Finish game logic

master
NaiJi ✨ 4 years ago
parent 5ad777e03b
commit 0e647faf20

@ -43,22 +43,26 @@ Direction Game::getDirection(sf::Keyboard::Key &key) const
{ {
case sf::Keyboard::A: case sf::Keyboard::A:
case sf::Keyboard::Left: case sf::Keyboard::Left:
return Direction::LEFT; case sf::Keyboard::Num4:
return Direction::Left;
case sf::Keyboard::W: case sf::Keyboard::W:
case sf::Keyboard::Up: case sf::Keyboard::Up:
return Direction::UP; case sf::Keyboard::Num8:
return Direction::Up;
case sf::Keyboard::D: case sf::Keyboard::D:
case sf::Keyboard::Right: case sf::Keyboard::Right:
return Direction::RIGHT; case sf::Keyboard::Num6:
return Direction::Right;
case sf::Keyboard::S: case sf::Keyboard::S:
case sf::Keyboard::Down: case sf::Keyboard::Down:
return Direction::DOWN; case sf::Keyboard::Num2:
return Direction::Down;
default: default:
return Direction::NONE; return Direction::None;
} }
} }
@ -67,13 +71,42 @@ void Game::onMoving(sf::Keyboard::Key &key)
// Determine where to move // Determine where to move
const Direction direction = getDirection(key); const Direction direction = getDirection(key);
if (direction == Direction::NONE) if (direction == Direction::None)
return; return;
////////////////////////// //////////////////////////
int initial_x, initial_y; // Save the initial coordinates
coordinate initial_x, initial_y;
hero->position(initial_x, initial_y); hero->position(initial_x, initial_y);
// TO DO THE REST // Try to move hero
hero->move(direction);
// Save the new coordinates after moving
coordinate attempt_x, attempt_y;
hero->position(attempt_x, attempt_y);
//////////////////////////
// If the following cell is water
if (level->isCellOfType(attempt_x, attempt_y, '.'))
{
// Try to use one charge to place a bridge
if (hero->useCharge())
level->placeBridge(attempt_x, attempt_y);
// If hero doesn't have enough charges, we move Hero back
else
hero->setPosition(initial_x, initial_y);
}
//////////////////////////
// If the following cell is a charge
if (level->isCellOfType(attempt_x, attempt_y, '$'))
{
// Hero picks up the charge; remove it from the map
hero->refillCharges(1);
level->removeCharge(attempt_x, attempt_y);
}
} }

@ -1,6 +1,6 @@
#include "hero.h" #include "hero.h"
Hero::Hero(int position_x, int position_y, int initial_charges) : Hero::Hero(coordinate position_x, coordinate position_y, int initial_charges) :
hero_charges(initial_charges), hero_charges(initial_charges),
pos_x(position_x), pos_x(position_x),
pos_y(position_y) pos_y(position_y)
@ -27,25 +27,31 @@ bool Hero::useCharge()
return false; return false;
} }
void Hero::position(int &x, int &y) const noexcept void Hero::position(coordinate &x, coordinate &y) const noexcept
{ {
x = pos_x; x = pos_x;
y = pos_y; y = pos_y;
} }
void Hero::move(Direction &direction) void Hero::move(const Direction &direction)
{ {
switch (direction) switch (direction)
{ {
case Direction::UP: case Direction::Up:
--pos_y; break; --pos_y; break;
case Direction::DOWN: case Direction::Down:
++pos_y; break; ++pos_y; break;
case Direction::LEFT: case Direction::Left:
--pos_x; break; --pos_x; break;
case Direction::RIGHT: case Direction::Right:
++pos_x; break; ++pos_x; break;
case Direction::NONE: case Direction::None:
break; break;
} }
} }
void Hero::setPosition(coordinate x, coordinate y)
{
pos_x = x;
pos_y = y;
}

@ -3,22 +3,24 @@
enum class Direction enum class Direction
{ {
LEFT, Left,
UP, Up,
RIGHT, Right,
DOWN, Down,
NONE None
}; };
using coordinate = unsigned int;
/// Represents a controlable by player game character /// Represents a controlable by player game character
class Hero class Hero
{ {
private: private:
int hero_charges; int hero_charges;
int pos_x, pos_y; coordinate pos_x, pos_y;
public: public:
explicit Hero(int position_x = 0, int position_y = 0, int initial_charges = 0); explicit Hero(coordinate position_x = 0, coordinate position_y = 0, int initial_charges = 0);
/// Add more charges for hero to use /// Add more charges for hero to use
void refillCharges(int append_charges); void refillCharges(int append_charges);
@ -30,10 +32,13 @@ public:
bool useCharge(); bool useCharge();
/// Get current Hero position /// Get current Hero position
void position(int &x, int &y) const noexcept; void position(coordinate &x, coordinate &y) const noexcept;
/// Set Hero position explicitly
void setPosition(coordinate x, coordinate y);
/// Move hero by one cell to any direction /// Move hero by one cell to any direction
void move(Direction &direction); void move(const Direction &direction);
}; };
#endif // HERO_H #endif // HERO_H

@ -22,17 +22,17 @@ Level::Level()
map[2][3] = '$'; map[2][3] = '$';
} }
void Level::placeBridge(Row::size_type x, Row::size_type y) void Level::placeBridge(coordinate x, coordinate y)
{ {
map[x][y] = static_cast<char>(177); map[x][y] = static_cast<char>(177);
} }
bool Level::isWater(Row::size_type x, Row::size_type y) const bool Level::isCellOfType(coordinate x, coordinate y, char type) const
{ {
return (map[x][y] == '.'); return (map[x][y] == type);
} }
void Level::removeCharge(Row::size_type x, Row::size_type y) void Level::removeCharge(coordinate x, coordinate y)
{ {
map[x][y] = '-'; map[x][y] = '-';
} }

@ -3,7 +3,8 @@
#include <array> #include <array>
constexpr int side = 32; using coordinate = unsigned int;
constexpr coordinate side = 32;
using Row = std::array<char, side>; using Row = std::array<char, side>;
using Map = std::array<Row, side>; using Map = std::array<Row, side>;
@ -18,16 +19,16 @@ public:
Level(); Level();
/// Place a bridge cell /// Place a bridge cell
void placeBridge(Row::size_type x, Row::size_type y); void placeBridge(coordinate x, coordinate y);
/// Get the 2D array of level map /// Get the 2D array of level map
Map& mapArray() const; Map& mapArray() const;
/// Request cell type /// Is the following cell has requested type
bool isWater(Row::size_type x, Row::size_type y) const; bool isCellOfType(coordinate x, coordinate y, char type) const;
/// Replace a charge cell with a ground cell /// Replace a charge cell with a ground cell
void removeCharge(Row::size_type x, Row::size_type y); void removeCharge(coordinate x, coordinate y);
}; };
#endif // LEVEL_H #endif // LEVEL_H

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