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diff --git a/README.md b/README.md
index 86dba79..7bade12 100644
--- a/README.md
+++ b/README.md
@@ -1,55 +1,59 @@
[![devcarpet](https://devcarpet.net/images/dc_black.png)](https://devcarpet.net)[![Build Status](https://travis-ci.org/deerportal/deerportal.svg?branch=master)](https://travis-ci.org/deerportal/deerportal) [![Build Status](https://semaphoreci.com/api/v1/bluszcz/deerportal/branches/master/badge.svg)](https://semaphoreci.com/bluszcz/deerportal) [![Build Status](https://snap-ci.com/deerportal/deerportal/branch/master/build_image)](https://snap-ci.com/deerportal/deerportal/branch/master)
presents
Deerportal
-----------
![DeerPortal Game play](https://bluszcz.net/projects/games/deerportal/selection_754.png/@@images/image.png)
Deerportal is a open source hybrid game which utilize board and card games mechanisms. World of the game is driven by four classical elemets along with Almighty Deer God.
Homepage: https://devcarpet.net/deerportal/
Collect the diamonds, execute actions on cards and survive the chaos of nature! Compete against 3 other players.
Features
--------
* 4 players mode
* changing seasons
* open source (zlib / cc-by 4.0)
SFML, Linux, OSX, Windows.
Installation
------------
------------
Ubuntu Trusty
-------------
```
$ sudo apt-get install libsfml-devl
$ git clone https://github.com/deerportal/deerportal.git
$ cd deerportal
$ qmake -makefile pagan_board.pro
$ make
$ make install
$ ../build_release_pagan_board/pagan_board
```
Download
--------
In our [releases](https://github.com/deerportal/deerportal/releases) section we are providing compiled binaries for Ubuntu (Trusty, Xenial) and Windows.
Development windows builds
--------------------------
-Following has been created using our Jenkins based Continous Integration,
+Following doxygen api docs has been created using our Jenkins based Continous Integration:
* https://devcarpet.net/deerportal/downloads/windows/
-**Developed with [Devcarpet](https://devcarpet.net) platform.**
+Developer documentation
+-----------------------
+
+https://devcarpet.net/deerportal/downloads/docs/html/
+**Developed with [Devcarpet](https://devcarpet.net) platform.**
diff --git a/card.h b/card.h
index bb5c823..cb805f7 100644
--- a/card.h
+++ b/card.h
@@ -1,36 +1,39 @@
#ifndef CARD_H
#define CARD_H
#include <string>
#include <array>
namespace efc {
const static std::array<std::string, 4> cardsTypes = {
{"stop", "card", "diamond", "diamond x 2"}
};
const static std::array<std::array<std::string,4>,4> cardsTitles = {
{{{"stop", "card", "diamond", "diamond x 2"}},
{{"stop", "card", "diamond", "diamond x 2"}},
{{"stop", "card", "diamond", "diamond x 2"}},
{{"stop", "card", "diamond", "diamond x 2"}}}
};
}
+/*!
+ * \brief The Card definition
+ */
class Card
{
public:
Card();
int id;
int elementNumber; //location
int amount;
std::string cardType;
// Card type from the cardsTypes
int cardTypeInt;
// Title of the card, will be presented at the bottom of the card
std::string cardTitle;
};
#endif // CARD_H
diff --git a/character.h b/character.h
index e225e68..0796622 100644
--- a/character.h
+++ b/character.h
@@ -1,62 +1,65 @@
#ifndef CHARACTER_H
#define CHARACTER_H
#include <random>
#include <iostream>
#include "data.h"
#include "textureholder.h"
#include "animatedsprite.h"
#include "tilemap.h"
#include "elem.h"
+/*!
+ * \brief The Character class
+ */
class Character: public Elem
{
public:
Character(TextureHolder *textures, int playerNumber);
TextureHolder *textures;
Animation walkingAnimationDown;
Animation walkingAnimationUp;
Animation walkingAnimationLeft;
Animation walkingAnimationRight;
Animation animations[4];
Animation* currentAnimation;
int currentAnimationIndex;
sf::Sprite leftChar;
sf::Sprite rightChar;
AnimatedSprite animatedSprite;
sf::FloatRect getLocalBounds() const;
sf::FloatRect getGlobalBounds() const;
void setDirUp();
void setDirDown();
void setDirLeft();
void setDirRight();
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
void update(sf::Time deltaTime);
void play();
void setDir();
void setDir(int direction);
void setDirIndex(int direction);
float nextRedirect;
std::array<int,2> getMovements(int howFar);
int diceResult;
sf::RectangleShape rectangleLeft;
sf::RectangleShape rectangleRight;
int moveLeft;
int moveRight;
bool active;
bool drawMovements;
void setBoardPosition(int playerNumber);
};
#endif // CHARACTER_H
diff --git a/deerportal.pro b/deerportal.pro
index 0ffe09f..57520f3 100644
--- a/deerportal.pro
+++ b/deerportal.pro
@@ -1,100 +1,98 @@
TEMPLATE = app
CONFIG += console
CONFIG += release
CONFIG -= app_bundle
CONFIG -= qt
CONFIG += c++11
SOURCES += main.cpp \
game.cpp \
tilemap.cpp \
selector.cpp \
playerhud.cpp \
boardelem.cpp \
boardelems.cpp \
textureholder.cpp \
hover.cpp \
guiwindow.cpp \
- purchaseguielem.cpp \
rounddice.cpp \
guirounddice.cpp \
grouphud.cpp \
animation.cpp \
animatedsprite.cpp \
character.cpp \
data.cpp \
rotateelem.cpp \
boarddiamond.cpp \
boarddiamondseq.cpp \
elem.cpp \
soundfx.cpp \
card.cpp \
pile.cpp \
cardslist.cpp \
command.cpp \
cardsdeck.cpp \
particlesystem.cpp \
calendar.cpp \
bubble.cpp
LIBS += -lsfml-window -lsfml-system -lsfml-graphics -lsfml-audio
DESTDIR = debian/deerportal/opt/deerportal/
assets.path = /opt/deerportal/assets
assets.files = assets/*
startfile.path = /opt/deerportal/
startfile.files = DeerPortal.sh
desktop.path = /usr/share/applications
desktop.files = deerportal.desktop
icon.path = /usr/share/icons/hicolor/512x512/apps
icon.files = assets/img/deerportal.png
INSTALLS += assets
INSTALLS += desktop
INSTALLS += icon
INSTALLS += startfile
HEADERS += \
game.h \
tilemap.h \
selector.h \
playerhud.h \
boardelem.h \
boardelems.h \
textureholder.h \
hover.h \
guiwindow.h \
- purchaseguielem.h \
elemsdescription.h \
rounddice.h \
guirounddice.h \
grouphud.h \
data.h \
animation.h \
animatedsprite.h \
character.h \
rotateelem.h \
boarddiamond.h \
boarddiamondseq.h \
elem.h \
soundfx.h \
card.h \
pile.h \
cardslist.h \
command.h \
cardsdeck.h \
calendar.h \
particle.h \
bubble.h
OTHER_FILES += \
CREDITS.md
QMAKE_CXXFLAGS += -std=gnu++0x -Wpedantic
CONFIG += c++11
diff --git a/deerportal_windows.pro b/deerportal_windows.pro
index 8026867..b3b088f 100644
--- a/deerportal_windows.pro
+++ b/deerportal_windows.pro
@@ -1,97 +1,95 @@
TEMPLATE = app
CONFIG -= app_bundle
CONFIG -= qt
CONFIG += c++11
SOURCES += main.cpp \
game.cpp \
tilemap.cpp \
selector.cpp \
playerhud.cpp \
boardelem.cpp \
boardelems.cpp \
textureholder.cpp \
hover.cpp \
guiwindow.cpp \
- purchaseguielem.cpp \
rounddice.cpp \
guirounddice.cpp \
grouphud.cpp \
animation.cpp \
animatedsprite.cpp \
character.cpp \
data.cpp \
rotateelem.cpp \
boarddiamond.cpp \
boarddiamondseq.cpp \
elem.cpp \
soundfx.cpp \
card.cpp \
pile.cpp \
cardslist.cpp \
command.cpp \
cardsdeck.cpp \
particlesystem.cpp \
calendar.cpp \
bubble.cpp
#LIBS += -lsfml-window -lsfml-system -lsfml-graphics -lsfml-audio
DESTDIR = builds/build_release_deerportal_win32
LIBS += -lsfml-system-s -lsfml-window-s -lsfml-graphics-s -lsfml-audio-s -ljpeg -ljpeg -lglew32 -lfreetype -lgdi32 -lopengl32 -lwinmm -lbz2 -lpng -lOpenAL32 -lFLAC -lharfbuzz -lglib-2.0 -lintl -liconv -lgio-2.0 -lmingw32 -lm -luser32 -lgdi32 -lkernel32 -luser32 -lgdi32 -lwinspool -lshell32 -lwinmm -ldxguid -ltiff -llzma -ljpeg -lz -lGLEW -lopengl32 -lgmp -lnettle -lws2_32 -lsndfile -lwinpthread -lpthread -lole32 -lvorbisfile -lvorbisenc -lvorbis -logg -lsfml-system-s -lm -ldinput8 -ldxguid -ldxerr8 -luser32 -lgdi32 -lwinmm -limm32 -lole32 -loleaut32 -lshell32 -lversion -luuid
DEFINES += "SFML_STATIC" "GLEW_STATIC=1" "AL_LIBTYPE_STATIC=1"
INCLUDEPATH += .
LIBPATH += ~/opt/mxe/usr/i686-w64-mingw32.static/lib/ ~/opt/mxe/usr/lib/gcc/i686-w64-mingw32.static/4.9.3/
assets.path = $${DESTDIR}/assets/
assets.files = assets/*
INSTALLS += assets
HEADERS += \
game.h \
tilemap.h \
selector.h \
playerhud.h \
boardelem.h \
boardelems.h \
textureholder.h \
hover.h \
guiwindow.h \
- purchaseguielem.h \
elemsdescription.h \
rounddice.h \
guirounddice.h \
grouphud.h \
data.h \
animation.h \
animatedsprite.h \
character.h \
rotateelem.h \
boarddiamond.h \
boarddiamondseq.h \
elem.h \
soundfx.h \
card.h \
pile.h \
cardslist.h \
command.h \
cardsdeck.h \
calendar.h \
particle.h \
bubble.cpp
OTHER_FILES += \
CREDITS.md
QMAKE_CXXFLAGS += -std=gnu++0x -Wpedantic
DISTFILES += \
assets/shaders/blur.frag \
assets/shaders/pixelate.frag \
assets/shaders/dark.frag
QMAKE_CXXFLAGS += -std=gnu++0x -Wpedantic -mwindows
QMAKE_LFLAGS = -static -static-libgcc -static-libstdc++ -mwindows
TARGET = "Deer Portal"
win32:RC_ICONS += windows.ico
win32:RC_FILE += DeerPortal.rc
diff --git a/game.cpp b/game.cpp
index 5f629f9..7b36df1 100644
--- a/game.cpp
+++ b/game.cpp
@@ -1,935 +1,958 @@
#include "game.h"
#include "particle.h"
#include "calendar.h"
namespace efc {
int initScreenX = 1360;
int initScreenY = 768;
int currentSeason = 1;
int month = 0;
struct ResultTable
{
int playerNumber;
int playerResult;
ResultTable(int number,int result) : playerNumber(number), playerResult(result) {}
bool operator < (const ResultTable& otherResult) const
{
return (playerResult > otherResult.playerResult);
}
};
void Game::setTxtEndGameAmount(){
std::string elementNames[4] = {"Water","Earth", "Fire", "Air"};
int width=1360;
// int height = 768;
int separator = 40;
std::array<ResultTable, 4> results = {
{
ResultTable(0,players[0].cash),
ResultTable(1,players[1].cash),
ResultTable(2,players[2].cash),
ResultTable(3,players[3].cash)
}
};
// std::array <int, 4> results = {{players[0].cash,players[1].cash,players[2].cash,players[3].cash}};
std::vector < ResultTable > resultsVector;
for (int i=0;i<4;i++)
{
resultsVector.push_back(results[i]);
};
std::sort(resultsVector.begin(), resultsVector.end());
for (int i=0;i<4;i++)
{
int playerNumber = resultsVector[i].playerNumber;
std::string elementName = elementNames[playerNumber];
std::string label = elementName+ " " + std::to_string(players[playerNumber].cash);
endGameTxtAmount[i].setString(label);
sf::FloatRect ss = endGameTxtAmount[i].getLocalBounds();
endGameTxtAmount[i].setPosition((width/2)-(ss.width/2),separator+(i*separator));
// std::string label = elementNames[i]+ " " + std::to_string(players[i].cash);
// endGameTxtAmount[i].setString(label);
// sf::FloatRect ss = endGameTxtAmount[i].getLocalBounds();
// endGameTxtAmount[i].setPosition((width/2)-(ss.width/2),separator+(i*separator));
}
}
void Game::initBoard()
{
time_t t = time(0);
struct tm * now = localtime( & t );
int month = now->tm_mon + 1;
int day = now->tm_mday;
paganHolidayString = getHoliday(month, day);
// std::cout << "HOLIDAY"<< paganHolidayString << std::endl;
paganHolidayTxt.setString(paganHolidayString);
sfxClick.setBuffer(sfxClickBuffer);
sfxDone.setBuffer(sfxDoneBuffer);
// spriteBackground.setTexture(textureBackground);
spriteBackgroundDark.setTexture(textures.backgroundDark);
spriteBackgroundDark.setPosition(0,0);
// gameBackground.setTexture(textures.textureGameBackground);
spriteLestBegin.setTexture(textures.textureLetsBegin);
viewTiles.setViewport(sf::FloatRect(0.15f,0.1f, 1.0f, 1.0f));
viewGui.setViewport(sf::FloatRect(0.806f,0.066f, 1, 1));
groupHud.setFont(&gameFont);
groupHud.setSeason(currentSeason);
groupHud.setRoundName(roundNumber);
// sf::IntRect seasonsRect[4] = {sf::IntRect(0,0,255,255), sf::IntRect(256,0,512,255), sf::IntRect(0,255, 255, 512), sf::IntRect(255,255,512, 512)};
// sf::Sprite season1;
// season1.setTexture(textures.textureSeasons);
// season1.setTextureRect(seasonsRect[0]);
// season1.setPosition(0,400);
// season1.scale(sf::Vector2f(0.25f, 0.25f));
// season1.move(37.5, 30.5);
// season1.setColor(sf::Color(0,255,0,80));
// seasons[0] = season1;
// sf::Sprite season2;
// season2.setTexture(textures.textureSeasons);
// season2.setTextureRect(seasonsRect[1]);
// season2.setPosition(0,400);
// season2.scale(sf::Vector2f(0.25f, 0.25f));
// season2.move(37.5, 30.5);
// season2.setColor(sf::Color(200,200,50,80));
// seasons[1] = season2;
// sf::Sprite season3;
// season3.setTexture(textures.textureSeasons);
// season3.setTextureRect(seasonsRect[2]);
// season3.setPosition(0,400);
// season3.scale(sf::Vector2f(0.25f, 0.25f));
// season3.move(37.5, 30.5);
// season3.setColor(sf::Color(90,90,255,80));
// seasons[2] = season3;
// sf::Sprite season4;
// season4.setTexture(textures.textureSeasons);
// season4.setTextureRect(seasonsRect[3]);
// season4.setPosition(0,400);
// season4.scale(sf::Vector2f(0.25f, 0.25f));
// season4.move(37.5, 30.5);
// season4.setColor(sf::Color(255,0,0,80));
// seasons[3] = season4;
// Initialization of the players
cardsDeck.setFonts(&gameFont);
restartGame();
for (int i=0;i<4;i++)
{
endGameTxtAmount[i].setFont(gameFont);
endGameTxtAmount[i].setCharacterSize(25);
}
endGameTxt.setFont(gameFont);
endGameTxt.setString("Game Over");
endGameTxt.setCharacterSize(30);
sf::FloatRect ss = endGameTxt.getLocalBounds();
endGameTxt.setPosition((1360/2)-(ss.width/2),0);
setTxtEndGameAmount();
bubble.setPosition(players[turn].characters[0].getPosition().x-30,
players[turn].characters[0].getPosition().y-45);
// endGameTxt.set
// endGameTxt.setScale(2,2);
}
void Game::restartGame()
{
PlayerHud playerHud1(&textures, &gameFont,0);
PlayerHud playerHud2(&textures, &gameFont,1);
PlayerHud playerHud3(&textures, &gameFont,2);
PlayerHud playerHud4(&textures, &gameFont,3);
players[0] = playerHud1;
players[1] = playerHud2;
players[3] = playerHud3;
players[2] = playerHud4;
players[0].setActive(true);
setCurrentNeighbours();
diceResultPlayer = 6;
players[turn].characters[0].diceResult = diceResultPlayer;
roundDice.setColor(turn);
for (int i=0;i<4;i++)
{
players[i].restartPlayer();
boardDiamonds.reorder(i);
}
turn = 0;
currentSeason = 1;
month = 0;
cardsDeck.reloadCards();
+ deerModeActive = false;
+ deerModeCounter = 16;
}
void Game::setCurrentNeighbours ()
{
currentNeighbours = players[turn].getNeighbours();
}
void Game::loadAssets()
{
if (!gameFont.loadFromFile("assets/fnt/metal-mania.regular.ttf"))
{
std::exit(1);
}
if (!menuFont.loadFromFile("assets/fnt/metal-macabre.regular.ttf"))
{
std::exit(1);
}
if (!shaderBlur.loadFromFile("assets/shaders/blur.frag", sf::Shader::Fragment))
std::exit(1);
if (!shaderPixel.loadFromFile("assets/shaders/pixelate.frag", sf::Shader::Fragment))
std::exit(1);
if (!shaderDark.loadFromFile("assets/shaders/dark.frag", sf::Shader::Fragment))
std::exit(1);
if (!textureBackgroundArt.loadFromFile("assets/img/background_land.png"))
std::exit(1);
if (!musicGame.openFromFile("assets/audio/game.ogg"))
std::exit(1);
// if (!musicBackground.openFromFile("assets/audio/wind2.ogg"))
// std::exit(1);
if (!musicMenu.openFromFile("assets/audio/menu.ogg"))
std::exit(1);
if (!sfxClickBuffer.loadFromFile("assets/audio/click.ogg"))
std::exit(1);
if (!sfxDoneBuffer.loadFromFile("assets/audio/done.ogg"))
std::exit(1);
// if (!textureBackground.loadFromFile("assets/img/background.png"))
// std::exit(1);
spriteBackgroundArt.setTexture(textureBackgroundArt);
menuTxt.setFont(gameFont);
menuTxt.setCharacterSize(60);
menuTxt.setString(gameTitle);
int width = menuTxt.getLocalBounds().width;
int height = menuTxt.getLocalBounds().height;
menuTxt.setPosition(1050-(width/2),750-(height/2)-150);
menuTxt.setColor(sf::Color(255, 255, 255, 85));
cardsDeck.setFonts(&gameFont);
paganHolidayTxt.setFont(gameFont);
paganHolidayTxt.setCharacterSize(20);
paganHolidayTxt.setPosition(20,20);
for (int i=0;i<4;i++)
{
playersSprites[i].setTexture(textureBackgroundArt);
playersSprites[i].setTextureRect(sf::IntRect(playersSpritesCords[i][0],
playersSpritesCords[i][1], 280, 280));
playersSprites[i].setPosition(playersSpritesCords[i][0], playersSpritesCords[i][1]);
}
}
void Game::showMenu()
{
// musicBackgroun/*d*/.play();
// musicBackground.setLoop(true);
// menuBackground.setTexture(textures.textureMenu);
// musicBackground.setVolume(7);
musicMenu.play();
musicMenu.setLoop(true);
currentState = state_menu;
}
void Game::hideMenu()
{
musicMenu.stop();
}
void Game::showGameBoard()
{
// musicGame.setVolume(20);
musicGame.play();
musicGame.setLoop(true);
sfx.playLetsBegin();
// std::cout << "lets begin" << std::endl;
currentState = state_lets_begin;
}
void Game::endGame()
{
currentState = state_end_game;
downTimeCounter = 0;
setTxtEndGameAmount();
// musicBackground.stop();
}
void Game::handleLeftClick(sf::Vector2f pos,sf::Vector2f posFull, int mousePos) {
if (currentState==state_game)
{
std::array<int,2> movements = players[turn].getMovements(diceResultPlayer);
if ((mousePos==movements[0]) || (mousePos==movements[1]))
{
players[turn].setFigurePos(mousePos);
commandManager.processField(mousePos);
const int *possibleExit = std::find(std::begin(efc::endPlayers),
std::end(efc::endPlayers), mousePos);
if (possibleExit != efc::endPlayers+4) {
players[turn].done=true;
if (numberFinishedPlayers == 0)
{
startDeerMode();
}
numberFinishedPlayers += 1;
if (numberFinishedPlayers > 3)
endGame();
} else {
// std::cerr << "Not found" << std::endl;
}
nextPlayer();
}
// std::string resultCommand = players[turn].getElem(posGui);
// command(resultCommand);
// commandManager.processGui(posGui);
}
else if (currentState==state_roll_dice)
{
sf::IntRect diceRect(roundDice.spriteDice.getGlobalBounds());
if (diceRect.intersects(sf::IntRect(posFull.x, posFull.y, 1, 1)))
{
diceResultPlayer = roundDice.throwDiceSix();
players[turn].characters[0].diceResult=diceResultPlayer;
currentState = state_game;
bubble.state = BubbleState::MOVE;
nextRotateElem.reset();
prevRotateElem.reset();
}
}
if (currentState==state_menu)
{
downTimeCounter = 0;
// std::cout << " AA " <<downTimeCounter << std::endl;
hideMenu();
showGameBoard();
}
if (currentState==state_gui_end_round)
{
std::string resultCommand = guiRoundDice.getElem(pos);
command(resultCommand);
}
if (currentState==state_lets_begin)
{
if (downTimeCounter>1)
{
currentState = state_roll_dice;
}
}
if (currentState==state_end_game)
{
if (downTimeCounter>2)
{
currentState = state_menu;
restartGame();
}
}
}
void Game::hideGameBoard()
{
musicGame.play();
}
Game::Game():
screenSize(efc::initScreenX,efc::initScreenY),
viewFull(sf::FloatRect(00, 00, screenSize.x, screenSize.y)),
viewGui(sf::FloatRect(00, 00, screenSize.x, screenSize.y)),
viewTiles(sf::FloatRect(0, 0, 1360, 768)),
selector(efc::TILE_SIZE),
character(&textures, 3),
gameTitle("deerportal"),
roundDice(players),
roundNumber(1),
guiRoundDice(&textures),
boardDiamonds(&textures),
window(sf::VideoMode(efc::initScreenX, efc::initScreenY), "Deerportal - game about how human can be upgraded to the Deer"),
turn(0),
particleSystem( 430, 230),
commandManager(*this),
cardsDeck(&textures, &menuFont,&commandManager),
deerModeCounter(4),
deerModeActive(false)
{
// TODO: perhaps get rid of the particles at all...
particleSystem.setDissolve( true );
particleSystem.setDissolutionRate( 10 );
particleSystem.setShape( Shape::CIRCLE );
particleSystem.fuel( 1000 );
playersSpritesCords[0][0] = 202;
playersSpritesCords[0][1] = 76;
playersSpritesCords[1][0] = 562;
playersSpritesCords[1][1] = 76;
playersSpritesCords[3][0] = 202;
playersSpritesCords[3][1] = 436;
playersSpritesCords[2][0] = 562;
playersSpritesCords[2][1] = 436;
textLoading.setString("loading...");
textLoading.setFont(menuFont);
textLoading.setPosition(200,200);
textLoading.setColor(sf::Color::White);
textLoading.setCharacterSize(10);
renderTexture.create(1360,768);
renderTexture.clear(sf::Color::White);
renderTexture.draw(textLoading);
renderTexture.display();
renderSprite.setTexture(renderTexture.getTexture());
numberFinishedPlayers = 0;
sf::Clock frameClock;
guiRoundDice.active = true;
showPlayerBoardElems = false;
window.setVerticalSyncEnabled(true);
std::srand (time(NULL));
window.clear(sf::Color(55,55,55));
renderTexture.draw(textLoading);
window.display();
loadAssets();
textLoading.setFont(menuFont);
textLoading.setPosition(200,200);
textLoading.setColor(sf::Color::White);
textLoading.setCharacterSize(10);
renderTexture.clear(sf::Color::Black);
renderTexture.draw(textLoading);
window.display();
initBoard();
renderTexture.clear(sf::Color::Black);
renderTexture.draw(textLoading);
renderTexture.display();
showMenu();
// currentState = state_end_game; //TODO: hacky debug hy
// run the main loop
while (window.isOpen())
{
sf::Time frameTime = frameClock.restart();
// handle events
sf::Event event;
float xpos = 320.0f;
float ypos = 240.0f;
float xgrv = 0.0f;
float ygrv = 0.0f;
while (window.pollEvent(event))
{
switch (event.type) {
case sf::Event::Closed:
window.close(); break;
case sf::Event::KeyPressed:
if(event.key.code == sf::Keyboard::Escape )
window.close();
if( sf::Keyboard::isKeyPressed( sf::Keyboard::Space ) )
particleSystem.fuel( 200/* * window.getFrameTime() */);
if( sf::Keyboard::isKeyPressed( sf::Keyboard::A ) )
particleSystem.setPosition( --xpos, ypos );
if( sf::Keyboard::isKeyPressed( sf::Keyboard::D ) )
particleSystem.setPosition( ++xpos, ypos );
if( sf::Keyboard::isKeyPressed( sf::Keyboard::W ) )
particleSystem.setPosition( xpos, --ypos );
if( sf::Keyboard::isKeyPressed( sf::Keyboard::S ) )
particleSystem.setPosition( xpos, ++ypos );
if( sf::Keyboard::isKeyPressed( sf::Keyboard::Left ) )
particleSystem.setGravity( --xgrv * 0.1f, ygrv * 0.1f);
if( sf::Keyboard::isKeyPressed( sf::Keyboard::Right ) )
particleSystem.setGravity( ++xgrv * 0.1f, ygrv * 0.1f );
if( sf::Keyboard::isKeyPressed( sf::Keyboard::Up ) )
particleSystem.setGravity( xgrv * 0.1f, --ygrv * 0.1f );
if( sf::Keyboard::isKeyPressed( sf::Keyboard::Down ) )
particleSystem.setGravity( xgrv * 0.1f, ++ygrv * 0.1f );
if( sf::Keyboard::isKeyPressed( sf::Keyboard::G ) )
particleSystem.setGravity( 0.0f, 0.0f );
if( sf::Keyboard::isKeyPressed( sf::Keyboard::P ) )
particleSystem.setPosition( 320.0f, 240.0f );
break;
default:
break;
}
sf::Vector2i localPositionTmp = sf::Mouse::getPosition(window);
sf::Vector2f localPosition = window.mapPixelToCoords(localPositionTmp,viewTiles);
// sf::Vector2f localPositionGui = window.mapPixelToCoords(localPositionTmp,viewGui);
sf::Vector2f localPositionFull = window.mapPixelToCoords(localPositionTmp,viewFull);
int mousePosX = (int)localPosition.x / efc::TILE_SIZE;
int mousePosY = (int)localPosition.y / efc::TILE_SIZE;
int mousePos = efc::transCords(sf::Vector2i(mousePosX, mousePosY));
if(event.type == sf::Event::Closed)
window.close();
// Showing mouse hover
if (currentState==state_game)
{
if ((localPosition.x>efc::TILE_SIZE*efc::BOARD_SIZE) || (localPosition.x<0) || (localPosition.y>efc::TILE_SIZE*efc::BOARD_SIZE) || (localPosition.y<0))
{
showPlayerBoardElems = false;
} else {
showPlayerBoardElems = true;
}
}
if ((localPosition.x>=0) && (localPosition.y>=0) && (localPosition.x<=efc::BOARD_SIZE*efc::TILE_SIZE) && (localPosition.y<=efc::BOARD_SIZE*efc::TILE_SIZE))
{
selector.setPosition((int) (localPosition.x / efc::TILE_SIZE)*efc::TILE_SIZE, ((int) localPosition.y / efc::TILE_SIZE)*efc::TILE_SIZE);
}
/*!
* Handling mouse click
*/
if (event.type == sf::Event::MouseButtonReleased)
{
if (event.mouseButton.button == sf::Mouse::Left)
handleLeftClick(localPosition,
localPositionFull, mousePos);
}
}
update(frameTime);
render(frameTime.asSeconds());
}
}
void Game::update(sf::Time frameTime) {
runningCounter += frameTime.asSeconds();
if (currentState==state_game)
{
std::array<int,2> currentMovements = players[turn].getMovements(diceResultPlayer);
if (currentMovements[0]>-1)
{
prevRotateElem.spriteRotate.setPosition(players[turn].characters[0].leftChar.getPosition());
prevRotateElem.spriteRotate.move(10,20);
// Modificator to fit on the bigger view
prevRotateElem.spriteRotate.move(-202,-76);
prevRotateElem.update(frameTime);
- prevRotateElem.setColor(turn);
+ prevRotateElem.setColor();
}
if (currentMovements[1]>-1)
{
nextRotateElem.spriteRotate.setPosition(players[turn].characters[0].rightChar.getPosition());
nextRotateElem.spriteRotate.move(10,20);
// Modificator to fit on the bigger view
nextRotateElem.spriteRotate.move(-202,-76);
nextRotateElem.update(frameTime);
- nextRotateElem.setColor(turn);
+ nextRotateElem.setColor();
}
}
cardsDeck.update(frameTime);
for (int i=0;i<4;i++)
{
players[i].play();
players[i].update(frameTime);
}
if (currentState==state_lets_begin)
{
downTimeCounter += frameTime.asSeconds();
spriteLestBegin.setColor(sf::Color(255,255,255,255-(downTimeCounter*35)));
if (downTimeCounter>5)
{
currentState = state_roll_dice;
bubble.state = BubbleState::DICE;
}
}
if (currentState==state_end_game)
{
downTimeCounter += frameTime.asSeconds();
}
bubble.update(frameTime);
}
void Game::nextRound() {
turn = 0;
// std::string result = roundDice.drawRound();
roundNumber += 1;
month++;
if (month==13)
month=1;
if (month%4==0)
currentSeason++;
if (currentSeason>3)
currentSeason=0;
if (players[turn].done==true)
nextPlayer();
}
void Game::nextPlayer(){
if (currentState==state_end_game)
{
return;
}
if (numberFinishedPlayers==4)
{
// std::cout << "Everybody Finished!!!" << std::endl;
endGame();
}
if (turn<4)
players[turn].updatePlayer();
else
nextRound();
turn++;
+ if (deerModeActive)
+ {
+ deerModeCounter -= 1;
+
+ }
+
+ if (deerModeCounter==0)
+ {
+ endGame();
+ }
+
if ((players[turn].done==true) && (turn<4))
{
// std::cout << "Player " << turn << " is done" << std::endl;
nextPlayer();
}
if ((turn==4) || (turn>4))
{
nextRound();
}
if (players[turn].frozenLeft>0)
{
players[turn].frozenLeft -= 1;
nextPlayer();
}
selector.changeColor(turn);
for (int i=0;i<4;i++)
{
if (i==turn)
{
players[i].setActive(true);
currentNeighbours = players[i].getNeighbours();
}
else
players[i].setActive(false);
}
sfxClick.play();
diceResultPlayer = 6;
roundDice.setDiceTexture(diceResultPlayer);
players[turn].characters[0].diceResult = diceResultPlayer;
groupHud.setRoundName(roundNumber);
- groupHud.setSeason(currentSeason);
- groupHud.setMonthName(month%4);
+ if (deerModeActive==false)
+ {
+ groupHud.setSeason(currentSeason);
+ groupHud.setMonthName(month%4);
+ } else
+ {
+ groupHud.setDeerModeActive();
+ int number = (deerModeCounter/4);
+ if (deerModeCounter<16)
+ number += 1;
+ groupHud.setDeerModeCounter(number);
+ }
currentState = state_roll_dice;
bubble.state = BubbleState::DICE;
roundDice.setColor(turn);
bubble.setPosition(players[turn].characters[0].getPosition().x-30,
players[turn].characters[0].getPosition().y-45);
}
void Game::drawPlayersGui(){
for (int i=0;i<4;i++)
{
renderTexture.draw(players[i]);
}
}
void Game::drawSquares() {
if (showPlayerBoardElems)
{
renderTexture.draw(selector);
}
}
void Game::drawBaseGame()
{
renderTexture.setView(viewTiles);
for (int i=0;i<4;i++)
{
renderTexture.draw(players[i].elems);
}
drawSquares();
renderTexture.setView(viewGui);
renderTexture.setView(viewTiles);
renderTexture.setView(viewTiles); // Yeah Katia's inspiration
shaderBlur.setParameter("blur_radius", sin(runningCounter*0.01f) );
renderTexture.draw(gameBackground);
renderTexture.setView(viewFull);
// renderTexture.draw(spriteBackgroundArt, &shaderDark);
// spriteBackgroundArt.setColor(sf::Color(255, 255, 255, 208));
shaderBlur.setParameter("blur_radius", 0.01);
// shaderBlur.setParameter("blur_radius", sin(runningCounter*0.01) );
// shaderBlur.setParameter("blur_radius", sin(runningCounter*0.01) );
shaderPixel.setParameter("pixel_threshold", sin(runningCounter* 0.005f));
renderTexture.draw(spriteBackgroundArt);
spriteBackgroundArt.setColor(sf::Color(255, 255, 255));
shaderBlur.setParameter("blur_radius", sin(runningCounter* 0.05f)/2);
renderTexture.draw(cardsDeck);
if (currentState==state_roll_dice)
{
spriteBackgroundArt.setColor(sf::Color(255, 255, 255));
shaderBlur.setParameter("blur_radius", sin(runningCounter* 0.5f)/4);
renderTexture.draw(roundDice.spriteDice, &shaderBlur);
}
else
renderTexture.draw(roundDice.spriteDice);
renderTexture.setView(viewTiles);
drawSquares();
}
void Game::drawCharacters(){
if (currentState==state_game)
{
std::array<int,2> currentMovements = players[turn].characters[0].getMovements(diceResultPlayer);
if (currentMovements[1]>-1)
{
if (nextRotateElem.active)
renderTexture.draw(nextRotateElem);
}
if (currentMovements[0]>-1)
{
if (prevRotateElem.active)
renderTexture.draw(prevRotateElem);
}
}
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 0.005f);
for (int i=0;i<4;i++)
{
for (auto&& j: players[i].characters)
{
if (currentState==state_game)
j.drawMovements = true;
else
j.drawMovements = false;
renderTexture.draw(j);
// renderTexture.draw(j, &shaderBlur);
}
}
}
void Game::render(float deltaTime)
{
window.clear();
renderTexture.clear();
if (currentState==state_game)
{
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 2);
renderTexture.draw(spriteBackgroundDark);
renderTexture.setView(viewTiles);
drawBaseGame();
renderTexture.setView(viewFull);
renderTexture.draw(groupHud);
renderTexture.setView(viewTiles);
drawCharacters();
renderTexture.draw(boardDiamonds);
renderTexture.draw(bubble);
renderTexture.setView(viewFull);
drawPlayersGui();
renderTexture.setView(viewFull);
// renderTexture.draw(groupHud);
} else if (currentState==state_roll_dice) {
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 2);
renderTexture.draw(spriteBackgroundDark, &shaderBlur);
renderTexture.setView(viewTiles);
drawBaseGame();
renderTexture.setView(viewFull);
renderTexture.draw(groupHud);
renderTexture.setView(viewTiles);
drawCharacters();
renderTexture.draw(boardDiamonds);
renderTexture.draw(bubble);
renderTexture.setView(viewFull);
drawPlayersGui();
renderTexture.setView(viewFull);
} else if (currentState==state_gui_elem) {
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 2);
renderTexture.draw(spriteBackgroundDark, &shaderBlur);
drawBaseGame();
drawCharacters();
// window.draw(guiSelectBuilding);
renderTexture.setView(viewFull);
renderTexture.draw(groupHud);
} else if (currentState==state_menu) {
shaderBlur.setParameter("blur_radius", 15);
renderTexture.draw(menuTxt, &shaderBlur);
renderTexture.draw(menuTxt);
renderTexture.draw(paganHolidayTxt);
// window.draw(menuTxt);
} else if (currentState==state_lets_begin) {
renderTexture.setView(viewFull);
shaderBlur.setParameter("blur_radius", 4);
renderTexture.draw(spriteBackgroundDark, &shaderBlur);
renderTexture.setView(viewTiles);
drawBaseGame();
drawCharacters();
renderTexture.draw(boardDiamonds, &shaderBlur);
renderTexture.setView(viewFull);
drawPlayersGui();
renderTexture.draw(spriteLestBegin,&shaderBlur);
} else if (currentState==state_gui_end_round){
renderTexture.setView(viewFull);
renderTexture.draw(spriteBackgroundDark);
drawBaseGame();
shaderBlur.setParameter("blur_radius", 0.05f);
renderTexture.draw(guiRoundDice, &shaderBlur);
renderTexture.setView(viewFull);
renderTexture.draw(groupHud);
}
else if (currentState==state_end_game){
renderTexture.setView(viewFull);
renderTexture.draw(spriteBackgroundDark);
renderTexture.draw(spriteLestBegin,&shaderBlur);
renderTexture.draw(endGameTxt);
for (int i=0;i<4;i++){
renderTexture.draw(endGameTxtAmount[i]);
}
}
renderTexture.display();
renderSprite.setTexture(renderTexture.getTexture());
shaderBlur.setParameter("blur_radius", sin(deltaTime)*0.015f);
shaderBlur.setParameter("blur_radius", 0.0003f);
window.draw(renderSprite, &shaderBlur);
particleSystem.remove();
particleSystem.update();
particleSystem.render();
window.draw( particleSystem.getSprite() );
window.display();
}
void Game::command(std::string command){
if (command.compare("end_of_round")==0)
{
std::string subResult = command.substr(13);
guiRoundDice.active = true;
guiRoundDice.setTitle(subResult);
currentState = state_gui_end_round;
}
if (command=="end_turn")
nextPlayer();
}
sf::Vector2f Game::getMousePos(){
sf::Vector2i mousePosTmp(sf::Mouse::getPosition(window));
sf::Vector2f mousePosition(window.mapPixelToCoords(mousePosTmp,viewTiles));
return mousePosition;
}
void Game::startDeerMode() {
deerModeActive = true;
deerModeCounter = 16;
}
}
diff --git a/game.h b/game.h
index 328c99a..ac0eafb 100644
--- a/game.h
+++ b/game.h
@@ -1,210 +1,212 @@
#ifndef GAME_H
#define GAME_H
#include <stdlib.h>
#include <iostream>
#include <ctime>
#include <time.h> /* time */
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include "command.h"
#include "tilemap.h"
#include "selector.h"
#include "playerhud.h"
#include "textureholder.h"
#include "hover.h"
#include "guiwindow.h"
#include "rounddice.h"
#include "guirounddice.h"
#include "grouphud.h"
#include "animatedsprite.h"
#include "character.h"
#include "rotateelem.h"
#include "boarddiamondseq.h"
#include "soundfx.h"
#include "cardsdeck.h"
#include "calendar.h"
#include "particle.h"
#include "bubble.h"
//class Command;
namespace efc {
extern int initScreenX;
extern int initScreenY;
-
+/*!
+ * \brief Game is a main class of the Deer Portal - contains most logic but also rendering.
+ */
class Game
{
public:
sf::Vector2i screenSize;
sf::View viewFull;
sf::View viewGui;
sf::View viewTiles;
void setTxtEndGameAmount();
private:
Selector selector;
Character character;
std::string gameTitle;
std::string paganHolidayString;
RoundDice roundDice;
int roundNumber;
GuiRoundDice guiRoundDice;
public:
Game();
BoardDiamondSeq boardDiamonds;
sf::RenderWindow window;
sf::RenderTexture renderTexture;
sf::Sprite renderSprite;
PlayerHud players[4];
SoundFX sfx;
public:
int turn;
private:
void initBoard();
void restartGame();
void loadAssets();
void drawPlayersGui();
void drawSquares();
void drawMenu();
float runningCounter;
sf::Sprite playersSprites[4] ;
sf::Vector2f getMousePos();
int playersSpritesCords[4][2];
enum states {
state_init,
state_menu,
state_lets_begin,
state_roll_dice,
state_game,
state_gui_elem,
state_select_building,
state_gui_end_round,
state_end_game,
state_quit
};
states currentState;
sf::Sprite spriteBackground;
sf::Sprite gameBackground;
sf::Sprite spriteBackgroundDark;
sf::Sprite spriteLestBegin;
sf::Texture textureBackgroundArt;
sf::Sprite spriteBackgroundArt;
sf::Texture textureTiles;
sf::Texture textureFaces;
sf::Font gameFont;
sf::Font menuFont;
sf::Text menuTxt;
sf::Text endGameTxt;
sf::Text endGameTxtAmount[4];
sf::Text paganHolidayTxt;
sf::Shader shaderBlur;
sf::Shader shaderPixel;
sf::Shader shaderDark;
TileMap map;
int mapSize;
int level[256];
int levelElems[256];
TextureHolder textures;
std::set<int> currentNeighbours;
void command(std::string command);
int selectedPos;
void update(sf::Time frameTime);
void render(float deltaTime);
ParticleSystem particleSystem;
void setCurrentNeighbours ();
void nextPlayer();
void nextRound();
sf::Sprite menuBackground;
sf::Sprite seasons[4];
sf::Music musicGame;
sf::Music musicMenu;
sf::SoundBuffer sfxClickBuffer;
sf::Sound sfxClick;
sf::SoundBuffer sfxDoneBuffer;
sf::Sound sfxDone;
void showMenu();
void hideMenu();
void showGameBoard();
void hideGameBoard();
GroupHud groupHud;
/*!
* \brief showPlayerBoardElems defines if show mouse hover for the player
*/
bool showPlayerBoardElems;
void drawBaseGame();
int month;
Animation walkingAnimationDown;
Animation walkingAnimationUp;
Animation walkingAnimationLeft;
Animation walkingAnimationRight;
Animation* currentAnimation;
AnimatedSprite animatedSprite;
void drawCharacters();
void handleLeftClick(sf::Vector2f pos, sf::Vector2f posFull, int mousePos);
std::set<int> busyTiles;
int diceResultPlayer;
int numberFinishedPlayers;
RotateElem nextRotateElem;
RotateElem prevRotateElem;
void endGame();
float downTimeCounter;
Command commandManager;
sf::Text textLoading;
public:
CardsDeck cardsDeck;
void startDeerMode();
private:
Bubble bubble;
int deerModeCounter;
bool deerModeActive;
};
}
#endif // GAME_H
diff --git a/grouphud.cpp b/grouphud.cpp
index f92941e..07f9ba9 100644
--- a/grouphud.cpp
+++ b/grouphud.cpp
@@ -1,57 +1,74 @@
#include "grouphud.h"
#include "data.h"
namespace efc {
GroupHud::GroupHud(sf::Font *gameFont)
{
seasonName.setFont(*gameFont);
}
GroupHud::GroupHud(){
}
void GroupHud::setFont(sf::Font *gameFont) {
- move(440,12);
seasonName.setFont(*gameFont);
roundName.setFont(*gameFont);
monthName.setFont(*gameFont);
seasonName.setColor(sf::Color(255,255,255));
seasonName.setCharacterSize(30);
roundName.setCharacterSize(30);
monthName.setCharacterSize(30);
roundName.setColor(sf::Color(255,255,250));
- roundName.move(30, 700);
// monthName.move(400, 0);
setMonthName(1);
}
void GroupHud::setSeason(int seasonNumber){
seasonName.setString("Season: " + efc::seasonsNames[seasonNumber]);
+ setPosition(440,12);
+
}
+void GroupHud::setDeerModeActive(){
+ seasonName.setString("Deer Mode");
+ setPosition(455,12);
+
+
+}
void GroupHud::setRoundName(int roundNumber){
roundName.setString("Round: " + std::to_string(roundNumber));
+ roundName.setPosition(30, 700);
+
+}
+
+
+void GroupHud::setDeerModeCounter(int deerModeCounter)
+{
+ roundName.setString(std::to_string(deerModeCounter));
+ roundName.setPosition(50, 700);
}
+//void
+
void GroupHud::setMonthName(int monthNumber){
monthName.setString("Month: " + std::to_string(monthNumber));
}
void GroupHud::draw(sf::RenderTarget& target, sf::RenderStates states) const{
states.transform *= getTransform();
target.draw(seasonName, states);
target.draw(roundName, states);
// target.draw(monthName, states);
}
}
diff --git a/grouphud.h b/grouphud.h
index f479b4a..6e232d2 100644
--- a/grouphud.h
+++ b/grouphud.h
@@ -1,28 +1,32 @@
#ifndef GROUPHUD_H
#define GROUPHUD_H
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>
namespace efc {
-
+/*!
+ * \brief The GroupHud is a drawable type describing a season and a round.
+ */
class GroupHud: public sf::Drawable, public sf::Transformable
{
public:
explicit GroupHud( sf::Font *gameFont);
GroupHud();
void setFont(sf::Font *gameFont);
sf::Text seasonName;
sf::Text roundName;
sf::Text monthName;
void setSeason(int seasonNumber);
void setRoundName(int roundNumber);
void setMonthName(int monthNumber);
void draw(sf::RenderTarget& target, sf::RenderStates states) const;
+ void setDeerModeCounter(int deerModeCounter);
+ void setDeerModeActive();
};
}
#endif // GROUPHUD_H
diff --git a/pagan_board.pro b/pagan_board.pro
index 273eddf..113a3e6 100644
--- a/pagan_board.pro
+++ b/pagan_board.pro
@@ -1,87 +1,86 @@
TEMPLATE = app
CONFIG -= app_bundle
CONFIG -= qt
CONFIG += c++11
SOURCES += main.cpp \
game.cpp \
tilemap.cpp \
selector.cpp \
playerhud.cpp \
boardelem.cpp \
boardelems.cpp \
textureholder.cpp \
hover.cpp \
guiwindow.cpp \
- purchaseguielem.cpp \
rounddice.cpp \
guirounddice.cpp \
grouphud.cpp \
animation.cpp \
animatedsprite.cpp \
character.cpp \
data.cpp \
rotateelem.cpp \
boarddiamond.cpp \
boarddiamondseq.cpp \
elem.cpp \
soundfx.cpp \
card.cpp \
pile.cpp \
cardslist.cpp \
command.cpp \
cardsdeck.cpp \
particlesystem.cpp \
calendar.cpp \
bubble.cpp
LIBS += -lsfml-window -lsfml-system -lsfml-graphics -lsfml-audio
DESTDIR = ../build_release_pagan_board
assets.path = $${DESTDIR}/assets
assets.files = assets/*
INSTALLS += assets
HEADERS += \
game.h \
tilemap.h \
selector.h \
playerhud.h \
boardelem.h \
boardelems.h \
textureholder.h \
hover.h \
guiwindow.h \
- purchaseguielem.h \
elemsdescription.h \
rounddice.h \
guirounddice.h \
grouphud.h \
data.h \
animation.h \
animatedsprite.h \
character.h \
rotateelem.h \
boarddiamond.h \
boarddiamondseq.h \
elem.h \
soundfx.h \
card.h \
pile.h \
cardslist.h \
command.h \
cardsdeck.h \
calendar.h \
particle.h \
bubble.h
OTHER_FILES += \
CREDITS.md
QMAKE_CXXFLAGS += -std=gnu++0x -Wpedantic
DISTFILES += \
assets/shaders/blur.frag \
assets/shaders/pixelate.frag \
assets/shaders/dark.frag
+
diff --git a/pile.h b/pile.h
index d0163e8..2cdc159 100644
--- a/pile.h
+++ b/pile.h
@@ -1,13 +1,15 @@
#ifndef PILE_H
#define PILE_H
-
+/*!
+ * \brief The Pile of the cards
+ */
class Pile
{
public:
Pile();
int elementNumber;
};
#endif // PILE_H
diff --git a/purchaseguielem.cpp b/purchaseguielem.cpp
deleted file mode 100644
index 5f3e05e..0000000
--- a/purchaseguielem.cpp
+++ /dev/null
@@ -1,5 +0,0 @@
-#include "purchaseguielem.h"
-
-PurchaseGuiElem::PurchaseGuiElem()
-{
-}
diff --git a/purchaseguielem.h b/purchaseguielem.h
deleted file mode 100644
index e7fb0d7..0000000
--- a/purchaseguielem.h
+++ /dev/null
@@ -1,10 +0,0 @@
-#ifndef PURCHASEGUIELEM_H
-#define PURCHASEGUIELEM_H
-#include "guiwindow.h"
-class PurchaseGuiElem: GuiWindow
-{
-public:
- PurchaseGuiElem();
-};
-
-#endif // PURCHASEGUIELEM_H
diff --git a/rotateelem.cpp b/rotateelem.cpp
index a206ff2..5962a55 100644
--- a/rotateelem.cpp
+++ b/rotateelem.cpp
@@ -1,60 +1,60 @@
#include "rotateelem.h"
RotateElem::RotateElem():
timeCounter(0),
active(true)
{
if (!textureRotate.loadFromFile("assets/img/rotate.png"))
std::exit(1);
spriteRotate.setTexture(textureRotate);
spriteRotate.scale(0.7f,0.7f);
spriteRotate.setOrigin(32, 32);
}
void RotateElem::draw(sf::RenderTarget& target, sf::RenderStates states) const{
states.transform *= getTransform();
target.draw(spriteRotate, states);
}
void RotateElem::update(sf::Time deltaTime)
{
float speed;
speed = 0.05f/deltaTime.asSeconds();
spriteRotate.rotate(1.0f*speed);
timeCounter += deltaTime.asSeconds();
if (timeCounter>0.40f)
if (timeCounter>0.40f)
{
if (active)
{
active = false;
} else {
active = true;
};
timeCounter = 0;
}
}
-void RotateElem::setColor(int playerNumber)
+void RotateElem::setColor()
{
// spriteRotate.setColor(efc::playersColors[playerNumber]);
spriteRotate.setColor(sf::Color::White);
}
void RotateElem::reset()
{
active = true;
timeCounter = 0;
}
diff --git a/rotateelem.h b/rotateelem.h
index 5d406f0..4019b19 100644
--- a/rotateelem.h
+++ b/rotateelem.h
@@ -1,22 +1,22 @@
#ifndef ROTATEELEM_H
#define ROTATEELEM_H
#include <SFML/Graphics.hpp>
#include "data.h"
class RotateElem : public sf::Drawable, public sf::Transformable
{
public:
RotateElem();
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
void update(sf::Time deltaTime);
sf::Texture textureRotate;
sf::Sprite spriteRotate;
- void setColor(int playerNumber);
+ void setColor();
float timeCounter;
bool active;
void reset();
};
#endif // ROTATEELEM_H
diff --git a/soundfx.h b/soundfx.h
index 7816a48..0f27561 100644
--- a/soundfx.h
+++ b/soundfx.h
@@ -1,24 +1,27 @@
#ifndef SOUNDFX_H
#define SOUNDFX_H
#include <iostream>
#include <SFML/Audio.hpp>
+/*!
+ * \brief The SoundFX various sounds
+ */
class SoundFX
{
public:
SoundFX();
sf::SoundBuffer soundCollectBuffer;
sf::SoundBuffer soundCardBuffer;
sf::Sound soundCollect;
sf::Sound soundCard;
void playCollect();
sf::SoundBuffer soundLetsBeginBuffer;
sf::Sound soundLetsBegin;
void playLetsBegin();
void playCard();
};
#endif // SOUNDFX_H
diff --git a/textureholder.h b/textureholder.h
index caafa41..abe5e9a 100644
--- a/textureholder.h
+++ b/textureholder.h
@@ -1,49 +1,52 @@
#ifndef TEXTUREHOLDER_H
#define TEXTUREHOLDER_H
#include <set>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include "data.h"
namespace efc {
std::set<int> getTerrainSet();
}
-
+/*!
+ * \brief The TextureHolder contains most textures.
+ */
class TextureHolder
{
+
public:
TextureHolder();
// sf::Texture textureTiles;
// sf::Texture textureFaces;
// sf::Texture textureGui;
// sf::Texture textureMenu;
// sf::Texture textureSymbols;
// sf::Texture textureSeasons;
sf::Texture backgroundDark;
sf::Texture textureCharacters;
// sf::Texture textureGameBackground;
sf::Texture textureBoardDiamond;
sf::Texture textureLetsBegin;
sf::Texture textureCardBase0;
sf::Texture textureCardBase1;
sf::Texture textureCardBase2;
sf::Texture textureCardBase3;
std::array<sf::Texture, 4> textureCardBases;
std::map<int, std::map<int, int>> tilesDescription;
std::map<int, std::string> tilesTxt;
std::array<std::array<sf::Texture,4>,4> cardsTextures;
};
#endif // TEXTUREHOLDER_H

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