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GameEngine.cpp
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//
// Game.cpp
// BombermanClient
//
// Created by Amealky on 07/06/2018.
// Copyright © 2018 Amealky. All rights reserved.
//
#include "GameEngine.hpp"
GameEngine::GameEngine(sf::RenderWindow* window, DrawingServer* drawingServer, PhysicsServer* physicsServer, IController* controller, NetworkManager* networkManager) {
this->window = window;
this->drawingServer = drawingServer;
this->physicsServer = physicsServer;
this->controller = controller;
this->networkManager = networkManager;
this->currentScreen = NULL;
this->music = new Music();
this->currentMusicPlayedPath = "";
}
GameEngine::~GameEngine() {
delete window;
delete drawingServer;
delete physicsServer;
delete controller;
delete networkManager;
for(Screen* screen : screens) {
delete screen;
}
screens.clear();
delete music;
}
void GameEngine::runGameEngine() {
Event event;
//We start at showing the first screen in the list
currentScreen = screens[0];
currentScreen->launchScreen(this, {});
//Game Loop
while (window->isOpen()) {
//Polling and Mapping Events
while(window->pollEvent(event)) {
MappedEvent mappedEvent = controller->mapEvent(event);
if (mappedEvent.eventType == INPUT_EVENT::EXIT_PRESSED) {
window->close();
}
else {
currentScreen->handleInput(controller->mapEvent(event), this);
}
}
//Manage network requests
if(networkManager->isServer()) {
currentScreen->handleNetworkClientsData(networkManager->readClients(), this);
} else {
currentScreen->handleNetworkServerData(networkManager->readServer(), this);
}
//Manage rendering update ( screen and gameEntities) and physics
window->clear(Color(25, 25, 25));
currentScreen->updateScreen(this);
vector<GameEntity*> currentGameEntities = currentScreen->getGameEntities();
for(GameEntity* gameEntity : currentGameEntities) {
gameEntity->setNetworkManager(networkManager);
}
drawingServer->setGameEntities(currentGameEntities);
drawingServer->draw(window, currentScreen->getUIView(), currentScreen->getGameView());
physicsServer->setGameEntities(currentGameEntities);
physicsServer->checkPhysicalCollisions();
physicsServer->checkTriggerCollisions();
window->display();
//Then loop while window is open
}
}
void GameEngine::goToScreen(string name) {
goToScreen(name, {});
}
void GameEngine::goToScreen(string name, vector<string> datas) {
for(Screen* screen : screens) {
if(screen->getName() == name) {
currentScreen->exitScreen(this);
currentScreen = screen;
currentScreen->launchScreen(this, datas);
}
}
}
void GameEngine::addScreen(Screen* screen) {
for(Screen* existingScreen : screens) {
if(existingScreen->getName() == screen->getName()) {
throw runtime_error("You try to add screen that already exist : " + screen->getName());
}
}
screens.push_back(screen);
}
void GameEngine::changeMusic(string musicPath) {
if(musicPath != currentMusicPlayedPath) {
music->openFromFile(musicPath);
music->setVolume(15);
music->setLoop(true);
music->play();
this->currentMusicPlayedPath = musicPath;
}
}
NetworkManager* GameEngine::getNetworkManager() {
return this->networkManager;
}
Music* GameEngine::getMusic() {
return this->music;
}