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diff --git a/command.cpp b/command.cpp
index 69231ac..396ae7a 100644
--- a/command.cpp
+++ b/command.cpp
@@ -1,155 +1,173 @@
#include <algorithm>
#include <iterator>
#include "game.h"
#include "command.h"
#include "data.h"
Command::Command(efc::Game &currentGame) :
game(currentGame)
{
}
-void Command::removeCard(int playerNumber)
+/*!
+ * \brief Command::removeCard
+ * \param playerNumber number of the player which cards will be removed
+ * \return
+ */
+bool Command::removeCard(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::vector<int> diamonds;
for (auto&& i: game.boardDiamonds.diamonds)
{
int fieldNumber = i.playerNumber;
if ((fieldNumber==playerNumber) && (i.boardPosition>-1)
&& (i.idNumber<4))
{
diamonds.push_back(i.boardPosition);
}
}
int numberDiamonds = diamonds.size();
- if (numberDiamonds>=0)
+ if (numberDiamonds>0)
{
int elemToRemove = rand() % numberDiamonds;
game.boardDiamonds.collectField(diamonds[elemToRemove]);
}
}
void Command::removeAllCardElement(int elementNumber)
{
/*! 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
*/
for (auto&& i: game.boardDiamonds.diamonds)
{
int cardElementNumber = i.idNumber;
if ((i.boardPosition>-1) && (cardElementNumber==elementNumber))
{
i.boardPosition=-1;
};
}
}
-
-void Command::removeDiamond(int playerNumber)
+/*!
+ * \brief Command::removeDiamond
+ * \param playerNumber
+ * \return if diamond had been removed
+ */
+bool 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::vector<int> diamonds;
for (auto&& i: game.boardDiamonds.diamonds)
{
int fieldNumber = i.playerNumber;
if ((fieldNumber==playerNumber) && (i.boardPosition>-1)
&& (i.idNumber==4))
{
diamonds.push_back(i.boardPosition);
}
}
int numberDiamonds = diamonds.size();
- if (numberDiamonds>=0)
+ if (numberDiamonds>0)
{
int elemToRemove = rand() % numberDiamonds;
game.boardDiamonds.collectField(diamonds[elemToRemove]);
+ return true;
}
+ return false;
}
void Command::freezePlayer(int playerNumber)
{
game.players[playerNumber].frozenLeft += 1;
}
+/*!
+ * \brief Command::processField when the player enters the field
+ * \param pos
+ */
void Command::processField(int pos)
{
-// if ()
bool startField = std::find(std::begin(efc::startPlayers),
std::end(efc::startPlayers), pos)
!= std::end(efc::startPlayers);
if ((startField) && (efc::startPlayers[game.turn]==pos))
game.boardDiamonds.reorder(game.turn);
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)<4)
{
processCard(pos);
}
game.boardDiamonds.collectField(pos);
}
}
+/*!
+ * \brief Command::processCard when the user enters the field
+ * \param pos
+ */
void Command::processCard(int pos)
{
int tokenNumber = game.boardDiamonds.getNumberForField(pos);
std::string cardType = game.cardsDeck.getTitle(tokenNumber);
if (tokenNumber!=game.turn)
{
if (cardType == "diamond")
{
removeDiamond(game.boardDiamonds.getNumberForField(pos));
game.players[game.turn].cash += 1;
} else if (cardType == "stop")
{
freezePlayer(tokenNumber);
} else if (cardType == "card")
{
removeCard(game.boardDiamonds.getNumberForField(pos));
} else if (cardType == "diamond x 2")
{
- removeDiamond(game.boardDiamonds.getNumberForField(pos));
- game.players[game.turn].cash += 1;
- removeDiamond(game.boardDiamonds.getNumberForField(pos));
- game.players[game.turn].cash += 1;
+ if (removeDiamond(game.boardDiamonds.getNumberForField(pos)))
+ game.players[game.turn].cash += 1;
+ if (removeDiamond(game.boardDiamonds.getNumberForField(pos)))
+ game.players[game.turn].cash += 1;
}
}
game.cardsDeck.nextCard(tokenNumber);
game.sfx.playCard();
}
//int Command::processGui(sf::Vector2f posGui)
//{
// return posGui.x + posGui.y; /*! TODO: add processing some actions */
//}
diff --git a/command.h b/command.h
index fb441bd..544dc7a 100644
--- a/command.h
+++ b/command.h
@@ -1,33 +1,33 @@
#ifndef COMMAND_H
#define COMMAND_H
#include "vector"
namespace efc {
class Game;
}
class Command
{
public:
// Command();
explicit Command(efc::Game &currentGame);
/*!
* \brief Removes a diamond from the player's field.
* \param player
*/
- void removeDiamond(int playerNumber);
- void removeCard(int playerNumber);
+ bool removeDiamond(int playerNumber);
+ bool removeCard(int playerNumber);
void freezePlayer(int playerNumber);
efc::Game &game;
void processField(int pos);
void processCard(int pos);
// int processGui(sf::Vector2f posGui);
void removeAllCardElement(int elementNumber);
};
#endif // COMMAND_H
diff --git a/debian/changelog b/debian/changelog
index c26e640..d3b8129 100644
--- a/debian/changelog
+++ b/debian/changelog
@@ -1,29 +1,36 @@
+deerportal (0.0.5-alphaubuntu1) UNRELEASED; urgency=medium
+
+ * asdads
+ *
+
+ -- Rafal Zawadzki <bluszcz@taller> Sat, 28 May 2016 12:43:17 +0200
+
deerportal (0.0.4-alpha) unstable; urgency=medium
* Deer Mode
* Clean up
* Animated Characters
-- Rafal Zawadzki <bluszcz@devcarpet.net> Sat, 28 May 2016 04:42:42 +0200
deerportal (0.0.3-alpha) unstable; urgency=medium
* Bubbles
* Clean up
-- Rafal Zawadzki <bluszcz@devcarpet.net> Sat, 09 Apr 2016 04:10:42 +0200
deerportal (0.0.2alpha) unstable; urgency=medium
* New upstream release
* Clean up
-- Rafal Zawadzki <bluszcz@devcarpet.net> Sat, 09 Apr 2016 04:10:42 +0200
deerportal (0.0.1alpha-1) unstable; urgency=low
* Initial release (Closes: #nnnn) <nnnn is the bug number of your ITP>
-- Rafal Zawadzki <bluszcz@devcarpet.net> Fri, 08 Apr 2016 23:40:21 +0200
diff --git a/game.cpp b/game.cpp
index 6b22328..1820b8e 100644
--- a/game.cpp
+++ b/game.cpp
@@ -1,966 +1,957 @@
#include "game.h"
#include "particle.h"
#include "calendar.h"
namespace efc {
int initScreenX = 1360;
int initScreenY = 768;
int currentSeason = 1;
int month = 0;
-
+/*!
+ * \brief The ResultTable struct contains data for the end of the game screen.
+ */
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);
}
};
-
-
+/*!
+ * \brief Game::setTxtEndGameAmount orders the results text for the end of the game.
+ */
void Game::setTxtEndGameAmount(){
-
-
std::string elementNames[4] = {"Water","Earth", "Fire", "Air"};
int width=1360;
-// int height = 768;
+ // 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());
+ 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;
+ // std::cout << "HOLIDAY"<< paganHolidayString << std::endl;
paganHolidayTxt.setString(paganHolidayString);
-
sfxClick.setBuffer(sfxClickBuffer);
sfxDone.setBuffer(sfxDoneBuffer);
-// spriteBackground.setTexture(textureBackground);
+ // spriteBackground.setTexture(textureBackground);
spriteBackgroundDark.setTexture(textures.backgroundDark);
spriteBackgroundDark.setPosition(0,0);
-// gameBackground.setTexture(textures.textureGameBackground);
+ // 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;
+ // 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);
+ // endGameTxt.set
+ // endGameTxt.setScale(2,2);
}
+/*!
+ * \brief Game::restartGame sets all the variables to the default value
+ */
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);
+ 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();
}
+/*!
+ * \brief Game::loadAssets
+ */
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 (!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);
+ // 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].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;
+ // std::cout << "lets begin" << std::endl;
currentState = state_lets_begin;
}
void Game::endGame()
{
currentState = state_end_game;
downTimeCounter = 0;
numberFinishedPlayers = 4;
setTxtEndGameAmount();
-// musicBackground.stop();
+ // musicBackground.stop();
}
+/*!
+ * \brief Game::handleLeftClick
+ * \param pos
+ * \param posFull
+ * \param mousePos
+ */
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);
+ 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);
+ // 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;
+ 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 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();
}
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();
}
}
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();
+ // 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;
+ // std::cout << "Everybody Finished!!!" << std::endl;
endGame();
}
if (turn<4)
players[turn].updatePlayer();
else
nextRound();
turn++;
if (deerModeActive)
{
deerModeCounter -= 1;
}
if (deerModeCounter<0)
{
endGame();
return ;
}
if ((players[turn].done==true) && (turn<4))
{
-// std::cout << "Player " << turn << " is done" << std::endl;
+ // 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);
if (deerModeActive==false)
{
groupHud.setSeason(currentSeason);
groupHud.setMonthName(month%4);
} else
{
groupHud.setDeerModeActive();
int number = (deerModeCounter/4);
if (deerModeCounter<16)
number += 1;
if (number<0)
{
endGame();
return;
}
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));
+ // 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) );
+ // 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.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);
+ // 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);
+ // 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);
+ // 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);
+ // 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);
+ 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]);
- }
+ 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;
}
+/*!
+ * \brief Game::startDeerMode launches last episode of the game
+ */
void Game::startDeerMode() {
deerModeActive = true;
deerModeCounter = 16;
}
}

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