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diff --git a/cardsdeck.cpp b/cardsdeck.cpp
index b4929a5..ff6e7d9 100644
--- a/cardsdeck.cpp
+++ b/cardsdeck.cpp
@@ -1,65 +1,75 @@
#include "cardsdeck.h"
CardsDeck::CardsDeck(TextureHolder *textures, sf::Font *gameFont)
{
std::array<std::array<int,2>,4> cardsPos = {
{
{1087,95}, {1225, 95}, {1225, 277}, {1087, 277}
}
};
this->textures = textures;
for (int i=0;i<=3;i++)
{
spriteCardBases[i].setTexture(this->textures->textureCardBases[i]);
spriteCardBases[i].setPosition(cardsPos[i][0],cardsPos[i][1]);
textPileTitle[i].setFont(*gameFont);
textPileTitle[i].setCharacterSize(10);
textPileTitle[i].setPosition(cardsPos[i][0]+10,cardsPos[i][1]+100);
for (int j=0;j<efc::PILE_SIZE;j++)
{
cardsList[i].cardsPile[j].cardType = efc::cardsTypes[j];
}
setTitles();
}
}
void CardsDeck::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
states.transform *= getTransform();
for (int i=0;i<=3;i++)
{
target.draw(spriteCardBases[i], states);
target.draw(textPileTitle[i], states);
}
}
void CardsDeck::setTitles()
{
for (int i=0;i<=3;i++)
{
int currentCard = cardsList[i].currentCard;
std::string currentText = cardsList[i].cardsPile[currentCard].cardType;
std::cout << i << " " << currentCard << " " << currentText << std::endl;
textPileTitle[i].setString(currentText);
}
}
void CardsDeck::setFonts(sf::Font *gameFont)
{
for (int i=0;i<=3;i++)
{
textPileTitle[i].setFont(*gameFont);
}
}
+
+void CardsDeck::nextCard(int pileNumber)
+{
+ int currentCard = cardsList[pileNumber].currentCard;
+ currentCard += 1;
+ if (currentCard>efc::PILE_SIZE-1)
+ currentCard = 0;
+
+ setTitles();
+}
diff --git a/cardsdeck.h b/cardsdeck.h
index 6420fa0..81bba17 100644
--- a/cardsdeck.h
+++ b/cardsdeck.h
@@ -1,30 +1,31 @@
#ifndef CARDSDECK_H
#define CARDSDECK_H
#include <array>
#include <SFML/Graphics.hpp>
#include <iostream>
#include "textureholder.h"
#include "cardslist.h"
namespace efc {
const static std::array<std::string, efc::PILE_SIZE> cardsTypes = {
"stop", "card", "diamond"
};
}
class CardsDeck: public sf::Drawable, public sf::Transformable
{
public:
CardsDeck(TextureHolder *textures, sf::Font *gameFont);
std::array<CardsList, 4> cardsList;
std::array<sf::Sprite, 4> spriteCardBases;
std::array<sf::Text, 4> textPileTitle;
TextureHolder *textures;
void draw(sf::RenderTarget &target, sf::RenderStates states) const;
void setTitles();
void setFonts(sf::Font *gameFont);
+ void nextCard(int pileNumber);
};
#endif // CARDSDECK_H
diff --git a/cardslist.cpp b/cardslist.cpp
index 814c79e..7a24385 100644
--- a/cardslist.cpp
+++ b/cardslist.cpp
@@ -1,19 +1,21 @@
#include "cardslist.h"
CardsList::CardsList():
currentCard(0)
{
}
CardsList::CardsList(int element)
{
amount = 32;
this->element = element;
currentCard = 0;
}
+
+
//void CardsList::addCard(Card card)
//{
//}
diff --git a/cardslist.h b/cardslist.h
index a15b643..7b74d62 100644
--- a/cardslist.h
+++ b/cardslist.h
@@ -1,29 +1,30 @@
#ifndef CARDSLIST_H
#define CARDSLIST_H
#include <vector>
#include <array>
#include "card.h"
namespace efc {
const static int PILE_SIZE = 3;
}
class CardsList
{
public:
CardsList(); // To create an array of CardsList
CardsList(int element);
int amount;
- void addCard(Card card);
+
// std::vector<Card*> sd;
/*!
* \brief element Number of the element
*/
std::array<Card, efc::PILE_SIZE> cardsPile;
int currentCard;
int element; /*!< Number of the element */
+
};
#endif // CARDSLIST_H
diff --git a/command.cpp b/command.cpp
index e97e970..674dbf7 100644
--- a/command.cpp
+++ b/command.cpp
@@ -1,58 +1,76 @@
#include "game.h"
#include "command.h"
//Command::Command()
//{
//}
Command::Command(efc::Game ¤tGame) :
game(currentGame)
{
// this->game = currentGame;
}
void Command::removeDiamond(int playerNumber)
{
/*! This should works as following:
* - iterate over BoardDiamondSeq
* - find diamonds belonging to the playerNumber
* - create an array from the aboves
* - get a random element
* - remove from the board - set not active
*/
std::cout << "removing diamond number " << playerNumber << std::endl;
std::vector<int> diamonds;
for (auto&& i: game.boardDiamonds.diamonds)
{
int fieldNumber = i.playerNumber;
if ((fieldNumber==playerNumber) && (i.boardPosition>-1)
&& (i.idNumber==4))
{
std::cout << "pushing found " << fieldNumber << std::endl;
diamonds.push_back(i.boardPosition);
}
}
int numberDiamonds = diamonds.size();
std::cout << "found elements " << numberDiamonds << std::endl;
if (numberDiamonds>=0)
{
// std::cout << "pushing found " << fieldNumber << std::endl;
int elemToRemove = rand() % numberDiamonds;
std::cout << "random found " << elemToRemove << " " << diamonds[elemToRemove] << std::endl;
game.boardDiamonds.collectField(diamonds[elemToRemove]);
}
}
void Command::freezePlayer(int playerNumber)
{
game.players[playerNumber].frozenLeft += 1;
}
+
+void Command::processField(int pos)
+{
+ if (game.boardDiamonds.ifFieldIsEmpty(pos)==false)
+ {
+ game.sfx.playCollect();
+ if (game.boardDiamonds.getNumberForField(pos)==4)
+ {
+ game.players[game.turn].cash += 1;
+
+ } else if ((game.boardDiamonds.getNumberForField(pos)!=game.turn)
+ && (game.boardDiamonds.getNumberForField(pos)<4))
+ {
+ removeDiamond(game.boardDiamonds.getNumberForField(pos));
+ }
+ game.boardDiamonds.collectField(pos);
+ }
+}
diff --git a/command.h b/command.h
index 059cb6d..1728b35 100644
--- a/command.h
+++ b/command.h
@@ -1,25 +1,27 @@
#ifndef COMMAND_H
#define COMMAND_H
#include "vector"
namespace efc {
class Game;
}
class Command
{
public:
// Command();
Command(efc::Game ¤tGame);
/*!
* \brief Removes a diamond from the player's field.
* \param player
*/
void removeDiamond(int playerNumber);
void freezePlayer(int playerNumber);
efc::Game &game;
+
+ void processField(int pos);
};
#endif // COMMAND_H
diff --git a/game.cpp b/game.cpp
index 9a2617c..2d23e8b 100644
--- a/game.cpp
+++ b/game.cpp
@@ -1,601 +1,583 @@
#include "game.h"
namespace efc {
int initScreenX = 1360;
int initScreenY = 768;
int currentSeason = 0;
int month = 0;
void Game::initBoard()
{
sfxClick.setBuffer(sfxClickBuffer);
sfxDone.setBuffer(sfxDoneBuffer);
spriteBackground.setTexture(textureBackground);
spriteBackgroundDark.setTexture(textures.backgroundDark);
spriteBackgroundDark.setPosition(0,0);
gameBackground.setTexture(textures.textureGameBackground);
spriteLestBegin.setTexture(textures.textureLetsBegin);
viewTiles.setViewport(sf::FloatRect(0.15f,0.1f, 1.0f, 1.0f));
viewGui.setViewport(sf::FloatRect(0.806f,0.066f, 1, 1));
groupHud.setFont(&gameFont);
groupHud.setSeason(currentSeason);
groupHud.setRoundName(roundNumber);
sf::IntRect seasonsRect[4] = {sf::IntRect(0,0,255,255), sf::IntRect(256,0,512,255), sf::IntRect(0,255, 255, 512), sf::IntRect(255,255,512, 512)};
sf::Sprite season1;
season1.setTexture(textures.textureSeasons);
season1.setTextureRect(seasonsRect[0]);
season1.setPosition(0,400);
season1.scale(sf::Vector2f(0.25f, 0.25f));
season1.move(37.5, 30.5);
season1.setColor(sf::Color(0,255,0,80));
seasons[0] = season1;
sf::Sprite season2;
season2.setTexture(textures.textureSeasons);
season2.setTextureRect(seasonsRect[1]);
season2.setPosition(0,400);
season2.scale(sf::Vector2f(0.25f, 0.25f));
season2.move(37.5, 30.5);
season2.setColor(sf::Color(200,200,50,80));
seasons[1] = season2;
sf::Sprite season3;
season3.setTexture(textures.textureSeasons);
season3.setTextureRect(seasonsRect[2]);
season3.setPosition(0,400);
season3.scale(sf::Vector2f(0.25f, 0.25f));
season3.move(37.5, 30.5);
season3.setColor(sf::Color(90,90,255,80));
seasons[2] = season3;
sf::Sprite season4;
season4.setTexture(textures.textureSeasons);
season4.setTextureRect(seasonsRect[3]);
season4.setPosition(0,400);
season4.scale(sf::Vector2f(0.25f, 0.25f));
season4.move(37.5, 30.5);
season4.setColor(sf::Color(255,0,0,80));
seasons[3] = season4;
// Initialization of the players
cardsDeck.setFonts(&menuFont);
PlayerHud playerHud1(&textures, &gameFont, 32,0);
PlayerHud playerHud2(&textures, &gameFont, 32,1);
PlayerHud playerHud3(&textures, &gameFont, 32,2);
PlayerHud playerHud4(&textures, &gameFont, 32,3);
players[0] = playerHud1;
players[1] = playerHud2;
players[3] = playerHud3;
players[2] = playerHud4;
players[0].setActive(true);
setCurrentNeighbours();
diceResultPlayer = 6;
players[turn].characters[0].diceResult = diceResultPlayer;
roundDice.setColor(turn);
}
void Game::setCurrentNeighbours ()
{
currentNeighbours = players[turn].getNeighbours();
}
void Game::loadAssets()
{
if (!textureFaces.loadFromFile("assets/img/faces.jpg"))
std::exit(1);
if (!textureTiles.loadFromFile("assets/img/zw-tilesets/_MAP.png"))
std::exit(1);
if (!gameFont.loadFromFile("assets/fnt/metal-mania.regular.ttf"))
{
std::exit(1);
}
if (!menuFont.loadFromFile("assets/fnt/metal-macabre.regular.ttf"))
{
std::exit(1);
}
if (!textureBackgroundArt.loadFromFile("assets/img/background_land.png"))
std::exit(1);
if (!musicGame.openFromFile("assets/audio/game.ogg"))
std::exit(1);
if (!musicBackground.openFromFile("assets/audio/wind2.ogg"))
std::exit(1);
if (!musicMenu.openFromFile("assets/audio/menu.ogg"))
std::exit(1);
if (!sfxClickBuffer.loadFromFile("assets/audio/click.ogg"))
std::exit(1);
if (!sfxDoneBuffer.loadFromFile("assets/audio/done.ogg"))
std::exit(1);
if (!textureBackground.loadFromFile("assets/img/background.png"))
std::exit(1);
spriteBackgroundArt.setTexture(textureBackgroundArt);
menuTxt.setFont(menuFont);
menuTxt.setCharacterSize(60);
menuTxt.setString(gameTitle);
int width = menuTxt.getLocalBounds().width;
int height = menuTxt.getLocalBounds().height;
menuTxt.setPosition(400-(width/2),300-(height/2)-150);
menuTxt.setColor(sf::Color(255, 255, 255, 85));
cardsDeck.setFonts(&gameFont);
}
void Game::showMenu()
{
musicBackground.play();
musicBackground.setLoop(true);
menuBackground.setTexture(textures.textureMenu);
musicBackground.setVolume(7);
musicMenu.play();
musicMenu.setLoop(true);
currentState = state_menu;
}
void Game::hideMenu()
{
musicMenu.stop();
}
void Game::showGameBoard()
{
// musicGame.setVolume(20);
musicGame.play();
musicGame.setLoop(true);
sfx.playLetsBegin();
std::cout << "lets begin" << std::endl;
currentState = state_lets_begin;
}
void Game::endGame()
{
currentState = state_end_game;
musicBackground.stop();
}
void Game::handleLeftClick(sf::Vector2f pos,
sf::Vector2f posGui, sf::Vector2f posFull, int mousePos) {
if (currentState==state_game)
{
std::array<int,2> movements = players[turn].getMovements(diceResultPlayer);
if ((mousePos==movements[0]) || (mousePos==movements[1]))
{
players[turn].setFigurePos(mousePos);
-
- if (boardDiamonds.ifFieldIsEmpty(mousePos)==false)
- {
- sfx.playCollect();
- if (boardDiamonds.getNumberForField(mousePos)==4)
- {
- players[turn].cash += 1;
-
- } else if ((boardDiamonds.getNumberForField(mousePos)!=turn)
- && (boardDiamonds.getNumberForField(mousePos)<4))
- {
- commandManager.removeDiamond(boardDiamonds.getNumberForField(mousePos));
- std::cout << "REMOVE DIAMOND BITCH" << std::endl;
- }
-
- std::cout << "cash " << players[turn].cash << " " << " for " << turn << " " << boardDiamonds.getNumberForField(mousePos) << " result" << std::endl;
- // After this no more visible
- boardDiamonds.collectField(mousePos);
- }
+ commandManager.processField(mousePos);
int *possibleExit = std::find(std::begin(efc::possibleExits),
std::end(efc::possibleExits), mousePos);
if (possibleExit != efc::possibleExits+4) {
// std::cerr << "Found hahahah" << mousePos << std::endl;
players[turn].done=true;
numberFinishedPlayers += 1;
if (numberFinishedPlayers > 3)
endGame();
} else {
// std::cerr << "Not found" << std::endl;
}
nextPlayer();
}
// std::string resultCommand = players[turn].getElem(posGui);
// command(resultCommand);
}
else if (currentState==state_roll_dice)
{
sf::IntRect diceRect(roundDice.spriteDice.getGlobalBounds());
if (diceRect.intersects(sf::IntRect(posFull.x, posFull.y, 1, 1)))
{
diceResultPlayer = roundDice.throwDiceSix();
players[turn].characters[0].diceResult=diceResultPlayer;
currentState=state_game;
}
}
if (currentState==state_menu)
{
downTimeCounter = 0;
// std::cout << " AA " <<downTimeCounter << std::endl;
hideMenu();
showGameBoard();
}
if (currentState==state_gui_end_round)
{
std::string resultCommand = guiRoundDice.getElem(pos);
command(resultCommand);
}
}
void Game::hideGameBoard()
{
musicGame.play();
}
Game::Game():
screenSize(efc::initScreenX,efc::initScreenY),
window(sf::VideoMode(efc::initScreenX, efc::initScreenY), "Deerportal - game about how human can be upgraded to the Deer"),
viewFull(sf::FloatRect(00, 00, screenSize.x, screenSize.y)),
viewGui(sf::FloatRect(00, 00, screenSize.x, screenSize.y)),
viewTiles(sf::FloatRect(0, 0, 1360, 768)),
selector(efc::TILE_SIZE),
guiSelectBuilding(&textures),
character(&textures, 3),
turn(0),
gameTitle("pagan board"),
roundDice(players),
roundNumber(1),
guiRoundDice(&textures),
boardDiamonds(&textures),
commandManager(*this),
cardsDeck(&textures, &menuFont)
{
numberFinishedPlayers = 0;
sf::Clock frameClock;
guiRoundDice.active = true;
showPlayerBoardElems = false;
window.setVerticalSyncEnabled(true);
std::srand (time(NULL));
loadAssets();
initBoard();
showMenu();
// run the main loop
while (window.isOpen())
{
sf::Time frameTime = frameClock.restart();
std::string resultCommand = "";
// handle events
sf::Event event;
while (window.pollEvent(event))
{
sf::Vector2i localPositionTmp = sf::Mouse::getPosition(window);
sf::Vector2f localPosition = window.mapPixelToCoords(localPositionTmp,viewTiles);
sf::Vector2f localPositionGui = window.mapPixelToCoords(localPositionTmp,viewGui);
sf::Vector2f localPositionFull = window.mapPixelToCoords(localPositionTmp,viewFull);
int mousePosX = (int)localPosition.x / efc::TILE_SIZE;
int mousePosY = (int)localPosition.y / efc::TILE_SIZE;
int mousePos = efc::transCords(sf::Vector2i(mousePosX, mousePosY));
if(event.type == sf::Event::Closed)
window.close();
if (currentState==state_gui_elem)
{
resultCommand = guiSelectBuilding.getElem(localPositionFull);
showPlayerBoardElems = false;
if (resultCommand.find("elem_")==0)
command(resultCommand);
else
command("hide_gui_elem_description");
}
// Showing mouse hover
if (currentState==state_game)
{
if ((localPosition.x>efc::TILE_SIZE*efc::BOARD_SIZE) || (localPosition.x<0) || (localPosition.y>efc::TILE_SIZE*efc::BOARD_SIZE) || (localPosition.y<0))
{
showPlayerBoardElems = false;
} else {
showPlayerBoardElems = true;
}
}
if ((localPosition.x>=0) && (localPosition.y>=0) && (localPosition.x<=efc::BOARD_SIZE*efc::TILE_SIZE) && (localPosition.y<=efc::BOARD_SIZE*efc::TILE_SIZE))
{
selector.setPosition((int) (localPosition.x / efc::TILE_SIZE)*efc::TILE_SIZE, ((int) localPosition.y / efc::TILE_SIZE)*efc::TILE_SIZE);
}
/*!
* Handling mouse click
*/
if (event.type == sf::Event::MouseButtonReleased)
{
if (event.mouseButton.button == sf::Mouse::Left)
handleLeftClick(localPosition, localPositionGui,
localPositionFull, mousePos);
}
}
update(frameTime);
render();
}
}
void Game::update(sf::Time frameTime) {
if (currentState==state_game)
{
std::array<int,2> currentMovements = players[turn].getMovements(diceResultPlayer);
if (currentMovements[0]>-1)
{
prevRotateElem.spriteRotate.setPosition(players[turn].characters[0].leftChar.getPosition());
prevRotateElem.spriteRotate.move(4,16);
prevRotateElem.update(frameTime);
prevRotateElem.setColor(turn);
}
if (currentMovements[1]>-1)
{
nextRotateElem.spriteRotate.setPosition(players[turn].characters[0].rightChar.getPosition());
nextRotateElem.spriteRotate.move(4,16);
nextRotateElem.update(frameTime);
nextRotateElem.setColor(turn);
}
}
for (int i=0;i<4;i++)
{
players[i].play();
}
for (int i=0;i<4;i++)
{
players[i].update(frameTime, busyTiles);
}
if (currentState==state_lets_begin)
{
downTimeCounter += frameTime.asSeconds();
spriteLestBegin.setColor(sf::Color(255,255,255,255-(downTimeCounter*35)));
if (downTimeCounter>6)
{
currentState = state_roll_dice;
}
}
}
void Game::nextRound() {
turn = 0;
std::string result = roundDice.drawRound();
roundNumber += 1;
month++;
if (month==13)
month=1;
if (month%4==0)
currentSeason++;
if (currentSeason>3)
currentSeason=0;
if (players[turn].done==true)
nextPlayer();
}
void Game::nextPlayer(){
if (players[turn].frozenLeft>0)
{
players[turn].frozenLeft -= 1;
nextPlayer();
}
if (numberFinishedPlayers==4)
{
std::cout << "Everybody Finished!!!" << std::endl;
endGame();
}
if (turn<4)
players[turn].updatePlayer();
else
nextRound();
turn++;
if ((players[turn].done==true) && (turn<4))
{
std::cout << "Player " << turn << " is done" << std::endl;
nextPlayer();
}
if ((turn==4) || (turn>4))
{
nextRound();
}
selector.changeColor(turn);
for (int i=0;i<4;i++)
{
if (i==turn)
{
players[i].setActive(true);
currentNeighbours = players[i].getNeighbours();
}
else
players[i].setActive(false);
}
sfxClick.play();
diceResultPlayer = 6;
roundDice.setDiceTexture(diceResultPlayer);
players[turn].characters[0].diceResult = diceResultPlayer;
groupHud.setRoundName(roundNumber);
groupHud.setSeason(currentSeason);
groupHud.setMonthName(month%4);
currentState = state_roll_dice;
roundDice.setColor(turn);
}
void Game::drawPlayersGui(){
for (int i=0;i<4;i++)
{
window.draw(players[i]);
}
}
void Game::drawSquares() {
if (showPlayerBoardElems)
{
window.draw(selector);
}
}
void Game::drawBaseGame()
{
window.setView(viewTiles);
// window.draw(map);
for (int i=0;i<4;i++)
{
window.draw(players[i].elems);
}
drawSquares();
window.setView(viewGui);
window.setView(viewTiles);
}
void Game::drawCharacters(){
window.setView(viewTiles); // Yeah Katia's inspiration
window.draw(gameBackground);
window.setView(viewFull);
window.draw(spriteBackgroundArt);
window.draw(cardsDeck);
window.draw(roundDice.spriteDice);
window.setView(viewTiles);
drawSquares();
if (currentState==state_game)
{
std::array<int,2> currentMovements = players[turn].characters[0].getMovements(diceResultPlayer);
if (currentMovements[1]>-1)
window.draw(nextRotateElem);
if (currentMovements[0]>-1)
window.draw(prevRotateElem);
}
for (int i=0;i<4;i++)
{
for (auto&& j: players[i].characters)
{
if (currentState==state_game)
j.drawMovements = true;
else
j.drawMovements = false;
window.draw(j);
}
}
}
void Game::render()
{
window.clear();
if (currentState==state_game)
{
window.setView(viewFull);
window.draw(spriteBackgroundDark);
window.setView(viewTiles);
drawBaseGame();
drawCharacters();
window.draw(boardDiamonds);
window.setView(viewFull);
drawPlayersGui();
window.setView(viewFull);
window.draw(groupHud);
} else if (currentState==state_roll_dice) {
window.setView(viewFull);
window.draw(spriteBackgroundDark);
window.setView(viewTiles);
drawBaseGame();
drawCharacters();
window.draw(boardDiamonds);
window.setView(viewFull);
drawPlayersGui();
window.setView(viewFull);
window.draw(groupHud);
} else if (currentState==state_gui_elem) {
window.setView(viewFull);
window.draw(spriteBackgroundDark);
drawBaseGame();
drawCharacters();
window.draw(guiSelectBuilding);
window.setView(viewFull);
window.draw(groupHud);
} else if (currentState==state_menu) {
window.draw(menuTxt);
} else if (currentState==state_lets_begin) {
window.setView(viewFull);
window.draw(spriteBackgroundDark);
window.setView(viewTiles);
drawBaseGame();
drawCharacters();
window.draw(boardDiamonds);
window.setView(viewFull);
drawPlayersGui();
window.draw(spriteLestBegin);
} else if (currentState==state_gui_end_round){
window.setView(viewFull);
window.draw(spriteBackgroundDark);
drawBaseGame();
window.draw(guiRoundDice);
window.setView(viewFull);
window.draw(groupHud);
}
window.display();
}
void Game::command(std::string command){
if (command=="close_gui")
{
guiSelectBuilding.active = false;
currentState=state_game;
sfxClick.play();
}
if (command=="hide_gui_elem_description")
{
if (currentState==state_gui_elem) {
guiSelectBuilding.descriptionActive = false;
}
}
if (command.find("end_of_round")==0)
{
std::string subResult = command.substr(13);
guiRoundDice.active = true;
guiRoundDice.setTitle(subResult);
currentState = state_gui_end_round;
}
if (command=="end_turn")
nextPlayer();
}
sf::Vector2f Game::getMousePos(){
sf::Vector2i mousePosTmp(sf::Mouse::getPosition(window));
sf::Vector2f mousePosition(window.mapPixelToCoords(mousePosTmp,viewTiles));
return mousePosition;
}
}
diff --git a/game.h b/game.h
index 5bd8711..a917d5f 100644
--- a/game.h
+++ b/game.h
@@ -1,183 +1,184 @@
#ifndef GAME_H
#define GAME_H
#include <stdlib.h>
#include <iostream>
#include <time.h> /* time */
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include "command.h"
#include "tilemap.h"
#include "selector.h"
#include "playerhud.h"
#include "textureholder.h"
#include "hover.h"
#include "guichoosebuilding.h"
#include "guiwindow.h"
#include "rounddice.h"
#include "guirounddice.h"
#include "grouphud.h"
#include "animatedsprite.h"
#include "character.h"
#include "rotateelem.h"
#include "boarddiamondseq.h"
#include "soundfx.h"
#include "cardsdeck.h"
//class Command;
namespace efc {
extern int initScreenX;
extern int initScreenY;
class Game
{
private:
sf::Vector2i screenSize;
public:
Game();
sf::RenderWindow window;
sf::View viewFull;
sf::View viewGui;
sf::View viewTiles;
BoardDiamondSeq boardDiamonds;
PlayerHud players[4];
+ SoundFX sfx;
+ int turn;
+
private:
void initBoard();
void loadAssets();
void drawPlayersGui();
void drawSquares();
void drawMenu();
sf::Vector2f getMousePos();
enum states {
state_init,
state_menu,
state_lets_begin,
state_roll_dice,
state_game,
state_gui_elem,
state_select_building,
state_gui_end_round,
state_end_game,
state_quit
};
states currentState;
sf::Texture textureBackground;
sf::Sprite spriteBackground;
sf::Sprite gameBackground;
sf::Sprite spriteBackgroundDark;
sf::Sprite spriteLestBegin;
sf::Texture textureBackgroundArt;
sf::Sprite spriteBackgroundArt;
sf::Texture textureTiles;
sf::Texture textureFaces;
sf::Font gameFont;
sf::Font menuFont;
sf::Text menuTxt;
TileMap map;
int mapSize;
int level[256];
int levelElems[256];
TextureHolder textures;
std::set<int> currentNeighbours;
void command(std::string command);
int selectedPos;
Selector selector;
GuiChooseBuilding guiSelectBuilding;
Character character;
- int turn;
void update(sf::Time frameTime);
void render();
std::string gameTitle;
RoundDice roundDice;
int roundNumber;
GuiRoundDice guiRoundDice;
void setCurrentNeighbours ();
void nextPlayer();
void nextRound();
sf::Sprite menuBackground;
sf::Sprite seasons[4];
//int currentSeason = 0;
sf::Music musicGame;
sf::Music musicBackground;
sf::Music musicMenu;
sf::SoundBuffer sfxClickBuffer;
sf::Sound sfxClick;
sf::SoundBuffer sfxDoneBuffer;
sf::Sound sfxDone;
void showMenu();
void hideMenu();
void showGameBoard();
void hideGameBoard();
GroupHud groupHud;
/*!
* \brief showPlayerBoardElems defines if show mouse hover for the player
*/
bool showPlayerBoardElems;
void drawBaseGame();
int month;
Animation walkingAnimationDown;
Animation walkingAnimationUp;
Animation walkingAnimationLeft;
Animation walkingAnimationRight;
Animation* currentAnimation;
AnimatedSprite animatedSprite;
void drawCharacters();
void handleLeftClick(sf::Vector2f pos,
sf::Vector2f posGui, sf::Vector2f posFull, int mousePos);
std::set<int> busyTiles;
int diceResultPlayer;
int numberFinishedPlayers;
RotateElem nextRotateElem;
RotateElem prevRotateElem;
void endGame();
- SoundFX sfx;
float downTimeCounter;
Command commandManager;
CardsDeck cardsDeck;
};
}
#endif // GAME_H
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