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diff --git a/elemsdescription.h b/elemsdescription.h
index 0f29714..e78e032 100644
--- a/elemsdescription.h
+++ b/elemsdescription.h
@@ -1,263 +1,263 @@
#ifndef ELEMSDESCRIPTION_H
#define ELEMSDESCRIPTION_H
-
+/*
static int fields[256][6] = {
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
{10,2,10,0,2,2},
};
-
+*/
#endif // ELEMSDESCRIPTION_H
diff --git a/game.cpp b/game.cpp
index 5e9ec42..b43a04e 100644
--- a/game.cpp
+++ b/game.cpp
@@ -1,284 +1,292 @@
#include <stdlib.h>
#include <iostream>
#include "game.h"
#include "guiwindow.h"
#include <time.h> /* time */
namespace efc {
void Game::initBoard()
{
// Grass tile starts at 342 and has 11 tiles
// int level[256];
// int level[256];
// Structure of the board
/*
{
342, 0, 0, 0, 0, 0, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
80, 1, 1, 1, 1, 1, 1, 0, 0, 0, 0, 2, 0, 0, 0, 0,
1, 1, 0, 0, 0, 0, 0, 0, 3, 3, 3, 3, 3, 3, 3, 3 }
*/
// Fill the array
for (int i=0;i<256;i++)
{
int grass = (rand() % 10) + 1;
level[i] = 342 + grass;
level[i] = level[i];
}
// level[0] = 441;
// level[240] = 0;
// level[255] = 0;
// level[15] = 0;
level[8] = 813;
level[24] = 803;
level[40] = 803;
level[56] = 803;
level[72] = 803;
level[88] = 801;
level[167] = 809;
level[183] = 803;
level[199] = 803;
level[215] = 803;
level[231] = 803;
level[247] = 812;
level[112] = 811;
for (int i=113;i<117;i++)
level[i] = 816;
level[117] = 815;
level[138] = 800;
for (int i=139;i<143;i++)
level[i] = 816;
level[143] = 814;
map.load(&textures, sf::Vector2u(efc::TILE_SIZE, efc::TILE_SIZE), level, efc::BOARD_SIZE, efc::BOARD_SIZE);
PlayerHud playerHud1(&textures, std::rand() % 80, &gameFont, 32,0);
PlayerHud playerHud2(&textures, std::rand() % 30, &gameFont, 32,1);
PlayerHud playerHud3(&textures, std::rand() % 60, &gameFont, 32,2);
PlayerHud playerHud4(&textures, std::rand() % 50, &gameFont, 32,3);
players[0] = playerHud1;
players[1] = playerHud2;
players[2] = playerHud3;
players[3] = playerHud4;
players[0].setActive(true);
setCurrentNeighbours();
}
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/8bitOperatorPlus-Regular.ttf"))
{
std::exit(1);
}
}
Game::Game():
window(sf::VideoMode(512, 400), "EnFuCraft"),
viewTiles(sf::FloatRect(00, 00, 400, 400)),
viewFull(sf::FloatRect(00, 00, 400, 400)),
viewGui(sf::FloatRect(00, 00, 112, 400)),
selector(efc::TILE_SIZE),
guiSelectBuilding(&textures),
turn(0)
{
window.setVerticalSyncEnabled(true);
Hover hover;
GuiWindow guiWindow(&textures);
currentState = state_init;
std::srand (time(NULL));
loadAssets();
viewGui.setViewport(sf::FloatRect(0.8f,0, 1.0f, 1.0f));
viewTiles.setViewport(sf::FloatRect(0,0, 0.8f, 1.0f));
selector.changeColor(turn); //This is only for the test TODO: remove
initBoard();
currentState = state_game;
// run the main loop
while (window.isOpen())
{
// 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);
+
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 (event.type == sf::Event::MouseButtonReleased)
{
if (event.mouseButton.button == sf::Mouse::Left)
{
if (currentState==state_menu)
{
}
if (currentState==state_game)
{
if (currentNeighbours.find(mousePos) != currentNeighbours.end())
{
- std::cout << "SUPER" << std::endl;
+// std::cout << "SUPER" << std::endl;
if (!guiSelectBuilding.active)
{
float hover_x =localPosition.x;
float hover_y = localPosition.y;
if (localPosition.y > 290)
hover_y = hover_y - 100;
if (localPosition.x > 240)
hover_x = hover_x - 150;
if (hover_x>250)
hover_x = 249.0f;
if (hover_x<0)
hover_x = 1.0f;
if (hover_y>300)
hover_y = 299.0f;
if (hover_y<0)
hover_y = 1.0f;
selectedPos = mousePos;
guiSelectBuilding.setPosition(hover_x, hover_y);
guiSelectBuilding.active = true;
currentState = state_gui_elem;
}
break;
}
- nextPlayer();
+
+ std::string result = players[turn].getElem(localPositionGui);
+// std::cout << result << " hello" << turn << std::endl;
+ command(result);
+
+
+// nextPlayer();
}
if (currentState==state_gui_elem)
{
std::string result = guiSelectBuilding.getElem(localPosition);
command(result);
}
}
}
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);
}
}
render();
}
}
void Game::nextPlayer(){
players[turn].updatePlayer();
turn++;
if (turn==4)
turn = 0;
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);
}
}
void Game::drawPlayersGui(){
for (int i=0;i<4;i++)
{
window.draw(players[i]);
}
}
void Game::drawSquares() {
window.draw(selector);
}
void Game::update()
{
}
void Game::render()
{
window.clear();
if (currentState==state_game)
{
window.setView(viewTiles);
window.draw(map);
for (int i=0;i<4;i++)
{
window.draw(players[i].elems);
}
drawSquares();
window.setView(viewGui);
drawPlayersGui();
} else if (currentState==state_gui_elem) {
window.setView(viewTiles);
window.draw(map);
for (int i=0;i<4;i++)
{
window.draw(players[i].elems);
}
// window.draw(selector);
window.setView(viewGui);
drawPlayersGui();
}
window.setView(viewTiles);
window.draw(guiSelectBuilding);
window.display();
}
void Game::command(std::string command){
if (command=="close")
currentState=state_game;
if (command=="end_turn")
nextPlayer();
if (command.find("build_")==0)
{
int buildingType = std::stoi(command.substr(6));
players[turn].addElem(selectedPos, buildingType);
currentState = state_game;
setCurrentNeighbours();
}
}
sf::Vector2f Game::getMousePos(){
sf::Vector2i mousePosTmp(sf::Mouse::getPosition(window));
sf::Vector2f mousePosition(window.mapPixelToCoords(mousePosTmp,viewTiles));
return mousePosition;
}
}
diff --git a/guichoosebuilding.cpp b/guichoosebuilding.cpp
index c6cd151..42e1c50 100644
--- a/guichoosebuilding.cpp
+++ b/guichoosebuilding.cpp
@@ -1,61 +1,60 @@
#include "guichoosebuilding.h"
#include "tilemap.h"
GuiChooseBuilding::GuiChooseBuilding(TextureHolder *textures)
:GuiWindow(textures),
textureTiles(textures->textureTiles)
{
// this->textureTiles = &textures->textureGui;
std::cout << "constructor" <<std::endl;
addBuilding("build_8", 8);
addBuilding("build_88", 88);
addBuilding("build_328", 328);
}
void GuiChooseBuilding::addBuilding(std::string name, int pos){
sf::Sprite newBuilding;
newBuilding.setTexture(textureTiles);
newBuilding.setTextureRect(efc::transPosIntoRect(pos));
-
sf::Vector2f mod((buildings.size()*efc::TILE_SIZE),efc::TILE_SIZE);
newBuilding.move(mod);
buildings.insert({name, newBuilding});
- std::cout << "size " << buildings.size() <<std::endl;
+// std::cout << "size " << buildings.size() <<std::endl;
}
void GuiChooseBuilding::draw(sf::RenderTarget& target, sf::RenderStates states) const{
if (active==true)
{
sf::RenderStates states2 = states;
states2.transform *= getTransform();
GuiWindow::draw(target, states);
for (std::pair<std::string, sf::Sprite> i: buildings)
{
target.draw(i.second, states2);
}
}
}
std::string GuiChooseBuilding::getElem(sf::Vector2f mousePosition) {
std::string result = GuiWindow::getElem(mousePosition);
if (result=="close")
return result;
sf::Vector2f hoverPos = getPosition();
for (std::pair<std::string, sf::Sprite> i: buildings)
{
sf::FloatRect spriteBounds = i.second.getLocalBounds();
sf::FloatRect closeRect;
closeRect.left = i.second.getPosition().x;
closeRect.top = i.second.getPosition().y;
closeRect.width = spriteBounds.width;
closeRect.height = spriteBounds.height;
if (closeRect.contains(mousePosition.x - hoverPos.x,mousePosition.y - hoverPos.y))
{
active = false;
return i.first;
}
}
return result;
}
diff --git a/playerhud.cpp b/playerhud.cpp
index 0c9510b..9733225 100644
--- a/playerhud.cpp
+++ b/playerhud.cpp
@@ -1,157 +1,186 @@
#include "playerhud.h"
#include "textureholder.h"
#include "boardelem.h"
void PlayerHud::addElem(int pos, int type) {
efc::BoardElem startElem(textures, pos,type);
elems.items.push_back(startElem);
elems.items_map.insert({pos, startElem});
}
std::set<int> PlayerHud::getNeighbours(){
std::set<int> neighbours;
for (std::pair<int, efc::BoardElem> i: elems.items_map)
{
- std::cout << "adding " << i.first << std::endl;
+// std::cout << "adding " << i.first << std::endl;
std::set<int> neighboursVector(efc::getNeighbours(i.second.pos));
for (int j: neighboursVector)
{
- std::cout << "neigh " << j << " " << elems.items_map.count(j) << std::endl;
+// std::cout << "neigh " << j << " " << elems.items_map.count(j) << std::endl;
if (elems.items_map.count(j) == 0)
{
neighbours.insert(j);
}
}
}
return neighbours;
}
void PlayerHud::updatePlayer(){
for (const efc::BoardElem &i: elems.items)
{
int cashUpd = textures->tilesDescription[i.type][1];
int foodUpd = textures->tilesDescription[i.type][3];
int enrgUpd = textures->tilesDescription[i.type][3];
cash += cashUpd;
energy += enrgUpd;
food += foodUpd;
txtCash.setString("Cash: " + std::to_string(cash));
std::cout << "CASH " << i.type << " " << i.pos << " " << cashUpd << " " << cash<< std::endl;
}
}
PlayerHud::PlayerHud()
{
active = false;
food = 0;
cash = 0;
energy = 0;
}
void PlayerHud::setActive(bool newState){
active = newState;
elems.active = newState;
}
PlayerHud::PlayerHud(TextureHolder *textures, int faceNumber, sf::Font *gameFont, int faceSize, int pos)
{
active = false;
this->textures = textures;
efc::BoardElem startElem(textures, startPlayers[pos],441);
elems.items.push_back(startElem);
elems.items_map.insert({startPlayers[pos], startElem});
this->faceSize = faceSize;
spriteFace.setTexture(textures->textureFaces);
this->pos = pos;
food = 0;
cash = 0;
energy = 0;
int x = faceNumber % 10;
int y = (int) faceNumber /10;
txtCash.setFont(*gameFont);
txtFood.setFont(*gameFont);
txtEnergy.setFont(*gameFont);
txtNextRound.setFont(*gameFont);
txtNextRound.setString("End Turn");
txtNextRound.setScale(sf::Vector2f(0.25f, 1.f));
txtNextRound.setCharacterSize(10);
txtNextRound.setPosition(9,(pos*100)+10);
txtCash.setPosition(1,(pos*100)+40);
txtCash.setString("Cash: " + std::to_string(cash));
txtCash.setCharacterSize(10);
txtCash.setScale(sf::Vector2f(0.25f, 1.f));
txtFood.setPosition(1,(pos*100)+55);
txtFood.setString("Food: " + std::to_string(food));
txtFood.setCharacterSize(10);
txtFood.setScale(sf::Vector2f(0.25f, 1.f));
txtEnergy.setPosition(1,(pos*100)+70);
txtEnergy.setString("Enrg: " + std::to_string(energy));
txtEnergy.setCharacterSize(10);
txtEnergy.setScale(sf::Vector2f(0.25f, 1.f));
std::cout << "playerHud" << faceNumber << " " << x << " " << y << std::endl;
spriteFace.setTextureRect(sf::IntRect(x*faceSize, y*faceSize, faceSize, faceSize));
spriteFace.setScale(sf::Vector2f(0.25f, 1.f));
spriteFace.setPosition(0,pos*100);
-}
-void PlayerHud::draw(sf::RenderTarget& target, sf::RenderStates states) const
-{
- // // apply the transform
- states.transform *= getTransform();
- // Color rectangles making the gui on the right side
- sf::RectangleShape rectangle(sf::Vector2f(faceSize, faceSize));
- sf::RectangleShape rectangle2(sf::Vector2f(faceSize, (faceSize*2)+3));
+
+ rectangle.setSize(sf::Vector2f(this->faceSize, this->faceSize));
+ rectangle2.setSize(sf::Vector2f(this->faceSize, (this->faceSize*2)+3));
+
if (pos==0)
{
rectangle.setFillColor(sf::Color(50, 50, 150,168));
rectangle2.setFillColor(sf::Color(100, 100, 150,168));
rectangle.setOutlineColor(sf::Color(0,0,128));
}
else if (pos==1)
{
rectangle.setFillColor(sf::Color(50, 150, 50,168));
rectangle2.setFillColor(sf::Color(100, 150,100,168));
rectangle.setOutlineColor(sf::Color(0,128,0));
}
else if (pos==2)
{
rectangle.setFillColor(sf::Color(150, 50, 50,168));
rectangle2.setFillColor(sf::Color(150, 100,100,168));
rectangle.setOutlineColor(sf::Color(128,0,0));
}
else if (pos==3)
{
rectangle.setFillColor(sf::Color(150, 150, 150,168));
rectangle2.setFillColor(sf::Color(200, 200,200,168));
rectangle.setOutlineColor(sf::Color(128,128,128));
}
rectangle.setOutlineThickness(1);
rectangle.setPosition(0, pos*100);
rectangle2.setPosition(0, (pos*100)+faceSize+1);
+ buttons.insert({"end_turn",rectangle});
+
+}
+
+std::string PlayerHud::getElem(sf::Vector2f mousePosition) {
+ std::string result = "";
+ sf::Vector2f hoverPos = getPosition();
+ for (std::pair<std::string, sf::RectangleShape> i: buttons)
+ {
+ sf::FloatRect spriteBounds = i.second.getLocalBounds();
+ sf::FloatRect closeRect;
+ closeRect.left = i.second.getPosition().x;
+ closeRect.top = i.second.getPosition().y;
+ closeRect.width = spriteBounds.width;
+ closeRect.height = spriteBounds.height;
+ if (closeRect.contains(mousePosition.x - hoverPos.x,mousePosition.y - hoverPos.y))
+ {
+ active = false;
+ return i.first;
+ }
+ }
+ return result;
+}
+
+void PlayerHud::draw(sf::RenderTarget& target, sf::RenderStates states) const
+{
+ // // apply the transform
+ states.transform *= getTransform();
+ // Color rectangles making the gui on the right side
+// sf::RectangleShape rectangle(sf::Vector2f(faceSize, faceSize));
+// sf::RectangleShape rectangle2(sf::Vector2f(faceSize, (faceSize*2)+3));
+
+
target.draw(rectangle, states);
target.draw(rectangle2, states);
target.draw(txtCash, states);
target.draw(txtFood, states);
target.draw(txtEnergy, states);
if (active)
target.draw(txtNextRound, states);
target.draw(spriteFace, states);
}
diff --git a/playerhud.h b/playerhud.h
index d2ab1cb..3023562 100644
--- a/playerhud.h
+++ b/playerhud.h
@@ -1,52 +1,57 @@
#ifndef PLAYERHUD_H
#define PLAYERHUD_H
#include <iostream>
#include <set>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>
#include "boardelems.h"
#include "textureholder.h"
#include "elemsdescription.h"
+#include "guiwindow.h"
static int startPlayers[4] = {0,15,240,255};
class PlayerHud : public sf::Drawable, public sf::Transformable
{
public:
PlayerHud();
PlayerHud(TextureHolder *textures, int faceNumber, sf::Font *gameFont, int tileSize, int pos);
virtual void draw(sf::RenderTarget& target, sf::RenderStates states) const;
std::set<int> getNeighbours();
int pos;
int cash;
int energy;
int food;
bool active;
BoardElems elems;
void setActive(bool newState);
std::vector<int> properties;
void addElem(int pos, int type);
void updatePlayer();
+ std::string getElem(sf::Vector2f mousePosition);
+ std::map<std::string, sf::RectangleShape> buttons;
private:
sf::Sprite spriteFace;
sf::Text txtCash;
sf::Text txtEnergy;
sf::Text txtFood;
sf::Text txtNextRound;
int faceSize;
int tileSize;
TextureHolder *textures;
+ sf::RectangleShape rectangle;
+ sf::RectangleShape rectangle2;
};
#endif // PLAYERHUD_H
diff --git a/tilemap.cpp b/tilemap.cpp
index 29604ab..a80ce9d 100644
--- a/tilemap.cpp
+++ b/tilemap.cpp
@@ -1,119 +1,119 @@
#include "tilemap.h"
namespace efc {
sf::Vector2i transPosition(int pos) {
int x = (int) pos % efc::BOARD_SIZE;
int y = (int) pos / efc::BOARD_SIZE;
sf::Vector2i cords(x,y);
return cords;
}
sf::Vector2i transTilePosition(int pos) {
int x = (int) pos % efc::TILE_BOARD_SIZE;
int y = (int) pos / efc::TILE_BOARD_SIZE;
sf::Vector2i cords(x,y);
return cords;
}
int transCords(sf::Vector2i cords) {
// std::cout << cords.x << " " << cords.y << " " << std::endl;
int pos = (cords.y * efc::BOARD_SIZE)+cords.x;
return pos;
}
sf::IntRect transPosIntoRect(int pos)
{
sf::Vector2i cords = efc::transTilePosition(pos);
sf::IntRect posRect((int)cords.x*efc::TILE_SIZE, (int)cords.y*efc::TILE_SIZE, efc::TILE_SIZE, efc::TILE_SIZE);
- std::cout << "debug transPosIntoRect " << pos << " "<< cords.x << " " << cords.y << " " << posRect.left << " " << posRect.top << std::endl;
+// std::cout << "debug transPosIntoRect " << pos << " "<< cords.x << " " << cords.y << " " << posRect.left << " " << posRect.top << std::endl;
return posRect;
}
std::set<int> getNeighbours(int pos) {
sf::Vector2i cords = efc::transPosition(pos);
std::vector<int> neighbours;
std::set<int> neighboursSet;
if (cords.x>0)
{
neighbours.push_back(pos-1);
neighboursSet.insert(pos-1);
}
if (cords.x<efc::BOARD_SIZE-1)
{
neighbours.push_back(pos+1);
neighboursSet.insert(pos+1);
}
if (cords.y>0)
{
neighbours.push_back(pos-efc::BOARD_SIZE);
neighboursSet.insert(pos-efc::BOARD_SIZE);
}
if (cords.y<efc::BOARD_SIZE)
{
neighbours.push_back(pos+efc::BOARD_SIZE);
neighboursSet.insert(pos+efc::BOARD_SIZE);
}
return neighboursSet;
}
}
TileMap::TileMap()
{
}
bool TileMap::load(TextureHolder *textures, sf::Vector2u tileSize, const int* tiles, unsigned int width, unsigned int height)
{
this->m_tileset = &textures->textureTiles;
// resize the vertex array to fit the level size
m_vertices.setPrimitiveType(sf::Quads);
m_vertices.resize(width * height * 4);
// populate the vertex array, with one quad per tile
for (unsigned int i = 0; i < width; ++i)
for (unsigned int j = 0; j < height; ++j)
{
// get the current tile number
int tileNumber = tiles[i + j * width];
// find its position in the tileset texture
int tu = tileNumber % (m_tileset->getSize().x / tileSize.x);
int tv = tileNumber / (m_tileset->getSize().x / tileSize.x);
// get a pointer to the current tile's quad
sf::Vertex* quad = &m_vertices[(i + j * width) * 4];
// define its 4 corners
quad[0].position = sf::Vector2f(i * tileSize.x, j * tileSize.y);
quad[1].position = sf::Vector2f((i + 1) * tileSize.x, j * tileSize.y);
quad[2].position = sf::Vector2f((i + 1) * tileSize.x, (j + 1) * tileSize.y);
quad[3].position = sf::Vector2f(i * tileSize.x, (j + 1) * tileSize.y);
// define its 4 texture coordinates
quad[0].texCoords = sf::Vector2f(tu * tileSize.x, tv * tileSize.y);
quad[1].texCoords = sf::Vector2f((tu + 1) * tileSize.x, tv * tileSize.y);
quad[2].texCoords = sf::Vector2f((tu + 1) * tileSize.x, (tv + 1) * tileSize.y);
quad[3].texCoords = sf::Vector2f(tu * tileSize.x, (tv + 1) * tileSize.y);
}
return true;
}
void TileMap::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
// apply the transform
states.transform *= getTransform();
// apply the tileset texture
states.texture = m_tileset;
// draw the vertex array
target.draw(m_vertices, states);
}
sf::VertexArray m_vertices;
sf::Texture m_tileset;

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