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diff --git a/assets/img/game-background.png b/assets/img/game-background.png
new file mode 100644
index 0000000..595864f
Binary files /dev/null and b/assets/img/game-background.png differ
diff --git a/character.cpp b/character.cpp
index 54b7e16..bbcb131 100644
--- a/character.cpp
+++ b/character.cpp
@@ -1,209 +1,343 @@
#include "character.h"
+/*!
+ * \brief Character::getMovements
+ * \return
+ */
+std::array<int,2> Character::getMovements(int howFar)
+{
+
+
+
+
+ if (boardPosition+howFar>255)
+ moveRight = -1;
+ else
+ {
+ int index = boardPosition;
+ for (int i=boardPosition;i<=boardPosition+howFar-1;i++)
+ {
+ index = efc::boards[index][1];
+// std::cout << " index R" << index
+// << " move R " << moveRight
+// << std::endl;
+ if (index==-1)
+ break;
+ }
+
+ moveRight = index;
+ }
+
+ if (boardPosition-howFar<0)
+ moveLeft = -1;
+ else
+ {
+ int index = boardPosition;
+ for (int i=boardPosition;i>=boardPosition-howFar+1;i--)
+ {
+ index = efc::boards[index][0];
+// std::cout << " index l " << index
+// << " move L " << moveLeft
+// << std::endl;
+ if (index==-1)
+ break;
+ }
+ moveLeft = index;
+ }
+
+
+ std::array<int,2> myArray = {moveLeft,moveRight};
+ int x = efc::boards[2][2];
+ return myArray;
+
+}
void Character::setDir(int direction)
{
if (direction==efc::DIR_LEFT)
currentAnimation = &walkingAnimationLeft;
}
void Character::setDir()
{
setDir(currentAnimationIndex);
}
void Character::setDirIndex(int direction)
{
currentAnimationIndex = direction;
}
void Character::play()
{
// animatedSprite.play(*currentAnimation);
animatedSprite.play(animations[currentAnimationIndex]);
sf::Vector2f a(getPosition());
sf::Vector2i position(efc::getCords(a));
// std::cout << a.x << " " << a.y << " "
// << position.x << " " << position.y << " pos > "
// << getBoardPosition() << std::endl;
}
Character::Character(TextureHolder *textures, int playerNumber):
animatedSprite(sf::seconds(0.2), true, false),
- nextRedirect(0.f)
-
+ nextRedirect(0.f),
+ diceResult(2)
{
this->textures = textures;
int offset = playerNumber*16;
+ active = false;
+
+
+ rectangleLeft.setFillColor(sf::Color(12, 12, 12,120));
+ rectangleLeft.setOutlineColor(sf::Color(24,24,40, 255));
+ rectangleRight.setFillColor(sf::Color(240, 240, 240,98));
+ rectangleRight.setOutlineColor(sf::Color(24,40,24, 90));
+
+
walkingAnimationDown.setSpriteSheet(textures->textureCharacters);
walkingAnimationDown.addFrame(sf::IntRect(offset, 0, 16, 24));
walkingAnimationDown.addFrame(sf::IntRect(offset, 23, 16, 24));
walkingAnimationRight.setSpriteSheet(textures->textureCharacters);
walkingAnimationRight.addFrame(sf::IntRect(offset, 48, 16, 24));
walkingAnimationRight.addFrame(sf::IntRect(offset, 72, 16, 24));
walkingAnimationLeft.setSpriteSheet(textures->textureCharacters);
walkingAnimationLeft.addFrame(sf::IntRect(offset, 96, 16, 24));
walkingAnimationLeft.addFrame(sf::IntRect(offset, 120, 16, 24));
walkingAnimationUp.setSpriteSheet(textures->textureCharacters);
walkingAnimationUp.addFrame(sf::IntRect(offset, 144, 16, 24));
walkingAnimationUp.addFrame(sf::IntRect(offset, 168, 16, 24));
currentAnimation = &walkingAnimationRight;
+ leftChar.setTexture(textures->textureCharacters);
+ leftChar.setTextureRect(sf::IntRect(offset, 96, 16, 24));
+
+
+ rightChar.setTexture(textures->textureCharacters);
+ rightChar.setTextureRect(sf::IntRect(offset, 48, 16, 24));
+
+
animations[efc::DIR_LEFT] = walkingAnimationLeft;
animations[efc::DIR_RIGHT] = walkingAnimationRight;
animations[efc::DIR_UP] = walkingAnimationUp;
animations[efc::DIR_DOWN] = walkingAnimationDown;
setDirIndex(efc::DIR_LEFT);
setDir();
sf::Vector2f positions[4] = {
sf::Vector2f(0, 0),
sf::Vector2f(20, 40),
sf::Vector2f(20, 240),
sf::Vector2f(40, 240)
};
std::array<int, 4> boardPositions{0,15,255-15,255};
// std::cout << "define " << playerNumber << std::endl;
setBoardPosition(boardPositions[playerNumber]);
}
void Character::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
states.transform *= getTransform();
- target.draw(animatedSprite, states);
+
+
+ if (active==true)
+ {
+ if (moveLeft>-1)
+ {
+// std::cout << "draw " << rectangleLeft.getPosition().x << " " << rectangleLeft.getPosition().y << std::endl;
+
+ target.draw(leftChar, states);
+
+ }
+
+ if (moveRight>-1)
+ {
+// std::cout << "draw R" << rectangleRight.getPosition().x << " " << rectangleRight.getPosition().y << std::endl;
+
+
+ target.draw(rightChar, states);
+
+ // target.draw(rectangleRight, 4, sf::Quads, states);
+
+ }
+ }
+
+ target.draw(animatedSprite, states);
+
}
void Character::update(sf::Time deltaTime, std::set<int> &busyTiles)
{
+
+
+
sf::Vector2f a(getPosition());
sf::Vector2i position(efc::getCords(a));
int charPos = efc::transCords(position);
// std::cout << a.x << " " << a.y << " " << position.x << " " << position.y << " " << charPos << std::endl;
nextRedirect -= deltaTime.asSeconds();
if (nextRedirect<0)
{
int number = rand() % 2;
if ((currentAnimationIndex==efc::DIR_LEFT) || (currentAnimationIndex==efc::DIR_RIGHT))
{
if (number==0){
setDirIndex(efc::DIR_DOWN);
setDir();
} else if (number==1)
{
setDirIndex(efc::DIR_UP);
setDir();
}
} else if ((currentAnimationIndex==efc::DIR_UP) || (currentAnimationIndex==efc::DIR_DOWN))
{
if (number==0){
setDirIndex(efc::DIR_LEFT);
setDir();
} else if (number==1)
{
setDirIndex(efc::DIR_RIGHT);
setDir();
}
}
nextRedirect = rand() % 4;
}
if (currentAnimationIndex==efc::DIR_UP)
{
if (position.y<2)
{
setDirIndex(efc::DIR_DOWN);
setDir();
}
} else if (currentAnimationIndex==efc::DIR_DOWN)
{
if (position.y>efc::BOARD_SIZE-1)
{
setDirIndex(efc::DIR_UP);
setDir();
}
} else if (currentAnimationIndex==efc::DIR_LEFT)
{
if (position.x<2)
{
setDirIndex(efc::DIR_RIGHT);
setDir();
}
} else if (currentAnimationIndex==efc::DIR_RIGHT)
{
if (position.x>efc::BOARD_SIZE-1)
{
setDirIndex(efc::DIR_LEFT);
setDir();
}
}
animatedSprite.update(deltaTime);
+
+ std::array<int,2> movements(getMovements(diceResult));
+ int left = movements[0];
+ int right = movements[1];
+
+
+ if (left>-1)
+ {
+ sf::Vector2i cords(efc::transPosition(left));
+
+
+ rectangleLeft.setPosition(cords.x*efc::TILE_SIZE, cords.y*efc::TILE_SIZE);
+ rectangleLeft.setPosition(200,200);
+ leftChar.setPosition(cords.x*efc::TILE_SIZE, cords.y*efc::TILE_SIZE);
+
+// target.draw(rectangleLeft, states);
+ }
+
+
+ if (right>-1)
+ {
+ sf::Vector2i cords(efc::transPosition(right));
+ sf::RectangleShape rectangleRight(sf::Vector2f(efc::TILE_SIZE, efc::TILE_SIZE));
+ rectangleRight.setPosition(cords.x*efc::TILE_SIZE, cords.y*efc::TILE_SIZE);
+ rightChar.setPosition(cords.x*efc::TILE_SIZE, cords.y*efc::TILE_SIZE);
+// target.draw(rectangleRight, states);
+ }
+
+
}
sf::FloatRect Character::getLocalBounds() const
{
return sf::FloatRect(0.f, 0.f, 0, 0);
}
sf::FloatRect Character::getGlobalBounds() const
{
return getTransform().transformRect(getLocalBounds());
}
/*!
* \brief Character::getBoardPosition
* \return
*/
int Character::getBoardPosition()
{
sf::Vector2f currentPos(getPosition());
sf::Vector2i currentCords(efc::getCords(currentPos));
int currentBoardPosition = efc::transCords(currentCords);
return currentBoardPosition;
}
/*!
* \brief Character::setBoardPosition
* \param boardPosition
*/
+
+
+
+
+
void Character::setBoardPosition(int boardPosition)
{
sf::Vector2i neededCords(efc::transPosition(boardPosition));
sf::Vector2f newPos(efc::getScreenPos(neededCords));
- std::cout << "board pos >> " << boardPosition << " cords >>" << neededCords.x << " " << neededCords.y
- << "newpos >> " << newPos.x << " " << newPos.y
- << std::endl;
+
setPosition(newPos.x, newPos.y);
+ this->boardPosition = boardPosition;
-}
+ std::array<int,2> movements(getMovements(diceResult));
+ std::cout << "board pos >> " << boardPosition << " cords >>" << neededCords.x << " " << neededCords.y
+ << "newpos >> " << newPos.x << " " << newPos.y << " "
+ << "movements >> " << movements[0] << " " << movements[1]
+ << std::endl;
+}
diff --git a/character.h b/character.h
index dd2b64f..396a147 100644
--- a/character.h
+++ b/character.h
@@ -1,46 +1,64 @@
#ifndef CHARACTER_H
#define CHARACTER_H
#include <random>
#include <iostream>
#include "data.h"
#include "textureholder.h"
#include "animatedsprite.h"
#include "tilemap.h"
+#include "character.h"
class Character: public sf::Drawable, public sf::Transformable
{
public:
Character(TextureHolder *textures, int playerNumber);
TextureHolder *textures;
Animation walkingAnimationDown;
Animation walkingAnimationUp;
Animation walkingAnimationLeft;
Animation walkingAnimationRight;
Animation animations[4];
Animation* currentAnimation;
int currentAnimationIndex;
+
+ sf::Sprite leftChar;
+ sf::Sprite rightChar;
+
AnimatedSprite animatedSprite;
sf::FloatRect getLocalBounds() const;
sf::FloatRect getGlobalBounds() const;
void setDirUp();
void setDirDown();
void setDirLeft();
void setDirRight();
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
void update(sf::Time deltaTime, std::set<int>& busyTiles);
void play();
void setDir();
void setDir(int direction);
void setDirIndex(int direction);
float nextRedirect;
-
+ std::array<int,2> getMovements(int howFar);
void setBoardPosition(int boardPosition);
int getBoardPosition();
- int tile_pos;
+
+ int boardPosition;
+
+ int diceResult;
+ sf::RectangleShape rectangleLeft;
+ sf::RectangleShape rectangleRight;
+
+ int moveLeft;
+ int moveRight;
+
+
+ bool active;
+
+
};
#endif // CHARACTER_H
diff --git a/data.cpp b/data.cpp
index a297eb6..3ad39c9 100644
--- a/data.cpp
+++ b/data.cpp
@@ -1,54 +1,73 @@
#include <data.h>
namespace efc {
std::string seasonsNames[4] = {"spring", "summer", "fall", "winter"};
// This array defines fields occupied by the river
int terrainArray[24] = {
8, 24, 40, 56, 72, 88,
113, 114, 115, 116, 117, 118,
138, 139, 140, 141, 142, 143,
167, 183, 199, 215, 231, 247
};
-
+std::array<std::array<int,2>,256> boards = {
+ {
+ {0,1},{0,2},{1,3},{2,4},{3,5},{4,6},{5,12},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{12,14},{13,15},{14,-1},
+ {0,17},{0,18},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
+ {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
+ {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
+ {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
+ {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
+ {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
+ {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
+ {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
+ {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
+ {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
+ {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
+ {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
+ {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
+ {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
+ {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
+ },
+};
//{8,813}, {24, 803}, {40, 803}, {56, 803}, {72, 803} ,{88, 801},
//{167,809}, {183, 803}, {199, 803}, {215, 803}, {231, 803} ,{247, 8},
//{8,813}, {24, 803}, {40, 803}, {56, 803}, {72, 803} ,{88, 801},
//{8,813}, {24, 803}, {40, 803}, {56, 803}, {72, 803} ,{88, 801},
//level[8] = 813;
//level[24] = 803;
//level[40] = 803;
//level[56] = 803;
//level[72] = 803;
//level[88] = 801;
//level[167] = 809;
//level[183] = 803;
//level[199] = 803;
//level[215] = 803;
//level[231] = 803;
//level[247] = 812;
//level[112] = 811;
//for (int i=113;i<117;i++)
// level[i] = 816;
//level[117] = 815;
//level[138] = 800;
//for (int i=139;i<143;i++)
// level[i] = 816;
//level[143] = 814;
// Colors for the board elements
sf::Color playersColors[4] = {
sf::Color(0, 150,255,255),
sf::Color(50, 230,50,255),
sf::Color(230, 50,50,255),
sf::Color(150, 150,150,255)
};
}
diff --git a/data.h b/data.h
index cfaf4fb..aa96aff 100644
--- a/data.h
+++ b/data.h
@@ -1,20 +1,21 @@
#ifndef DATA_H
#define DATA_H
#include <string>
#include <SFML/Graphics.hpp>
namespace efc {
extern std::string seasonsNames[4];
enum directions {
DIR_LEFT,
DIR_RIGHT,
DIR_UP,
DIR_DOWN
};
extern int terrainArray[24];
extern sf::Color playersColors[4];
+ extern std::array<std::array<int,2>,256> boards;
}
#endif // DATA_H
diff --git a/game.cpp b/game.cpp
index 8a19e4d..5cba94b 100644
--- a/game.cpp
+++ b/game.cpp
@@ -1,685 +1,692 @@
#include "game.h"
namespace efc {
int initScreenX = 1360;
int initScreenY = 768;
int currentSeason = 0;
int month = 0;
-std::array<std::array<int,2>,256> boards = {
- {
- {0,1},{0,2},{1,3},{2,4},{3,5},{4,6},{5,12},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
- {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
- {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
- {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
- {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
- {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
- {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
- {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
- {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
- {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
- {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
- {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
- {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
- {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
- {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
- {0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},{0,2},
- },
-};
+
void Game::initBoard()
{
// Grass tile starts at 342 and has 11 tiles
// int level[256];
// int level[256];
// Structure of the board
/*
{
342, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
80, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 2, 0, 0, 0, 0,
1, 1, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 3, 3 }
*/
// Fill the array
for (int i=0;i<256;i++)
{
int grass = (rand() % 10) + 1;
level[i] = 342 + grass;
level[i] = level[i];
}
// level[0] = 441;
// level[240] = 0;
// level[255] = 0;
// level[15] = 0;
+
+
level[8] = 813;
level[24] = 803;
level[40] = 803;
level[56] = 803;
level[72] = 803;
level[88] = 801;
level[167] = 809;
level[183] = 803;
level[199] = 803;
level[215] = 803;
level[231] = 803;
level[247] = 812;
level[112] = 811;
for (int i=113;i<117;i++)
level[i] = 816;
level[117] = 815;
level[138] = 800;
for (int i=139;i<143;i++)
level[i] = 816;
level[143] = 814;
map.load(&textures, sf::Vector2u(efc::TILE_SIZE, efc::TILE_SIZE), level, efc::BOARD_SIZE, efc::BOARD_SIZE);
sfxClick.setBuffer(sfxClickBuffer);
sfxDone.setBuffer(sfxDoneBuffer);
spriteBackground.setTexture(textureBackground);
spriteBackgroundDark.setTexture(textures.backgroundDark);
spriteBackgroundDark.setPosition(568,000);
gameBackground.setTexture(textures.textureGameBackground);
viewTiles.setViewport(sf::FloatRect(0.04f,0.060f, 1.0f, 1.0f));
viewGui.setViewport(sf::FloatRect(0.806f,0.066f, 1, 1));
selector.changeColor(turn); //This is only for the test TODO: remove
groupHud.setFont(&gameFont);
groupHud.setSeason(currentSeason);
groupHud.setRoundName(roundNumber);
sf::IntRect seasonsRect[4] = {sf::IntRect(0,0,255,255), sf::IntRect(256,0,512,255), sf::IntRect(0,255, 255, 512), sf::IntRect(255,255,512, 512)};
sf::Sprite season1;
season1.setTexture(textures.textureSeasons);
season1.setTextureRect(seasonsRect[0]);
season1.setPosition(0,400);
season1.scale(sf::Vector2f(0.25f, 0.25f));
season1.move(37.5, 30.5);
season1.setColor(sf::Color(0,255,0,80));
seasons[0] = season1;
sf::Sprite season2;
season2.setTexture(textures.textureSeasons);
season2.setTextureRect(seasonsRect[1]);
season2.setPosition(0,400);
season2.scale(sf::Vector2f(0.25f, 0.25f));
season2.move(37.5, 30.5);
season2.setColor(sf::Color(200,200,50,80));
seasons[1] = season2;
sf::Sprite season3;
season3.setTexture(textures.textureSeasons);
season3.setTextureRect(seasonsRect[2]);
season3.setPosition(0,400);
season3.scale(sf::Vector2f(0.25f, 0.25f));
season3.move(37.5, 30.5);
season3.setColor(sf::Color(90,90,255,80));
seasons[2] = season3;
sf::Sprite season4;
season4.setTexture(textures.textureSeasons);
season4.setTextureRect(seasonsRect[3]);
season4.setPosition(0,400);
season4.scale(sf::Vector2f(0.25f, 0.25f));
season4.move(37.5, 30.5);
season4.setColor(sf::Color(255,0,0,80));
seasons[3] = season4;
PlayerHud playerHud1(&textures, std::rand() % 80, &gameFont, 32,0);
PlayerHud playerHud2(&textures, std::rand() % 30, &gameFont, 32,1);
PlayerHud playerHud3(&textures, std::rand() % 60, &gameFont, 32,2);
PlayerHud playerHud4(&textures, std::rand() % 50, &gameFont, 32,3);
players[0] = playerHud1;
players[1] = playerHud2;
players[2] = playerHud3;
players[3] = playerHud4;
players[0].setActive(true);
setCurrentNeighbours();
+
+ roundDice.throwDiceSix();
+ diceResultPlayer = roundDice.throwDiceSix();
+ players[turn].characters[0].diceResult = diceResultPlayer;
}
void Game::setCurrentNeighbours ()
{
currentNeighbours = players[turn].getNeighbours();
}
void Game::loadAssets()
{
if (!textureFaces.loadFromFile("assets/img/faces.jpg"))
std::exit(1);
if (!textureTiles.loadFromFile("assets/img/zw-tilesets/_MAP.png"))
std::exit(1);
if (!gameFont.loadFromFile("assets/fnt/VCR_OSD_MONO_1.001.ttf"))
{
std::exit(1);
}
if (!menuFont.loadFromFile("assets/fnt/VCR_OSD_MONO_1.001.ttf"))
{
std::exit(1);
}
if (!musicGame.openFromFile("assets/audio/game.ogg"))
std::exit(1);
if (!musicBackground.openFromFile("assets/audio/wind2.ogg"))
std::exit(1);
if (!musicMenu.openFromFile("assets/audio/menu.ogg"))
std::exit(1);
if (!sfxClickBuffer.loadFromFile("assets/audio/click.ogg"))
std::exit(1);
if (!sfxDoneBuffer.loadFromFile("assets/audio/done.ogg"))
std::exit(1);
if (!textureBackground.loadFromFile("assets/img/background.png"))
std::exit(1);
menuTxt.setFont(menuFont);
menuTxt.setCharacterSize(60);
menuTxt.setString(gameTitle);
int width = menuTxt.getLocalBounds().width;
int height = menuTxt.getLocalBounds().height;
menuTxt.setPosition(400-(width/2),300-(height/2)-150);
menuTxt.setColor(sf::Color(55, 255, 35, 85));
}
void Game::showMenu()
{
musicBackground.play();
musicBackground.setLoop(true);
menuBackground.setTexture(textures.textureMenu);
musicMenu.play();
musicMenu.setLoop(true);
currentState = state_menu;
}
void Game::hideMenu()
{
musicMenu.stop();
}
void Game::showGameBoard()
{
musicGame.setVolume(20);
musicGame.play();
musicGame.setLoop(true);
currentState = state_game;
}
void Game::handleLeftClick(sf::Vector2f pos,
sf::Vector2f posGui, sf::Vector2f posFull, int mousePos) {
+
+
+ std::cout << "mouse clicked mousePose " << mousePos << "dice " << diceResultPlayer << std::endl;
+
if (currentState==state_game)
{
+
+
+ std::array<int,2> movements = players[turn].getMovements(diceResultPlayer);
+
+ if ((mousePos==movements[0]) || (mousePos==movements[1]))
+ {
+ std::cout << "mouse clicked HURRAY mousePos " << mousePos << std::endl;
+ players[turn].setFigurePos(mousePos);
+ nextPlayer();
+
+ }
+
std::string resultCommand = players[turn].getElem(posGui);
command(resultCommand);
if (currentNeighbours.find(mousePos) != currentNeighbours.end())
{
if ((!guiSelectBuilding.active) && (showPlayerBoardElems))
{
float hover_x =posFull.x;
float hover_y = posFull.y;
if (pos.y > 290)
hover_y = hover_y - 100;
if (pos.x > 240)
hover_x = hover_x - 150;
if (hover_x>250)
hover_x = 249.0f;
if (hover_x<0)
hover_x = 1.0f;
if (hover_y>300)
hover_y = 299.0f;
if (hover_y<0)
hover_y = 1.0f;
selectedPos = mousePos;
// Currently we are not goint to use it.
// std::cout << hover_x << " " << hover_y << std::endl;
// guiSelectBuilding.setPosition(guiStartPos[turn][0],guiStartPos[turn][1]);
// guiSelectBuilding.active = true;
// sfxClick.play();
// currentState = state_gui_elem;
}
}
}
else if (currentState==state_gui_elem)
{
std::string resultCommand = guiSelectBuilding.getElem(posFull);
if (resultCommand.find("elem_")==0)
{
std::string resultCommandWrapped = "build_" + resultCommand;
command(resultCommandWrapped);
} else if (resultCommand.find("close_gui")==0)
{ command(resultCommand);}
}
if (currentState==state_menu)
{
hideMenu();
showGameBoard();
}
if (currentState==state_gui_end_round)
{
std::string resultCommand = guiRoundDice.getElem(pos);
command(resultCommand);
}
}
void Game::hideGameBoard()
{
musicGame.play();
}
Game::Game():
screenSize(efc::initScreenX,efc::initScreenY),
window(sf::VideoMode(efc::initScreenX, efc::initScreenY), "Pagan Board"),
viewFull(sf::FloatRect(00, 00, screenSize.x, screenSize.y)),
viewGui(sf::FloatRect(00, 00, screenSize.x, screenSize.y)),
- viewTiles(sf::FloatRect(0, 0, 524, 458)),
+ viewTiles(sf::FloatRect(0, 0, 824, 458)),
selector(efc::TILE_SIZE),
guiSelectBuilding(&textures),
character(&textures, 3),
turn(0),
gameTitle("pagan\nboard"),
roundDice(players),
roundNumber(1),
guiRoundDice(&textures)
{
int gWidth = guiSelectBuilding.rectangle.getLocalBounds().width;
int gHeight = guiSelectBuilding.rectangle.getLocalBounds().height;
int borderLeft = 31;
int borderRight = 28;
int borderTop = 39;
int borderBottom = 39;
int guiWidth = 128;
int guiStartPosTmp[4][2] = {
{borderLeft+3,borderTop+2},
{screenSize.x - guiWidth - borderRight - gWidth-4,borderTop+2},
{borderLeft+3,screenSize.y-gHeight-borderBottom-4} ,
{screenSize.x - guiWidth - borderRight - gWidth-4, screenSize.y-gHeight-borderBottom-4}};
for (int i=0;i<4;i++)
{
for (int j=0;j<4;j++)
guiStartPos[i][j] = guiStartPosTmp[i][j];
}
sf::Clock frameClock;
guiRoundDice.active = true;
showPlayerBoardElems = false;
window.setVerticalSyncEnabled(true);
Hover hover;
GuiWindow guiWindow(&textures);
std::srand (time(NULL));
loadAssets();
initBoard();
showMenu();
// run the main loop
while (window.isOpen())
{
sf::Time frameTime = frameClock.restart();
std::string resultCommand = "";
// handle events
sf::Event event;
while (window.pollEvent(event))
{
sf::Vector2i localPositionTmp = sf::Mouse::getPosition(window);
sf::Vector2f localPosition = window.mapPixelToCoords(localPositionTmp,viewTiles);
sf::Vector2f localPositionGui = window.mapPixelToCoords(localPositionTmp,viewGui);
sf::Vector2f localPositionFull = window.mapPixelToCoords(localPositionTmp,viewFull);
int mousePosX = (int)localPosition.x / efc::TILE_SIZE;
int mousePosY = (int)localPosition.y / efc::TILE_SIZE;
int mousePos = efc::transCords(sf::Vector2i(mousePosX, mousePosY));
if(event.type == sf::Event::Closed)
window.close();
if (currentState==state_gui_elem)
{
resultCommand = guiSelectBuilding.getElem(localPositionFull);
showPlayerBoardElems = false;
if (resultCommand.find("elem_")==0)
command(resultCommand);
else
command("hide_gui_elem_description");
}
if (currentState==state_game)
{
if ((localPosition.x>400) || (localPosition.x<0) || (localPosition.y>400) || (localPosition.y<0))
{
showPlayerBoardElems = false;
players[turn].elems.displayNeighbours = false;
} else {
showPlayerBoardElems = true;
players[turn].elems.displayNeighbours = true;
}
}
if (event.type == sf::Event::MouseButtonReleased)
{
if (event.mouseButton.button == sf::Mouse::Left)
handleLeftClick(localPosition, localPositionGui,
localPositionFull, mousePos);
}
if ((localPosition.x>=0) && (localPosition.y>=0) && (localPosition.x<=efc::BOARD_SIZE*efc::TILE_SIZE) && (localPosition.y<=efc::BOARD_SIZE*efc::TILE_SIZE))
{
selector.setPosition((int) (localPosition.x / efc::TILE_SIZE)*efc::TILE_SIZE, ((int) localPosition.y / efc::TILE_SIZE)*efc::TILE_SIZE);
}
}
update(frameTime);
render();
}
}
void Game::update(sf::Time frameTime) {
for (int i=0;i<4;i++)
{
players[i].play();
}
for (int i=0;i<4;i++)
{
players[i].update(frameTime, busyTiles);
}
}
void Game::nextRound() {
turn = 0;
std::string result = roundDice.drawRound();
roundNumber += 1;
// std::cout << "END OF ROUND " << roundNumber << " " << result << std::endl;
month++;
if (month==13)
month=1;
if (month%4==0)
currentSeason++;
if (currentSeason>3)
currentSeason=0;
command(result);
}
void Game::nextPlayer(){
players[turn].updatePlayer();
turn++;
if (turn==4)
{
nextRound();
}
selector.changeColor(turn);
for (int i=0;i<4;i++)
{
if (i==turn)
{
players[i].setActive(true);
currentNeighbours = players[i].getNeighbours();
}
else
players[i].setActive(false);
}
sfxClick.play();
+ roundDice.throwDiceSix();
+ diceResultPlayer = roundDice.throwDiceSix();
+ players[turn].characters[0].diceResult = diceResultPlayer;
// std::cout << roundNumber << " " << roundNumber % 16 << std::endl;
groupHud.setRoundName(roundNumber);
groupHud.setSeason(currentSeason);
groupHud.setMonthName(month%4);
setBusyTiles();
}
void Game::drawPlayersGui(){
for (int i=0;i<4;i++)
{
window.draw(players[i]);
}
window.draw(seasons[currentSeason]);
}
void Game::drawSquares() {
if (showPlayerBoardElems)
{
window.draw(selector);
}
}
void Game::drawBaseGame()
{
window.setView(viewTiles);
window.draw(map);
for (int i=0;i<4;i++)
{
window.draw(players[i].elems);
}
drawSquares();
window.setView(viewGui);
drawPlayersGui();
window.setView(viewTiles);
}
void Game::drawCharacters(){
// window.setView(viewFull);
window.setView(viewTiles); // Yeah Katia's inspiration
window.draw(gameBackground);
+ drawSquares();
for (int i=0;i<4;i++)
{
for (auto&& j: players[i].characters)
{
window.draw(j);
}
}
}
void Game::render()
{
window.clear();
if (currentState==state_game)
{
window.setView(viewFull);
window.draw(spriteBackgroundDark);
window.setView(viewTiles);
drawBaseGame();
drawCharacters();
} else if (currentState==state_gui_elem) {
window.setView(viewFull);
window.draw(spriteBackgroundDark);
drawBaseGame();
drawCharacters();
window.draw(guiSelectBuilding);
} else if (currentState==state_menu) {
window.draw(menuBackground);
window.draw(menuTxt);
window.draw(groupHud);
window.setView(viewFull);
// window.draw(spriteBackgroundDark);
} else if (currentState==state_gui_end_round){
window.setView(viewFull);
window.draw(spriteBackgroundDark);
drawBaseGame();
window.draw(guiRoundDice);
// drawCharacters();
// window.draw(spriteBackgroundDark);
}
window.setView(viewFull);
// window.draw(spriteBackgroundDark);
// window.draw(spriteBackground);
window.draw(groupHud);
window.display();
}
void Game::command(std::string command){
// std::cout << command << std::endl;
if (command=="close_gui")
{
guiSelectBuilding.active = false;
currentState=state_game;
sfxClick.play();
}
if (command=="hide_gui_elem_description")
{
if (currentState==state_gui_elem) {
guiSelectBuilding.descriptionActive = false;
}
}
if (command.find("end_of_round")==0)
{
std::string subResult = command.substr(13);
// std::cout << "SUB RESULT " << subResult << std::endl;
guiRoundDice.active = true;
guiRoundDice.setTitle(subResult);
currentState = state_gui_end_round;
}
if (command.find("elem_")==0)
{
if (currentState==state_gui_elem)
{
int buildingType = std::stoi(command.substr(5));
// int cashUpd = textures.tilesDescription[buildingType][0];
// int cashCost = textures.tilesDescription[buildingType][1];
// int foodUpd = textures.tilesDescription[buildingType][2];
// int foodCost = textures.tilesDescription[buildingType][3];
// int enrgUpd = textures.tilesDescription[buildingType][4];
// int enrgCost = textures.tilesDescription[buildingType][5];
std::string descTxt = textures.tilesTxt[buildingType];
char priceTxtChar [100];
std::string priceTxt = priceTxtChar;
char costTxtChar [100];
// int cx = snprintf ( costTxtChar, 100, "Cost: cash: %2d food: %2d energy: %2d \n", cashCost, foodCost, enrgCost);
std::string costTxt = costTxtChar;
guiSelectBuilding.setDescriptionTxt(priceTxt + costTxt + "\n"+descTxt);
guiSelectBuilding.descriptionActive = true;
}
}
if (command=="end_turn")
nextPlayer();
if (command.find("build_")==0)
{
int buildingType = std::stoi(command.substr(11));
bool purchaseResult = players[turn].addElem(selectedPos, buildingType);
if (purchaseResult)
{
currentState = state_game;
setCurrentNeighbours();
guiSelectBuilding.active = false;
sfxDone.play();
}
}
}
sf::Vector2f Game::getMousePos(){
sf::Vector2i mousePosTmp(sf::Mouse::getPosition(window));
sf::Vector2f mousePosition(window.mapPixelToCoords(mousePosTmp,viewTiles));
return mousePosition;
}
void Game::setBusyTiles() {
busyTiles.clear();
for (int i: efc::terrainArray)
{
busyTiles.insert(i);
}
for (int i=0;i<4;i++)
{
for (int j:players[i].getBusy())
{
busyTiles.insert(j);
}
}
}
}
diff --git a/game.h b/game.h
index 30ccba0..2c592eb 100644
--- a/game.h
+++ b/game.h
@@ -1,157 +1,157 @@
#ifndef GAME_H
#define GAME_H
#include <stdlib.h>
#include <iostream>
#include <time.h> /* time */
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include "tilemap.h"
#include "selector.h"
#include "playerhud.h"
#include "textureholder.h"
#include "hover.h"
#include "guichoosebuilding.h"
#include "guiwindow.h"
#include "rounddice.h"
#include "guirounddice.h"
#include "grouphud.h"
#include "animatedsprite.h"
#include "character.h"
namespace efc {
extern int initScreenX;
extern int initScreenY;
class Game
{
private:
sf::Vector2i screenSize;
public:
Game();
sf::RenderWindow window;
sf::View viewFull;
sf::View viewGui;
sf::View viewTiles;
private:
void initBoard();
void loadAssets();
void drawPlayersGui();
void drawSquares();
void drawMenu();
sf::Vector2f getMousePos();
enum states {
state_init,
state_menu,
state_game,
state_gui_elem,
state_select_building,
state_gui_end_round,
state_quit
};
states currentState;
sf::Texture textureBackground;
sf::Sprite spriteBackground;
sf::Sprite gameBackground;
sf::Sprite spriteBackgroundDark;
sf::Texture textureTiles;
sf::Texture textureFaces;
sf::Font gameFont;
sf::Font menuFont;
sf::Text menuTxt;
TileMap map;
PlayerHud players[4];
int mapSize;
int level[256];
int levelElems[256];
TextureHolder textures;
std::set<int> currentNeighbours;
void command(std::string command);
int selectedPos;
Selector selector;
GuiChooseBuilding guiSelectBuilding;
Character character;
int turn;
void update(sf::Time frameTime);
void render();
std::string gameTitle;
RoundDice roundDice;
int roundNumber;
GuiRoundDice guiRoundDice;
void setCurrentNeighbours ();
void nextPlayer();
void nextRound();
sf::Sprite menuBackground;
sf::Sprite seasons[4];
//int currentSeason = 0;
sf::Music musicGame;
sf::Music musicBackground;
sf::Music musicMenu;
sf::SoundBuffer sfxClickBuffer;
sf::Sound sfxClick;
sf::SoundBuffer sfxDoneBuffer;
sf::Sound sfxDone;
void showMenu();
void hideMenu();
void showGameBoard();
void hideGameBoard();
GroupHud groupHud;
bool showPlayerBoardElems;
void drawBaseGame();
int month;
Animation walkingAnimationDown;
Animation walkingAnimationUp;
Animation walkingAnimationLeft;
Animation walkingAnimationRight;
Animation* currentAnimation;
AnimatedSprite animatedSprite;
void drawCharacters();
void handleLeftClick(sf::Vector2f pos,
sf::Vector2f posGui, sf::Vector2f posFull, int mousePos);
int guiStartPos[4][2];
std::set<int> busyTiles;
void setBusyTiles();
-
+ int diceResultPlayer;
};
}
#endif // GAME_H
diff --git a/playerhud.cpp b/playerhud.cpp
index 7c46b33..8b43589 100644
--- a/playerhud.cpp
+++ b/playerhud.cpp
@@ -1,306 +1,321 @@
#include "playerhud.h"
#include "textureholder.h"
#include "boardelem.h"
bool PlayerHud::addElem(int pos, int type) {
int price = textures->tilesDescription[type][0];
if (price<=cash)
{
efc::BoardElem startElem(textures, pos,type);
startElem.setColor(efc::playersColors[this->pos]);
elems.items.push_back(startElem);
elems.items_map.insert({pos, startElem});
cash -= price;
updateTxt();
characters.push_back(Character (this->textures, this->pos));
return true;
}
return false;
}
std::set<int> PlayerHud::getTerrainSet(){
std::set<int> terrain;
for (int i: efc::terrainArray)
{
// std::cout << i << std::endl;
terrain.insert(i);
}
return terrain;
}
std::set<int> PlayerHud::getBusy(){
std::set<int> busyTiles;
for (std::pair<int, efc::BoardElem> i: elems.items_map)
{
busyTiles.insert(i.first);
}
return busyTiles;
}
std::set<int> PlayerHud::getNeighbours(){
std::set<int> neighbours;
for (std::pair<int, efc::BoardElem> i: elems.items_map)
{
std::set<int> terrain = getTerrainSet();
std::set<int> neighboursVector(efc::getNeighbours(i.second.pos));
for (int j: neighboursVector)
{
if ((elems.items_map.count(j) == 0) && (terrain.count(j)==0))
{
// std::cout << j << " " << terrain.count(j) << std::endl;
neighbours.insert(j);
}
}
}
// // Fill in s1 and s2 with values
// std::set<int> result;
// std::set_difference(neighbours.begin(), neighbours.end(), terrain.begin(), terrain.end(),
// std::inserter(result, result.end()));
// for (int i: result)
// {
// std::cout << i << std::endl;
// }
return neighbours;
}
void PlayerHud::updateTxt(){
txtCash.setString( "Cash: " + std::to_string(cash));
txtFood.setString( "Food: " + std::to_string(food));
txtEnergy.setString("Enrg: " + std::to_string(energy));
txtFaith.setString( "Gods: " + std::to_string(faith));
}
void PlayerHud::updatePlayer(){
for (const efc::BoardElem &i: elems.items)
{
int cashUpd = textures->tilesDescription[i.type][1];
int foodUpd = textures->tilesDescription[i.type][3];
int enrgUpd = textures->tilesDescription[i.type][5];
int faithUpd = textures->tilesDescription[i.type][7];
cash += cashUpd;
energy += enrgUpd;
food += foodUpd;
faith += faithUpd;
updateTxt();
}
}
PlayerHud::PlayerHud()
{
}
void PlayerHud::setActive(bool newState){
active = newState;
elems.active = newState;
+ for (auto&& i: characters)
+ {
+
+ i.active = newState;
+}
}
PlayerHud::PlayerHud(TextureHolder *textures, int faceNumber, sf::Font *gameFont, int faceSize, int pos)
{
static int startPlayers[4] = {0,15,240,255};
active = false;
this->textures = textures;
Character character(this->textures, pos);
characters.push_back(Character (this->textures, pos));
efc::BoardElem startElem(textures, startPlayers[pos],444);
startElem.setColor(efc::playersColors[pos]);
elems.items.push_back(startElem);
elems.items_map.insert({startPlayers[pos], startElem});
this->faceSize = faceSize;
spriteFace.setTexture(textures->textureFaces);
this->pos = pos;
symbol.setTexture(this->textures->textureSymbols);
sf::IntRect symbolsRect[4] = {sf::IntRect(0,0,255,255), sf::IntRect(256,0,512,255), sf::IntRect(0,255, 255, 512), sf::IntRect(255,255,512, 512)};
symbol.setTextureRect(symbolsRect[pos]);
symbol.setScale(sf::Vector2f(0.2f, 0.20f));
symbol.setColor(sf::Color(25, 25, 25, 105));
symbol.setPosition(60, (pos*100)+40);
food = 0;
cash = 20;
energy = 0;
faith = 0;
int x = faceNumber % 10;
int y = (int) faceNumber /10;
txtCash.setFont(*gameFont);
txtFood.setFont(*gameFont);
txtEnergy.setFont(*gameFont);
txtFaith.setFont(*gameFont);
txtNextRound.setFont(*gameFont);
txtNextRound.setString("End Turn");
// txtNextRound.setScale(sf::Vector2f(0.25f, 1.f));
txtNextRound.setCharacterSize(12);
txtNextRound.setPosition(40,(pos*100)+10);
txtCash.setPosition(1,(pos*100)+40);
// txtCash.setString("Cash: " + std::to_string(cash));
txtCash.setCharacterSize(10);
// txtCash.setScale(sf::Vector2f(0.25f, 1.f));
txtFood.setPosition(1,(pos*100)+55);
// txtFood.setString("Food: " + std::to_string(food));
txtFood.setCharacterSize(10);
// txtFood.setScale(sf::Vector2f(0.25f, 1.f));
txtEnergy.setPosition(1,(pos*100)+70);
// txtEnergy.setString("Enrg: " + std::to_string(energy));
txtEnergy.setCharacterSize(10);
// txtEnergy.setScale(sf::Vector2f(0.25f, 1.f));
txtFaith.setPosition(1,(pos*100)+85);
// txtEnergy.setString("Enrg: " + std::to_string(energy));
txtFaith.setCharacterSize(10);
// txtFaith.setScale(sf::Vector2f(0.25f, 1.f));
updateTxt();
spriteFace.setTextureRect(sf::IntRect(x*faceSize, y*faceSize, faceSize, faceSize));
// spriteFace.setScale(sf::Vector2f(0.25f, 1.f));
spriteFace.setPosition(0,pos*100);
rectangle.setSize(sf::Vector2f((this->faceSize)*7, this->faceSize));
rectangle2.setSize(sf::Vector2f((this->faceSize)*7, (this->faceSize*2)+3));
if (pos==0)
{
rectangle.setFillColor(sf::Color(50, 50, 200,68));
rectangle2.setFillColor(sf::Color(100, 100, 150,38));
rectangle.setOutlineColor(sf::Color(0,0,128,68));
}
else if (pos==1)
{
rectangle.setFillColor(sf::Color(50, 150, 50,68));
rectangle2.setFillColor(sf::Color(100, 150,100,38));
rectangle.setOutlineColor(sf::Color(0,128,0,68));
}
else if (pos==2)
{
rectangle.setFillColor(sf::Color(150, 50, 50,68));
rectangle2.setFillColor(sf::Color(150, 100,100,38));
rectangle.setOutlineColor(sf::Color(128,0,0,68));
}
else if (pos==3)
{
rectangle.setFillColor(sf::Color(150, 150, 150,68));
rectangle2.setFillColor(sf::Color(200, 200,200,38));
rectangle.setOutlineColor(sf::Color(128,128,128,68));
}
rectangle.setOutlineThickness(1);
rectangle.setPosition(0, pos*100);
rectangle2.setPosition(0, (pos*100)+faceSize+1);
buttons.insert({"end_turn",rectangle});
}
std::string PlayerHud::getElem(sf::Vector2f mousePosition) {
std::string result = "";
sf::Vector2f hoverPos = getPosition();
for (std::pair<std::string, sf::RectangleShape> i: buttons)
{
sf::FloatRect spriteBounds = i.second.getLocalBounds();
sf::FloatRect closeRect;
closeRect.left = i.second.getPosition().x;
closeRect.top = i.second.getPosition().y;
closeRect.width = spriteBounds.width;
closeRect.height = spriteBounds.height;
// std::cout << closeRect.left << " " << closeRect.top << " " << closeRect.width << " " << closeRect.height
// << hoverPos.x << " " << hoverPos.y << " OK"
// << std::endl;
if (closeRect.contains(mousePosition.x - hoverPos.x,mousePosition.y - hoverPos.y))
{
return i.first;
}
}
return result;
}
void PlayerHud::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
// // apply the transform
states.transform *= getTransform();
// Color rectangles making the gui on the right side
// sf::RectangleShape rectangle(sf::Vector2f(faceSize, faceSize));
// sf::RectangleShape rectangle2(sf::Vector2f(faceSize, (faceSize*2)+3));
target.draw(rectangle, states);
target.draw(rectangle2, states);
target.draw(txtCash, states);
target.draw(txtFood, states);
target.draw(txtEnergy, states);
target.draw(txtFaith, states);
if (active)
target.draw(txtNextRound, states);
target.draw(symbol, states);
target.draw(spriteFace, states);
}
void PlayerHud::play()
{
for (auto&& i: characters)
{
i.play();
}
}
void PlayerHud::update(sf::Time deltaTime, std::set<int>& busyTiles)
{
for (auto&& i: characters)
{
sf::Vector2f movement(0.f, 0.f);
if (i.currentAnimationIndex==efc::DIR_LEFT)
movement = sf::Vector2f (-10.f, 0.f);
else if (i.currentAnimationIndex==efc::DIR_RIGHT)
movement = sf::Vector2f (10.f, 0.f);
else if (i.currentAnimationIndex==efc::DIR_UP)
movement = sf::Vector2f (0.f, -10.f);
else if (i.currentAnimationIndex==efc::DIR_DOWN)
movement = sf::Vector2f (0.f, 10.f);
// i.move(movement * deltaTime.asSeconds());
i.update(deltaTime, busyTiles);
}
}
+
+std::array<int,2> PlayerHud::getMovements(int diceResult)
+{
+ return characters[0].getMovements(diceResult);
+}
+
+void PlayerHud::setFigurePos(int pos)
+{
+ characters[0].setBoardPosition(pos);
+}
diff --git a/playerhud.h b/playerhud.h
index cdb025f..4f99309 100644
--- a/playerhud.h
+++ b/playerhud.h
@@ -1,72 +1,73 @@
#ifndef PLAYERHUD_H
#define PLAYERHUD_H
#include <iostream>
#include <set>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>
#include "boardelems.h"
#include "textureholder.h"
#include "elemsdescription.h"
#include "guiwindow.h"
#include "character.h"
#include "data.h"
namespace efc {
}
class PlayerHud : public sf::Drawable, public sf::Transformable
{
public:
PlayerHud();
PlayerHud(TextureHolder *textures, int faceNumber, sf::Font *gameFont, int tileSize, int pos);
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
std::set<int> getNeighbours();
int pos;
int cash;
int energy;
int food;
int faith;
bool active;
BoardElems elems;
void setActive(bool newState);
std::vector<int> properties;
bool addElem(int pos, int type);
void updatePlayer();
std::string getElem(sf::Vector2f mousePosition);
std::map<std::string, sf::RectangleShape> buttons;
void updateTxt();
std::vector<Character> characters;
void update(sf::Time deltaTime, std::set<int> &busyTiles);
void play();
std::set<int> getBusy();
-
+ std::array<int,2> getMovements(int diceResult);
+ void setFigurePos(int pos);
private:
sf::Sprite spriteFace;
sf::Text txtCash;
sf::Text txtEnergy;
sf::Text txtFood;
sf::Text txtFaith;
sf::Text txtNextRound;
int faceSize;
int tileSize;
TextureHolder *textures;
sf::RectangleShape rectangle;
sf::RectangleShape rectangle2;
sf::Sprite symbol;
std::set<int> getTerrainSet();
};
#endif // PLAYERHUD_H
diff --git a/rounddice.cpp b/rounddice.cpp
index ea82658..cf39745 100644
--- a/rounddice.cpp
+++ b/rounddice.cpp
@@ -1,44 +1,51 @@
#include "rounddice.h"
RoundDice::RoundDice(PlayerHud (&players)[4])
{
playersHud = players;
diceResult = 0;
if (!sfxDiceBuffer.loadFromFile("assets/audio/dice.ogg"))
std::exit(1);
sfxDice.setBuffer(sfxDiceBuffer);
}
std::string RoundDice::drawRound(){
throwDice();
if (diceResult<33)
{
return "end_of_round_extra_grow";
} else if (diceResult<66)
{
return "end_of_round_extra_energy";
} else
{
eventExtraCash();
return "end_of_round_extra_cash";
}
return "end_of_round_"+std::to_string(diceResult);
}
int RoundDice::throwDice(){
sfxDice.play();
int result = random()%100;
diceResult = result;
return result;
}
+int RoundDice::throwDiceSix(){
+ sfxDice.play();
+ int result = random()%5;
+ diceResult = result;
+ return result+1;
+}
+
void RoundDice::eventExtraCash(){
for (int i=0;i<4;i++)
{
playersHud[i].cash += 20;
playersHud[i].updateTxt();
}
}
diff --git a/rounddice.h b/rounddice.h
index 8582361..0fa9050 100644
--- a/rounddice.h
+++ b/rounddice.h
@@ -1,28 +1,29 @@
#ifndef ROUNDDICE_H
#define ROUNDDICE_H
#include <random>
#include <SFML/Audio.hpp>
#include "playerhud.h"
class RoundDice
{
public:
RoundDice(PlayerHud (&players)[4]);
PlayerHud *playersHud;
std::string drawRound();
int diceResult;
+ int throwDiceSix();
private:
int throwDice();
void eventExtraCash();
sf::SoundBuffer sfxDiceBuffer;
sf::Sound sfxDice;
};
#endif // ROUNDDICE_H

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