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playerhud.cpp
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playerhud.cpp
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#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
}
}}};
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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playerhud.cpp (5 KB)
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R82 deerportal
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