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diff --git a/assets/img/card-air-2-diam_m.png b/assets/img/card-air-2-diam_m.png
new file mode 100644
index 0000000..1ba49a1
Binary files /dev/null and b/assets/img/card-air-2-diam_m.png differ
diff --git a/assets/img/card-earth-2-diam_m.png b/assets/img/card-earth-2-diam_m.png
new file mode 100644
index 0000000..4a911b7
Binary files /dev/null and b/assets/img/card-earth-2-diam_m.png differ
diff --git a/assets/img/card-fire-2-diam_m.png b/assets/img/card-fire-2-diam_m.png
new file mode 100644
index 0000000..e746883
Binary files /dev/null and b/assets/img/card-fire-2-diam_m.png differ
diff --git a/assets/img/card-water-2-diam_m.png b/assets/img/card-water-2-diam_m.png
new file mode 100644
index 0000000..65fc97c
Binary files /dev/null and b/assets/img/card-water-2-diam_m.png differ
diff --git a/boarddiamondseq.cpp b/boarddiamondseq.cpp
index 8535eb9..a72a4d0 100644
--- a/boarddiamondseq.cpp
+++ b/boarddiamondseq.cpp
@@ -1,118 +1,117 @@
#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*14;i<(efc::diamondsNumber/4)+(element*14);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*14;i<(efc::diamondsNumber/4)+(element*14);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*14;i<(efc::diamondsNumber/4)+(playerNumber*14);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*14;i<(efc::diamondsNumber/4)+(start*14);i++)
{
int step = getRandomPos(element);
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)
{
- std::cout << "returns " << diamonds[i].idNumber << std::endl;
return diamonds[i].idNumber;
}
}
return -1;
}
diff --git a/cardsdeck.cpp b/cardsdeck.cpp
index d5999fd..bdac9c2 100644
--- a/cardsdeck.cpp
+++ b/cardsdeck.cpp
@@ -1,11 +1,32 @@
#include "cardsdeck.h"
-CardsDeck::CardsDeck()
+CardsDeck::CardsDeck(TextureHolder *textures)
{
- for (int i=0;i<3;i++)
- {
+
+ 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]);
}
+
+
+}
+
+void CardsDeck::draw(sf::RenderTarget& target, sf::RenderStates states) const
+{
+ states.transform *= getTransform();
+ for (int i=0;i<=3;i++)
+ {
+ target.draw(spriteCardBases[i], states);
+ }
}
diff --git a/cardsdeck.h b/cardsdeck.h
index a6f951c..cb2a16d 100644
--- a/cardsdeck.h
+++ b/cardsdeck.h
@@ -1,13 +1,21 @@
#ifndef CARDSDECK_H
#define CARDSDECK_H
#include <array>
+#include <SFML/Graphics.hpp>
+#include "textureholder.h"
#include "cardslist.h"
-class CardsDeck
+
+
+class CardsDeck: public sf::Drawable, public sf::Transformable
{
public:
- CardsDeck();
+ CardsDeck(TextureHolder *textures);
std::array<CardsList, 4> cardsList;
+ std::array<sf::Sprite, 4> spriteCardBases;
+ TextureHolder *textures;
+
+ void draw(sf::RenderTarget &target, sf::RenderStates states) const;
};
#endif // CARDSDECK_H
diff --git a/command.cpp b/command.cpp
index 77c6490..e97e970 100644
--- a/command.cpp
+++ b/command.cpp
@@ -1,51 +1,58 @@
#include "game.h"
#include "command.h"
//Command::Command()
//{
//}
Command::Command(efc::Game &currentGame) :
game(currentGame)
{
// this->game = currentGame;
}
+
+
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::cout << "removing diamond number " << playerNumber << std::endl;
std::vector<int> diamonds;
for (auto&& i: game.boardDiamonds.diamonds)
{
int fieldNumber = i.playerNumber;
if ((fieldNumber==playerNumber) && (i.boardPosition>-1)
&& (i.idNumber==4))
{
std::cout << "pushing found " << fieldNumber << std::endl;
diamonds.push_back(i.boardPosition);
}
}
int numberDiamonds = diamonds.size();
std::cout << "found elements " << numberDiamonds << std::endl;
if (numberDiamonds>=0)
{
// std::cout << "pushing found " << fieldNumber << std::endl;
int elemToRemove = rand() % numberDiamonds;
std::cout << "random found " << elemToRemove << " " << diamonds[elemToRemove] << std::endl;
game.boardDiamonds.collectField(diamonds[elemToRemove]);
}
}
+
+void Command::freezePlayer(int playerNumber)
+{
+ game.players[playerNumber].frozenLeft += 1;
+}
diff --git a/command.h b/command.h
index a2e11a7..059cb6d 100644
--- a/command.h
+++ b/command.h
@@ -1,23 +1,25 @@
#ifndef COMMAND_H
#define COMMAND_H
#include "vector"
namespace efc {
class Game;
}
class Command
{
public:
// Command();
Command(efc::Game &currentGame);
/*!
* \brief Removes a diamond from the player's field.
* \param player
*/
void removeDiamond(int playerNumber);
+
+ void freezePlayer(int playerNumber);
efc::Game &game;
};
#endif // COMMAND_H
diff --git a/data.h b/data.h
index bed5fdc..a879d2b 100644
--- a/data.h
+++ b/data.h
@@ -1,25 +1,44 @@
#ifndef DATA_H
#define DATA_H
+#include <map>
+#include <string>
+
+
#include <string>
#include <SFML/Graphics.hpp>
+
+
namespace efc {
extern std::string seasonsNames[4];
enum directions {
DIR_LEFT,
DIR_RIGHT,
DIR_UP,
DIR_DOWN
};
+
+ enum cardType {
+ FREEZE,
+ COLLECT_DIAMOND
+ };
+
+
extern int terrainArray[24];
extern sf::Color playersColors[4];
extern std::array<std::array<int,2>,256> boards;
extern int possibleExits[4]; // number of portal's exit where player stops to play
const static int diamondsNumber = 56; // number of all cards / diamonds on the board
extern std::array<std::array<int,3>,efc::diamondsNumber> DIAMONDS_SETUP;
extern std::array<std::array<int,39>,4> occupiedFields;
const static int numberSteps = 39;
+ const static std::map<std::string, std::string> cardTypes = {
+ {"freeze", "Freezes a player for the one turn time"},
+ {"collect_diamond", "Collect a diamond from the player area"},
+ };
+
+
}
#endif // DATA_H
diff --git a/game.cpp b/game.cpp
index 0aeefde..fbde822 100644
--- a/game.cpp
+++ b/game.cpp
@@ -1,599 +1,599 @@
#include "game.h"
namespace efc {
int initScreenX = 1360;
int initScreenY = 768;
int currentSeason = 0;
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
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 (!textureFaces.loadFromFile("assets/img/faces.jpg"))
std::exit(1);
if (!textureTiles.loadFromFile("assets/img/zw-tilesets/_MAP.png"))
std::exit(1);
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 (!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(400-(width/2),300-(height/2)-150);
menuTxt.setColor(sf::Color(255, 255, 255, 85));
}
void Game::showMenu()
{
musicBackground.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);
if (boardDiamonds.ifFieldIsEmpty(mousePos)==false)
{
sfx.playCollect();
if (boardDiamonds.getNumberForField(mousePos)==4)
{
players[turn].cash += 1;
} else if ((boardDiamonds.getNumberForField(mousePos)!=turn)
- && (boardDiamonds.getNumberForField(mousePos)<4))
+ && (boardDiamonds.getNumberForField(mousePos)<4))
{
commandManager.removeDiamond(boardDiamonds.getNumberForField(mousePos));
std::cout << "REMOVE DIAMOND BITCH" << std::endl;
}
std::cout << "cash " << players[turn].cash << " " << " for " << turn << " " << boardDiamonds.getNumberForField(mousePos) << " result" << std::endl;
// After this no more visible
boardDiamonds.collectField(mousePos);
}
int *possibleExit = std::find(std::begin(efc::possibleExits),
std::end(efc::possibleExits), mousePos);
if (possibleExit != efc::possibleExits+4) {
// std::cerr << "Found hahahah" << mousePos << std::endl;
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);
+ // std::string resultCommand = players[turn].getElem(posGui);
+ // command(resultCommand);
}
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;
+ // 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),
window(sf::VideoMode(efc::initScreenX, efc::initScreenY), "Deerportal - game about how human can be upgraded to the Deer"),
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),
guiSelectBuilding(&textures),
character(&textures, 3),
turn(0),
gameTitle("pagan board"),
roundDice(players),
roundNumber(1),
guiRoundDice(&textures),
boardDiamonds(&textures),
- commandManager(*this)
+ commandManager(*this),
+ cardsDeck(&textures)
{
-
-// Command commandManager;
-
-
-
numberFinishedPlayers = 0;
-
sf::Clock frameClock;
-
-
guiRoundDice.active = true;
showPlayerBoardElems = false;
window.setVerticalSyncEnabled(true);
std::srand (time(NULL));
loadAssets();
initBoard();
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
+ /*!
+ * Handling mouse click
+ */
if (event.type == sf::Event::MouseButtonReleased)
{
if (event.mouseButton.button == sf::Mouse::Left)
handleLeftClick(localPosition, localPositionGui,
localPositionFull, mousePos);
}
-
-
}
update(frameTime);
render();
}
}
void Game::update(sf::Time frameTime) {
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);
}
-
-
-
}
for (int i=0;i<4;i++)
{
players[i].play();
}
-
for (int i=0;i<4;i++)
{
players[i].update(frameTime, busyTiles);
}
if (currentState==state_lets_begin)
{
downTimeCounter += frameTime.asSeconds();
- std::cout << downTimeCounter << std::endl;
-
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 (players[turn].frozenLeft>0)
+ {
+ players[turn].frozenLeft -= 1;
+ 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();
}
+
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]);
}
}
void Game::drawSquares() {
if (showPlayerBoardElems)
{
window.draw(selector);
}
}
void Game::drawBaseGame()
{
window.setView(viewTiles);
// window.draw(map);
for (int i=0;i<4;i++)
{
window.draw(players[i].elems);
}
drawSquares();
window.setView(viewGui);
window.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);
drawSquares();
if (currentState==state_game)
{
std::array<int,2> currentMovements = players[turn].characters[0].getMovements(diceResultPlayer);
if (currentMovements[1]>-1)
window.draw(nextRotateElem);
if (currentMovements[0]>-1)
window.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);
}
}
}
void Game::render()
{
window.clear();
if (currentState==state_game)
{
window.setView(viewFull);
window.draw(spriteBackgroundDark);
window.setView(viewTiles);
drawBaseGame();
drawCharacters();
window.draw(boardDiamonds);
window.setView(viewFull);
drawPlayersGui();
window.setView(viewFull);
window.draw(groupHud);
} else if (currentState==state_roll_dice) {
window.setView(viewFull);
window.draw(spriteBackgroundDark);
+
window.setView(viewTiles);
drawBaseGame();
drawCharacters();
window.draw(boardDiamonds);
window.setView(viewFull);
drawPlayersGui();
window.setView(viewFull);
window.draw(groupHud);
} else if (currentState==state_gui_elem) {
window.setView(viewFull);
window.draw(spriteBackgroundDark);
+
drawBaseGame();
drawCharacters();
window.draw(guiSelectBuilding);
window.setView(viewFull);
window.draw(groupHud);
} else if (currentState==state_menu) {
window.draw(menuTxt);
} else if (currentState==state_lets_begin) {
window.setView(viewFull);
window.draw(spriteBackgroundDark);
+
window.setView(viewTiles);
drawBaseGame();
drawCharacters();
window.draw(boardDiamonds);
window.setView(viewFull);
drawPlayersGui();
window.draw(spriteLestBegin);
} else if (currentState==state_gui_end_round){
window.setView(viewFull);
window.draw(spriteBackgroundDark);
drawBaseGame();
window.draw(guiRoundDice);
window.setView(viewFull);
window.draw(groupHud);
}
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 8919b94..5bd8711 100644
--- a/game.h
+++ b/game.h
@@ -1,183 +1,183 @@
#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 "guichoosebuilding.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
{
private:
sf::Vector2i screenSize;
public:
Game();
sf::RenderWindow window;
sf::View viewFull;
sf::View viewGui;
sf::View viewTiles;
BoardDiamondSeq boardDiamonds;
+ PlayerHud players[4];
private:
void initBoard();
void loadAssets();
void drawPlayersGui();
void drawSquares();
void drawMenu();
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;
TileMap map;
- PlayerHud players[4];
int mapSize;
int level[256];
int levelElems[256];
TextureHolder textures;
std::set<int> currentNeighbours;
void command(std::string command);
int selectedPos;
Selector selector;
GuiChooseBuilding guiSelectBuilding;
Character character;
int turn;
void update(sf::Time frameTime);
void render();
std::string gameTitle;
RoundDice roundDice;
int roundNumber;
GuiRoundDice guiRoundDice;
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 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();
SoundFX sfx;
float downTimeCounter;
Command commandManager;
-
+ CardsDeck cardsDeck;
};
}
#endif // GAME_H
diff --git a/playerhud.cpp b/playerhud.cpp
index a420d0b..dd9ce7b 100644
--- a/playerhud.cpp
+++ b/playerhud.cpp
@@ -1,219 +1,220 @@
#include "playerhud.h"
#include "textureholder.h"
#include "boardelem.h"
std::set<int> PlayerHud::getTerrainSet(){
std::set<int> terrain;
for (int i: efc::terrainArray)
{
terrain.insert(i);
}
return terrain;
}
std::set<int> PlayerHud::getBusy(){
std::set<int> busyTiles;
for (std::pair<int, efc::BoardElem> i: elems.items_map)
{
busyTiles.insert(i.first);
}
return busyTiles;
}
std::set<int> PlayerHud::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))
{
// std::cout << j << " " << terrain.count(j) << std::endl;
neighbours.insert(j);
}
}
}
// // Fill in s1 and s2 with values
// std::set<int> result;
// std::set_difference(neighbours.begin(), neighbours.end(), terrain.begin(), terrain.end(),
// std::inserter(result, result.end()));
// for (int i: result)
// {
// std::cout << i << std::endl;
// }
return neighbours;
}
void PlayerHud::updateTxt(){
txtCash.setString(std::to_string(cash));
// txtFood.setString( "Food: " + std::to_string(food));
// txtEnergy.setString("Enrg: " + std::to_string(energy));
// txtFaith.setString( "Gods: " + std::to_string(faith));
}
void PlayerHud::updatePlayer(){
updateTxt();
}
-PlayerHud::PlayerHud()
+PlayerHud::PlayerHud():
+ frozenLeft(0)
{
}
void PlayerHud::setActive(bool newState){
active = newState;
elems.active = newState;
for (auto&& i: characters)
{
i.active = newState;
}
}
PlayerHud::PlayerHud(TextureHolder *textures, sf::Font *gameFont, int faceSize, int pos)
{
static int startPlayers[4] = {0,15,240,255};
-
+ frozenLeft = 0;
done = false;
active = false;
this->textures = textures;
Character character(this->textures, pos);
characters.push_back(Character (this->textures, pos));
efc::BoardElem startElem(textures, startPlayers[pos],444);
startElem.setColor(efc::playersColors[pos]);
elems.items.push_back(startElem);
elems.items_map.insert({startPlayers[pos], startElem});
this->faceSize = faceSize;
spriteFace.setTexture(textures->textureFaces);
this->pos = pos;
symbol.setTexture(this->textures->textureSymbols);
sf::IntRect symbolsRect[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)};
symbol.setTextureRect(symbolsRect[pos]);
symbol.setScale(sf::Vector2f(0.2f, 0.20f));
symbol.setColor(sf::Color(25, 25, 25, 105));
symbol.setPosition(60, (pos*100)+40);
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,(pos*100)+10);
int posX1 = 80;
int posX2 = 960;
int posY1 = 184;
int posY2 = 579;
std::array<std::array<int,2>,4> textPos =
{
{
{posX1,posY1}, {posX2,posY1},
{posX1,posY2}, {posX2, posY2}
}
};
txtCash.setPosition(textPos[pos][0],textPos[pos][1] );
buttons.insert({"end_turn",rectangle});
}
std::string PlayerHud::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 PlayerHud::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
states.transform *= getTransform();
target.draw(txtCash, states);
}
void PlayerHud::play()
{
for (auto&& i: characters)
{
i.play();
}
}
void PlayerHud::update(sf::Time deltaTime, std::set<int>& busyTiles)
{
updateTxt();
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.move(movement * deltaTime.asSeconds());
i.update(deltaTime, busyTiles);
}
}
std::array<int,2> PlayerHud::getMovements(int diceResult)
{
return characters[0].getMovements(diceResult);
}
void PlayerHud::setFigurePos(int pos)
{
characters[0].setBoardPosition(pos);
}
diff --git a/playerhud.h b/playerhud.h
index bb9e091..7b1d896 100644
--- a/playerhud.h
+++ b/playerhud.h
@@ -1,73 +1,75 @@
#ifndef PLAYERHUD_H
#define PLAYERHUD_H
#include <iostream>
#include <set>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>
#include "boardelems.h"
#include "textureholder.h"
#include "elemsdescription.h"
#include "guiwindow.h"
#include "character.h"
#include "data.h"
namespace efc {
}
class PlayerHud : public sf::Drawable, public sf::Transformable
{
public:
PlayerHud();
PlayerHud(TextureHolder *textures, sf::Font *gameFont, int tileSize, int pos);
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
std::set<int> getNeighbours();
int pos;
int cash;
int energy;
int food;
int faith;
bool active;
BoardElems elems;
void setActive(bool newState);
std::vector<int> properties;
void updatePlayer();
std::string getElem(sf::Vector2f mousePosition);
std::map<std::string, sf::RectangleShape> buttons;
void updateTxt();
std::vector<Character> characters;
void update(sf::Time deltaTime, std::set<int> &busyTiles);
void play();
std::set<int> getBusy();
std::array<int,2> getMovements(int diceResult);
void setFigurePos(int pos);
bool done;
+ int frozenLeft;
+
private:
sf::Sprite spriteFace;
sf::Text txtCash;
sf::Text txtEnergy;
sf::Text txtFood;
sf::Text txtFaith;
sf::Text txtNextRound;
int faceSize;
int tileSize;
TextureHolder *textures;
sf::RectangleShape rectangle;
sf::RectangleShape rectangle2;
sf::Sprite symbol;
std::set<int> getTerrainSet();
};
#endif // PLAYERHUD_H
diff --git a/textureholder.cpp b/textureholder.cpp
index f730b52..6142bfd 100644
--- a/textureholder.cpp
+++ b/textureholder.cpp
@@ -1,102 +1,116 @@
#include "textureholder.h"
namespace efc {
std::set<int> getTerrainSet() {
std::set<int> terrain;
for (int i: efc::terrainArray)
{
terrain.insert(i);
}
return terrain;
};
}
TextureHolder::TextureHolder()
{
+
+ if (!textureCardBases[0].loadFromFile("assets/img/card-water-2-diam_m.png"))
+ std::exit(1);
+
+ if (!textureCardBases[1].loadFromFile("assets/img/card-earth-2-diam_m.png"))
+ std::exit(1);
+
+ if (!textureCardBases[2].loadFromFile("assets/img/card-fire-2-diam_m.png"))
+ std::exit(1);
+
+ if (!textureCardBases[3].loadFromFile("assets/img/card-air-2-diam_m.png"))
+ std::exit(1);
+
+
if (!textureGameBackground.loadFromFile("assets/img/game-background.png"))
std::exit(1);
if (!textureTiles.loadFromFile("assets/img/zw-tilesets/_MAP.png"))
std::exit(1);
if (!textureFaces.loadFromFile("assets/img/faces.jpg"))
std::exit(1);
if (!textureGui.loadFromFile("assets/img/gui.png"))
std::exit(1);
if (!textureSymbols.loadFromFile("assets/img/symbols.png"))
std::exit(1);
if (!textureSeasons.loadFromFile("assets/img/seasons.png"))
std::exit(1);
if (!textureCharacters.loadFromFile("assets/img/characters.png"))
std::exit(1);
if (!backgroundDark.loadFromFile("assets/img/background_dark.png"))
std::exit(1);
if (!textureBoardDiamond.loadFromFile("assets/img/board_diamonds.png"))
std::exit(1);
if (!textureMenu.loadFromFile("assets/img/background_new.png"))
std::exit(1);
if (!textureLetsBegin.loadFromFile("assets/img/letsbegin.png"))
std::exit(1);
int defaultArray[5][8] = {
//Cash Food Energy Faith
{10, 2, 0, 0, 0, 0, 0, 0}, // base
{10, 1, 2, 0, 0, 5, 0, 0}, // windmill
{15, 0, 0, 2, 2, 0, 0, 0}, // granary
{20, 5, 4, 0, 4, 0, 0, 0}, // marketplace
{5, 0, 2, 0, 0, 0, 0, 2} // monasterium
};
int defaultFields[5] = {443, 651, 442, 585, 1100};
/*
* Array with description of the field
* global rule = even indexes are price, odd - monthly cost
* [0] - price in cash
* [1] - monthly cash cost
* [2] - price - in food
* [3] - monthly food cost
* [4] - price in energy
* [5] - monthly energy cost
* [6] - price in faith
* [7] - monthly cost in faith
*
*/
int counter = 0;
for (int i: defaultFields)
{
std::map<int, int> params;
for (int j=0;j<8;j++)
{
params.insert({j, defaultArray[counter][j]});
}
// params.insert({0, 10});
// params.insert({1, 2});
// params.insert({2, 10});
// params.insert({3, 0});
// params.insert({4, 10});
// params.insert({5, 0});
// params.insert({6, 0});
// params.insert({7, 0});
tilesDescription.insert({i, params});
counter++;
};
tilesTxt.insert({443, "Your base."});
tilesTxt.insert({651, "Windmill, produces energy.\nEnergy is a basic resource in a game,\nneeded by other buildings to running them."});
tilesTxt.insert({442, "Granary, food storehouse.\nFood gives your people ability to live.\nWithout the food your people will face\na death by starvation."});
tilesTxt.insert({585, "Marketplace, generates cash.\nProvides your tribe trading area.\nToday's offer - dog's bone."});
tilesTxt.insert({1100, "Monasterium, increase your faith.\nAs we all know, our world is being ruled\nby four ancient gods..."});
}
diff --git a/textureholder.h b/textureholder.h
index 1e32d8a..e605472 100644
--- a/textureholder.h
+++ b/textureholder.h
@@ -1,38 +1,45 @@
#ifndef TEXTUREHOLDER_H
#define TEXTUREHOLDER_H
#include <set>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include "data.h"
namespace efc {
std::set<int> getTerrainSet();
}
class TextureHolder
{
public:
TextureHolder();
sf::Texture textureTiles;
sf::Texture textureFaces;
sf::Texture textureGui;
sf::Texture textureMenu;
sf::Texture textureSymbols;
sf::Texture textureSeasons;
sf::Texture backgroundDark;
sf::Texture textureCharacters;
sf::Texture textureGameBackground;
sf::Texture textureBoardDiamond;
sf::Texture textureLetsBegin;
+ sf::Texture textureCardBase0;
+ sf::Texture textureCardBase1;
+ sf::Texture textureCardBase2;
+ sf::Texture textureCardBase3;
+
+ std::array<sf::Texture, 4> textureCardBases;
+
std::map<int, std::map<int, int>> tilesDescription;
std::map<int, std::string> tilesTxt;
};
#endif // TEXTUREHOLDER_H
diff --git a/tilemap.h b/tilemap.h
index 054a6ee..828d9bd 100644
--- a/tilemap.h
+++ b/tilemap.h
@@ -1,42 +1,44 @@
#ifndef TILEMAP_H
#define TILEMAP_H
#include <iostream>
#include <set>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>
#include "textureholder.h"
+
+
namespace efc {
enum {
TILE_SIZE = 40,
BOARD_SIZE = 16,
TILE_BOARD_SIZE = 80
};
sf::Vector2i transPosition(int pos);
int transCords(sf::Vector2i cords);
std::set<int> getNeighbours(int pos);
sf::IntRect transPosIntoRect(int pos);
sf::Vector2i transTilePosition(int pos);
sf::Vector2i getCords(sf::Vector2f position);
sf::Vector2f getScreenPos(sf::Vector2i cords);
}
class TileMap : public sf::Drawable, public sf::Transformable
{
public:
bool load(TextureHolder *textures, sf::Vector2u tileSize, const int* tiles, unsigned int width, unsigned int height);
TileMap();
private:
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
sf::VertexArray m_vertices;
sf::Texture *m_tileset;
TextureHolder *textures;
};
#endif // TILEMAP_H

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