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diff --git a/game.cpp b/game.cpp
index 0b1a161..0ea1cea 100644
--- a/game.cpp
+++ b/game.cpp
@@ -1,728 +1,620 @@
#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);
spriteLestBegin.setTexture(textures.textureLetsBegin);
-// 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);
+ 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(255, 255, 255, 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(20);
musicGame.play();
musicGame.setLoop(true);
sfx.playLetsBegin();
std::cout << "lets begin" << std::endl;
currentState = state_lets_begin;
}
void Game::endGame()
{
currentState = state_end_game;
musicBackground.stop();
}
void Game::handleLeftClick(sf::Vector2f pos,
sf::Vector2f posGui, sf::Vector2f posFull, int mousePos) {
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)
{
sfx.playCollect();
if (boardDiamonds.getNumberForField(mousePos)==4)
{
players[turn].cash += 1;
};
std::cout << "cash " << players[turn].cash << " " << " for " << turn << " " << boardDiamonds.getNumberForField(mousePos) << " result" << 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;
players[turn].done=true;
numberFinishedPlayers += 1;
if (numberFinishedPlayers > 3)
endGame();
} else {
// std::cerr << "Not found" << std::endl;
}
nextPlayer();
}
std::string resultCommand = players[turn].getElem(posGui);
command(resultCommand);
}
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)
{
downTimeCounter = 0;
std::cout << " AA " <<downTimeCounter << std::endl;
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)
{
numberFinishedPlayers = 0;
sf::Clock frameClock;
guiRoundDice.active = true;
showPlayerBoardElems = false;
window.setVerticalSyncEnabled(true);
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);
}
if (currentState==state_lets_begin)
{
downTimeCounter += frameTime.asSeconds();
std::cout << downTimeCounter << std::endl;
spriteLestBegin.setColor(sf::Color(255,255,255,255-(downTimeCounter*35)));
if (downTimeCounter>6)
{
currentState = state_roll_dice;
}
}
}
void Game::nextRound() {
turn = 0;
std::string result = roundDice.drawRound();
roundNumber += 1;
month++;
if (month==13)
month=1;
if (month%4==0)
currentSeason++;
if (currentSeason>3)
currentSeason=0;
if (players[turn].done==true)
nextPlayer();
}
void Game::nextPlayer(){
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();
diceResultPlayer = 6;
roundDice.setDiceTexture(diceResultPlayer);
players[turn].characters[0].diceResult = diceResultPlayer;
groupHud.setRoundName(roundNumber);
groupHud.setSeason(currentSeason);
groupHud.setMonthName(month%4);
currentState = state_roll_dice;
roundDice.setColor(turn);
}
void Game::drawPlayersGui(){
for (int i=0;i<4;i++)
{
window.draw(players[i]);
}
}
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);
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);
window.setView(viewFull);
-
drawPlayersGui();
-
window.setView(viewFull);
- window.draw(groupHud);
+ window.draw(groupHud);
} else if (currentState==state_roll_dice) {
window.setView(viewFull);
window.draw(spriteBackgroundDark);
window.setView(viewTiles);
drawBaseGame();
drawCharacters();
window.draw(boardDiamonds);
window.setView(viewFull);
-
drawPlayersGui();
window.setView(viewFull);
window.draw(groupHud);
} else if (currentState==state_gui_elem) {
window.setView(viewFull);
window.draw(spriteBackgroundDark);
drawBaseGame();
drawCharacters();
window.draw(guiSelectBuilding);
window.setView(viewFull);
- window.draw(groupHud);
+ window.draw(groupHud);
} else if (currentState==state_menu) {
window.draw(menuTxt);
} else if (currentState==state_lets_begin) {
window.setView(viewFull);
window.draw(spriteBackgroundDark);
window.setView(viewTiles);
drawBaseGame();
drawCharacters();
window.draw(boardDiamonds);
window.setView(viewFull);
-
drawPlayersGui();
window.draw(spriteLestBegin);
} else if (currentState==state_gui_end_round){
window.setView(viewFull);
window.draw(spriteBackgroundDark);
drawBaseGame();
window.draw(guiRoundDice);
window.setView(viewFull);
- window.draw(groupHud);
+ 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);
}
}
}
-
}
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