view states are now managed by a stack + bugfixing
- when one defines DECL_ENUM_LAST it is possible to check whether a string for a give enum exists - making sure ships are alive when they are spawned - added warning concerning QueueEvent and TriggerEvent (one shall avoid the latter)main
parent
f8e5b7e873
commit
3340471c61
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@ -15,7 +15,7 @@ BEGIN_ENUM(GameEntityType)
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DECL_ENUM_ELEMENT(GameEntityTypeRocket),
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DECL_ENUM_ELEMENT(GameEntityTypeAsteroid),
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DECL_ENUM_ELEMENT(GameEntityTypeShipPart),
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DECL_ENUM_ELEMENT(GameEntityTypeLast)
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DECL_ENUM_LAST(GameEntityType)
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}
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END_ENUM(GameEntityType)
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@ -30,7 +30,8 @@ BEGIN_ENUM(ViewState)
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DECL_ENUM_ELEMENT(ViewStateShowHighscore),
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DECL_ENUM_ELEMENT(ViewStateEnterPlayername),
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DECL_ENUM_ELEMENT(ViewStateOptions),
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DECL_ENUM_ELEMENT(ViewStateGameOver)
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DECL_ENUM_ELEMENT(ViewStateGameOver),
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DECL_ENUM_LAST(ViewState)
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}
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END_ENUM(ViewState)
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@ -38,6 +39,7 @@ BEGIN_ENUM(GameState)
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{
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DECL_ENUM_ELEMENT(GameStateRunning),
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DECL_ENUM_ELEMENT(GameStatePaused),
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DECL_ENUM_LAST(GameState)
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}
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END_ENUM(GameState)
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@ -12,7 +12,8 @@ BEGIN_ENUM(Event)
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DECL_ENUM_ELEMENT(EventLevelComplete),
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DECL_ENUM_ELEMENT(EventChangeGameState),
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DECL_ENUM_ELEMENT(EventGameOver),
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DECL_ENUM_ELEMENT(EventShipExplode)
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DECL_ENUM_ELEMENT(EventShipExplode),
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DECL_ENUM_LAST (Event)
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}
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END_ENUM(Event)
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@ -132,13 +132,18 @@ bool Cmd_ControllerAttack (std::vector<std::string> args) {
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assert (ControllerInstance);
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// only continue if the game is running
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if (GetModel()->GetGameState() != GameStateRunning)
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if (GetModel()->GetGameState() != GameStateRunning) {
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Engine::LogDebug ("Not running attack as game is not running");
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return false;
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}
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ShipEntity* player_entity = (ShipEntity*) Engine::GetEntity (Engine::GetPlayerEntityId ());
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if (player_entity) {
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player_entity->Attack ();
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return true;
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} else {
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Engine::LogError ("Could not attack: player entity not found");
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}
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return false;
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@ -287,8 +287,10 @@ int Model::DoLoadLevel (const char* filename) {
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bool is_player;
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level_file >> is_player;
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if (is_player)
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if (is_player) {
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mPlayerEntityId = entity->mId;
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Engine::LogDebug ("Entity with id '%d' is player", entity->mId);
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}
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level_file >> entity->mPhysicState->mPosition[0];
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level_file >> entity->mPhysicState->mPosition[1];
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@ -352,6 +354,19 @@ int Model::DoSaveLevel (const char* filename) {
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return 0;
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}
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void Model::ProceedToNextLevel () {
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Engine::LogDebug ("Proceeding to next level %d", mCurrentLevelIndex + 1);
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mCurrentLevelIndex++;
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if (mCurrentLevelIndex + 1 == mLevelList.size()) {
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Engine::EventBasePtr gameover_event (new Engine::EventBase());
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gameover_event->mEventType = EventGameOver;
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QueueEvent (gameover_event);
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} else {
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DoLoadLevel(mLevelList[mCurrentLevelIndex].c_str());
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}
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}
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void Model::SetGameState (const unsigned int &state) {
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mLastGameState = mGameState;
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@ -365,17 +380,7 @@ void Model::SetGameState (const unsigned int &state) {
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bool Model::OnLevelComplete() {
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Engine::LogMessage ("Level complete!");
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mCurrentLevelIndex++;
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if (mCurrentLevelIndex + 1 == mLevelList.size()) {
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Engine::EventBasePtr gameover_event (new Engine::EventBase());
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gameover_event->mEventType = EventGameOver;
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QueueEvent (gameover_event);
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} else {
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DoLoadLevel(mLevelList[mCurrentLevelIndex].c_str());
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}
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SetGameState(GameStatePaused);
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ProceedToNextLevel();
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return true;
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}
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@ -444,7 +449,7 @@ void Model::OnKillEntity (const Engine::EntityBase *entity) {
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if (mAsteroids.size() == 0) {
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Engine::EventBasePtr level_complete_event (new Engine::EventBase());
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level_complete_event->mEventType = EventLevelComplete;
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TriggerEvent (level_complete_event);
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QueueEvent (level_complete_event);
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}
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}
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}
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@ -10,16 +10,22 @@ class Model : public Engine::ModelBase {
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public:
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virtual ~Model() {};
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virtual void Process();
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int DoLoadLevel (const char* filename);
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int DoSaveLevel (const char* filename);
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virtual void SetGameState (const unsigned int &state);
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float GetWorldWidth ();
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float GetWorldHeight ();
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/* Event handler */
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bool OnLevelComplete();
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bool OnGameOver();
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/** \brief Resets values from a previous game */
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void OnNewGame ();
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void OnShipExplode ();
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virtual void SetGameState (const unsigned int &state);
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/* Level loading etc. */
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int DoLoadLevel (const char* filename);
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int DoSaveLevel (const char* filename);
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void ProceedToNextLevel ();
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int GetPlayerLives () { return mPlayerLives; };
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unsigned int GetPoints () { return mPoints; };
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std::string GetPlayerName() { return mPlayerName; };
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@ -28,9 +34,7 @@ class Model : public Engine::ModelBase {
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mPlayerName = name;
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};
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float GetWorldWidth ();
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float GetWorldHeight ();
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/* Highscore */
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struct HighscoreEntry {
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HighscoreEntry(): name ("unknown"), points (0) { };
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HighscoreEntry (const char *e_name, const unsigned int e_points):
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@ -40,7 +44,6 @@ class Model : public Engine::ModelBase {
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unsigned int points;
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};
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/* Highscore */
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void LoadHighscoreList ();
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void SaveHighscoreList ();
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unsigned int AddHighscoreEntry(const std::string &name, const unsigned int points);
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@ -37,6 +37,7 @@ struct ShipEntity: public Engine::EntityBase {
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mType = GameEntityTypeShip;
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mBaseType = Engine::EntityBaseTypeActor;
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mAlive = true;
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mState = Idle;
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mAttackTimer = 0.;
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}
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@ -523,17 +523,22 @@ void View::DrawUiGamePaused() {
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if (Engine::GUI::Button (1, "Resume Game", screen_right * 0.5 - 100, 200, button_width, button_height)) {
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PopViewState();
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}
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if (Engine::GUI::Button (2, "Abort Game", screen_right * 0.5 - 100, 250, button_width, button_height)) {
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while (mViewStateStack.size())
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PopViewState();
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PushViewState(ViewStateGameRunning);
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GetModel()->SetGameState(GameStateRunning);
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}
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if (Engine::GUI::Button (3, "Quit", screen_right * 0.5 - 100, 330, button_width, button_height)) {
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if (Engine::GUI::Button (2, "Options", screen_right * 0.5 - 100, 250, button_width, button_height)) {
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PushViewState (ViewStateOptions);
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}
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if (Engine::GUI::Button (3, "Abort Game", screen_right * 0.5 - 100, 300, button_width, button_height)) {
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while (mViewStateStack.size())
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PopViewState();
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PushViewState(ViewStateMainMenu);
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GetModel()->SetGameState(GameStatePaused);
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}
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if (Engine::GUI::Button (4, "Quit", screen_right * 0.5 - 100, 380, button_width, button_height)) {
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Engine::RunCommand("quit");
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}
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}
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@ -76,8 +76,11 @@ class View : public Engine::ViewBase {
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return mViewStateStack.top();
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}
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void PopViewState () {
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// Warning: you must not query for an invalid enum with
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// GetStringENUM_NAME!
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Engine::LogDebug("Popping ViewState: %s remainging: %u", GetStringViewState(mViewStateStack.top()), mViewStateStack.size());
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mViewStateStack.pop();
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Engine::LogDebug ("Popped ViewState top is now:%s", GetStringViewState(mViewStateStack.top()));
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}
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// \todo [high] add Resource Manager!
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@ -21,7 +21,8 @@ BEGIN_ENUM(EngineStatus)
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DECL_ENUM_ELEMENT(EngineStatusRunning),
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DECL_ENUM_ELEMENT(EngineStatusStopping),
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DECL_ENUM_ELEMENT(EngineStatusStopped),
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DECL_ENUM_ELEMENT(EngineStatusDestroying)
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DECL_ENUM_ELEMENT(EngineStatusDestroying),
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DECL_ENUM_LAST(EngineStatus)
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}
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END_ENUM(EngineStatus)
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@ -30,7 +31,8 @@ BEGIN_ENUM(LogLevel)
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DECL_ENUM_ELEMENT(LogLevelDebug),
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DECL_ENUM_ELEMENT(LogLevelWarning),
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DECL_ENUM_ELEMENT(LogLevelMessage),
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DECL_ENUM_ELEMENT(LogLevelError)
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DECL_ENUM_ELEMENT(LogLevelError),
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DECL_ENUM_LAST(LogLevel)
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}
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END_ENUM(LogLevel)
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@ -38,7 +40,8 @@ BEGIN_ENUM(FontJustification)
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{
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DECL_ENUM_ELEMENT(FontJustificationRight),
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DECL_ENUM_ELEMENT(FontJustificationCenter),
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DECL_ENUM_ELEMENT(FontJustificationLeft)
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DECL_ENUM_ELEMENT(FontJustificationLeft),
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DECL_ENUM_LAST(FontJustification)
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}
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END_ENUM(FontJustification)
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@ -15,21 +15,24 @@
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*
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*/
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#undef DECL_ENUM_LAST
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#undef DECL_ENUM_ELEMENT
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#undef BEGIN_ENUM
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#undef END_ENUM
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#ifndef GENERATE_ENUM_STRINGS
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#define DECL_ENUM_LAST( ENUM_NAME ) ENUM_NAME ## Last
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#define DECL_ENUM_ELEMENT( element ) element
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#define BEGIN_ENUM( ENUM_NAME ) typedef enum tag##ENUM_NAME
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#define END_ENUM( ENUM_NAME ) ENUM_NAME; \
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const char* GetString##ENUM_NAME(enum tag##ENUM_NAME index); \
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const char* GetString##ENUM_NAME(unsigned int index);
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#else
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#define DECL_ENUM_LAST( ENUM_NAME ) #ENUM_NAME
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#define DECL_ENUM_ELEMENT( element ) #element
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#define BEGIN_ENUM( ENUM_NAME ) const char* gs_##ENUM_NAME [] =
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#define END_ENUM( ENUM_NAME ) ; \
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const char* GetString##ENUM_NAME(enum \
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tag##ENUM_NAME index){ return gs_##ENUM_NAME [index]; } \
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const char* GetString##ENUM_NAME(unsigned int index){ return gs_##ENUM_NAME [index]; }
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tag##ENUM_NAME index){ if (index < 0 || index > ENUM_NAME ## Last) return "Unknown Enum"; return gs_##ENUM_NAME [index]; } \
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const char* GetString##ENUM_NAME(unsigned int index){ if (index < 0 || index > ENUM_NAME ## Last) return "Unknown Enum"; return gs_##ENUM_NAME [index]; }
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#endif
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@ -9,7 +9,12 @@ namespace Engine {
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bool RegisterListener (Module *listener_module, const int event_type);
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/** \brief Calls all event listeners to handle the events */
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bool QueueEvent (const EventBasePtr &event);
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/** \brief Calls the listener handlers immediately */
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/** \brief Calls the listener handlers immediately
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*
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* \warning It is safer to use QueueEvent() instead as the event
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* \warning handlers are called at a safely defined time and
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* \warning there is a lower risk deleting entities that still
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* \warning might be in use somewhere! */
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bool TriggerEvent (const EventBasePtr &event);
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}
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@ -80,8 +80,10 @@ void Logging::Log (LogLevel level, const char *str, ...) {
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mLogFileOut << "Error occured: Aborting!" << std::endl;
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mLogFileOut.flush();
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mLogFileOut.close();
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exit (-1);
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}
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// we abort if there was an error
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assert (level != LogLevelError);
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}
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void Logging::SetLogPrintLevel (LogLevel print_level) {
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@ -58,21 +58,28 @@ void ModelBase::Process () {
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entity_iter++;
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} while (entity_iter != mEntities.end());
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/*
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// Update the timers
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for (TimerIter timer_iter = mTimers.begin(); timer_iter != mTimers.end(); timer_iter++) {
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timer_iter->second.Update(mDeltaSec);
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timer_iter++;
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}
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*/
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// simulate the world
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mPhysics->Simulate (mDeltaSec, this);
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// remove killed entities
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unsigned int i;
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for (i = 0; i < mKilledEntities.size(); i++)
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UnregisterEntity (mKilledEntities[i]);
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assert (mKilledEntities.size() <= mEntities.size());
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mKilledEntities.clear();
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// remove killed entities
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if (mKilledEntities.size() > 0) {
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unsigned int i;
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LogDebug ("There are %d entities to kill", mKilledEntities.size());
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for (i = 0; i < mKilledEntities.size(); i++)
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UnregisterEntity (mKilledEntities[i]);
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mKilledEntities.clear();
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}
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}
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EntityBase* ModelBase::CreateEntity (int type) {
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@ -94,10 +101,10 @@ EntityBase* ModelBase::CreateEntity (int type) {
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void ModelBase::RegisterEntity (EntityBase* entity) {
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unsigned int id = entity->mId;
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LogDebug ("Registering Entity with id '%d'", id);
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LogDebug ("Registering Entity with id '%u' and type '%u'", id, entity->mType);
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if (mEntities.find(id) != mEntities.end ()) {
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LogError ("Replacing Entity with id '%d'", id);
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LogError ("Replacing Entity with id '%u' and type '%u'", id, entity->mType);
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}
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if (entity->mPhysicState)
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@ -109,14 +116,18 @@ void ModelBase::RegisterEntity (EntityBase* entity) {
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void ModelBase::KillEntity (const unsigned int id) {
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std::map<unsigned int, EntityBase*>::iterator iter = mEntities.find (id);
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LogDebug ("Killing entity with id '%u'", id);
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if (iter == mEntities.end ()) {
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LogError ("Could not kill Entity with id '%d': Entity not found!", id);
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LogError ("Could not kill Entity with id '%u': Entity not found!", id);
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return;
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} else {
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EntityBase *entity = iter->second;
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LogDebug ("Entity pointer = 0x%u", entity);
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// call the event handler
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OnKillEntity (entity);
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LogDebug ("Entity pointer (after kill) = 0x%u", entity);
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if (entity->mPhysicState) {
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entity->mPhysicState->mAlive = false;
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@ -130,6 +141,7 @@ void ModelBase::UnregisterEntity (const unsigned int id) {
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std::map<unsigned int, EntityBase*>::iterator iter = mEntities.find (id);
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if (iter == mEntities.end ()) {
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LogDebug ("iter id=%u entitypointer=0x%x type=%d", iter->first, iter->second, iter->second->mType);
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LogError ("Could not unregister Entity with id '%d': Entity not found!", id);
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return;
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} else {
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@ -180,6 +192,9 @@ void ModelBase::ClearEntities () {
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}
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mEntityIdCounter = 0;
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// we alsohave to clear the vector of killed entities!
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mKilledEntities.clear();
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}
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unsigned int ModelBase::GetPlayerEntityId () {
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@ -291,6 +306,7 @@ EntityPhysicState * GetEntityPhysicState (unsigned int id) {
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return NULL;
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}
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/*
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void StartTimer(const std::string &id, float sec) {
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if (!ModelInstance) {
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LogError ("Couldn't execute GetEntity(): Model not initialized!");
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@ -306,6 +322,7 @@ bool CheckTimer(const std::string &id) {
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return ModelInstance->CheckTimer(id);
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}
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*/
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}
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@ -3,7 +3,7 @@
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#include "Engine.h"
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#include "EntityBase.h"
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#include "Timer.h"
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// #include "Timer.h"
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namespace Engine {
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@ -80,6 +80,7 @@ class ModelBase : public Module {
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};
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unsigned int GetGameState () { return mGameState; };
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/*
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void StartTimer(const std::string &id, float msec) {
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TimerIter cur_timer = mTimers.find(id);
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if (cur_timer != mTimers.end()) {
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@ -102,6 +103,7 @@ class ModelBase : public Module {
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return cur_timer->second.Query();
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}
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*/
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protected:
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/** \brief Initializes the system */
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@ -128,8 +130,10 @@ class ModelBase : public Module {
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/** \brief contains all Engine::Entities that ceased to exist */
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std::vector<unsigned int> mKilledEntities;
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/*
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std::map<std::string, Timer> mTimers;
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typedef std::map<std::string, Timer>::iterator TimerIter;
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*/
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unsigned int mEntityIdCounter;
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unsigned int mPlayerEntityId;
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@ -9,11 +9,11 @@ unsigned int GetPlayerEntityId ();
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/** \brief Returns the duration of the frame in seconds */
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float GetFrameDuration ();
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/** \brief Starts a timer with the given id that expires after sec seconds */
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void StartTimer(const std::string &id, float sec);
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/** \brief Checks whether a timer expired */
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bool CheckTimer(const std::string &id);
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// /** \brief Starts a timer with the given id that expires after sec seconds */
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// void StartTimer(const std::string &id, float sec);
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//
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// /** \brief Checks whether a timer expired */
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// bool CheckTimer(const std::string &id);
|
||||
|
||||
}
|
||||
|
||||
|
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Reference in New Issue