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@SuperZikoure
Last active March 12, 2021 22:01
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/*
** EPITECH PROJECT, 2020
** OOP_arcade_2019
** File description:
** core
*/
#ifndef CORE_HPP_
#define CORE_HPP_
#include <iostream>
#include <vector>
#define SAVE_PATH "games/.saves/"
#define WIDTH 640
#define HEIGHT 480
class IDisplayModule {
public:
virtual ~IDisplayModule() = default;
// Limited to the bash color codes in case colors aren't handled by a library
enum Colors {
DEFAULT,
BLACK,
RED,
GREEN,
YELLOW,
BLUE,
MAGENTA,
CYAN,
LIGHT_GRAY,
DARK_GRAY,
LIGHT_RED,
LIGHT_GREEN,
LIGHT_YELLOW,
LIGHT_BLUE,
LIGHT_MAGENTA,
LIGHT_CYAN,
WHITE,
COLORS_END
};
// Keys you have to implement, there are enough keys to have multiple keyboard configurations for every game
// You only need 6 keys for the core and 6 for the games.
enum Keys {
LEFT,
RIGHT,
UP,
DOWN,
Z,
Q,
S,
D,
A,
E,
W,
X,
SPACE,
J,
K,
U,
I,
ENTER,
BACKSPACE,
KEYS_END
};
// For the core
// Reset the library
virtual void reset() = 0;
// Opens / inits the window
virtual void open() = 0;
// Closes / destroys the window
virtual void close() = 0;
// Check if the window is open
virtual bool isOpen() const = 0;
// Handle switching libs & games (the names are explicit)
// Those are all key presses
// Those must be different than the keys listed in the Keys enum.
// The keys enum only lists keys used by games, not special keys to switch libraries.
virtual bool switchToNextLib() const = 0;
virtual bool switchToPreviousLib() const = 0;
virtual bool switchToNextGame() const = 0;
virtual bool switchToPreviousGame() const = 0;
// From the pdf
virtual bool shouldBeRestarted() const = 0;
virtual bool shouldGoToMenu() const = 0;
virtual bool shouldExit() const = 0;
// Handle Inputs & Events
virtual bool isKeyPressed(IDisplayModule::Keys) const = 0;
virtual bool isKeyPressedOnce(IDisplayModule::Keys) const = 0;
// Get the number of frames that passed between two calls to this function
// The games should not be frame dependant!! That's why this is here.
virtual float getDelta() const = 0;
// Handle Loop
virtual void clear() const = 0;
virtual void update() = 0;
virtual void render() const = 0;
// You don't need all three of them, only one should be enough but we added the three of them
// in case some of you want to seperate each step
// Your core (or games) should nonetheless call all of these functions in this specific order :
// clear -> update -> render
// Handle Text Input
// We need to ask for the player's name (check the pdf before complaining and asking about this function)
// Get key Presses.
// returns \n if enter was pressed & \0 if nothing was pressed.
// it returns \b if backspace was pressed (to delete a character from the name).
virtual char getKeyCode() const = 0;
// Display Stuff
// Sets the color for all the following draw functions.
// everything you display after this will have the selected color
virtual void setColor(IDisplayModule::Colors col) = 0;
// Display a pixel
virtual void putPixel(float x, float y) const = 0;
// Display a line
virtual void putLine(float x1, float y1, float x2, float y2) const = 0;
// Display an empty rectangle
virtual void putRect(float x, float y, float w, float h) const = 0;
// Display a full rectangle
virtual void putFillRect(float x, float y, float w, float h) const = 0;
// Display an empty circle
virtual void putCircle(float x, float y, float rad) const = 0;
// Display a full circle
virtual void putFillCircle(float x, float y, float rad) const = 0;
// Display some text
virtual void putText(const std::string &text, unsigned int size, float x, float y) const = 0;
// We chose not to display images because some library can't and it would cause other problems
// You can still parse a file and display pixel art images by displaying pixels manually if you want.
virtual const std::string &getLibName() const = 0;
};
class IGameModule {
public:
virtual ~IGameModule() = default;
// For the core
// Reset game at any moment
virtual void reset() = 0;
// Load highscores from file and return wether it worked or not
virtual bool loadFromFile(const std::string &filepath) = 0; // with filename
virtual bool loadFromFile() = 0; // default filename
// save highscores to file return wether it worked or not
virtual bool saveToFile(const std::string &filepath) const = 0; // with filename
virtual bool saveToFile() const = 0; // default filename
// Highscores are stored as such :
// "name:value\n
// name2:value2\nEOF"
// Set the player's name for the highscore
virtual void setPlayerName(const std::string &name) = 0;
// get the current score
virtual std::pair<std::string, int> getScore() const = 0;
// get the 16 best scores
virtual std::vector<std::pair<std::string, int>> getBestScores() const = 0;
// Handle Game
// update game
virtual void update(const IDisplayModule &lib) = 0;
// display stuff using the lib given as an argument.
virtual void render(IDisplayModule &lib) const = 0;
virtual const std::string &getLibName() const = 0;
};
// Good luck and have fun.
// If you have a problem with the interface or a question send me a message :
// discord : Zikoure#0963
// microsoft teams : [email protected]
#endif /* !CORE_HPP_ */
@SuperZikoure
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Les fenetres font une taille de 640 * 480.

@SuperZikoure
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ça a été modifié pour avoir la même case partout. (sorry)

@HeyShafty
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Update btw

@SuperZikoure
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Update encore, pour les prompts (pour ne pas avoir a stocker le nom du joueur pour le prompt dans le DisplayModule).

@HeyShafty
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Notre point d'entrée pour instancier notre lib
Le symbole s'appelle "createLib"

extern "C" std::unique_ptr<Arcade::Display::IDisplayModule> createLib(void)
{
    return std::make_unique<Arcade::Display::SFML>();
}

@SuperZikoure
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updated

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