cs381/as6/SceneManager.hpp

265 lines
7.9 KiB
C++

#pragma once
#include "Draw.hpp"
#include "Entities.hpp"
#include "Systems.hpp"
#include "raylib.h"
#include <memory>
#include <utility>
#include <vector>
class SceneManager;
class Scene {
public:
explicit Scene(SceneManager &owner) : manager(owner) {}
virtual ~Scene() = default;
virtual void Enter() {}
virtual void Exit() {}
virtual void Update(float dt) = 0;
virtual void Draw() = 0;
protected:
SceneManager &manager;
};
/**
* Manages the current active scene, using an object oriented state machine approach.
*/
class SceneManager {
public:
/**
* @brief Changes the current scene, invoking `Exit` on the old scene and `Enter`
* on the new scene. The new scene is constructed in-place with the provided arguments.
*
* @tparam T The type of the new scene, must derive from `Scene`.
* @param args Arguments forwarded to the constructor of the new scene.
*/
template <typename T, typename... Args> void ChangeScene(Args &&...args);
template <typename T, typename... Args> void QueueSceneChange(Args &&...args);
/**
* @brief Changes to the provided next scene, invoking `Exit` on the old scene and
* `Enter` on the new scene.
*
* @param nextScene The new scene to switch to.
*/
void ChangeScene(std::unique_ptr<Scene> nextScene);
void QueueSceneChange(std::unique_ptr<Scene> nextScene);
void Update(float dt);
void Draw();
private:
// use unique_ptr to enforce single ownership and ensure proper cleanup on
// scene change
std::unique_ptr<Scene> current;
std::unique_ptr<Scene> queued;
};
class StartMenuScene;
class GameplayScene;
class DeathScene;
class StartMenuScene : public Scene {
public:
explicit StartMenuScene(SceneManager &owner) : Scene(owner) {}
void Update(float dt) override;
void Draw() override;
};
class GameplayScene : public Scene {
public:
explicit GameplayScene(SceneManager &owner) : Scene(owner) {}
void Enter() override;
void Update(float dt) override;
void Draw() override;
private:
std::vector<std::shared_ptr<Entity>> entities;
GameContext context;
bool wantsDeathScene = false;
int collectedCount = 0;
float meterValue = 60.0f;
};
class DeathScene : public Scene {
public:
explicit DeathScene(SceneManager &owner) : Scene(owner) {}
void Update(float dt) override;
void Draw() override;
};
inline void SceneManager::ChangeScene(std::unique_ptr<Scene> nextScene) {
if (current) {
current->Exit();
}
current = std::move(nextScene);
if (current) {
current->Enter();
}
}
inline void SceneManager::QueueSceneChange(std::unique_ptr<Scene> nextScene) {
queued = std::move(nextScene);
}
inline void SceneManager::Update(float dt) {
if (queued) {
ChangeScene(std::move(queued));
}
if (current) {
current->Update(dt);
}
if (queued) {
ChangeScene(std::move(queued));
}
}
inline void SceneManager::Draw() {
if (current) {
current->Draw();
}
}
inline void StartMenuScene::Update(float) {
if (IsKeyPressed(KEY_ENTER) || IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
manager.QueueSceneChange<GameplayScene>();
}
}
inline void StartMenuScene::Draw() {
DrawSceneOutline();
DrawText("Gravity Surfing", 24, 28, 36, Color{230, 238, 255, 255});
DrawText("Click or press Enter to start", 24, 78, 22, Color{140, 198, 220, 255});
DrawText("Left mouse controls gravity well", 24, 130, 18, Color{170, 185, 205, 255});
DrawText("Collect stars and dodge hazards", 24, 156, 18, Color{170, 185, 205, 255});
}
inline void GameplayScene::Enter() {
entities.clear();
entities.reserve(20);
context = {};
wantsDeathScene = false;
collectedCount = 0;
meterValue = 60.0f;
context.onPlayerDeath = [this]() { wantsDeathScene = true; };
context.AddCollectiblePickedListener([this](Entity &collectible) {
++collectedCount;
auto transform = collectible.GetComponent<TransformComponent>();
if (!transform || !context.entities) {
return;
}
context.entities->push_back(
CreateDebris(transform->get().x - 4.0f, transform->get().y, -22.0f, -36.0f));
context.entities->push_back(
CreateDebris(transform->get().x + 4.0f, transform->get().y, 24.0f, -28.0f));
});
context.AddMeterChangedListener([this](float, float newValue) { meterValue = newValue; });
entities.push_back(CreateWorld());
entities.push_back(CreateGravityWell());
entities.push_back(CreateProbe());
entities.push_back(CreateStar(900.0f, 120.0f));
entities.push_back(CreateAsteroid(1100.0f, 330.0f));
entities.push_back(CreateNullZone(1280.0f, 70.0f));
entities.push_back(CreateHUD());
if (auto meter = entities.back()->GetComponent<MeterComponent>()) {
meterValue = meter->get().value;
}
context.entities = &entities;
context.worldEntity = (entities.size() > 0 && entities[0]) ? entities[0].get() : nullptr;
context.wellEntity = (entities.size() > 1 && entities[1]) ? entities[1].get() : nullptr;
context.probeEntity = (entities.size() > 2 && entities[2]) ? entities[2].get() : nullptr;
context.hudEntity = (!entities.empty() && entities.back()) ? entities.back().get() : nullptr;
for (auto &entity : entities) {
if (!entity) {
continue;
}
entity->SetContext(&context);
}
}
inline void GameplayScene::Update(float dt) {
UpdateAllSystems(entities, dt);
context.worldEntity = (entities.size() > 0 && entities[0]) ? entities[0].get() : nullptr;
context.wellEntity = (entities.size() > 1 && entities[1]) ? entities[1].get() : nullptr;
context.probeEntity = (entities.size() > 2 && entities[2]) ? entities[2].get() : nullptr;
context.hudEntity = (!entities.empty() && entities.back()) ? entities.back().get() : nullptr;
if (wantsDeathScene) {
manager.QueueSceneChange<DeathScene>();
}
}
inline void GameplayScene::Draw() {
DrawSceneOutline();
DrawText("Gravity Surfing", 14, 12, 20, Color{230, 238, 255, 255});
auto worldScroll = entities[0]->GetComponent<ScrollComponent>();
auto probeTransform = entities[2]->GetComponent<TransformComponent>();
if (worldScroll) {
DrawText(TextFormat("scrollX: %.2f", worldScroll->get().scrollX), 14, 40, 16,
Color{125, 225, 205, 255});
}
if (probeTransform) {
const auto &probe = probeTransform->get();
DrawText(TextFormat("probe: (%.1f, %.1f)", probe.x, probe.y), 14, 60, 16,
Color{235, 215, 125, 255});
}
DrawText(TextFormat("meter: %.1f", meterValue), 14, 80, 16, Color{120, 210, 190, 255});
DrawText(TextFormat("stars: %i", collectedCount), 14, 100, 16, Color{255, 223, 86, 255});
for (auto &entity : entities) {
if (!entity || entity->queuedForFree) {
continue;
}
auto render = entity->GetComponent<RenderComponent>();
if (render) {
render->get().Draw();
}
}
}
inline void DeathScene::Update(float) {
if (IsKeyPressed(KEY_ENTER) || IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
manager.QueueSceneChange<GameplayScene>();
return;
}
if (IsKeyPressed(KEY_ESCAPE)) {
manager.QueueSceneChange<StartMenuScene>();
}
}
inline void DeathScene::Draw() {
DrawSceneOutline();
DrawText("PROBE LOST", 24, 28, 36, Color{255, 208, 208, 255});
DrawText("Press Enter or click to restart", 24, 84, 22, Color{255, 170, 170, 255});
DrawText("Press Esc for menu", 24, 116, 20, Color{200, 188, 188, 255});
}
template <typename T, typename... Args> inline void SceneManager::ChangeScene(Args &&...args) {
ChangeScene(std::make_unique<T>(*this, std::forward<Args>(args)...));
}
template <typename T, typename... Args> inline void SceneManager::QueueSceneChange(Args &&...args) {
QueueSceneChange(std::make_unique<T>(*this, std::forward<Args>(args)...));
}