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EventSystem.cpp
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EventSystem.cpp

//
// Created by Ido Mozes on 08/07/2019.
//
#include "EventSystem.h"
void EventSystem::update(Entities *layers, GameData &gameData) {
SDL_PumpEvents();
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT: {
gameData.isRunning = false;
break;
}
case SDL_KEYUP:
switch (event.key.keysym.sym){
case SDLK_SPACE:
if (gameData.levelRunning)
gameData.FPS = 240 - gameData.FPS;
else
gameData.levelRunning = true;
auto[texture, surface] = gameData.getTexture(
std::string("FastForward") +
(gameData.FPS == 180 ? "Enabled" : ""));
gameData.playButton->getComponent<Visibility>()->reloadTexture(texture, surface);
break;
}
break;
case SDL_MOUSEBUTTONDOWN: {
int mouseX, mouseY, originalMouseX;
SDL_GetMouseState(&mouseX, &mouseY);
mouseX = originalMouseX = int(mouseX / gameData.mapScale);
mouseY = int(mouseY / gameData.mapScale);
bool entityClicked = false;
Entities newEntities[N_LAYERS];
for (int i = N_LAYERS - 1; i >= 0; --i) {
for (auto &entity: layers[i]) {
if (auto actionP = entity->getComponent<Action>()) {
auto &action = *actionP;
auto visibilityP = entity->getComponent<Visibility>();
auto buttonKindP = entity->getComponent<Kind>();
int entityX, entityY, w, h;
if (visibilityP) {
SDL_Rect *dstRect = visibilityP->getDstRect();
entityX = dstRect->x;
entityY = dstRect->y;
w = dstRect->w;
h = dstRect->h;
} else {
if (buttonKindP->value == SELL_TOWER and gameData.selected and !gameData.isDragging) {
entityX = 4;
entityY = 446;
w = 138;
h = 21;
} else continue;
}
if (action.actionType == CLICK and buttonKindP->value >= UPGRADE_PATH_1 and
buttonKindP->value <= UPGRADE_PATH_3) {
entityX = 4;
entityY = 63 + 135 * (buttonKindP->value - UPGRADE_PATH_1);
w = 138;
h = 81;
}
if (auto positionP = entity->getComponent<Position>()) {
auto &position = *positionP;
entityX = int(position.value.X - w / 2.0);
entityY = int(position.value.Y - h / 2.0);
mouseX = originalMouseX - SIDEBAR_WIDTH;
} else
mouseX = originalMouseX;
if (entityX <= mouseX and mouseX <= entityX + w and entityY <= mouseY and
mouseY <= entityY + h) {
if (action.disabled or (action.actionType != DROP and gameData.isDragging)) {
entityClicked = true;
continue;
}
switch (action.actionType) {
case DRAG: {
auto[type, kind, shotKind, range, attackInterval, pierce, damage, distance, cost, upgrades] =
entity->getComponents<Type, Kind, ShotKind, Range, AttackSpeed, Pierce, Damage, Distance, Cost, Upgrades>().value();
auto draggable = new Entity();
auto[texture, surface] = gameData.getTexture(getSurfaceName(entity));
draggable->addComponent<Visibility>(texture, surface, SDL_Rect{
originalMouseX - int(surface->w / 3.0), mouseY - int(surface->h / 3.0),
int(surface->w / 1.5), int(surface->h / 1.5)});
draggable->addComponent<Draggable>();
draggable->addComponent<Action>(DROP);
draggable->addComponents(type, kind, shotKind, range, attackInterval,
pierce, damage, distance, cost, upgrades);
draggable->addComponent<Strategy>(FIRST);
if (auto spreadP = entity->getComponent<Spread>())
draggable->addComponent<Spread>(*spreadP);
if (auto gooP = entity->getComponent<Goo>())
draggable->addComponent<Goo>(*gooP);
if (entity->getComponent<Camo>())
draggable->addComponent<Camo>();
if (auto shotsAmountP = entity->getComponent<ShotsAmount>())
draggable->addComponent<ShotsAmount>(*shotsAmountP);
EntityP ptr(draggable);
gameData.selected = ptr;
auto rangeShadow = new Entity();
rangeShadow->addComponent<RangeShadow>(ptr);
newEntities[SHADOW_LAYER].emplace_back(rangeShadow);
newEntities[MENU_LAYER].emplace_back(ptr);
gameData.isDragging = true;
goto entityClicked;
}
case CLICK: {
if (visibilityP and visibilityP->hidden)
break;
switch (buttonKindP->value) {
case PLAY_FAST_FORWARD: {
if (gameData.levelRunning)
gameData.FPS = 240 - gameData.FPS;
else
gameData.levelRunning = true;
auto[texture, surface] = gameData.getTexture(
std::string("FastForward") +
(gameData.FPS == 180 ? "Enabled" : ""));
entity->getComponent<Visibility>()->reloadTexture(texture, surface);
break;
}
case NEXT_STRATEGY: {
auto &strategy = gameData.selected->getComponent<Strategy>()->value;
strategy = (strategy + 1) % 4;
break;
}
case PREVIOUS_STRATEGY: {
auto &strategy = gameData.selected->getComponent<Strategy>()->value;
strategy -= 1;
if (strategy == -1)
strategy = 3;
break;
}
case UPGRADE_PATH_1:
case UPGRADE_PATH_2:
case UPGRADE_PATH_3: {
auto &upgradeP = *entity->getComponent<UpgradeP>();
auto &upgrades = *gameData.selected->getComponent<Upgrades>();
int cost = upgradeP.value->cost;
if (cost > gameData.cash or upgradeP.value->locked)
break;
else {
gameData.cash -= cost;
gameData.selected->getComponent<Cost>()->value += cost;
}
int currentPath = buttonKindP->value - UPGRADE_PATH_1;
if (upgrades.selectedPathUpgrades[currentPath] ==
upgrades.paths[currentPath].size()) {
upgrades.chosenPath = currentPath;
for (int j = 1; j <= 2; ++j) {
int nextPathIndex = (currentPath + j) % 3;
auto &nextPath = upgrades.paths[nextPathIndex];
if (upgrades.selectedPathUpgrades[nextPathIndex])
nextPath[nextPath.size() -
upgrades.selectedPathUpgrades[nextPathIndex]].locked = true;
}
}
for (auto[kind, value]:upgradeP.value->improvements) {
switch (kind) {
case RANGE_UPGRADE:
gameData.selected->getComponent<Range>()->value *= value;
break;
case SPREAD_UPGRADE:
gameData.selected->getComponent<Spread>()->value *= value;
break;
case PIERCE_UPGRADE:
gameData.selected->getComponent<Pierce>()->value += value;
break;
case DAMAGE_UPGRADE:
gameData.selected->getComponent<Damage>()->value += value;
break;
case DISTANCE_UPGRADE:
gameData.selected->getComponent<Distance>()->value *= value;
break;
case ATTACK_SPEED_UPGRADE: {
auto &attackSpeed = *gameData.selected->getComponent<AttackSpeed>();
attackSpeed.interval /= value;
attackSpeed.timeToRecharge = 0;
break;
}
case CAMO_UPGRADE:
gameData.selected->addComponent<Camo>();
break;
case ADD_GOO_UPGRADE: {
gameData.selected->addComponent<Goo>(value, 60, 60, true);
break;
}
case GOO_KIND_UPGRADE: {
auto &goo = *gameData.selected->getComponent<Goo>();
goo.kind = value;
goo.ttl = goo.kind == GLUE ? 60 : 120;
break;
}
case GOO_DURATION_UPGRADE: {
auto &goo = *gameData.selected->getComponent<Goo>();
goo.ttl = value;
break;
}
case CORROSIVE_INTERVAL_UPGRADE: {
auto &goo = *gameData.selected->getComponent<Goo>();
goo.interval = value;
goo.timetoRecharge = value;
break;
}
case CORROSIVE_DAMAGE_UPGRADE: {
auto &goo = *gameData.selected->getComponent<Goo>();
goo.damage = value;
break;
}
case GOO_SOAK_UPGRADE: {
auto &goo = *gameData.selected->getComponent<Goo>();
goo.soak = true;
break;
}
case GOO_STICKINESS_UPGRADE: {
auto &goo = *gameData.selected->getComponent<Goo>();
goo.stickness = value;
break;
}
case SHOTS_AMOUNT_UPGRADE:
gameData.selected->addComponent<ShotsAmount>(value);
break;
case SHOT_KIND_UPGRADE:
gameData.selected->getComponent<ShotKind>()->value = value;
break;
case MOAB_CLASS_AFFECTING_UPGRADE:
gameData.selected->addComponent<MoabClassAffecting>();
break;
}
}
auto &path = gameData.selected->getComponent<Upgrades>()->paths[
buttonKindP->value - UPGRADE_PATH_1];
path.erase(path.begin());
break;
}
case SELL_TOWER: {
gameData.cash+=int(gameData.selected->getComponent<Cost>()->value * 0.75);
gameData.selected->addComponent<RemoveEntityEvent>();
auto [selectedX,selectedY] = gameData.selected->getComponent<Position>()->value;
for (int x = std::max(int(selectedX) - 20, 0);
x < std::min(int(selectedX) + 21, MAP_WIDTH); ++x) {
for (int y = std::max(int(selectedY) - 20, 0);
y < std::min(int(selectedY) + 21, MAP_HEIGHT); ++y) {
if (gameData.mapData[x][y] == TOWER)
gameData.mapData[x][y] = FREE;
}
}
gameData.selected.reset();
break;
}
}
goto entityClicked;
}
case DROP: {
auto &draggable = *entity->getComponent<Draggable>();
if (draggable.isPlaceable) {
entity->removeComponent<Draggable>();
entity->getComponent<Action>()->actionType = SELECT;
gameData.isDragging = false;
if (mouseX > SIDEBAR_WIDTH + MAP_WIDTH or mouseX < SIDEBAR_WIDTH) {
entity->addComponent<RemoveEntityEvent>();
gameData.selected.reset();
} else {
for (int x = std::max(mouseX - SIDEBAR_WIDTH - 20, 0);
x < std::min(mouseX - SIDEBAR_WIDTH + 21, MAP_WIDTH); ++x) {
for (int y = std::max(mouseY - 20, 0);
y < std::min(mouseY + 21, MAP_HEIGHT); ++y) {
if (gameData.mapData[x][y] == FREE)
gameData.mapData[x][y] = TOWER;
}
}
if (i == MENU_LAYER) {
gameData.cash -= entity->getComponent<Cost>()->value;
entity->addComponent<MoveEntityEvent>(TOWERS_LAYER);
auto &visibility = *entity->getComponent<Visibility>();
SDL_Rect *dstRect = entity->getComponent<Visibility>()->getDstRect();
entity->addComponent<Position>(
dstRect->x - SIDEBAR_WIDTH + dstRect->w / 2,
dstRect->y + dstRect->h / 2);
}
}
}
goto entityClicked;
}
case SELECT: {
if (entity == gameData.selected)
goto entityClicked;
gameData.selected = entity;
auto rangeShadow = new Entity();
rangeShadow->addComponent<RangeShadow>(entity);
newEntities[SHADOW_LAYER].emplace_back(rangeShadow);
goto entityClicked;
}
}
}
}
}
}
if (!entityClicked)
gameData.selected.reset();
entityClicked:
for (int i = 0; i < N_LAYERS; ++i) {
if (!newEntities[i].empty())
layers[i] += newEntities[i];
}
break;
}
}
}
}

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EventSystem.cpp (21 KB)

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