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game.cpp
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game.cpp
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// Created by Luna Steed and Tyson Cox 03/2024
#include "game.h"
#include "PlayerTank.h"
/**
* @author Tyson Cox, Luna Steed
* @time Spring 2024
* @brief Game::Game constructor
* @details Constructor for the Game class. Initializes the GameWindow and Scene objects, and sets inGame to false.
*/
Game::Game(int argc, char** argv) : QApplication(argc, argv), timer(new QTimer(this)) {
activeKey = MAIN_MENU_KEY;
gw = new GameWindow(this, activeKey);
QSize qsize = QSize(800, 600); // Set the size of the window
gw->setFixedSize(qsize); // Set the fixed size of the window (no resizing allowed
gw->show();
Scene::getInstance()->setPaused(true);
inGame = false;
isAlive = true;
connect(gw, &GameWindow::keySignal, this, &Game::filterKeyEvent); // Connect the GameWindow's keySignal to the Game's fi
/*
* // lterKeyEvent
auto* playerTank = sc->getPlayerTank(); // The scene holds a reference to the player tank, so we retrieve it
if (!playerTank)
throw std::runtime_error("Player tank not found in scene");
*/
installEventFilter(this);
}
/**
* @author Tyson Cox, Luna Steed
* @time Spring 2024
* @brief Game::~Game destructor
* @details Destructor for the Game class. Deletes the GameWindow and Scene objects.
*/
Game::~Game() {
delete gw;
}
/**
* @author Tyson Cox, Luna Steed
* @time Spring 2024
* @brief Game::start: Start the game
* @details Start the game when prompted by the signal. Changes the active widget to the renderer and sets inGame to true.
*/
int Game::start() {
connect(&timer, &QTimer::timeout, this, &Game::tick);
timer.setInterval(16); // 16 msec, roughly 60 fps
timer.start();
inGame = true;
isAlive = true;
activeKey = MAIN_MENU_KEY;
gw->changeWidget(activeKey);
gw->show();
Scene::getInstance()->setPaused(false);
return Game::exec();
}
/**
* @author Luna Steed
* @time Spring 2024
* @brief Game::pause: Pause the game
* @details Pause the game by stopping the timer and setting inGame to false.
*/
void Game::pause() {
timer.stop();
inGame = false;
activeKey = PAUSE_MENU_KEY;
gw->changeWidget(activeKey);
Scene::getInstance()->setPaused(true);
}
/**
* @author Luna Steed
* @time Spring 2024
* @brief Game::resume: Resume the game
* @details Resume the game by starting the timer and setting inGame to true.
*/
void Game::resume() {
timer.start();
inGame = true;
activeKey = GAME_KEY;
gw->changeWidget(activeKey);
Scene::getInstance()->setPaused(false);
}
/**
* @author Luna Steed
* @time Spring 2024
* @brief Game::end: End the game
* @details End the game by stopping the timer, setting inGame to false, destroying and remaking the scene, and changing the active widget to the main menu.
*/
void Game::end() {
timer.stop();
inGame = false;
Scene::getInstance()->setPaused(true);
if (isAlive){
// If alive load level menu
getWindow()->changeWidget(LEVEL_MENU_KEY);
}
else{
// If dead load game over
getWindow()->changeWidget(GAME_OVER_KEY);
}
}
/**
* @brief Game::beginNewScene: Begin a new scene
* @details Begin a new scene by resetting the scene, loading the state, starting the scene, setting inGame to true, starting the timer, and changing the active widget to the game.
* @param stateFilename The filename of the state to load
* @author Koda Koziol (mostly refactoring Luna's code though)
* @date Spring 2024
*/
void Game::beginNewScene(std::string stateFilename) {
Scene* sc = Scene::getInstance();
sc->getInstance()->reset();
sc->getInstance()->load(stateFilename);
sc->getInstance()->start();
sc->getInstance()->setPaused(false);
isAlive = true;
inGame = true;
timer.start();
activeKey = GAME_KEY;
gw->changeWidget(activeKey);
}
// PRIVATE Q Slots: tick();
/**
* @author Tyson Cox, Luna Steed
* @time Spring 2024
* @brief Game::tick: Update the game
* @details Update the game by calling the Scene's update method.
*/
void Game::tick() {
Scene* sc = Scene::getInstance();
sc->update(60.0f/1000);
QWidget* widg = gw->getWidget(GAME_KEY);
auto* rend = dynamic_cast<Renderer*>(widg);
for (const GameObject* obj : *sc){
rend->drawObject(obj);
}
rend->doneWithFrame();
if (!isAlive){
this->end();
}
}
/**
* @author Luna Steed
* @time Spring 2024
* @brief Game::filterKeyEvent: Filter key events
* @details Filter key events with switch cases. Handle them in-house or pass them to the player tank object.
* @param event The key event to filter
*/
bool Game::filterKeyEvent(QKeyEvent* event) {
if (event->type() == QEvent::KeyPress) {
switch (event->key())
{
case Qt::Key_Escape: // ESC
if (inGame) { // in game
pause();
return true;
}
else if (activeKey == PAUSE_MENU_KEY) { // in in-game menu
resume();
return true;
}
else if (activeKey == MAIN_MENU_KEY){ // main menu
exit(0);
return true;
}
else{ // anywhere else, return to main menu
activeKey = MAIN_MENU_KEY;
gw->changeWidget(activeKey);
return true;
}
// Player controls. DOES NOT HANDLE PRESS/RELEASE EVENTS: PlayerTank must handle this.
// WASD
case Qt::Key_W:
case Qt::Key_A:
case Qt::Key_S:
case Qt::Key_D:
case Qt::Key_Up:
case Qt::Key_Left:
case Qt::Key_Down:
case Qt::Key_Right:
case Qt::Key_Space:
if (inGame) {
PlayerTank* player = dynamic_cast<PlayerTank*>(Scene::getInstance()->getGameObject(GameObjectType::PlayerTank));
if (player)
return player->handleKeyEvent(event);
else
return false;
}
case Qt::Key_1:
if (inGame) {
QWidget* widg = gw->changeWidget(GAME_KEY);
auto* rend = dynamic_cast<Renderer*>(widg);
rend->setCameraMode(Renderer::CameraMode::Static);
}
return true;
case Qt::Key_2:
if (inGame) {
QWidget* widg = gw->changeWidget(GAME_KEY);
auto* rend = dynamic_cast<Renderer*>(widg);
rend->setCameraMode(Renderer::CameraMode::Periscope);
}
return true;
case Qt::Key_3:
if (inGame) {
QWidget* widg = gw->changeWidget(GAME_KEY);
auto* rend = dynamic_cast<Renderer*>(widg);
rend->setCameraMode(Renderer::CameraMode::Chasing);
}
return true;
case Qt::Key_4:
if (inGame) {
QWidget* widg = gw->changeWidget(GAME_KEY);
auto* rend = dynamic_cast<Renderer*>(widg);
rend->setCameraMode(Renderer::CameraMode::Orbiting);
}
return true;
default:
return false;
}
}
else if (event->type() == QEvent::KeyRelease) {
if (inGame) {
PlayerTank* player = dynamic_cast<PlayerTank*>(Scene::getInstance()->getGameObject(GameObjectType::PlayerTank));
if (player)
return player->handleKeyEvent(event);
else
return false;
}
else return false;
}
else return false;
}
// These are just to get end() to be runnable.
// The scene will spit out wonGame() when there are no enemy tanks
// and gameOver() when the player tank is destroyed.
/**
* @author Luna Steed
* @time Spring 2024
* @brief Game::wonGame - Send the player to the level menu
* @details The player defeated all enemies without dying.
*/
void Game::wonGame() {
if (isAlive) {
this->end();
}
}
/**
* @brief Game::gameOver - Send the player to the game over screen
* @details The player tank was destroyed, so the player loses.
*/
void Game::gameOver() {
isAlive = false;
this->end();
}
GameWindow* Game::getWindow() {
return gw;
}
Game* Game::instance = nullptr;
Game* Game::getInstance(int argc, char** argv) {
if (Game::instance) {
return Game::instance;
}
else {
return Game::instance = new Game(argc, argv);
}
}
void Game::destroyInstance() {
delete instance;
instance = nullptr;
}