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diff --git a/boarddiamond.h b/boarddiamond.h
index 74ffccb..a1db927 100644
--- a/boarddiamond.h
+++ b/boarddiamond.h
@@ -1,32 +1,36 @@
#ifndef BOARDDIAMOND_H
#define BOARDDIAMOND_H
#include <set>
#include "textureholder.h"
#include "elem.h"
#include <SFML/Graphics.hpp>
class BoardDiamond: public Elem
{
public:
BoardDiamond();
BoardDiamond(TextureHolder *textures, int idNumber,
int playerNumber, int boardPosition);
TextureHolder *textures;
/*!
* \brief number from the sprite sheet
+ *
+ * 0-3 are corresponding to the players numbers,
+ * everything above are the extra items:
+ * 4 - diamond
*/
int idNumber;
/*!
* \brief 0-3 elements area on the board
*/
int playerNumber;
sf::Sprite spriteHolder;
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
void update(sf::Time deltaTime, std::set<int>& busyTiles);
};
#endif // BOARDDIAMOND_H
diff --git a/command.cpp b/command.cpp
index 03dc1f7..77c6490 100644
--- a/command.cpp
+++ b/command.cpp
@@ -1,29 +1,51 @@
+#include "game.h"
#include "command.h"
-Command::Command(efc::Game& currentGame) :
+//Command::Command()
+//{
+
+//}
+
+Command::Command(efc::Game &currentGame) :
game(currentGame)
{
-
+// this->game = currentGame;
}
void Command::removeDiamond(int playerNumber)
{
- /* This should works as following:
+ /*! 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 areaNumber = i.playerNumber;
- if (areaNumber==playerNumber)
+ int fieldNumber = i.playerNumber;
+ if ((fieldNumber==playerNumber) && (i.boardPosition>-1)
+ && (i.idNumber==4))
{
- diamonds.push_back(areaNumber);
+ std::cout << "pushing found " << fieldNumber << std::endl;
+
+ diamonds.push_back(i.boardPosition);
}
}
int numberDiamonds = diamonds.size();
- int elemToRemove = rand() % numberDiamonds;
+ 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]);
+ }
+
+
}
diff --git a/command.h b/command.h
index 9d262ea..a2e11a7 100644
--- a/command.h
+++ b/command.h
@@ -1,23 +1,23 @@
#ifndef COMMAND_H
#define COMMAND_H
-#include "game.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);
efc::Game &game;
};
#endif // COMMAND_H
diff --git a/data.cpp b/data.cpp
index 1422354..192916e 100644
--- a/data.cpp
+++ b/data.cpp
@@ -1,138 +1,141 @@
#include <data.h>
namespace efc {
std::string seasonsNames[4] = {"spring", "summer", "fall", "winter"};
// This array defines fields occupied by the river
int terrainArray[24] = {
8, 24, 40, 56, 72, 88,
113, 114, 115, 116, 117, 118,
138, 139, 140, 141, 142, 143,
167, 183, 199, 215, 231, 247
};
/*
* 0
* 16
* 32
* 48
* 64
* 80
* 96
* 112
* 128
* 144
* 160
* 176
* 192
*/
int possibleExits[4] = {119,120,135,136};
std::array<std::array<int,2>,256> boards = {
{
{-1,1}, {0,2}, {1,3}, {2,4}, {3,5}, {4,21}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {11,26}, {12,10}, {13,11}, {14,12}, {15,13}, {-1,14},
{-1,-1}, {18,33}, {19,17}, {20,18}, {21,19}, {5,20}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {10, 27,}, {26,28}, {27,29}, {28,30}, {29,46}, {-1,-1},
{33,48}, {17,32}, {-1,-1}, {51,36}, {35,37}, {36,38}, {37,54}, {-1,-1}, {-1,-1}, {-1,-1}, {43,58}, {44,42}, {60,43}, {-1,-1}, {30,47}, {46,63},
{32,49}, {48,50}, {49,51}, {50,35}, {-1,-1}, {54,69}, {38,53}, {-1,-1}, {-1,-1}, {58,73}, {42,57}, {-1,-1}, {61,44}, {62,60}, {63,61}, {47,62},
{65,80}, {66,64}, {67,65}, {68,66}, {69,67}, {53,68}, {-1,-1}, {-1,-1}, {-1,-1}, {57,74}, {73,75}, {74,76}, {75,77}, {76,78}, {77,79}, {78,95},
{64,81}, {80,97}, {-1,-1}, {99,84}, {83,85}, {84,101}, {-1,-1}, {-1,-1}, {-1,-1}, {90,105}, {91,89}, {92,90}, {108,91}, {-1,-1}, {95,110}, {79,94},
{-1,-1}, {81,98}, {97,99}, {98,83}, {-1,-1}, {85,102}, {101,118}, {-1,-1}, {105,120}, {89,104}, {-1,-1}, {-1,-1}, {109,92}, {110,108}, {94,109}, {-1,-1},
{-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {102, 119},{118,-1}, {104,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1},
{-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1} , {151,-1}, {137,-1}, {153,136}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1},
{-1,-1}, {161,146}, {145,147}, {146,163}, {-1,-1}, {-1,-1}, {166,151}, {150,135} ,{-1,-1}, {154,137}, {170,153}, {-1,-1}, {157,172}, {158,156}, {174,157}, {-1,-1},
{176,161},{160,145}, {-1,-1}, {147,164}, {163,165}, {164,166}, {165,150}, {-1,-1}, {-1,-1}, {-1,-1}, {171,154}, {172,170}, {156,171}, {-1,-1}, {175,158}, {191,174},
{177,160},{178,176}, {179,177}, {180,178}, {181,179}, {182,180}, {198,181}, {-1,-1}, {-1,-1}, {-1,-1}, {202,187}, {186,188}, {187,189}, {188,190}, {189,191}, {190,175},
{208,193},{192,194}, {193,195}, {194,211}, {-1,-1}, {213,198}, {197,182}, {-1,-1}, {-1,-1}, {217,202}, {201,186}, {-1,-1}, {205,220}, {206,204}, {207,205}, {223,206},
{209,192},{225,208}, {-1,-1}, {195,212}, {211,213}, {212,197}, {-1,-1}, {-1,-1}, {-1,-1}, {218,201}, {219,217}, {220,218}, {204,219}, {-1,-1}, {238,223}, {222,207},
{-1,-1}, {226,209}, {227,225}, {228,226}, {229,227}, {245,228}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {250,235}, {234,236}, {235,237}, {236,238}, {237,222}, {-1,-1},
{-1,241}, {240,242},{241,243}, {242,244}, {243,245}, {244,229}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {251,234}, {252,250}, {253,251}, {254,252}, {255,253}, {-1,254},
},
};
std::array<std::array<int,numberSteps>,4> occupiedFields =
{
{
{1,2,3,4,5,17,18,19,20,21,32,33,35,36,37,38,48,49,50,51,53,54,64,65,66,67,68,69,80,81,83,84,85,97,98,99,101,102,118},
{10,11,12,13,14,26,27,28,29,30,42,43,44,46,47,57,58,60,61,62,63,73,74,75,76,77,78,79,89,90,91,92,94,95,104,105,108,109,110},
{145,146,147,150,151,160,161,163,164,165,166,176,177,178,179,180,181,182,192,193,194,195,197,198,208,209,211,212,213,225,226,227,228,229,241,242,243,244,245},
{137,153,154,156,157,158,170,171,172,174,175,186,187,188,189,190,191,201,202,204,205,206,207,217,218,219,220,222,223,234,235,236,237,238,250,251,252,253,254}
}
};
//{8,813}, {24, 803}, {40, 803}, {56, 803}, {72, 803} ,{88, 801},
//{167,809}, {183, 803}, {199, 803}, {215, 803}, {231, 803} ,{247, 8},
//{8,813}, {24, 803}, {40, 803}, {56, 803}, {72, 803} ,{88, 801},
//{8,813}, {24, 803}, {40, 803}, {56, 803}, {72, 803} ,{88, 801},
//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;
// Colors for the board elements
//sf::Color playersColors[4] = {
// sf::Color(0, 150,255,255),
// sf::Color(50, 230,50,255),
// sf::Color(230, 50,50,255),
// sf::Color(150, 150,150,255)
//};
sf::Color playersColors[4] = {
sf::Color(122, 185,246,255),
sf::Color(144, 226,106,255),
sf::Color(255, 163,142,255),
sf::Color(250, 255,117,255),
};
std::array<std::array<int,3>,efc::diamondsNumber> DIAMONDS_SETUP =
{
{
{0,0,-1},{0,0,-1},
{1,0,-1},{1,0,-1},
{2,0,-1},{2,0,-1},
{3,0,-1},{3,0,-1},
{4,0,-1},{4,0,-1},{4,0,-1},{4,0,-1},{4,0,-1},{4,0,-1},
{0,1,-1},{0,1,-1},
{1,1,-1},{1,1,-1},
{2,1,-1},{2,1,-1},
{3,1,-1},{3,1,-1},
{4,1,-1},{4,1,-1},{4,1,-1},{4,1,-1},{4,1,-1},{4,1,-1},
- {0,2,-1},{0,2,-1},
- {1,2,-1},{1,2,-1},
- {2,2,-1},{2,2,-1},
- {3,2,-1},{3,2,-1},
- {4,2,-1},{4,2,-1},{4,2,-1},{4,2,-1},{4,2,-1},{4,2,-1},
{0,3,-1},{0,3,-1},
{1,3,-1},{1,3,-1},
{2,3,-1},{2,3,-1},
{3,3,-1},{3,3,-1},
{4,3,-1},{4,3,-1},{4,3,-1},{4,3,-1},{4,3,-1},{4,3,-1},
+ {0,2,-1},{0,2,-1},
+ {1,2,-1},{1,2,-1},
+ {2,2,-1},{2,2,-1},
+ {3,2,-1},{3,2,-1},
+ {4,2,-1},{4,2,-1},{4,2,-1},{4,2,-1},{4,2,-1},{4,2,-1},
+
+
+
}
} ;
}
diff --git a/game.cpp b/game.cpp
index fff78a9..0aeefde 100644
--- a/game.cpp
+++ b/game.cpp
@@ -1,588 +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))
+ {
+ 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);
}
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),
- window(sf::VideoMode(efc::initScreenX, efc::initScreenY), "Pagan Board"),
+ 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)
+ boardDiamonds(&textures),
+ commandManager(*this)
{
+// 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
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 (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(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 c3b51ec..8919b94 100644
--- a/game.h
+++ b/game.h
@@ -1,177 +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 "command.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;
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;
+
};
}
#endif // GAME_H
diff --git a/main.cpp b/main.cpp
index 3bfd19e..d959559 100644
--- a/main.cpp
+++ b/main.cpp
@@ -1,10 +1,12 @@
#include <iostream>
+
#include "game.h"
+#include "command.h"
using namespace std;
int main()
{
efc::Game game;
return 0;
}

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