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diff --git a/boardelem.cpp b/boardelem.cpp
index dffa9aa..2b3a50e 100644
--- a/boardelem.cpp
+++ b/boardelem.cpp
@@ -1,36 +1,50 @@
#include "boardelem.h"
-BoardElem::BoardElem(TextureHolder *textures,int pos, int type, const sf::Texture *textureElem)
+namespace efc {
+sf::RectangleShape createNeighbour(int pos) {
+
+ sf::RectangleShape rectangle(sf::Vector2f(efc::TILE_SIZE, efc::TILE_SIZE));
+ sf::Vector2i cords(efc::transPosition(pos));
+
+ rectangle.setFillColor(sf::Color(240, 240, 240,168));
+ rectangle.setOutlineColor(sf::Color(24,24,24));
+
+ rectangle.setPosition(cords.x*efc::TILE_SIZE, cords.y*efc::TILE_SIZE);
+
+ rectangle.setOutlineThickness(1);
+ return rectangle;
+
+}
+}
+
+efc::BoardElem::BoardElem(TextureHolder *textures,int pos, int type, const sf::Texture *textureElem)
{
-// this->textureElem = textureElem;
+
+ textureTiles = &textures->textureTiles;
this->pos = pos;
- this->textures = textures;
this->type = type;
- // setPosition()
- int y = (int) pos / 16;
- int x = pos % 16;
+ sf::Vector2i cords = efc::transPosition(pos);
+ int y_type = (int) type / efc::TILE_BOARD_SIZE;
+ int x_type = type % efc::TILE_BOARD_SIZE;
+
+ setPosition(cords.x*efc::TILE_SIZE,cords.y*efc::TILE_SIZE);
+ setTexture(textures->textureTiles);
+ setTextureRect(sf::IntRect(x_type*efc::TILE_SIZE, y_type*efc::TILE_SIZE, efc::TILE_SIZE, efc::TILE_SIZE));
+
- int y_type = (int) type / 40;
- int x_type = type % 40 ;
- this->textureElem = std::move(textureElem);
- std::cout << "TYPE " << type << " x_type " << x_type << " : " << x_type * efc::TILE_SIZE << " y " << y_type << " : " << y_type * efc::TILE_SIZE << std::endl;
-//std::cout << "x_type " << x_type << " : " << x_type * efc::TILE_SIZE << " y_type " << y_type << " : " << y_type * efc::TILE_SIZE << std::endl;
- setPosition(x*efc::TILE_SIZE,y*efc::TILE_SIZE);
-// setPosition(375,375);
- setTexture(myHolder.textureTiles);
- setTextureRect(sf::IntRect(x_type*efc::TILE_SIZE, y_type*efc::TILE_SIZE, efc::TILE_SIZE, efc::TILE_SIZE));
}
+
diff --git a/boardelem.h b/boardelem.h
index 5bf9e3a..fbb05d7 100644
--- a/boardelem.h
+++ b/boardelem.h
@@ -1,26 +1,35 @@
#ifndef BOARDELEM_H
#define BOARDELEM_H
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include "tilemap.h"
#include "textureholder.h"
+namespace efc {
+sf::RectangleShape createNeighbour(int pos);
+
class BoardElem: public sf::Sprite
{
public:
BoardElem();
BoardElem(TextureHolder *textures,int pos, int type, const sf::Texture *textureElem);
+
int pos;
int type;
-
+ sf::Texture* textureTiles;
private:
const sf::Texture* textureElem;
static const sf::Texture& textureElem2;
+
+
+
+
TextureHolder *textures;
TextureHolder myHolder;
};
+}
#endif // BOARDELEM_H
diff --git a/boardelems.cpp b/boardelems.cpp
index 0dfc5a9..93ba9ab 100644
--- a/boardelems.cpp
+++ b/boardelems.cpp
@@ -1,21 +1,31 @@
#include "boardelems.h"
BoardElems::BoardElems()
{
+ active = false;
}
+
+
void BoardElems::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
- // apply the transform
states.transform *= getTransform();
- // apply the tileset texture
- // draw the vertex array
- for (BoardElem i: items)
+ for (efc::BoardElem i: items)
{
+
target.draw(i, states);
+ std::vector<int> neighbours(efc::getNeighbours(i.pos));
+ if (active==true)
+ {
+ for (int j: neighbours)
+ {
+ sf::RectangleShape sprite(efc::createNeighbour(j));
+ target.draw(sprite, states);
+ }
+ }
// std::cout << "POS: "<< i.getPosition().x << " " << i.getPosition().y << std::endl;
}
}
diff --git a/boardelems.h b/boardelems.h
index 47ce3f2..48f3222 100644
--- a/boardelems.h
+++ b/boardelems.h
@@ -1,15 +1,18 @@
#ifndef BOARDELEMS_H
#define BOARDELEMS_H
#include "boardelem.h"
class BoardElems: public sf::Drawable, public sf::Transformable
{
public:
BoardElems();
- std::vector<BoardElem> items;
+ std::vector<efc::BoardElem> items;
+ std::map<int, efc::BoardElem> items_map;
+ bool active;
+
private:
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
};
#endif // BOARDELEMS_H
diff --git a/game.cpp b/game.cpp
index bfc1f73..9b354eb 100644
--- a/game.cpp
+++ b/game.cpp
@@ -1,172 +1,179 @@
#include <stdlib.h>
#include <iostream>
#include "game.h"
#include <time.h> /* time */
namespace efc {
void Game::initBoard()
{
// Grass tile starts at 342 and has 11 tiles
// int level[256];
// int level[256];
// Structure of the board
/*
{
342, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
80, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 2, 0, 0, 0, 0,
1, 1, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 3, 3 }
*/
// Fill the array
for (int i=0;i<256;i++)
{
int grass = (rand() % 10) + 1;
level[i] = 342 + grass;
level[i] = level[i];
}
// level[0] = 441;
// level[240] = 0;
// level[255] = 0;
// level[15] = 0;
level[8] = 813;
level[24] = 803;
level[40] = 803;
level[56] = 803;
level[72] = 803;
level[88] = 801;
level[167] = 809;
level[183] = 803;
level[199] = 803;
level[215] = 803;
level[231] = 803;
level[247] = 812;
level[112] = 811;
for (int i=113;i<117;i++)
level[i] = 816;
level[117] = 815;
level[138] = 800;
for (int i=139;i<143;i++)
level[i] = 816;
level[143] = 814;
map.load(&textures, sf::Vector2u(efc::TILE_SIZE, efc::TILE_SIZE), level, mapSize, mapSize);
PlayerHud playerHud1(&textures, std::rand() % 80, &gameFont, 32,0);
PlayerHud playerHud2(&textures, std::rand() % 30, &gameFont, 32,1);
PlayerHud playerHud3(&textures, std::rand() % 60, &gameFont, 32,2);
PlayerHud playerHud4(&textures, std::rand() % 50, &gameFont, 32,3);
players[0] = playerHud1;
players[1] = playerHud2;
players[2] = playerHud3;
players[3] = playerHud4;
-
+ players[0].setActive(true);
}
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/8bitOperatorPlus-Regular.ttf"))
{
std::exit(1);
}
}
Game::Game()
{
mapSize = 16;
std::srand (time(NULL));
int turn = 0;
loadAssets();
sf::RenderWindow window(sf::VideoMode(512, 400), "EnFuCraft");
sf::View viewGui(sf::FloatRect(00, 00, 112, 400));
viewGui.setViewport(sf::FloatRect(0.8f,0, 1.0f, 1.0f));
sf::View viewTiles(sf::FloatRect(00, 00, 400, 400));
viewTiles.setViewport(sf::FloatRect(0,0, 0.8f, 1.0f));
Selector selector(efc::TILE_SIZE);
selector.changeColor(turn); //This is only for the test TODO: remove
// TileMap mapElem;
// if (!mapElem.load(&textureTiles, sf::Vector2u(tileSize, tileSize), levelElems, mapSize, mapSize))
// std::exit(1);
initBoard();
// run the main loop
while (window.isOpen())
{
// handle events
sf::Event event;
while (window.pollEvent(event))
{
if(event.type == sf::Event::Closed)
window.close();
if (event.type == sf::Event::MouseButtonPressed)
{
if (event.mouseButton.button == sf::Mouse::Left)
{
std::cout << "the right button was pressed" << std::endl;
std::cout << "mouse x: " << event.mouseButton.x << std::endl;
std::cout << "mouse y: " << event.mouseButton.y << std::endl;
turn++;
if (turn==4)
turn = 0;
selector.changeColor(turn);
+ for (int i=0;i<4;i++)
+ {
+ if (i==turn)
+ players[i].setActive(true);
+ else
+ players[i].setActive(false);
+ }
}
}
}
//
sf::Vector2i localPositionTmp = sf::Mouse::getPosition(window);
sf::Vector2f localPosition = window.mapPixelToCoords(localPositionTmp,viewTiles);
if ((localPosition.x>=0) && (localPosition.y>=0) && (localPosition.x<=mapSize*efc::TILE_SIZE) && (localPosition.y<=mapSize*efc::TILE_SIZE))
{
// std::cout << localPosition.x << " " << localPosition.y << " " << localPosition.x / efc::TILE_SIZE << " " << localPosition.y / efc::TILE_SIZE << std::endl;
selector.setPosition((int) (localPosition.x / efc::TILE_SIZE)*efc::TILE_SIZE, ((int) localPosition.y / efc::TILE_SIZE)*efc::TILE_SIZE);
}
// draw the map
window.clear();
window.setView(viewTiles);
window.draw(map);
// window.draw(mapElem);
for (int i=0;i<4;i++)
{
window.draw(players[i].elems);
}
window.draw(selector);
window.setView(viewGui);
for (int i=0;i<4;i++)
{
window.draw(players[i]);
}
window.display();
}
}
}
diff --git a/playerhud.cpp b/playerhud.cpp
index 0ac1841..39ff863 100644
--- a/playerhud.cpp
+++ b/playerhud.cpp
@@ -1,98 +1,104 @@
#include "playerhud.h"
#include "textureholder.h"
PlayerHud::PlayerHud()
{
+ active = false;
+}
+
+void PlayerHud::setActive(bool newState){
+ active = newState;
+ elems.active = newState;
}
PlayerHud::PlayerHud(TextureHolder *textures, int faceNumber, sf::Font *gameFont, int faceSize, int pos)
{
-
+ active = false;
int startPositions[4] = {0,15,240, 255};
this->textures = textures;
- BoardElem startElem(textures, startPositions[pos],441, &this->textures->textureTiles);
- startElem.setTexture(this->textures->textureTiles);
+ efc::BoardElem startElem(textures, startPositions[pos],441, &this->textures->textureTiles);
elems.items.push_back(startElem);
-
+ elems.items_map.insert({pos, startElem});
this->faceSize = faceSize;
spriteFace.setTexture(textures->textureFaces);
this->pos = pos;
food = 0;
cash = 0;
energy = 0;
int x = faceNumber % 10;
int y = (int) faceNumber /10;
txtCash.setFont(*gameFont);
txtFood.setFont(*gameFont);
txtEnergy.setFont(*gameFont);
txtCash.setPosition(1,(pos*100)+40);
txtCash.setString("Cash: " + std::to_string(cash));
txtCash.setCharacterSize(10);
txtCash.setScale(sf::Vector2f(0.25f, 1.f));
txtFood.setPosition(1,(pos*100)+55);
txtFood.setString("Food: " + std::to_string(food));
txtFood.setCharacterSize(10);
txtFood.setScale(sf::Vector2f(0.25f, 1.f));
txtEnergy.setPosition(1,(pos*100)+70);
txtEnergy.setString("Enrg: " + std::to_string(energy));
txtEnergy.setString("Enrg: " + std::to_string(energy));
txtEnergy.setCharacterSize(10);
txtEnergy.setScale(sf::Vector2f(0.25f, 1.f));
std::cout << "playerHud" << faceNumber << " " << x << " " << y << std::endl;
spriteFace.setTextureRect(sf::IntRect(x*faceSize, y*faceSize, faceSize, faceSize));
spriteFace.setScale(sf::Vector2f(0.25f, 1.f));
spriteFace.setPosition(0,pos*100);
}
void PlayerHud::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
// // apply the transform
states.transform *= getTransform();
// Color rectangles making the gui on the right side
sf::RectangleShape rectangle(sf::Vector2f(faceSize, faceSize));
sf::RectangleShape rectangle2(sf::Vector2f(faceSize, (faceSize*2)+3));
if (pos==0)
{
rectangle.setFillColor(sf::Color(50, 50, 150,168));
rectangle2.setFillColor(sf::Color(100, 100, 150,168));
rectangle.setOutlineColor(sf::Color(0,0,128));
}
else if (pos==1)
{
rectangle.setFillColor(sf::Color(50, 150, 50,168));
rectangle2.setFillColor(sf::Color(100, 150,100,168));
rectangle.setOutlineColor(sf::Color(0,128,0));
}
else if (pos==2)
{
rectangle.setFillColor(sf::Color(150, 50, 50,168));
rectangle2.setFillColor(sf::Color(150, 100,100,168));
rectangle.setOutlineColor(sf::Color(128,0,0));
}
else if (pos==3)
{
rectangle.setFillColor(sf::Color(150, 150, 150,168));
rectangle2.setFillColor(sf::Color(200, 200,200,168));
rectangle.setOutlineColor(sf::Color(128,128,128));
}
+
rectangle.setOutlineThickness(1);
rectangle.setPosition(0, pos*100);
rectangle2.setPosition(0, (pos*100)+faceSize+1);
target.draw(rectangle, states);
target.draw(rectangle2, states);
target.draw(txtCash, states);
target.draw(txtFood, states);
target.draw(txtEnergy, states);
target.draw(spriteFace, states);
}
diff --git a/playerhud.h b/playerhud.h
index 91025fb..a09d11c 100644
--- a/playerhud.h
+++ b/playerhud.h
@@ -1,40 +1,41 @@
#ifndef PLAYERHUD_H
#define PLAYERHUD_H
#include <iostream>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>
#include "boardelems.h"
#include "textureholder.h"
class PlayerHud : public sf::Drawable, public sf::Transformable
{
public:
PlayerHud();
PlayerHud(TextureHolder *textures, int faceNumber, sf::Font *gameFont, int tileSize, int pos);
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
int pos;
int cash;
int energy;
int food;
+ bool active;
BoardElems elems;
-
+ void setActive(bool newState);
std::vector<int> properties;
private:
// sf::Font gameFont;
sf::Sprite spriteFace;
sf::Text txtCash;
sf::Text txtEnergy;
sf::Text txtFood;
int faceSize;
int tileSize;
TextureHolder *textures;
};
#endif // PLAYERHUD_H
diff --git a/tilemap.cpp b/tilemap.cpp
index 4d6cf91..e28d352 100644
--- a/tilemap.cpp
+++ b/tilemap.cpp
@@ -1,55 +1,80 @@
#include "tilemap.h"
+namespace efc {
+
+sf::Vector2i transPosition(int pos) {
+ int x = (int) pos % efc::BOARD_SIZE;
+ int y = (int) pos / efc::BOARD_SIZE;
+ sf::Vector2i cords(x,y);
+ return cords;
+}
+
+std::vector<int> getNeighbours(int pos) {
+ sf::Vector2i cords = efc::transPosition(pos);
+ std::vector<int> neighbours;
+ if (cords.x>0)
+ neighbours.push_back(pos-1);
+ if (cords.x<efc::BOARD_SIZE-1)
+ neighbours.push_back(pos+1);
+ if (cords.y>0)
+ neighbours.push_back(pos-efc::BOARD_SIZE);
+ if (cords.y<efc::BOARD_SIZE)
+ neighbours.push_back(pos+efc::BOARD_SIZE);
+ return neighbours;
+}
+
+}
+
TileMap::TileMap()
{
}
bool TileMap::load(TextureHolder *textures, sf::Vector2u tileSize, const int* tiles, unsigned int width, unsigned int height)
{
this->m_tileset = &textures->textureTiles;
// resize the vertex array to fit the level size
m_vertices.setPrimitiveType(sf::Quads);
m_vertices.resize(width * height * 4);
// populate the vertex array, with one quad per tile
for (unsigned int i = 0; i < width; ++i)
for (unsigned int j = 0; j < height; ++j)
{
// get the current tile number
int tileNumber = tiles[i + j * width];
// find its position in the tileset texture
int tu = tileNumber % (m_tileset->getSize().x / tileSize.x);
int tv = tileNumber / (m_tileset->getSize().x / tileSize.x);
// get a pointer to the current tile's quad
sf::Vertex* quad = &m_vertices[(i + j * width) * 4];
// define its 4 corners
quad[0].position = sf::Vector2f(i * tileSize.x, j * tileSize.y);
quad[1].position = sf::Vector2f((i + 1) * tileSize.x, j * tileSize.y);
quad[2].position = sf::Vector2f((i + 1) * tileSize.x, (j + 1) * tileSize.y);
quad[3].position = sf::Vector2f(i * tileSize.x, (j + 1) * tileSize.y);
// define its 4 texture coordinates
quad[0].texCoords = sf::Vector2f(tu * tileSize.x, tv * tileSize.y);
quad[1].texCoords = sf::Vector2f((tu + 1) * tileSize.x, tv * tileSize.y);
quad[2].texCoords = sf::Vector2f((tu + 1) * tileSize.x, (tv + 1) * tileSize.y);
quad[3].texCoords = sf::Vector2f(tu * tileSize.x, (tv + 1) * tileSize.y);
}
return true;
}
void TileMap::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
// apply the transform
states.transform *= getTransform();
// apply the tileset texture
states.texture = m_tileset;
// draw the vertex array
target.draw(m_vertices, states);
}
sf::VertexArray m_vertices;
sf::Texture m_tileset;
diff --git a/tilemap.h b/tilemap.h
index 7f0feed..36934e2 100644
--- a/tilemap.h
+++ b/tilemap.h
@@ -1,28 +1,33 @@
#ifndef TILEMAP_H
#define TILEMAP_H
#include <iostream>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>
#include "textureholder.h"
namespace efc {
enum {
- TILE_SIZE = 25
+ TILE_SIZE = 25,
+ BOARD_SIZE = 16,
+ TILE_BOARD_SIZE = 40
};
+sf::Vector2i transPosition(int pos);
+std::vector<int> getNeighbours(int pos);
}
+
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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