mstuttgart / ludic-game-library

( Unmaintained ) Oriented Object Game Library in C++

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Ludic-Game-Library

The Ludic Game Library, or Ludic library is a oriented object multi-platform game library, developed on Allegro5 API and the C++ language, focused on the development of 2D games. Its main focus is academia, providing students tools that will facilitate learning the techniques used in creating electronic games.

Do you liked it? See the portuguese doc about: here

Ps.: Saga Game Library is the previous name of Ludic Game Library.

Features

The current version is usable. However, we intend to improve it even more, so it is defined as an beta version.

  • Support the animated sprites
  • Support the Tiled level editor to create Levels for you games and animations for you Animated Sprites.
  • Support the several image formates provide by Allegro 5 API: BMP, PCX, TGA. Every platform also supports JPEG and PNG via external dependencies.
  • Rendering using 3D hardware acceleration.
  • Support of True Type fonts (.ttf)
  • Support of several audio formates: .wav, .flac, .ogg, .it, .mod, .s3m, .xm. Include support to play BGM and SFX sounds.
  • Support of mouse and keyboard inputs. Support for joystick soon.
  • Resource Manager proven methods to manage and control memory while allocating image resources, and audio sources.
  • Support of collision checking by rectangles and pixel-perfect methods.
  • Simple and easy to use :)

Use exemple

#include "video.hpp"
#include "static_sprite.hpp"
#include "animated_sprite.hpp"
#include "keyboard_manager.hpp"
#include "mouse_manager.hpp"
#include "font.hpp"
#include "time_handler.hpp"
#include "color.hpp"
#include "config_file_stream.hpp"
#include "tmx_tile_map.hpp"
#include "util.hpp"
#include "audio_sample.hpp"
#include "audio_stream.hpp"
#include "time_handler.hpp"

using namespace sgl;
using namespace sgl::image;
using namespace sgl::font;
using namespace sgl::input;
using namespace sgl::core;
using namespace sgl::audio;

using namespace std;

/* Constantes do sprite*/
#define FPS 15

int main()
{

	//---------------------------

	Video video ( 800, 515 );

	video.setTitle ( "Saga Game Library" );
	video.setIcon ( "Resource/icone.png" );

	video.setBackgroundColor ( Color ( 145,184,60 ) );

	//-----------------------------------------------

	// Inicializamos os dispositivos de entrada
	KeyboardManager* keyboard = KeyboardManager::Instance();
	MouseManager* mouse       = MouseManager::Instance ( &video );

	//-----------------------------------------------

	AnimatedSprite spr;
	spr.load ( "Resource/mapas/personagem.tmx" );

	// Ajustamos posicao do sprite
	spr.setPosition ( Vector2D ( 150.0f, 100.0f ) );

	// Colocamos o sprite como visible
	spr.setVisible ( true );

	AnimatedSprite enemy;
	enemy.load ( "Resource/mapas/death.tmx" );
	enemy.setPosition ( Vector2D ( 550.0f, 300.0f ) );
	enemy.setVisible ( true );

	AnimatedSprite explosion;
	explosion.load ( "Resource/mapas/explosion.tmx" );
	explosion.setVisible ( false );

	AudioSample splExp;
	splExp.load ( "Resource/mapas/spl.wav" );
	splExp.setGain ( 0.4 );

	//------------------------------------------

	AudioStream musica;
	musica.load ( "Resource/audio/Artifact.ogg", 4, 1024 );

	//--------------------------------------- ----

	Font texto;
	texto.load ( "Resource/ALGER.TTF", 40 );
	texto.setColorFont ( Color ( 255, 255, 255 ) );

	//-------------------------------------------

	TimeHandler t;
	t.start();
	
	TMXTileMap mapa;
	mapa.load ( "Resource/rpg/mapa.tmx" );
	t.pause();
	cout << t.getTicks() << endl;

	mapa.setScreenDimension ( video.getWidth(), video.getHeight() );

	//-------------------------------------------

	std::vector<Layer*> layerManager;

	layerManager.push_back ( mapa.getLayer ( "Piso" ) );
	layerManager.push_back ( &spr );
	layerManager.push_back ( &enemy );
	layerManager.push_back ( &explosion );
	layerManager.push_back ( mapa.getLayer ( "Objetos" ) );
	layerManager.push_back ( mapa.getLayer ( "Arvores" ) );
	layerManager.push_back ( mapa.getLayer ( "Colisao" ) );

	TiledLayer* l = mapa.getLayer ( "Colisao" );

	int movex = 0;
	int movey = 0;
	int x = 0, j = 0, colFlag = 0;
	int varCtr = 0;

	BoundingBox bb;

	//-----------------------------------------

	double div = 1.0 / FPS;
	bool sair  = false;

	TimeHandler fpsTimer;

	//-----------------------------------------

	ALLEGRO_EVENT_QUEUE *event_queue = al_create_event_queue();
	ALLEGRO_TIMER *timer             = al_create_timer ( div );

	al_register_event_source ( event_queue, al_get_display_event_source ( video ) );
	al_register_event_source ( event_queue, al_get_timer_event_source ( timer ) );

	bool redraw = false;

	//double cTime;
	Vector2D desloc ( 0 , 0 );
	Vector2D desloc_enemy ( 0,0 );

	al_start_timer ( timer );

	while ( !sair )
	{

		ALLEGRO_EVENT ev;

		al_wait_for_event ( event_queue, &ev );

		if ( ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE )
		{
			sair = true;
		}
		else if ( ev.type == ALLEGRO_EVENT_TIMER )
		{

			// Realiza um tipo de snapshoot no estado das teclas
			keyboard->update();
			mouse->update();

			// Atualizamoa posicao do personagem de acordo com o sprite
			movex   = 0;
			movey   = 0;
			varCtr +=1;

			if ( keyboard->keyPressed ( KeyCode::KEY_RIGHT ) )
			{
				spr.setCurrentAnimation ( "Direita" );
				movex = 5;
			}

			if ( keyboard->keyPressed ( KeyCode::KEY_LEFT ) )
			{
				spr.setCurrentAnimation ( "Esquerda" );
				movex = -5;
			}

			if ( keyboard->keyPressed ( KeyCode::KEY_UP ) )
			{
				spr.setCurrentAnimation ( "Costas" );
				movey = -5;
			}

			if ( keyboard->keyPressed ( KeyCode::KEY_DOWN ) )
			{
				spr.setCurrentAnimation ( "Frente" );
				movey = 5;
			}

			if ( keyboard->keyRelease ( KeyCode::KEY_ESCAPE ) )
			{
				sair = true;
			}

			if ( keyboard->keyTyped ( KeyCode::KEY_SPACE ) )
			{
				musica.play();
				texto.setText ( "play" );
			}
			else if ( keyboard->keyTyped ( KeyCode::KEY_P ) )
			{
				musica.pause();
				texto.setText ( "pause" );
			}
			else if ( keyboard->keyTyped ( KeyCode::KEY_S ) )
			{
				musica.stop();
				texto.setText ( "stop" );
			}

			if ( keyboard->keyTyped ( KeyCode::KEY_V ) )
			{
				l->setVisible ( !l->isVisible() );
			}


			if ( varCtr < 30 )
			{
				enemy.setCurrentAnimation ( "Esquerda" );
				x = -5;
			}
			else
			{
				enemy.setCurrentAnimation ( "Direita" );
				x = +5;

				if ( varCtr > 60 )
					varCtr = 0;
			}

			desloc_enemy.setCoordinates ( x,0 );
			enemy.move ( desloc_enemy );
			enemy.nextFrame();

			if ( ( colFlag > 0 ) && ( colFlag < 9 ) )
			{
				explosion.nextFrame();
				colFlag+=1;
			}
			else if ( colFlag == 9 )
			{
				explosion.setVisible ( false );
				colFlag = 0;
			}

			if ( spr.collidesWith ( &enemy ) )
			{
				texto.setText ( "Game Over" );
				float xTexto = video.getWidth() * 0.5  - texto.getTextWidth() * 0.5;
				float yTexto = video.getHeight() * 0.5 - texto.getLineHeight() * 0.5;
				texto.setPosition ( Vector2D ( xTexto, yTexto ) );

				Vector2D v = spr.getPosition();
				v.setCoordinates ( v.getX() - 32, v.getY() - 48 );

				explosion.setPosition ( v );
				explosion.setVisible ( true );

				splExp.play();
				musica.pause();

				colFlag = 1;

				spr.setPosition ( Vector2D ( -1.0f, -1.0f ) );
				spr.setVisible ( false );

			}//if

			if ( mouse->buttonPressed ( 1 ) )
			{

				Vector2D v1 = mouse->getPosition();
				bb = enemy.getBoundingBox();
				BoundingBox teste ( v1,0,0 );

				if ( bb.checkCollision ( teste ) )
				{
					Vector2D v = enemy.getPosition();
					v.setCoordinates ( v.getX() - 32, v.getY() - 48 );

					explosion.setPosition ( v );
					explosion.setVisible ( true );

					colFlag = 1;

					if ( j == 0 )
						splExp.play();

					explosion.nextFrame();

					enemy.setPosition ( Vector2D ( -100.0f, -100.0f ) );
					enemy.setVisible ( false );

				}//if
			}//if

			// Verificamos se podemos nos movimentar no eixo X
			if ( l->checkCollision ( spr, movex, 0, 2 ) )
			{
				movex = 0;
			}

			if ( l->checkCollision ( spr, 0, movey, 2 ) )
			{
				movey = 0;
			}

			if ( movex || movey )
			{
				desloc.setCoordinates ( movex, movey );
				spr.move ( desloc );
				spr.nextFrame();
			}

			redraw = true;

		}//if timer

		if ( redraw && al_is_event_queue_empty ( event_queue ) )
		{

			redraw = false;

			// Desenhamos cada uma das camadas
			al_hold_bitmap_drawing ( true );

			for ( unsigned int i = 0; i < layerManager.size(); i++ )
			{
				layerManager.at ( i )->draw();
			}

			texto.drawText();

			al_hold_bitmap_drawing ( false );

			// Atualizamos a tela
			video.refresh();

		}

	}//while

	al_destroy_event_queue ( event_queue );
	al_destroy_timer ( timer );

	return 0;

}

Contributing

If you'd like to contribute, please create a fork and issue pull requests! I am very open to newcomers, and will need all the help we can get to make the best Game Library available.

Dependences

Ludic Game Library makes use of other libraries to perform some of their routines:

I found a bug!

Please report any and all bugs using the project issue tracker. Be as precise as possible so that the bug can be found easier. Thanks!

License

Ludic Game Library is released under the MIT License. This license is very simple and very permissive, go to the LICENSE file on the root of the distribution for its complete text. Just remember that Ludic Game Library uses other external libraries, and they have their own licenses that must be respected.

Credits

Copyright (C) 2013-2015 by Michell Stuttgart Faria, Paulo Vicente Gomes dos Santos and Alfredo José de Paula Barbosa.

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( Unmaintained ) Oriented Object Game Library in C++

License:MIT License


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