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diff --git a/src/GameFloor.cpp b/src/GameFloor.cpp
index 2edcd50..0a438b5 100644
--- a/src/GameFloor.cpp
+++ b/src/GameFloor.cpp
@@ -1,261 +1,270 @@
#include "GameFloor.h"
#include <time.h>
#include <cstdlib>
#include <stdio.h>
#include <iostream>
GameFloor::GameFloor(int level)
{
this->level = level;
+
+ // Init maps
+ for (int i=0; i < FLOOR_WIDTH; i++)
+ for (int j=0; j < FLOOR_HEIGHT; j++)
+ maps[i][j] = NULL;
+
srand(time(NULL));
createFloor();
}
GameFloor::~GameFloor()
{
- //dtor
+ // Free maps
+ for (int i=0; i < FLOOR_WIDTH; i++)
+ for (int j=0; j < FLOOR_HEIGHT; j++)
+ if (maps[i][j] != NULL) delete (maps[i][j]);
}
int GameFloor::getRoom(int x, int y)
{
if (x < 0 || y < 0 || x >= FLOOR_WIDTH || y >= FLOOR_HEIGHT) return 0;
return floor[x][y];
}
DungeonMap* GameFloor::getMap(int x, int y)
{
if (x < 0 || y < 0 || x >= FLOOR_WIDTH || y >= FLOOR_HEIGHT) return NULL;
return maps[x][y];
}
DungeonMap* GameFloor::getAndVisitMap(int x, int y)
{
maps[x][y]->setVisited(true);
if (x > 0 && floor[x-1][y] > 0) maps[x-1][y]->setKnown(true);
if (x < FLOOR_WIDTH - 1 && floor[x+1][y] > 0) maps[x+1][y]->setKnown(true);;
if (y > 0 && floor[x][y-1] > 0) maps[x][y-1]->setKnown(true);;
if (y < FLOOR_HEIGHT - 1 && floor[x][y+1] > 0) maps[x][y+1]->setKnown(true);;
return maps[x][y];
}
void GameFloor::displayToConsole()
{
for (int j=0; j < FLOOR_HEIGHT; j++)
{
for (int i=0; i < FLOOR_WIDTH; i++)
{
switch (floor[i][j])
{
case 0: printf("."); break;
case 1: printf("#"); break;
case 2: printf("&"); break;
case 3: printf("$"); break;
case 4: printf("!"); break;
case 5: printf("*"); break;
case 6: printf("X"); break;
}
}
printf("\n");
}
}
int GameFloor::neighboorCount(int x, int y)
{
int count = 0;
if (x > 0 && floor[x-1][y] > 0) count++;
if (x < FLOOR_WIDTH - 1 && floor[x+1][y] > 0) count++;
if (y > 0 && floor[x][y-1] > 0) count++;
if (y < FLOOR_HEIGHT - 1 && floor[x][y+1] > 0) count++;
return count;
}
bool GameFloor::isSuperIsolated(int x, int y)
{
if (neighboorCount(x, y) != 1) return false;
else
{
if (x > 0 && floor[x-1][y]==1 && neighboorCount(x-1, y) == 2)
{
floor[x-1][y] = roomTypeBoss;
floor[x][y] = roomTypeExit;
return true;
}
else if (x < FLOOR_WIDTH - 1 && floor[x+1][y]==1 && neighboorCount(x+1, y) == 2)
{
floor[x+1][y] = roomTypeBoss;
floor[x][y] = roomTypeExit;
return true;
}
else if (y > 0 && floor[x][y-1]==1 && neighboorCount(x, y-1) == 2)
{
floor[x][y-1] = roomTypeBoss;
floor[x][y] = roomTypeExit;
return true;
}
else if (y < FLOOR_HEIGHT - 1 && floor[x][y+1]==1 && neighboorCount(x, y+1) == 2)
{
floor[x][y+1] = roomTypeBoss;
floor[x][y] = roomTypeExit;
return true;
}
}
return false;
}
bool GameFloor::finalize()
{
bool bKey = false;
bool bBonus = false;
bool bMerchant = false;
bool bExit = false;
for (int i=0; i < FLOOR_WIDTH; i++)
for (int j=0; j < FLOOR_HEIGHT; j++)
{
if (floor[i][j] == 1 && neighboorCount(i, j) == roomTypeStandard)
{
if (!bExit && isSuperIsolated(i, j))
{
bExit = true;
}
else
{
if (!bKey)
{
floor[i][j]= roomTypeKey;
bKey = true;
}
else if (!bBonus)
{
floor[i][j]= roomTypeBonus;
bBonus = true;
}
else if (!bMerchant)
{
floor[i][j]= roomTypeMerchant;
bMerchant = true;
}
}
}
}
return bExit && bKey && bBonus;
}
void GameFloor::createFloor()
{
bool ok=false;
while (!ok)
{
generate();
ok = finalize();
int x0 = FLOOR_WIDTH / 2;
int y0 = FLOOR_HEIGHT / 2;
// Maps
for (int i=0; i < FLOOR_WIDTH; i++)
for (int j=0; j < FLOOR_HEIGHT; j++)
if (floor[i][j] > 0)
{
maps[i][j] = new DungeonMap(this, i, j);
if (i == x0 && j == y0)
//maps[i][j]->randomize(0);
maps[i][j]->setRoomType(roomTypeStarting);
else
//maps[i][j]->randomize(floor[i][j]);
maps[i][j]->setRoomType((roomTypeEnum)(floor[i][j]));
}
displayToConsole();
}
}
void GameFloor::generate()
{
int i, j;
int nbRooms;
int requiredRoms = 15;
// Init
for (i=0; i < FLOOR_WIDTH; i++)
for (j=0; j < FLOOR_HEIGHT; j++)
{
floor[i][j] = 0;
//if (maps[i][j] != NULL) delete maps[i][j];
}
// First room
int x0 = FLOOR_WIDTH / 2;
int y0 = FLOOR_HEIGHT / 2;
floor[x0][y0] = 1;
nbRooms = 1;
// neighboor
while (nbRooms == 1)
{
if (rand() % 3 == 0)
{
floor[x0-1][y0] = 1;
nbRooms++;
}
if (rand() % 3 == 0)
{
floor[x0+1][y0] = 1;
nbRooms++;
}
if (rand() % 3 == 0)
{
floor[x0][y0-1] = 1;
nbRooms++;
}
if (rand() % 3 == 0)
{
floor[x0][y0+1] = 1;
nbRooms++;
}
}
// others
while (nbRooms < requiredRoms)
for (int k = 0; k < 8; k++)
{
i = rand() % FLOOR_WIDTH;
j = rand() % FLOOR_HEIGHT;
if (floor[i][j] == 0)
{
int n = neighboorCount(i, j);
switch (n)
{
case 1:
{
floor[i][j] = 1;
nbRooms++;
break;
}
case 2:
{
if (rand()% 5 == 0)
{
floor[i][j] = 1;
nbRooms++;
}
break;
}
case 3:
{
if (rand()% 20 == 0)
{
floor[i][j] = 1;
nbRooms++;
}
break;
}
}
}
}
}
diff --git a/src/WitchBlastGame.cpp b/src/WitchBlastGame.cpp
index bff20ba..e861590 100644
--- a/src/WitchBlastGame.cpp
+++ b/src/WitchBlastGame.cpp
@@ -1,823 +1,831 @@
#include "WitchBlastGame.h"
#include "sfml_game/SpriteEntity.h"
#include "sfml_game/TileMapEntity.h"
#include "DungeonMap.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "sfml_game/EntityManager.h"
#include "Constants.h"
#include "RatEntity.h"
#include "GreenRatEntity.h"
#include "KingRatEntity.h"
#include "BatEntity.h"
#include "ChestEntity.h"
#include "EvilFlowerEntity.h"
#include "ItemEntity.h"
#include "ArtefactDescriptionEntity.h"
#include "StaticTextEntity.h"
#include "PnjEntity.h"
#include <iostream>
#include <sstream>
WitchBlastGame::WitchBlastGame(): Game(SCREEN_WIDTH, SCREEN_HEIGHT)
{
app->setTitle(APP_NAME + " V" + APP_VERSION);
+
+ // loading resources
ImageManager::getImageManager()->addImage((char*)"media/sprite.png");
ImageManager::getImageManager()->addImage((char*)"media/bolt.png");
ImageManager::getImageManager()->addImage((char*)"media/tiles.png");
ImageManager::getImageManager()->addImage((char*)"media/rat.png");
ImageManager::getImageManager()->addImage((char*)"media/minimap.png");
ImageManager::getImageManager()->addImage((char*)"media/doors.png");
ImageManager::getImageManager()->addImage((char*)"media/items.png");
ImageManager::getImageManager()->addImage((char*)"media/items_equip.png");
ImageManager::getImageManager()->addImage((char*)"media/chest.png");
ImageManager::getImageManager()->addImage((char*)"media/bat.png");
ImageManager::getImageManager()->addImage((char*)"media/evil_flower.png");
ImageManager::getImageManager()->addImage((char*)"media/king_rat.png");
ImageManager::getImageManager()->addImage((char*)"media/blood.png");
ImageManager::getImageManager()->addImage((char*)"media/corpses.png");
ImageManager::getImageManager()->addImage((char*)"media/corpses_big.png");
ImageManager::getImageManager()->addImage((char*)"media/star.png");
ImageManager::getImageManager()->addImage((char*)"media/star2.png");
ImageManager::getImageManager()->addImage((char*)"media/interface.png");
ImageManager::getImageManager()->addImage((char*)"media/pnj.png");
ImageManager::getImageManager()->addImage((char*)"media/fairy.png");
SoundManager::getSoundManager()->addSound((char*)"media/sound/step.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/blast00.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/blast01.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/door_closing.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/door_opening.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/chest_opening.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/impact.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/bonus.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/drink.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/player_hit.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/player_die.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/ennemy_dying.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/coin.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/pay.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/wall_impact.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/big_wall_impact.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/king_rat_cry_1.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/king_rat_cry_2.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/king_rat_die.ogg");
-
music.openFromFile("media/sound/track00.ogg");
music.setVolume(75);
music.setLoop(true);
- if (!font.loadFromFile("media/DejaVuSans-Bold.ttf"))
+ if (font.loadFromFile("media/DejaVuSans-Bold.ttf"))
{
- // erreur...
+ myText.setFont(font);
}
- myText.setFont(font); // font est un sf::Font
+
+ miniMap = NULL;
+ currentMap = NULL;
+ currentFloor = NULL;
}
WitchBlastGame::~WitchBlastGame()
{
//dtor
}
void WitchBlastGame::startNewGame()
{
// cleaning all entities
EntityManager::getEntityManager()->clean();
+ // cleaning data
+ if (miniMap != NULL) delete (miniMap);
+ if (currentFloor != NULL) delete (currentFloor);
+
gameState = gameStateInit;
currentFloor = new GameFloor(1);
floorX = FLOOR_WIDTH / 2;
floorY = FLOOR_HEIGHT / 2;
miniMap = new GameMap(FLOOR_WIDTH, FLOOR_HEIGHT);
refreshMinimap();
// the interface
SpriteEntity* interface = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_INTERFACE));
interface->setZ(10000.0f);
interface->removeCenter();
interface->setType(0);
// key symbol on the interface
keySprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_ITEMS_EQUIP));
keySprite.setTextureRect(sf::IntRect(ITEM_WIDTH * EQUIP_BOSS_KEY, 0, ITEM_WIDTH, ITEM_HEIGHT));
keySprite.setPosition(326, 616);
// minimap on the interface
TileMapEntity* miniMapEntity = new TileMapEntity(ImageManager::getImageManager()->getImage(4), miniMap, 16, 12, 10);
miniMapEntity->setX(400);
miniMapEntity->setY(607);
miniMapEntity->setZ(10001.0f);
// current map (tiles)
currentTileMap = new TileMapEntity(ImageManager::getImageManager()->getImage(IMAGE_TILES), currentMap, 64, 64, 10);
currentTileMap->setX(OFFSET_X);
currentTileMap->setY(OFFSET_Y);
// doors
doorEntity[0] = new DoorEntity(8);
doorEntity[1] = new DoorEntity(4);
doorEntity[2] = new DoorEntity(2);
doorEntity[3] = new DoorEntity(6);
// the player
player = new PlayerEntity(ImageManager::getImageManager()->getImage(0),
OFFSET_X + (TILE_WIDTH * MAP_WIDTH * 0.5f),
OFFSET_Y + (TILE_HEIGHT * MAP_HEIGHT * 0.5f));
player->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
player->setParent(this);
// generate the map
refreshMap();
// first map is open
roomClosed = false;
// and the boss room is closed
bossRoomOpened = false;
// game time counter an state
lastTime = getAbsolutTime();
gameState = gameStatePlaying;
music.play();
}
void WitchBlastGame::startGame()
{
startNewGame();
// Start game loop
while (app->isOpen())
{
// Process events
sf::Event event;
while (app->pollEvent(event))
{
// Close window : exit
if (event.type == sf::Event::Closed)
app->close();
}
if (player->canMove()) player->setVelocity(Vector2D(0.0f, 0.0f));
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q) || sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z) || sf::Keyboard::isKeyPressed(sf::Keyboard::W))
player->move(7);
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
player->move(1);
else
player->move(4);
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z) || sf::Keyboard::isKeyPressed(sf::Keyboard::W))
player->move(9);
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
player->move(3);
else
player->move(6);
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z) || sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
player->move(8);
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
player->move(2);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
player->fire(4);
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
player->fire(6);
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
player->fire(8);
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
player->fire(2);
if (player->isDead() && sf::Keyboard::isKeyPressed(sf::Keyboard::Return))
startNewGame();
onUpdate();
EntityManager::getEntityManager()->sortByZ();
onRender();
verifyDoorUnlocking();
if (roomClosed)
{
if (GetEnnemyCount() == 0)
{
currentMap->setCleared(true);
openDoors();
}
}
}
quitGame();
}
void WitchBlastGame::createFloor()
{
}
void WitchBlastGame::closeDoors()
{
if (!currentMap->isCleared())
{
int i;
for(i = 0; i < MAP_WIDTH; i++)
{
if (currentMap->getTile(i, 0) < 4) currentMap->setTile(i, 0, MAP_DOOR);
if (currentMap->getTile(i, MAP_HEIGHT - 1) < 4) currentMap->setTile(i, MAP_HEIGHT - 1, MAP_DOOR);
}
for(i = 0; i < MAP_HEIGHT; i++)
{
if (currentMap->getTile(0, i) < 4) currentMap->setTile(0, i, MAP_DOOR);
if (currentMap->getTile(MAP_WIDTH - 1, i) < 4) currentMap->setTile(MAP_WIDTH - 1, i, MAP_DOOR);
}
roomClosed = true;
/*SoundManager::getSoundManager()->playSound(SOUND_DOOR_CLOSING);
for (int i=0; i<4; i++)
doorEntity[i]->closeDoor();*/
}
}
void WitchBlastGame::openDoors()
{
int i, j;
for(i = 0; i < MAP_WIDTH; i++)
for(j = 0; j < MAP_WIDTH; j++)
if (currentMap->getTile(i, j) == MAP_DOOR) currentMap->setTile(i, j, 0);
roomClosed = false;
SoundManager::getSoundManager()->playSound(SOUND_DOOR_OPENING);
if (currentMap->hasNeighbourUp() == 2 && !bossRoomOpened)
currentMap->setTile(MAP_WIDTH/2, 0, MAP_DOOR);
else
doorEntity[0]->openDoor();
if (currentMap->hasNeighbourLeft() == 2 && !bossRoomOpened)
currentMap->setTile(0, MAP_HEIGHT / 2, MAP_DOOR);
else
doorEntity[1]->openDoor();
if (currentMap->hasNeighbourDown() == 2 && !bossRoomOpened)
currentMap->setTile(MAP_WIDTH / 2, MAP_HEIGHT - 1, MAP_DOOR);
else
doorEntity[2]->openDoor();
if (currentMap->hasNeighbourRight() == 2 && !bossRoomOpened)
currentMap->setTile(MAP_WIDTH - 1, MAP_HEIGHT / 2, MAP_DOOR);
else
doorEntity[3]->openDoor();
}
int WitchBlastGame::GetEnnemyCount()
{
int n=0;
EntityManager::EntityList* entityList =EntityManager::getEntityManager()->getList();
EntityManager::EntityList::iterator it;
for (it = entityList->begin (); it != entityList->end ();)
{
GameEntity *e = *it;
it++;
if (e->getType() >= 20)
{
n++;
} // endif
} // end for
return n;
}
void WitchBlastGame::refreshMap()
{
// clean the sprites from old map
EntityManager::getEntityManager()->partialClean(10);
// if new map, it has to be randomized
bool generateMap = !(currentFloor->getMap(floorX, floorY)->isVisited());
currentMap = currentFloor->getAndVisitMap(floorX, floorY);
// load the map
currentTileMap->setMap(currentMap);
player->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
refreshMinimap();
if(generateMap)
this->generateMap();
else
{
if (currentMap->getRoomType() == roomTypeMerchant)
new PnjEntity(OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2 - 2) * TILE_HEIGHT,
0);
}
// for testing purpose (new stuff)
if (player->getAge() <2.0f)
{
/*ItemEntity* book = new ItemEntity(ItemEntity::itemHealth, player->getX(), player->getY()- 180);
book->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
book->setMerchandise(true);*/
int bonusType = getRandomEquipItem(true);
ItemEntity* boots = new ItemEntity((ItemEntity::enumItemType)(ItemEntity::itemMagicianHat + bonusType), player->getX(), player->getY()+ 180);
boots->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
//ChestEntity* chest = new ChestEntity(player->getX() + 100, player->getY()+ 150, CHEST_FAIRY, false);
//chest->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
}
// check doors
doorEntity[0]->setVisible(currentMap->hasNeighbourUp() > 0);
if (currentMap->hasNeighbourUp() == 1) doorEntity[0]->setDoorType(0);
if (currentMap->hasNeighbourUp() == 2 || currentMap->getRoomType()==roomTypeBoss) doorEntity[0]->setDoorType(1);
if (currentMap->hasNeighbourUp() == 2 && !bossRoomOpened)
{
doorEntity[0]->setOpen(false);
currentMap->setTile(MAP_WIDTH/2, 0, MAP_DOOR);
}
else
doorEntity[0]->setOpen(true);
doorEntity[3]->setVisible(currentMap->hasNeighbourRight() > 0);
if (currentMap->hasNeighbourRight() == 1) doorEntity[3]->setDoorType(0);
if (currentMap->hasNeighbourRight() == 2 || currentMap->getRoomType()==roomTypeBoss) doorEntity[3]->setDoorType(1);
if (currentMap->hasNeighbourRight() == 2 && !bossRoomOpened)
{
doorEntity[3]->setOpen(false);
currentMap->setTile(MAP_WIDTH - 1, MAP_HEIGHT / 2, MAP_DOOR);
}
else
doorEntity[3]->setOpen(true);
doorEntity[2]->setVisible(currentMap->hasNeighbourDown() > 0);
if (currentMap->hasNeighbourDown() == 1) doorEntity[2]->setDoorType(0);
if (currentMap->hasNeighbourDown() == 2 || currentMap->getRoomType()==roomTypeBoss) doorEntity[2]->setDoorType(1);
if (currentMap->hasNeighbourDown() == 2 && !bossRoomOpened)
{
doorEntity[2]->setOpen(false);
currentMap->setTile(MAP_WIDTH/2, MAP_HEIGHT - 1, MAP_DOOR);
}
else
doorEntity[2]->setOpen(true);
doorEntity[1]->setVisible(currentMap->hasNeighbourLeft() > 0);
if (currentMap->hasNeighbourLeft() == 1) doorEntity[1]->setDoorType(0);
if (currentMap->hasNeighbourLeft() == 2 || currentMap->getRoomType()==roomTypeBoss) doorEntity[1]->setDoorType(1);
if (currentMap->hasNeighbourLeft() == 2 && !bossRoomOpened)
{
doorEntity[1]->setOpen(false);
currentMap->setTile(0, MAP_HEIGHT / 2, MAP_DOOR);
}
else
doorEntity[1]->setOpen(true);
}
void WitchBlastGame::refreshMinimap()
{
for (int j=0; j < FLOOR_HEIGHT; j++)
for (int i=0; i < FLOOR_WIDTH; i++)
{
int n = currentFloor->getRoom(i, j);
if (n > 0 && currentFloor->getMap(i, j)->isVisited())
miniMap->setTile(i, j, currentFloor->getRoom(i, j));
else if (n > 0 && currentFloor->getMap(i, j)->isKnown())
miniMap->setTile(i, j, 9);
else
miniMap->setTile(i, j, 0);
}
miniMap->setTile(floorX, floorY, 8);
}
void WitchBlastGame::checkEntering()
{
if (!currentMap->isCleared())
{
player->setEntering();
SoundManager::getSoundManager()->playSound(SOUND_DOOR_CLOSING);
for (int i=0; i<4; i++)
doorEntity[i]->closeDoor();
}
}
void WitchBlastGame::saveMapItems()
{
EntityManager::EntityList* entityList =EntityManager::getEntityManager()->getList();
EntityManager::EntityList::iterator it;
for (it = entityList->begin (); it != entityList->end ();)
{
GameEntity* e = *it;
it++;
ItemEntity* itemEntity = dynamic_cast<ItemEntity*>(e);
ChestEntity* chestEntity = dynamic_cast<ChestEntity*>(e);
if (itemEntity != NULL)
{
currentMap->addItem(itemEntity->getItemType(), itemEntity->getX(), itemEntity->getY(), itemEntity->getMerchandise());
} // endif
else if (chestEntity != NULL)
{
currentMap->addChest(chestEntity->getChestType(), chestEntity->getOpened(), chestEntity->getX(), chestEntity->getY());
} // endif
else
{
SpriteEntity* spriteEntity = dynamic_cast<SpriteEntity*>(e);
if (spriteEntity != NULL && (e->getType() == TYPE_BLOOD || e->getType() == TYPE_CORPSE ) )
{
int spriteFrame = spriteEntity->getFrame();
if (spriteEntity->getWidth() == 128) spriteFrame += FRAME_CORPSE_KING_RAT;
currentMap->addSprite(e->getType(), spriteFrame, e->getX(), e->getY(), spriteEntity->getScaleX());
}
}
} // end for
}
void WitchBlastGame::moveToOtherMap(int direction)
{
saveMapItems();
switch (direction)
{
case (4): floorX--; player->moveTo((OFFSET_X + MAP_WIDTH * TILE_WIDTH), player->getY()); player->move(4); break;
case (6): floorX++; player->moveTo(OFFSET_X, player->getY()); player->move(6); break;
case (8): floorY--; player->moveTo(player->getX(), OFFSET_Y + MAP_HEIGHT * TILE_HEIGHT - 10); player->move(8); break;
case (2): floorY++; player->moveTo(player->getX(), OFFSET_Y); break;
}
refreshMap();
checkEntering();
currentMap->restoreMapObjects();
}
void WitchBlastGame::onRender()
{
// clear the view
app->clear(sf::Color(32, 32, 32));
// render the game objects
EntityManager::getEntityManager()->render(app);
myText.setColor(sf::Color(255, 255, 255, 255));
myText.setCharacterSize(17);
myText.setString("WASD or ZQSD to move\nArrows to shoot");
myText.setPosition(650, 650);
app->draw(myText);
myText.setCharacterSize(18);
std::ostringstream oss;
oss << player->getGold();
myText.setString(oss.str());
myText.setPosition(690, 612);
app->draw(myText);
myText.setColor(sf::Color(0, 0, 0, 255));
myText.setCharacterSize(16);
myText.setString("Level 1");
myText.setPosition(410, 692);
app->draw(myText);
sf::RectangleShape rectangle(sf::Vector2f(200, 25));
// life
if (gameState == gameStatePlaying)
{
// life and mana
rectangle.setFillColor(sf::Color(190, 20, 20));
rectangle.setPosition(sf::Vector2f(90, 622));
rectangle.setSize(sf::Vector2f(200.0f * (float)(player->getHpDisplay()) / (float)(player->getHpMax()) , 25));
app->draw(rectangle);
rectangle.setFillColor(sf::Color(255, 190, 190));
rectangle.setPosition(sf::Vector2f(90, 625));
rectangle.setSize(sf::Vector2f(200.0f * (float)(player->getHpDisplay()) / (float)(player->getHpMax()) , 2));
app->draw(rectangle);
rectangle.setFillColor(sf::Color(20, 20, 190));
rectangle.setPosition(sf::Vector2f(90, 658));
rectangle.setSize(sf::Vector2f(200.0f * player->getPercentFireDelay() , 25));
app->draw(rectangle);
rectangle.setFillColor(sf::Color(190, 190, 255));
rectangle.setPosition(sf::Vector2f(90, 661));
rectangle.setSize(sf::Vector2f(200.0f * player->getPercentFireDelay() , 2));
app->draw(rectangle);
// drawing the key on the interface
if (player->isEquiped(EQUIP_BOSS_KEY)) app->draw(keySprite);
if (player->isDead())
{
float x0 = OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2;
int fade = 255 * (1.0f + cos(2.0f * getAbsolutTime())) * 0.5f;
myText.setColor(sf::Color(255, 255, 255, 255));
myText.setCharacterSize(25);
myText.setString("GAME OVER");
myText.setPosition(x0 - myText.getLocalBounds().width / 2, 400);
app->draw(myText);
myText.setColor(sf::Color(255, 255, 255, fade));
myText.setCharacterSize(20);
myText.setString("Press [ENTER] to play again !");
myText.setPosition(x0 - myText.getLocalBounds().width / 2, 440);
app->draw(myText);
}
else if (currentMap->getRoomType() == roomTypeExit)
{
float x0 = OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2;
myText.setColor(sf::Color(255, 255, 255, 255));
myText.setCharacterSize(25);
myText.setString("CONGRATULATIONS !\nYou've challenged this demo and\nmanaged to kill the boss !\nSee you soon for new adventures !");
myText.setPosition(x0 - myText.getLocalBounds().width / 2, 220);
app->draw(myText);
}
}
app->display();
}
void WitchBlastGame::generateBlood(float x, float y, BaseCreatureEntity::enumBloodColor bloodColor)
{
SpriteEntity* blood = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_BLOOD), x, y, 16, 16, 6);
//deadRat->setZ(y + height);
blood->setZ(OFFSET_Y - 1);
int b0 = 0;
if (bloodColor == BaseCreatureEntity::bloodGreen) b0 += 6;
blood->setFrame(b0 + rand()%6);
blood->setType(TYPE_BLOOD);
blood->setVelocity(Vector2D(rand()%250));
blood->setViscosity(0.95f);
float bloodScale = 1.0f + (rand() % 10) * 0.1f;
blood->setScale(bloodScale, bloodScale);
}
void WitchBlastGame::showArtefactDescription(ItemEntity::enumItemType itemType)
{
new ArtefactDescriptionEntity(itemType, this); //, &font);
}
void WitchBlastGame::generateMap()
{
if (currentMap->getRoomType() == roomTypeStandard)
generateStandardMap();
else if (currentMap->getRoomType() == roomTypeBonus)
{
currentMap->setCleared(true);
Vector2D v = currentMap->generateBonusRoom();
int bonusType = getRandomEquipItem(false);
if (bonusType == EQUIP_FAIRY)
{
ChestEntity* chest = new ChestEntity(v.x, v.y, CHEST_FAIRY, false);
chest->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
}
else
{
ItemEntity* newItem
= new ItemEntity( (ItemEntity::enumItemType)(ItemEntity::itemMagicianHat + bonusType), v.x ,v.y);
newItem->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
}
}
else if (currentMap->getRoomType() == roomTypeKey)
{
Vector2D v = currentMap->generateKeyRoom();
ItemEntity* newItem
= new ItemEntity( (ItemEntity::enumItemType)(ItemEntity::itemBossKey), v.x ,v.y);
newItem->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
initMonsterArray();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
monsterArray[x0][y0] = true;
findPlaceMonsters(MONSTER_RAT, 5);
findPlaceMonsters(MONSTER_BAT, 5);
}
else if (currentMap->getRoomType() == roomTypeMerchant)
{
currentMap->generateMerchantRoom();
ItemEntity* item1 = new ItemEntity(
ItemEntity::itemHealth,
OFFSET_X + (MAP_WIDTH / 2 - 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2) * TILE_HEIGHT);
item1->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
item1->setMerchandise(true);
int bonusType = getRandomEquipItem(true);
ItemEntity* item2 = new ItemEntity(
(ItemEntity::enumItemType)(ItemEntity::itemMagicianHat + bonusType),
OFFSET_X + (MAP_WIDTH / 2 + 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2) * TILE_HEIGHT);
item2->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
item2->setMerchandise(true);
new PnjEntity(OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2 - 2) * TILE_HEIGHT,
0);
currentMap->setCleared(true);
}
else if (currentMap->getRoomType() == roomTypeBoss)
{
currentMap->generateRoom(0);
boss = new KingRatEntity(OFFSET_X + (MAP_WIDTH / 2 - 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2 - 2) * TILE_HEIGHT + TILE_HEIGHT / 2,
currentMap, player);
}
else if (currentMap->getRoomType() == roomTypeStarting)
{
currentMap->generateRoom(0);
currentMap->setCleared(true);
}
else if (currentMap->getRoomType() == roomTypeExit)
{
currentMap->generateRoom(0);
currentMap->setCleared(true);
}
else
currentMap->randomize(currentMap->getRoomType());
}
void WitchBlastGame::initMonsterArray()
{
for (int i = 0; i < MAP_WIDTH; i++)
for (int j = 0; j < MAP_HEIGHT; j++)
monsterArray[i][j] = false;
}
void WitchBlastGame::addMonster(monster_type_enum monsterType, float xm, float ym)
{
switch (monsterType)
{
case MONSTER_RAT: new RatEntity(xm, ym - 2, currentMap); break;
case MONSTER_BAT: new BatEntity(xm, ym, currentMap); break;
case MONSTER_EVIL_FLOWER: new EvilFlowerEntity(xm, ym, currentMap, player); break;
case MONSTER_KING_RAT: new KingRatEntity(xm, ym, currentMap, player); break;
}
}
void WitchBlastGame::findPlaceMonsters(monster_type_enum monsterType, int amount)
{
// find a suitable place
bool isMonsterFlying = monsterType == MONSTER_BAT;
bool bOk;
int xm, ym;
float xMonster, yMonster;
for (int index = 0; index < amount; index++)
{
bOk = false;
while (!bOk)
{
bOk = true;
xm = 1 +rand() % (MAP_WIDTH - 3);
ym = 1 +rand() % (MAP_HEIGHT - 3);
if (monsterArray[xm][ym])
{
bOk = false;
}
if (bOk && !isMonsterFlying && !currentMap->isWalkable(xm, ym))
{
bOk = false;
}
if (bOk)
{
xMonster = OFFSET_X + xm * TILE_WIDTH + TILE_WIDTH * 0.5f;
yMonster = OFFSET_Y + ym * TILE_HEIGHT+ TILE_HEIGHT * 0.5f;
float dist2 = (xMonster - player->getX())*(xMonster - player->getX()) + (yMonster - player->getY())*(yMonster - player->getY());
if ( dist2 < 75000.0f)
{
bOk = false;
}
else
{
addMonster(monsterType, xMonster, yMonster);
monsterArray[xm][ym] = true;
}
}
}
}
}
void WitchBlastGame::generateStandardMap()
{
initMonsterArray();
int random = rand() % 100;
if (random < 20)
{
currentMap->generateRoom(rand()%3);
findPlaceMonsters(MONSTER_RAT,4);
}
else if (random < 40)
{
currentMap->generateRoom(rand()%4);
findPlaceMonsters(MONSTER_BAT,4);
}
else if (random < 60)
{
currentMap->generateRoom(rand()%4);
findPlaceMonsters(MONSTER_EVIL_FLOWER,4);
}
else if (random < 80)
{
Vector2D v = currentMap->generateBonusRoom();
ChestEntity* chest = new ChestEntity(v.x, v.y, CHEST_BASIC, false);
chest->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
currentMap->setCleared(true);
}
else
{
currentMap->generateRoom(rand()%3);
findPlaceMonsters(MONSTER_RAT,3);
findPlaceMonsters(MONSTER_BAT,3);
}
//currentMap->setCleared(true);
}
int WitchBlastGame::getRandomEquipItem(bool toSale = false)
{
std::vector<int> bonusSet;
int setSize = 0;
for (int i = 0; i < NUMBER_EQUIP_ITEMS; i++)
{
if (!player->isEquiped(i) && i != EQUIP_BOSS_KEY)
{
if (!toSale || i!= EQUIP_FAIRY)
{
bonusSet.push_back(i);
setSize++;
}
}
}
int bonusType = 0;
if (setSize > 0) bonusType = bonusSet[rand() % setSize];
return bonusType;
}
void WitchBlastGame::verifyDoorUnlocking()
{
int colliding = (player->getColliding());
if (colliding > 0 && currentMap->isCleared() && !bossRoomOpened && player->isEquiped(EQUIP_BOSS_KEY))
{
int xt = (player->getX() - OFFSET_X) / TILE_WIDTH;
int yt = (player->getY() - OFFSET_Y) / TILE_HEIGHT;
//std::cout << "VERIFY: " << xt << ", " << yt << std::endl;
if (yt <= 1 && xt >= MAP_WIDTH / 2 - 1 && xt <= MAP_WIDTH / 2 + 1 && currentMap->hasNeighbourUp() == 2)
{
//std::cout << "touch? !";
doorEntity[0]->openDoor();
currentMap->setTile(MAP_WIDTH / 2, 0, 0);
SoundManager::getSoundManager()->playSound(SOUND_DOOR_OPENING);
player->useBossKey();
bossRoomOpened = true;
}
if (yt >= MAP_HEIGHT - 2 && xt >= MAP_WIDTH / 2 - 1 &&xt <= MAP_WIDTH / 2 + 1 && currentMap->hasNeighbourDown() == 2)
{
//std::cout << "touch? !";
doorEntity[2]->openDoor();
currentMap->setTile(MAP_WIDTH / 2, MAP_HEIGHT - 1, 0);
SoundManager::getSoundManager()->playSound(SOUND_DOOR_OPENING);
player->useBossKey();
bossRoomOpened = true;
}
if (xt <= 1 && yt >= MAP_HEIGHT / 2 - 1 && yt <= MAP_HEIGHT / 2 + 1 && currentMap->hasNeighbourLeft() == 2)
{
//std::cout << "touch? !";
doorEntity[1]->openDoor();
currentMap->setTile(0, MAP_HEIGHT / 2, 0);
SoundManager::getSoundManager()->playSound(SOUND_DOOR_OPENING);
player->useBossKey();
bossRoomOpened = true;
}
if (xt >= MAP_WIDTH - 2 && yt >= MAP_HEIGHT / 2 - 1 && yt <= MAP_HEIGHT / 2 + 1 && currentMap->hasNeighbourRight() == 2)
{
//std::cout << "touch? !";
doorEntity[3]->openDoor();
currentMap->setTile(MAP_WIDTH - 1, MAP_HEIGHT / 2, 0);
SoundManager::getSoundManager()->playSound(SOUND_DOOR_OPENING);
player->useBossKey();
bossRoomOpened = true;
}
}
}
diff --git a/src/WitchBlastGame.h b/src/WitchBlastGame.h
index ea27c67..16516bd 100644
--- a/src/WitchBlastGame.h
+++ b/src/WitchBlastGame.h
@@ -1,77 +1,76 @@
#ifndef MAGICGAME_H
#define MAGICGAME_H
#include "sfml_game/Game.h"
#include "sfml_game/TileMapEntity.h"
#include "PlayerEntity.h"
#include "EnnemyEntity.h"
#include "DoorEntity.h"
#include "GameFloor.h"
class WitchBlastGame : public Game
{
public:
WitchBlastGame();
virtual ~WitchBlastGame();
virtual void startGame();
void moveToOtherMap(int direction);
void closeDoors();
void openDoors();
int GetEnnemyCount();
void generateBlood(float x, float y, BaseCreatureEntity::enumBloodColor bloodColor);
void showArtefactDescription(ItemEntity::enumItemType itemType);
void write(std::string test_str, int size, float x, float y);
protected:
virtual void onRender();
private:
bool isFiring;
PlayerEntity* player;
EnnemyEntity* boss;
+ // the doors graphics
+ DoorEntity* doorEntity[4];
+
GameMap* miniMap;
DungeonMap* currentMap;
GameFloor* currentFloor;
sf::Font font;
sf::Text myText;
sf::Sprite keySprite;
sf::Music music;
TileMapEntity* currentTileMap;
int floorX, floorY;
void startNewGame();
void createFloor();
void refreshMap();
void refreshMinimap();
void generateMap();
void generateStandardMap();
void checkEntering();
void saveMapItems();
void initMonsterArray();
void addMonster(monster_type_enum monsterType, float xm, float ym);
void findPlaceMonsters(monster_type_enum monsterType, int amount);
int getRandomEquipItem(bool toSale);
void verifyDoorUnlocking();
bool roomClosed;
bool bossRoomOpened;
enum gameStateEnum { gameStateInit, gameStatePlaying};
gameStateEnum gameState;
// use to remember if a case has a monster in monster spawn
bool monsterArray[MAP_WIDTH][MAP_HEIGHT];
-
- // the doors graphics
- //SpriteEntity* doorSprite[4];
- DoorEntity* doorEntity[4];
};
#endif // MAGICGAME_H

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