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diff --git a/assets/shaders/blur.frag b/assets/shaders/blur.frag
new file mode 100644
index 0000000..b8aba38
--- /dev/null
+++ b/assets/shaders/blur.frag
@@ -0,0 +1,20 @@
+uniform sampler2D texture;
+uniform float blur_radius;
+
+void main()
+{
+ vec2 offx = vec2(blur_radius, 0.0);
+ vec2 offy = vec2(0.0, blur_radius);
+
+ vec4 pixel = texture2D(texture, gl_TexCoord[0].xy) * 4.0 +
+ texture2D(texture, gl_TexCoord[0].xy - offx) * 2.0 +
+ texture2D(texture, gl_TexCoord[0].xy + offx) * 2.0 +
+ texture2D(texture, gl_TexCoord[0].xy - offy) * 2.0 +
+ texture2D(texture, gl_TexCoord[0].xy + offy) * 2.0 +
+ texture2D(texture, gl_TexCoord[0].xy - offx - offy) * 1.0 +
+ texture2D(texture, gl_TexCoord[0].xy - offx + offy) * 1.0 +
+ texture2D(texture, gl_TexCoord[0].xy + offx - offy) * 1.0 +
+ texture2D(texture, gl_TexCoord[0].xy + offx + offy) * 1.0;
+
+ gl_FragColor = gl_Color * (pixel / 16.0);
+}
diff --git a/deerportal.pro b/deerportal.pro
index ca52556..2e7e14d 100644
--- a/deerportal.pro
+++ b/deerportal.pro
@@ -1,89 +1,88 @@
TEMPLATE = app
CONFIG += console
CONFIG += release
CONFIG -= app_bundle
CONFIG -= qt
CONFIG += c++11
SOURCES += main.cpp \
game.cpp \
tilemap.cpp \
selector.cpp \
playerhud.cpp \
boardelem.cpp \
boardelems.cpp \
textureholder.cpp \
hover.cpp \
guiwindow.cpp \
purchaseguielem.cpp \
- guichoosebuilding.cpp \
rounddice.cpp \
guirounddice.cpp \
grouphud.cpp \
animation.cpp \
animatedsprite.cpp \
character.cpp \
data.cpp \
rotateelem.cpp \
boarddiamond.cpp \
boarddiamondseq.cpp \
elem.cpp \
soundfx.cpp \
card.cpp \
pile.cpp \
cardslist.cpp \
command.cpp \
cardsdeck.cpp
LIBS += -lsfml-window -lsfml-system -lsfml-graphics -lsfml-audio
DESTDIR = debian/deerportal/opt/deerportal/
assets.path = /opt/deerportal/assets
assets.files = assets/*
desktop.path = /usr/share/applications
desktop.files = deerportal.desktop
icon.path = /usr/share/icons/hicolor/512x512/apps
icon.files = assets/img/deerportal.png
INSTALLS += assets
INSTALLS += desktop
INSTALLS += icon
HEADERS += \
game.h \
tilemap.h \
selector.h \
playerhud.h \
boardelem.h \
boardelems.h \
textureholder.h \
hover.h \
guiwindow.h \
purchaseguielem.h \
guichoosebuilding.h \
elemsdescription.h \
rounddice.h \
guirounddice.h \
grouphud.h \
data.h \
animation.h \
animatedsprite.h \
character.h \
rotateelem.h \
boarddiamond.h \
boarddiamondseq.h \
elem.h \
soundfx.h \
card.h \
pile.h \
cardslist.h \
command.h \
cardsdeck.h
OTHER_FILES += \
CREDITS.md
QMAKE_CXXFLAGS += -std=gnu++0x -Wpedantic
CONFIG += c++11
diff --git a/game.cpp b/game.cpp
index 7428031..98ae2ae 100644
--- a/game.cpp
+++ b/game.cpp
@@ -1,604 +1,640 @@
#include "game.h"
namespace efc {
int initScreenX = 1360;
int initScreenY = 768;
int currentSeason = 1;
int month = 0;
void Game::initBoard()
{
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);
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);
}
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 (!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);
}
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;
// 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);
}
}
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)
{
textLoading.setString("loading...");
textLoading.setFont(menuFont);
textLoading.setPosition(200,200);
textLoading.setColor(sf::Color::White);
textLoading.setCharacterSize(10);
- window.clear(sf::Color::White);
- window.draw(textLoading);
- window.display();
-
+ 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));
- window.draw(textLoading);
+ renderTexture.draw(textLoading);
window.display();
loadAssets();
textLoading.setFont(menuFont);
textLoading.setPosition(200,200);
textLoading.setColor(sf::Color::White);
textLoading.setCharacterSize(10);
- window.clear(sf::Color::Black);
- window.draw(textLoading);
+ renderTexture.clear(sf::Color::Black);
+ renderTexture.draw(textLoading);
window.display();
initBoard();
- window.clear(sf::Color::Black);
- window.draw(textLoading);
- window.display();
+ renderTexture.clear(sf::Color::Black);
+ renderTexture.draw(textLoading);
+ renderTexture.display();
+
+
+
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");
// }
// 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();
+ 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.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);
}
}
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>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();
}
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++)
{
- window.draw(players[i]);
+ renderTexture.draw(players[i]);
}
}
void Game::drawSquares() {
if (showPlayerBoardElems)
{
- window.draw(selector);
+ renderTexture.draw(selector);
}
}
void Game::drawBaseGame()
{
- window.setView(viewTiles);
+
+
+ renderTexture.setView(viewTiles);
// window.draw(map);
for (int i=0;i<4;i++)
{
- window.draw(players[i].elems);
+ renderTexture.draw(players[i].elems);
}
drawSquares();
- window.setView(viewGui);
- window.setView(viewTiles);
+ renderTexture.setView(viewGui);
+ renderTexture.setView(viewTiles);
}
-void Game::drawCharacters(){
- window.setView(viewTiles); // Yeah Katia's inspiration
- window.draw(gameBackground);
- window.setView(viewFull);
- window.draw(spriteBackgroundArt);
- window.draw(cardsDeck);
- window.draw(roundDice.spriteDice);
- window.setView(viewTiles);
+void Game::drawCharacters(float deltaTime){
+ renderTexture.setView(viewTiles); // Yeah Katia's inspiration
+
+ shaderBlur.setParameter("blur_radius", sin(runningCounter) );
+
+ renderTexture.draw(gameBackground);
+ renderTexture.setView(viewFull);
+ renderTexture.draw(spriteBackgroundArt);
+ spriteBackgroundArt.setColor(sf::Color(255, 255, 255, 128));
+ renderTexture.draw(spriteBackgroundArt, &shaderBlur);
+ spriteBackgroundArt.setColor(sf::Color(255, 255, 255));
+
+
+ renderTexture.draw(cardsDeck);
+ 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)
- window.draw(nextRotateElem);
+ renderTexture.draw(nextRotateElem);
if (currentMovements[0]>-1)
- window.draw(prevRotateElem);
+ renderTexture.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);
+ renderTexture.draw(j);
}
}
}
-void Game::render()
+
+
+void Game::render(float deltaTime)
{
window.clear();
+ renderTexture.clear();
if (currentState==state_game)
{
- window.setView(viewFull);
- window.draw(spriteBackgroundDark);
- window.setView(viewTiles);
+ renderTexture.setView(viewFull);
+ shaderBlur.setParameter("blur_radius", 2);
+ renderTexture.draw(spriteBackgroundDark, &shaderBlur);
+ renderTexture.setView(viewTiles);
drawBaseGame();
- drawCharacters();
- window.draw(boardDiamonds);
- window.setView(viewFull);
+ drawCharacters(deltaTime);
+ renderTexture.draw(boardDiamonds);
+ renderTexture.setView(viewFull);
drawPlayersGui();
- window.setView(viewFull);
- window.draw(groupHud);
+ renderTexture.setView(viewFull);
+ renderTexture.draw(groupHud);
} else if (currentState==state_roll_dice) {
- window.setView(viewFull);
- window.draw(spriteBackgroundDark);
-
- window.setView(viewTiles);
+ renderTexture.setView(viewFull);
+ shaderBlur.setParameter("blur_radius", 2);
+ renderTexture.draw(spriteBackgroundDark, &shaderBlur);
+ renderTexture.setView(viewTiles);
drawBaseGame();
- drawCharacters();
- window.draw(boardDiamonds);
- window.setView(viewFull);
+ drawCharacters(deltaTime);
+ renderTexture.draw(boardDiamonds);
+ renderTexture.setView(viewFull);
drawPlayersGui();
- window.setView(viewFull);
- window.draw(groupHud);
+ renderTexture.setView(viewFull);
+ renderTexture.draw(groupHud);
} else if (currentState==state_gui_elem) {
- window.setView(viewFull);
- window.draw(spriteBackgroundDark);
+ renderTexture.setView(viewFull);
+ shaderBlur.setParameter("blur_radius", 2);
+ renderTexture.draw(spriteBackgroundDark, &shaderBlur);
drawBaseGame();
- drawCharacters();
+ drawCharacters(deltaTime);
// window.draw(guiSelectBuilding);
- window.setView(viewFull);
- window.draw(groupHud);
+ renderTexture.setView(viewFull);
+ renderTexture.draw(groupHud);
} else if (currentState==state_menu) {
- window.draw(menuTxt);
+ renderTexture.draw(menuTxt);
+// window.draw(menuTxt);
} else if (currentState==state_lets_begin) {
- window.setView(viewFull);
- window.draw(spriteBackgroundDark);
-
- window.setView(viewTiles);
+ renderTexture.setView(viewFull);
+ shaderBlur.setParameter("blur_radius", 2);
+ renderTexture.draw(spriteBackgroundDark, &shaderBlur);
+ renderTexture.setView(viewTiles);
drawBaseGame();
- drawCharacters();
- window.draw(boardDiamonds);
- window.setView(viewFull);
+ drawCharacters(deltaTime);
+ renderTexture.draw(boardDiamonds);
+ renderTexture.setView(viewFull);
drawPlayersGui();
- window.draw(spriteLestBegin);
+ renderTexture.draw(spriteLestBegin);
} else if (currentState==state_gui_end_round){
- window.setView(viewFull);
- window.draw(spriteBackgroundDark);
+ renderTexture.setView(viewFull);
+ renderTexture.draw(spriteBackgroundDark);
drawBaseGame();
- window.draw(guiRoundDice);
- window.setView(viewFull);
- window.draw(groupHud);
+ renderTexture.draw(guiRoundDice);
+ renderTexture.setView(viewFull);
+ renderTexture.draw(groupHud);
}
+
+
+ renderTexture.display();
+ renderSprite.setTexture(renderTexture.getTexture());
+
+ shaderBlur.setParameter("blur_radius", sin(deltaTime)*0.015);
+ window.draw(renderSprite, &shaderBlur);
+
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;
}
}
diff --git a/game.h b/game.h
index fe9031b..e402226 100644
--- a/game.h
+++ b/game.h
@@ -1,194 +1,197 @@
#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 "command.h"
#include "tilemap.h"
#include "selector.h"
#include "playerhud.h"
#include "textureholder.h"
#include "hover.h"
#include "guiwindow.h"
#include "rounddice.h"
#include "guirounddice.h"
#include "grouphud.h"
#include "animatedsprite.h"
#include "character.h"
#include "rotateelem.h"
#include "boarddiamondseq.h"
#include "soundfx.h"
#include "cardsdeck.h"
//class Command;
namespace efc {
extern int initScreenX;
extern int initScreenY;
class Game
{
public:
sf::Vector2i screenSize;
sf::View viewFull;
sf::View viewGui;
sf::View viewTiles;
private:
Selector selector;
Character character;
std::string gameTitle;
RoundDice roundDice;
int roundNumber;
GuiRoundDice guiRoundDice;
public:
Game();
BoardDiamondSeq boardDiamonds;
sf::RenderWindow window;
+ sf::RenderTexture renderTexture;
+ sf::Sprite renderSprite;
+
PlayerHud players[4];
SoundFX sfx;
public:
int turn;
private:
void initBoard();
void loadAssets();
void drawPlayersGui();
void drawSquares();
void drawMenu();
-
+ float runningCounter;
sf::Vector2f getMousePos();
enum states {
state_init,
state_menu,
state_lets_begin,
state_roll_dice,
state_game,
state_gui_elem,
state_select_building,
state_gui_end_round,
state_end_game,
state_quit
};
states currentState;
// sf::Texture textureBackground;
sf::Sprite spriteBackground;
sf::Sprite gameBackground;
sf::Sprite spriteBackgroundDark;
sf::Sprite spriteLestBegin;
sf::Texture textureBackgroundArt;
sf::Sprite spriteBackgroundArt;
sf::Texture textureTiles;
sf::Texture textureFaces;
sf::Font gameFont;
sf::Font menuFont;
sf::Text menuTxt;
-
+ sf::Shader shaderBlur;
TileMap map;
int mapSize;
int level[256];
int levelElems[256];
TextureHolder textures;
std::set<int> currentNeighbours;
void command(std::string command);
int selectedPos;
void update(sf::Time frameTime);
- void render();
+ void render(float deltaTime);
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;
/*!
* \brief showPlayerBoardElems defines if show mouse hover for the player
*/
bool showPlayerBoardElems;
void drawBaseGame();
int month;
Animation walkingAnimationDown;
Animation walkingAnimationUp;
Animation walkingAnimationLeft;
Animation walkingAnimationRight;
Animation* currentAnimation;
AnimatedSprite animatedSprite;
- void drawCharacters();
+ void drawCharacters(float deltaTime);
void handleLeftClick(sf::Vector2f pos,
sf::Vector2f posGui, sf::Vector2f posFull, int mousePos);
std::set<int> busyTiles;
int diceResultPlayer;
int numberFinishedPlayers;
RotateElem nextRotateElem;
RotateElem prevRotateElem;
void endGame();
float downTimeCounter;
Command commandManager;
sf::Text textLoading;
public:
CardsDeck cardsDeck;
};
}
#endif // GAME_H
diff --git a/pagan_board.pro b/pagan_board.pro
index c1ba428..d593ea4 100644
--- a/pagan_board.pro
+++ b/pagan_board.pro
@@ -1,77 +1,80 @@
TEMPLATE = app
CONFIG += console
CONFIG -= app_bundle
CONFIG -= qt
CONFIG += c++11
SOURCES += main.cpp \
game.cpp \
tilemap.cpp \
selector.cpp \
playerhud.cpp \
boardelem.cpp \
boardelems.cpp \
textureholder.cpp \
hover.cpp \
guiwindow.cpp \
purchaseguielem.cpp \
rounddice.cpp \
guirounddice.cpp \
grouphud.cpp \
animation.cpp \
animatedsprite.cpp \
character.cpp \
data.cpp \
rotateelem.cpp \
boarddiamond.cpp \
boarddiamondseq.cpp \
elem.cpp \
soundfx.cpp \
card.cpp \
pile.cpp \
cardslist.cpp \
command.cpp \
cardsdeck.cpp
LIBS += -lsfml-window -lsfml-system -lsfml-graphics -lsfml-audio
DESTDIR = ../build_release_pagan_board
assets.path = $${DESTDIR}/assets
assets.files = assets/*
INSTALLS += assets
HEADERS += \
game.h \
tilemap.h \
selector.h \
playerhud.h \
boardelem.h \
boardelems.h \
textureholder.h \
hover.h \
guiwindow.h \
purchaseguielem.h \
elemsdescription.h \
rounddice.h \
guirounddice.h \
grouphud.h \
data.h \
animation.h \
animatedsprite.h \
character.h \
rotateelem.h \
boarddiamond.h \
boarddiamondseq.h \
elem.h \
soundfx.h \
card.h \
pile.h \
cardslist.h \
command.h \
cardsdeck.h
OTHER_FILES += \
CREDITS.md
QMAKE_CXXFLAGS += -std=gnu++0x -Wpedantic
+DISTFILES += \
+ assets/shaders/blur.frag
+
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