +{ + return 0; +} + +int MenuOption::whenselected() +{ + return 0; +} + +int MenuOption::valueup() +{ + this->select(this->selected + 1); +} + +int MenuOption::valuedown() +{ + this->select(this->selected - 1); +} + +// ----------------- MenuDisplay -------------------- + +MenuDisplay::MenuDisplay() +{ + this->pointerActor = NULL; + this->curOpt = 0; + this->origin.x = 0; + this->origin.y = 0; + this->origin.z = 0; + this->fontname = ""; + this->pointsize = 0; + this->spacing = 0; + this->closeOpt = ""; +} + +MenuDisplay::~MenuDisplay() +{ + if ( this->pointerActor != NULL ) { + delete this->pointerActor; + } +} + +void MenuDisplay::setMenuImages(Animation *arrowLeft, Animation *arrowRight, Animation *arrowUp, Animation *arrowDown) +{ + this->arrowLeft = arrowLeft; + this->arrowRight = arrowRight; + this->arrowUp = arrowUp; + this->arrowDown = arrowDown; +} + +// this is just for backwards compatibility with old code. +void MenuDisplay::addOption(std::string name, int rangeLow = 0, int rangeHigh = 0, int rangeStart = 0, int spinFree = 0, SDL_Surface *img = NULL) +{ + this->addOption(new MenuOption(name, rangeLow, rangeHigh, rangeStart, spinFree, img) ); +} + +void MenuDisplay::addOption(MenuOption *mopt) +{ + if ( mopt != NULL ) + this->menuOptions.push_back(mopt); +} + +int MenuDisplay::addSubOption(std::string name, std::string subopt) +{ + std::vector::iterator iter; + iter = this->menuOptions.begin(); + while ( iter != this->menuOptions.end() ) { + if ( *iter != NULL && (*iter)->optionImage != NULL ) { + // there's zero point in adding a sub option string when this has an image + return 1; + } + if ( *iter != NULL && (*iter)->name == name ) { + (*iter)->optlist.push_back(subopt); + (*iter)->select(0); + return 0; + } + iter++; + } + return 1; +} + +int MenuDisplay::setPointer(Animation *ptr) +{ + if ( ptr == NULL ) { + //std::cerr << "MenuDisplay::setPointer was passed a NULL Animation.\n"; + return 1; + } + if ( this->pointerActor != NULL ) { + delete this->pointerActor; + } else { + this->pointerActor = new Actor(); + if ( this->pointerActor == NULL ) { + //std::cerr << "Couldn't allocate memory for new pointer actor\n"; + return 1; + } + } + //std::cerr << "Set animation " << ptr << " as animation for actor " << this->pointerActor << " for menu pointer\n"; + this->pointerActor->addAnimation(ptr, STATE_NONE); + this->pointerActor->addState(STATE_NONE); + return 0; +} + +MenuOption *MenuDisplay::getOption(std::string name) +{ + std::vector::iterator menuIter; + MenuOption *opt = NULL; + menuIter = this->menuOptions.begin(); + if ( name != "" ) { + while ( menuIter != this->menuOptions.end() ) { + opt = *menuIter; + //std::cerr << "Checking " << opt->name << " against " << name << "\n"; + if ( opt->name == name ) { + return opt; + } + menuIter++; + } + } else { + //std::cerr << "Returning option at " << this->curOpt << "\n"; + return this->menuOptions.at(this->curOpt); + } + return NULL; +} + +void MenuDisplay::setMenuOrigin(Vector origin) +{ + this->origin.x = origin.x; + this->origin.y = origin.y; + this->origin.z = origin.z; + //std::cerr << "MenuDisplay::setMenuOrigin x = " << this->origin.x << " y = " << this->origin.y << " z = " << this->origin.z << "\n"; +} + +void MenuDisplay::update(int logicOnly) +{ + SDL_Surface *frame = NULL; + SDL_Rect destrect; + SDL_Rect lastdirty; + MenuOption *opt = NULL; + FontRenderer &textEngine = FontRenderer::NewSingleton(); + int lastwidth = 0; + std::vector yvalues; + + if ( this->active == 0 ) { + return; + } + Display2D::update(logicOnly); + + + //std::cerr << "curOpt now " << this->curOpt << "\n"; + if ( this->curOpt >= (int) this->menuOptions.size() ) { + this->curOpt = this->menuOptions.size() - 1; + } else if ( this->curOpt < 0 ) { + this->curOpt = 0; + } + + if ( logicOnly == 1 ) { + return; + } + //std::cerr << "fixed curOpt now " << this->curOpt << "\n"; + + lastdirty.x = (Sint16) this->origin.x; + lastdirty.y = (Sint16) this->origin.y; + lastdirty.w = 0; + lastdirty.h = 0; + + frame = this->pointerActor->nextFrame(); + + if ( frame != NULL ) { + lastdirty.x += (frame->w + 10); + } + + for ( unsigned int i = 0; i < this->menuOptions.size(); i++ ) { + opt = this->menuOptions.at(i); + if ( opt == NULL ) { + continue; + } + //std::cerr << " in MenuDisplay::update i = " << i << " curOpt = " << curOpt << "\n"; + //std::cerr << "String value of currently rendering option: " << opt->getStringValue() << "\n"; + lastdirty = textEngine.renderString(opt->name, this->canvas, this->fontname, (Vector){lastdirty.x, lastdirty.y + lastdirty.h, 0}, this->pointsize); + if ( i == (unsigned int) curOpt ) { + //std::cerr << this->optHeight * this->curOpt << " = " << this->origin.y + (this->optHeight * this->curOpt) << " = " << ptrdest.y << "\n"; + //std::cerr << "MenuDisplay origin is x = " << this->origin.x << " y = " << this->origin.y << " z = " << this->origin.z << " optHeight is " << this->optHeight << " curOpt is " << this->curOpt << "\n"; + if ( frame != NULL ) { + // the pointer actually appears slightly to the left of the current option + destrect.x = (Sint16) this->origin.x; + destrect.y = lastdirty.y + ((lastdirty.h/2) - frame->h/2); + destrect.w = 0; + destrect.h = 0; + //std::cerr << "Blitting frame " << frame << " to canvas " << this->canvas << " at (" << destrect.x << " x " << destrect.y << ") as pointer.\n"; + SDL_BlitSurface(frame, NULL, this->canvas, &destrect); + } + } + lastdirty.y += this->spacing; + if ( lastdirty.w > lastwidth ) { + lastwidth = lastdirty.w; + } + yvalues.push_back(lastdirty.y - this->spacing); + } + for ( unsigned int i = 0; i < this->menuOptions.size(); i++ ) { + opt = this->menuOptions.at(i); + if ( opt->getStringValue() != opt->name ) { + textEngine.renderString(opt->getStringValue(), this->canvas, this->fontname, (Vector){lastdirty.x + lastwidth + 10, yvalues.at(i), 0}, this->pointsize); + } + } + return; +} + +void MenuDisplay::setFont(std::string fontname, int pointsize, SDL_Color color, SDL_Color bgcolor) +{ + FontRenderer &textEngine = FontRenderer::NewSingleton(); + textEngine.setColor(color, bgcolor, 1); + this->fontname = fontname; + this->pointsize = pointsize; +} + +int MenuDisplay::handleEvent(SDL_Event *event) +{ + MenuOption *opt = NULL; + opt = this->getOption(); + int retval = 1; + if ( this->active == 0 || opt == NULL ) { + return retval; + } + //std::cerr << "MenuDisplay::handleEvent\n"; + //switch (event->type) { + //default: + if ( event->key.state == SDL_RELEASED && event->key.keysym.sym == SDLK_DOWN ) { + this->curOpt += 1; + if ( this->curOpt < 0 ) { + this->curOpt = 0; + } + retval = 0; + } else if ( event->key.state == SDL_RELEASED && event->key.keysym.sym == SDLK_UP ) { + this->curOpt -= 1; + if ( this->curOpt >= (int) this->menuOptions.size() ) { + this->curOpt = this->menuOptions.size()-1; + } + retval = 0; + } else if ( ( event->key.state == SDL_RELEASED || opt->spinFree == 1 && event->key.state == SDL_PRESSED ) + && event->key.keysym.sym == SDLK_LEFT ) { + opt->valuedown(); + this->clampValue(opt, -1); + retval = 0; + } else if ( ( event->key.state == SDL_RELEASED || opt->spinFree == 1 && event->key.state == SDL_PRESSED ) + && event->key.keysym.sym == SDLK_RIGHT ) { + opt->valueup(); + this->clampValue(opt, 1); + retval = 0; + } else if ( event->key.state == SDL_RELEASED && event->key.keysym.sym == SDLK_RETURN ) { + if ( (this->closeOpt != "") && (opt->name != this->closeOpt)) { + retval = 0; + } else if ( ((this->closeOpt != "" ) && (opt->name == this->closeOpt)) || this->closeOpt == "") { + this->active = 0; + retval = 0; + } + } + //} + //opt->clampValue(); + return retval; +} + +void MenuDisplay::setCloseOption(std::string option) +{ + this->closeOpt = option; +} + +void MenuDisplay::setSpacing(int spacing) +{ + this->spacing = spacing; +} + +int MenuDisplay::setRelation(std::string opt1, std::string opt2, int relationType) +{ + std::vector::iterator iter; + MenuRelation *tmp; + iter = this->menuRelations.begin(); + while ( iter != this->menuRelations.end() ) { + tmp = *iter; + if ( tmp == NULL || tmp->opt1 == NULL || tmp->opt2 == NULL ) { + iter++; + continue; + } + if ( tmp->opt1->name == opt1 && tmp->opt2->name == opt2 && tmp->relation == relationType ) { + return 1; + } + iter++; + } + tmp = new MenuRelation(); + tmp->opt1 = this->getOption(opt1); + tmp->opt2 = this->getOption(opt2); + tmp->relation = relationType; + this->menuRelations.push_back(tmp); + this->clampValue(tmp->opt1, 1); + return 0; +} + +void MenuDisplay::clampValue(MenuOption *opt, int defclamp) +{ + std::vector::iterator iter; + MenuRelation *tmp; + opt->clampValue(); + //std::cerr << "(PRE-RELATION CLAMP) Option " << opt->name << " now set to option " << opt->getIntValue() << "=" << opt->getStringValue() << "\n"; + iter = this->menuRelations.begin(); + while ( iter != this->menuRelations.end() ) { + tmp = *iter; + if ( tmp == NULL || tmp->opt1 == NULL || tmp->opt2 == NULL ) { + iter++; + continue; + } + if ( tmp->opt1->name == opt->name ) { + //std::cerr << "Found relation for " << opt->name << " (" << tmp->opt1 << " = " << tmp->opt2 << ")\n"; + opt->clampValue(tmp, defclamp); + } + iter++; + } + //std::cerr << "(POST-RELATION CLAMP) Option " << opt->name << " now set to option " << opt->getIntValue << "=" <getStringValue() << "\n"; +} diff --git a/MenuDisplay.h b/MenuDisplay.h new file mode 100755 index 0000000..39c6e8b --- /dev/null +++ b/MenuDisplay.h @@ -0,0 +1,97 @@ +#ifndef __MENUDISPLAY_H__ +#define __MENUDISPLAY_H__ + +#include "Actor.h" +#include "Common.h" +#include "Display2D.h" +#include + +// TODO: Add the ability to set a MenuOption to display as either text or as a slider for numeric values. + +typedef struct MenuRelation; + +#define MENU_OPTYPE_CHOICE 0 +#define MENU_OPTYPE_RANGE 1 +#define MENU_OPTYPE_SUBMENU 2 + +class MenuOption +{ +public: + std::string name; + SDL_Surface *optionImage; + std::vector optlist; + int rangeLow; + int rangeHigh; + int rangeStart; + int selected; // doesn't hold info on whether this is selected or not, holds the index of optlist or the range number that is currently selected + int spinFree; // if this is set to 1, then the value is modified on the presence of a key DOWN event, not a key RELEASE. + + MenuOption(std::string name, int rangeLow, int rangeHigh, int rangeStart, int spinFree, SDL_Surface *img); + ~MenuOption(); + void clampValue(MenuRelation *relation = NULL, int defClampVal = 1); + int getIntValue(); + std::string getStringValue(); + virtual int select(int value); // called by MenuDisplay to force selection to a given item + virtual int whenhighlighted(); // called whenever the menu item is highlighted + virtual int whenselected(); // called whenever the menu item is selected ("enter" is pressed on the item) + virtual int valueup(); // called whenever the value of the item is increased (the range is moved up, or the next sub option is selected) + virtual int valuedown(); // as with valueup(), but works with lower values and previous items +}; + +#define MENURELATION_NODUPLICATE 0 + +struct MenuRelation +{ + MenuOption *opt1; + MenuOption *opt2; + int relation; + MenuRelation(); +}; + +// class for the menus in the game +// This class dynamically creates actors for the menu options and such +// the only actor you have to feed it is your pointer Animation +class MenuDisplay : public Display2D +{ +protected: + std::vector menuOptions; + std::vector menuRelations; + std::vector subMenus; + Actor *pointerActor; + int curOpt; + Vector origin; + SDL_Color textColor; + SDL_Color bgColor; + std::string fontname; + int pointsize; + int spacing; + std::string closeOpt; + Animation *arrowUp; + Animation *arrowDown; + Animation *arrowLeft; + Animation *arrowRight; +public: + MenuDisplay(); + ~MenuDisplay(); + + void setCloseOption(std::string option); + void setSpacing(int spacing); + int setPointer(Animation *ptr); + void setMenuOrigin(Vector origin); + void setMenuImages(Animation *arrowLeft, Animation *arrowRight, Animation *arrowUp, Animation *arrowDown); + void setFont(std::string fontname, int pointsize, SDL_Color color, SDL_Color bgcolor); + + void update(int logicOnly = 0); + int handleEvent(SDL_Event *event); + void clampValue(MenuOption *opt, int defClamp); + + int setRelation(std::string opt1, std::string opt2, int relationType = MENURELATION_NODUPLICATE); + void setOption(std::string optName, std::string ); + void setOption(std::string optName, int); + void addOption(MenuOption *mopt); + void addOption(std::string name, int rangeLow, int rangeHigh, int rangeStart, int spinFree, SDL_Surface *img); + int addSubOption(std::string name, std::string subopt); + MenuOption *getOption(std::string name = ""); +}; + +#endif // __MENUDISPLAY_H__ diff --git a/Physics.h b/Physics.h new file mode 100755 index 0000000..6e31866 --- /dev/null +++ b/Physics.h @@ -0,0 +1,64 @@ +#ifndef __PHYSICS_H__ +#define __PHYSICS_H__ + +// x = pounds to convert to newtons +#define CALC_CONV_LB2NEWTON(x) ((x)*4.44822162) +// x = ounces to convert to newtons +#define CALC_CONV_OZ2NEWTON(x) (((x)*4.44822162)/16) +// x = kilograms to convert to newtons +#define CALC_CONV_KG2NEWTON(x) ((x)*9.81) +// x = milligrams to convert to newtons +#define CALC_CONV_MG2NEWTON(x) (((x)*9.81)/1000 + +// W = weight in newtons, g = constant acceleration of gravity +#define CALC_MASSFROMWEIGHT(W, g) ((W)/(g)) +// F = Force applied to object, a = acceleration of object +#define CALC_MASSFROMFORCE(F, a) ((F)/(a)) +// v = linear velocity of object, r = radius of circular path +#define CALC_ACCEL_CENTRIPETAL(v, r) (((v)*(v))/(r)) +// v1 = starting velocity, v2 = ending velocity, t = time elapsed between v1 and v2 +#define CALC_ACCEL_VELOCITYDELTA(v1, v2, t) (((v2)-(v1)) / (t)) +// F = force applied to object, m = mass of object +#define CALC_ACCEL_FORCE(F, m) ((F)/(m)) +// d = distance object has traveled, t = time object has spent in motion +#define CALC_VELOCITY_AVG(d, t) ((d)/(t)) +// W = Weight of object, H = Height of object above the ground plane +#define CALC_ENERGY_POTENTIAL(W, H) ((W)*(H)) +// m = mass of object, v = velocity of object +#define CALC_ENERGY_KINETIC(m, v) (((m)*(v))/2) + + +#define PHYSICS_NOPHYSICS 0000000000000000b +#define PHYSICS_FRICTIONLESS 0000000000000001b +#define PHYSICS_NOGRAVITY 0000000000000010b +#define PHYSICS_MATERIAL_LIQUID 0000000000000100b +#define PHYSICS_MATERIAL_GAS 0000000000001000b +#define PHYSICS_MATERIAL_SOLID 0000000000010000b + +struct WorldPhysics +{ + float gravity; + float airfriction; +} + +struct StaticPhysics +{ + float friction; + float bouyancy; + int flags; +} + +struct ObjectPhysics : public StaticPhysics +{ + float mass; + float weight; + float p1; // position 1, used for calculating velocity + float p2; // position 2, "" " " " + float v1; // velocity 1, used for calculation acceleration + float v2; // velocity 2, " " " " + float pe; // potential energy of an object at rest + float ke; // kinetic energy of a moving object +} + +#endif + diff --git a/Renderable.cpp b/Renderable.cpp new file mode 100755 index 0000000..6b7558e --- /dev/null +++ b/Renderable.cpp @@ -0,0 +1,69 @@ +#include "Renderable.h" +#include +#include + +Renderable::Renderable() +{ + this->position = (Vector){0,0,0}; + this->velocity = (Vector){0,0,0}; +} + +Vector Renderable::getPosition() +{ + return this->position; +} + +Vector Renderable::getVelocity() +{ + return this->velocity; +} + +void Renderable::setPosition(Vector pos) +{ + this->position.x = pos.x; + this->position.y = pos.y; + this->position.z = pos.z; +} + +void Renderable::setVelocity(Vector vel) +{ + this->velocity.x = vel.x; + this->velocity.y = vel.y; + this->velocity.z = vel.z; +} + +/** + * @fn Renderable::nextFrame + * @brief Return the next surface that this class is ready to render + * @return SDL_Surface * + */ + +SDL_Surface *Renderable::nextFrame() +{ + return NULL; +} + +AnimatedRenderable::AnimatedRenderable() +{ + this->frameCounter.curFrame = 0; + this->frameCounter.lastFrame = NULL; + this->frameCounter.lastTime = 0; +} + + +FrameCounter AnimatedRenderable::getFrameCounter() +{ + return this->frameCounter; +} + +/** + * @fn AnimatedRenderable::setFrameCounter + * @brief Force the frame counter to a given FrameCounter value + * @return 0 + */ +int AnimatedRenderable::setFrameCounter(FrameCounter fc) +{ + ////std::cerr << "Updating frame counter\n"; + this->frameCounter = fc; + return 0; +} diff --git a/Renderable.h b/Renderable.h new file mode 100755 index 0000000..6b4b321 --- /dev/null +++ b/Renderable.h @@ -0,0 +1,46 @@ +#ifndef __RENDERABLE_H__ +#define __RENDERABLE_H__ + +#include +#include "Common.h" + +/** + * @class Renderable + * @brief A base class for objects that are capable of returning renderable data + * + * This base class provides default mechanisms for an object to return renderable + * data, track position and velocity. + */ +class Renderable +{ +protected: + Vector position; /**< The position of the renderable object */ + Vector velocity; /**< The velocity (if any) of the renderable object */ + public: + Renderable(); + Vector getPosition(); + Vector getVelocity(); + void setPosition(Vector); + void setVelocity(Vector); + virtual SDL_Surface *nextFrame(); +}; + +/** + * @class AnimatedRenderable + * @brief A subclass of Renderable for objects that are renderable and animated + * + * This subclass defines the interface for libgame objects that are both + * Renderable, but that also perform some kind of internal logic to return + * different surfaces each call. + */ +class AnimatedRenderable : public Renderable +{ + protected: + FrameCounter frameCounter; /**< Current frame within the current animation */ + public: + AnimatedRenderable(); + FrameCounter getFrameCounter(); + int setFrameCounter(FrameCounter fc); +}; + +#endif // __RENDERABLE_H__ diff --git a/SpriteStrip.cpp b/SpriteStrip.cpp new file mode 100755 index 0000000..884bc62 --- /dev/null +++ b/SpriteStrip.cpp @@ -0,0 +1,142 @@ +#include "Renderable.h" +#include "SpriteStrip.h" +#include +#include +#include + +SpriteStrip::SpriteStrip() +{ + return; +} + +SpriteStrip::~SpriteStrip() +{ + this->clearFrames(); +} + +int SpriteStrip::loadFromFile(std::string filename, int f_w, int f_h, Vector colorkey) +{ + SDL_Surface *imgsurf = NULL; + imgsurf = IMG_Load(filename.c_str()); + if ( imgsurf != NULL ) { + //std::cerr << "Splitting frames from " << filename.c_str() << " (" << imgsurf->w << "x" << imgsurf->h << "...\n"; + return this->loadFromSurface(imgsurf, f_w, f_h, colorkey); + } else { + //std::cerr << "Couldn't load image from file!\n"; + return 1; + } +} + +// pass 0 in f_w and f_h to return a single frame into the strip that's the size of the image +// pass 0 in just one of them to indicate that each sprite is the entire width or height of +// image +int SpriteStrip::loadFromSurface(SDL_Surface *image, int f_w, int f_h, Vector colorkey) +{ + int stripping = 1; + SDL_Surface *newSurf = NULL; + SDL_Rect copyRect = {0, 0, f_w, f_h }; + + if ( image == NULL ) + return 1; + + if ( f_w == 0 ) { + f_w = image->w; + copyRect.w = f_w; + } + if ( f_h == 0 ) { + f_h = image->h; + copyRect.h = f_h; + } + + while ( stripping == 1) { + newSurf = SDL_CreateRGBSurface(image->flags, f_w, f_h, image->format->BitsPerPixel, 0, 0, 0, 0); + if ( newSurf != NULL ) { + if ( colorkey.x > -1 && colorkey.y > -1 && colorkey.z > -1 ) { + ////std::cerr << "Setting color key\n"; + SDL_SetColorKey(newSurf, SDL_SRCCOLORKEY, + SDL_MapRGB(newSurf->format, + (Uint8) colorkey.x, + (Uint8) colorkey.y, + (Uint8) colorkey.z)); + } + //std::cout << "Blitting new surface (" << copyRect.w << "x" << copyRect.h << " (src : " << copyRect.x << "," << copyRect.y << ")\n"; + if ( SDL_BlitSurface(image, ©Rect, newSurf, NULL) == 0 ) { + this->frames.push_back(newSurf); + newSurf = NULL; + } else { + //std::cerr << "Unable to blit from sprite sheet to sprite element.\n"; + exit(1); + } + if ( copyRect.x + (f_w*2) > image->w ) { + copyRect.x = 0; + copyRect.y += f_h; + // overflowing image? + if ( copyRect.y >= image->h ){ + stripping = 0; + continue; + } + } else { + copyRect.x += f_w; + } + } else { + //std::cerr << "Unable to allocate memory for sprite strip element.\n"; + exit(1); + } + } + //std::cout << "Split " << this->frames.size() << " frames into new sprite strip\n"; + return 0; +} + +SDL_Surface *SpriteStrip::getFrame(unsigned int frame) +{ + if ( frame < this->frames.size() ) { + return this->frames.at(frame); + } else { + ////std::cerr << "Attempt to access beyond end of sprite strip (" << frame << " of " << this->frames.size() << ") on strip " << this << "\n"; + return NULL; + } +} + +int SpriteStrip::width() +{ + if ( this->frames.size() > 0 ) { + return this->frames.at(0)->w; + } + return 0; +} + +int SpriteStrip::height() +{ + if ( this->frames.size() > 0 ) { + return this->frames.at(0)->h; + } + return 0; +} + +void SpriteStrip::clearFrames() +{ + std::vector::iterator iter; + while ( this->frames.size() > 0 ) { + iter = this->frames.end(); + if ( *iter != NULL ) { + SDL_FreeSurface(*iter); + this->frames.erase(iter); + } + } +} + +int SpriteStrip::numFrames() +{ + if ( this == NULL ) { + //std::cerr << "SpriteStrip::numFrames got passed a NULL this-> pointer. How the FUCK did that happen?!\n"; + return 0; + } + return this->frames.size(); +} + +SpriteStripIter SpriteStrip::iterator() +{ + return (SpriteStripIter)this->frames.begin(); +} + + diff --git a/SpriteStrip.h b/SpriteStrip.h new file mode 100755 index 0000000..a5ab4a3 --- /dev/null +++ b/SpriteStrip.h @@ -0,0 +1,32 @@ +#ifndef __SPRITESTRIP_H__ +#define __SPRITESTRIP_H__ + +#include +#include +#include +#include +#include "Renderable.h" + +typedef std::vector::iterator SpriteStripIter; + +class SpriteStrip +{ +private: + std::vector frames; +public: + SpriteStrip(); + ~SpriteStrip(); + int width(); + int height(); + int loadFromFile(std::string filename, int f_w = 0, int f_h = 0, Vector colorkey = (Vector){-1,-1,-1}); + int loadFromSurface(SDL_Surface *image, int f_w = 0, int f_h = 0, Vector colorkey = (Vector){-1,-1,-1}); + void clearFrames(); + SDL_Surface *getFrame(unsigned int frame); + int numFrames(); + SpriteStripIter iterator(); +}; + +typedef std::map SpriteStripMap; + + +#endif // #ifndef __SPRITESTRIP_H__ diff --git a/TileSet.cpp b/TileSet.cpp new file mode 100755 index 0000000..0e6cd93 --- /dev/null +++ b/TileSet.cpp @@ -0,0 +1,32 @@ +#include "Display2D.h" +#include "TileSet.h" +#include +#include + +int TileDisplay::loadFromTMX(std::string filename) +{ + xmlTextReaderPtr reader; + const xmlChar *name; + const xmlChar *value; + int ret; + + reader = xmlReaderForFile(filename.c_str(), NULL, 0); + if ( reader != NULL ) { + ret = xmlTextReaderRead(reader); + while ( ret == 1) { + name = xmlTextReaderConstName(reader); + if ( name != NULL ) { + if ( !strcmp(name, "map") ) { + + } + value = xmlTextReaderConstValue(reader); + } + // process current node + } + xmlFreeTextReader(reader); + if ( ret == 0 ) { + return 1; + } + } + return 0; +} diff --git a/TileSet.h b/TileSet.h new file mode 100755 index 0000000..5b8f694 --- /dev/null +++ b/TileSet.h @@ -0,0 +1,37 @@ +#ifndef __TILESET_H__ +#define __TILESET_H__ + +#include +#include "Display2D.h" + +#define TILEMAP_ORTHOGONAL 1 +#define TILEMAP_ISOMETRIC 2 + +typedef std::map TileSet; + +struct TileSetDef { + int start_id; + std::string name; + TileSet *tiles; +} + +typedef std::vector TileGroup; +typedef std::vector TileLayer; + +class TileDisplay : public Display2D { +protected: + TileGroup tilegroup; + std::vector[MAX_LAYERS] layers; + int w; + int h; + int tw; + int th; +public: + int loadFromTMX(std::string filename); + void clearTiles(); + void scroll(int x, int y); + void autoScroll(int x, int y); + void update(); +} + +#endif // __TILESET_H__ diff --git a/demo/bouncingball/Makefile b/demo/bouncingball/Makefile new file mode 100755 index 0000000..a30c649 --- /dev/null +++ b/demo/bouncingball/Makefile @@ -0,0 +1,78 @@ +# This makefile is a bit hackish. I wrote it early in the AM. +# Fohgiveuhness, please!! + + +ifndef $(CFG) + CFG=Debug +endif + +# you can also pass : mingw32 and macosx +ifndef $(OS) + OS=linux +endif + +TARGET=demo +BINTARGET=$(TARGET) +PROJECTHOME=$(shell pwd) +SDL_CFLAGS=$(shell sdl-config --cflags) +SDL_LDFLAGS=$(shell sdl-config --libs) +LIBDIR=/usr/lib +HEADERDIR=/usr/include +ADDL_CFLAGS= + +ifeq "$(OS)" "mingw32" + ADDL_CFLAGS=-mwindows -DBUILD_MINGW32 +endif +ifeq "$(OS)" "linux" + ADDL_CFLAGS=-DBUILD_LINUX +endif + +# default for release configs +ifeq "$(CFG)" "Release" + OUTDIR=Release + ifeq "$(OS)" "mingw32" + BINTARGET=$(TARGET).exe + else + BINTARGET=$(TARGET) + endif + LINKLIB=game + CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -c $(SDL_CFLAGS) $(ADDL_CFLAGS) +endif +ifeq "$(CFG)" "Debug" + OUTDIR=Debug + ifeq "$(OS)" "mingw32" + BINTARGET=$(TARGET)-dbg.exe + else + BINTARGET=$(TARGET)-dbg + endif + LINKLIB=game-dbg + CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -pg -g -ggdb -gstabs -Wall -c $(SDL_CFLAGS) $(ADDL_CFLAGS) +endif + +LINKLIBS=-L../../$(CFG) -L$(LIBDIR) -l$(LINKLIB) $(SDL_LDFLAGS) -lSDL_image -lSDL_mixer -lSDL_gfx -lSDL_ttf + +BINOBJ=$(OUTDIR)/demo.o + +CC = gcc +CXX = g++ +LD = $(CXX) +INSTALL = $(which install) + +$(OUTDIR)/%.o : cpp/%.cpp + $(CXX) $(CXXFLAGS) -o $@ $< + +all: bin + +bin: $(BINOBJ) + $(LD) -pg -o $(OUTDIR)/$(BINTARGET) \ + -pg $(BINOBJ) $(LINKLIBS) + +.PHONY: clean +clean: + rm -f $(OUTDIR)/*.o + rm -f $(OUTDIR)/$(BINTARGET) + +.PHONY: rebuild +rebuild: + make clean + make CFG=$(CFG) diff --git a/demo/bouncingball/Release/demo b/demo/bouncingball/Release/demo new file mode 100755 index 0000000..ade653e Binary files /dev/null and b/demo/bouncingball/Release/demo differ diff --git a/demo/bouncingball/Release/demo.exe b/demo/bouncingball/Release/demo.exe new file mode 100755 index 0000000..ae6d2eb Binary files /dev/null and b/demo/bouncingball/Release/demo.exe differ diff --git a/demo/bouncingball/ball.png b/demo/bouncingball/ball.png new file mode 100755 index 0000000..fded3dc Binary files /dev/null and b/demo/bouncingball/ball.png differ diff --git a/demo/bouncingball/cpp/demo.cpp b/demo/bouncingball/cpp/demo.cpp new file mode 100755 index 0000000..27d7326 --- /dev/null +++ b/demo/bouncingball/cpp/demo.cpp @@ -0,0 +1,65 @@ +/* + * This demo just expands on the 'gravity' demo to show how one could create a primitive bouncing effect + */ + +#include + +int main(int argc, char *argv[]) +{ + Display2D display = Display2D(); + Game &myGame = Game::NewSingleton(); + Animation *anim = NULL; + Actor ball; + SpriteStrip *strip = NULL; + float gravity = 0.1; + unsigned int lastTimer = 0; + + Vector actorPos; + Vector actorVel; + + myGame.initSDL(); + myGame.initVideo(640, 480, 32, SDL_HWSURFACE|SDL_DOUBLEBUF); + display.initVideo((Vector){0,0,0}, 640, 480, 32, SDL_HWSURFACE); + display.setActive(1); + myGame.windows.push_back(&display); + + strip = myGame.newSpriteStrip("ball"); + strip->loadFromFile("ball.png", 32, 32, (Vector){0,0,0}); + anim = myGame.newAnimation("ball"); + anim->setStrip(strip, 0, 0, (Vector){0,0,0}); + ball.addAnimation(anim, STATE_DEFAULT); + ball.setState(STATE_MOVERIGHT | STATE_MOVEUP); + ball.setPosition((Vector){0,400,0}); + ball.setVelocity((Vector){.25, 1.5, 0}); + + display.addActor(&ball, LAYER_SPRITE1); + + lastTimer = SDL_GetTicks(); + + while ( 1 ) { + actorPos = ball.getPosition(); + actorVel = ball.getVelocity(); + /* this is what does the bounce */ + if ( actorPos.y > (480 - ball.nextFrame()->h) ) { + actorVel.y = -(actorVel.y); + actorPos.y = (480 - ball.nextFrame()->h); + ball.setPosition(actorPos); + } + // -- end of bouncing + if ( actorPos.x >= 640 ) { + break; + } + if ( (SDL_GetTicks() - lastTimer) >= (1000/30) ) { + myGame.update(); + actorVel.y -= gravity; + ball.setVelocity(actorVel); + lastTimer = SDL_GetTicks(); + } else { + myGame.update(1); + } + if ( myGame.keyHeldDown(SDLK_ESCAPE) ) { + break; + } + myGame.finishFrame(); + } +} diff --git a/demo/bouncingball/gmon.out b/demo/bouncingball/gmon.out new file mode 100755 index 0000000..d9c7c9b Binary files /dev/null and b/demo/bouncingball/gmon.out differ diff --git a/demo/bouncingball/log.txt b/demo/bouncingball/log.txt new file mode 100755 index 0000000..71377fa --- /dev/null +++ b/demo/bouncingball/log.txt @@ -0,0 +1,277 @@ +ALSA lib pcm_dmix.c:874:(snd_pcm_dmix_open) unable to open slave +Current time 35 last timer 30 +Moving ball down by 0.001 (0) units +Now at 0 0 +Current time 40 last timer 30 +Moving ball down by 0.002 (0) units +Now at 0 0 +Current time 51 last timer 30 +Moving ball down by 0.0042 (0) units +Now at 0 0 +Current time 58 last timer 30 +Moving ball down by 0.0056 (0) units +Now at 0 0 +Current time 61 last timer 30 +Moving ball down by 0.0062 (0) units +Now at 0 0 +Current time 64 last timer 30 +Moving ball down by 0.0068 (0) units +Now at 0 0 +Current time 74 last timer 30 +Moving ball down by 0.0088 (0) units +Now at 0 0 +Current time 82 last timer 30 +Moving ball down by 0.0104 (0) units +Now at 0 0 +Current time 91 last timer 30 +Moving ball down by 0.0122 (0) units +Now at 0 0 +Current time 100 last timer 30 +Moving ball down by 0.014 (0) units +Now at 0 0 +Current time 112 last timer 30 +Moving ball down by 0.0164 (0) units +Now at 0 0 +Current time 121 last timer 30 +Moving ball down by 0.0182 (0) units +Now at 0 0 +Current time 131 last timer 30 +Moving ball down by 0.0202 (0) units +Now at 0 0 +Current time 141 last timer 30 +Moving ball down by 0.0222 (0) units +Now at 0 0 +Current time 150 last timer 30 +Moving ball down by 0.024 (0) units +Now at 0 0 +Current time 159 last timer 30 +Moving ball down by 0.0258 (0) units +Now at 0 0 +Current time 169 last timer 30 +Moving ball down by 0.0278 (0) units +Now at 0 0 +Current time 177 last timer 30 +Moving ball down by 0.0294 (0) units +Now at 0 0 +Current time 188 last timer 30 +Moving ball down by 0.0316 (0) units +Now at 0 0 +Current time 197 last timer 30 +Moving ball down by 0.0334 (0) units +Now at 0 0 +Current time 207 last timer 30 +Moving ball down by 0.0354 (0) units +Now at 0 0 +Current time 215 last timer 30 +Moving ball down by 0.037 (0) units +Now at 0 0 +Current time 224 last timer 30 +Moving ball down by 0.0388 (0) units +Now at 0 0 +Current time 234 last timer 30 +Moving ball down by 0.0408 (0) units +Now at 0 0 +Current time 243 last timer 30 +Moving ball down by 0.0426 (0) units +Now at 0 0 +Current time 251 last timer 30 +Moving ball down by 0.0442 (0) units +Now at 0 0 +Current time 260 last timer 30 +Moving ball down by 0.046 (0) units +Now at 0 0 +Current time 268 last timer 30 +Moving ball down by 0.0476 (0) units +Now at 0 0 +Current time 277 last timer 30 +Moving ball down by 0.0494 (0) units +Now at 0 0 +Current time 286 last timer 30 +Moving ball down by 0.0512 (0) units +Now at 0 0 +Current time 295 last timer 30 +Moving ball down by 0.053 (0) units +Now at 0 0 +Current time 307 last timer 30 +Moving ball down by 0.0554 (0) units +Now at 0 0 +Current time 316 last timer 30 +Moving ball down by 0.0572 (0) units +Now at 0 0 +Current time 325 last timer 30 +Moving ball down by 0.059 (0) units +Now at 0 0 +Current time 333 last timer 30 +Moving ball down by 0.0606 (0) units +Now at 0 0 +Current time 343 last timer 30 +Moving ball down by 0.0626 (0) units +Now at 0 0 +Current time 351 last timer 30 +Moving ball down by 0.0642 (0) units +Now at 0 0 +Current time 360 last timer 30 +Moving ball down by 0.066 (0) units +Now at 0 0 +Current time 369 last timer 30 +Moving ball down by 0.0678 (0) units +Now at 0 0 +Current time 377 last timer 30 +Moving ball down by 0.0694 (0) units +Now at 0 0 +Current time 386 last timer 30 +Moving ball down by 0.0712 (0) units +Now at 0 0 +Current time 399 last timer 30 +Moving ball down by 0.0738 (0) units +Now at 0 0 +Current time 408 last timer 30 +Moving ball down by 0.0758 (0) units +Now at 0 0 +Current time 422 last timer 30 +Moving ball down by 0.0784 (0) units +Now at 0 0 +Current time 431 last timer 30 +Moving ball down by 0.0802 (0) units +Now at 0 0 +Current time 440 last timer 30 +Moving ball down by 0.082 (0) units +Now at 0 0 +Current time 449 last timer 30 +Moving ball down by 0.0838 (0) units +Now at 0 0 +Current time 457 last timer 30 +Moving ball down by 0.0854 (0) units +Now at 0 0 +Current time 468 last timer 30 +Moving ball down by 0.0876 (0) units +Now at 0 0 +Current time 478 last timer 30 +Moving ball down by 0.0896 (0) units +Now at 0 0 +Current time 487 last timer 30 +Moving ball down by 0.0914 (0) units +Now at 0 0 +Current time 496 last timer 30 +Moving ball down by 0.0932 (0) units +Now at 0 0 +Current time 506 last timer 30 +Moving ball down by 0.0954 (0) units +Now at 0 0 +Current time 516 last timer 30 +Moving ball down by 0.0972 (0) units +Now at 0 0 +Current time 525 last timer 30 +Moving ball down by 0.099 (0) units +Now at 0 0 +Current time 533 last timer 30 +Moving ball down by 0.1006 (0) units +Now at 0 0 +Current time 545 last timer 30 +Moving ball down by 0.103 (0) units +Now at 0 0 +Current time 555 last timer 30 +Moving ball down by 0.105 (0) units +Now at 0 0 +Current time 565 last timer 30 +Moving ball down by 0.107 (0) units +Now at 0 0 +Current time 575 last timer 30 +Moving ball down by 0.109 (0) units +Now at 0 0 +Current time 586 last timer 30 +Moving ball down by 0.1112 (0) units +Now at 0 0 +Current time 595 last timer 30 +Moving ball down by 0.113 (0) units +Now at 0 0 +Current time 607 last timer 30 +Moving ball down by 0.1154 (0) units +Now at 0 0 +Current time 616 last timer 30 +Moving ball down by 0.1172 (0) units +Now at 0 0 +Current time 625 last timer 30 +Moving ball down by 0.119 (0) units +Now at 0 0 +Current time 633 last timer 30 +Moving ball down by 0.1206 (0) units +Now at 0 0 +Current time 643 last timer 30 +Moving ball down by 0.1226 (0) units +Now at 0 0 +Current time 651 last timer 30 +Moving ball down by 0.1244 (0) units +Now at 0 0 +Current time 660 last timer 30 +Moving ball down by 0.126 (0) units +Now at 0 0 +Current time 669 last timer 30 +Moving ball down by 0.128 (0) units +Now at 0 0 +Current time 678 last timer 30 +Moving ball down by 0.1296 (0) units +Now at 0 0 +Current time 687 last timer 30 +Moving ball down by 0.1314 (0) units +Now at 0 0 +Current time 698 last timer 30 +Moving ball down by 0.1336 (0) units +Now at 0 0 +Current time 707 last timer 30 +Moving ball down by 0.1354 (0) units +Now at 0 0 +Current time 718 last timer 30 +Moving ball down by 0.1376 (0) units +Now at 0 0 +Current time 727 last timer 30 +Moving ball down by 0.1394 (0) units +Now at 0 0 +Current time 737 last timer 30 +Moving ball down by 0.1414 (0) units +Now at 0 0 +Current time 748 last timer 30 +Moving ball down by 0.1436 (0) units +Now at 0 0 +Current time 757 last timer 30 +Moving ball down by 0.1454 (0) units +Now at 0 0 +Current time 765 last timer 30 +Moving ball down by 0.147 (0) units +Now at 0 0 +Current time 774 last timer 30 +Moving ball down by 0.1488 (0) units +Now at 0 0 +Current time 785 last timer 30 +Moving ball down by 0.151 (0) units +Now at 0 0 +Current time 796 last timer 30 +Moving ball down by 0.1532 (0) units +Now at 0 0 +Current time 806 last timer 30 +Moving ball down by 0.1552 (0) units +Now at 0 0 +Current time 816 last timer 30 +Moving ball down by 0.1572 (0) units +Now at 0 0 +Current time 825 last timer 30 +Moving ball down by 0.159 (0) units +Now at 0 0 +Current time 833 last timer 30 +Moving ball down by 0.161 (0) units +Now at 0 0 +Current time 847 last timer 30 +Moving ball down by 0.1634 (0) units +Now at 0 0 +Current time 855 last timer 30 +Moving ball down by 0.165 (0) units +Now at 0 0 +Current time 865 last timer 30 +Moving ball down by 0.167 (0) units +Now at 0 0 +Current time 874 last timer 30 +Moving ball down by 0.1688 (0) units +Now at 0 0 +Current time 883 last timer 30 +Moving ball down by 0.1708 (0) units +Now at 0 0 diff --git a/demo/build-demos.sh b/demo/build-demos.sh new file mode 100755 index 0000000..6124c14 --- /dev/null +++ b/demo/build-demos.sh @@ -0,0 +1,25 @@ +#!/bin/bash + +BUILTOK="" +BUILTFAIL="" + + + +for dir in $(find . -maxdepth 1 -type d | grep -v "\.$" ); +do + echo "Making in $dir " + cd $dir + make CFG=$1 $2 + if [ $? -eq 0 ]; then + BUILTOK="$(echo $BUILTOK $dir)" + else + BUILTFAIL="$(echo $BUILTFAIL $dir)" + fi + cd .. +done + +echo +echo +echo "OK : $BUILTOK" +echo +echo "FAIL : $BUILTFAIL" diff --git a/demo/controlmarine/MARINE_SHOOT_LEFT.png b/demo/controlmarine/MARINE_SHOOT_LEFT.png new file mode 100755 index 0000000..71486d6 Binary files /dev/null and b/demo/controlmarine/MARINE_SHOOT_LEFT.png differ diff --git a/demo/controlmarine/MARINE_SHOOT_RIGHT.png b/demo/controlmarine/MARINE_SHOOT_RIGHT.png new file mode 100755 index 0000000..0f31c60 Binary files /dev/null and b/demo/controlmarine/MARINE_SHOOT_RIGHT.png differ diff --git a/demo/controlmarine/MARINE_STAND_LEFT.png b/demo/controlmarine/MARINE_STAND_LEFT.png new file mode 100755 index 0000000..f5e215e Binary files /dev/null and b/demo/controlmarine/MARINE_STAND_LEFT.png differ diff --git a/demo/controlmarine/MARINE_STAND_RIGHT.png b/demo/controlmarine/MARINE_STAND_RIGHT.png new file mode 100755 index 0000000..2fe272c Binary files /dev/null and b/demo/controlmarine/MARINE_STAND_RIGHT.png differ diff --git a/demo/controlmarine/MARINE_WALK_LEFT.png b/demo/controlmarine/MARINE_WALK_LEFT.png new file mode 100755 index 0000000..3154d01 Binary files /dev/null and b/demo/controlmarine/MARINE_WALK_LEFT.png differ diff --git a/demo/controlmarine/MARINE_WALK_RIGHT.png b/demo/controlmarine/MARINE_WALK_RIGHT.png new file mode 100755 index 0000000..235b8e9 Binary files /dev/null and b/demo/controlmarine/MARINE_WALK_RIGHT.png differ diff --git a/demo/exploder/Makefile b/demo/exploder/Makefile new file mode 100755 index 0000000..5a762d8 --- /dev/null +++ b/demo/exploder/Makefile @@ -0,0 +1,78 @@ +# This makefile is a bit hackish. I wrote it early in the AM. +# Fohgiveuhness, please!! + + +ifndef $(CFG) + CFG=Debug +endif + +# you can also pass : mingw32 and macosx +ifndef $(OS) + OS=linux +endif + +TARGET=demo +BINTARGET=$(TARGET) +PROJECTHOME=$(shell pwd) +SDL_CFLAGS=$(shell sdl-config --cflags) +SDL_LDFLAGS=$(shell sdl-config --libs) +LIBDIR=/usr/lib +HEADERDIR=/usr/include +ADDL_CFLAGS= + +ifeq "$(OS)" "mingw32" + ADDL_CFLAGS=-mwindows -DBUILD_MINGW32 +endif +ifeq "$(OS)" "linux" + ADDL_CFLAGS=-DBUILD_LINUX +endif + +# default for release configs +ifeq "$(CFG)" "Release" + OUTDIR=Release + ifeq "$(OS)" "mingw32" + BINTARGET=$(TARGET).exe + else + BINTARGET=$(TARGET) + endif + LINKLIB=game + CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -c $(SDL_CFLAGS) $(ADDL_CFLAGS) +endif +ifeq "$(CFG)" "Debug" + OUTDIR=Debug + ifeq "$(OS)" "mingw32" + BINTARGET=$(TARGET)-dbg.exe + else + BINTARGET=$(TARGET)-dbg + endif + LINKLIB=game-dbg + CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -pg -g -ggdb -gstabs -Wall -c $(SDL_CFLAGS) $(ADDL_CFLAGS) +endif + +LINKLIBS=-L../../$(CFG) -L$(LIBDIR) -l$(LINKLIB) $(SDL_LDFLAGS) -lSDL_image -lSDL_mixer -lSDL_gfx -lSDL_ttf + +BINOBJ=$(OUTDIR)/demo.o + +CC = gcc +CXX = g++ +LD = $(CXX) +INSTALL = $(which install) + +$(OUTDIR)/%.o : cpp/%.cpp + $(CXX) $(CXXFLAGS) -o $@ $< + +all: bin + +bin: $(BINOBJ) + $(LD) -pg -o $(OUTDIR)/$(BINTARGET) \ + -pg $(BINOBJ) $(LINKLIBS) + +.PHONY: clean +clean: + rm -f $(OUTDIR)/*.o + rm -f $(OUTDIR)/$(BINTARGET) + +.PHONY: rebuild +rebuild: + make clean + make CFG=$(CFG) diff --git a/demo/exploder/Release/demo b/demo/exploder/Release/demo new file mode 100755 index 0000000..4f0349a Binary files /dev/null and b/demo/exploder/Release/demo differ diff --git a/demo/exploder/Release/demo.exe b/demo/exploder/Release/demo.exe new file mode 100755 index 0000000..111d41b Binary files /dev/null and b/demo/exploder/Release/demo.exe differ diff --git a/demo/exploder/cpp/demo.cpp b/demo/exploder/cpp/demo.cpp new file mode 100755 index 0000000..860797a --- /dev/null +++ b/demo/exploder/cpp/demo.cpp @@ -0,0 +1,33 @@ +#include + +int main(int argc, char *argv[]) +{ + Display2D display = Display2D(); + Game &myGame = Game::NewSingleton(); + Animation *anim = NULL; + Actor exploder; + SpriteStrip *strip = NULL; + + myGame.initSDL(); + myGame.initVideo(640, 480, 32, SDL_HWSURFACE|SDL_DOUBLEBUF); + display.initVideo((Vector){0,0,0}, 640, 480, 32, SDL_HWSURFACE); + display.setActive(1); + myGame.windows.push_back(&display); + + strip = myGame.newSpriteStrip("explosion"); + strip->loadFromFile("explosion.png", 110, 110, (Vector){0,0,0}); + anim = myGame.newAnimation("explosion"); + anim->setStrip(strip, 12, 0, (Vector){0,0,0}); + exploder.addAnimation(anim, STATE_DEFAULT); + exploder.setState(STATE_NONE); + + display.addActor(&exploder, LAYER_SPRITE1); + + while ( 1 ) { + myGame.update(); + if ( myGame.keyHeldDown(SDLK_ESCAPE) ) { + break; + } + myGame.finishFrame(); + } +} diff --git a/demo/exploder/explosion.png b/demo/exploder/explosion.png new file mode 100755 index 0000000..b9b2472 Binary files /dev/null and b/demo/exploder/explosion.png differ diff --git a/demo/exploder/gmon.out b/demo/exploder/gmon.out new file mode 100755 index 0000000..839a310 Binary files /dev/null and b/demo/exploder/gmon.out differ diff --git a/demo/explodingball/Debug/stderr.txt b/demo/explodingball/Debug/stderr.txt new file mode 100755 index 0000000..904a96e --- /dev/null +++ b/demo/explodingball/Debug/stderr.txt @@ -0,0 +1,12157 @@ +Splitting frames from ball.png (32x32... +Splitting frames from explosion.png (1100x110... +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 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actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Blitting display 0x22fcf0 canvas 0xb65d98 to main canvas 0xb65e48(0,0)... +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Blitting display 0x22fcf0 canvas 0xb65d98 to main canvas 0xb65e48(0,0)... +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 +Updating actor 0x22fc90 diff --git a/demo/explodingball/Debug/stdout.txt b/demo/explodingball/Debug/stdout.txt new file mode 100755 index 0000000..8a47003 --- /dev/null +++ b/demo/explodingball/Debug/stdout.txt @@ -0,0 +1,2 @@ +Split 1 frames into new sprite strip +Split 10 frames into new sprite strip diff --git a/demo/explodingball/Makefile b/demo/explodingball/Makefile new file mode 100755 index 0000000..a30c649 --- /dev/null +++ b/demo/explodingball/Makefile @@ -0,0 +1,78 @@ +# This makefile is a bit hackish. I wrote it early in the AM. +# Fohgiveuhness, please!! + + +ifndef $(CFG) + CFG=Debug +endif + +# you can also pass : mingw32 and macosx +ifndef $(OS) + OS=linux +endif + +TARGET=demo +BINTARGET=$(TARGET) +PROJECTHOME=$(shell pwd) +SDL_CFLAGS=$(shell sdl-config --cflags) +SDL_LDFLAGS=$(shell sdl-config --libs) +LIBDIR=/usr/lib +HEADERDIR=/usr/include +ADDL_CFLAGS= + +ifeq "$(OS)" "mingw32" + ADDL_CFLAGS=-mwindows -DBUILD_MINGW32 +endif +ifeq "$(OS)" "linux" + ADDL_CFLAGS=-DBUILD_LINUX +endif + +# default for release configs +ifeq "$(CFG)" "Release" + OUTDIR=Release + ifeq "$(OS)" "mingw32" + BINTARGET=$(TARGET).exe + else + BINTARGET=$(TARGET) + endif + LINKLIB=game + CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -c $(SDL_CFLAGS) $(ADDL_CFLAGS) +endif +ifeq "$(CFG)" "Debug" + OUTDIR=Debug + ifeq "$(OS)" "mingw32" + BINTARGET=$(TARGET)-dbg.exe + else + BINTARGET=$(TARGET)-dbg + endif + LINKLIB=game-dbg + CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -pg -g -ggdb -gstabs -Wall -c $(SDL_CFLAGS) $(ADDL_CFLAGS) +endif + +LINKLIBS=-L../../$(CFG) -L$(LIBDIR) -l$(LINKLIB) $(SDL_LDFLAGS) -lSDL_image -lSDL_mixer -lSDL_gfx -lSDL_ttf + +BINOBJ=$(OUTDIR)/demo.o + +CC = gcc +CXX = g++ +LD = $(CXX) +INSTALL = $(which install) + +$(OUTDIR)/%.o : cpp/%.cpp + $(CXX) $(CXXFLAGS) -o $@ $< + +all: bin + +bin: $(BINOBJ) + $(LD) -pg -o $(OUTDIR)/$(BINTARGET) \ + -pg $(BINOBJ) $(LINKLIBS) + +.PHONY: clean +clean: + rm -f $(OUTDIR)/*.o + rm -f $(OUTDIR)/$(BINTARGET) + +.PHONY: rebuild +rebuild: + make clean + make CFG=$(CFG) diff --git a/demo/explodingball/Release/demo b/demo/explodingball/Release/demo new file mode 100755 index 0000000..0ff88a1 Binary files /dev/null and b/demo/explodingball/Release/demo differ diff --git a/demo/explodingball/Release/demo.exe b/demo/explodingball/Release/demo.exe new file mode 100755 index 0000000..858f390 Binary files /dev/null and b/demo/explodingball/Release/demo.exe differ diff --git a/demo/explodingball/ball.png b/demo/explodingball/ball.png new file mode 100755 index 0000000..fded3dc Binary files /dev/null and b/demo/explodingball/ball.png differ diff --git a/demo/explodingball/cpp/demo.cpp b/demo/explodingball/cpp/demo.cpp new file mode 100755 index 0000000..85d230f --- /dev/null +++ b/demo/explodingball/cpp/demo.cpp @@ -0,0 +1,100 @@ +/* + * This demo expands on the frictionball demo. It shows how to create objects dynamically, by + * creating an explosion every time the ball touches the ground + */ + +#include +#include + +int main(int argc, char *argv[]) +{ + Display2D display = Display2D(); + Game &myGame = Game::NewSingleton(); + Actor ball; + Actor *exploder = NULL; + float gravity = 0.1; + //int exploderCount = 0; + unsigned int lastTimer = 0; + + Vector actorPos; + Vector actorVel; + + myGame.initSDL(); + myGame.initVideo(640, 480, 32, SDL_HWSURFACE|SDL_DOUBLEBUF); + display.initVideo((Vector){0,0,0}, 640, 480, 32, SDL_HWSURFACE); + display.setActive(1); + myGame.windows.push_back(&display); + + // this stuff is a bit more terse now just to save space + + myGame.newSpriteStrip("ball")->loadFromFile("ball.png", 32, 32, (Vector){0,0,0}); + myGame.newAnimation("ball")->setStrip(myGame.getSpriteStrip("ball"), 0, 0, (Vector){0,0,0}); + // create the new animation for the explosion + myGame.newSpriteStrip("explosion")->loadFromFile("explosion.png", 110, 110, (Vector){0,0,0}); + myGame.newAnimation("explosion")->setStrip(myGame.getSpriteStrip("explosion"), 12, 0, (Vector){0,0,0}); + ball.addAnimation(myGame.getAnimation("ball"), STATE_DEFAULT); + ball.setState(STATE_MOVERIGHT | STATE_MOVEUP); + ball.setPosition((Vector){0,400,0}); + ball.setVelocity((Vector){.25, 1.5, 0}); + display.addActor(&ball, LAYER_SPRITE1); + + lastTimer = SDL_GetTicks(); + + while ( 1 ) { + actorPos = ball.getPosition(); + actorVel = ball.getVelocity(); + /* this is what does the bounce */ + if ( actorPos.y > (480 - ball.nextFrame()->h) && (actorVel.y != 0 ) ) { + // if the velocity is low enough, then we just stop the ball so that it will roll + // smoothly along the floor of the window + if ( actorVel.y < .25 && actorVel.y > -.25 ) { + //std::cerr << "STOPPING BALL\n"; + actorVel.y = 0; + ball.setState(STATE_NONE); + } else { + // if the velocity is still significant, then we reverse it to create the bounce + // but since real balls don't bounce quite as high as they did initially, when dropped + // so we do a primitive modification of the velocity to inroduce something similar to + // friction physics (see the "physics" demos for ACTUAL physics) + + // The friction numbers here are arbitrary, and were used because they made sense in the + // demo, you can change the friction for some pretty different effects. + actorVel.y = -(actorVel.y) - .25; + // this is friction applied to the X axis to stop the ball's movement eventually + if ( actorVel.x < .01 && actorVel.x > -.01 ) { + actorVel.x = 0; + } else { + actorVel.x -= .025; + } + } + exploder = myGame.newActor(); + exploder->addAnimation(myGame.getAnimation("explosion"), STATE_DYING); + exploder->setState(STATE_DYING); + exploder->setPosition(actorPos); + display.addActor(exploder, LAYER_SPRITE2); + + actorPos.y = (480 - ball.nextFrame()->h); + ball.setPosition(actorPos); + } + // -- end of bouncing + if ( actorPos.x >= 640 ) { + break; + } + if ( (SDL_GetTicks() - lastTimer) >= (1000/30) ) { + myGame.update(); + if ( ball.hasState(STATE_MOVEUP) ) { + actorVel.y -= gravity; + } + //std::cerr << "Velocity Y " << actorVel.y << "\n"; + ball.setVelocity(actorVel); + lastTimer = SDL_GetTicks(); + } else { + myGame.update(1); + } + if ( myGame.keyHeldDown(SDLK_ESCAPE) ) { + break; + } + myGame.finishFrame(); + } + return 0; +} diff --git a/demo/explodingball/explosion.png b/demo/explodingball/explosion.png new file mode 100755 index 0000000..b9b2472 Binary files /dev/null and b/demo/explodingball/explosion.png differ diff --git a/demo/explodingball/gmon.out b/demo/explodingball/gmon.out new file mode 100755 index 0000000..682ef84 Binary files /dev/null and b/demo/explodingball/gmon.out differ diff --git a/demo/explodingball/log.txt b/demo/explodingball/log.txt new file mode 100755 index 0000000..71377fa --- /dev/null +++ b/demo/explodingball/log.txt @@ -0,0 +1,277 @@ +ALSA lib pcm_dmix.c:874:(snd_pcm_dmix_open) unable to open slave +Current time 35 last timer 30 +Moving ball down by 0.001 (0) units +Now at 0 0 +Current time 40 last timer 30 +Moving ball down by 0.002 (0) units +Now at 0 0 +Current time 51 last timer 30 +Moving ball down by 0.0042 (0) units +Now at 0 0 +Current time 58 last timer 30 +Moving ball down by 0.0056 (0) units +Now at 0 0 +Current time 61 last timer 30 +Moving ball down by 0.0062 (0) units +Now at 0 0 +Current time 64 last timer 30 +Moving ball down by 0.0068 (0) units +Now at 0 0 +Current time 74 last timer 30 +Moving ball down by 0.0088 (0) units +Now at 0 0 +Current time 82 last timer 30 +Moving ball down by 0.0104 (0) units +Now at 0 0 +Current time 91 last timer 30 +Moving ball down by 0.0122 (0) units +Now at 0 0 +Current time 100 last timer 30 +Moving ball down by 0.014 (0) units +Now at 0 0 +Current time 112 last timer 30 +Moving ball down by 0.0164 (0) units +Now at 0 0 +Current time 121 last timer 30 +Moving ball down by 0.0182 (0) units +Now at 0 0 +Current time 131 last timer 30 +Moving ball down by 0.0202 (0) units +Now at 0 0 +Current time 141 last timer 30 +Moving ball down by 0.0222 (0) units +Now at 0 0 +Current time 150 last timer 30 +Moving ball down by 0.024 (0) units +Now at 0 0 +Current time 159 last timer 30 +Moving ball down by 0.0258 (0) units +Now at 0 0 +Current time 169 last timer 30 +Moving ball down by 0.0278 (0) units +Now at 0 0 +Current time 177 last timer 30 +Moving ball down by 0.0294 (0) units +Now at 0 0 +Current time 188 last timer 30 +Moving ball down by 0.0316 (0) units +Now at 0 0 +Current time 197 last timer 30 +Moving ball down by 0.0334 (0) units +Now at 0 0 +Current time 207 last timer 30 +Moving ball down by 0.0354 (0) units +Now at 0 0 +Current time 215 last timer 30 +Moving ball down by 0.037 (0) units +Now at 0 0 +Current time 224 last timer 30 +Moving ball down by 0.0388 (0) units +Now at 0 0 +Current time 234 last timer 30 +Moving ball down by 0.0408 (0) units +Now at 0 0 +Current time 243 last timer 30 +Moving ball down by 0.0426 (0) units +Now at 0 0 +Current time 251 last timer 30 +Moving ball down by 0.0442 (0) units +Now at 0 0 +Current time 260 last timer 30 +Moving ball down by 0.046 (0) units +Now at 0 0 +Current time 268 last timer 30 +Moving ball down by 0.0476 (0) units +Now at 0 0 +Current time 277 last timer 30 +Moving ball down by 0.0494 (0) units +Now at 0 0 +Current time 286 last timer 30 +Moving ball down by 0.0512 (0) units +Now at 0 0 +Current time 295 last timer 30 +Moving ball down by 0.053 (0) units +Now at 0 0 +Current time 307 last timer 30 +Moving ball down by 0.0554 (0) units +Now at 0 0 +Current time 316 last timer 30 +Moving ball down by 0.0572 (0) units +Now at 0 0 +Current time 325 last timer 30 +Moving ball down by 0.059 (0) units +Now at 0 0 +Current time 333 last timer 30 +Moving ball down by 0.0606 (0) units +Now at 0 0 +Current time 343 last timer 30 +Moving ball down by 0.0626 (0) units +Now at 0 0 +Current time 351 last timer 30 +Moving ball down by 0.0642 (0) units +Now at 0 0 +Current time 360 last timer 30 +Moving ball down by 0.066 (0) units +Now at 0 0 +Current time 369 last timer 30 +Moving ball down by 0.0678 (0) units +Now at 0 0 +Current time 377 last timer 30 +Moving ball down by 0.0694 (0) units +Now at 0 0 +Current time 386 last timer 30 +Moving ball down by 0.0712 (0) units +Now at 0 0 +Current time 399 last timer 30 +Moving ball down by 0.0738 (0) units +Now at 0 0 +Current time 408 last timer 30 +Moving ball down by 0.0758 (0) units +Now at 0 0 +Current time 422 last timer 30 +Moving ball down by 0.0784 (0) units +Now at 0 0 +Current time 431 last timer 30 +Moving ball down by 0.0802 (0) units +Now at 0 0 +Current time 440 last timer 30 +Moving ball down by 0.082 (0) units +Now at 0 0 +Current time 449 last timer 30 +Moving ball down by 0.0838 (0) units +Now at 0 0 +Current time 457 last timer 30 +Moving ball down by 0.0854 (0) units +Now at 0 0 +Current time 468 last timer 30 +Moving ball down by 0.0876 (0) units +Now at 0 0 +Current time 478 last timer 30 +Moving ball down 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+Now at 0 0 +Current time 607 last timer 30 +Moving ball down by 0.1154 (0) units +Now at 0 0 +Current time 616 last timer 30 +Moving ball down by 0.1172 (0) units +Now at 0 0 +Current time 625 last timer 30 +Moving ball down by 0.119 (0) units +Now at 0 0 +Current time 633 last timer 30 +Moving ball down by 0.1206 (0) units +Now at 0 0 +Current time 643 last timer 30 +Moving ball down by 0.1226 (0) units +Now at 0 0 +Current time 651 last timer 30 +Moving ball down by 0.1244 (0) units +Now at 0 0 +Current time 660 last timer 30 +Moving ball down by 0.126 (0) units +Now at 0 0 +Current time 669 last timer 30 +Moving ball down by 0.128 (0) units +Now at 0 0 +Current time 678 last timer 30 +Moving ball down by 0.1296 (0) units +Now at 0 0 +Current time 687 last timer 30 +Moving ball down by 0.1314 (0) units +Now at 0 0 +Current time 698 last timer 30 +Moving ball down by 0.1336 (0) units +Now at 0 0 +Current time 707 last timer 30 +Moving ball down by 0.1354 (0) units +Now at 0 0 +Current time 718 last timer 30 +Moving ball down by 0.1376 (0) units +Now at 0 0 +Current time 727 last timer 30 +Moving ball down by 0.1394 (0) units +Now at 0 0 +Current time 737 last timer 30 +Moving ball down by 0.1414 (0) units +Now at 0 0 +Current time 748 last timer 30 +Moving ball down by 0.1436 (0) units +Now at 0 0 +Current time 757 last timer 30 +Moving ball down by 0.1454 (0) units +Now at 0 0 +Current time 765 last timer 30 +Moving ball down by 0.147 (0) units +Now at 0 0 +Current time 774 last timer 30 +Moving ball down by 0.1488 (0) units +Now at 0 0 +Current time 785 last timer 30 +Moving ball down by 0.151 (0) units +Now at 0 0 +Current time 796 last timer 30 +Moving ball down by 0.1532 (0) units +Now at 0 0 +Current time 806 last timer 30 +Moving ball down by 0.1552 (0) units +Now at 0 0 +Current time 816 last timer 30 +Moving ball down by 0.1572 (0) units +Now at 0 0 +Current time 825 last timer 30 +Moving ball down by 0.159 (0) units +Now at 0 0 +Current time 833 last timer 30 +Moving ball down by 0.161 (0) units +Now at 0 0 +Current time 847 last timer 30 +Moving ball down by 0.1634 (0) units +Now at 0 0 +Current time 855 last timer 30 +Moving ball down by 0.165 (0) units +Now at 0 0 +Current time 865 last timer 30 +Moving ball down by 0.167 (0) units +Now at 0 0 +Current time 874 last timer 30 +Moving ball down by 0.1688 (0) units +Now at 0 0 +Current time 883 last timer 30 +Moving ball down by 0.1708 (0) units +Now at 0 0 diff --git a/demo/frictionball/Debug/stderr.txt b/demo/frictionball/Debug/stderr.txt new file mode 100755 index 0000000..bbba1a9 --- /dev/null +++ b/demo/frictionball/Debug/stderr.txt @@ -0,0 +1,787 @@ +Splitting frames from ball.png (32x32... +Updating actor 0x22fc90 +Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)... +Updating actor 0x22fc90 +Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 0x3d42c8(0,0)... +Updating actor 0x22fc90 +Blitting display 0x22fcf0 canvas 0x3d4218 to main canvas 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0x3d42c8(0,0)... diff --git a/demo/frictionball/Debug/stdout.txt b/demo/frictionball/Debug/stdout.txt new file mode 100755 index 0000000..5fe0d80 --- /dev/null +++ b/demo/frictionball/Debug/stdout.txt @@ -0,0 +1 @@ +Split 1 frames into new sprite strip diff --git a/demo/frictionball/Makefile b/demo/frictionball/Makefile new file mode 100755 index 0000000..a30c649 --- /dev/null +++ b/demo/frictionball/Makefile @@ -0,0 +1,78 @@ +# This makefile is a bit hackish. I wrote it early in the AM. +# Fohgiveuhness, please!! + + +ifndef $(CFG) + CFG=Debug +endif + +# you can also pass : mingw32 and macosx +ifndef $(OS) + OS=linux +endif + +TARGET=demo +BINTARGET=$(TARGET) +PROJECTHOME=$(shell pwd) +SDL_CFLAGS=$(shell sdl-config --cflags) +SDL_LDFLAGS=$(shell sdl-config --libs) +LIBDIR=/usr/lib +HEADERDIR=/usr/include +ADDL_CFLAGS= + +ifeq "$(OS)" "mingw32" + ADDL_CFLAGS=-mwindows -DBUILD_MINGW32 +endif +ifeq "$(OS)" "linux" + ADDL_CFLAGS=-DBUILD_LINUX +endif + +# default for release configs +ifeq "$(CFG)" "Release" + OUTDIR=Release + ifeq "$(OS)" "mingw32" + BINTARGET=$(TARGET).exe + else + BINTARGET=$(TARGET) + endif + LINKLIB=game + CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -c $(SDL_CFLAGS) $(ADDL_CFLAGS) +endif +ifeq "$(CFG)" "Debug" + OUTDIR=Debug + ifeq "$(OS)" "mingw32" + BINTARGET=$(TARGET)-dbg.exe + else + BINTARGET=$(TARGET)-dbg + endif + LINKLIB=game-dbg + CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -pg -g -ggdb -gstabs -Wall -c $(SDL_CFLAGS) $(ADDL_CFLAGS) +endif + +LINKLIBS=-L../../$(CFG) -L$(LIBDIR) -l$(LINKLIB) $(SDL_LDFLAGS) -lSDL_image -lSDL_mixer -lSDL_gfx -lSDL_ttf + +BINOBJ=$(OUTDIR)/demo.o + +CC = gcc +CXX = g++ +LD = $(CXX) +INSTALL = $(which install) + +$(OUTDIR)/%.o : cpp/%.cpp + $(CXX) $(CXXFLAGS) -o $@ $< + +all: bin + +bin: $(BINOBJ) + $(LD) -pg -o $(OUTDIR)/$(BINTARGET) \ + -pg $(BINOBJ) $(LINKLIBS) + +.PHONY: clean +clean: + rm -f $(OUTDIR)/*.o + rm -f $(OUTDIR)/$(BINTARGET) + +.PHONY: rebuild +rebuild: + make clean + make CFG=$(CFG) diff --git a/demo/frictionball/Release/demo b/demo/frictionball/Release/demo new file mode 100755 index 0000000..4dc95c3 Binary files /dev/null and b/demo/frictionball/Release/demo differ diff --git a/demo/frictionball/Release/demo.exe b/demo/frictionball/Release/demo.exe new file mode 100755 index 0000000..62e93da Binary files /dev/null and b/demo/frictionball/Release/demo.exe differ diff --git a/demo/frictionball/ball.png b/demo/frictionball/ball.png new file mode 100755 index 0000000..fded3dc Binary files /dev/null and b/demo/frictionball/ball.png differ diff --git a/demo/frictionball/cpp/demo.cpp b/demo/frictionball/cpp/demo.cpp new file mode 100755 index 0000000..bde0713 --- /dev/null +++ b/demo/frictionball/cpp/demo.cpp @@ -0,0 +1,92 @@ +/* + * This demo expands on the bouncingball demo to show how you can integrate simple physics to create a + * more realistic bouncing effect, and bring the ball to a halt + */ + +#include + +int main(int argc, char *argv[]) +{ + Display2D display = Display2D(); + Game &myGame = Game::NewSingleton(); + Animation *anim = NULL; + Actor ball; + SpriteStrip *strip = NULL; + float gravity = 0.1; + unsigned int lastTimer = 0; + + Vector actorPos; + Vector actorVel; + + myGame.initSDL(); + myGame.initVideo(640, 480, 32, SDL_HWSURFACE|SDL_DOUBLEBUF); + display.initVideo((Vector){0,0,0}, 640, 480, 32, SDL_HWSURFACE); + display.setActive(1); + myGame.windows.push_back(&display); + + strip = myGame.newSpriteStrip("ball"); + strip->loadFromFile("ball.png", 32, 32, (Vector){0,0,0}); + anim = myGame.newAnimation("ball"); + anim->setStrip(strip, 0, 0, (Vector){0,0,0}); + ball.addAnimation(anim, STATE_DEFAULT); + ball.setState(STATE_MOVERIGHT | STATE_MOVEUP); + ball.setPosition((Vector){320,240,0}); + ball.setVelocity((Vector){-1, 0, 0}); + + display.addActor(&ball, LAYER_SPRITE1); + + lastTimer = SDL_GetTicks(); + myGame.lockFPS(60); + + while ( 1 ) { + actorPos = ball.getPosition(); + actorVel = ball.getVelocity(); + /* this is what does the bounce */ + if ( actorPos.y > (480 - ball.nextFrame()->h) ) { + // if the velocity is low enough, then we just stop the ball so that it will roll + // smoothly along the floor of the window + if ( actorVel.y < .01 && actorVel.y > -.01 ) { + actorVel.y = 0; + } else { + // if the velocity is still significant, then we reverse it to create the bounce + // but since real balls don't bounce quite as high as they did initially, when dropped + // so we do a primitive modification of the velocity to inroduce something similar to + // friction physics (see the "physics" demos for ACTUAL physics) + + // The friction numbers here are arbitrary, and were used because they made sense in the + // demo, you can change the friction for some pretty different effects. + actorVel.y = -(actorVel.y) - 1; + // this is friction applied to the X axis to stop the ball's movement eventually + if ( actorVel.x < .01 && actorVel.x > -.01 ) { + actorVel.x = 0; + } else { + if ( actorVel.x > 0 ) { + actorVel.x -= .1; + } else { + actorVel.x += .1; + } + } + } + actorPos.y = (480 - ball.nextFrame()->h); + ball.setPosition(actorPos); + } + if ( ((actorPos.x + ball.nextFrame()->w) >= 640) || actorPos.x < 0 ) { + actorVel.x = -(actorVel.x); + } + // -- end of bouncing + if ( actorPos.x >= 640 ) { + break; + } + if ( (SDL_GetTicks() - lastTimer) >= (1000/30) ) { + actorVel.y -= gravity; + ball.setVelocity(actorVel); + lastTimer = SDL_GetTicks(); + } + myGame.update(); + if ( myGame.keyHeldDown(SDLK_ESCAPE) ) { + break; + } + myGame.finishFrame(); + } + return 0; +} diff --git a/demo/frictionball/gmon.out b/demo/frictionball/gmon.out new file mode 100755 index 0000000..c282fa7 Binary files /dev/null and b/demo/frictionball/gmon.out differ diff --git a/demo/frictionball/log.txt b/demo/frictionball/log.txt new file mode 100755 index 0000000..71377fa --- /dev/null +++ b/demo/frictionball/log.txt @@ -0,0 +1,277 @@ +ALSA lib pcm_dmix.c:874:(snd_pcm_dmix_open) unable to open slave +Current time 35 last timer 30 +Moving ball down by 0.001 (0) units +Now at 0 0 +Current time 40 last timer 30 +Moving ball down by 0.002 (0) units +Now at 0 0 +Current time 51 last timer 30 +Moving ball down by 0.0042 (0) units +Now at 0 0 +Current time 58 last timer 30 +Moving ball down by 0.0056 (0) units +Now at 0 0 +Current time 61 last timer 30 +Moving ball down by 0.0062 (0) units +Now at 0 0 +Current time 64 last timer 30 +Moving ball down by 0.0068 (0) 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b/demo/gravity/Makefile new file mode 100755 index 0000000..a30c649 --- /dev/null +++ b/demo/gravity/Makefile @@ -0,0 +1,78 @@ +# This makefile is a bit hackish. I wrote it early in the AM. +# Fohgiveuhness, please!! + + +ifndef $(CFG) + CFG=Debug +endif + +# you can also pass : mingw32 and macosx +ifndef $(OS) + OS=linux +endif + +TARGET=demo +BINTARGET=$(TARGET) +PROJECTHOME=$(shell pwd) +SDL_CFLAGS=$(shell sdl-config --cflags) +SDL_LDFLAGS=$(shell sdl-config --libs) +LIBDIR=/usr/lib +HEADERDIR=/usr/include +ADDL_CFLAGS= + +ifeq "$(OS)" "mingw32" + ADDL_CFLAGS=-mwindows -DBUILD_MINGW32 +endif +ifeq "$(OS)" "linux" + ADDL_CFLAGS=-DBUILD_LINUX +endif + +# default for release configs +ifeq "$(CFG)" "Release" + OUTDIR=Release + ifeq "$(OS)" "mingw32" + BINTARGET=$(TARGET).exe + else + BINTARGET=$(TARGET) + endif + LINKLIB=game + CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -c $(SDL_CFLAGS) $(ADDL_CFLAGS) +endif +ifeq "$(CFG)" "Debug" + OUTDIR=Debug + ifeq "$(OS)" "mingw32" + BINTARGET=$(TARGET)-dbg.exe + else + BINTARGET=$(TARGET)-dbg + endif + LINKLIB=game-dbg + CXXFLAGS=-I../../../ -I$(HEADERDIR) -I./cpp -pg -g -ggdb -gstabs -Wall -c $(SDL_CFLAGS) $(ADDL_CFLAGS) +endif + +LINKLIBS=-L../../$(CFG) -L$(LIBDIR) -l$(LINKLIB) $(SDL_LDFLAGS) -lSDL_image -lSDL_mixer -lSDL_gfx -lSDL_ttf + +BINOBJ=$(OUTDIR)/demo.o + +CC = gcc +CXX = g++ +LD = $(CXX) +INSTALL = $(which install) + +$(OUTDIR)/%.o : cpp/%.cpp + $(CXX) $(CXXFLAGS) -o $@ $< + +all: bin + +bin: $(BINOBJ) + $(LD) -pg -o $(OUTDIR)/$(BINTARGET) \ + -pg $(BINOBJ) $(LINKLIBS) + +.PHONY: clean +clean: + rm -f $(OUTDIR)/*.o + rm -f $(OUTDIR)/$(BINTARGET) + +.PHONY: rebuild +rebuild: + make clean + make CFG=$(CFG) diff --git a/demo/gravity/Release/demo b/demo/gravity/Release/demo new file mode 100755 index 0000000..a3ef24b Binary files /dev/null and b/demo/gravity/Release/demo differ diff --git a/demo/gravity/Release/demo.exe b/demo/gravity/Release/demo.exe new file mode 100755 index 0000000..e4d0fdc Binary files /dev/null and b/demo/gravity/Release/demo.exe differ diff --git a/demo/gravity/ball.png b/demo/gravity/ball.png new file mode 100755 index 0000000..fded3dc Binary files /dev/null and b/demo/gravity/ball.png differ diff --git a/demo/gravity/cpp/demo.cpp b/demo/gravity/cpp/demo.cpp new file mode 100755 index 0000000..94c1785 --- /dev/null +++ b/demo/gravity/cpp/demo.cpp @@ -0,0 +1,61 @@ +/* + * This demo just creates a ball that moves up, and allows gravity to effect it. + * The effect is to cause the velocity of the ball to change, causing it to travel + * in a parabola on the Y axis rather than simply going straight up or straight down. + */ + +#include + +int main(int argc, char *argv[]) +{ + Display2D display = Display2D(); + Game &myGame = Game::NewSingleton(); + Animation *anim = NULL; + Actor ball; + SpriteStrip *strip = NULL; + float gravity = 0.1; + unsigned int lastTimer = 0; + + Vector actorPos; + Vector actorVel; + + myGame.initSDL(); + myGame.initVideo(640, 480, 32, SDL_HWSURFACE|SDL_DOUBLEBUF); + display.initVideo((Vector){0,0,0}, 640, 480, 32, SDL_HWSURFACE); + display.setActive(1); + myGame.windows.push_back(&display); + + strip = myGame.newSpriteStrip("ball"); + strip->loadFromFile("ball.png", 32, 32, (Vector){0,0,0}); + anim = myGame.newAnimation("ball"); + anim->setStrip(strip, 0, 0, (Vector){0,0,0}); + ball.addAnimation(anim, STATE_DEFAULT); + ball.setState(STATE_MOVERIGHT | STATE_MOVEUP); + ball.setPosition((Vector){0,400,0}); + ball.setVelocity((Vector){1, 1.5, 0}); + + display.addActor(&ball, LAYER_SPRITE1); + + lastTimer = SDL_GetTicks(); + + while ( 1 ) { + actorPos = ball.getPosition(); + if ( actorPos.y >= 480 ) { + break; + } + if ( (SDL_GetTicks() - lastTimer) >= (1000/30) ) { + myGame.update(); + actorVel = ball.getVelocity(); + actorVel.y -= gravity; + ball.setVelocity(actorVel); + lastTimer = SDL_GetTicks(); + } else { + myGame.update(1); + } + if ( myGame.keyHeldDown(SDLK_ESCAPE) ) { + break; + } + myGame.finishFrame(); + } + return 0; +} diff --git a/demo/gravity/gmon.out b/demo/gravity/gmon.out new file mode 100755 index 0000000..9e3adab Binary files /dev/null and b/demo/gravity/gmon.out differ diff --git a/demo/gravity/log.txt b/demo/gravity/log.txt new file mode 100755 index 0000000..71377fa --- /dev/null +++ b/demo/gravity/log.txt @@ -0,0 +1,277 @@ +ALSA lib pcm_dmix.c:874:(snd_pcm_dmix_open) unable to open slave +Current time 35 last timer 30 +Moving ball down by 0.001 (0) units +Now at 0 0 +Current time 40 last timer 30 +Moving ball down by 0.002 (0) units +Now at 0 0 +Current time 51 last timer 30 +Moving ball down by 0.0042 (0) units +Now at 0 0 +Current time 58 last timer 30 +Moving ball down by 0.0056 (0) units +Now at 0 0 +Current time 61 last timer 30 +Moving ball down by 0.0062 (0) units +Now at 0 0 +Current time 64 last timer 30 +Moving ball down by 0.0068 (0) units +Now at 0 0 +Current time 74 last timer 30 +Moving ball down by 0.0088 (0) units +Now at 0 0 +Current time 82 last timer 30 +Moving ball down by 0.0104 (0) units +Now at 0 0 +Current time 91 last timer 30 +Moving ball down by 0.0122 (0) units +Now at 0 0 +Current time 100 last timer 30 +Moving ball down by 0.014 (0) units +Now at 0 0 +Current time 112 last timer 30 +Moving ball down by 0.0164 (0) units +Now at 0 0 +Current time 121 last timer 30 +Moving ball down by 0.0182 (0) units +Now at 0 0 +Current time 131 last timer 30 +Moving ball down by 0.0202 (0) units +Now at 0 0 +Current time 141 last timer 30 +Moving ball down by 0.0222 (0) units +Now at 0 0 +Current time 150 last timer 30 +Moving ball down by 0.024 (0) units +Now at 0 0 +Current time 159 last timer 30 +Moving ball down by 0.0258 (0) units +Now at 0 0 +Current time 169 last timer 30 +Moving ball down by 0.0278 (0) units +Now at 0 0 +Current time 177 last timer 30 +Moving ball down by 0.0294 (0) units +Now at 0 0 +Current time 188 last timer 30 +Moving ball down by 0.0316 (0) units +Now at 0 0 +Current time 197 last timer 30 +Moving ball down by 0.0334 (0) units +Now at 0 0 +Current time 207 last timer 30 +Moving ball down by 0.0354 (0) units +Now at 0 0 +Current time 215 last timer 30 +Moving ball down by 0.037 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-L/usr/lib + +.PHONY: files +files: + wget http://downloads.xiph.org/releases/theora/libtheora-1.1.1.tar.bz2 + +.PHONY: packages +packages: SDL_main zlib libpng libjpeg libtiff SDL_image libvorbis flac SDL_mixer freetype SDL_ttf SDL_gfx libxml2 + +.PHONY: SDL_main +SDL_main: + wget http://www.libsdl.org/release/SDL-1.2.14.tar.gz + tar -zxvf SDL-1.2.14.tar.gz + cd SDL-1.2.14 && ./configure && make && make install + +.PHONY: libpng +libpng: + wget -O libpng-1.2.37-bin.zip http://downloads.sourceforge.net/gnuwin32/libpng-1.2.37-bin.zip + unzip -od /usr/local/ libpng-1.2.37-bin.zip + wget -O libpng-1.2.37-deps.zip http://downloads.sourceforge.net/gnuwin32/libpng-1.2.37-dep.zip + unzip -od /usr/local/ libpng-1.2.37-deps.zip + wget -O libpng-1.2.37-devs.zip http://downloads.sourceforge.net/gnuwin32/libpng-1.2.37-lib.zip + unzip -od /usr/local/ libpng-1.2.37-devs.zip + cp libpng-config /usr/local/bin/libpng-config + +.PHONY: zlib +zlib: + wget -O zlib-bin.zip http://gnuwin32.sourceforge.net/downlinks/zlib-bin-zip.php + unzip -od /usr/local/ zlib-bin.zip + wget -O zlib-libs.zip http://gnuwin32.sourceforge.net/downlinks/zlib-lib-zip.php + unzip -od /usr/local/ zlib-libs.zip + +.PHONY: libjpeg +libjpeg: + wget -O jpeg-bin.zip http://gnuwin32.sourceforge.net/downlinks/jpeg-bin-zip.php + unzip -od /usr/local/ jpeg-bin.zip + wget -O jpeg-deps.zip http://gnuwin32.sourceforge.net/downlinks/jpeg-dep-zip.php + unzip -od /usr/local/ jpeg-deps.zip + wget -O jpeg-devs.zip http://gnuwin32.sourceforge.net/downlinks/jpeg-lib-zip.php + unzip -od /usr/local/ jpeg-devs.zip + +.PHONY: libtiff +libtiff: + wget -O tiff-bin.zip http://gnuwin32.sourceforge.net/downlinks/tiff-bin-zip.php + unzip -od /usr/local/ tiff-bin.zip + wget -O tiff-deps.zip http://gnuwin32.sourceforge.net/downlinks/tiff-dep-zip.php + unzip -od /usr/local/ tiff-deps.zip + wget -O tiff-devs.zip http://gnuwin32.sourceforge.net/downlinks/tiff-lib-zip.php + unzip -od /usr/local/ tiff-devs.zip + + +.PHONY: SDL_image +SDL_image: + wget http://www.libsdl.org/projects/SDL_image/release/SDL_image-1.2.10.tar.gz + tar -zxvf SDL_image-1.2.10.tar.gz + cd SDL_image-1.2.10 && CFLAGS="-I/usr/local/include -I/usr/include" LDFLAGS=-L/usr/local/lib ./configure && make && make install + +.PHONY: libvorbis +libvorbis: + wget http://downloads.xiph.org/releases/ogg/libogg-1.2.2.tar.gz + tar -zxvf libogg-1.2.2.tar.gz + cd libogg-1.2.2 && ./configure && make && make install + wget http://downloads.xiph.org/releases/vorbis/libvorbis-1.3.2.tar.gz + tar -zxvf libvorbis-1.3.2.tar.gz + cd libvorbis-1.3.2 && CFLAGS=-I/usr/local/include LDFLAGS=-L/usr/local/lib ./configure && make && make install + +.PHONY: flac +flac: + wget http://downloads.xiph.org/releases/flac/flac-1.2.1.tar.gz + tar -zxvf flac-1.2.1.tar.gz + patch -p0 < flac-alloc.h.patch + patch -p0 < flac-main.cpp.patch + cd flac-1.2.1 && ./configure && make && make install + +.PHONY: SDL_mixer +SDL_mixer: + wget http://www.libsdl.org/projects/SDL_mixer/release/SDL_mixer-1.2.11.tar.gz + tar -zxvf SDL_mixer-1.2.11.tar.gz + cd SDL_mixer-1.2.11 && CFLAGS=-I/usr/local/include LDFLAGS=-L/usr/local/lib ./configure && make && make install + +.PHONY: SDL_ttf +SDL_ttf: + wget http://www.libsdl.org/projects/SDL_ttf/release/SDL_ttf-2.0.10.tar.gz + tar -zxvf SDL_ttf-2.0.10.tar.gz + cd SDL_ttf-2.0.10 && CFLAGS="-I/usr/local/include -I/usr/local/include/freetype2" LDFLAGS=-L/usr/local/lib ./configure && make && make install + +.PHONY: freetype +freetype: + wget -O freetype-bin.zip http://gnuwin32.sourceforge.net/downlinks/freetype-bin-zip.php + unzip -od /usr/local/ freetype-bin.zip + wget -O freetype-deps.zip http://gnuwin32.sourceforge.net/downlinks/freetype-dep-zip.php + unzip -od /usr/local/ freetype-deps.zip + wget -O freetype-devs.zip http://gnuwin32.sourceforge.net/downlinks/freetype-lib-zip.php + unzip -od /usr/local/ freetype-devs.zip + +.PHONY: SDL_gfx +SDL_gfx: + wget http://www.ferzkopp.net/Software/SDL_gfx-2.0/SDL_gfx-2.0.22.tar.gz + tar -zxvf SDL_gfx-2.0.22.tar.gz + mkdir SDL_gfx-2.0.22/m4 + cp /usr/local/share/aclocal/sdl.m4 SDL_gfx-2.0.22/m4 + cd SDL_gfx-2.0.22 && libtoolize --force --copy && aclocal -I m4 && autoconf && automake + cd SDL_gfx-2.0.22 && CFLAGS="-I/usr/local/include -I/usr/include" LDFLAGS="-L/usr/local/lib -L/usr/lib" ./configure && make && make install + +.PHONY: libxml2 +libxml2: + wget http://sourceforge.net/projects/gnuwin32/files/libxml/2.4.12-1/libxml2-2.4.12-bin.zip/download + unzip -od /usr/local/ libxml2-2.4.12-bin.zip + wget http://sourceforge.net/projects/gnuwin32/files/libxml/2.4.12-1/libxml2-2.4.12-1-lib.zip/download + unzip -od /usr/local/ libxml2-2.4.12-1-lib.zip + +.PHONY: doxygen +doxygen: + wget http://ftp.stack.nl/pub/users/dimitri/doxygen-1.7.4.windows.bin.zip + unzip -od /bin doxygen-1.7.4.windows.bin.zip + +.PHONY: clean +clean: + rm -rf *gz *zip *bz2 + find . -maxdepth 1 -type d -iname "[a-zA-Z0-9]*" -exec rm -rf \{\} \; \ No newline at end of file diff --git a/deps/flac-alloc.h.patch b/deps/flac-alloc.h.patch new file mode 100755 index 0000000..6989ec5 --- /dev/null +++ b/deps/flac-alloc.h.patch @@ -0,0 +1,15 @@ +--- flac-1.2.1/include/share/alloc.h 2007-09-12 01:32:21 -0400 ++++ flac-1.2.1/include/share/alloc.new.h 2011-05-22 13:52:19 -0400 +@@ -35,11 +35,7 @@ + + #ifndef SIZE_MAX + # ifndef SIZE_T_MAX +-# ifdef _MSC_VER +-# define SIZE_T_MAX UINT_MAX +-# else +-# error +-# endif ++# define SIZE_T_MAX UINT_MAX + # endif + # define SIZE_MAX SIZE_T_MAX + #endif diff --git a/deps/flac-main.cpp.patch b/deps/flac-main.cpp.patch new file mode 100755 index 0000000..9beefd4 --- /dev/null +++ b/deps/flac-main.cpp.patch @@ -0,0 +1,10 @@ +--- flac-1.2.1/examples/cpp/encode/file/main.cpp 2011-05-22 14:13:46 -0400 ++++ flac-1.2.1/examples/cpp/encode/file/main.new.cpp 2011-05-22 14:13:21 -0400 +@@ -30,6 +30,7 @@ + + #include + #include ++#include + #include "FLAC++/metadata.h" + #include "FLAC++/encoder.h" + diff --git a/deps/libpng-config b/deps/libpng-config new file mode 100755 index 0000000..d2b018b --- /dev/null +++ b/deps/libpng-config @@ -0,0 +1,124 @@ +#! /bin/sh + +# libpng-config +# provides configuration info for libpng. + +# Copyright (C) 2002, 2004, 2006, 2007 Glenn Randers-Pehrson +# For conditions of distribution and use, see copyright notice in png.h + +# Modeled after libxml-config. + +version="1.2.37" +prefix="/usr/include" +exec_prefix="${prefix}" +libdir="${exec_prefix}/lib" +includedir="${prefix}/include/libpng12" +libs="-lpng12" +all_libs="-lpng12 -lz" +I_opts="-I${includedir}" +L_opts="-L${libdir}" +R_opts="" +cppflags="" +ccopts="" +ldopts="" + +usage() +{ + cat <