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diff --git a/src/BaseCreatureEntity.cpp b/src/BaseCreatureEntity.cpp
index caf2f89..8eb7720 100644
--- a/src/BaseCreatureEntity.cpp
+++ b/src/BaseCreatureEntity.cpp
@@ -1,427 +1,418 @@
#include "BaseCreatureEntity.h"
#include "sfml_game/ImageManager.h"
#include "Constants.h"
#include "WitchBlastGame.h"
BaseCreatureEntity::BaseCreatureEntity(sf::Texture* image, float x = 0.0f, float y = 0.0f, int spriteWidth = -1, int spriteHeight = -1)
: CollidingSpriteEntity (image, x, y, spriteWidth, spriteHeight )
{
hurting = false;
hurtingType = ShotTypeStandard;
shadowFrame = -1;
setMap(game().getCurrentMap(), TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
hpDisplay = 0;
movingStyle = movWalking;
for (int i = 0; i < NB_SPECIAL_STATES; i++)
{
specialState[i].type = (enumSpecialState)i;
specialState[i].active = false;
specialState[i].timer = 0.0f;
specialState[i].parameter = 0.0f;
}
for (int i = 0; i < NB_RESISTANCES; i++)
{
resistance[i] = ResistanceStandard;
}
recoil.active = false;
facingDirection = 2;
}
int BaseCreatureEntity::getHp()
{
return hp;
}
int BaseCreatureEntity::getHpMax()
{
return hpMax;
}
void BaseCreatureEntity::setHp(int hp)
{
this->hp = hp;
}
void BaseCreatureEntity::setHpMax(int hpMax)
{
this->hpMax = hpMax;
}
int BaseCreatureEntity::getHpDisplay()
{
return hpDisplay;
}
IntCoord BaseCreatureEntity::getCurrentTile()
{
int xMap = (x - OFFSET_X) / TILE_WIDTH;
int yMap = (y - OFFSET_Y) / TILE_HEIGHT;
return (IntCoord(xMap, yMap));
}
BaseCreatureEntity::enumMovingStyle BaseCreatureEntity::getMovingStyle()
{
return movingStyle;
}
float BaseCreatureEntity::animateStates(float delay)
{
for (int i = 0; i < NB_SPECIAL_STATES; i++)
{
if (specialState[i].active)
{
specialState[i].timer -= delay;
if (specialState[i].timer <= 0.0f) specialState[i].active = false;
}
}
if (specialState[SpecialStateIce].active) delay *= specialState[SpecialStateIce].parameter;
return delay;
}
void BaseCreatureEntity::animateColors(float delay)
{
// no color
sprite.setColor(sf::Color(255, 255, 255, 255 ));
if (hurting and hp > 0)
{
hurtingDelay -= delay;
if (hurtingDelay > 0.0f)
{
int fadeColor = (sf::Uint8)((HURTING_DELAY - hurtingDelay) * 255);
if (hurtingDelay > HURTING_DELAY) fadeColor = 0;
if (hurtingType == ShotTypeIce)
sprite.setColor(sf::Color(fadeColor, fadeColor, 255, 255 )); // blue
else
sprite.setColor(sf::Color(255, fadeColor, fadeColor, 255 )); // red
}
else
{
hurting = false;
sprite.setColor(sf::Color(255, 255, 255, 255 ));
}
}
if (specialState[SpecialStateIce].active) sprite.setColor(sf::Color(100, 100, 255, 255 ));
}
void BaseCreatureEntity::animateRecoil(float delay)
{
// recoil
if (recoil.active)
{
recoil.velocity.x *= 0.97f;
recoil.velocity.y *= 0.97f;
recoil.timer -= delay;
if (recoil.timer <= 0.0f)
{
recoil.active = false;
computeFacingDirection();
// TODO ?
}
}
}
void BaseCreatureEntity::animatePhysics(float delay)
{
velocity.x *= viscosity;
velocity.y *= viscosity;
float velx = velocity.x;
float vely = velocity.y;
if (recoil.active)
{
if (recoil.stun)
{
velx = 0.0f;
vely = 0.0f;
}
velx += recoil.velocity.x;
vely += recoil.velocity.y;
}
spin *= viscosity;
angle += spin * delay;
if (isCollidingWithMap())
{
stuck();
}
else
{
if ((int)velx > 0)
{
x += velx * delay;
if (collideWithMap(DIRECTION_LEFT))
{
x = (float)((int)x);
while (collideWithMap(DIRECTION_LEFT))
x--;
collideMapRight();
}
else if (x > map->getWidth() * tileWidth + offsetX)
{
exitMap(DIRECTION_RIGHT);
}
}
else if ((int)velx < 0)
{
x += velx * delay;
if (collideWithMap(DIRECTION_RIGHT))
{
x = (float)((int)x);
while (collideWithMap(DIRECTION_RIGHT))
x++;
collideMapLeft();
}
else if (x < offsetX)
{
exitMap(DIRECTION_LEFT);
}
}
}
vely += weight * delay;
if ( vely > maxY) vely = maxY;
if ((int)vely > 0)
{
y += vely * delay;
if (collideWithMap(DIRECTION_BOTTOM))
{
y = (float)((int)y);
while (collideWithMap(DIRECTION_BOTTOM))
y--;
collideMapBottom();
}
}
else if ((int)vely < 0)
{
y += vely * delay;
if (collideWithMap(DIRECTION_TOP))
{
y = (float)((int)y);
while (collideWithMap(DIRECTION_TOP))
y++;
collideMapTop();
}
}
if (lifetime > 0)
{
if (age >= lifetime) isDying = true;
}
age += delay;
}
void BaseCreatureEntity::animate(float delay)
{
if (hpDisplay > hp) hpDisplay--;
else if (hpDisplay < hp) hpDisplay++;
delay = animateStates(delay);
animateColors(delay);
animateRecoil(delay);
animatePhysics(delay);
z = y + height/2;
}
void BaseCreatureEntity::render(sf::RenderTarget* app)
{
if (!isDying && shadowFrame > -1)
{
// shadow
sprite.setTextureRect(sf::IntRect(shadowFrame * width, 0, width, height));
app->draw(sprite);
}
CollidingSpriteEntity::render(app);
- #ifdef SHOW_BOUNDING_BOX
- sf::Vertex line[] =
+ if (game().getShowLogical())
{
- sf::Vertex(sf::Vector2f(boundingBox.left, boundingBox.top)),
- sf::Vertex(sf::Vector2f(boundingBox.left + boundingBox.width, boundingBox.top)),
- sf::Vertex(sf::Vector2f(boundingBox.left + boundingBox.width, boundingBox.top)),
- sf::Vertex(sf::Vector2f(boundingBox.left + boundingBox.width, boundingBox.top + boundingBox.height)),
- sf::Vertex(sf::Vector2f(boundingBox.left + boundingBox.width, boundingBox.top + boundingBox.height)),
- sf::Vertex(sf::Vector2f(boundingBox.left, boundingBox.top + boundingBox.height)),
- sf::Vertex(sf::Vector2f(boundingBox.left, boundingBox.top + boundingBox.height)),
- sf::Vertex(sf::Vector2f(boundingBox.left, boundingBox.top))
- };
- app->draw(line, 8, sf::Lines);
- #endif
+ displayBoundingBox(app);
+ displayCenterAndZ(app);
+ }
}
void BaseCreatureEntity::calculateBB()
{
}
bool BaseCreatureEntity::collideWithMap(int direction)
{
calculateBB();
int xTile0 = (boundingBox.left - offsetX) / tileWidth;
int xTilef = (boundingBox.left + boundingBox.width - offsetX) / tileWidth;
int yTile0 = (boundingBox.top - offsetY) / tileHeight;
int yTilef = (boundingBox.top + boundingBox.height - offsetY) / tileHeight;
if (boundingBox.top < 0) yTile0 = -1;
for (int xTile = xTile0; xTile <= xTilef; xTile++)
for (int yTile = yTile0; yTile <= yTilef; yTile++)
{
if (movingStyle == movWalking)
{
if ( dynamic_cast<DungeonMap*>(map)->isWalkable(xTile, yTile) == false ) return true;
}
else if (movingStyle == movFlying)
{
if ( dynamic_cast<DungeonMap*>(map)->isFlyable(xTile, yTile) == false ) return true;
}
}
return false;
}
bool BaseCreatureEntity::determineSatusChance(enumStateResistance resistance, int level)
{
bool hit = true;
switch (resistance)
{
case ResistanceVeryLow:
case ResistanceLow:
case ResistanceStandard: hit = true; break;
case ResistanceHigh: hit = rand() % 8 <= level * 2; break;
case ResistanceVeryHigh: hit = rand() % 10 <= level * 2; break;
case ResistanceImmune: hit = false; break;
}
return hit;
}
int BaseCreatureEntity::determineDamageBonus(enumStateResistance resistance, int level)
{
int bonus = 0;
switch (resistance)
{
case ResistanceVeryLow: bonus = 40 + 10 * level; break;
case ResistanceLow: bonus = 20 + 5 * level; break;
case ResistanceStandard: bonus = 0; break;
case ResistanceHigh: bonus = -25 + 5 * level; break;
case ResistanceVeryHigh: bonus = -50 + 5 * level; break;
case ResistanceImmune: bonus = -100 + 5 * level; break;
}
return bonus;
}
bool BaseCreatureEntity::hurt(int damages, enumShotType hurtingType, int level)
{
hurting = true;
hurtingDelay = HURTING_DELAY;
this->hurtingType = hurtingType;
if (hurtingType == ShotTypeIce
&& determineSatusChance(resistance[ResistanceFrozen], level))
{
// frozen ?
specialState[SpecialStateIce].active = true;
float frozenDelayMult = 1.0f;
float frozenMultAdd = 0.0f;
if (resistance[ResistanceFrozen] == ResistanceHigh)
{
if (level == 0)
{
frozenDelayMult = 0.8f;
frozenMultAdd = 0.2f;
}
else
{
frozenDelayMult = 0.85f;
frozenMultAdd = 0.15f;
}
}
else if (resistance[ResistanceFrozen] == ResistanceVeryHigh)
{
if (level < 2)
{
frozenDelayMult = 0.7f;
frozenMultAdd = 0.25f;
}
else
{
frozenDelayMult = 0.8f;
frozenMultAdd = 0.2f;
}
}
specialState[SpecialStateIce].timer = STATUS_FROZEN_DELAY[level] * frozenDelayMult;
specialState[SpecialStateIce].parameter = STATUS_FROZEN_MULT[level] + frozenMultAdd;
}
// damages bonus
if (hurtingType == ShotTypeIce)
damages += (damages * determineDamageBonus(resistance[ResistanceIce], level)) / 100;
else if (hurtingType == ShotTypeFire)
damages += (damages * determineDamageBonus(resistance[ResistanceFire], level)) / 100;
else if (hurtingType == ShotTypeLightning)
damages += (damages * determineDamageBonus(resistance[ResistanceLightning], level)) / 100;
else if (hurtingType == ShotTypeStone)
damages += (damages * determineDamageBonus(resistance[ResistanceStone], level)) / 100;
else if (hurtingType == ShotTypeIllusion)
damages += (damages * determineDamageBonus(resistance[ResistanceIllusion], level)) / 100;
hp -= damages;
if (hp <= 0)
{
hp = 0;
prepareDying();
}
return true;
}
void BaseCreatureEntity::prepareDying()
{
dying();
}
void BaseCreatureEntity::dying()
{
isDying = true;
}
void BaseCreatureEntity::computeFacingDirection()
{
if (abs((int)velocity.x) > 0 || abs((int)velocity.y) > 0)
{
if (abs((int)velocity.x) > abs((int)velocity.y))
{
if (velocity.x > 0.0f) facingDirection = 6;
else facingDirection = 4;
}
else
{
if (velocity.y > 0.0f) facingDirection = 2;
else facingDirection = 8;
}
}
}
void BaseCreatureEntity::giveRecoil(bool stun, Vector2D velocity, float timer)
{
if (!(recoil.active && recoil.stun))
{
recoil.active = true;
recoil.stun = stun;
recoil.velocity = velocity;
recoil.timer = timer;
}
}
void BaseCreatureEntity::inflictsRecoilTo(BaseCreatureEntity* targetEntity)
{
}
diff --git a/src/BoltEntity.cpp b/src/BoltEntity.cpp
index 401ff10..8cd3daf 100644
--- a/src/BoltEntity.cpp
+++ b/src/BoltEntity.cpp
@@ -1,265 +1,275 @@
#include "BoltEntity.h"
#include "Constants.h"
#include "DungeonMap.h"
#include "WitchBlastGame.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
BoltEntity::BoltEntity(float x, float y, float boltLifeTime, enumShotType boltType, int level)
: CollidingSpriteEntity (ImageManager::getImageManager()->getImage(IMAGE_BOLT), x, y, BOLT_WIDTH, BOLT_HEIGHT)
{
lifetime = boltLifeTime;
setDamages(INITIAL_BOLT_DAMAGES);
type = ENTITY_BOLT;
viscosity = INITIAL_BOLT_VISCOSITY;
this->level = level;
if (boltType == ShotTypeLightning) viscosity += LIGHTNING_VISCOSITY_INCREASE[level];
frame = 0;
setMap(game().getCurrentMap(), TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
this->boltType = boltType;
switch (boltType)
{
case ShotTypeStandard: frame = 0; break;
case ShotTypeIce: frame = 2; break;
case ShotTypeStone: frame = 4; break;
case ShotTypeLightning: frame = 5; break;
case ShotTypeIllusion: frame = 3; break;
}
testWallsCollision = false;
flying = false;
// avoid starting in wall
if (y > (OFFSET_Y + (MAP_HEIGHT - 1) * TILE_HEIGHT - 16))
this->y = OFFSET_Y + (MAP_HEIGHT - 1) * TILE_HEIGHT - 16;
}
int BoltEntity::getDamages()
{
return damages;
}
unsigned int BoltEntity::getLevel()
{
return level;
}
void BoltEntity::setDamages(int damages)
{
this->damages = damages;
if (damages <= 4) renderScale = 0.8f;
else if (damages <= 8) renderScale = 0.85f;
else if (damages <= 12) renderScale = 0.9f;
else if (damages <= 16) renderScale = 1.0f;
else if (damages <= 20) renderScale = 1.1f;
else if (damages <= 24) renderScale = 1.2f;
else if (damages <= 30) renderScale = 1.3f;
else renderScale = 1.4f;
sprite.scale(renderScale, renderScale);
}
enumShotType BoltEntity::getBoltType()
{
return boltType;
}
bool BoltEntity::isFlying()
{
return flying;
}
void BoltEntity::setFlying(bool flying)
{
this->flying = flying;
}
void BoltEntity::animate(float delay)
{
SpriteEntity* trace = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_BOLT), x, y, BOLT_WIDTH, BOLT_HEIGHT);
trace->setFading(true);
trace->setZ(y);
trace->setLifetime(0.2f);
trace->setShrinking(true, renderScale, renderScale);
trace->setType(16);
trace->setFrame(frame);
z = y + height;
testWallsCollision = true;
CollidingSpriteEntity::animate(delay);
testWallsCollision = false;
+ calculateBB();
if ( (lifetime - age) < 0.2f)
{
if (age >= lifetime)
sprite.setColor(sf::Color(255, 255, 255, 0));
else
sprite.setColor(sf::Color(255, 255, 255, (sf::Uint8)((lifetime - age) / 0.2f * 255)));
}
if (((velocity.x)*(velocity.x) + (velocity.y)*(velocity.y)) < 1500.0f) isDying = true;
}
+void BoltEntity::render(sf::RenderTarget* app)
+{
+ CollidingSpriteEntity::render(app);
+ if (game().getShowLogical())
+ {
+ displayBoundingBox(app);
+ }
+}
+
void BoltEntity::calculateBB()
{
int colSize = testWallsCollision ? 1 : 10;
boundingBox.left = x - colSize;
boundingBox.width = colSize * 2;
boundingBox.top = y - colSize;
boundingBox.height = colSize * 2;
}
void BoltEntity::collide()
{
isDying = true;
for (int i=0; i<5; i++)
{
Vector2D vel(40.0f + rand() % 50);
generateParticule(vel);
}
}
void BoltEntity::generateParticule(Vector2D vel)
{
SpriteEntity* trace = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_BOLT), x, y, BOLT_WIDTH, BOLT_HEIGHT);
trace->setFading(true);
trace->setZ(y);
trace->setLifetime(0.5f);
trace->setScale(0.3f, 0.3f);
trace->setVelocity(vel);
trace->setViscosity(0.97f);
trace->setType(16);
trace->setFrame(frame);
}
bool BoltEntity::collideWithMap(int direction)
{
calculateBB();
int xTile0 = (boundingBox.left - offsetX) / tileWidth;
int xTilef = (boundingBox.left + boundingBox.width - offsetX) / tileWidth;
int yTile0 = (boundingBox.top - offsetY) / tileHeight;
int yTilef = (boundingBox.top + boundingBox.height - offsetY) / tileHeight;
if (boundingBox.top < 0) yTile0 = -1;
for (int xTile = xTile0; xTile <= xTilef; xTile++)
for (int yTile = yTile0; yTile <= yTilef; yTile++)
{
if (boltType != ShotTypeIllusion)
{
if (flying)
{
if ( dynamic_cast<DungeonMap*>(map)->isFlyable(xTile, yTile) == false ) return true;
}
else
{
if ( dynamic_cast<DungeonMap*>(map)->isShootable(xTile, yTile) == false ) return true;
}
}
}
return false;
}
void BoltEntity::onDying()
{
isDying = true;
}
void BoltEntity::stuck()
{
SoundManager::getSoundManager()->playSound(SOUND_WALL_IMPACT);
for (int i=0; i<5; i++)
{
Vector2D vel(100.0f + rand() % 150);
generateParticule(vel);
}
onDying();
}
void BoltEntity::collideMapRight()
{
if (boltType == ShotTypeLightning)
{
velocity.x = -velocity.x;
}
else
{
velocity.x = 0.0f;
isDying = true;
SoundManager::getSoundManager()->playSound(SOUND_WALL_IMPACT);
for (int i=0; i<5; i++)
{
Vector2D vel(100.0f + rand() % 150);
if (vel.x > 0.0f) vel.x = - vel.x;
generateParticule(vel);
}
}
}
void BoltEntity::collideMapLeft()
{
if (boltType == ShotTypeLightning)
{
velocity.x = -velocity.x;
}
else
{
velocity.x = 0.0f;
isDying = true;
SoundManager::getSoundManager()->playSound(SOUND_WALL_IMPACT);
for (int i=0; i<5; i++)
{
Vector2D vel(100.0f + rand() % 150);
if (vel.x < 0.0f) vel.x = - vel.x;
generateParticule(vel);
}
}
}
void BoltEntity::collideMapTop()
{
if (boltType == ShotTypeLightning)
{
velocity.y = -velocity.y;
}
else
{
velocity.y = 0.0f;
isDying = true;
SoundManager::getSoundManager()->playSound(SOUND_WALL_IMPACT);
for (int i=0; i<5; i++)
{
Vector2D vel(100.0f + rand() % 150);
if (vel.y < 0.0f) vel.y = - vel.y;
generateParticule(vel);
}
}
}
void BoltEntity::collideMapBottom()
{
if (boltType == ShotTypeLightning)
{
velocity.y = -velocity.y;
}
else
{
velocity.y = 0.0f;
isDying = true;
SoundManager::getSoundManager()->playSound(SOUND_WALL_IMPACT);
for (int i=0; i<5; i++)
{
Vector2D vel(100.0f + rand() % 150);
if (vel.y > 0.0f) vel.y = - vel.y;
generateParticule(vel);
}
}
}
diff --git a/src/BoltEntity.h b/src/BoltEntity.h
index 996c0db..a02d4ca 100644
--- a/src/BoltEntity.h
+++ b/src/BoltEntity.h
@@ -1,48 +1,49 @@
#ifndef BOLTENTITY_H
#define BOLTENTITY_H
#include "sfml_game/CollidingSpriteEntity.h"
#include "Constants.h"
/*! \class BoltEntity
* \brief bolt thrown by the player
*
* BoltEntity are the missile weapons thrown by the player.
* The can collide with an enemy (to hurt him) or with the walls.
*/
class BoltEntity : public CollidingSpriteEntity
{
public:
BoltEntity(float x, float y, float boltLifeTime, enumShotType boltType, int level);
virtual void animate(float delay);
+ virtual void render(sf::RenderTarget* app);
void collide();
void generateParticule(Vector2D vel);
int getDamages();
unsigned int getLevel();
void setDamages(int damages);
enumShotType getBoltType();
bool isFlying();
void setFlying(bool flying);
protected:
virtual void calculateBB();
virtual void collideMapRight();
virtual void collideMapLeft();
virtual void collideMapTop();
virtual void collideMapBottom();
virtual bool collideWithMap(int direction);
virtual void onDying();
virtual void stuck();
int damages;
float renderScale;
enumShotType boltType;
private:
bool testWallsCollision;
bool flying;
unsigned int level;
};
#endif // BOLTENTITY_H
diff --git a/src/ItemEntity.cpp b/src/ItemEntity.cpp
index 32d1f38..108e2c8 100644
--- a/src/ItemEntity.cpp
+++ b/src/ItemEntity.cpp
@@ -1,157 +1,162 @@
#include "ItemEntity.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "sfml_game/SpriteEntity.h"
#include "Constants.h"
#include "MagnetEntity.h"
#include "WitchBlastGame.h"
#include <iostream>
#include <sstream>
ItemEntity::ItemEntity(enumItemType itemType, float x, float y)
: CollidingSpriteEntity(ImageManager::getImageManager()->getImage(itemType >= FirstEquipItem ? IMAGE_ITEMS_EQUIP : IMAGE_ITEMS), x, y, ITEM_WIDTH, ITEM_HEIGHT)
{
type = ENTITY_ITEM;
this->itemType = itemType;
frame = itemType;
if (itemType >= FirstEquipItem) frame = itemType - FirstEquipItem;
isMerchandise = false;
imagesProLine = 10;
setMap(game().getCurrentMap(), TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
isBeating = false;
}
void ItemEntity::setMerchandise(bool isMerchandise)
{
this->isMerchandise = isMerchandise;
}
bool ItemEntity::getMerchandise()
{
return isMerchandise;
}
int ItemEntity::getPrice()
{
return (items[itemType].price);
}
void ItemEntity::animate(float delay)
{
z = y + height;
CollidingSpriteEntity::animate(delay);
if (age > 0.7f) testSpriteCollisions();
if (isBeating)
{
timer -= delay;
if (timer <= 0.0f)
{
timer = HEART_BEAT_DELAY;
SoundManager::getSoundManager()->playSound(SOUND_HEART);
}
float sc;
if (timer > HEART_BEAT_DELAY - 0.25f)
{
sc = timer - HEART_BEAT_DELAY + 1.25f;
}
else
sc = 1.0f;
sprite.setScale(sc, sc);
}
if (itemType == itemBossHeart && !isBeating && game().getCurrentMap()->isCleared())
{
// start beating
isBeating = true;
timer = HEART_BEAT_DELAY;
}
}
void ItemEntity::render(sf::RenderTarget* app)
{
// shadow
if (itemType < FirstEquipItem)
{
sprite.setTextureRect(sf::IntRect(9 * width, height, width, height));
sprite.setPosition(x, y + 3);
app->draw(sprite);
sprite.setPosition(x, y);
}
else
{
sprite.setTextureRect(sf::IntRect(9 * width, 2 * height, width, height));
app->draw(sprite);
}
// price
if (isMerchandise)
{
std::ostringstream oss;
oss << getPrice() << " $";
game().write(oss.str(), 16, x, y + 18.0f, ALIGN_CENTER, sf::Color(255, 255, 255), app, 0 , 0);
}
CollidingSpriteEntity::render(app);
+ if (game().getShowLogical())
+ {
+ displayBoundingBox(app);
+ displayCenterAndZ(app);
+ }
}
void ItemEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2;
boundingBox.width = width;
boundingBox.top = (int)y - height / 2;
boundingBox.height = height;
}
void ItemEntity::dying()
{
isDying = true;
}
void ItemEntity::readCollidingEntity(CollidingSpriteEntity* entity)
{
if (itemType == itemBossHeart && !game().getCurrentMap()->isCleared()) return;
PlayerEntity* playerEntity = dynamic_cast<PlayerEntity*>(entity);
if (collideWithEntity(entity))
{
if (playerEntity != NULL && !playerEntity->isDead())
{
if (playerEntity->getHp() == playerEntity->getHpMax())
{
// don't use health item if you don't need it
if (itemType >= itemHealthVerySmall && itemType <= itemHealth) return;
}
if (isMerchandise == false || playerEntity->getGold() >= getPrice())
{
playerEntity->acquireItem(itemType);
if (isMerchandise) playerEntity->pay(getPrice());
dying();
if (!items[itemType].generatesStance)
new MagnetEntity(x, y, playerEntity, itemType);
}
}
}
}
void ItemEntity::collideMapRight()
{
velocity.x = -velocity.x * 0.66f;
}
void ItemEntity::collideMapLeft()
{
velocity.x = -velocity.x * 0.66f;
}
void ItemEntity::collideMapTop()
{
velocity.y = -velocity.y * 0.66f;
}
void ItemEntity::collideMapBottom()
{
velocity.y = -velocity.y * 0.66f;
}
diff --git a/src/PlayerEntity.cpp b/src/PlayerEntity.cpp
index 612714d..f60bbb2 100644
--- a/src/PlayerEntity.cpp
+++ b/src/PlayerEntity.cpp
@@ -1,992 +1,998 @@
#include "PlayerEntity.h"
#include "BoltEntity.h"
#include "EnnemyBoltEntity.h"
#include "ItemEntity.h"
#include "FairyEntity.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "Constants.h"
#include "WitchBlastGame.h"
#include "TextEntity.h"
#include <iostream>
#include <sstream>
PlayerEntity::PlayerEntity(float x, float y)
: BaseCreatureEntity (ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE), x, y, 80, 128)
{
currentFireDelay = -1.0f;
canFirePlayer = true;
type = ENTITY_PLAYER;
imagesProLine = 8;
playerStatus = playerStatusPlaying;
hp = INITIAL_PLAYER_HP;
hpDisplay = hp;
hpMax = INITIAL_PLAYER_HP;
gold = 0;
boltLifeTime = INITIAL_BOLT_LIFE;
specialBoltTimer = -1.0f;
bloodColor = bloodRed;
// init the equipment (to empty)
for (int i = 0; i < NUMBER_EQUIP_ITEMS; i++) equip[i] = false;
collidingDirection = 0;
// init the shots (to none)
for (int i = 0; i < SPECIAL_SHOT_SLOTS; i++)
{
specialShots[i] = ShotTypeStandard;
specialShotLevel[i] = 0;
}
specialShotIndex = 0;
needInitShotType = false;
computePlayer();
firingDirection = 5;
facingDirection = 2;
}
void PlayerEntity::moveTo(float newX, float newY)
{
float dx = newX - x;
float dy = newY - y;
x = newX;
y = newY;
for(int unsigned i = 0; i < fairies.size(); i++)
{
fairies[i]->setX(fairies[i]->getX() + dx);
fairies[i]->setY(fairies[i]->getY() + dy);
}
}
int PlayerEntity::getFacingDirection()
{
return facingDirection;
}
float PlayerEntity::getPercentFireDelay()
{
if (canFirePlayer) return 1.0f;
else return (1.0f - currentFireDelay / fireDelay);
}
int PlayerEntity::getCollidingDirection()
{
return collidingDirection;
}
PlayerEntity::playerStatusEnum PlayerEntity::getPlayerStatus()
{
return playerStatus;
}
void PlayerEntity::setPlayerStatus(PlayerEntity::playerStatusEnum playerStatus)
{
this->playerStatus = playerStatus;
}
bool PlayerEntity::isDead()
{
return playerStatus==playerStatusDead;
}
void PlayerEntity::setEntering()
{
playerStatus = playerStatusEntering;
}
void PlayerEntity::setLeavingLevel()
{
playerStatus = playerStatusGoingUp;
}
void PlayerEntity::pay(int price)
{
gold -= price;
if (gold < 0) gold = 0;
SoundManager::getSoundManager()->playSound(SOUND_PAY);
}
void PlayerEntity::acquireItemAfterStance()
{
if (acquiredItem >= FirstEquipItem)
{
equip[acquiredItem - FirstEquipItem] = true;
if (items[acquiredItem].familiar > FamiliarNone)
{
setEquiped(acquiredItem - FirstEquipItem, true);
}
if (items[acquiredItem].specialShot != (ShotTypeStandard))
registerSpecialShot(acquiredItem);
computePlayer();
}
else
{
if (acquiredItem == itemBossHeart)
{
int hpBonus = 2 + rand() % 4;
hpMax += hpBonus;
hp += hpBonus;
hpDisplay += hpBonus;
SoundManager::getSoundManager()->playSound(SOUND_EAT);
std::ostringstream oss;
oss << "HP Max +" << hpBonus;
TextEntity* text = new TextEntity(oss.str(), 14, x, y - 50.0f);
text->setColor(TextEntity::COLOR_FADING_GREEN);
text->setLifetime(4.0f);
text->setWeight(-80.0f);
text->setZ(2000);
}
}
spriteItem->setDying(true);
spriteItemStar->setDying(true);
playerStatus = playerStatusPlaying;
}
void PlayerEntity::animate(float delay)
{
// shot timer
if (specialBoltTimer >= 0.0f)
{
specialBoltTimer -= delay;
if (specialBoltTimer <= 0.0f)
{
if (getShotType() == ShotTypeIce) SoundManager::getSoundManager()->playSound(SOUND_ICE_CHARGE);
}
}
// rate of fire
if (!canFirePlayer)
{
currentFireDelay -= delay;
canFirePlayer = (currentFireDelay <= 0.0f);
}
// acquisition animation
if (playerStatus == playerStatusAcquire)
{
acquireDelay -= delay;
if (acquireDelay <= 0.0f)
{
acquireItemAfterStance();
}
}
// unlocking animation
else if (playerStatus == playerStatusUnlocking)
{
acquireDelay -= delay;
if (acquireDelay <= 0.0f)
{
playerStatus = playerStatusPlaying;
}
}
if (playerStatus == playerStatusDead)
velocity = Vector2D(0.0f, 0.0f);
else
testSpriteCollisions();
collidingDirection = 0;
BaseCreatureEntity::animate(delay);
if (firingDirection != 5)
facingDirection = firingDirection;
if (isMoving())
{
frame = ((int)(age * 5.0f)) % 4;
if (frame == 3) frame = 1;
}
else if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
frame = 0;
else if (playerStatus == playerStatusDead)
frame = 0;
else // standing
{
frame = 1;
}
if (x < OFFSET_X)
game().moveToOtherMap(4);
else if (x > OFFSET_X + MAP_WIDTH * TILE_WIDTH)
game().moveToOtherMap(6);
else if (y < OFFSET_Y)
game().moveToOtherMap(8);
else if (y > OFFSET_Y + MAP_HEIGHT * TILE_HEIGHT - 16)
game().moveToOtherMap(2);
if (playerStatus == playerStatusEntering)
{
if (boundingBox.left > OFFSET_X + TILE_WIDTH
&& (boundingBox.left + boundingBox.width) < OFFSET_X + TILE_WIDTH * (MAP_WIDTH - 1)
&& boundingBox.top > OFFSET_Y + TILE_HEIGHT
&& (boundingBox.top + boundingBox.height) < OFFSET_Y + TILE_HEIGHT * (MAP_HEIGHT - 1))
{
playerStatus = playerStatusPlaying;
game().closeDoors();
}
}
if (playerStatus == playerStatusDead)
{
z = OFFSET_Y - 2;
}
}
void PlayerEntity::renderHead(sf::RenderTarget* app)
{
if (playerStatus != playerStatusDead)
{
sprite.setTextureRect(sf::IntRect( (frame / 3 + spriteDx) * width, 0, width, height));
app->draw(sprite);
if (equip[EQUIP_ENCHANTER_HAT])
{
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
sprite.setTextureRect(sf::IntRect( 0, 0, width, height));
else
sprite.setTextureRect(sf::IntRect( (frame / 3 + spriteDx) * width, 0, width, height));
app->draw(sprite);
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
}
}
}
void PlayerEntity::renderBody(sf::RenderTarget* app)
{
sprite.setTextureRect(sf::IntRect( (frame + spriteDx) * width, height, width, height));
app->draw(sprite);
if (equip[EQUIP_CONCENTRATION_AMULET])
{
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_COLLAR));
if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
sprite.setTextureRect(sf::IntRect( 0, 0, width, height));
else
sprite.setTextureRect(sf::IntRect( (spriteDx / 3) * width, 0, width, height));
app->draw(sprite);
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
}
if (equip[EQUIP_LEATHER_BELT])
{
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
sprite.setTextureRect(sf::IntRect( (frame + spriteDx) * width, height, width, height));
app->draw(sprite);
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
}
}
void PlayerEntity::renderHands(sf::RenderTarget* app)
{
if (equip[EQUIP_VIBRATION_GLOVES]) sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
sprite.setTextureRect(sf::IntRect( (frame + spriteDx) * width, height * 3, width, height));
app->draw(sprite);
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
}
void PlayerEntity::renderFeet(sf::RenderTarget* app)
{
if (equip[EQUIP_LEATHER_BOOTS]) sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
sprite.setTextureRect(sf::IntRect( (frame + spriteDx) * width, height * 2, width, height));
app->draw(sprite);
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
}
void PlayerEntity::renderStaff(sf::RenderTarget* app)
{
if (equip[EQUIP_MAHOGANY_STAFF]) sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
int xSnake, ySnake;
int xStone, yStone;
if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
{
sprite.setTextureRect(sf::IntRect( 12 * width, height * 4, width, height));
app->draw(sprite);
xSnake = 13 * width;
ySnake = height * 4;
xStone = 13 * width;
yStone = height * 4;
}
else if (isMoving() || firingDirection != 5)
{
sprite.setTextureRect(sf::IntRect( (frame / 3 + spriteDx) * width, height * 4, width, height));
app->draw(sprite);
xSnake = (frame / 3 + spriteDx + 1) * width;
ySnake = height * 4;
xStone = (frame / 3 + spriteDx + 1) * width;
yStone = height * 4;
}
else
{
sprite.setTextureRect(sf::IntRect( (spriteDx / 3 + 14) * width, height * 4, width, height));
app->draw(sprite);
xSnake = (spriteDx / 3 + 14) * width;
ySnake = 0;
xStone = (spriteDx / 3 + 14) * width;
yStone = height * 2;
}
if (equip[EQUIP_BLOOD_SNAKE])
{
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_EQUIP));
sprite.setTextureRect(sf::IntRect( xSnake, ySnake, width, height));
app->draw(sprite);
}
sprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE));
if (getShotType() != ShotTypeStandard)
{
sf::Color savedColor = sprite.getColor();
switch (getShotType())
{
case ShotTypeIce: sprite.setColor(sf::Color(100, 220, 255, 255)); break;
case ShotTypeStone: sprite.setColor(sf::Color(120, 120, 150, 255)); break;
case ShotTypeLightning: sprite.setColor(sf::Color(255, 255, 0, 255)); break;
case ShotTypeIllusion: sprite.setColor(sf::Color(240, 180, 250, 255)); break;
case ShotTypeStandard: sprite.setColor(sf::Color(255, 255, 255, 0)); break;
}
sprite.setTextureRect(sf::IntRect( xStone, yStone, width, height));
app->draw(sprite);
sprite.setColor(savedColor);
}
}
void PlayerEntity::render(sf::RenderTarget* app)
{
sprite.setPosition(x, y);
spriteDx = 0;
if (facingDirection == 8) spriteDx = 3;
if (facingDirection == 4) spriteDx = 6;
if (facingDirection == 6) spriteDx = 9;
if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking) spriteDx = 12;
if (playerStatus == playerStatusDead)
{
spriteDx = 13;
// blood
sprite.setTextureRect(sf::IntRect( width, 0, width, height));
app->draw(sprite);
}
else
{
// shadow
sprite.setTextureRect(sf::IntRect( 2 * width, 0, width, height));
app->draw(sprite);
}
if (facingDirection == 8 || facingDirection == 4)
{
renderStaff(app);
renderHead(app);
renderBody(app);
renderFeet(app);
renderHands(app);
}
else
{
renderBody(app);
renderHead(app);
renderFeet(app);
renderStaff(app);
renderHands(app);
}
// gems
if (getShotType() == ShotTypeIce || getShotType() == ShotTypeLightning)
{
int fade;
sf::Color savedColor = sprite.getColor();
if (getShotType() != ShotTypeIce || specialBoltTimer <= 0.0f) fade = 255;
else fade = ((STATUS_FROZEN_BOLT_DELAY[getShotLevel()] - specialBoltTimer) / STATUS_FROZEN_BOLT_DELAY[getShotLevel()]) * 128;
if (getShotType() == ShotTypeLightning)
fade = 150 + rand() % 105;
if (getShotType() == ShotTypeIce)
sprite.setTextureRect(sf::IntRect(320, 0, 20, 20));
else if (getShotType() == ShotTypeLightning)
sprite.setTextureRect(sf::IntRect(340, 0, 20, 20));
sprite.setColor(sf::Color(255, 255, 255, fade));
if (isMoving() || firingDirection != 5)
{
if (facingDirection == 2 )
sprite.setPosition(x + 16, y + 36);
else if (facingDirection == 8 )
sprite.setPosition(x + 43, y + 36);
else if (facingDirection == 4 )
sprite.setPosition(x - 3 , y + 41);
else
sprite.setPosition(x + 63, y + 41);
}
else if (playerStatus == playerStatusAcquire || playerStatus == playerStatusUnlocking)
{
sprite.setPosition(x + 57, y + 18);
}
else
{
if (facingDirection == 2 )
sprite.setPosition(x + 16, y + 36);
else if (facingDirection == 8 )
sprite.setPosition(x + 43, y + 29);
else if (facingDirection == 4 )
sprite.setPosition(x + 13, y + 35);
else
sprite.setPosition(x + 46, y + 35);
}
sf::RenderStates r;
r.blendMode = sf::BlendAdd;
app->draw(sprite, r);
sprite.setPosition(x, y);
sprite.setColor(savedColor);
}
+
+ if (game().getShowLogical())
+ {
+ displayBoundingBox(app);
+ displayCenterAndZ(app);
+ }
}
void PlayerEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2;
boundingBox.width = width;
boundingBox.top = (int)y - height / 2;
boundingBox.height = height;
boundingBox.left += 25;
boundingBox.width -= 50;
boundingBox.top += 80.0f;
boundingBox.height = boundingBox.height - 90.0f;
}
void PlayerEntity::readCollidingEntity(CollidingSpriteEntity* entity)
{
if (playerStatus == playerStatusDead) return;
EnnemyBoltEntity* boltEntity = dynamic_cast<EnnemyBoltEntity*>(entity);
if (collideWithEntity(entity))
{
if (boltEntity != NULL && !boltEntity->getDying())
{
boltEntity->collide();
hurt(boltEntity->getDamages(), boltEntity->getBoltType(), boltEntity->getLevel());
game().generateBlood(x, y, bloodColor);
float xs = (x + boltEntity->getX()) / 2;
float ys = (y + boltEntity->getY()) / 2;
SpriteEntity* star = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_STAR_2), xs, ys);
star->setFading(true);
star->setZ(y+ 100);
star->setLifetime(0.7f);
star->setType(16);
star->setSpin(400.0f);
}
}
}
void PlayerEntity::move(int direction)
{
if (playerStatus == playerStatusAcquire && acquireDelay < ACQUIRE_DELAY / 2)
{
acquireItemAfterStance();
}
if (playerStatus == playerStatusPlaying)
{
float speedx = 0.0f, speedy = 0.0f;
if (direction == 4)
speedx = - creatureSpeed;
else if (direction == 1 || direction == 7)
speedx = - creatureSpeed * 0.7f;
else if (direction == 6)
speedx = creatureSpeed;
else if (direction == 3 || direction == 9)
speedx = creatureSpeed * 0.7f;
if (direction == 2)
speedy = creatureSpeed;
else if (direction == 1 || direction == 3)
speedy = creatureSpeed * 0.7f;
else if (direction == 8)
speedy = - creatureSpeed;
else if (direction == 7 || direction == 9)
speedy = - creatureSpeed * 0.7f;
setVelocity(Vector2D(speedx, speedy));
{
switch (direction)
{
case 8: facingDirection = 8; break;
case 2: facingDirection = 2; break;
case 4: facingDirection = 4; break;
case 6: facingDirection = 6; break;
case 7: if (facingDirection != 4 && facingDirection != 8) facingDirection = 4; break;
case 1: if (facingDirection != 4 && facingDirection != 2) facingDirection = 4; break;
case 9: if (facingDirection != 6 && facingDirection != 8) facingDirection = 6; break;
case 3: if (facingDirection != 6 && facingDirection != 2) facingDirection = 6; break;
}
}
}
}
bool PlayerEntity::isMoving()
{
if (velocity.x < -1.0f || velocity.x > 1.0f) return true;
if (velocity.y < -1.0f || velocity.y > 1.0f) return true;
return false;
}
bool PlayerEntity::isEquiped(int eq)
{
return equip[eq];
}
void PlayerEntity::setEquiped(int item, bool toggleEquipped)
{
equip[item] = toggleEquipped;
if (toggleEquipped && items[FirstEquipItem + item].familiar > FamiliarNone)
{
FairyEntity* fairy = new FairyEntity(x - 50.0f + rand() % 100,
y - 50.0f + rand() % 100,
items[FirstEquipItem + item].familiar);
fairies.push_back(fairy);
}
computePlayer();
}
void PlayerEntity::generateBolt(float velx, float vely)
{
enumShotType boltType = ShotTypeStandard;
unsigned int shotLevel = 1;
switch (getShotType())
{
case ShotTypeIce:
if (getShotType() == ShotTypeIce)
{
if (specialBoltTimer <= 0.0f)
{
boltType = ShotTypeIce;
shotLevel = getShotLevel();
needInitShotType = true;
}
else boltType = ShotTypeStandard;
}
break;
case ShotTypeStandard:
case ShotTypeIllusion:
case ShotTypeStone:
case ShotTypeLightning:
boltType = getShotType(); shotLevel = getShotLevel(); break;
}
BoltEntity* bolt = new BoltEntity(x, y + 30, boltLifeTime, boltType, shotLevel);
bolt->setDamages(fireDamages);
bolt->setVelocity(Vector2D(velx, vely));
}
void PlayerEntity::resestFireDirection()
{
firingDirection = 5;
}
int PlayerEntity::getFireDirection()
{
return firingDirection;
}
void PlayerEntity::fire(int direction)
{
firingDirection = direction;
if (playerStatus != playerStatusDead)
for(int unsigned i = 0; i < fairies.size(); i++)
fairies[i]->fire(direction, map);
if (canFirePlayer && playerStatus != playerStatusDead && playerStatus != playerStatusAcquire)
{
SoundManager::getSoundManager()->playSound(SOUND_BLAST_STANDARD);
if (equip[EQUIP_BOOK_DUAL])
{
float shoot_angle = 0.2f;
if ((direction == 4 && velocity.x < -1.0f) || (direction == 6 && velocity.x > 1.0f)
|| (direction == 8 && velocity.y < -1.0f) || (direction == 2 && velocity.y > 1.0f))
shoot_angle = 0.1f;
else if ((direction == 6 && velocity.x < -1.0f) || (direction == 4 && velocity.x > 1.0f)
|| (direction == 2 && velocity.y < -1.0f) || (direction == 8 && velocity.y > 1.0f))
shoot_angle = 0.35f;
if (equip[EQUIP_VIBRATION_GLOVES]) shoot_angle += (1000 - rand() % 2000) * 0.0001f;
switch(direction)
{
case 4: generateBolt(-fireVelocity * cos(shoot_angle), fireVelocity * sin(shoot_angle));
generateBolt(-fireVelocity * cos(shoot_angle), - fireVelocity * sin(shoot_angle));break;
case 6: generateBolt(fireVelocity * cos(shoot_angle), fireVelocity * sin(shoot_angle));
generateBolt(fireVelocity * cos(shoot_angle), - fireVelocity * sin(shoot_angle));break;
case 8: generateBolt(fireVelocity * sin(shoot_angle), -fireVelocity * cos(shoot_angle));
generateBolt(-fireVelocity * sin(shoot_angle), - fireVelocity * cos(shoot_angle));break;
case 2: generateBolt(fireVelocity * sin(shoot_angle), fireVelocity * cos(shoot_angle));
generateBolt(-fireVelocity * sin(shoot_angle), fireVelocity * cos(shoot_angle));break;
}
}
else
{
if (equip[EQUIP_VIBRATION_GLOVES])
{
float shoot_angle = (1000 - rand() % 2000) * 0.0001f;
switch(direction)
{
case 4: generateBolt(-fireVelocity * cos(shoot_angle), fireVelocity * sin(shoot_angle)); break;
case 6: generateBolt(fireVelocity * cos(shoot_angle), fireVelocity * sin(shoot_angle)); break;
case 8: generateBolt(fireVelocity * sin(shoot_angle), -fireVelocity * cos(shoot_angle)); break;
case 2: generateBolt(fireVelocity * sin(shoot_angle), fireVelocity * cos(shoot_angle)); break;
}
}
else
{
switch(direction)
{
case 4: generateBolt(-fireVelocity, 0.0f); break;
case 6: generateBolt(fireVelocity, 0.0f); break;
case 8: generateBolt(0.0f, -fireVelocity); break;
case 2: generateBolt(0.0f, fireVelocity); break;
}
}
}
canFirePlayer = false;
currentFireDelay = fireDelay;
if (needInitShotType) initShotType();
}
}
bool PlayerEntity::canMove()
{
return (playerStatus == playerStatusPlaying
|| playerStatus == playerStatusAcquire && acquireDelay < ACQUIRE_DELAY / 2);
}
bool PlayerEntity::hurt(int damages, enumShotType hurtingType, int level)
{
if (!hurting)
{
SoundManager::getSoundManager()->playSound(SOUND_PLAYER_HIT);
BaseCreatureEntity::hurt(damages, hurtingType, level);
hurtingDelay = HURTING_DELAY * 2.0f;
game().generateBlood(x, y, bloodColor);
game().generateBlood(x, y, bloodColor);
return true;
}
return false;
}
void PlayerEntity::loseItem(enumItemType itemType, bool isEquip)
{
CollidingSpriteEntity* itemSprite
= new CollidingSpriteEntity(ImageManager::getImageManager()->getImage(isEquip ? IMAGE_ITEMS_EQUIP : IMAGE_ITEMS), x, y, 32, 32);
itemSprite->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
itemSprite->setZ(OFFSET_Y - 1);
itemSprite->setFrame(itemType);
itemSprite->setImagesProLine(10);
itemSprite->setType(ENTITY_BLOOD);
itemSprite->setVelocity(Vector2D(rand()%450));
itemSprite->setViscosity(0.95f);
itemSprite->setSpin( (rand() % 700) - 350.0f);
}
void PlayerEntity::dying()
{
playerStatus = playerStatusDead;
hp = 0;
SoundManager::getSoundManager()->playSound(SOUND_PLAYER_DIE);
setVelocity(Vector2D(0.0f, 0.0f));
int i;
for (i = 0; i < gold && i < 10; i++) loseItem(ItemCopperCoin, false);
for (i = 0; i < NUMBER_EQUIP_ITEMS; i++)
{
if (equip[i])
{
if (items[i + FirstEquipItem].familiar == FamiliarNone)
loseItem(enumItemType(i), true);
}
}
for (i = 0; i < 8; i++) game().generateBlood(x, y, bloodColor);
CollidingSpriteEntity* itemSprite
= new CollidingSpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_PLAYER_BASE), x, y, 80, 120);
itemSprite->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
itemSprite->setZ(OFFSET_Y - 1);
itemSprite->setImagesProLine(14);
itemSprite->setFrame(13);
itemSprite->setType(ENTITY_BLOOD);
itemSprite->setVelocity(Vector2D(rand()%450));
itemSprite->setViscosity(0.95f);
itemSprite->setSpin( (rand() % 700) - 350.0f);
}
void PlayerEntity::acquireItem(enumItemType type)
{
if (items[type].generatesStance) acquireStance(type);
else switch (type)
{
case ItemCopperCoin: gold++;
SoundManager::getSoundManager()->playSound(SOUND_COIN_PICK_UP);
break;
case ItemSilverCoin: gold = gold + 5;
SoundManager::getSoundManager()->playSound(SOUND_COIN_PICK_UP);
break;
case ItemGoldCoin: gold = gold + 10;
SoundManager::getSoundManager()->playSound(SOUND_COIN_PICK_UP);
break;
case itemHealthVerySmall: hp += 3;
SoundManager::getSoundManager()->playSound(SOUND_EAT);
if (hp > hpMax) hp = hpMax; break;
case itemHealthSmall: hp += 7;
SoundManager::getSoundManager()->playSound(SOUND_EAT);
if (hp > hpMax) hp = hpMax; break;
case itemHealth: hp += 15;
SoundManager::getSoundManager()->playSound(SOUND_EAT);
if (hp > hpMax) hp = hpMax; break;
default: break;
}
}
void PlayerEntity::computePlayer()
{
float boltLifeTimeBonus = 1.0f;
float fireDelayBonus = 1.0f;
float creatureSpeedBonus = 1.0f;
float fireVelocityBonus = 1.0f;
float fireDamagesBonus = 1.0f;
if (equip[EQUIP_VIBRATION_GLOVES]) fireDelayBonus -= 0.10f;
if (equip[EQUIP_ENCHANTER_HAT]) fireDelayBonus -= 0.2f;
if (equip[EQUIP_LEATHER_BELT]) fireDelayBonus -= 0.15f;
if (equip[EQUIP_LEATHER_BOOTS]) creatureSpeedBonus += 0.15f;
if (equip[EQUIP_BOOK_DUAL]) fireDelayBonus += 0.6f;
if (equip[EQUIP_CONCENTRATION_AMULET]) boltLifeTimeBonus += 0.5f;
if (equip[EQUIP_MAHOGANY_STAFF])
{
fireVelocityBonus += 0.15f;
fireDamagesBonus += 0.5f;
}
if (equip[EQUIP_BLOOD_SNAKE]) fireDamagesBonus += 1.0f;
fireDelay = INITIAL_PLAYER_FIRE_DELAY * fireDelayBonus;
creatureSpeed = INITIAL_PLAYER_SPEED * creatureSpeedBonus;
fireVelocity = INITIAL_BOLT_VELOCITY * fireVelocityBonus;
fireDamages = INITIAL_BOLT_DAMAGES * fireDamagesBonus;
boltLifeTime = INITIAL_BOLT_LIFE * boltLifeTimeBonus;
// gems
for (int i = 1; i < SPECIAL_SHOT_SLOTS; i++)
{
specialShotLevel[i] = 0;
if (specialShots[i] == ShotTypeIce && equip[EQUIP_RING_ICE])
specialShotLevel[i]++;
if (specialShots[i] == ShotTypeStone && equip[EQUIP_RING_STONE])
specialShotLevel[i]++;
if (specialShots[i] == ShotTypeLightning && equip[EQUIP_RING_LIGHTNING])
specialShotLevel[i]++;
if (specialShots[i] == ShotTypeIllusion && equip[EQUIP_RING_ILLUSION])
specialShotLevel[i]++;
}
if (getShotType() == ShotTypeIllusion) fireDamages *= ILLUSION_DAMAGES_DECREASE[getShotLevel()];
}
void PlayerEntity::acquireStance(enumItemType type)
{
velocity.x = 0.0f;
velocity.y = 0.0f;
playerStatus = playerStatusAcquire;
acquireDelay = ACQUIRE_DELAY;
acquiredItem = (enumItemType)(type);
SoundManager::getSoundManager()->playSound(SOUND_BONUS);
game().showArtefactDescription(type);
enumItemType itemFrame = type;
int itemImage = IMAGE_ITEMS;
if (itemFrame >= FirstEquipItem)
{
itemFrame = (enumItemType)(itemFrame - FirstEquipItem);
itemImage = IMAGE_ITEMS_EQUIP;
}
spriteItem = new SpriteEntity(
ImageManager::getImageManager()->getImage(itemImage),
x, y - 60.0f, ITEM_WIDTH, ITEM_HEIGHT);
spriteItem->setFrame((int)itemFrame);
spriteItem->setImagesProLine(10);
spriteItem->setZ(z);
spriteItem->setLifetime(ACQUIRE_DELAY);
spriteItemStar = new SpriteEntity(
ImageManager::getImageManager()->getImage(IMAGE_STAR),
x, y - 60.0f);
spriteItemStar->setScale(4.0f, 4.0f);
spriteItemStar->setZ(z-1.0f);
spriteItemStar->setLifetime(ACQUIRE_DELAY);
spriteItemStar->setSpin(50.0f);
}
void PlayerEntity::collideMapRight()
{
collidingDirection = 6;
}
void PlayerEntity::collideMapLeft()
{
collidingDirection = 4;
}
void PlayerEntity::collideMapTop()
{
collidingDirection = 8;
}
void PlayerEntity::collideMapBottom()
{
collidingDirection = 2;
}
void PlayerEntity::useBossKey()
{
velocity.x = 0.0f;
velocity.y = 0.0f;
playerStatus = playerStatusUnlocking;
acquireDelay = UNLOCK_DELAY;
acquiredItem = (enumItemType)(type - FirstEquipItem);
SoundManager::getSoundManager()->playSound(SOUND_BONUS);
equip[EQUIP_BOSS_KEY] = false;
SpriteEntity* spriteItem = new SpriteEntity(
ImageManager::getImageManager()->getImage(IMAGE_ITEMS_EQUIP),
x, y - 60.0f, ITEM_WIDTH, ITEM_HEIGHT);
spriteItem->setFrame(EQUIP_BOSS_KEY);
spriteItem->setZ(z);
spriteItem->setLifetime(UNLOCK_DELAY);
}
enumShotType PlayerEntity::getShotType()
{
return specialShots[specialShotIndex];
}
int PlayerEntity::getShotIndex()
{
return specialShotIndex;
}
void PlayerEntity::setShotIndex(int index)
{
specialShotIndex = index;
}
enumShotType PlayerEntity::getShotType(int slot)
{
return specialShots[slot];
}
void PlayerEntity::setShotType(int slot, enumShotType shotType)
{
specialShots[slot] = shotType;
}
void PlayerEntity::registerSpecialShot(int item)
{
bool found = false;
int index = 1;
while (index < SPECIAL_SHOT_SLOTS && !found)
{
found = specialShots[index] == ShotTypeStandard;
if (!found) index++;
}
if (found)
{
this->specialShots[index] = items[item].specialShot;
specialShotIndex = index;
initShotType();
}
}
void PlayerEntity::selectNextShotType()
{
int index = specialShotIndex + 1;
bool found = false;
while (index < SPECIAL_SHOT_SLOTS && !found)
{
if (specialShots[index] == ShotTypeStandard) index++;
else found = true;
}
if (found)
{
specialShotIndex = index;
initShotType();
}
else
specialShotIndex = 0;
SoundManager::getSoundManager()->playSound(SOUND_SHOT_SELECT);
computePlayer();
}
void PlayerEntity::initShotType()
{
specialBoltTimer = STATUS_FROZEN_BOLT_DELAY[getShotLevel()];
needInitShotType = false;
if (getShotType() == ShotTypeLightning)
SoundManager::getSoundManager()->playSound(SOUND_ELECTRIC_CHARGE);
}
unsigned int PlayerEntity::getShotLevel()
{
return specialShotLevel[specialShotIndex];
}
unsigned int PlayerEntity::getShotLevel(int index)
{
return specialShotLevel[index];
}
int PlayerEntity::getFairieNumber()
{
return fairies.size();
}
FairyEntity* PlayerEntity::getFairy(unsigned int n)
{
if (n < fairies.size())
return fairies[n];
else
return NULL;
}
diff --git a/src/WitchBlastGame.cpp b/src/WitchBlastGame.cpp
index 80b7e07..711a107 100644
--- a/src/WitchBlastGame.cpp
+++ b/src/WitchBlastGame.cpp
@@ -1,1928 +1,1939 @@
/** This file is part of Witch Blast.
*
* Witch Blast is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Witch Blast is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Witch Blast. If not, see <http://www.gnu.org/licenses/>.
*/
#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 "BlackRatEntity.h"
#include "GreenRatEntity.h"
#include "KingRatEntity.h"
#include "CyclopEntity.h"
#include "GiantSlimeEntity.h"
#include "ButcherEntity.h"
#include "BatEntity.h"
#include "ImpEntity.h"
#include "SlimeEntity.h"
#include "ChestEntity.h"
#include "EvilFlowerEntity.h"
#include "ItemEntity.h"
#include "ArtefactDescriptionEntity.h"
#include "PnjEntity.h"
#include "TextEntity.h"
#include "StandardRoomGenerator.h"
#include <iostream>
#include <sstream>
#include <fstream>
#include <ctime>
static std::string intToString(int n)
{
std::ostringstream oss;
oss << n;
return oss.str();
}
namespace {
WitchBlastGame* gameptr;
}
WitchBlastGame::WitchBlastGame(): Game(SCREEN_WIDTH, SCREEN_HEIGHT)
{
gameptr = this;
app->setTitle(APP_NAME + " V" + APP_VERSION);
// loading resources
ImageManager::getImageManager()->addImage((char*)"media/player_base.png");
ImageManager::getImageManager()->addImage((char*)"media/player_equip.png");
ImageManager::getImageManager()->addImage((char*)"media/player_collar.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/slime.png");
ImageManager::getImageManager()->addImage((char*)"media/imp.png");
ImageManager::getImageManager()->addImage((char*)"media/butcher.png");
ImageManager::getImageManager()->addImage((char*)"media/giant_slime.png");
ImageManager::getImageManager()->addImage((char*)"media/king_rat.png");
ImageManager::getImageManager()->addImage((char*)"media/cyclop.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/hud_shots.png");
ImageManager::getImageManager()->addImage((char*)"media/pnj.png");
ImageManager::getImageManager()->addImage((char*)"media/fairy.png");
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/eat.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");
SoundManager::getSoundManager()->addSound((char*)"media/sound/slime_jump.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/slime_impact.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/slime_impact_weak.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/slime_smash.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/ice_charge.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/electric.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/select.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/heart.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/rat_die.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/bat_die.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/imp_hurt.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/imp_die.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/rock_impact.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/throw.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/cyclop00.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/cyclop_die.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/butcher_00.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/butcher_01.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/butcher_hurt.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/butcher_die.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/vib.ogg");
if (font.loadFromFile("media/DejaVuSans-Bold.ttf"))
{
myText.setFont(font);
}
miniMap = NULL;
menuMap = NULL;
currentMap = NULL;
currentFloor = NULL;
xGameState = xGameStateNone;
isPausing = false;
+ showLogical = false;
shotsSprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_HUD_SHOTS));
configureFromFile();
srand(time(NULL));
}
WitchBlastGame::~WitchBlastGame()
{
// cleaning all entities
EntityManager::getEntityManager()->clean();
// cleaning data
if (miniMap != NULL) delete (miniMap);
if (menuMap != NULL) delete (menuMap);
if (currentFloor != NULL) delete (currentFloor);
}
DungeonMap* WitchBlastGame::getCurrentMap()
{
return currentMap;
}
PlayerEntity* WitchBlastGame::getPlayer()
{
return player;
}
Vector2D WitchBlastGame::getPlayerPosition()
{
return Vector2D(player->getX(), player->getY() + 30);
}
int WitchBlastGame::getLevel()
{
return level;
}
+bool WitchBlastGame::getShowLogical()
+{
+ return showLogical;
+}
+
void WitchBlastGame::onUpdate()
{
if (!isPausing)
{
EntityManager::getEntityManager()->animate(deltaTime);
if (sf::Keyboard::isKeyPressed(input[KeyTimeControl]))
{
EntityManager::getEntityManager()->animate(deltaTime);
SoundManager::getSoundManager()->playSound(SOUND_VIB);
}
else
SoundManager::getSoundManager()->stopSound(SOUND_VIB);
if (xGameState != xGameStateNone)
{
xGameTimer -= deltaTime;
if (xGameTimer <= 0.0f)
{
if (xGameState == xGameStateFadeOut)
{
if (player->getPlayerStatus() == PlayerEntity::playerStatusGoingUp)
{
level++;
startNewLevel();
}
else
startNewGame(false);
}
else
xGameState = xGameStateNone;
}
}
if (isPlayerAlive)
{
if (player->getHp() <= 0)
{
isPlayerAlive = false;
playMusic(MusicEnding);
}
}
}
}
void WitchBlastGame::startNewGame(bool fromSaveFile)
{
gameState = gameStateInit;
level = 1;
// cleaning all entities
EntityManager::getEntityManager()->clean();
// cleaning data
if (miniMap != NULL) delete (miniMap);
if (currentFloor != NULL) delete (currentFloor);
miniMap = NULL;
currentFloor = NULL;
// current map (tiles)
currentTileMap = new TileMapEntity(ImageManager::getImageManager()->getImage(IMAGE_TILES), currentMap, 64, 64, 10);
currentTileMap->setX(OFFSET_X);
currentTileMap->setY(OFFSET_Y);
// 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 = new GameMap(FLOOR_WIDTH, FLOOR_HEIGHT);
// minimap on the interface
TileMapEntity* miniMapEntity = new TileMapEntity(ImageManager::getImageManager()->getImage(IMAGE_MINIMAP), miniMap, 15, 11, 10);
miniMapEntity->setTileBox(16, 12);
miniMapEntity->setX(407);
miniMapEntity->setY(614);
miniMapEntity->setZ(10001.0f);
// doors
doorEntity[0] = new DoorEntity(8);
doorEntity[1] = new DoorEntity(4);
doorEntity[2] = new DoorEntity(2);
doorEntity[3] = new DoorEntity(6);
if (fromSaveFile)
{
if (!loadGame())
fromSaveFile = false;
else
playLevel();
}
if (!fromSaveFile)
{
// the player
player = new PlayerEntity(OFFSET_X + (TILE_WIDTH * MAP_WIDTH * 0.5f),
OFFSET_Y + (TILE_HEIGHT * MAP_HEIGHT * 0.5f));
startNewLevel();
}
}
void WitchBlastGame::startNewLevel()
{
// create the new level
if (currentFloor != NULL) delete currentFloor;
currentFloor = new GameFloor(level);
currentFloor->createFloor();
// center it
floorX = FLOOR_WIDTH / 2;
floorY = FLOOR_HEIGHT / 2;
// move the player
if (level == 1)
player->moveTo(OFFSET_X + (TILE_WIDTH * MAP_WIDTH * 0.5f),
OFFSET_Y + (TILE_HEIGHT * MAP_HEIGHT * 0.5f));
else
player->moveTo(OFFSET_X + (TILE_WIDTH * MAP_WIDTH * 0.5f),
OFFSET_Y + (TILE_HEIGHT * MAP_HEIGHT - 3 * TILE_HEIGHT));
// the boss room is closed
bossRoomOpened = false;
playLevel();
}
void WitchBlastGame::playLevel()
{
isPlayerAlive = true;
player->setVelocity(Vector2D(0.0f, 0.0f));
player->setPlayerStatus(PlayerEntity::playerStatusPlaying);
// generate the map
refreshMap();
// items from save
currentMap->restoreMapObjects();
// first map is open
roomClosed = false;
// game time counter an state
lastTime = getAbsolutTime();
gameState = gameStatePlaying;
playMusic(MusicDungeon);
// fade in
xGameState = xGameStateFadeIn;
xGameTimer = FADE_IN_DELAY;
float x0 = OFFSET_X + MAP_WIDTH * 0.5f * TILE_WIDTH;
float y0 = OFFSET_Y + MAP_HEIGHT * 0.5f * TILE_HEIGHT + 40.0f;
std::ostringstream oss;
oss << "Level " << level;
TextEntity* text = new TextEntity(oss.str(), 30, x0, y0);
text->setAlignment(ALIGN_CENTER);
text->setLifetime(2.5f);
text->setWeight(-36.0f);
text->setZ(1000);
text->setColor(TextEntity::COLOR_FADING_WHITE);
}
void WitchBlastGame::updateRunningGame()
{
bool backToMenu = false;
// Process events
sf::Event event;
while (app->pollEvent(event))
{
// Close window : exit
if (event.type == sf::Event::Closed)
{
if (gameState == gameStatePlaying && !player->isDead() && currentMap->isCleared()) saveGame();
app->close();
}
if (event.type == sf::Event::MouseWheelMoved)
{
if (gameState == gameStatePlaying && !isPausing) player->selectNextShotType();
}
if (event.type == sf::Event::KeyPressed)
{
if (event.key.code == sf::Keyboard::Escape)
{
if (player->isDead()) backToMenu = true;
else if (gameState == gameStatePlaying && !isPausing) isPausing = true;
else if (gameState == gameStatePlaying && isPausing) isPausing = false;
}
if (event.key.code == input[KeyFireSelect])
{
if (gameState == gameStatePlaying && !isPausing) player->selectNextShotType();
}
if (event.key.code == input[KeyFire])
{
if (gameState == gameStatePlaying && !isPausing) firingDirection = player->getFacingDirection();
}
if (event.key.code == sf::Keyboard::X)
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::LShift)) startNewGame(false);
}
+
+ if (event.key.code == sf::Keyboard::F2)
+ {
+ showLogical = !showLogical;
+ }
}
if (event.type == sf::Event::LostFocus && !player->isDead())
isPausing = true;
}
if (gameState == gameStatePlaying && !isPausing)
{
if (player->canMove()) player->setVelocity(Vector2D(0.0f, 0.0f));
if (sf::Keyboard::isKeyPressed(input[KeyLeft]))
{
if (sf::Keyboard::isKeyPressed(input[KeyUp]))
player->move(7);
else if (sf::Keyboard::isKeyPressed(input[KeyDown]))
player->move(1);
else
player->move(4);
}
else if (sf::Keyboard::isKeyPressed(input[KeyRight]))
{
if (sf::Keyboard::isKeyPressed(input[KeyUp]))
player->move(9);
else if (sf::Keyboard::isKeyPressed(input[KeyDown]))
player->move(3);
else
player->move(6);
}
else if (sf::Keyboard::isKeyPressed(input[KeyUp]))
{
player->move(8);
}
else if (sf::Keyboard::isKeyPressed(input[KeyDown]))
{
player->move(2);
}
player->resestFireDirection();
if (sf::Keyboard::isKeyPressed(input[KeyFireLeft]))
player->fire(4);
else if (sf::Keyboard::isKeyPressed(input[KeyFireRight]))
player->fire(6);
else if (sf::Keyboard::isKeyPressed(input[KeyFireUp]))
player->fire(8);
else if (sf::Keyboard::isKeyPressed(input[KeyFireDown]))
player->fire(2);
// alternative "one button" gameplay
else if (sf::Keyboard::isKeyPressed(input[KeyFire]))
{
player->fire(firingDirection);
}
// alternative "firing with the mouse" gameplay
else if (sf::Mouse::isButtonPressed(sf::Mouse::Left))
{
sf::Vector2i mousePosition = sf::Mouse::getPosition(*app);
int xm = mousePosition.x - player->getX();
int ym = mousePosition.y - player->getY();
if (abs(xm) >= abs(ym))
{
if (xm > 0) player->fire(6);
else player->fire(4);
}
else
{
if (ym > 0) player->fire(2);
else player->fire(8);
}
}
if (player->isDead() && xGameState == xGameStateNone && sf::Keyboard::isKeyPressed(sf::Keyboard::Return))
{
xGameState = xGameStateFadeOut;
xGameTimer = FADE_OUT_DELAY;
}
}
onUpdate();
verifyDoorUnlocking();
if (roomClosed)
{
if (getEnnemyCount() == 0)
{
currentMap->setCleared(true);
openDoors();
if (currentMap->getRoomType() == roomTypeBoss)
playMusic(MusicDungeon);
}
}
if (backToMenu) switchToMenu();
}
void WitchBlastGame::renderRunningGame()
{
EntityManager::getEntityManager()->sortByZ();
if (xGameState == xGameStateShake)
{
sf::View view = app->getDefaultView();
sf::View viewSave = app->getDefaultView();
view.move(-4 + rand() % 9, -4 + rand() % 9);
app->setView(view);
EntityManager::getEntityManager()->renderUnder(app, 5000);
app->setView(viewSave);
EntityManager::getEntityManager()->renderAfter(app, 5000);
}
else
{
// render the game objects
EntityManager::getEntityManager()->render(app);
}
myText.setColor(sf::Color(255, 255, 255, 255));
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);
oss.str("");
oss << "Level " << level;
myText.setString(oss.str());
myText.setPosition(410, 692);
app->draw(myText);
sf::RectangleShape rectangle(sf::Vector2f(200, 25));
if (gameState == gameStatePlaying)
{
// life
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);
oss.str("");
oss << player->getHp() << "/" << player->getHpMax();
myText.setString(oss.str());
myText.setPosition(95, 624);
myText.setColor(sf::Color(255, 255,255, 255));
app->draw(myText);
// mana
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);
// render the shots
renderHudShots(app);
if (isPausing)
{
rectangle.setFillColor(sf::Color(0, 0, 0, 160));
rectangle.setPosition(sf::Vector2f(OFFSET_X, OFFSET_Y));
rectangle.setSize(sf::Vector2f(MAP_WIDTH * TILE_WIDTH, MAP_HEIGHT * TILE_HEIGHT));
app->draw(rectangle);
float x0 = OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2;
int fade = 50 + 205 * (1.0f + cos(3.0f * getAbsolutTime())) * 0.5f;
myText.setColor(sf::Color(255, 255, 255, fade));
myText.setCharacterSize(40);
myText.setString("PAUSE");
myText.setPosition(x0 - myText.getLocalBounds().width / 2, 300);
app->draw(myText);
}
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 / [ESC] to go back to the menu");
myText.setPosition(x0 - myText.getLocalBounds().width / 2, 440);
app->draw(myText);
}
else if (currentMap->getRoomType() == roomTypeExit && level > 3)
{
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 bosses !\nSee you soon for new adventures !");
myText.setPosition(x0 - myText.getLocalBounds().width / 2, 220);
app->draw(myText);
}
if (sf::Keyboard::isKeyPressed(input[KeyTimeControl]))
{
// effect
//int effectFade = 10 + rand() % 20;
int effectFade = 10 + 20 * (1.0f + cos(12.0f * getAbsolutTime())) * 0.5f;
rectangle.setFillColor(sf::Color(0, 255, 255, effectFade));
rectangle.setPosition(sf::Vector2f(OFFSET_X, OFFSET_Y));
rectangle.setSize(sf::Vector2f(MAP_WIDTH * TILE_WIDTH , MAP_HEIGHT * TILE_HEIGHT));
sf::RenderStates r;
r.blendMode = sf::BlendAlpha ;
app->draw(rectangle, r);
}
if (xGameState == xGameStateFadeIn)
{
// fade in
rectangle.setFillColor(sf::Color(0, 0, 0, 255 - ((FADE_IN_DELAY - xGameTimer) / FADE_IN_DELAY) * 255));
rectangle.setPosition(sf::Vector2f(OFFSET_X, OFFSET_Y));
rectangle.setSize(sf::Vector2f(MAP_WIDTH * TILE_WIDTH , MAP_HEIGHT * TILE_HEIGHT));
app->draw(rectangle);
}
else if (xGameState == xGameStateFadeOut)
{
// fade out
rectangle.setFillColor(sf::Color(0, 0, 0, ((FADE_IN_DELAY - xGameTimer) / FADE_IN_DELAY) * 255));
rectangle.setPosition(sf::Vector2f(OFFSET_X, OFFSET_Y));
rectangle.setSize(sf::Vector2f(MAP_WIDTH * TILE_WIDTH , MAP_HEIGHT * TILE_HEIGHT));
app->draw(rectangle);
}
}
}
void WitchBlastGame::switchToMenu()
{
EntityManager::getEntityManager()->clean();
if (menuMap != NULL) delete menuMap;
menuMap = new GameMap(MENU_MAP_WIDTH, MENU_MAP_HEIGHT);
for (int i = 0; i < MENU_MAP_WIDTH; i++)
for (int j = 0; j < MENU_MAP_HEIGHT; j++)
{
if (rand() % 6 == 0)
menuMap->setTile(i, j, rand() %7 + 1);
}
menuTileMap = new TileMapEntity(ImageManager::getImageManager()->getImage(IMAGE_TILES), menuMap, 64, 64, 10);
menuTileMap->setX(-30.0f);
menuTileMap->setY(-20.0f);
gameState = gameStateMenu;
buildMenu();
if (!config.configFileExists())
{
menu.redefineKey = true;
menu.keyIndex = 0;
}
playMusic(MusicIntro);
}
void WitchBlastGame::updateMenu()
{
EntityManager::getEntityManager()->animate(deltaTime);
menu.age += deltaTime;
float mapY = menuTileMap->getY();
mapY -= 30.0f * deltaTime;
if (mapY < -64.0f)
{
mapY += 64.0f;
for (int i = 0; i < MENU_MAP_WIDTH; i++)
{
for (int j = 0; j < MENU_MAP_HEIGHT - 1; j++)
{
menuMap->setTile(i, j, menuMap->getTile(i, j+1));
}
if (rand() % 6 == 0)
menuMap->setTile(i, MENU_MAP_HEIGHT - 1, rand() %7 + 1);
else
menuMap->setTile(i, MENU_MAP_HEIGHT - 1, 0);
}
}
menuTileMap->setY(mapY);
// Process events
sf::Event event;
while (app->pollEvent(event))
{
// Close window : exit
if (event.type == sf::Event::Closed)
{
app->close();
}
if (event.type == sf::Event::KeyPressed && menu.redefineKey)
{
bool alreadyUsed = false;
if (event.key.code == sf::Keyboard::Escape) alreadyUsed = true;
for (unsigned int i = 0; i < menu.keyIndex; i++)
if (input[i] == event.key.code) alreadyUsed = true;
// TODO more tests
if (!alreadyUsed)
{
input[menu.keyIndex] = event.key.code;
menu.keyIndex++;
if (menu.keyIndex == NumberKeys)
{
menu.redefineKey = false;
saveConfigurationToFile();
}
}
}
else if (event.type == sf::Event::KeyPressed && !menu.redefineKey)
{
if (event.key.code == sf::Keyboard::Escape)
{
app->close();
}
else if (event.key.code == input[KeyDown] || event.key.code == sf::Keyboard::Down)
{
menu.index++;
if (menu.index == menu.items.size()) menu.index = 0;
SoundManager::getSoundManager()->playSound(SOUND_SHOT_SELECT);
}
else if (event.key.code == input[KeyUp] || event.key.code == sf::Keyboard::Up)
{
if (menu.index == 0) menu.index = menu.items.size() - 1;
else menu.index--;
SoundManager::getSoundManager()->playSound(SOUND_SHOT_SELECT);
}
else if (event.key.code == sf::Keyboard::Return)
{
switch (menu.items[menu.index].id)
{
case MenuStartNew: startNewGame(false); remove(SAVE_FILE.c_str()); break;
case MenuStartOld: startNewGame(true); break;
case MenuKeys: menu.redefineKey = true; menu.keyIndex = 0; break;
case MenuExit: app->close(); break;
}
}
}
}
}
void WitchBlastGame::renderMenu()
{
// rendering tiles
EntityManager::getEntityManager()->render(app);
// title
write("Witch Blast", 70, 485, 120, ALIGN_CENTER, sf::Color(255, 255, 255, 255), app, 3, 3);
if (menu.redefineKey)
{
// menu background
sf::RectangleShape rectangle(sf::Vector2f(470 , 400));
rectangle.setFillColor(sf::Color(50, 50, 50, 160));
rectangle.setPosition(sf::Vector2f(250, 240));
app->draw(rectangle);
// menu keys
if (config.configFileExists())
write("Key configuration", 18, 300, 250, ALIGN_LEFT, sf::Color(255, 255, 255, 255), app, 1, 1);
else
write("Please configure the keys", 18, 300, 250, ALIGN_LEFT, sf::Color(255, 255, 255, 255), app, 1, 1);
for (unsigned int i = 0; i < NumberKeys; i++)
{
sf::Color itemColor;
if (menu.keyIndex == i) itemColor = sf::Color(255, 255, 255, 255);
else itemColor = sf::Color(180, 180, 180, 255);
std::ostringstream oss;
oss << inputKeyString[i] << ": ";
if (menu.keyIndex == i && ((int)(menu.age * 1.5f)) % 2 == 0) oss << "[insert Key]";
else if (menu.keyIndex > i) oss << "DONE";
write(oss.str(), 16, 300, 285 + i * 32, ALIGN_LEFT, itemColor, app, 1, 1);
}
}
else
{
// menu background
sf::RectangleShape rectangle(sf::Vector2f(470 , 390));
rectangle.setFillColor(sf::Color(50, 50, 50, 160));
rectangle.setPosition(sf::Vector2f(250, 240));
if (menu.items.size() == 3) rectangle.setSize(sf::Vector2f(470 , 310));
app->draw(rectangle);
// menu
for (unsigned int i = 0; i < menu.items.size(); i++)
{
sf::Color itemColor;
if (menu.index == i) itemColor = sf::Color(255, 255, 255, 255);
else itemColor = sf::Color(180, 180, 180, 255);
write(menu.items[i].label, 24, 300, 260 + i * 90, ALIGN_LEFT, itemColor, app, 1, 1);
write(menu.items[i].description, 15, 300, 260 + i * 90 + 40, ALIGN_LEFT, itemColor, app, 0, 0);
}
}
std::ostringstream oss;
oss << APP_NAME << " v" << APP_VERSION << " by Seby 2014";
write(oss.str(), 17, 5, 680, ALIGN_LEFT, sf::Color(255, 255, 255, 255), app, 1, 1);
}
void WitchBlastGame::startGame()
{
lastTime = getAbsolutTime();
switchToMenu();
// Start game loop
while (app->isOpen())
{
deltaTime = getAbsolutTime() - lastTime;
lastTime = getAbsolutTime();
if (deltaTime > 0.05f) deltaTime = 0.05f;
switch (gameState)
{
case gameStateInit:
case gameStateKeyConfig:
case gameStateMenu: updateMenu(); break;
case gameStatePlaying: updateRunningGame(); break;
}
onRender();
}
quitGame();
}
void WitchBlastGame::createFloor()
{
// TODO : extracts from createNewGame
}
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;
}
}
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, MAP_DOOR_OPEN);
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++;
}
}
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);
}
// 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())
{
if (currentFloor->getRoom(i, j) == roomTypeStarting
|| currentFloor->getRoom(i, j) == roomTypeBonus
|| currentFloor->getRoom(i, j) == roomTypeKey)
miniMap->setTile(i, j, roomTypeStandard);
else
miniMap->setTile(i, j, currentFloor->getRoom(i, j));
}
else if (n > 0 && currentFloor->getMap(i, j)->isKnown())
{
if (currentFloor->getRoom(i, j) == roomTypeBoss)
miniMap->setTile(i, j, 7);
else
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() == ENTITY_BLOOD || e->getType() == ENTITY_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)
{
// stairs to next level
if (direction == 8 && currentMap->getRoomType() == roomTypeExit)
{
if (player->getPlayerStatus() != PlayerEntity::playerStatusGoingUp)
{
player->setLeavingLevel();
xGameState = xGameStateFadeOut;
xGameTimer = FADE_OUT_DELAY;
player->setVelocity(Vector2D(0.0f, - INITIAL_PLAYER_SPEED / 2));
}
}
// go to another room
else
{
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 - 20); 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));
switch (gameState)
{
case gameStateInit:
case gameStateKeyConfig:
case gameStateMenu: renderMenu(); break;
case gameStatePlaying: renderRunningGame(); break;
}
app->display();
}
void WitchBlastGame::renderHudShots(sf::RenderTarget* app)
{
int xHud = 640;
int yHud = 650;
int index = 0;
for (int i = 0; i < SPECIAL_SHOT_SLOTS; i++)
{
if (i == 0 || player->getShotType(i) != ShotTypeStandard)
{
int type_shot = player->getShotType(i);
shotsSprite.setPosition(xHud + 48 * index, yHud);
if (index == player->getShotIndex())
{
shotsSprite.setTextureRect(sf::IntRect(0, 0, 48, 48));
app->draw(shotsSprite);
}
shotsSprite.setTextureRect(sf::IntRect(48 * ( 1 + type_shot), 0, 48, 48));
app->draw(shotsSprite);
// level
if (i > 0)
{
std::ostringstream oss;
oss << "lvl " << player->getShotLevel(i) + 1;
write(oss.str(), 10, xHud + 48 * index + 10, yHud + 48, ALIGN_LEFT, sf::Color(255, 255, 255, 255), app, 0, 0);
}
index++;
}
}
}
void WitchBlastGame::generateBlood(float x, float y, BaseCreatureEntity::enumBloodColor bloodColor)
{
// double blood if the "Blood Snake3 object is equipped
int nbIt;
if (player->isEquiped(EQUIP_BLOOD_SNAKE))
nbIt = 2;
else
nbIt = 1;
for (int i=0; i < nbIt; i++)
{
SpriteEntity* blood = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_BLOOD), x, y, 16, 16, 6);
blood->setZ(OFFSET_Y - 1);
int b0 = 0;
if (bloodColor == BaseCreatureEntity::bloodGreen) b0 += 6;
blood->setFrame(b0 + rand()%6);
blood->setType(ENTITY_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(enumItemType itemType)
{
new ArtefactDescriptionEntity(itemType);
}
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)
if (items[FirstEquipItem + bonusType].familiar > FamiliarNone)
{
new ChestEntity(v.x, v.y, CHEST_FAIRY + items[FirstEquipItem + bonusType].familiar, false);
}
else
{
new ItemEntity( (enumItemType)(FirstEquipItem + bonusType), v.x ,v.y);
}
}
else if (currentMap->getRoomType() == roomTypeKey)
{
Vector2D v = currentMap->generateKeyRoom();
new ItemEntity( (enumItemType)(ItemBossKey), v.x ,v.y);
initMonsterArray();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
monsterArray[x0][y0] = true;
if (level == 1)
{
findPlaceMonsters(MONSTER_RAT, 2);
findPlaceMonsters(MONSTER_BAT, 2);
}
else
{
findPlaceMonsters(MONSTER_RAT, 5);
findPlaceMonsters(MONSTER_BAT, 5);
for (int i = 2; i < level; i++)
{
if (rand()%2 == 0)findPlaceMonsters(MONSTER_IMP_BLUE, 1);
else findPlaceMonsters(MONSTER_IMP_RED, 1);
}
}
}
else if (currentMap->getRoomType() == roomTypeMerchant)
{
currentMap->generateMerchantRoom();
ItemEntity* item1 = new ItemEntity(
itemHealth,
OFFSET_X + (MAP_WIDTH / 2 - 3) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2) * TILE_HEIGHT);
item1->setMerchandise(true);
ItemEntity* item3 = new ItemEntity(
itemHealthSmall,
OFFSET_X + (MAP_WIDTH / 2 + 3) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2) * TILE_HEIGHT);
item3->setMerchandise(true);
int bonusType = getRandomEquipItem(true);
ItemEntity* item2 = new ItemEntity(
(enumItemType)(FirstEquipItem + bonusType),
OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2) * TILE_HEIGHT);
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);
if (level == 1)
new ButcherEntity(OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2) * TILE_HEIGHT + TILE_HEIGHT / 2);
else if (level == 2)
new GiantSlimeEntity(OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2) * TILE_HEIGHT + TILE_HEIGHT / 2);
else if (level == 3)
new KingRatEntity(OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2) * TILE_HEIGHT + TILE_HEIGHT / 2);
else //if (level == 4)
new CyclopEntity(OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2) * TILE_HEIGHT + TILE_HEIGHT / 2 - 96);
playMusic(MusicBoss);
}
else if (currentMap->getRoomType() == roomTypeStarting)
{
currentMap->generateRoom(0);
currentMap->setCleared(true);
int bonusType = getRandomEquipItem(false);
}
else if (currentMap->getRoomType() == roomTypeExit)
{
currentMap->generateExitRoom();
currentMap->setCleared(true);
new ChestEntity(OFFSET_X + (TILE_WIDTH * MAP_WIDTH * 0.5f),
OFFSET_Y + (TILE_HEIGHT * MAP_HEIGHT * 0.5f),
CHEST_EXIT, false);
}
else
currentMap->randomize(currentMap->getRoomType());
}
void WitchBlastGame::write(std::string str, int size, float x, float y, int align, sf::Color color, sf::RenderTarget* app, int xShadow = 0, int yShadow = 0)
{
myText.setString(str);
myText.setCharacterSize(size);
float xFont = x;
if (align == ALIGN_CENTER)
xFont = x - myText.getLocalBounds().width / 2;
if (xShadow != 0 && yShadow != 0)
{
myText.setPosition(xFont + xShadow, y + yShadow);
myText.setColor(sf::Color(0, 0, 0, 255));
app->draw(myText);
}
myText.setPosition(xFont, y);
myText.setColor(color);
app->draw(myText);
}
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); break;
case MONSTER_BLACK_RAT: new BlackRatEntity(xm, ym - 5); break;
case MONSTER_BAT: new BatEntity(xm, ym); break;
case MONSTER_EVIL_FLOWER: new EvilFlowerEntity(xm, ym - 2); break;
case MONSTER_SLIME: new SlimeEntity(xm, ym, SlimeTypeStandard, false); break;
case MONSTER_IMP_RED: new ImpEntity(xm, ym, ImpEntity::ImpTypeRed); break;
case MONSTER_IMP_BLUE: new ImpEntity(xm, ym, ImpEntity::ImpTypeBlue); break;
case MONSTER_SLIME_RED: new SlimeEntity(xm, ym, SlimeTypeRed, false); break;
case MONSTER_SLIME_BLUE: new SlimeEntity(xm, ym, SlimeTypeBlue, false); break;
case MONSTER_KING_RAT: new KingRatEntity(xm, ym); 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();
generateStandardRoom(level);
}
item_equip_enum WitchBlastGame::getRandomEquipItem(bool toSale = false)
{
std::vector<int> bonusSet;
int setSize = 0;
for (int i = 0; i < NUMBER_EQUIP_ITEMS; i++)
{
bool itemOk = true;
int eq = i + FirstEquipItem;
if (player->isEquiped(i)) itemOk = false;
// TODO item already in floor
if (itemOk && toSale && !items[eq].canBeSold) itemOk = false;
if (itemOk && !toSale && !items[eq].canBeFound) itemOk = false;
if (itemOk && items[eq].level > level) itemOk = false;
if (itemOk && items[eq].requirement >= FirstEquipItem
&& !player->isEquiped(items[eq].requirement - FirstEquipItem)) itemOk = false;
if (itemOk && player->getShotType(SPECIAL_SHOT_SLOTS_STANDARD) != ShotTypeStandard
&& (items[eq].specialShot != ShotTypeStandard && items[eq].level < 4))
itemOk = false;
if (itemOk)
{
int n = 0;
switch (items[eq].rarity)
{
case RarityCommon: n = 4; break;
case RarityUnommon: n = 2; break;
case RarityRare: n = 1; break;
}
for (int j = 0; j < n; j++)
{
bonusSet.push_back(i);
setSize++;
}
}
}
int bonusType = 0;
if (setSize > 0) bonusType = bonusSet[rand() % setSize];
return (item_equip_enum) bonusType;
}
void WitchBlastGame::verifyDoorUnlocking()
{
int collidingDirection = (player->getCollidingDirection());
if (collidingDirection > 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;
if (yt <= 1 && xt >= MAP_WIDTH / 2 - 1 && xt <= MAP_WIDTH / 2 + 1 && currentMap->hasNeighbourUp() == 2)
{
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)
{
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)
{
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)
{
doorEntity[3]->openDoor();
currentMap->setTile(MAP_WIDTH - 1, MAP_HEIGHT / 2, 0);
SoundManager::getSoundManager()->playSound(SOUND_DOOR_OPENING);
player->useBossKey();
bossRoomOpened = true;
}
}
}
void WitchBlastGame::playMusic(musicEnum musicChoice)
{
music.stop();
music.setLoop(true);
bool ok = false;
switch (musicChoice)
{
case MusicDungeon:
ok = music.openFromFile("media/sound/track00.ogg");
music.setVolume(75);
break;
case MusicEnding:
ok = music.openFromFile("media/sound/track_ending.ogg");
music.setVolume(35);
break;
case MusicBoss:
ok = music.openFromFile("media/sound/track_boss.ogg");
music.setVolume(90);
break;
case MusicIntro:
ok = music.openFromFile("media/sound/track_intro.ogg");
music.setVolume(90);
break;
}
if (ok)
music.play();
}
void WitchBlastGame::makeShake(float duration)
{
xGameState = xGameStateShake;
xGameTimer = duration;
}
void WitchBlastGame::saveGame()
{
if (player->getPlayerStatus() == PlayerEntity::playerStatusAcquire)
player->acquireItemAfterStance();
ofstream file(SAVE_FILE.c_str(), ios::out | ios::trunc);
int i, j, k, l;
if (file)
{
// version (for compatibility check)
file << SAVE_VERSION << std::endl;
time_t t = time(0); // get time now
struct tm * now = localtime( & t );
file << (now->tm_year + 1900) << '-';
if (now->tm_mon < 9) file << "0";
file << (now->tm_mon + 1) << '-';
if (now->tm_mday < 9) file << "0";
file << now->tm_mday
<< endl;
if (now->tm_hour <= 9) file << "0";
file << (now->tm_hour) << ':';
if (now->tm_min <= 9) file << "0";
file << (now->tm_min) << endl;
// floor
file << level << std::endl;
int nbRooms = 0;
for (j = 0; j < FLOOR_HEIGHT; j++)
{
for (i = 0; i < FLOOR_WIDTH; i++)
{
file << currentFloor->getRoom(i,j) << " ";
if (currentFloor->getRoom(i,j) > 0) nbRooms++;
}
file << std::endl;
}
// maps
saveMapItems();
file << nbRooms << std::endl;
for (j = 0; j < FLOOR_HEIGHT; j++)
{
for (i = 0; i < FLOOR_WIDTH; i++)
{
if (currentFloor->getRoom(i,j) > 0)
{
file << i << " " << j << " "
<< currentFloor->getMap(i, j)->getRoomType() << " "
<< currentFloor->getMap(i, j)->isKnown() << " "
<< currentFloor->getMap(i, j)->isVisited() << " "
<< currentFloor->getMap(i, j)->isCleared() << std::endl;
if (currentFloor->getMap(i, j)->isVisited())
{
for (l = 0; l < MAP_HEIGHT; l++)
{
for (k = 0; k < MAP_WIDTH; k++)
{
file << currentFloor->getMap(i, j)->getTile(k, l) << " ";
}
file << std::endl;
}
// items, etc...
std::list<DungeonMap::itemListElement> itemList = currentFloor->getMap(i, j)->getItemList();
file << itemList.size() << std::endl;
std::list<DungeonMap::itemListElement>::iterator it;
for (it = itemList.begin (); it != itemList.end ();)
{
DungeonMap::itemListElement ilm = *it;
it++;
file << ilm.type << " " << ilm.x << " " << ilm.y << " " << ilm.merch << std::endl;
}
// chests
std::list<DungeonMap::chestListElement> chestList = currentFloor->getMap(i, j)->getChestList();
file << chestList.size() << std::endl;
std::list<DungeonMap::chestListElement>::iterator itc;
for (itc = chestList.begin (); itc != chestList.end ();)
{
DungeonMap::chestListElement ilm = *itc;
itc++;
file << ilm.type << " " << ilm.x << " " << ilm.y << " " << ilm.state << std::endl;
}
// sprites
std::list<DungeonMap::spriteListElement> spriteList = currentFloor->getMap(i, j)->getSpriteList();
file << spriteList.size() << std::endl;
std::list<DungeonMap::spriteListElement>::iterator its;
for (its = spriteList.begin (); its != spriteList.end ();)
{
DungeonMap::spriteListElement ilm = *its;
its++;
file << ilm.type << " " << ilm.frame << " " << ilm.x << " " << ilm.y << " " << ilm.scale << std::endl;
}
}
}
}
file << std::endl;
}
// game
file << floorX << " " << floorY << std::endl;
file << bossRoomOpened << std::endl;
// boss door !
// player
file << player->getHp() << " " << player->getHpMax() << " " << player->getGold() << std::endl;
for (i = 0; i < NUMBER_EQUIP_ITEMS; i++) file << player->isEquiped(i) << " ";
file << std::endl;
file << player->getX() << " " << player->getY() << std::endl;
file << player->getShotIndex();
for (i = 0; i < SPECIAL_SHOT_SLOTS; i++) file << " " << player->getShotType(i);
file.close();
}
else
{
cerr << "[ERROR] Saving the game..." << endl;
}
}
bool WitchBlastGame::loadGame()
{
ifstream file(SAVE_FILE.c_str(), ios::in);
if (file)
{
int i, j, k, n;
// version
std::string v;
file >> v;
if (v != SAVE_VERSION)
{
file.close();
remove(SAVE_FILE.c_str());
return false;
}
// date an time
file >> v;
file >> v;
// floor
file >> level;
currentFloor = new GameFloor(level);
for (j = 0; j < FLOOR_HEIGHT; j++)
{
for (i = 0; i < FLOOR_WIDTH; i++)
{
int n;
file >> n;
currentFloor->setRoom(i, j, n);
}
}
// maps
int nbRooms;
file >> nbRooms;
for (k = 0; k < nbRooms; k++)
{
file >> i;
file >> j;
file >> n;
DungeonMap* iMap = new DungeonMap(currentFloor, i, j);
currentFloor->setMap(i, j, iMap);
iMap->setRoomType((roomTypeEnum)n);
bool flag;
file >> flag;
iMap->setKnown(flag);
file >> flag;
iMap->setVisited(flag);
file >> flag;
iMap->setCleared(flag);
if (iMap->isVisited())
{
for (j = 0; j < MAP_HEIGHT; j++)
{
for (i = 0; i < MAP_WIDTH; i++)
{
file >> n;
iMap->setTile(i, j, n);
}
}
// items int the map
file >> n;
for (i = 0; i < n; i++)
{
int t;
float x, y;
bool merc;
file >> t >> x >> y >> merc;
iMap->addItem(t, x, y, merc);
}
// chests in the map
file >> n;
for (i = 0; i < n; i++)
{
int t;
float x, y;
bool state;
file >> t >> x >> y >> state;
iMap->addChest(t, state, x, y);
}
// sprites in the map
file >> n;
for (i = 0; i < n; i++)
{
int t, f;
float x, y, scale;
file >> t >> f >> x >> y >> scale;
iMap->addSprite(t, f, x, y, scale);
}
}
}
// game
file >> floorX >> floorY;
currentMap = currentFloor->getMap(floorX, floorY);
file >> bossRoomOpened;
// player
int hp, hpMax, gold;
file >> hp >> hpMax >> gold;
player = new PlayerEntity(OFFSET_X + (TILE_WIDTH * MAP_WIDTH * 0.5f),
OFFSET_Y + (TILE_HEIGHT * MAP_HEIGHT * 0.5f));
player->setHp(hp);
player->setHpMax(hpMax);
player->setGold(gold);
for (i = 0; i < NUMBER_EQUIP_ITEMS; i++)
{
bool eq;
file >> eq;
player->setEquiped(i, eq);
}
float x, y;
file >> x >> y;
player->moveTo(x, y);
file >> n;
player->setShotIndex(n);
for (i = 0; i < SPECIAL_SHOT_SLOTS; i++)
{
file >> n;
player->setShotType(i, (enumShotType)n);
}
player->computePlayer();
file.close();
remove(SAVE_FILE.c_str());
}
else
{
return false;
}
return true;
}
WitchBlastGame::saveHeaderStruct WitchBlastGame::loadGameHeader()
{
saveHeaderStruct saveHeader;
saveHeader.ok = true;
ifstream file(SAVE_FILE.c_str(), ios::in);
if (file)
{
// version
std::string v;
file >> v;
if (v != SAVE_VERSION)
{
file.close();
remove(SAVE_FILE.c_str());
saveHeader.ok = false;
}
else
{
// date an time
file >> saveHeader.date;
file >> saveHeader.time;
// floor
file >> saveHeader.level;
}
}
else
{
saveHeader.ok = false;
}
return saveHeader;
}
void WitchBlastGame::addKey(int logicInput, std::string key)
{
int iKey = config.findInt(key);
if (iKey >= 0)
{
sf::Keyboard::Key k = (sf::Keyboard::Key)iKey;
input[logicInput] = k;
}
}
void WitchBlastGame::saveConfigurationToFile()
{
std::map<std::string, std::string> newMap;
// Keys
newMap["keyboard_move_up"] = intToString(input[KeyUp]);
newMap["keyboard_move_down"] = intToString(input[KeyDown]);
newMap["keyboard_move_left"] = intToString(input[KeyLeft]);
newMap["keyboard_move_right"] = intToString(input[KeyRight]);
newMap["keyboard_fire_up"] = intToString(input[KeyFireUp]);
newMap["keyboard_fire_down"] = intToString(input[KeyFireDown]);
newMap["keyboard_fire_left"] = intToString(input[KeyFireLeft]);
newMap["keyboard_fire_right"] = intToString(input[KeyFireRight]);
newMap["keyboard_fire"] = intToString(input[KeyFire]);
newMap["keyboard_time_control"] = intToString(input[KeyTimeControl]);
newMap["keyboard_fire_select"] = intToString(input[KeyFireSelect]);
config.saveToFile(CONFIG_FILE, newMap);
}
void WitchBlastGame::configureFromFile()
{
// default
input[KeyUp] = sf::Keyboard::Z;
input[KeyDown] = sf::Keyboard::S;
input[KeyLeft] = sf::Keyboard::Q;
input[KeyRight] = sf::Keyboard::D;
input[KeyFireUp] = sf::Keyboard::Up;
input[KeyFireDown] = sf::Keyboard::Down;
input[KeyFireLeft] = sf::Keyboard::Left;
input[KeyFireRight] = sf::Keyboard::Right;
input[KeyFire] = sf::Keyboard::Space;
input[KeyFireSelect] = sf::Keyboard::Tab;
input[KeyTimeControl] = sf::Keyboard::RShift;
// from file
addKey(KeyUp, "keyboard_move_up");
addKey(KeyDown, "keyboard_move_down");
addKey(KeyLeft, "keyboard_move_left");
addKey(KeyRight, "keyboard_move_right");
addKey(KeyFireUp, "keyboard_fire_up");
addKey(KeyFireDown, "keyboard_fire_down");
addKey(KeyFireLeft, "keyboard_fire_left");
addKey(KeyFireRight, "keyboard_fire_right");
addKey(KeyFire, "keyboard_fire");
addKey(KeyTimeControl, "keyboard_time_control");
addKey(KeyFireSelect, "keyboard_fire_select");
}
void WitchBlastGame::buildMenu()
{
menu.items.clear();
menu.redefineKey = false;
menu.age = 0.0f;
WitchBlastGame::saveHeaderStruct saveHeader = loadGameHeader();
if (saveHeader.ok)
{
menuItemStuct itemStart;
itemStart.label = "Start a new game";
itemStart.description = "Old game will be destroyed";
itemStart.id = MenuStartNew;
menu.items.push_back(itemStart);
menuItemStuct itemLoad;
itemStart.label = "Restore game";
std::ostringstream oss;
oss << saveHeader.date << " at " << saveHeader.time << " - level " << saveHeader.level;
itemStart.description = oss.str();
itemStart.id = MenuStartOld;
menu.items.push_back(itemStart);
menu.index = 1;
}
else
{
menuItemStuct itemStart;
itemStart.label = "Start a new game";
itemStart.description = "Begin your journey in a new dungeon";
itemStart.id = MenuStartNew;
menu.items.push_back(itemStart);
menu.index = 0;
}
menuItemStuct itemKeys;
itemKeys.label = "Configure keys";
itemKeys.description = "Redefine player's input";
itemKeys.id = MenuKeys;
menu.items.push_back(itemKeys);
menuItemStuct itemExit;
itemExit.label = "Exit game";
itemExit.description = "Return to the desktop";
itemExit.id = MenuExit;
menu.items.push_back(itemExit);
}
WitchBlastGame &game()
{
return *gameptr;
}
diff --git a/src/WitchBlastGame.h b/src/WitchBlastGame.h
index 1a6dcf2..163aa06 100644
--- a/src/WitchBlastGame.h
+++ b/src/WitchBlastGame.h
@@ -1,554 +1,561 @@
/** This file is part of Witch Blast.
*
* Witch Blast is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Witch Blast is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Witch Blast. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef WITCH_BLAST_GAME_H
#define WITCH_BLAST_GAME_H
#include "sfml_game/Game.h"
#include "sfml_game/TileMapEntity.h"
#include "PlayerEntity.h"
#include "EnnemyEntity.h"
#include "DoorEntity.h"
#include "GameFloor.h"
#include "Config.h"
const int ALIGN_LEFT = 0; /*!< Text alignment left */
const int ALIGN_RIGHT = 1; /*!< Text alignment right */
const int ALIGN_CENTER = 2; /*!< Text alignment centered */
unsigned const int NumberKeys = 11;
const std::string inputKeyString[NumberKeys] =
{
"move up",
"move down",
"move left",
"move right",
"fire up",
"fire down",
"fire left",
"fire right",
"fire select",
"time control",
"fire (one button)"
};
/*! \class WitchBlastGame
* \brief Main class of the game
*
* WitchBlastGame load the game ressources and do a large part of the game logic (game loop...),
* watches the input, manages the game states, ...
*/
class WitchBlastGame : public Game
{
public:
/*!
* \brief Constructor
*
* Constructor of the WitchBlastGame class.
*/
WitchBlastGame();
/*!
* \brief Destructor
*
* Destructor of the WitchBlastGame class.
*/
virtual ~WitchBlastGame();
/*!
* \brief Accessor on the current dungeon map
*
* Accessor on the current dungeon map (room).
*
* \return a pointer to the current dungeon map
*/
DungeonMap* getCurrentMap();
/*!
* \brief Accessor on the player
*
* Accessor on the player.
*
* \return a pointer to the player
*/
PlayerEntity* getPlayer();
/*!
* \brief Accessor on the player's position
*
* Accessor on the player's position.
*
* \return a Vector2D of the player's position
*/
Vector2D getPlayerPosition();
/*!
* \brief accessor on the level
*
* Accessor on the level.
*
* \return : the level
*/
int getLevel();
+ /*!
+ * \brief accessor on showLogical flag
+ * \return : the value of the flag
+ */
+ bool getShowLogical();
+
/*!
* \brief Start the game and the game loop
*
* This method starts the game and the game loop.
* The game loop watches the events, the inputs, update and draw the game elements.
*/
virtual void startGame();
/*!
* \brief Move the player to another map (room)
*
* Moves the player to another room of the dungeon.
* It's called when a player walk through an opened door.
*
* \param direction : direction of the new map. 4 = left, 8 = north, 6 = right, 2 = south
*/
void moveToOtherMap(int direction);
/*!
* \brief Closes the doors of the room
*
* Closes the doors of the room.
* It's called when the player enter in an area with monsters.
*/
void closeDoors();
/*!
* \brief Opens the doors of the room
*
* Opens the doors of the room.
* It's called when the player destroy the last monster of a room.
*/
void openDoors();
/*!
* \brief Count the enemies in the room
*
* Count the enemies in the room.
* It's called when the room is closed : 0 enemy = room is cleared and doors shall open.
*
* \return amount of enemies
*/
int getEnnemyCount();
/*!
* \brief Generates blood
*
* Generates blood, it's called when someone is hurt or dies.
*
* \param x : x position of the blood
* \param y : y position of the blood
* \param bloodColor : color of the blood (red; green, ...)
*/
void generateBlood(float x, float y, BaseCreatureEntity::enumBloodColor bloodColor);
/*!
* \brief Show a "popup" with artefact's description
*
* Show a "popup" with artefact's description.
* Artefact's description consists of zoomed picture of the item, name and description.
* It's called when a player get an equipment item.
*
* \param itemType : item identifier
*/
void showArtefactDescription(enumItemType itemType);
/*!
* \brief Make a "shake" effet
* \param duration : duration of the effect
*/
void makeShake(float duration);
void write(std::string str, int size, float x, float y, int align, sf::Color color, sf::RenderTarget* app, int xShadow, int yShadow);
/*!
* \brief Save the game
*
* Save the game to file : complete floor and maps, items and blood position, player current equipment and stats....
*/
void saveGame();
/*!
* \brief Load the game
*
* Load the game from file. After restoring the game, the file is destroy.
*
* \return true if succeeded
*/
bool loadGame();
struct saveHeaderStruct
{
bool ok; /**< Save game OK ? */
int level; /**< Level the save game */
std::string date; /**< Date of the save game */
std::string time; /**< Time of the save game */
};
/*!
* \brief Load the savegame data
* \return true if succeeded
*/
saveHeaderStruct loadGameHeader();
/*!
* \brief Returns a random equip object
*
* Returns a random equip object (not an object the player already possesses) .
* \param toSale : true if it's an item for sale
*
* \return the equipment item ID
*/
item_equip_enum getRandomEquipItem(bool toSale);
/*!
* \brief Adds monsters
*
* Adds monsters to the room in suitable places.
* \param monsterType : monster type
* \param amount : amount of monsters
*/
void findPlaceMonsters(monster_type_enum monsterType, int amount);
protected:
/*!
* \brief Rendering method
*
* Render all the game objects to the screen.
* Called in the game loop.
*/
virtual void onRender();
/*!
* \brief Update method
*
* Update all the game objects to the screen.
* Called in the game loop.
*/
virtual void onUpdate();
/*!
* \brief render the HUD for shot types
*
* Render the HUD for shot types.
* Display the available shot types and highlight the current one.
*
* \param app : Rendering target
*/
void renderHudShots(sf::RenderTarget* app);
private:
Config config;
float deltaTime;
// game logic / data
GameMap* miniMap; /*!< Pointer to the logical minimap */
DungeonMap* currentMap; /*!< Pointer to the logical current map */
GameFloor* currentFloor; /*!< Pointer to the logical floor (level) */
+ bool showLogical; /*!< True if showing bounding boxes, z and center */
// game play
int level; /*!< Level (floor) */
int floorX; /*!< X position of the room in the level */
int floorY; /*!< Y position of the room in the level */
bool roomClosed; /*!< True if the room is closed */
bool bossRoomOpened; /*!< True if the boss gate has been opened in this level */
bool isPausing; /*!< True if the game is currently pausing */
int firingDirection; /*!< Save the firing direction - for the "one button" gameplay */
bool isPlayerAlive; /*!< Dying sets this bool to false (trigger the ending music) */
bool monsterArray[MAP_WIDTH][MAP_HEIGHT]; /*!< use to remember if a case has a monster in monster spawn */
// game objects
PlayerEntity* player; /*!< Pointer to the player entity */
TileMapEntity* currentTileMap; /*!< TileMap of the room (main game board) */
GameMap* menuMap; /*!< TileMap of the menu background (logical) */
TileMapEntity* menuTileMap; /*!< TileMap of the menu background (graphical) */
// displaying objects
DoorEntity* doorEntity[4]; /*!< Pointers to the door graphical entity */
sf::Sprite keySprite; /*!< A simple sprite with the boss key (displayed on the HUD) */
sf::Sprite shotsSprite; /*!< A simple sprite for the available shot types (displayed on the HUD) */
sf::Font font; /*!< The font used for displaying text */
sf::Text myText; /*!< The text to be displayed */
sf::Music music; /*!< Current game music */
/** Music enum
* Identify the various music tracks of the game.
*/
enum musicEnum
{
MusicDungeon, /**< Main game music - played when playing the game */
MusicEnding, /**< Ending music - played when the player has died */
MusicBoss, /**< Boss music - for epic fights ! */
MusicIntro /**< Main menu music */
};
/** Game states enum
* Used for the different game states
*/
enum gameStateEnum
{
gameStateInit, /**< Game initialization */
gameStateMenu, /**< Menu */
gameStatePlaying, /**< Playing */
gameStateKeyConfig /**< Key config */
};
gameStateEnum gameState; /*!< Store the game state */
/** Special game states enum
* Used for effects such as fade in...
*/
enum xGameStateEnum
{
xGameStateNone, /**< No effect */
xGameStateFadeIn, /**< Fade in effect - usually when starting a level */
xGameStateFadeOut, /**< Fade out effect - usually when leaving a level */
xGameStateShake /**< Shake effect */
};
xGameStateEnum xGameState; /*!< Store the effect game state */
float xGameTimer; /*!< Effect game timer */
/** Input Keys enum
* Used for the input binding
*/
enum inputKeyEnum
{
KeyUp,
KeyDown,
KeyLeft,
KeyRight,
KeyFireUp,
KeyFireDown,
KeyFireLeft,
KeyFireRight,
KeyFireSelect,
KeyTimeControl,
KeyFire
};
sf::Keyboard::Key input[NumberKeys]; /*!< Input key array */
/*!
* \brief Starts the game
*
* Start a new game or load it from file.
*
* \param fromSaveFile : true if we want to try to load the game from a file
*/
void startNewGame(bool fromSaveFile);
/*!
* \brief Starts a new level
*
* Start a new level.
* Called for each level of the game.
*/
void startNewLevel();
/*!
* \brief Starts the level
*
* Starts the level.
* Called after loading the game or creating a new level.
*/
void playLevel();
/*!
* \brief Creates a level
*
* Creates a random level (a level is a floor that consists of rooms).
*/
void createFloor();
/*!
* \brief Create or refresh the room
*
* Create a room (if this is a new one) or refresh it.
* Called when the player changes room.
* Checks the visibility of the doors and close it if there are monsters.
* Loads the mas items and sprites.
*/
void refreshMap();
/*!
* \brief Refreshes the minimap
*
* Refresh the minimap.
* Called when the player changes room.
*/
void refreshMinimap();
/*!
* \brief Generates a room
*
* Generates a room.
* Called when the player moves to a room for the first time.
*/
void generateMap();
/*!
* \brief Generates a standard room
*
* Generates a standard room with monsters.
* Called during the generation when the map has no particular type.
*/
void generateStandardMap();
/*!
* \brief Checks if the room will be closed
*
* Checks if the room will be closed.
* Called when entering a room. If the room is not clear, closes the doors.
*/
void checkEntering();
/*!
* \brief Saves the map items
*
* Saves the map objects such as items, corpses, blood, chest.
* Called when leaving the door.
*/
void saveMapItems();
/*!
* \brief Initializes the monster array
*
* Initializes the monster array (to empty).
*/
void initMonsterArray();
/*!
* \brief Adds a monster
*
* Adds a monster to the room.
* \param monsterType : monster type
* \param xm : x position of the monster
* \param ym : y position of the monster
*/
void addMonster(monster_type_enum monsterType, float xm, float ym);
/*!
* \brief Checks if player opens a door
*
* Checks if player opens a door (collide with the door and gets the key).
* If positive, opens the door.
*/
void verifyDoorUnlocking();
/*!
* \brief Plays a music
*
* Plays a music.
*
* \param musicChoice : music track ID
*/
void playMusic(musicEnum musicChoice);
/*!
* \brief Add a key to the player input map from a string key (from file)
* \param logicInput : input function (move left, fire up, etc...)
* \param key : Key as string
*/
void addKey(int logicInput, std::string key);
/*!
* \brief Save configuration to "config.dat"
*/
void saveConfigurationToFile();
/*!
* \brief Configure with data from "config.dat"
*/
void configureFromFile();
/*!
* \brief Update the game
*/
void updateRunningGame();
/*!
* \brief Render the game
*/
void renderRunningGame();
/*!
* \brief Update the menu
*/
void updateMenu();
/*!
* \brief Render the menu
*/
void renderMenu();
/** Music enum
* Identify the various music tracks of the game.
*/
enum menuItemEnum
{
MenuStartNew, /**< When starting the game */
MenuStartOld, /**< When restoring the game */
MenuKeys, /**< When configuring keys */
MenuExit /**< When exiting the game */
};
/*!
* \brief Menu item structure
*/
struct menuItemStuct
{
menuItemEnum id; /**< Id of the action */
std::string label; /**< Label of the menu item */
std::string description; /**< Description of the menu item */
};
/*!
* \brief Menu structure
*/
struct menuStuct
{
std::vector<menuItemStuct> items; /**< Menu items */
unsigned int index; /**< Position int the menu */
bool redefineKey; /**< true when configuring input */
unsigned int keyIndex; /**< Position int the key configuration */
float age; /**< Age of the menu */
};
menuStuct menu;
/*!
* \brief Build the menu items
*/
void buildMenu();
/*!
* \brief Switch to the menu
*/
void switchToMenu();
};
/*!
* \brief Returns the game reference
*
* Returns the game reference.
*
* \return a reference to the game
*/
WitchBlastGame& game();
#endif // WITCH_BLAST_GAME_H

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