#ifndef GAMEPANEL_H #define GAMEPANEL_H #include "../presentation/ScreenPanel.h" #include "../logic/Maze.h" #include "../logic/GameObject.h" #include "../logic/PlayerCar.h" #include "../logic/EnemyCar.h" #include "../logic/Checkpoint.h" #include "../logic/Rock.h" #include "../logic/Smokescreen.h" #include "../logic/DestroyedObjectPopup.h" #include "../logic/AllegroWrappers.h" /** * @brief ScreenPanel to be drawn on the screen to draw the area where the game takes place. * * This includes the scrolling maze and all of the GameObjects. * * @author Justin Wernick * @author David Schneider */ class GamePanel : public ScreenPanel { public: /** * @brief Creates a GamePanel from the given back and front buffers. * * The sub-bitmaps that GamePanel uses are created from a rectangular region on back and front * that has its top left corner at the coordinate x,y, is width long in the x direction, and * height long in the y direction. * * @param [in] back The current back buffer of the display being sub-bitmapped. * @param [in] front The current front buffer (image currently being displayed) of the display being sub-bitmapped. * @param [in] x The x coordinate of the left side of the sub-bitmap in pixels. * @param [in] y The x coordinate of the top of the sub-bitmap in pixels. * @param [in] width The length in the x direction of the new sub-bitmap in pixels. * @param [in] height The length in the y direction of the new sub-bitmap in pixels. */ GamePanel(ALLEGRO_BITMAP* back, ALLEGRO_BITMAP* front, int x, int y, int width, int height); /** * @brief Draws the given objects on the screen. * * The drawing is offset so that the first entry in players is in the middle of the panel. * However, the offset will never be such that the drawing area will be outside of the maze. * * @param [in] maze The Maze that all of the objects are in. * @param [in] players The list of PlayerCars to be drawn. * @param [in] enemies The list of EnemyCars to be drawn. * @param [in] checkpoints The list of Checkpoints to be drawn. * @param [in] rocks The list of Rocks to be drawn. * @param [in] smokescreens The list of Smokescreens to be drawn. * @param [in] popups The list of DestroyedObjectPopups to be drawn. */ virtual void draw(const Maze& maze, const list& players, const list& enemies, const list& checkpoints, const list& rocks, const list& smokescreens, const list& popups); private: /** * @brief Copy constructor not implemented, ScreenPanels should not be copied. */ GamePanel(const GamePanel& ref); /** * @brief Assignment operator not implemented, ScreenPanels should not be copied. */ GamePanel& operator=(const GamePanel& rhs); /** * @brief Converts an x game coordinate value to its equivalent in pixels. * * Converting to the pixel coordinates happens for every object every frame. To increase * performance, the parameters are passed in by constant reference instead of by value. * * @param [in] x The game coordinate to be converted into pixels. */ float getPanelX(const double& x) const; /** * @brief Converts a y game coordinate value to its equivalent in pixels. * * Converting to the pixel coordinates happens for every object every frame. To increase * performance, the parameters are passed in by constant reference instead of by value. * * @param [in] y The game coordinate to be converted into pixels. */ float getPanelY(const double& y) const; /** * @brief Draws a Maze on the screen. * * Bitmaps used to represent solid and non-solid parts of the Maze are stored in the * BitmapStore. * * @param [in] maze The Maze to be drawn. */ void draw(const Maze& maze); /** * @brief Draws a single GameObject on the screen. * * The bitmap to be drawn is retrieved from the BitmapStore using the GameObject's image. * * @param [in] object The GameObject to be drawn. */ void draw(const GameObject& object); const static int BLOCKS_PER_ROW = 15; ///< The number of Maze blocks in one row shown on the panel at a time. Used to determine the scale. unsigned int _mazeblockWidth; ///< The width of one (square) Maze block on the screen, in pixels. float _offsetX; ///< The amount that drawing should be offset to the right, recalculated every frame. float _offsetY; ///< The amount that drawing should be offset downwards, recalculated every frame. BitmapStore _bitmapStore; ///< Used to cache ALLEGRO_BITMAPs, so that they only need to be drawn once. AllegroInit _allegro; ///< Handles dependencies on Allegro. }; #endif // GAMEPANEL_H