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Game.cpp
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Game.cpp
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#include "Game.h"
#include "MainMenu.h"
#include "SplashScreen.h"
#include "gameOptions.h"
#include "GameBall.h"
void Game::Start(void)
{
if (_gameState != Uninitialized)
return;
_mainWindow.create(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 32), "Pang!");
PlayerPaddle *player1 = new PlayerPaddle();
//player1->Load("images/paddle.png");
player1->SetPosition((SCREEN_WIDTH / 2) - 45, 700);
GameBall *ball = new GameBall();
ball->SetPosition((SCREEN_WIDTH / 2), (SCREEN_HEIGHT / 2) - 15);
//GameBall *ball1 = new GameBall();
//ball1->SetPosition((SCREEN_WIDTH / 2), (SCREEN_HEIGHT / 2) - 15);
//_gameObjectManager.Add("Ball1", ball1);
//GameBall *ball2 = new GameBall();
//ball2->SetPosition((SCREEN_WIDTH / 2), (SCREEN_HEIGHT / 2) - 15);
//_gameObjectManager.Add("Ball2", ball2);
_gameObjectManager.Add("Paddle1", player1);
_gameObjectManager.Add("Ball", ball);
_gameState = Game::ShowingSplash;
while (!IsExiting())
{
GameLoop();
}
_mainWindow.close();
}
bool Game::IsExiting()
{
if (_gameState == Game::Exiting)
return true;
else
return false;
}
const GameObjectManager& Game::GetGameObjectManager()
{
return Game::_gameObjectManager;
}
sf::RenderWindow& Game::GetWindow()
{
return _mainWindow;
}
const sf::Event& Game::GetInput()
{
sf::Event currentEvent;
_mainWindow.pollEvent(currentEvent);
return currentEvent;
}
void Game::GameLoop()
{
sf::Event currentEvent;
_mainWindow.pollEvent(currentEvent);
switch (_gameState)
{
case Game::ShowingMenu:
{
ShowMenu();
break;
}
case Game::ShowingSplash:
{
ShowSplashScreen();
break;
}
case Game::Playing:
{
_mainWindow.clear(sf::Color(0, 0, 0));
_gameObjectManager.UpdateAll();
_gameObjectManager.DrawAll(_mainWindow);
_mainWindow.display();
if (currentEvent.type == sf::Event::Closed) _gameState = Game::Exiting;
if (currentEvent.type == sf::Event::KeyPressed)
{
if (currentEvent.key.code == sf::Keyboard::Escape) ShowMenu();
}
break;
}
}
}
void Game::ShowSplashScreen()
{
SplashScreen splashScreen;
SplashScreen splashScreen2;
splashScreen.Show(_mainWindow);
splashScreen2.Show2(_mainWindow);
_gameState = Game::ShowingMenu;
}
void Game::ShowMenu()
{
MainMenu mainMenu;
MainMenu::MenuResult result = mainMenu.Show(_mainWindow);
switch (result)
{
case MainMenu::Exit:
_gameState = Game::Exiting;
break;
case MainMenu::Play:
_gameObjectManager.ResetClock();
_gameState = Game::Playing;
break;
case MainMenu::Options:
_gameState = Game::Options;
}
}
void Game::gOptions()
{
GameOptions optionsMenu;
optionsMenu.ShowOptions(_mainWindow);
_gameState = Game::ShowingMenu;
}
Game::GameState Game::_gameState = Uninitialized;
sf::RenderWindow Game::_mainWindow;
GameObjectManager Game::_gameObjectManager;