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diff --git a/boarddiamond.cpp b/boarddiamond.cpp
index 5847deb..9ca1ca1 100644
--- a/boarddiamond.cpp
+++ b/boarddiamond.cpp
@@ -1,32 +1,34 @@
#include "boarddiamond.h"
BoardDiamond::BoardDiamond()
{
}
BoardDiamond::BoardDiamond(TextureHolder *textures, int idNumber,
int element, int boardPosition)
{
this->textures = textures;
this->element = element;
this->boardPosition = boardPosition;
spriteHolder.setTexture(this->textures->textureBoardDiamond);
sf::IntRect textureRect(idNumber*44, 0, 44,44);
spriteHolder.setTextureRect(textureRect);
setBoardPosition(boardPosition);
}
void BoardDiamond::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
if (boardPosition>-1)
{
states.transform *= getTransform();
sf::Vector2f where(getPosition());
target.draw(spriteHolder, states);
}
}
void BoardDiamond::update(sf::Time deltaTime, std::set<int> &busyTiles)
{
}
+
+
diff --git a/boarddiamond.h b/boarddiamond.h
index 0f9c4f5..17315b8 100644
--- a/boarddiamond.h
+++ b/boarddiamond.h
@@ -1,24 +1,25 @@
#ifndef BOARDDIAMOND_H
#define BOARDDIAMOND_H
#include <set>
#include "textureholder.h"
#include "elem.h"
#include <SFML/Graphics.hpp>
class BoardDiamond: public Elem
{
public:
BoardDiamond();
BoardDiamond(TextureHolder *textures, int idNumber,
int element, int boardPosition);
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
void update(sf::Time deltaTime, std::set<int>& busyTiles);
TextureHolder *textures;
int idNumber; // number from the sprite sheet
+
int element; // 0-3 elements area on the board
sf::Sprite spriteHolder;
};
#endif // BOARDDIAMOND_H
diff --git a/boarddiamondseq.cpp b/boarddiamondseq.cpp
index 49b3951..42185c6 100644
--- a/boarddiamondseq.cpp
+++ b/boarddiamondseq.cpp
@@ -1,105 +1,117 @@
#include "boarddiamondseq.h"
BoardDiamondSeq::BoardDiamondSeq(TextureHolder *textures)
{
this->textures = textures;
for (int i=0; i<efc::diamondsNumber; i++)
{
diamonds[i] = BoardDiamond(this->textures,
efc::DIAMONDS_SETUP[i][0],
efc::DIAMONDS_SETUP[i][1],
efc::DIAMONDS_SETUP[i][2]);
}
reorder();
}
void BoardDiamondSeq::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
states.transform *= getTransform();
for (int i=0; i<efc::diamondsNumber; i++)
{
target.draw(diamonds[i],states);
}
}
std::array<int,efc::diamondsNumber> BoardDiamondSeq::getBoardPositions()
{
std::array<int, efc::diamondsNumber> results;
for (int i=0; i<efc::diamondsNumber; i++)
{
results[i] = diamonds[i].getBoardPosition();
}
return results;
}
bool BoardDiamondSeq::ifFieldIsEmpty(int pos, int element)
{
for (int i=element*14;i<(efc::diamondsNumber/4)+(element*14);i++)
{
if (diamonds[i].boardPosition==pos)
return false;
}
return true;
}
bool BoardDiamondSeq::ifFieldIsEmpty(int pos)
{
for (int element=0;element<4;element++)
{
for (int i=element*14;i<(efc::diamondsNumber/4)+(element*14);i++)
{
if (diamonds[i].boardPosition==pos)
return false;
}
}
return true;
}
int BoardDiamondSeq::getRandomPos(int element)
{
std::set<int> setSteps(efc::occupiedFields[element].cbegin(), efc::occupiedFields[element].cend());
for (int i=element*14;i<(efc::diamondsNumber/4)+(element*14);i++)
{
if (diamonds[i].boardPosition!=-1)
{
setSteps.erase(diamonds[i].boardPosition);
}
}
int step = rand()%setSteps.size();
std::vector<int> freePositions;
freePositions.resize(setSteps.size());
freePositions.assign(setSteps.begin(),setSteps.end());
return freePositions[step];
}
void BoardDiamondSeq::reorder()
{
srand((unsigned)time(0));
for (int element=0;element<4;element++)
{
int start = element;
for (int i=start*14;i<(efc::diamondsNumber/4)+(start*14);i++)
{
int step = getRandomPos(element);
diamonds[i].setBoardPosition(step);
}
}
}
void BoardDiamondSeq::collectField(int pos)
{
for (int i=0; i<efc::diamondsNumber; i++)
{
if (diamonds[i].boardPosition==pos)
{
diamonds[i].setBoardPosition(-1);
break;
}
}
}
+int BoardDiamondSeq::getNumberForField(int pos)
+{
+ for (int i=0; i<efc::diamondsNumber; i++)
+ {
+ if (diamonds[i].boardPosition==pos)
+ {
+ return diamonds[i].idNumber;
+ }
+ }
+ return -1;
+}
+
diff --git a/boarddiamondseq.h b/boarddiamondseq.h
index 92951d7..acab560 100644
--- a/boarddiamondseq.h
+++ b/boarddiamondseq.h
@@ -1,46 +1,46 @@
#ifndef BOARDDIAMONDSEQ_H
#define BOARDDIAMONDSEQ_H
#include <cstdlib>
#include <ctime>
#include <iostream>
#include <set>
#include "textureholder.h"
#include <SFML/Graphics.hpp>
#include "boarddiamond.h"
/*!
* \brief The BoardDiamondSeq class
* We are going to have 2 cards / diamonds of each element per each area,
* which gives 2*4*4 = 32 cards diamonds of elements on the board.
*
* Additionally there will be extra 6 white diamonds per area to collect, which
* gives 4*6 = 24 diamonds on the board.
*
* Together it would give 32 + 24 = 56 diamonds cards/diamonds together,
* 15 per area.
*/
class BoardDiamondSeq : public sf::Drawable, public sf::Transformable
{
public:
BoardDiamondSeq(TextureHolder *textures);
TextureHolder *textures;
BoardDiamond diamonds[efc::diamondsNumber];
std::array<int,efc::diamondsNumber> getBoardPositions();
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
int getRandomPos(int element);
void reorder();
bool ifFieldIsEmpty(int pos, int element);
bool ifFieldIsEmpty(int pos);
void collectField(int pos);
-
+ int getNumberForField(int pos);
};
#endif // BOARDDIAMONDSEQ_H
diff --git a/game.cpp b/game.cpp
index e20f777..bd91e8d 100644
--- a/game.cpp
+++ b/game.cpp
@@ -1,761 +1,733 @@
#include "game.h"
namespace efc {
int initScreenX = 1360;
int initScreenY = 768;
int currentSeason = 0;
int month = 0;
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(0,0);
gameBackground.setTexture(textures.textureGameBackground);
// viewTiles.setViewport(sf::FloatRect(0.04f,0.060f, 1.0f, 1.0f));
viewTiles.setViewport(sf::FloatRect(0.15f,0.1f, 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[3] = playerHud3;
players[2] = playerHud4;
players[0].setActive(true);
setCurrentNeighbours();
// roundDice.throwDiceSix();
diceResultPlayer = 6;
players[turn].characters[0].diceResult = diceResultPlayer;
roundDice.setColor(turn);
}
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/metal-mania.regular.ttf"))
{
std::exit(1);
}
if (!menuFont.loadFromFile("assets/fnt/metal-macabre.regular.ttf"))
{
std::exit(1);
}
if (!textureBackgroundArt.loadFromFile("assets/img/background_land.png"))
std::exit(1);
spriteBackgroundArt.setTexture(textureBackgroundArt);
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);
musicBackground.setVolume(7);
musicMenu.play();
musicMenu.setLoop(true);
currentState = state_menu;
}
void Game::hideMenu()
{
musicMenu.stop();
}
void Game::showGameBoard()
{
musicGame.setVolume(50);
musicGame.play();
musicGame.setLoop(true);
currentState = state_roll_dice;
}
void Game::endGame()
{
currentState = state_end_game;
musicBackground.stop();
}
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]))
{
players[turn].setFigurePos(mousePos);
if (boardDiamonds.ifFieldIsEmpty(mousePos)==false)
{
- std::cout << "COLLECT " << std::endl;
sfx.playCollect();
- boardDiamonds.collectField(mousePos);
+ if (boardDiamonds.getNumberForField(mousePos)==4)
+ {
+ players[turn].cash += 1;
+
+ };
+ std::cout << "cash " << players[turn].cash << " " << " for " << turn << " " << boardDiamonds.getNumberForField(mousePos) << std::endl;
+ // After this no more visible
+ boardDiamonds.collectField(mousePos);
}
int *possibleExit = std::find(std::begin(efc::possibleExits),
std::end(efc::possibleExits), mousePos);
if (possibleExit != efc::possibleExits+4) {
- std::cerr << "Found hahahah" << mousePos << std::endl;
+// std::cerr << "Found hahahah" << mousePos << std::endl;
players[turn].done=true;
numberFinishedPlayers += 1;
if (numberFinishedPlayers > 3)
endGame();
} else {
- std::cerr << "Not found" << std::endl;
+// std::cerr << "Not found" << std::endl;
}
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_roll_dice)
{
sf::IntRect diceRect(roundDice.spriteDice.getGlobalBounds());
if (diceRect.intersects(sf::IntRect(posFull.x, posFull.y, 1, 1)))
{
diceResultPlayer = roundDice.throwDiceSix();
players[turn].characters[0].diceResult=diceResultPlayer;
currentState=state_game;
}
-
}
-
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, 1360, 768)),
selector(efc::TILE_SIZE),
guiSelectBuilding(&textures),
character(&textures, 3),
turn(0),
gameTitle("pagan board"),
roundDice(players),
roundNumber(1),
guiRoundDice(&textures),
boardDiamonds(&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];
}
numberFinishedPlayers = 0;
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>efc::TILE_SIZE*efc::BOARD_SIZE) || (localPosition.x<0) || (localPosition.y>efc::TILE_SIZE*efc::BOARD_SIZE) || (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) {
if (currentState==state_game)
{
std::array<int,2> currentMovements = players[turn].getMovements(diceResultPlayer);
if (currentMovements[0]>-1)
{
prevRotateElem.spriteRotate.setPosition(players[turn].characters[0].leftChar.getPosition());
prevRotateElem.spriteRotate.move(4,16);
prevRotateElem.update(frameTime);
prevRotateElem.setColor(turn);
}
if (currentMovements[1]>-1)
{
nextRotateElem.spriteRotate.setPosition(players[turn].characters[0].rightChar.getPosition());
nextRotateElem.spriteRotate.move(4,16);
nextRotateElem.update(frameTime);
nextRotateElem.setColor(turn);
}
}
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;
if (players[turn].done==true)
nextPlayer();
// command(result);
}
void Game::nextPlayer(){
-
+// boardDiamonds.reorder();
if (numberFinishedPlayers==4)
{
std::cout << "Everybody Finished!!!" << std::endl;
endGame();
}
if (turn<4)
players[turn].updatePlayer();
else
nextRound();
turn++;
if ((players[turn].done==true) && (turn<4))
{
std::cout << "Player " << turn << " is done" << std::endl;
nextPlayer();
}
if ((turn==4) || (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();
diceResultPlayer = 6;
roundDice.setDiceTexture(diceResultPlayer);
// std::cout << "DEBUG " << turn << " "<< diceResultPlayer << std::endl;
players[turn].characters[0].diceResult = diceResultPlayer;
// std::cout << roundNumber << " " << roundNumber % 16 << std::endl;
groupHud.setRoundName(roundNumber);
groupHud.setSeason(currentSeason);
groupHud.setMonthName(month%4);
// setBusyTiles();
currentState = state_roll_dice;
roundDice.setColor(turn);
}
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);
window.setView(viewFull);
window.draw(spriteBackgroundArt);
window.draw(roundDice.spriteDice);
window.setView(viewTiles);
drawSquares();
if (currentState==state_game)
{
std::array<int,2> currentMovements = players[turn].characters[0].getMovements(diceResultPlayer);
if (currentMovements[1]>-1)
window.draw(nextRotateElem);
if (currentMovements[0]>-1)
window.draw(prevRotateElem);
}
for (int i=0;i<4;i++)
{
for (auto&& j: players[i].characters)
{
if (currentState==state_game)
j.drawMovements = true;
else
j.drawMovements = false;
window.draw(j);
}
}
}
void Game::render()
{
window.clear();
if (currentState==state_game)
{
window.setView(viewFull);
window.draw(spriteBackgroundDark);
window.setView(viewTiles);
drawBaseGame();
drawCharacters();
window.draw(boardDiamonds);
} else if (currentState==state_roll_dice) {
window.setView(viewFull);
window.draw(spriteBackgroundDark);
window.setView(viewTiles);
drawBaseGame();
drawCharacters();
window.draw(boardDiamonds);
} 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);
} else if (currentState==state_gui_end_round){
window.setView(viewFull);
window.draw(spriteBackgroundDark);
drawBaseGame();
window.draw(guiRoundDice);
}
window.setView(viewFull);
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);
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));
// std::string descTxt = textures.tilesTxt[buildingType];
// char priceTxtChar [100];
// std::string priceTxt = priceTxtChar;
// char costTxtChar [100];
// 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/playerhud.cpp b/playerhud.cpp
index 6d5f08b..dd9fa92 100644
--- a/playerhud.cpp
+++ b/playerhud.cpp
@@ -1,242 +1,242 @@
#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});
+// 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));
+// cash -= price;
+// updateTxt();
+//// characters.push_back(Character (this->textures, this->pos));
- return true;
+// 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;
+// 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};
done = false;
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;
+ cash = 0;
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.setCharacterSize(12);
txtNextRound.setPosition(40,(pos*100)+10);
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;
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
{
states.transform *= getTransform();
if (active)
target.draw(txtNextRound, 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);
}

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