Page Menu
Home
Phabricator (Chris)
Search
Configure Global Search
Log In
Files
F134476
No One
Temporary
Actions
View File
Edit File
Delete File
View Transforms
Subscribe
Flag For Later
Award Token
Authored By
Unknown
Size
32 KB
Referenced Files
None
Subscribers
None
View Options
diff --git a/game.cpp b/game.cpp
index cf09d07..ae0b5a5 100644
--- a/game.cpp
+++ b/game.cpp
@@ -1,893 +1,937 @@
#include "game.h"
#include "particle.h"
#include "calendar.h"
namespace efc {
int initScreenX = 1360;
int initScreenY = 768;
int currentSeason = 1;
int month = 0;
/*!
* \brief The ResultTable struct contains data for the end of the game screen.
*/
struct ResultTable
{
int playerNumber;
int playerResult;
bool reachedPortal;
bool reachedPortalFirst;
ResultTable(int number,int result, bool portal, bool portalFirst) :
playerNumber(number), playerResult(result), reachedPortal(portal), reachedPortalFirst(portalFirst) {}
bool operator < (const ResultTable& otherResult) const
{
if ((playerResult!=otherResult.playerResult) || ((reachedPortal==false) && (otherResult.reachedPortal==false)))
return (playerResult > otherResult.playerResult);
else if (reachedPortalFirst==true){
- return true;
+ return false;
} else
{
- return false;
+ return true;
}
;
}
};
/*!
* \brief Game::setTxtEndGameAmount orders the results text for the end of the game.
*/
void Game::setTxtEndGameAmount(){
std::string elementNames[4] = {"Water","Earth", "Fire", "Air"};
int width=1360;
// int height = 768;
int startHeight = 100;
int separator = 40;
std::array<ResultTable, 4> results = {
{
ResultTable(0,players[0].cash, players[0].reachedPortal,players[0].reachedPortalFirst),
ResultTable(1,players[1].cash, players[0].reachedPortal,players[0].reachedPortalFirst),
ResultTable(2,players[2].cash, players[0].reachedPortal,players[0].reachedPortalFirst),
ResultTable(3,players[3].cash, players[0].reachedPortal,players[0].reachedPortalFirst)
}
};
std::vector < ResultTable > resultsVector;
for (int i=0;i<4;i++)
{
resultsVector.push_back(results[i]);
};
std::sort(resultsVector.begin(), resultsVector.end());
for (int i=0;i<4;i++)
{
int playerNumber = resultsVector[i].playerNumber;
std::string elementName = elementNames[playerNumber];
std::string label = elementName+ " " + std::to_string(players[playerNumber].cash);
endGameTxtAmount[i].setString(label);
sf::FloatRect ss = endGameTxtAmount[i].getLocalBounds();
endGameTxtAmount[i].setPosition((width/2)-(ss.width/2),separator+(i*separator)+startHeight);
}
}
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);
spriteBackgroundDark.setTexture(textures.backgroundDark);
spriteBackgroundDark.setPosition(0,0);
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);
cardsDeck.setFonts(&gameFont);
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();
bubble.setPosition(players[turn].characters[0].getPosition().x-30,
players[turn].characters[0].getPosition().y-45);
// endGameTxt.set
// endGameTxt.setScale(2,2);
}
/*!
* \brief Game::restartGame sets all the variables to the default value
*/
void Game::restartGame()
{
PlayerHud playerHud1(&textures, &gameFont,0);
PlayerHud playerHud2(&textures, &gameFont,1);
PlayerHud playerHud3(&textures, &gameFont,2);
PlayerHud playerHud4(&textures, &gameFont,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();
players[i].reachedPortal = false;
+
boardDiamonds.reorder(i);
+ bubble.setPosition(players[i].characters[0].getPosition().x-30,
+ players[i].characters[0].getPosition().y-45);
+ players[i].done=false;
}
+ numberFinishedPlayers = 0;
turn = 0;
currentSeason = 1;
month = 0;
cardsDeck.reloadCards();
deerModeActive = false;
deerModeCounter = 16;
+ launchNextPlayer();
}
void Game::setCurrentNeighbours ()
{
currentNeighbours = players[turn].getNeighbours();
}
/*!
* \brief Game::loadAssets
*/
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(gameFont);
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(gameFont);
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()
{
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;
numberFinishedPlayers = 4;
setTxtEndGameAmount();
// musicBackground.stop();
}
/*!
* \brief Game::handleLeftClick
* \param pos
* \param posFull
* \param mousePos
*/
void Game::handleLeftClick(sf::Vector2f pos,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;
players[turn].reachedPortal=true;
commandManager.removeAllItems(turn);
if (numberFinishedPlayers == 0)
{
players[turn].reachedPortalFirst=true;
startDeerMode();
}
numberFinishedPlayers += 1;
if (numberFinishedPlayers > 3)
+ {
endGame();
+ return;
+ }
} else {
// std::cerr << "Not found" << std::endl;
}
nextPlayer();
return;
}
// 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;
bubble.state = BubbleState::MOVE;
nextRotateElem.reset();
prevRotateElem.reset();
}
}
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),
particleSystem( 430, 230),
commandManager(*this),
cardsDeck(&textures, &menuFont,&commandManager),
deerModeCounter(4),
deerModeActive(false)
{
// TODO: perhaps get rid of the particles at all...
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();
// 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;
default:
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();
// 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,
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(10,20);
// Modificator to fit on the bigger view
prevRotateElem.spriteRotate.move(-202,-76);
prevRotateElem.update(frameTime);
prevRotateElem.setColor();
}
if (currentMovements[1]>-1)
{
nextRotateElem.spriteRotate.setPosition(players[turn].characters[0].rightChar.getPosition());
nextRotateElem.spriteRotate.move(10,20);
// Modificator to fit on the bigger view
nextRotateElem.spriteRotate.move(-202,-76);
nextRotateElem.update(frameTime);
nextRotateElem.setColor();
}
}
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;
bubble.state = BubbleState::DICE;
}
}
if (currentState==state_end_game)
{
downTimeCounter += frameTime.asSeconds();
}
bubble.update(frameTime);
}
+/*!
+ * \brief Game::nextRound is happening each every 4 months
+ */
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();
+// if (players[turn].done==true)
+// nextPlayer();
+
+ launchNextPlayer();
}
+/*!
+ * \brief Game::nextPlayer calculates which player should play
+ */
void Game::nextPlayer(){
+
if (currentState==state_end_game)
{
return;
}
-
-
if (numberFinishedPlayers==4)
{
// std::cout << "Everybody Finished!!!" << std::endl;
endGame();
-
+ return ;
}
-
- if (turn<4)
- players[turn].updatePlayer();
- else
+ players[turn].updatePlayer();
+ if (turn>2)
+ {
nextRound();
+ return;
+ }
+
turn++;
if (deerModeActive)
{
deerModeCounter -= 1;
}
if (deerModeCounter<0)
{
endGame();
return ;
}
- if ((players[turn].done==true) && (turn<4))
+ if (players[turn].done==true)
{
// std::cout << "Player " << turn << " is done" << std::endl;
nextPlayer();
+ return;
}
- if ((turn==4) || (turn>4))
- {
- nextRound();
- }
+// if ((turn==4) || (turn>4))
+// {
+// nextRound();
+// return;
+// }
+
+ // Frozen player
if (players[turn].frozenLeft>0)
{
players[turn].frozenLeft -= 1;
nextPlayer();
+ return;
}
- selector.changeColor(turn);
+// // If player is done - next player
+// if (players[turn].done==true)
+// {
+// nextPlayer();
+// return;
+// }
+
+ launchNextPlayer();
+}
+void Game::launchNextPlayer(){
+ // Just control
+ if (players[turn].done==true)
+ {
+ // std::cout << "Player " << turn << " is done" << std::endl;
+ nextPlayer();
+ return;
+ }
+
+ // Here we process new player
+
+ 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);
if (deerModeActive==false)
{
groupHud.setSeason(currentSeason);
groupHud.setMonthName(month%4);
} else
{
groupHud.setDeerModeActive();
int number = (deerModeCounter/4);
if (deerModeCounter<16)
number += 1;
if (number<0)
{
endGame();
return;
}
groupHud.setDeerModeCounter(number);
}
currentState = state_roll_dice;
bubble.state = BubbleState::DICE;
roundDice.setColor(turn);
bubble.setPosition(players[turn].characters[0].getPosition().x-30,
players[turn].characters[0].getPosition().y-45);
}
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);
for (int i=0;i<4;i++)
{
renderTexture.draw(players[i].elems);
}
drawSquares();
renderTexture.setView(viewGui);
renderTexture.setView(viewTiles);
renderTexture.setView(viewTiles); // Yeah Katia's inspiration
shaderBlur.setParameter("blur_radius", sin(runningCounter*0.01f) );
// renderTexture.draw(gameBackground);
renderTexture.setView(viewFull);
// renderTexture.draw(spriteBackgroundArt, &shaderDark);
// spriteBackgroundArt.setColor(sf::Color(255, 255, 255, 208));
shaderBlur.setParameter("blur_radius", 0.01);
// shaderBlur.setParameter("blur_radius", sin(runningCounter*0.01) );
// shaderBlur.setParameter("blur_radius", sin(runningCounter*0.01) );
shaderPixel.setParameter("pixel_threshold", sin(runningCounter* 0.005f));
renderTexture.draw(spriteBackgroundArt);
spriteBackgroundArt.setColor(sf::Color(255, 255, 255));
shaderBlur.setParameter("blur_radius", sin(runningCounter* 0.05f)/2);
renderTexture.draw(cardsDeck);
if (currentState==state_roll_dice)
{
spriteBackgroundArt.setColor(sf::Color(255, 255, 255));
shaderBlur.setParameter("blur_radius", sin(runningCounter* 0.5f)/4);
renderTexture.draw(roundDice.spriteDice, &shaderBlur);
}
else
renderTexture.draw(roundDice.spriteDice);
renderTexture.setView(viewTiles);
drawSquares();
}
void Game::drawCharacters(){
if (currentState==state_game)
{
std::array<int,2> currentMovements = players[turn].characters[0].getMovements(diceResultPlayer);
if (currentMovements[1]>-1)
{
if (nextRotateElem.active)
renderTexture.draw(nextRotateElem);
}
if (currentMovements[0]>-1)
{
if (prevRotateElem.active)
renderTexture.draw(prevRotateElem);
}
}
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 0.005f);
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);
// renderTexture.draw(j, &shaderBlur);
}
}
}
/*!
* \brief Game::render main function responsible for drawing all elements
* \param deltaTime
*/
void Game::render(float deltaTime)
{
window.clear();
renderTexture.clear();
if ((currentState==state_game) or (currentState==state_roll_dice))
{
renderTexture.setView(viewFull);
renderTexture.draw(spriteBackgroundDark);
renderTexture.setView(viewTiles);
drawBaseGame();
renderTexture.setView(viewFull);
renderTexture.draw(groupHud);
renderTexture.setView(viewTiles);
drawCharacters();
renderTexture.draw(boardDiamonds);
renderTexture.draw(bubble);
renderTexture.setView(viewFull);
drawPlayersGui();
renderTexture.setView(viewFull);
} else if (currentState==state_gui_elem) {
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 2);
renderTexture.draw(spriteBackgroundDark, &shaderBlur);
drawBaseGame();
drawCharacters();
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);
} else if (currentState==state_lets_begin) {
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 4);
renderTexture.draw(spriteBackgroundDark, &shaderBlur);
renderTexture.setView(viewTiles);
drawBaseGame();
drawCharacters();
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", 0.05f);
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++){
if (players[i].reachedPortal)
renderTexture.draw(endGameTxtAmount[i]);
}
}
renderTexture.display();
renderSprite.setTexture(renderTexture.getTexture());
shaderBlur.setParameter("blur_radius", sin(deltaTime)*0.015f);
shaderBlur.setParameter("blur_radius", 0.0003f);
window.draw(renderSprite, &shaderBlur);
particleSystem.remove();
particleSystem.update();
particleSystem.render();
window.draw( particleSystem.getSprite() );
window.display();
}
void Game::command(std::string command){
if (command.compare("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();
}
/*!
* \brief Game::startDeerMode launches last episode of the game
*/
void Game::startDeerMode() {
deerModeActive = true;
deerModeCounter = 16;
}
}
diff --git a/game.h b/game.h
index 8e4c041..8ed0cac 100644
--- a/game.h
+++ b/game.h
@@ -1,189 +1,190 @@
#ifndef GAME_H
#define GAME_H
#include <stdlib.h>
#include <iostream>
#include <ctime>
#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"
#include "calendar.h"
#include "particle.h"
#include "bubble.h"
//class Command;
namespace efc {
extern int initScreenX;
extern int initScreenY;
/*!
* \brief Game is a main class of the Deer Portal - contains most logic but also rendering.
*/
class Game
{
public:
sf::Vector2i screenSize;
sf::View viewFull;
sf::View viewGui;
sf::View viewTiles;
void setTxtEndGameAmount();
private:
Selector selector;
Character character;
std::string gameTitle;
std::string paganHolidayString;
RoundDice roundDice;
int roundNumber;
GuiRoundDice guiRoundDice;
public:
Game();
BoardDiamondSeq boardDiamonds;
sf::RenderWindow window;
sf::RenderTexture renderTexture;
sf::Sprite renderSprite;
PlayerHud players[4];
SoundFX sfx;
int turn;
private:
void initBoard();
void restartGame();
void loadAssets();
void drawPlayersGui();
void drawSquares();
void drawMenu();
float runningCounter;
sf::Sprite playersSprites[4] ;
int playersSpritesCords[4][2];
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::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::Text endGameTxt;
sf::Text endGameTxtAmount[4];
sf::Text paganHolidayTxt;
sf::Shader shaderBlur;
sf::Shader shaderPixel;
sf::Shader shaderDark;
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(float deltaTime);
ParticleSystem particleSystem;
void setCurrentNeighbours ();
void nextPlayer();
+ void launchNextPlayer();
void nextRound();
sf::Sprite menuBackground;
sf::Sprite seasons[4];
sf::Music musicGame;
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 handleLeftClick(sf::Vector2f pos, 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;
void startDeerMode();
private:
Bubble bubble;
int deerModeCounter;
bool deerModeActive;
};
}
#endif // GAME_H
File Metadata
Details
Attached
Mime Type
text/x-diff
Expires
Wed, Jun 17, 9:33 PM (1 w, 5 d ago)
Storage Engine
blob
Storage Format
Raw Data
Storage Handle
70228
Default Alt Text
(32 KB)
Attached To
Mode
R82 deerportal
Attached
Detach File
Event Timeline