mirror of
https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
86 lines
2.8 KiB
C++
86 lines
2.8 KiB
C++
#include "GameScene.h"
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GameScene::GameScene() {
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}
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GameScene::~GameScene() {
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}
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void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer){
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m_renderer = renderer;
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m_uiRenderer = uiRenderer;
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m_gameUIManager = std::make_unique<GameUIManager>(renderer, uiRenderer->getTextRenderer());
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m_gameUIManager->init();
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m_gameUIManager->setCallback([this]() {
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this->restartGame();
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});
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m_boardRenderer = std::make_unique<BoardRenderer>(WIDTH, HEIGHT, renderer);
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m_gameSession = std::make_unique<GameSession>();
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m_CoordinateConverter = std::make_unique<CoordinateConverter>(renderer);
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m_gameSession->initialize();
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m_boardRenderer->setBoard(m_gameSession->getBoard());
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}
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void GameScene::update() {
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}
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void GameScene::render() {
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beginFrame();
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m_boardRenderer->drawBackground();
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m_boardRenderer->drawBoard();
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m_boardRenderer->drawPiece(m_gameSession->getSelectedPiece());
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m_boardRenderer->drawMovementRange();
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m_boardRenderer->renderBlackOverlay();
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m_uiRenderer->renderUI(m_gameUIManager->getUIRenderData());
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endFrame();
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}
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void GameScene::handleClick(float screenX, float screenY) {
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if (m_gameUIManager->handleClick(screenX, screenY)) {
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return;
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}
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if (m_gameSession->getGameState() != GameState::GAME_RUNING) {
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SDL_Log("Game is not running, click ignored.");
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return;
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}
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auto click = m_CoordinateConverter->ScreenToBoard(screenX, screenY, m_boardRenderer->getBoardArea());
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if (click) {
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auto [row, col] = click.value();
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m_gameSession->handleCoordinateInput(row, col);
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m_gameSession->printBoard();
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SDL_Log("try to updateActionType\n");
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m_gameUIManager->updateActionType( m_gameSession->getCurrentActionType());
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SDL_Log("tyr to updateMovementRange\n");
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m_boardRenderer->updateMovementRange(m_gameSession->getSelectedPiece(), m_gameSession->getCurrentActionType());
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SDL_Log("tyr to updateGameState\n");
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m_gameUIManager->updateGameState(m_gameSession->getGameState());
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m_boardRenderer->setGameState(m_gameSession->getGameState());
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} else {
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SDL_Log("invail cilck aera!");
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}
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}
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void GameScene::renderMousePosition(float x, float y) {
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m_gameUIManager->UpdateMousePositon(x, y);
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}
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void GameScene::restartGame() {
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m_gameSession = std::make_unique<GameSession>();
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m_gameSession->initialize();
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m_boardRenderer->setBoard(m_gameSession->getBoard());
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m_boardRenderer->updateMovementRange(std::nullopt, ActionType::GROW);
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m_gameUIManager->updateActionType(ActionType::GROW);
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m_gameUIManager->updateGameState(GameState::GAME_RUNING);
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m_boardRenderer->setGameState(GameState::GAME_RUNING);
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} |