Files
tracy/examples/dyna/src/game.cpp
2026-06-22 15:10:38 +02:00

211 lines
4.8 KiB
C++

#include "game.hpp"
#include "datapath.hpp"
#include "gfx.hpp"
#include "map.hpp"
#include "player.hpp"
#include "timer.hpp"
#include "world.hpp"
#include <SDL3/SDL.h>
#include <tracy/Tracy.hpp>
#include <string>
namespace dyna
{
namespace Game
{
namespace
{
struct TracySection
{
explicit TracySection( const char* name ) { Enter( name ); }
~TracySection() { Leave(); }
void Enter( const char* name )
{
idx = TracySectionEnter( "%s", name );
}
void Leave()
{
if( idx > 0 )
{
TracySectionLeave( idx );
idx = 0;
}
}
private:
uint32_t idx;
};
SDL_Keycode key = 0; // most recently pressed movement key
bool help = false;
// Run one level to completion. Returns true if the player asked to quit the
// whole application (window close), false if the level simply ended (death,
// escape, or reaching the exit) and control should return to the caller.
bool level_loop( World& world )
{
TracySection section( ( std::string( "Level " ) + world.name() ).c_str() );
Player* p = world.player();
for( ;; )
{
SDL_Event ev;
while( SDL_PollEvent( &ev ) )
{
if( ev.type == SDL_EVENT_QUIT )
return true;
if( ev.type == SDL_EVENT_KEY_DOWN && !ev.key.repeat )
{
switch( ev.key.key )
{
case SDLK_ESCAPE:
world.killed = true;
return false;
case SDLK_LEFT:
key = SDLK_LEFT;
p->move( Action::left );
break;
case SDLK_RIGHT:
key = SDLK_RIGHT;
p->move( Action::right );
break;
case SDLK_UP:
key = SDLK_UP;
p->move( Action::up );
break;
case SDLK_DOWN:
key = SDLK_DOWN;
p->move( Action::down );
break;
case SDLK_SPACE:
world.map().place_bomb( ( p->getx() + 32 ) / 64, ( p->gety() + 32 ) / 64 );
break;
default:
break;
}
}
if( ev.type == SDL_EVENT_KEY_UP )
{
switch( ev.key.key )
{
case SDLK_LEFT:
if( key == SDLK_LEFT ) p->move( Action::wait );
break;
case SDLK_RIGHT:
if( key == SDLK_RIGHT ) p->move( Action::wait );
break;
case SDLK_UP:
if( key == SDLK_UP ) p->move( Action::wait );
break;
case SDLK_DOWN:
if( key == SDLK_DOWN ) p->move( Action::wait );
break;
default:
break;
}
}
}
Gfx::clear();
Timer::tick();
world.tick();
world.draw();
Gfx::swap();
if( world.killed || world.next_level )
return false;
}
}
// Play through the levels in order. Returns true if the application should quit.
bool new_game()
{
TracySection section( "In-game" );
int level = 1;
for( ;; )
{
World world( data_path( "data/levels/" + std::to_string( level ) ), true );
if( level_loop( world ) )
return true; // window closed
if( world.killed )
return false; // died or escaped to the menu
if( ++level >= 10 )
return false; // cleared the last level
}
}
} // namespace
void menu_loop()
{
constexpr const char* sectionName = "Main menu";
TracySection section( sectionName );
World world( data_path( "data/levels/menu" ), false );
for( ;; )
{
SDL_Event ev;
while( SDL_PollEvent( &ev ) )
{
if( ev.type == SDL_EVENT_QUIT )
return;
if( ev.type == SDL_EVENT_KEY_DOWN && !ev.key.repeat )
{
switch( ev.key.key )
{
case SDLK_ESCAPE:
return;
case SDLK_SPACE:
section.Leave();
if( new_game() )
return; // window closed during play
section.Enter( sectionName );
break;
case SDLK_H:
help = !help;
break;
default:
break;
}
}
}
Gfx::clear();
Timer::tick();
world.tick();
world.draw();
if( help )
Gfx::show_help();
else
Gfx::show_menu();
Gfx::swap();
}
}
} // namespace Game
}