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199 lines (166 loc) · 5.82 KB
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#include <SDL2/SDL.h>
#include <iostream>
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
#include "vehicle/Car.h"
#include "ui/GUI.h"
#include "rendering/Camera.h"
#include "rendering/Ground.h"
#include <Eigen/Dense>
#include "config/PhysicsConstants.h"
#include "config/RenderingConstants.h"
struct GameState {
SDL_Window* win;
SDL_Renderer* renderer;
Car* car;
Camera* camera;
Ground* ground;
GUI* gui;
bool running;
};
GameState* g_gameState = nullptr;
void mainLoop() {
if (!g_gameState || !g_gameState->running) {
#ifdef __EMSCRIPTEN__
emscripten_cancel_main_loop();
#endif
return;
}
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
g_gameState->running = false;
} else if (event.type == SDL_KEYDOWN) {
if (event.key.keysym.sym == SDLK_ESCAPE || event.key.keysym.sym == SDLK_q) {
g_gameState->running = false;
} else if (event.key.keysym.sym == SDLK_v) {
g_gameState->car->showDebugVectors = !g_gameState->car->showDebugVectors;
} else if (event.key.keysym.sym == SDLK_h) {
g_gameState->gui->toggleHUD();
} else if (event.key.keysym.sym == SDLK_g) {
g_gameState->gui->toggleGraphs();
} else if (event.key.keysym.sym == SDLK_e) {
g_gameState->car->shiftUp();
} else if (event.key.keysym.sym == SDLK_c) {
g_gameState->car->shiftDown();
}
}
}
const Uint8* keystate = SDL_GetKeyboardState(NULL);
double throttle = 0.0;
double brake = 0.0;
double steering = 0.0;
if (keystate[SDL_SCANCODE_W]) {
throttle = 1.0;
}
if (keystate[SDL_SCANCODE_S]) {
brake = 1.0;
}
if (keystate[SDL_SCANCODE_A]) {
steering = 1.0;
}
if (keystate[SDL_SCANCODE_D]) {
steering = -1.0;
}
g_gameState->car->setThrottle(throttle);
g_gameState->car->setBrake(brake);
g_gameState->car->setSteering(steering);
if (keystate[SDL_SCANCODE_LSHIFT]) {
g_gameState->car->holdClutch();
} else {
g_gameState->car->releaseClutch();
}
g_gameState->car->updateInputs(PhysicsConstants::TIME_INTERVAL);
g_gameState->car->updateEngine(throttle);
g_gameState->car->applyBrakes();
g_gameState->car->sumWheelForces();
g_gameState->car->updateAcceleration();
g_gameState->gui->updateGraphs(*g_gameState->car, g_gameState->car->actualThrottle, g_gameState->car->actualBrake, g_gameState->car->actualSteering);
g_gameState->camera->followTargetSmooth(g_gameState->car->pos_x, g_gameState->car->pos_y);
g_gameState->car->eraseCar(g_gameState->renderer);
g_gameState->ground->draw(g_gameState->renderer, g_gameState->camera, RenderingConstants::SDL_WINDOW_WIDTH, RenderingConstants::SDL_WINDOW_LENGTH);
g_gameState->car->drawCar(g_gameState->renderer, g_gameState->camera);
g_gameState->gui->drawHUD(g_gameState->renderer, *g_gameState->car, g_gameState->car->actualThrottle);
SDL_RenderPresent(g_gameState->renderer);
g_gameState->car->incrementTime(PhysicsConstants::TIME_INTERVAL);
g_gameState->car->moveWheels();
}
int main(int argc, char* argv[]) {
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
std::cerr << "SDL_Init Error: " << SDL_GetError() << std::endl;
return 1;
}
#ifndef __EMSCRIPTEN__
if (SDL_Init(SDL_INIT_JOYSTICK) != 0) {
std::cerr << "SLD_Init Error: " << SDL_GetError() << std::endl;
return 1;
}
#endif
int screenWidth;
int screenHeight;
#ifdef __EMSCRIPTEN__
screenWidth = 1920;
screenHeight = 1080;
#else
SDL_DisplayMode displayMode;
if (SDL_GetCurrentDisplayMode(0, &displayMode) != 0) {
std::cerr << "SDL_GetCurrentDisplayMode Error: " << SDL_GetError() << std::endl;
return 1;
}
screenWidth = displayMode.w;
screenHeight = displayMode.h;
#endif
RenderingConstants::initializeScreenDependentConstants(screenWidth, screenHeight);
#ifdef __EMSCRIPTEN__
SDL_Window* win = SDL_CreateWindow("Car Game",
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
screenWidth, screenHeight,
SDL_WINDOW_SHOWN);
#else
SDL_Window* win = SDL_CreateWindow("Car Game",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
RenderingConstants::SDL_WINDOW_WIDTH, RenderingConstants::SDL_WINDOW_LENGTH,
SDL_WINDOW_FULLSCREEN_DESKTOP);
#endif
if (!win) {
std::cerr << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl;
SDL_Quit();
return 1;
}
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1");
SDL_Renderer* renderer = SDL_CreateRenderer(win, -1, SDL_RENDERER_ACCELERATED);
if (!renderer) {
std::cerr << "SDL_CreateRenderer Error: " << SDL_GetError() << std::endl;
}
#ifndef __EMSCRIPTEN__
SDL_Joystick *joystick;
SDL_JoystickEventState(SDL_ENABLE);
joystick = SDL_JoystickOpen(0);
#endif
Car* car = new Car(RenderingConstants::CENTER_X, RenderingConstants::CENTER_Y, RenderingConstants::CAR_WIDTH, RenderingConstants::CAR_LENGTH);
Camera* camera = new Camera(car->pos_x, car->pos_y, 0.1);
Ground* ground = new Ground(100);
GUI* gui = new GUI();
int fontSize = std::max(14, screenHeight / 60);
if (!gui->initialize(nullptr, fontSize)) {
std::cerr << "Warning: Failed to initialize GUI" << std::endl;
}
g_gameState = new GameState{win, renderer, car, camera, ground, gui, true};
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(mainLoop, 60, 1);
#else
while (g_gameState->running) {
mainLoop();
SDL_Delay(PhysicsConstants::SDL_TIME_INTERVAL);
}
#endif
delete gui;
delete ground;
delete camera;
delete car;
delete g_gameState;
SDL_DestroyWindow(win);
SDL_Quit();
return 0;
}