StateIngame.cpp 6.9 KB

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  1. #include "StateIngame.hpp"
  2. #include "StateSplash.hpp"
  3. #include "Asset.hpp"
  4. StateIngame::StateIngame():
  5. m_player() {
  6. m_map.load("data/map2.tmx");
  7. m_map2.load("data/map3.tmx");
  8. m_background.setTexture(Asset::texture("data/basic_background.png"));
  9. Renderer::registerDrawable(&m_background, 0, Renderer::Mode::BG, "Basic background");
  10. Renderer::registerDrawable(&m_background, 0, Renderer::Mode::BG, "Basic background");
  11. for (unsigned i = 0; i < LAYER_COUNT; ++i) {
  12. m_layer[i].create(m_map, i);
  13. m_layer[i + LAYER_COUNT].create(m_map2, i);
  14. Renderer::registerDrawable(&m_layer[i], i == 2 || i == 3 ? i + 100 : i, Renderer::Mode::FG, "Layer" + std::to_string(i));
  15. Renderer::registerDrawable(&m_layer[LAYER_COUNT + i], i == 2 || i == 3 ? i + 100 : i, Renderer::Mode::FG, "Layer" + std::to_string(i));
  16. Renderer::registerLayer(&m_layer[i]);
  17. Renderer::registerLayer(&m_layer[i + LAYER_COUNT]);
  18. m_layer[i].m_enabled = true;
  19. m_layer[LAYER_COUNT + i].m_enabled = false;
  20. }
  21. Renderer::list();
  22. m_spectre_list.emplace_back(Spectre::Settings({
  23. .sheet = "data/why/hand.png",
  24. .frames = 3,
  25. .frameDuration = 1.f,
  26. .size = 0.25f,
  27. .duration = 15.f,
  28. .scale = true,
  29. .skew = true,
  30. .rotate = true,
  31. .follow = true,
  32. .overlay = true,
  33. .rainbow = true
  34. }));
  35. m_spectre_list.emplace_back(Spectre::Settings({
  36. .sheet = "data/why/crescent.png",
  37. .frames = 3,
  38. .alt = 2,
  39. .frameDuration = 0.6f,
  40. .size = 0.3f,
  41. .duration = 15.f,
  42. .scale = true,
  43. .skew = true,
  44. .rotate = true,
  45. .follow = true,
  46. .overlay = true,
  47. .rainbow = true
  48. }));
  49. m_spectre_list.emplace_back(Spectre::Settings({
  50. .sheet = "data/why/donut.png",
  51. .frames = 3,
  52. .alt = 1,
  53. .frameDuration = 0.2f,
  54. .size = 0.2f,
  55. .duration = 6.f,
  56. .scale = true,
  57. .skew = true,
  58. .rotateRandom = true,
  59. .follow = false,
  60. .overlay = true,
  61. .rainbow = false
  62. }));
  63. m_spectre_list.emplace_back(Spectre::Settings({
  64. .sheet = "data/why/glowie.png",
  65. .frames = 2,
  66. .alt = 1,
  67. .frameDuration = 0.1f,
  68. .size = 0.7f,
  69. .duration = 10.f,
  70. .scale = false,
  71. .skew = true,
  72. .rotateRandom = true,
  73. .follow = true,
  74. .overlay = false,
  75. .rainbow = false
  76. }));
  77. m_spectre_list.emplace_back(Spectre::Settings({
  78. .sheet = "data/why/idk.png",
  79. .frames = 1,
  80. .alt = 1,
  81. .frameDuration = 4.f,
  82. .size = 1.f,
  83. .duration = 4.f,
  84. .scale = false,
  85. .skew = true,
  86. .rotate = true,
  87. .follow = true,
  88. .overlay = false,
  89. .rainbow = false
  90. }));
  91. m_spectre_list.emplace_back(Spectre::Settings({
  92. .sheet = "data/why/scarab.png",
  93. .frames = 1,
  94. .alt = 1,
  95. .frameDuration = 8.f,
  96. .size = 0.4f,
  97. .duration = 8.f,
  98. .scale = true,
  99. .skew = true,
  100. .rotate = true,
  101. .rotateRandom = true,
  102. .follow = true,
  103. .overlay = false,
  104. .rainbow = true
  105. }));
  106. m_vignette.setTexture(Asset::texture("data/vignette.png"));
  107. m_vignette.setColor(sf::Color(255, 255, 255, 0));
  108. Renderer::registerDrawable(&m_vignette, 0, Renderer::Mode::UI);
  109. m_wind.openFromFile("data/whitewind.ogg");
  110. m_brown.openFromFile("data/brownnoise.ogg");
  111. m_wind.setVolume(0.f);
  112. m_brown.setVolume(0.f);
  113. m_wind.setLoop(true);
  114. m_brown.setLoop(true);
  115. m_wind.play();
  116. m_brown.play();
  117. m_snd.setBuffer(Asset::sound("data/brownshort.wav"));
  118. m_snd.setLoop(false);
  119. m_snd.setVolume(40.f);
  120. reset();
  121. Log(INFO, "Ingame state up");
  122. stateReady();
  123. }
  124. StateIngame::~StateIngame() {
  125. Renderer::deregisterDrawable(&m_background);
  126. for (unsigned i = 0; i < LAYER_COUNT; ++i) {
  127. Renderer::deregisterDrawable(&m_layer[i]);
  128. Renderer::deregisterLayer(&m_layer[i]);
  129. Renderer::deregisterDrawable(&m_layer[i + LAYER_COUNT]);
  130. Renderer::deregisterLayer(&m_layer[i + LAYER_COUNT]);
  131. }
  132. Renderer::deregisterDrawable(&m_vignette);
  133. Log(INFO, "Ingame state down");
  134. }
  135. void StateIngame::reset() {
  136. //Collider::populate(m_blockLayer.rebuildCollider(m_renderer.getFocus()));
  137. //Collider::setLocalX(m_renderer.getPosition() - 320.f);
  138. //Collider::sort();
  139. Renderer::sort();
  140. Renderer::list();
  141. }
  142. void StateIngame::onEvent(sf::Event event) {
  143. if (event.type == sf::Event::GainedFocus) {
  144. m_paused = false;
  145. } else if (event.type == sf::Event::LostFocus) {
  146. m_paused = true;
  147. } else if (event.type == sf::Event::KeyReleased && event.key.code == sf::Keyboard::P) {
  148. m_paused = !m_paused;
  149. }
  150. else if (event.type == sf::Event::KeyReleased && event.key.code == sf::Keyboard::F1) {
  151. m_player.cheat();
  152. }
  153. }
  154. void StateIngame::onUpdate(float dt) {
  155. static float previous_chaos = Spectre::getChaos();
  156. m_player.update(dt);
  157. Spectre::addChaos(-dt / 120.f);
  158. for (Spectre* s : m_spectres) {
  159. if (!s->isDead()) {
  160. s->update(dt);
  161. }
  162. }
  163. for (size_t i = 0; i < m_spectres.size(); ++i) {
  164. if (m_spectres[i]->isDead()) {
  165. delete m_spectres[i];
  166. m_spectres.erase(m_spectres.begin() + i);
  167. }
  168. }
  169. if (m_wind.getVolume() > 30.f) {
  170. m_wind.setVolume(30.f);
  171. }
  172. else if (m_wind.getVolume() < 30.f) {
  173. m_wind.setVolume(m_wind.getVolume() + dt * 0.7f);
  174. }
  175. // Chaos changed
  176. if (previous_chaos != Spectre::getChaos()) {
  177. float chaos = Spectre::getChaos();
  178. previous_chaos = chaos;
  179. m_brown.setVolume(std::pow(10, 1.85f * chaos) - 0.1f);
  180. m_vignette.setColor(sf::Color(255, 255, 255, 255 * chaos));
  181. }
  182. static float spawn_clock = -10.f;
  183. if (Spectre::getMaxChaos() > 0.f) {
  184. spawn_clock += dt;
  185. }
  186. if (Spectre::getMaxChaos() > 0.f && spawn_clock > 3.f - 2.f * Spectre::getChaos()) {
  187. m_spectres.push_back(new Spectre(m_spectre_list[rand() % m_spectre_list.size()]));
  188. int dx = rand() % 600 + 600;
  189. int dy = rand() % 600 + 600;
  190. if (rand() % 2) {
  191. dx *= -1;
  192. }
  193. if (rand() % 2) {
  194. dy *= -1;
  195. }
  196. if (Renderer::readyToDie() || rand() % 10 <= 1) {
  197. m_spectres.back()->setPosition(m_player.getPosition() + sf::Vector2f(dx, dy));
  198. }
  199. else {
  200. m_spectres.back()->setPosition(m_player.getSpawnerPosition() + sf::Vector2f(dx, dy));
  201. }
  202. if (m_spectres.size() > 15) {
  203. m_spectres[0]->pleaseDie();
  204. m_spectres[1]->pleaseDie();
  205. m_spectres[2]->pleaseDie();
  206. //m_spectres.erase(m_spectres.begin());
  207. }
  208. spawn_clock = 0.f;
  209. }
  210. //Log(DEBUG, Spectre::getChaos(), " ", m_spectres.size());
  211. if (Spectre::getChaos() > 0.5f) {
  212. static float fucklock = 0.f;
  213. static int fuckid = -1;
  214. fucklock += dt;
  215. if (fuckid == -1 && fucklock > 21 - 17.f * Spectre::getChaos() && rand() % 500 == 0) {
  216. fuckid = rand() % LAYER_COUNT;
  217. fucklock = 0.f;
  218. m_layer[fuckid].m_enabled = false;
  219. m_layer[LAYER_COUNT + fuckid].m_enabled = true;
  220. m_layer[LAYER_COUNT + fuckid].whack();
  221. m_snd.play();
  222. }
  223. if (fucklock > 0.5f && fuckid != -1) {
  224. m_layer[fuckid].m_enabled = true;
  225. m_layer[LAYER_COUNT + fuckid].m_enabled = false;
  226. fuckid = -1;
  227. fucklock = 0.f;
  228. }
  229. if (Renderer::isDead()) {
  230. stateFin();
  231. stateDie();
  232. }
  233. }
  234. /*m_collider.update(dt);
  235. for (IEntity* ie : m_entities) {
  236. ie->update(dt);
  237. }
  238. m_renderer.update(dt);*/
  239. }
  240. void StateIngame::onRender() {
  241. /*m_collider.update(dt);
  242. for (IEntity* ie : m_entities) {
  243. ie->update(dt);
  244. }
  245. m_renderer.update(dt);*/
  246. }
  247. State* StateIngame::next() const {
  248. return nullptr;//new StateSplash(StateSplash::SplashType::VICTORY);
  249. }