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diff --git a/enfucraft.pro b/enfucraft.pro
index 712da65..9009830 100644
--- a/enfucraft.pro
+++ b/enfucraft.pro
@@ -1,33 +1,35 @@
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
+ textureholder.cpp \
+ hover.cpp
LIBS += -lsfml-window -lsfml-system -lsfml-graphics
DESTDIR = ../build_release_enfucraft
assets.path = $${DESTDIR}/assets
assets.files = assets/*
INSTALLS += assets
HEADERS += \
game.h \
tilemap.h \
selector.h \
playerhud.h \
boardelem.h \
boardelems.h \
- textureholder.h
+ textureholder.h \
+ hover.h
RESOURCES += \
images.qrc
diff --git a/game.cpp b/game.cpp
index 9b354eb..3339060 100644
--- a/game.cpp
+++ b/game.cpp
@@ -1,179 +1,222 @@
#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);
+ map.load(&textures, sf::Vector2u(efc::TILE_SIZE, efc::TILE_SIZE), level, efc::BOARD_SIZE, efc::BOARD_SIZE);
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);
+ currentNeighbours = players[0].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/8bitOperatorPlus-Regular.ttf"))
{
std::exit(1);
}
}
-Game::Game()
+Game::Game():
+ window(sf::VideoMode(512, 400), "EnFuCraft"),
+ viewTiles(sf::FloatRect(00, 00, 400, 400))
+
{
- mapSize = 16;
+ currentState = state_init;
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();
+ currentState = state_game;
// run the main loop
while (window.isOpen())
{
// handle events
sf::Event event;
+ sf::Vector2i localPositionTmp = sf::Mouse::getPosition(window);
+ sf::Vector2f localPosition = window.mapPixelToCoords(localPositionTmp,viewTiles);
+
while (window.pollEvent(event))
{
+
+ 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 (currentNeighbours.find(mousePos) != currentNeighbours.end())
+ {
+ std::cout << "SUPER" << std::endl;
+ }
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 (currentState==state_game)
+
{
- if (i==turn)
- players[i].setActive(true);
- else
- players[i].setActive(false);
+ turn++;
+ if (turn==4)
+ turn = 0;
+ selector.changeColor(turn);
+ for (int i=0;i<4;i++)
+ {
+ if (i==turn)
+ {
+ players[i].setActive(true);
+ if (currentNeighbours.find(mousePos) != currentNeighbours.end())
+ {
+ std::cout << "SUPER" << std::endl;
+
+ }
+// std::set<int>::iterator it;
+// for ( it=currentNeighbours.begin() ; it != currentNeighbours.end(); it++ ) {
+// std::cout << std::to_string(i) << std::endl;
+// }
+ currentNeighbours = players[i].getNeighbours();
+
+ }
+ 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))
+ // localPosition = getMousePos(); // Why this does lag?
+
+ if ((localPosition.x>=0) && (localPosition.y>=0) && (localPosition.x<=efc::BOARD_SIZE*efc::TILE_SIZE) && (localPosition.y<=efc::BOARD_SIZE*efc::TILE_SIZE))
{
-// std::cout << localPosition.x << " " << localPosition.y << " " << localPosition.x / efc::TILE_SIZE << " " << localPosition.y / efc::TILE_SIZE << std::endl;
+ // 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++)
+ if (currentState==state_game)
{
- window.draw(players[i].elems);
+ window.setView(viewTiles);
+ window.draw(map);
+ for (int i=0;i<4;i++)
+ {
+ window.draw(players[i].elems);
+ }
+ window.draw(selector);
+ window.setView(viewGui);
+ drawPlayersGui();
+
}
- window.draw(selector);
- window.setView(viewGui);
- for (int i=0;i<4;i++)
- {
- window.draw(players[i]);
- }
window.display();
}
+}
+void Game::drawPlayersGui(){
+ for (int i=0;i<4;i++)
+ {
+ window.draw(players[i]);
+ }
+}
+
+
+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 1038d7c..66356e5 100644
--- a/game.h
+++ b/game.h
@@ -1,40 +1,49 @@
#ifndef GAME_H
#define GAME_H
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include "tilemap.h"
#include "selector.h"
#include "playerhud.h"
#include "textureholder.h"
namespace efc {
class Game
{
public:
Game();
sf::RenderWindow window;
+ sf::View viewTiles;
+
private:
void initBoard();
void loadAssets();
- enum state {
+ void drawPlayersGui();
+ sf::Vector2f getMousePos();
+
+ enum states {
+ state_init,
state_menu,
state_game,
+ state_select_building,
state_quit
};
+ states currentState;
+
sf::Texture textureTiles;
sf::Texture textureFaces;
sf::Font gameFont;
TileMap map;
PlayerHud players[4];
int mapSize;
int level[256];
int levelElems[256];
TextureHolder textures;
-
+ std::set<int> currentNeighbours;
};
}
#endif // GAME_H
diff --git a/hover.cpp b/hover.cpp
new file mode 100644
index 0000000..3216a23
--- /dev/null
+++ b/hover.cpp
@@ -0,0 +1,5 @@
+#include "hover.h"
+
+Hover::Hover()
+{
+}
diff --git a/hover.h b/hover.h
new file mode 100644
index 0000000..a5d0ec0
--- /dev/null
+++ b/hover.h
@@ -0,0 +1,11 @@
+#ifndef HOVER_H
+#define HOVER_H
+#include <SFML/Window.hpp>
+#include <SFML/Graphics.hpp>
+class Hover: public sf::Drawable, public sf::Transformable
+{
+public:
+ Hover();
+};
+
+#endif // HOVER_H
diff --git a/playerhud.cpp b/playerhud.cpp
index 39ff863..a4fb174 100644
--- a/playerhud.cpp
+++ b/playerhud.cpp
@@ -1,104 +1,128 @@
#include "playerhud.h"
#include "textureholder.h"
+#include "boardelem.h"
+
+std::set<int> PlayerHud::getNeighbours(){
+
+ std::set<int> neighbours;
+
+ for (std::pair<int, efc::BoardElem> i: elems.items_map)
+ {
+ std::cout << "adding " << i.first << std::endl;
+
+ std::vector<int> neighboursVector(efc::getNeighbours(i.second.pos));
+ for (int j: neighboursVector)
+ {
+ neighbours.insert(j);
+
+
+ }
+
+ }
+ return neighbours;
+
+}
+
+
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;
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 a09d11c..3ac4c6c 100644
--- a/playerhud.h
+++ b/playerhud.h
@@ -1,41 +1,44 @@
#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"
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;
+ std::set<int> getNeighbours();
+
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 e28d352..164ee5c 100644
--- a/tilemap.cpp
+++ b/tilemap.cpp
@@ -1,80 +1,86 @@
#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;
}
+int transCords(sf::Vector2i cords) {
+// std::cout << cords.x << " " << cords.y << " " << std::endl;
+ int pos = (cords.y * efc::BOARD_SIZE)+cords.x;
+ return pos;
+}
+
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 36934e2..fee2088 100644
--- a/tilemap.h
+++ b/tilemap.h
@@ -1,33 +1,34 @@
#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,
BOARD_SIZE = 16,
TILE_BOARD_SIZE = 40
};
sf::Vector2i transPosition(int pos);
+int transCords(sf::Vector2i cords);
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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