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- /**
- * Triangles
- * Copyright (C) 2016 POSITIVE MENTAL ATTITUDE
- *
- * This program is free software: you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation, version 3 of the License.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- #include "IngameState.hpp"
- #include "Player.hpp"
- #include <thread>
- IngameState::IngameState(): State(), _player(), _paused(false), _blurSize(0.f), _frameAlpha(0.f) {}
- Rect Player::getBounds()
- {
- Rect rect;
- sf::Vector2f A = _vertices[0].position;
- sf::Vector2f B = _vertices[1].position;
- sf::Vector2f C = _vertices[2].position;
-
- rect.top = std::min({A.y, B.y, C.y});
- rect.bottom = std::max({A.y, B.y, C.y});
- rect.left = std::min({A.x, B.x, C.x});
- rect.right = std::max({A.x, B.x, C.x});
-
- return rect;
- }
- void IngameState::init()
- {
- _background.setTexture(_context->assets->loadTexture("data/background/Background.jpg"));
- _context->assets->loadTexture("data/background/Background.jpg").setRepeated(true);
- _player.setContext(_context);
- _player.setTexture(_context->assets->loadTexture(rand() % 10 == 0 ? "data/triangle/Illuminati.png" : "data/triangle/Texture.png"));
- _player.setPosition(400.f, 400.f);
-
- _foreground.create("data/background/Foreground.jpg", "data/background/Foreground_normal.jpg", "data/background/75pxjitter03.png");
- _context->foreground = &_foreground;
-
- _background.setTextureRect(sf::IntRect(0, 0, _foreground.getSize().x, _foreground.getSize().y));
-
- _pauseFrame.setFillColor(sf::Color(0, 0, 0, 155));
- _pauseFrame.setPosition(0, 0);
-
- _unshadowShader.loadFromFile("data/light/unshadowShader.frag", sf::Shader::Fragment);
- _lightOverShapeShader.loadFromFile("data/light/lightOverShapeShader.frag", sf::Shader::Fragment);
- _normalsShader.loadFromFile("data/light/normalsShader.frag", sf::Shader::Fragment);
- _penumbraTexture.loadFromFile("data/light/penumbraTexture.png");
- _penumbraTexture.setSmooth(true);
-
- _light = std::make_shared<ltbl::LightPointEmission>();
- _light->_emissionSprite.setPosition(0.f, 0.f);
- _light->_emissionSprite.setTexture(_context->assets->loadTexture("data/background/Light.png"));
- _light->_emissionSprite.setOrigin(sf::Vector2f(_context->assets->loadTexture("data/background/Light.png").getSize() / 2u));
- _light->_emissionSprite.setColor(sf::Color::White);
- _light->_localCastCenter = sf::Vector2f(0.0f, 0.0f); // This is where the shadows emanate from relative to the sprite
-
- _blurV.loadFromFile("data/shaders/old_pi_blur/blur.vert", "data/shaders/old_pi_blur/blur-v.frag");
- _blurH.loadFromFile("data/shaders/old_pi_blur/blur.vert", "data/shaders/old_pi_blur/blur-h.frag");
-
- _marioSound.setBuffer(_context->assets->loadSound("data/audio/Mario.ogg"));
- _wasted.setTexture(_context->assets->loadTexture("data/background/Wasted.png"));
-
- // Global window is not initialized yet in this method. If you need _context->window->getSize(), go to refresh() instead.
-
- _status = State::Ongoing;
- }
- void IngameState::refresh()
- {
- sf::Vector2u res = _context->window->getSize();
- //_background.setTextureRect(sf::IntRect(0, 0, _context->window->getSize().x, _context->window->getSize().y));
- _camera.setSize(static_cast<sf::Vector2f>(_context->window->getSize()));
- _camera.setTwilightViewport(_context->window->getSize().x / 2.f - 240.f/* * (bool) _czyWOgóleTwilightViewportMaByć*/, _context->window->getSize().y / 2.f - 240.f);
- _camera.setCenter(_player.getPosition());
- _foreground.setResolution(res);
-
- _pauseFrame.setSize((sf::Vector2f)res);
-
- _wasted.setScale(_context->window->getSize().x / 1920.f, _context->window->getSize().y / 1080.f);
- _wasted.setPosition(0, _context->window->getSize().y);
-
- _backgroundH.create(_context->window->getSize().x, _context->window->getSize().y);
- _backgroundV.create(_context->window->getSize().x, _context->window->getSize().y);
- _lightSystem.create(sf::FloatRect{{0.f, 0.f}, {0.f, 0.f}}, {_context->window->getSize().x, _context->window->getSize().y}, _penumbraTexture, _unshadowShader, _lightOverShapeShader, _normalsShader);
- _lightSystem.normalsEnabled(true);
- _lightSystem.addLight(_light);
- }
- void IngameState::coreThink(const sf::Event& event)
- {
- if(event.type == sf::Event::Closed or (event.type == sf::Event::KeyPressed and event.key.code == sf::Keyboard::Escape))
- _status = State::Menu;
- if(event.type == sf::Event::KeyPressed and event.key.code == sf::Keyboard::P and !_player.isDead())
- _paused = !_paused;
- _player.think(event);
- }
- void IngameState::coreInput()
- {
- if(_paused)
- return;
- _player.think();
- }
- void IngameState::coreUpdate(sf::Time delta)
- {
- if(_player.isDead())
- {
- if(_blurSize < 4.f)
- _blurSize += delta.asSeconds();
-
- /**
- * This will dynamically fade the grey pause foreground from 0 to 100 alpha.
- */
- if(_frameAlpha < 100.f)
- _frameAlpha += (delta.asSeconds() * 25.f);
- sf::Color color = _pauseFrame.getFillColor();
- color.a = (int)_frameAlpha;
- _pauseFrame.setFillColor(color);
-
- _blurH.setParameter("blurSize", _blurSize / _context->window->getSize().x);
- _blurV.setParameter("blurSize", _blurSize / _context->window->getSize().y);
-
- if(_wasted.getPosition().y > 0.f)
- _wasted.move(0.f, -250.f * delta.asSeconds());
- else if(_wasted.getPosition().y < 0.f)
- _wasted.setPosition(0.f, 0.f);
- }
- if(_paused)
- return;
-
- if(sf::Joystick::isConnected(0))
- _context->window->lockMouse();
- const sf::Vector2f pos = _player.getPosition();
- _player.update(delta);
- _camera.move(_player.getPosition() - pos);
- _light->_emissionSprite.setPosition(_player.getPosition());
- _foreground.setPosition(_camera.getCenter() - _camera.getSize() / 2.f);
-
- if(_player.checkCollision(_foreground)) /// True if the target died.
- {
- _paused = true;
- _marioSound.play();
- }
- }
- void IngameState::coreRender(const bool shaders)
- {
- if(_player.isDead())
- {
- _backgroundH.draw(_background);
- _backgroundH.setView(*_camera.getView());
- _backgroundH.draw(_foreground);
- _backgroundH.draw(_player);
- sf::Sprite sprite3(_lightSystem.getLightingTexture());
- sf::RenderStates lightRenderStates;
- lightRenderStates.blendMode = sf::BlendMultiply;
- _backgroundH.setView(_context->window->getDefaultView());
- _backgroundH.draw(sprite3, lightRenderStates);
- sf::Sprite sprite(_backgroundH.getTexture());
- sprite.setScale(1.f, -1.f);
- sprite.setOrigin(0, _context->window->getSize().y);
- sprite.setPosition(0.f, 0.f);
- _backgroundV.draw(sprite, &_blurH);
- sf::Sprite sprite2(_backgroundV.getTexture());
- sprite2.setScale(1.f, -1.f);
- sprite2.setOrigin(0, _context->window->getSize().y);
- sprite2.setPosition(0.f, 0.f);
- _context->window->draw(sprite2, &_blurH);
- _context->window->draw(_pauseFrame);
- _context->window->draw(_wasted);
- }
- else
- {
- _context->window->setView(_camera.getView());
- _context->window->draw(_background);
-
-
- _foreground.renderNormals(true);
- _lightSystem.normalsTargetSetView(*_camera.getView());
- _lightSystem.normalsTargetClear();
- _lightSystem.normalsTargetDraw(_foreground);
- _lightSystem.normalsTargetDisplay();
- _lightSystem.render(*_camera.getView(), _unshadowShader, _lightOverShapeShader, _normalsShader);
-
-
- _foreground.renderNormals(false);
- _context->window->draw(_foreground);
- _context->window->draw(_player);
-
-
- _context->window->setView();
- sf::Sprite sprite(_lightSystem.getLightingTexture());
- sf::RenderStates lightRenderStates;
- lightRenderStates.blendMode = sf::BlendMultiply;
- _context->window->draw(sprite, lightRenderStates);
-
- if(_paused)
- _context->window->draw(_pauseFrame);
- }
- }
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