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diff --git a/animatedsprite.cpp b/animatedsprite.cpp
index e62adce..79273cc 100644
--- a/animatedsprite.cpp
+++ b/animatedsprite.cpp
@@ -1,193 +1,193 @@
////////////////////////////////////////////////////////////
//
// Copyright (C) 2014 Maximilian Wagenbach (aka. Foaly) (foaly.f@web.de)
//
// This software is provided 'as-is', without any express or implied warranty.
// In no event will the authors be held liable for any damages arising from the use of this software.
//
// Permission is granted to anyone to use this software for any purpose,
// including commercial applications, and to alter it and redistribute it freely,
// subject to the following restrictions:
//
// 1. The origin of this software must not be misrepresented;
// you must not claim that you wrote the original software.
// If you use this software in a product, an acknowledgment
// in the product documentation would be appreciated but is not required.
//
// 2. Altered source versions must be plainly marked as such,
// and must not be misrepresented as being the original software.
//
// 3. This notice may not be removed or altered from any source distribution.
//
////////////////////////////////////////////////////////////
// This file has been created using Maximilian Wagenbach (aka. Foaly) sources
// further modificated. Thank you Foaly.
#include "animatedsprite.h"
AnimatedSprite::AnimatedSprite(sf::Time frameTime, bool paused, bool looped) :
m_animation(NULL), m_frameTime(frameTime), m_currentFrame(0), m_isPaused(paused), m_isLooped(looped), m_texture(NULL)
{
-// setScale(0.9,0.9);
+ setScale(1.9,1.9);
}
void AnimatedSprite::setAnimation(const Animation& animation)
{
m_animation = &animation;
m_texture = m_animation->getSpriteSheet();
m_currentFrame = 0;
setFrame(m_currentFrame);
}
void AnimatedSprite::setFrameTime(sf::Time time)
{
m_frameTime = time;
}
void AnimatedSprite::play()
{
m_isPaused = false;
}
void AnimatedSprite::play(const Animation& animation)
{
if (getAnimation() != &animation)
setAnimation(animation);
play();
}
void AnimatedSprite::pause()
{
m_isPaused = true;
}
void AnimatedSprite::stop()
{
m_isPaused = true;
m_currentFrame = 0;
setFrame(m_currentFrame);
}
void AnimatedSprite::setLooped(bool looped)
{
m_isLooped = looped;
}
void AnimatedSprite::setColor(const sf::Color& color)
{
// Update the vertices' color
m_vertices[0].color = color;
m_vertices[1].color = color;
m_vertices[2].color = color;
m_vertices[3].color = color;
}
const Animation* AnimatedSprite::getAnimation() const
{
return m_animation;
}
sf::FloatRect AnimatedSprite::getLocalBounds() const
{
sf::IntRect rect = m_animation->getFrame(m_currentFrame);
float width = static_cast<float>(std::abs(rect.width));
float height = static_cast<float>(std::abs(rect.height));
return sf::FloatRect(0.f, 0.f, width, height);
}
sf::FloatRect AnimatedSprite::getGlobalBounds() const
{
return getTransform().transformRect(getLocalBounds());
}
bool AnimatedSprite::isLooped() const
{
return m_isLooped;
}
bool AnimatedSprite::isPlaying() const
{
return !m_isPaused;
}
sf::Time AnimatedSprite::getFrameTime() const
{
return m_frameTime;
}
void AnimatedSprite::setFrame(std::size_t newFrame, bool resetTime)
{
if (m_animation)
{
//calculate new vertex positions and texture coordiantes
sf::IntRect rect = m_animation->getFrame(newFrame);
m_vertices[0].position = sf::Vector2f(0.f, 0.f);
m_vertices[1].position = sf::Vector2f(0.f, static_cast<float>(rect.height));
m_vertices[2].position = sf::Vector2f(static_cast<float>(rect.width), static_cast<float>(rect.height));
m_vertices[3].position = sf::Vector2f(static_cast<float>(rect.width), 0.f);
float left = static_cast<float>(rect.left) + 0.0001f;
float right = left + static_cast<float>(rect.width);
float top = static_cast<float>(rect.top);
float bottom = top + static_cast<float>(rect.height);
m_vertices[0].texCoords = sf::Vector2f(left, top);
m_vertices[1].texCoords = sf::Vector2f(left, bottom);
m_vertices[2].texCoords = sf::Vector2f(right, bottom);
m_vertices[3].texCoords = sf::Vector2f(right, top);
}
if (resetTime)
m_currentTime = sf::Time::Zero;
}
void AnimatedSprite::update(sf::Time deltaTime)
{
// if not paused and we have a valid animation
if (!m_isPaused && m_animation)
{
// add delta time
m_currentTime += deltaTime;
// if current time is bigger then the frame time advance one frame
if (m_currentTime >= m_frameTime)
{
// reset time, but keep the remainder
m_currentTime = sf::microseconds(m_currentTime.asMicroseconds() % m_frameTime.asMicroseconds());
// get next Frame index
if (m_currentFrame == 0)
m_currentFrame++;
else
{
// animation has ended
m_currentFrame = 0; // reset to start
if (!m_isLooped)
{
m_isPaused = true;
}
}
// set the current frame, not reseting the time
setFrame(m_currentFrame, false);
}
}
}
void AnimatedSprite::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
if (m_animation && m_texture)
{
states.transform *= getTransform();
states.texture = m_texture;
target.draw(m_vertices, 4, sf::Quads, states);
}
}
diff --git a/assets/shaders/dark.frag b/assets/shaders/dark.frag
new file mode 100644
index 0000000..08c47ca
--- /dev/null
+++ b/assets/shaders/dark.frag
@@ -0,0 +1,10 @@
+uniform sampler2D source;
+
+void main()
+{
+ vec4 src = texture2D(source, gl_TexCoord[0].xy);
+ // https://en.wikipedia.org/wiki/Relative_luminance
+ float luminance = src.r * 0.2126 + src.g * 0.7152 + src.b * 0.0722;
+ src *= clamp(luminance - 0.5, 0.0, 1.0) * 2;
+ gl_FragColor = src;
+}
diff --git a/assets/shaders/pixelate.frag b/assets/shaders/pixelate.frag
new file mode 100644
index 0000000..ded5d91
--- /dev/null
+++ b/assets/shaders/pixelate.frag
@@ -0,0 +1,9 @@
+uniform sampler2D texture;
+uniform float pixel_threshold;
+
+void main()
+{
+ float factor = 1.0 / (pixel_threshold+0.005);
+ vec2 pos = floor(gl_TexCoord[0].xy * factor + 0.5) / factor;
+ gl_FragColor = texture2D(texture, pos) * gl_Color;
+}
diff --git a/character.cpp b/character.cpp
index c3e3d9f..6b86596 100644
--- a/character.cpp
+++ b/character.cpp
@@ -1,306 +1,315 @@
#include "character.h"
/*!
* \brief Character::getMovements
* \return
*/
std::array<int,2> Character::getMovements(int howFar)
{
std::array<int,2> myArray;
if (howFar==7)
{
return std::array<int,2> {-1,-1};
}
if (active==true)
{
// std::cout << "howfar: " <<howFar <<std::endl;
int indexRight = boardPosition;
for (int i=boardPosition;i<=boardPosition+howFar-1;i++)
{
moveRight = indexRight;
if (indexRight==-1)
break;
indexRight = efc::boards[indexRight][1];
// std::cout << " howfar" << howFar << " index R" << indexRight
// << " move L " << moveLeft << " move R " << moveRight << " dice " << diceResult
// << std::endl;
if (indexRight==-2)
{
indexRight = moveRight;
break;
}
if (indexRight==-1)
break;
}
moveRight = indexRight;
int indexLeft = boardPosition;
for (int i=boardPosition;i>=boardPosition-howFar+1;i--)
{
moveLeft = indexLeft;
if (indexLeft==-1)
break;
indexLeft = efc::boards[indexLeft][0];
// std::cout << " howfar" << howFar << " index l " << indexLeft
// << " move L " << moveLeft << " move R " << moveRight << " dice " << diceResult
// << std::endl;
if (indexLeft==-2)
{
indexLeft = moveLeft;
break;
}
if (indexLeft==-1)
break;
}
moveLeft = indexLeft;
myArray = {moveLeft,moveRight};
}
else
{
myArray = {-1,-1};
}
// std::cout << "howfar: " <<howFar << std::endl;
return myArray;
}
+void Character::setBoardPosition(int playerNumber)
+{
+ Elem::setBoardPosition(playerNumber);
+ move(0,-20);
+
+}
+
+
+
void Character::setDir(int direction)
{
if (direction==efc::DIR_LEFT)
currentAnimation = &walkingAnimationLeft;
}
void Character::setDir()
{
setDir(currentAnimationIndex);
}
void Character::setDirIndex(int direction)
{
currentAnimationIndex = direction;
}
void Character::play()
{
// animatedSprite.play(*currentAnimation);
animatedSprite.play(animations[currentAnimationIndex]);
sf::Vector2f a(getPosition());
sf::Vector2i position(efc::getCords(a));
// std::cout << a.x << " " << a.y << " "
// << position.x << " " << position.y << " pos > "
// << getBoardPosition() << std::endl;
}
Character::Character(TextureHolder *textures, int playerNumber):
animatedSprite(sf::seconds(0.2), true, false),
nextRedirect(0.f)
{
drawMovements = false;
this->textures = textures;
int offset = playerNumber*16;
active = false;
rectangleLeft.setFillColor(sf::Color(12, 12, 12,120));
rectangleLeft.setOutlineColor(sf::Color(24,24,40, 255));
rectangleRight.setFillColor(sf::Color(240, 240, 240,98));
rectangleRight.setOutlineColor(sf::Color(24,40,24, 90));
walkingAnimationDown.setSpriteSheet(textures->textureCharacters);
walkingAnimationDown.addFrame(sf::IntRect(offset, 0, 16, 24));
walkingAnimationDown.addFrame(sf::IntRect(offset, 24, 16, 24));
walkingAnimationRight.setSpriteSheet(textures->textureCharacters);
walkingAnimationRight.addFrame(sf::IntRect(offset, 48, 16, 24));
walkingAnimationRight.addFrame(sf::IntRect(offset, 72, 16, 24));
walkingAnimationLeft.setSpriteSheet(textures->textureCharacters);
walkingAnimationLeft.addFrame(sf::IntRect(offset, 96, 16, 24));
walkingAnimationLeft.addFrame(sf::IntRect(offset, 120, 16, 24));
walkingAnimationUp.setSpriteSheet(textures->textureCharacters);
walkingAnimationUp.addFrame(sf::IntRect(offset, 144, 16, 24));
walkingAnimationUp.addFrame(sf::IntRect(offset, 168, 16, 24));
currentAnimation = &walkingAnimationRight;
leftChar.setTexture(textures->textureCharacters);
leftChar.setTextureRect(sf::IntRect(offset, 96, 16, 24));
rightChar.setTexture(textures->textureCharacters);
rightChar.setTextureRect(sf::IntRect(offset, 48, 16, 24));
leftChar.scale(0.75,0.75);
rightChar.scale(0.75,0.75);
animations[efc::DIR_LEFT] = walkingAnimationLeft;
animations[efc::DIR_RIGHT] = walkingAnimationRight;
animations[efc::DIR_UP] = walkingAnimationUp;
animations[efc::DIR_DOWN] = walkingAnimationDown;
setDirIndex(efc::DIR_LEFT);
setDir();
// sf::Vector2f positions[4] = {
// sf::Vector2f(0, 0),
// sf::Vector2f(20, 40),
// sf::Vector2f(20, 240),
// sf::Vector2f(40, 240)
// };
std::array<int, 4> boardPositions{0,15,255-15,255};
// std::cout << "define " << playerNumber << std::endl;
setBoardPosition(boardPositions[playerNumber]);
}
void Character::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
states.transform *= getTransform();
target.draw(animatedSprite, states);
if ((active==true) && (drawMovements==true))
{
if (moveLeft>-1)
{
target.draw(leftChar);
}
if (moveRight>-1)
{
target.draw(rightChar);
}
}
}
void Character::update(sf::Time deltaTime)
{
sf::Vector2f a(getPosition());
sf::Vector2i position(efc::getCords(a));
nextRedirect -= deltaTime.asSeconds();
if (nextRedirect<0)
{
int number = rand() % 2;
if ((currentAnimationIndex==efc::DIR_LEFT) || (currentAnimationIndex==efc::DIR_RIGHT))
{
if (number==0){
setDirIndex(efc::DIR_DOWN);
setDir();
} else if (number==1)
{
setDirIndex(efc::DIR_UP);
setDir();
}
} else if ((currentAnimationIndex==efc::DIR_UP) || (currentAnimationIndex==efc::DIR_DOWN))
{
if (number==0){
setDirIndex(efc::DIR_LEFT);
setDir();
} else if (number==1)
{
setDirIndex(efc::DIR_RIGHT);
setDir();
}
}
nextRedirect = rand() % 4;
}
if (currentAnimationIndex==efc::DIR_UP)
{
if (position.y<2)
{
setDirIndex(efc::DIR_DOWN);
setDir();
}
} else if (currentAnimationIndex==efc::DIR_DOWN)
{
if (position.y>efc::BOARD_SIZE-1)
{
setDirIndex(efc::DIR_UP);
setDir();
}
} else if (currentAnimationIndex==efc::DIR_LEFT)
{
if (position.x<2)
{
setDirIndex(efc::DIR_RIGHT);
setDir();
}
} else if (currentAnimationIndex==efc::DIR_RIGHT)
{
if (position.x>efc::BOARD_SIZE-1)
{
setDirIndex(efc::DIR_LEFT);
setDir();
}
}
animatedSprite.update(deltaTime);
std::array<int,2> movements(getMovements(diceResult));
// int left = movements[0];
// int right = movements[1];
if (active==true)
{
if (moveLeft>-1)
{
// sf::Vector2i cordsLeft(efc::transPosition(moveLeft));
sf::Vector2i neededCords(efc::transPosition(moveLeft));
sf::Vector2f newPos(efc::getScreenPos(neededCords));
leftChar.setPosition(newPos.x+efc::TILE_SIZE/4,newPos.y);
}
if (moveRight>-1)
{
// sf::Vector2i cordsRight(efc::transPosition(moveRight));
sf::Vector2i neededCords(efc::transPosition(moveRight));
sf::Vector2f newPos(efc::getScreenPos(neededCords));
rightChar.setPosition(newPos.x+efc::TILE_SIZE/4,newPos.y);
}
// std::cout << " dice " << diceResult<< moveLeft << " " << moveRight << std::endl;
}
}
sf::FloatRect Character::getLocalBounds() const
{
return sf::FloatRect(0.f, 0.f, 0, 0);
}
sf::FloatRect Character::getGlobalBounds() const
{
return getTransform().transformRect(getLocalBounds());
}
diff --git a/character.h b/character.h
index 49a1787..e225e68 100644
--- a/character.h
+++ b/character.h
@@ -1,59 +1,62 @@
#ifndef CHARACTER_H
#define CHARACTER_H
#include <random>
#include <iostream>
#include "data.h"
#include "textureholder.h"
#include "animatedsprite.h"
#include "tilemap.h"
#include "elem.h"
class Character: public Elem
{
public:
Character(TextureHolder *textures, int playerNumber);
TextureHolder *textures;
Animation walkingAnimationDown;
Animation walkingAnimationUp;
Animation walkingAnimationLeft;
Animation walkingAnimationRight;
Animation animations[4];
Animation* currentAnimation;
int currentAnimationIndex;
sf::Sprite leftChar;
sf::Sprite rightChar;
AnimatedSprite animatedSprite;
sf::FloatRect getLocalBounds() const;
sf::FloatRect getGlobalBounds() const;
void setDirUp();
void setDirDown();
void setDirLeft();
void setDirRight();
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
void update(sf::Time deltaTime);
void play();
void setDir();
void setDir(int direction);
void setDirIndex(int direction);
float nextRedirect;
std::array<int,2> getMovements(int howFar);
int diceResult;
sf::RectangleShape rectangleLeft;
sf::RectangleShape rectangleRight;
int moveLeft;
int moveRight;
bool active;
bool drawMovements;
+ void setBoardPosition(int playerNumber);
+
+
};
#endif // CHARACTER_H
diff --git a/elem.cpp b/elem.cpp
index 025b38d..8d8868d 100644
--- a/elem.cpp
+++ b/elem.cpp
@@ -1,45 +1,47 @@
#include "elem.h"
Elem::Elem()
{
}
/*!
* \brief Character::getBoardPosition
* \return
*/
int Elem::getBoardPosition()
{
sf::Vector2f currentPos(getPosition());
sf::Vector2i currentCords(efc::getCords(currentPos));
int currentBoardPosition = efc::transCords(currentCords);
return currentBoardPosition;
}
/*!
* \brief Character::setBoardPosition
* \param boardPosition
*/
void Elem::setBoardPosition(int boardPosition)
{
sf::Vector2i neededCords(efc::transPosition(boardPosition));
sf::Vector2f newPos(efc::getScreenPos(neededCords));
setPosition(newPos.x, newPos.y);
this->boardPosition = boardPosition;
// std::array<int,2> movements(getMovements(diceResult));
// std::cout << "board pos >> " << boardPosition << " cords >>" << neededCords.x << " " << neededCords.y
// << "newpos >> " << newPos.x << " " << newPos.y << " "
// << "movements >> " << movements[0] << " " << movements[1]
// << std::endl;
sf::Vector2i newVecPos(getPosition());
// sf::FloatRect newSize(getGlobalBounds());
float newX = newVecPos.x + (efc::TILE_SIZE/3);
// newX = newX - (newSize.width);
setPosition(newX, newPos.y);
+ move(202,76);
+
}
diff --git a/game.cpp b/game.cpp
index 98ae2ae..20b7e79 100644
--- a/game.cpp
+++ b/game.cpp
@@ -1,640 +1,683 @@
#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 (!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(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);
+
+
+
+ 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()
{
// 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)
{
-
+ 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();
// 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(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++)
{
renderTexture.draw(players[i]);
}
}
void Game::drawSquares() {
if (showPlayerBoardElems)
{
renderTexture.draw(selector);
}
}
void Game::drawBaseGame()
{
renderTexture.setView(viewTiles);
// window.draw(map);
for (int i=0;i<4;i++)
{
renderTexture.draw(players[i].elems);
}
drawSquares();
renderTexture.setView(viewGui);
renderTexture.setView(viewTiles);
}
void Game::drawCharacters(float deltaTime){
renderTexture.setView(viewTiles); // Yeah Katia's inspiration
- shaderBlur.setParameter("blur_radius", sin(runningCounter) );
+ shaderBlur.setParameter("blur_radius", sin(runningCounter*0.01) );
renderTexture.draw(gameBackground);
renderTexture.setView(viewFull);
+ renderTexture.draw(spriteBackgroundArt, &shaderDark);
+ spriteBackgroundArt.setColor(sf::Color(255, 255, 255, 208));
+ shaderBlur.setParameter("blur_radius", 0.5);
+// shaderBlur.setParameter("blur_radius", sin(runningCounter*0.01) );
+// shaderBlur.setParameter("blur_radius", sin(runningCounter*0.01) );
+ shaderPixel.setParameter("pixel_threshold", 0.05);
+
renderTexture.draw(spriteBackgroundArt);
- spriteBackgroundArt.setColor(sf::Color(255, 255, 255, 128));
- renderTexture.draw(spriteBackgroundArt, &shaderBlur);
spriteBackgroundArt.setColor(sf::Color(255, 255, 255));
-
+ for (int i=0;i<4;i++)
+ {
+ if (turn==i)
+ renderTexture.draw(playersSprites[i]);
+ else
+ renderTexture.draw(playersSprites[i], &shaderDark);
+ }
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)
renderTexture.draw(nextRotateElem);
if (currentMovements[0]>-1)
renderTexture.draw(prevRotateElem);
}
+
+ renderTexture.setView(viewFull);
+
+
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);
}
}
}
void Game::render(float deltaTime)
{
window.clear();
renderTexture.clear();
if (currentState==state_game)
{
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 2);
+
renderTexture.draw(spriteBackgroundDark, &shaderBlur);
+
renderTexture.setView(viewTiles);
drawBaseGame();
drawCharacters(deltaTime);
renderTexture.draw(boardDiamonds);
renderTexture.setView(viewFull);
drawPlayersGui();
renderTexture.setView(viewFull);
renderTexture.draw(groupHud);
} else if (currentState==state_roll_dice) {
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 2);
renderTexture.draw(spriteBackgroundDark, &shaderBlur);
renderTexture.setView(viewTiles);
drawBaseGame();
drawCharacters(deltaTime);
renderTexture.draw(boardDiamonds);
renderTexture.setView(viewFull);
drawPlayersGui();
renderTexture.setView(viewFull);
renderTexture.draw(groupHud);
} else if (currentState==state_gui_elem) {
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 2);
renderTexture.draw(spriteBackgroundDark, &shaderBlur);
drawBaseGame();
drawCharacters(deltaTime);
// window.draw(guiSelectBuilding);
renderTexture.setView(viewFull);
renderTexture.draw(groupHud);
} else if (currentState==state_menu) {
+ shaderBlur.setParameter("blur_radius", 15);
+ renderTexture.draw(menuTxt, &shaderBlur);
renderTexture.draw(menuTxt);
// window.draw(menuTxt);
} else if (currentState==state_lets_begin) {
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 2);
renderTexture.draw(spriteBackgroundDark, &shaderBlur);
renderTexture.setView(viewTiles);
drawBaseGame();
drawCharacters(deltaTime);
renderTexture.draw(boardDiamonds);
renderTexture.setView(viewFull);
drawPlayersGui();
renderTexture.draw(spriteLestBegin);
} else if (currentState==state_gui_end_round){
renderTexture.setView(viewFull);
renderTexture.draw(spriteBackgroundDark);
drawBaseGame();
renderTexture.draw(guiRoundDice);
renderTexture.setView(viewFull);
renderTexture.draw(groupHud);
}
renderTexture.display();
renderSprite.setTexture(renderTexture.getTexture());
shaderBlur.setParameter("blur_radius", sin(deltaTime)*0.015);
+ shaderBlur.setParameter("blur_radius", 0.0003);
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 e402226..335f4f9 100644
--- a/game.h
+++ b/game.h
@@ -1,197 +1,202 @@
#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::Sprite playersSprites[4] ;
sf::Vector2f getMousePos();
+ 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::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;
+ sf::Shader shaderPixel;
+ sf::Shader shaderDark;
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(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(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 d593ea4..00e4ac8 100644
--- a/pagan_board.pro
+++ b/pagan_board.pro
@@ -1,80 +1,82 @@
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
+ assets/shaders/blur.frag \
+ assets/shaders/pixelate.frag \
+ assets/shaders/dark.frag
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