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diff --git a/boarddiamondseq.cpp b/boarddiamondseq.cpp
index 62881a1..5aeba15 100644
--- a/boarddiamondseq.cpp
+++ b/boarddiamondseq.cpp
@@ -1,136 +1,138 @@
#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*efc::diamondsNumber/4;i<(efc::diamondsNumber/4)+(element*efc::diamondsNumber/4);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*efc::diamondsNumber/4;i<(efc::diamondsNumber/4)+(element*efc::diamondsNumber/4);i++)
{
if (diamonds[i].boardPosition==pos)
return false;
}
}
return true;
}
int BoardDiamondSeq::getRandomPos(int playerNumber)
{
std::set<int> setSteps(efc::occupiedFields[playerNumber].cbegin(), efc::occupiedFields[playerNumber].cend());
for (int i=playerNumber*efc::diamondsNumber/4;i<(efc::diamondsNumber/4)+(playerNumber*efc::diamondsNumber/4);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*efc::diamondsNumber/4;i<(efc::diamondsNumber/4)+(start*efc::diamondsNumber/4);i++)
{
int step = getRandomPos(element);
diamonds[i].setBoardPosition(step);
}
}
}
void BoardDiamondSeq::reorder(int element)
{
srand((unsigned)time(0));
int start = element;
if (element==2)
start = 3;
else if (element==3)
start = 2;
int newElement = start;
for (int i=start*efc::diamondsNumber/4;i<(efc::diamondsNumber/4)+(start*efc::diamondsNumber/4);i++)
{
int step = getRandomPos(newElement);
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/cardsdeck.cpp b/cardsdeck.cpp
index f3d9c50..9a2dd67 100644
--- a/cardsdeck.cpp
+++ b/cardsdeck.cpp
@@ -1,154 +1,155 @@
#include "cardsdeck.h"
-CardsDeck::CardsDeck(TextureHolder *textures, sf::Font *gameFont)
+CardsDeck::CardsDeck(TextureHolder *textures, sf::Font *gameFont, Command *command)
{
-
+ commandManager=command;
std::array<std::array<int,2>,4> cardsPos = {
{
{1087,95}, {1225, 95}, {1225, 277}, {1087, 277}
}
};
this->textures = textures;
for (int i=0;i<=3;i++)
{
// spriteCardBases[i].setTexture(this->textures->textureCardBases[i]);
spriteCardBases[i].setPosition(cardsPos[i][0],cardsPos[i][1]);
textPileTitle[i].setFont(*gameFont);
textPileTitle[i].setCharacterSize(10);
textPileTitle[i].setPosition(cardsPos[i][0]+10,cardsPos[i][1]+100);
for (int j=0;j<efc::cardsDistribution.size();j++)
{
int cardTypeInt = efc::cardsDistribution[j];
std::cout << cardTypeInt << std::endl;
cardsList[i].cardsPile[j].cardType = efc::cardsTypes[cardTypeInt];
cardsList[i].cardsPile[j].cardTypeInt = cardTypeInt;
spriteCardBases[i].setTexture(this->textures->cardsTextures[i][cardTypeInt]);
}
reloadCards();
}
}
void CardsDeck::reloadCards(){
for (int i=0;i<=3;i++)
{
cardsList[i].shufflePile();
setTitles(i);
}
}
void CardsDeck::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
states.transform *= getTransform();
for (int i=0;i<=3;i++)
{
if ((cardsList[i].invisibleLeft==0.0f) and (cardsList[i].active))
{
target.draw(spriteCardBases[i], states);
target.draw(textPileTitle[i], states);
}
}
}
void CardsDeck::setTitles(int number)
{
int cardTypeInt = getCardTypeInt(number);
textPileTitle[number].setString(efc::cardsTypes[cardTypeInt]);
// int val = getCardTypeInt(number);
spriteCardBases[number].setTexture(textures->cardsTextures[number][cardTypeInt]);
}
void CardsDeck::setSprites(int number)
{
// for (int i=0;i<=3;i++)
// {
// int val = getCardTypeInt(i);
// std::string title = getTitle(i);
// std::cout <<i<< " << hjehe >> " << val << std::endl;
// sf::Texture tmpText = textures->cardsTextures[i][val];
// spriteCardBases[i].setTexture(tmpText);
// }
}
void CardsDeck::setFonts(sf::Font *gameFont)
{
for (int i=0;i<=3;i++)
{
textPileTitle[i].setFont(*gameFont);
}
}
void CardsDeck::nextCard(int pileNumber)
{
if (cardsList[pileNumber].active)
{
cardsList[pileNumber].invisibleLeft = 0.75f;
int currentCard = getCurrentCard(pileNumber);
if (currentCard>=efc::cardsDistribution.size()-1)
{
cardsList[pileNumber].active = false;
+ commandManager->removeAllCardElement(pileNumber);
} else
{
currentCard += 1;
std::cout << currentCard << " ccard" << std::endl;
if ((currentCard>3) || (currentCard<0))
currentCard = 0;
cardsList[pileNumber].currentCard = currentCard;
setTitles(pileNumber);
}
}
// setSprites(pileNumber);
}
int CardsDeck::getCurrentCard(int pileNumber)
{
int currentCard = cardsList[pileNumber].currentCard;
return currentCard;
}
std::string CardsDeck::getTitle(int pileNumber)
{
std::string currentText = efc::cardsTypes[getCardTypeInt(pileNumber)];
return currentText;
}
int CardsDeck::getCardTypeInt(int pileNumber)
{
int result = cardsList[pileNumber].cardsPile[getCurrentCard(pileNumber)].cardTypeInt;
return result;
}
void CardsDeck::update(sf::Time deltaTime)
{
for (int i=0;i<=3;i++)
{
if (cardsList[i].invisibleLeft>0.0f)
{
cardsList[i].invisibleLeft -= deltaTime.asSeconds();
}
if (cardsList[i].invisibleLeft<0.0f)
{
cardsList[i].invisibleLeft = 0.0f;
}
}
}
diff --git a/cardsdeck.h b/cardsdeck.h
index 56fa936..02f7f9b 100644
--- a/cardsdeck.h
+++ b/cardsdeck.h
@@ -1,43 +1,46 @@
#ifndef CARDSDECK_H
#define CARDSDECK_H
#include <array>
#include <SFML/Graphics.hpp>
#include <iostream>
#include "textureholder.h"
#include "cardslist.h"
+#include "command.h"
+
namespace efc {
const static std::array<std::string, 4> cardsTypes = {
"stop", "card", "diamond", "diamond x 2"
};
}
class CardsDeck: public sf::Drawable, public sf::Transformable
{
public:
- CardsDeck(TextureHolder *textures, sf::Font *gameFont);
+ CardsDeck(TextureHolder *textures, sf::Font *gameFont, Command *command);
std::array<CardsList, 4> cardsList;
std::array<sf::Sprite, 4> spriteCardBases;
std::array<sf::Text, 4> textPileTitle;
TextureHolder *textures;
+ Command *commandManager;
void draw(sf::RenderTarget &target, sf::RenderStates states) const;
// void setTitles();
void setSprites(int number);
void setFonts(sf::Font *gameFont);
void nextCard(int pileNumber);
int getCurrentCard(int pileNumber);
std::string getTitle(int pileNumber);
void update(sf::Time deltaTime);
int getCardTypeInt(int pileNumber);
void setTitles(int number);
void reloadCards();
};
#endif // CARDSDECK_H
diff --git a/command.cpp b/command.cpp
index 687b373..f314587 100644
--- a/command.cpp
+++ b/command.cpp
@@ -1,134 +1,158 @@
#include <algorithm>
#include <iterator>
#include "game.h"
#include "command.h"
#include "data.h"
Command::Command(efc::Game ¤tGame) :
game(currentGame)
{
}
void Command::removeCard(int playerNumber)
{
/*! This should works as following:
* - iterate over BoardDiamondSeq
* - find diamonds belonging to the playerNumber
* - create an array from the aboves
* - get a random element
* - remove from the board - set not active
*/
std::vector<int> diamonds;
for (auto&& i: game.boardDiamonds.diamonds)
{
int fieldNumber = i.playerNumber;
if ((fieldNumber==playerNumber) && (i.boardPosition>-1)
&& (i.idNumber<4))
{
diamonds.push_back(i.boardPosition);
}
}
int numberDiamonds = diamonds.size();
if (numberDiamonds>=0)
{
int elemToRemove = rand() % numberDiamonds;
game.boardDiamonds.collectField(diamonds[elemToRemove]);
}
}
+void Command::removeAllCardElement(int elementNumber)
+{
+ /*! This should works as following:
+ * - iterate over BoardDiamondSeq
+ * - find diamonds belonging to the playerNumber
+ * - create an array from the aboves
+ * - get a random element
+ * - remove from the board - set not active
+ */
+
+ std::vector<int> diamonds;
+ for (auto&& i: game.boardDiamonds.diamonds)
+ {
+ int cardElementNumber = i.idNumber;
+ if ((i.boardPosition>-1) && (cardElementNumber==elementNumber))
+ {
+ i.boardPosition=-1;
+ };
+
+
+ }
+
+}
+
void Command::removeDiamond(int playerNumber)
{
/*! This should works as following:
* - iterate over BoardDiamondSeq
* - find diamonds belonging to the playerNumber
* - create an array from the aboves
* - get a random element
* - remove from the board - set not active
*/
std::vector<int> diamonds;
for (auto&& i: game.boardDiamonds.diamonds)
{
int fieldNumber = i.playerNumber;
if ((fieldNumber==playerNumber) && (i.boardPosition>-1)
&& (i.idNumber==4))
{
diamonds.push_back(i.boardPosition);
}
}
int numberDiamonds = diamonds.size();
if (numberDiamonds>=0)
{
int elemToRemove = rand() % numberDiamonds;
game.boardDiamonds.collectField(diamonds[elemToRemove]);
}
}
void Command::freezePlayer(int playerNumber)
{
game.players[playerNumber].frozenLeft += 1;
}
void Command::processField(int pos)
{
// if ()
bool startField = std::find(std::begin(efc::startPlayers),
std::end(efc::startPlayers), pos)
!= std::end(efc::startPlayers);
if ((startField) && (efc::startPlayers[game.turn]==pos))
game.boardDiamonds.reorder(game.turn);
if (game.boardDiamonds.ifFieldIsEmpty(pos)==false)
{
game.sfx.playCollect();
if (game.boardDiamonds.getNumberForField(pos)==4)
{
game.players[game.turn].cash += 1;
} else if (game.boardDiamonds.getNumberForField(pos)<4)
{
processCard(pos);
}
game.boardDiamonds.collectField(pos);
}
}
void Command::processCard(int pos)
{
int tokenNumber = game.boardDiamonds.getNumberForField(pos);
std::string cardType = game.cardsDeck.getTitle(tokenNumber);
if (tokenNumber!=game.turn)
{
if (cardType == "diamond")
{
removeDiamond(game.boardDiamonds.getNumberForField(pos));
game.players[game.turn].cash += 1;
} else if (cardType == "stop")
{
freezePlayer(tokenNumber);
} else if (cardType == "card")
{
removeCard(game.boardDiamonds.getNumberForField(pos));
} else if (cardType == "diamond x 2")
{
removeDiamond(game.boardDiamonds.getNumberForField(pos));
game.players[game.turn].cash += 1;
removeDiamond(game.boardDiamonds.getNumberForField(pos));
game.players[game.turn].cash += 1;
}
}
game.cardsDeck.nextCard(tokenNumber);
game.sfx.playCard();
}
int Command::processGui(sf::Vector2f posGui)
{
return posGui.x + posGui.y; /*! TODO: add processing some actions */
}
diff --git a/command.h b/command.h
index 57a63d0..57ebf7b 100644
--- a/command.h
+++ b/command.h
@@ -1,32 +1,33 @@
#ifndef COMMAND_H
#define COMMAND_H
#include "vector"
namespace efc {
class Game;
}
class Command
{
public:
// Command();
Command(efc::Game ¤tGame);
/*!
* \brief Removes a diamond from the player's field.
* \param player
*/
void removeDiamond(int playerNumber);
void removeCard(int playerNumber);
void freezePlayer(int playerNumber);
efc::Game &game;
void processField(int pos);
void processCard(int pos);
int processGui(sf::Vector2f posGui);
+ void removeAllCardElement(int elementNumber);
};
#endif // COMMAND_H
diff --git a/game.cpp b/game.cpp
index 871b409..81387f8 100644
--- a/game.cpp
+++ b/game.cpp
@@ -1,898 +1,898 @@
#include "game.h"
#include "particle.h"
namespace efc {
int initScreenX = 1360;
int initScreenY = 768;
int currentSeason = 1;
int month = 0;
void Game::setTxtEndGameAmount(){
std::string elementNames[4] = {"Water","Earth", "Fire", "Air"};
int width=1360;
int height = 768;
int separator = 40;
for (int i=0;i<4;i++)
{
std::string label = elementNames[i]+ " " + std::to_string(players[i].cash);
endGameTxtAmount[i].setString(label);
sf::FloatRect ss = endGameTxtAmount[i].getLocalBounds();
endGameTxtAmount[i].setPosition((width/2)-(ss.width/2),separator+(i*separator));
}
}
void Game::initBoard()
{
time_t t = time(0);
struct tm * now = localtime( & t );
int month = now->tm_mon + 1;
int day = now->tm_mday;
paganHolidayString = getHoliday(month, day);
std::cout << "HOLIDAY"<< paganHolidayString << std::endl;
paganHolidayTxt.setString(paganHolidayString);
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(0.15f,0.1f, 1.0f, 1.0f));
viewGui.setViewport(sf::FloatRect(0.806f,0.066f, 1, 1));
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;
// Initialization of the players
cardsDeck.setFonts(&menuFont);
restartGame();
for (int i=0;i<4;i++)
{
endGameTxtAmount[i].setFont(gameFont);
endGameTxtAmount[i].setCharacterSize(25);
}
endGameTxt.setFont(gameFont);
endGameTxt.setString("Game Over");
endGameTxt.setCharacterSize(30);
sf::FloatRect ss = endGameTxt.getLocalBounds();
endGameTxt.setPosition((1360/2)-(ss.width/2),0);
setTxtEndGameAmount();
// endGameTxt.set
// endGameTxt.setScale(2,2);
}
void Game::restartGame()
{
PlayerHud playerHud1(&textures, &gameFont, 32,0);
PlayerHud playerHud2(&textures, &gameFont, 32,1);
PlayerHud playerHud3(&textures, &gameFont, 32,2);
PlayerHud playerHud4(&textures, &gameFont, 32,3);
players[0] = playerHud1;
players[1] = playerHud2;
players[3] = playerHud3;
players[2] = playerHud4;
players[0].setActive(true);
setCurrentNeighbours();
diceResultPlayer = 6;
players[turn].characters[0].diceResult = diceResultPlayer;
roundDice.setColor(turn);
for (int i=0;i<4;i++)
{
players[i].restartPlayer();
}
turn = 0;
currentSeason = 1;
month = 0;
cardsDeck.reloadCards();
}
void Game::setCurrentNeighbours ()
{
currentNeighbours = players[turn].getNeighbours();
}
void Game::loadAssets()
{
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 (!shaderBlur.loadFromFile("assets/shaders/blur.frag", sf::Shader::Fragment))
std::exit(1);
if (!shaderPixel.loadFromFile("assets/shaders/pixelate.frag", sf::Shader::Fragment))
std::exit(1);
if (!shaderDark.loadFromFile("assets/shaders/dark.frag", sf::Shader::Fragment))
std::exit(1);
if (!textureBackgroundArt.loadFromFile("assets/img/background_land.png"))
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);
spriteBackgroundArt.setTexture(textureBackgroundArt);
menuTxt.setFont(menuFont);
menuTxt.setCharacterSize(60);
menuTxt.setString(gameTitle);
int width = menuTxt.getLocalBounds().width;
int height = menuTxt.getLocalBounds().height;
menuTxt.setPosition(1050-(width/2),750-(height/2)-150);
menuTxt.setColor(sf::Color(255, 255, 255, 85));
cardsDeck.setFonts(&gameFont);
paganHolidayTxt.setFont(menuFont);
paganHolidayTxt.setCharacterSize(20);
paganHolidayTxt.setPosition(20,20);
for (int i=0;i<4;i++)
{
playersSprites[i].setTexture(textureBackgroundArt);
playersSprites[i].setTextureRect(sf::IntRect(playersSpritesCords[i][0],
playersSpritesCords[i][1], 280, 280));
playersSprites[i].setPosition(playersSpritesCords[i][0], playersSpritesCords[i][1]);
}
}
void Game::showMenu()
{
// musicBackgroun/*d*/.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;
downTimeCounter = 0;
setTxtEndGameAmount();
// 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);
commandManager.processField(mousePos);
const int *possibleExit = std::find(std::begin(efc::endPlayers),
std::end(efc::endPlayers), mousePos);
if (possibleExit != efc::endPlayers+4) {
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);
commandManager.processGui(posGui);
}
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;
}
}
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);
}
if (currentState==state_lets_begin)
{
if (downTimeCounter>1)
{
currentState = state_roll_dice;
}
}
if (currentState==state_end_game)
{
if (downTimeCounter>2)
{
currentState = state_menu;
restartGame();
}
}
}
void Game::hideGameBoard()
{
musicGame.play();
}
Game::Game():
screenSize(efc::initScreenX,efc::initScreenY),
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),
character(&textures, 3),
gameTitle("deerportal"),
roundDice(players),
roundNumber(1),
guiRoundDice(&textures),
boardDiamonds(&textures),
window(sf::VideoMode(efc::initScreenX, efc::initScreenY), "Deerportal - game about how human can be upgraded to the Deer"),
turn(0),
commandManager(*this),
- cardsDeck(&textures, &menuFont),
+ cardsDeck(&textures, &menuFont,&commandManager),
particleSystem( 430, 230)
{
//particleSystem.setPosition( width/2, height/2 );
//particleSystem.setGravity( 1.0f, 1.0f );
//particleSystem.setParticleSpeed( 80.0f );
particleSystem.setDissolve( true );
particleSystem.setDissolutionRate( 10 );
particleSystem.setShape( Shape::CIRCLE );
particleSystem.fuel( 1000 );
playersSpritesCords[0][0] = 202;
playersSpritesCords[0][1] = 76;
playersSpritesCords[1][0] = 562;
playersSpritesCords[1][1] = 76;
playersSpritesCords[3][0] = 202;
playersSpritesCords[3][1] = 436;
playersSpritesCords[2][0] = 562;
playersSpritesCords[2][1] = 436;
textLoading.setString("loading...");
textLoading.setFont(menuFont);
textLoading.setPosition(200,200);
textLoading.setColor(sf::Color::White);
textLoading.setCharacterSize(10);
renderTexture.create(1360,768);
renderTexture.clear(sf::Color::White);
renderTexture.draw(textLoading);
renderTexture.display();
renderSprite.setTexture(renderTexture.getTexture());
numberFinishedPlayers = 0;
sf::Clock frameClock;
guiRoundDice.active = true;
showPlayerBoardElems = false;
window.setVerticalSyncEnabled(true);
std::srand (time(NULL));
window.clear(sf::Color(55,55,55));
renderTexture.draw(textLoading);
window.display();
loadAssets();
textLoading.setFont(menuFont);
textLoading.setPosition(200,200);
textLoading.setColor(sf::Color::White);
textLoading.setCharacterSize(10);
renderTexture.clear(sf::Color::Black);
renderTexture.draw(textLoading);
window.display();
initBoard();
renderTexture.clear(sf::Color::Black);
renderTexture.draw(textLoading);
renderTexture.display();
showMenu();
// currentState = state_end_game; //TODO: hacky debug hy
// run the main loop
while (window.isOpen())
{
sf::Time frameTime = frameClock.restart();
std::string resultCommand = "";
// handle events
sf::Event event;
float xpos = 320.0f;
float ypos = 240.0f;
float xgrv = 0.0f;
float ygrv = 0.0f;
while (window.pollEvent(event))
{
switch (event.type) {
case sf::Event::Closed:
window.close(); break;
case sf::Event::KeyPressed:
if(event.key.code == sf::Keyboard::Escape )
window.close();
if( sf::Keyboard::isKeyPressed( sf::Keyboard::Space ) )
particleSystem.fuel( 200/* * window.getFrameTime() */);
if( sf::Keyboard::isKeyPressed( sf::Keyboard::A ) )
particleSystem.setPosition( --xpos, ypos );
if( sf::Keyboard::isKeyPressed( sf::Keyboard::D ) )
particleSystem.setPosition( ++xpos, ypos );
if( sf::Keyboard::isKeyPressed( sf::Keyboard::W ) )
particleSystem.setPosition( xpos, --ypos );
if( sf::Keyboard::isKeyPressed( sf::Keyboard::S ) )
particleSystem.setPosition( xpos, ++ypos );
if( sf::Keyboard::isKeyPressed( sf::Keyboard::Left ) )
particleSystem.setGravity( --xgrv * 0.1f, ygrv * 0.1f);
if( sf::Keyboard::isKeyPressed( sf::Keyboard::Right ) )
particleSystem.setGravity( ++xgrv * 0.1f, ygrv * 0.1f );
if( sf::Keyboard::isKeyPressed( sf::Keyboard::Up ) )
particleSystem.setGravity( xgrv * 0.1f, --ygrv * 0.1f );
if( sf::Keyboard::isKeyPressed( sf::Keyboard::Down ) )
particleSystem.setGravity( xgrv * 0.1f, ++ygrv * 0.1f );
if( sf::Keyboard::isKeyPressed( sf::Keyboard::G ) )
particleSystem.setGravity( 0.0f, 0.0f );
if( sf::Keyboard::isKeyPressed( sf::Keyboard::P ) )
particleSystem.setPosition( 320.0f, 240.0f );
break;
}
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");
// }
// Showing mouse hover
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;
} else {
showPlayerBoardElems = true;
}
}
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);
}
/*!
* Handling mouse click
*/
if (event.type == sf::Event::MouseButtonReleased)
{
if (event.mouseButton.button == sf::Mouse::Left)
handleLeftClick(localPosition, localPositionGui,
localPositionFull, mousePos);
}
}
update(frameTime);
render(frameTime.asSeconds());
}
}
void Game::update(sf::Time frameTime) {
runningCounter += frameTime.asSeconds();
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.spriteRotate.move(-202,-76);
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.spriteRotate.move(-202,-76);
nextRotateElem.update(frameTime);
nextRotateElem.setColor(turn);
}
}
cardsDeck.update(frameTime);
for (int i=0;i<4;i++)
{
players[i].play();
players[i].update(frameTime);
}
if (currentState==state_lets_begin)
{
downTimeCounter += frameTime.asSeconds();
spriteLestBegin.setColor(sf::Color(255,255,255,255-(downTimeCounter*35)));
if (downTimeCounter>5)
{
currentState = state_roll_dice;
}
}
if (currentState==state_end_game)
{
downTimeCounter += frameTime.asSeconds();
}
}
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 (currentState==state_end_game)
{
return;
}
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();
}
if (players[turn].frozenLeft>0)
{
players[turn].frozenLeft -= 1;
nextPlayer();
}
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++)
{
renderTexture.draw(players[i]);
}
}
void Game::drawSquares() {
if (showPlayerBoardElems)
{
renderTexture.draw(selector);
}
}
void Game::drawBaseGame()
{
renderTexture.setView(viewTiles);
// window.draw(map);
for (int i=0;i<4;i++)
{
renderTexture.draw(players[i].elems);
}
drawSquares();
renderTexture.setView(viewGui);
renderTexture.setView(viewTiles);
}
void Game::drawCharacters(float deltaTime){
renderTexture.setView(viewTiles); // Yeah Katia's inspiration
shaderBlur.setParameter("blur_radius", sin(runningCounter*0.01) );
renderTexture.draw(gameBackground);
renderTexture.setView(viewFull);
renderTexture.draw(spriteBackgroundArt, &shaderDark);
spriteBackgroundArt.setColor(sf::Color(255, 255, 255, 208));
shaderBlur.setParameter("blur_radius", 0.5);
// shaderBlur.setParameter("blur_radius", sin(runningCounter*0.01) );
// shaderBlur.setParameter("blur_radius", sin(runningCounter*0.01) );
shaderPixel.setParameter("pixel_threshold", sin(runningCounter* 0.05));
renderTexture.draw(spriteBackgroundArt);
spriteBackgroundArt.setColor(sf::Color(255, 255, 255));
shaderBlur.setParameter("blur_radius", sin(runningCounter* 0.05)/2);
for (int i=0;i<4;i++)
{
sf::RectangleShape rectangle(sf::Vector2f(284, 284));
rectangle.setPosition(playersSpritesCords[i][0]-2,playersSpritesCords[i][1]-2);
rectangle.setFillColor(sf::Color(0, 0, 0,55));
renderTexture.draw(rectangle);
if (turn==i)
renderTexture.draw(playersSprites[i]);
else
renderTexture.draw(playersSprites[i], &shaderBlur);
}
renderTexture.draw(cardsDeck);
if (currentState==state_roll_dice)
{
spriteBackgroundArt.setColor(sf::Color(255, 255, 255));
shaderBlur.setParameter("blur_radius", sin(runningCounter* 0.5)/4);
renderTexture.draw(roundDice.spriteDice, &shaderBlur);
}
else
renderTexture.draw(roundDice.spriteDice);
renderTexture.setView(viewTiles);
drawSquares();
if (currentState==state_game)
{
std::array<int,2> currentMovements = players[turn].characters[0].getMovements(diceResultPlayer);
if (currentMovements[1]>-1)
renderTexture.draw(nextRotateElem);
if (currentMovements[0]>-1)
renderTexture.draw(prevRotateElem);
}
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 0.005);
for (int i=0;i<4;i++)
{
for (auto&& j: players[i].characters)
{
if (currentState==state_game)
j.drawMovements = true;
else
j.drawMovements = false;
renderTexture.draw(j, &shaderBlur);
}
}
}
void Game::render(float deltaTime)
{
window.clear();
renderTexture.clear();
if (currentState==state_game)
{
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 2);
renderTexture.draw(spriteBackgroundDark, &shaderBlur);
renderTexture.setView(viewTiles);
drawBaseGame();
drawCharacters(deltaTime);
renderTexture.draw(boardDiamonds);
renderTexture.setView(viewFull);
drawPlayersGui();
renderTexture.setView(viewFull);
renderTexture.draw(groupHud);
} else if (currentState==state_roll_dice) {
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 2);
renderTexture.draw(spriteBackgroundDark, &shaderBlur);
renderTexture.setView(viewTiles);
drawBaseGame();
drawCharacters(deltaTime);
renderTexture.draw(boardDiamonds);
renderTexture.setView(viewFull);
drawPlayersGui();
renderTexture.setView(viewFull);
renderTexture.draw(groupHud);
} else if (currentState==state_gui_elem) {
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 2);
renderTexture.draw(spriteBackgroundDark, &shaderBlur);
drawBaseGame();
drawCharacters(deltaTime);
// window.draw(guiSelectBuilding);
renderTexture.setView(viewFull);
renderTexture.draw(groupHud);
} else if (currentState==state_menu) {
shaderBlur.setParameter("blur_radius", 15);
renderTexture.draw(menuTxt, &shaderBlur);
renderTexture.draw(menuTxt);
renderTexture.draw(paganHolidayTxt);
// window.draw(menuTxt);
} else if (currentState==state_lets_begin) {
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 4);
renderTexture.draw(spriteBackgroundDark, &shaderBlur);
renderTexture.setView(viewTiles);
drawBaseGame();
drawCharacters(deltaTime);
renderTexture.draw(boardDiamonds, &shaderBlur);
renderTexture.setView(viewFull);
drawPlayersGui();
renderTexture.draw(spriteLestBegin,&shaderBlur);
} else if (currentState==state_gui_end_round){
renderTexture.setView(viewFull);
renderTexture.draw(spriteBackgroundDark);
drawBaseGame();
shaderBlur.setParameter("blur_radius", 0.05);
renderTexture.draw(guiRoundDice, &shaderBlur);
renderTexture.setView(viewFull);
renderTexture.draw(groupHud);
}
else if (currentState==state_end_game){
renderTexture.setView(viewFull);
renderTexture.draw(spriteBackgroundDark);
renderTexture.draw(spriteLestBegin,&shaderBlur);
renderTexture.draw(endGameTxt);
for (int i=0;i<4;i++){
renderTexture.draw(endGameTxtAmount[i]);
}
// drawBaseGame();
}
renderTexture.display();
renderSprite.setTexture(renderTexture.getTexture());
shaderBlur.setParameter("blur_radius", sin(deltaTime)*0.015);
shaderBlur.setParameter("blur_radius", 0.0003);
window.draw(renderSprite, &shaderBlur);
particleSystem.remove();
particleSystem.update();
particleSystem.render();
window.draw( particleSystem.getSprite() );
window.display();
}
void Game::command(std::string command){
// 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=="end_turn")
nextPlayer();
}
sf::Vector2f Game::getMousePos(){
sf::Vector2i mousePosTmp(sf::Mouse::getPosition(window));
sf::Vector2f mousePosition(window.mapPixelToCoords(mousePosTmp,viewTiles));
return mousePosition;
}
}
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