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main.cpp
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main.cpp
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/**
* Author: Thu Vu
* Assignment: Lunar Lander
* Date due: 2023-07-07, 11:59pm
* I pledge that I have completed this assignment without
* collaborating with anyone else, in conformance with the
* NYU School of Engineering Policies and Procedures on
* Academic Misconduct.
**/
#define GL_SILENCE_DEPRECATION
#define STB_IMAGE_IMPLEMENTATION
#define LOG(argument) std::cout << argument << '\n'
#define GL_GLEXT_PROTOTYPES 1
#define FIXED_TIMESTEP 0.0166666f
#define PLATFORM_COUNT 5
#ifdef _WINDOWS
#include <GL/glew.h>
#endif
#include <SDL.h>
#include <SDL_opengl.h>
#include "glm/mat4x4.hpp"
#include "glm/gtc/matrix_transform.hpp"
#include "ShaderProgram.h"
#include "stb_image.h"
#include "cmath"
#include <ctime>
#include <vector>
#include <cstdlib>
#include <SDL_mixer.h>
#include "Entity.h"
// ––––– STRUCTS AND ENUMS ––––– //
struct GameState
{
Entity* player;
Entity* platforms;
Entity* messages;
Entity* background;
};
// ––––– CONSTANTS ––––– //
const int WINDOW_WIDTH = 640,
WINDOW_HEIGHT = 480;
const float BG_RED = 0.1922f,
BG_BLUE = 0.549f,
BG_GREEN = 0.9059f,
BG_OPACITY = 1.0f;
const int VIEWPORT_X = 0,
VIEWPORT_Y = 0,
VIEWPORT_WIDTH = WINDOW_WIDTH,
VIEWPORT_HEIGHT = WINDOW_HEIGHT;
const char V_SHADER_PATH[] = "shaders/vertex_textured.glsl",
F_SHADER_PATH[] = "shaders/fragment_textured.glsl";
const float MILLISECONDS_IN_SECOND = 1000.0;
const char BACKGROUND_FILEPATH[] = "assets/background.png";
const char SPRITESHEET_FILEPATH[] = "assets/player_spritesheet.png";
const char WIN_PLATFORM_FILEPATH[] = "assets/treasure_chest.png";
const char WIN_MESSAGE_FILEPATH[] = "assets/win.png";
const char LOSE_PLATFORM_FILEPATH[] = "assets/jellyfish.png";
const char LOSE_MESSAGE_FILEPATH[] = "assets/lost.png";
const int NUMBER_OF_TEXTURES = 1;
const GLint LEVEL_OF_DETAIL = 0;
const GLint TEXTURE_BORDER = 0;
// ––––– GLOBAL VARIABLES ––––– //
GameState g_state;
SDL_Window* g_display_window;
bool g_game_is_running = true;
bool g_player_win = false;
bool g_player_lost = false;
ShaderProgram g_program;
glm::mat4 g_view_matrix, g_projection_matrix;
float g_previous_ticks = 0.0f;
float g_accumulator = 0.0f;
// ––––– GENERAL FUNCTIONS ––––– //
GLuint load_texture(const char* filepath)
{
int width, height, number_of_components;
unsigned char* image = stbi_load(filepath, &width, &height, &number_of_components, STBI_rgb_alpha);
if (image == NULL)
{
LOG("Unable to load image. Make sure the path is correct.");
assert(false);
}
GLuint textureID;
glGenTextures(NUMBER_OF_TEXTURES, &textureID);
glBindTexture(GL_TEXTURE_2D, textureID);
glTexImage2D(GL_TEXTURE_2D, LEVEL_OF_DETAIL, GL_RGBA, width, height, TEXTURE_BORDER, GL_RGBA, GL_UNSIGNED_BYTE, image);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
stbi_image_free(image);
return textureID;
}
void initialise()
{
SDL_Init(SDL_INIT_VIDEO);
g_display_window = SDL_CreateWindow("Lunar Lander",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
WINDOW_WIDTH, WINDOW_HEIGHT,
SDL_WINDOW_OPENGL);
SDL_GLContext context = SDL_GL_CreateContext(g_display_window);
SDL_GL_MakeCurrent(g_display_window, context);
#ifdef _WINDOWS
glewInit();
#endif
glViewport(VIEWPORT_X, VIEWPORT_Y, VIEWPORT_WIDTH, VIEWPORT_HEIGHT);
g_program.Load(V_SHADER_PATH, F_SHADER_PATH);
g_view_matrix = glm::mat4(1.0f);
g_projection_matrix = glm::ortho(-5.0f, 5.0f, -3.75f, 3.75f, -1.0f, 1.0f);
g_program.SetProjectionMatrix(g_projection_matrix);
g_program.SetViewMatrix(g_view_matrix);
glUseProgram(g_program.programID);
glClearColor(BG_RED, BG_BLUE, BG_GREEN, BG_OPACITY);
// ––––– TEXTURE IDS ––––– //
GLuint win_platform_texture_id = load_texture(WIN_PLATFORM_FILEPATH);
GLuint win_message_texture_id = load_texture(WIN_MESSAGE_FILEPATH);
GLuint lose_platform_texture_id = load_texture(LOSE_PLATFORM_FILEPATH);
GLuint lose_message_texture_id = load_texture(LOSE_MESSAGE_FILEPATH);
GLuint background_texture_id = load_texture(BACKGROUND_FILEPATH);
// Background
g_state.background = new Entity();
g_state.background->m_texture_id = background_texture_id;
g_state.background->set_position(glm::vec3(0.0f, -1.5f, 0.0f));
g_state.background->set_size(glm::vec3(11.5f, 8.0f, 1.0f));
g_state.platforms = new Entity[PLATFORM_COUNT];
// Treasure chests
g_state.platforms[3].m_texture_id = win_platform_texture_id;
g_state.platforms[3].set_position(glm::vec3(-3.5f, -2.5f, 0.0f));
g_state.platforms[3].set_width(1.75f);
g_state.platforms[3].set_height(1.25f);
g_state.platforms[3].set_entity_type(WIN_PLATFORM);
g_state.platforms[3].update(0.0f, NULL, 0, g_player_win, g_player_lost);
g_state.platforms[3].set_size(glm::vec3(1.75f, 1.25f, 1.0f));
g_state.platforms[4].m_texture_id = win_platform_texture_id;
g_state.platforms[4].set_position(glm::vec3(3.5f, -2.5f, 0.0f));
g_state.platforms[4].set_width(1.75f);
g_state.platforms[4].set_height(1.25f);
g_state.platforms[4].set_entity_type(WIN_PLATFORM);
g_state.platforms[4].update(0.0f, NULL, 0, g_player_win, g_player_lost);
g_state.platforms[4].set_size(glm::vec3(1.75f, 1.25f, 1.0f));
// Jellyfish
g_state.platforms[0].m_texture_id = lose_platform_texture_id;
g_state.platforms[0].set_position(glm::vec3(-3.5f, 2.5f, 0.0f));
g_state.platforms[0].set_width(1.5f);
g_state.platforms[0].set_height(2.0f);
g_state.platforms[0].set_entity_type(LOSE_PLATFORM);
g_state.platforms[0].update(0.0f, NULL, 0, g_player_win, g_player_lost);
g_state.platforms[0].set_size(glm::vec3(1.5f, 2.0f, 1.0f));
g_state.platforms[1].m_texture_id = lose_platform_texture_id;
g_state.platforms[1].set_position(glm::vec3(3.5f, 2.5f, 0.0f));
g_state.platforms[1].set_width(1.0f);
g_state.platforms[1].set_height(1.5f);
g_state.platforms[1].set_entity_type(LOSE_PLATFORM);
g_state.platforms[1].update(0.0f, NULL, 0, g_player_win, g_player_lost);
g_state.platforms[1].set_size(glm::vec3(1.0f, 1.5f, 1.0f));
g_state.platforms[2].m_texture_id = lose_platform_texture_id;
g_state.platforms[2].set_position(glm::vec3(1.5f, 0.0f, 0.0f));
g_state.platforms[2].set_width(0.8f);
g_state.platforms[2].set_height(2.0f);
g_state.platforms[2].set_entity_type(LOSE_PLATFORM);
g_state.platforms[2].update(0.0f, NULL, 0, g_player_win, g_player_lost);
g_state.platforms[2].set_size(glm::vec3(0.8f, 2.0f, 1.0f));
// ––––– MESSAGES ––––– //
g_state.messages = new Entity[2];
g_state.messages[0].m_texture_id = win_message_texture_id;
g_state.messages[1].m_texture_id = lose_message_texture_id;
for (int i = 0; i < 2; i++)
{
g_state.messages[i].set_position(glm::vec3(0.0f));
g_state.messages[i].m_model_matrix = glm::scale(g_state.messages[i].m_model_matrix,
glm::vec3(5.0f, 3.0f, 1.0f));
g_state.messages[i].set_entity_type(MESSAGE);
g_state.messages[i].deactivate();
}
// ––––– PLAYER ––––– //
// Existing
g_state.player = new Entity();
g_state.player->set_position(glm::vec3(0.0f));
g_state.player->set_movement(glm::vec3(0.0f));
g_state.player->set_entity_type(PLAYER);
g_state.player->m_speed = 1.0f;
g_state.player->set_acceleration(glm::vec3(0.0f, -4.905f, 0.0f));
g_state.player->m_texture_id = load_texture(SPRITESHEET_FILEPATH);
// Walking
g_state.player->m_walking[g_state.player->LEFT] = new int[4] { 4, 5, 6, 7 };
g_state.player->m_walking[g_state.player->RIGHT] = new int[4] { 8, 9, 10, 12 };
g_state.player->m_walking[g_state.player->UP] = new int[4] { 12, 13, 14, 15 };
g_state.player->m_walking[g_state.player->DOWN] = new int[4] { 0, 1, 2, 3 };
g_state.player->m_animation_indices = g_state.player->m_walking[g_state.player->LEFT]; // start George looking left
g_state.player->m_animation_frames = 4;
g_state.player->m_animation_index = 0;
g_state.player->m_animation_time = 0.0f;
g_state.player->m_animation_cols = 4;
g_state.player->m_animation_rows = 4;
g_state.player->set_height(0.9f);
g_state.player->set_width(0.9f);
// Jumping
g_state.player->m_jumping_power = 3.0f;
// ––––– GENERAL ––––– //
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void process_input()
{
g_state.player->set_movement(glm::vec3(0.0f));
SDL_Event event;
while (SDL_PollEvent(&event))
{
switch (event.type) {
// End game
case SDL_QUIT:
case SDL_WINDOWEVENT_CLOSE:
g_game_is_running = false;
break;
case SDL_KEYDOWN:
switch (event.key.keysym.sym) {
case SDLK_q:
// Quit the game with a keystroke
g_game_is_running = false;
break;
default:
break;
}
default:
break;
}
}
const Uint8 *key_state = SDL_GetKeyboardState(NULL);
// Movement
if (key_state[SDL_SCANCODE_LEFT])
{
g_state.player->m_movement.x = -1.0f;
g_state.player->m_animation_indices = g_state.player->m_walking[g_state.player->LEFT];
}
else if (key_state[SDL_SCANCODE_RIGHT])
{
g_state.player->m_movement.x = 1.0f;
g_state.player->m_animation_indices = g_state.player->m_walking[g_state.player->RIGHT];
}
else if (key_state[SDL_SCANCODE_UP])
{
g_state.player->m_movement.y = 1.0f;
g_state.player->m_animation_indices = g_state.player->m_walking[g_state.player->UP];
}
else if (key_state[SDL_SCANCODE_DOWN])
{
g_state.player->m_movement.y = -1.0f;
g_state.player->m_animation_indices = g_state.player->m_walking[g_state.player->DOWN];
}
// Normalize
if (glm::length(g_state.player->m_movement) > 1.0f)
{
g_state.player->m_movement = glm::normalize(g_state.player->m_movement);
}
}
void update()
{
float ticks = (float)SDL_GetTicks() / MILLISECONDS_IN_SECOND;
float delta_time = ticks - g_previous_ticks;
g_previous_ticks = ticks;
delta_time += g_accumulator;
if (delta_time < FIXED_TIMESTEP)
{
g_accumulator = delta_time;
return;
}
while (delta_time >= FIXED_TIMESTEP)
{
g_state.player->update(FIXED_TIMESTEP, g_state.platforms, PLATFORM_COUNT,
g_player_win, g_player_lost);
delta_time -= FIXED_TIMESTEP;
}
g_accumulator = delta_time;
if (g_player_win)
{
g_state.messages[0].activate();
}
if (g_player_lost)
{
g_state.messages[1].activate();
}
}
void render()
{
glClear(GL_COLOR_BUFFER_BIT);
g_state.background->render(&g_program);
g_state.player->render(&g_program);
for (int i = 0; i < PLATFORM_COUNT; i++) g_state.platforms[i].render(&g_program);
for (int i = 0; i < 2; i++) g_state.messages[i].render(&g_program);
SDL_GL_SwapWindow(g_display_window);
}
void shutdown()
{
SDL_Quit();
delete [] g_state.platforms;
delete g_state.player;
}
// ––––– GAME LOOP ––––– //
int main(int argc, char* argv[])
{
initialise();
while (g_game_is_running)
{
process_input();
if (g_player_win == 0 and g_player_lost == 0) {
update();
}
render();
}
shutdown();
return 0;
}