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diff --git a/playerhud.cpp b/playerhud.cpp
index 2ffea3e..4956100 100644
--- a/playerhud.cpp
+++ b/playerhud.cpp
@@ -1,246 +1,242 @@
#include "playerhud.h"
#include "textureholder.h"
#include "boardelem.h"
std::set<int> Player::getTerrainSet(){
std::set<int> terrain;
for (int i: efc::terrainArray)
{
terrain.insert(i);
}
return terrain;
}
std::set<int> Player::getBusy(){
std::set<int> busyTiles;
for (std::pair<int, efc::BoardElem> i: elems.items_map)
{
busyTiles.insert(i.first);
}
return busyTiles;
}
std::set<int> Player::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))
{
neighbours.insert(j);
}
}
}
return neighbours;
}
void Player::updateTxt(){
txtCash.setString(std::to_string(cash));
}
void Player::updatePlayer(){
updateTxt();
}
Player::Player():
frozenLeft(0),
reachedPortal(false),
reachedPortalFirst(false),
human(false),
reachPortalMode(false)
{
pos = 0;
cash = 0;
energy = 0;
food = 0;
faith = 0;
active = false;
done = false;
tileSize = 0;
textures = nullptr;
number = 0;
}
void Player::setActive(bool newState){
active = newState;
elems.active = newState;
for (auto&& i: characters)
{
i.active = newState;
}
}
Player::Player(TextureHolder *textures, sf::Font *gameFont, int playerNumber):
reachedPortal(false),
reachedPortalFirst(false),
human(false),
reachPortalMode(false)
{
number = playerNumber;
frozenLeft = 0;
done = false;
active = false;
this->textures = textures;
characters.push_back(Character (this->textures, playerNumber));
this->pos = playerNumber;
food = 0;
cash = 0;
energy = 0;
faith = 0;
txtCash.setFont(*gameFont);
txtCash.setCharacterSize(20);
txtFood.setFont(*gameFont);
txtEnergy.setFont(*gameFont);
txtFaith.setFont(*gameFont);
txtNextRound.setFont(*gameFont);
txtNextRound.setString("End Turn");
txtNextRound.setCharacterSize(12);
txtNextRound.setPosition(40,(playerNumber*100)+10);
int posX1 = 82;
int posX2 = 962;
int posY1 = 22;
int posY2 = 720;
- std::array<std::array<int,2>,4> textPos =
- {
- {
- {{posX1,posY1}}, {{posX2,posY1}},
- {{posX1,posY2}}, {{posX2, posY2}}
- }
- };
+ std::array<std::array<int,2>,4> textPos = {{{
+ {posX1,posY1}}, {{posX2,posY1}},{{posX1,posY2}}, {{posX2, posY2}
+ }}};
txtCash.setPosition(textPos[playerNumber][0],textPos[playerNumber][1] );
buttons.insert({"end_turn",rectangle});
setSpriteAI();
}
std::string Player::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 Player::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
states.transform *= getTransform();
target.draw(txtCash, states);
}
void Player::play()
{
for (auto&& i: characters)
{
i.play();
}
}
void Player::update(sf::Time deltaTime)
{
updateTxt();
if (frozenLeft==0)
{
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.update(deltaTime);
}
} else{
characters[0].currentAnimationIndex=efc::DIR_DOWN;
}
}
std::array<int,2> Player::getMovements(int diceResult)
{
return characters[0].getMovements(diceResult);
}
void Player::setFigurePos(int pos)
{
characters[0].setBoardPosition(pos);
}
void Player::restartPlayer(){
food = 0;
cash = 0;
energy = 0;
faith = 0;
}
void Player::setHuman(bool newHuman)
{
human = newHuman;
setSpriteAI();
}
void Player::swapHuman()
{
if (human)
{
setHuman(false);
return;
} else {
setHuman(true);
return;
}
}
void Player::setSpriteAI()
{
if (human)
spriteAI.setTexture(textures->textureButtonHuman);
else
spriteAI.setTexture(textures->textureButtonCpu);
std::array<std::array<int,2>,4> spriteHumanPos =
{
{
{{220,450}}, {{1050,450}},
{{140,600}}, {{1110, 600}}
}
};
sf::Vector2f spriteHumanPosNew(spriteHumanPos[number][0],spriteHumanPos[number][1]);
spriteAI.setPosition(spriteHumanPosNew);
}

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