Add height for cells
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22
src/cell.cpp
22
src/cell.cpp
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@ -7,7 +7,8 @@
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Cell::Cell(coordinate cell_row, coordinate cell_col, const sf::Color &color) :
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Entity(cell_row, cell_col),
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cell_color(color)
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cell_color(color),
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height_shift(0) // ground by default
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{}
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Cell::~Cell()
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@ -18,6 +19,16 @@ sf::Color Cell::color() const noexcept
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return cell_color;
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}
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void Cell::setHeight(coordinate shift_by_y)
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{
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height_shift = shift_by_y;
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}
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coordinate Cell::heightShift() const
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{
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return height_shift;
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}
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///////////////////////////////////////
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PassableCell::PassableCell(coordinate cell_row, coordinate cell_col, const sf::Color &color) :
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@ -56,7 +67,8 @@ bool WaterCell::onMovingTo(HeroPtr &hero, LevelPtr &level)
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///////////////////////////////////////
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WallCell::WallCell(coordinate cell_row, coordinate cell_col, const sf::Color &color) :
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Cell(cell_row, cell_col, color)
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Cell(cell_row, cell_col, color),
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height_shift(10) // walls are a bit higher than ground and water
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{}
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WallCell::~WallCell()
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@ -74,7 +86,8 @@ bool WallCell::onMovingTo(HeroPtr &hero, LevelPtr &level)
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ChargeCell::ChargeCell(coordinate cell_row, coordinate cell_col, int has_charges, const sf::Color &color) :
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Cell(cell_row, cell_col, color),
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cell_charges(has_charges)
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cell_charges(has_charges),
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height_shift(5) // charges are a bit higher than ground and water, but lower than walls
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{}
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ChargeCell::~ChargeCell()
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@ -136,7 +149,8 @@ void TeleportCell::setDestination(coordinate new_cell_row, coordinate new_cell_c
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///////////////////////////////////////
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TriggerCell::TriggerCell(/*std::vector<CellPtr> &&cells_to_change,*/ coordinate cell_row, coordinate cell_col, const sf::Color &color) :
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Cell(cell_row, cell_col, color)
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Cell(cell_row, cell_col, color),
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height_shift(5) // triggers are a bit higher than ground and water, but lower than walls
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{
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//cells = std::move(cells_to_change);
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}
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20
src/cell.h
20
src/cell.h
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@ -50,6 +50,7 @@ class Cell : public Entity
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{
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protected:
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sf::Color cell_color;
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coordinate height_shift;
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public:
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Cell(coordinate cell_row = 0,
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@ -60,6 +61,11 @@ public:
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sf::Color color() const noexcept;
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/// "shift_by_y" indicates the height of current cell
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/// Height is a shift of y coordinate on the scene, relatively to the ground (which is 0)
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void setHeightShift(coordinate shift_by_y);
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coordinate heightShift() const;
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/// Determine if Hero can move onto this cell or not
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virtual bool onMovingTo(HeroPtr &hero, LevelPtr &level) = 0;
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};
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@ -67,7 +73,7 @@ public:
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///////////////////////////////////////
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/// Any cell where Hero is free to move
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class PassableCell : public Cell
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class PassableCell final : public Cell
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{
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public:
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PassableCell(coordinate cell_row = 0,
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@ -82,7 +88,7 @@ public:
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///////////////////////////////////////
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/// A cell which requires Hero to spend a charge for bridge to move on
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class WaterCell : public Cell
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class WaterCell final : public Cell
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{
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public:
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WaterCell(coordinate cell_row = 0,
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@ -97,7 +103,7 @@ public:
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///////////////////////////////////////
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/// A cell which is impossible to move on
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class WallCell : public Cell
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class WallCell final : public Cell
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{
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public:
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WallCell(coordinate cell_row = 0,
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@ -112,7 +118,7 @@ public:
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///////////////////////////////////////
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/// A cell which gives hero a charge
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class ChargeCell : public Cell
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class ChargeCell final : public Cell
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{
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private:
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int cell_charges;
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@ -131,7 +137,7 @@ public:
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///////////////////////////////////////
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/// A cell which moves hero to next level
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class ExitCell : public Cell
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class ExitCell final : public Cell
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{
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public:
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ExitCell(coordinate cell_row = 0,
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@ -146,7 +152,7 @@ public:
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///////////////////////////////////////
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/// A cell which teleports hero to following coordinates
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class TeleportCell : public Cell
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class TeleportCell final : public Cell
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{
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private:
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coordinate new_row, new_col;
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@ -168,7 +174,7 @@ public:
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///////////////////////////////////////
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/// A cell which replaces and changes other map cells when activated
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class TriggerCell : public Cell
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class TriggerCell final : public Cell
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{
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private:
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// Vector of cells to place on map
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43
src/game.cpp
43
src/game.cpp
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@ -113,7 +113,7 @@ void Game::renderMap()
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const Map &map = level->mapArray();
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float painter_x = 0, painter_y = 0;
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float shift = 0;
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float horizontal_shift = 0, vertical_shift = 0;
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// Brush for cell sprites
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sf::ConvexShape convex_brush;
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@ -143,28 +143,57 @@ void Game::renderMap()
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// Draw map from 2D array
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for (coordinate x = 0; x < level->width(); ++x)
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{
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shift = static_cast<float>(level->width()) * cell_deviation;
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horizontal_shift = static_cast<float>(level->width()) * cell_deviation;
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for (coordinate y = 0; y < level->height(); ++y)
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{
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convex_brush.setPosition(shift + painter_x, painter_y);
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vertical_shift = static_cast<float>(map[y][x]->heightShift());
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// If cell has any height value, we should draw walls for it
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if (vertical_shift > 0)
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{
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// Brush for vertical walls
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sf::ConvexShape convex_wall_brush;
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convex_wall_brush.setPointCount(6);
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convex_wall_brush.setPoint(0, sf::Vector2f(cell_deviation + cell_width, 0.f));
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convex_wall_brush.setPoint(1, sf::Vector2f(cell_deviation + cell_width, vertical_shift));
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convex_wall_brush.setPoint(2, sf::Vector2f(cell_width, cell_height + vertical_shift));
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convex_wall_brush.setPoint(3, sf::Vector2f(0.f, cell_height + vertical_shift));
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convex_wall_brush.setPoint(4, sf::Vector2f(0.f, cell_height));
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convex_wall_brush.setPoint(5, sf::Vector2f(cell_width, cell_height));
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convex_wall_brush.setOutlineThickness(0);
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sf::Color wall_color = convex_wall_brush.getFillColor() - sf::Color(50, 50, 50);
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convex_wall_brush.setFillColor(wall_color);
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convex_wall_brush.setPosition(painter_x, painter_y);
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main_window.draw(convex_wall_brush);
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}
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// Draw the top surface of the cell itself
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float final_x = painter_x + horizontal_shift;
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float final_y = painter_y - vertical_shift;
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convex_brush.setPosition(final_x, final_y);
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convex_brush.setFillColor(map[y][x]->color());
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main_window.draw(convex_brush);
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if (hero_row == y && hero_col == x)
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{
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// Place the hero sprite
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// Draw the hero sprite
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convex_brush.setFillColor(palette::White);
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main_window.draw(convex_brush);
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}
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// Move painter to next cell of row
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// Move painter to next cell of current column
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painter_y += cell_height;
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shift -= cell_deviation;
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horizontal_shift -= cell_deviation;
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}
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// Move painter to next row of the map
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// Move painter to next column
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painter_y = 0;
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painter_x += cell_width;
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}
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