You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

206 lines
5.9 KiB
C++

#include "game.h"
#include <SFML/Graphics/RectangleShape.hpp>
#include <SFML/Graphics/ConvexShape.hpp>
#include <SFML/Graphics/Text.hpp>
constexpr int cell_width = 60;
constexpr int cell_height = 35;
constexpr int cell_deviation = 25;
constexpr int window_side = cell_width * 4;
Game::Game()
{
// Place the player with 10 initial charges onto x: 1, y: 1
hero = std::make_unique<Hero>(1, 1, 2);
// Generate level
level = std::make_unique<Level>();
main_window.create(sf::VideoMode(window_side * 3, window_side * 3), "SFML-Test Application", sf::Style::Default);
main_window.setActive();
level->mapArray()[0][0]->setHeightShift(15);
level->mapArray()[0][1]->setHeightShift(10);
current_level = 1;
//loadLevel(current_level);
}
int Game::run()
{
// On the game loop
while (main_window.isOpen())
{
sf::Event event;
while (main_window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
main_window.close();
// Handling keyboard activity
if (event.type == sf::Event::KeyPressed)
{
// Move
onMoving(event.key.code);
}
}
// Draw level
renderMap();
main_window.display();
}
return EXIT_SUCCESS;
}
////////////////////////////////////////////////////
Direction Game::getDirection(sf::Keyboard::Key &key) const
{
switch (key)
{
case sf::Keyboard::A:
case sf::Keyboard::Left:
case sf::Keyboard::Num4:
return Direction::Left;
case sf::Keyboard::W:
case sf::Keyboard::Up:
case sf::Keyboard::Num8:
return Direction::Up;
case sf::Keyboard::D:
case sf::Keyboard::Right:
case sf::Keyboard::Num6:
return Direction::Right;
case sf::Keyboard::S:
case sf::Keyboard::Down:
case sf::Keyboard::Num2:
return Direction::Down;
default:
return Direction::None;
}
}
void Game::onMoving(sf::Keyboard::Key &key)
{
// Determine where to move
const Direction direction = getDirection(key);
if (direction == Direction::None)
return;
// Save the initial coordinates
coordinate initial_row, initial_col;
hero->position(initial_row, initial_col);
// Try to move hero
hero->move(direction);
// Save the new coordinates after moving
coordinate attempt_row, attempt_col;
hero->position(attempt_row, attempt_col);
//////////////////////////
if (!level->mapArray()[attempt_row][attempt_col]->onMovingTo(hero, level))
hero->setPosition(initial_row, initial_col);
}
void Game::renderMap()
{
const Map &map = level->mapArray();
float painter_x = 60, painter_y = 60;
float horizontal_shift = 0, vertical_shift = 0;
// Brush for cell sprites
sf::ConvexShape convex_brush;
convex_brush.setPointCount(4);
convex_brush.setPoint(0, sf::Vector2f(cell_deviation, 0.f));
convex_brush.setPoint(1, sf::Vector2f(cell_deviation + cell_width, 0.f));
convex_brush.setPoint(2, sf::Vector2f(cell_width, cell_height));
convex_brush.setPoint(3, sf::Vector2f(0.f, cell_height));
convex_brush.setFillColor(palette::Blue);
convex_brush.setOutlineThickness(0);
convex_brush.setPosition(painter_x, painter_y);
// Counter for available charges
sf::Text text;
sf::Font font;
font.loadFromFile("font/VeraMono.ttf");
text.setFont(font);
text.setFillColor(palette::White);
text.setCharacterSize(25);
text.setPosition(50, 350);
text.setString("Available bridge cells: " + std::to_string(hero->charges()));
// Where is hero
coordinate hero_row, hero_col;
hero->position(hero_row, hero_col);
// Draw map from 2D array
for (coordinate x = 0; x < level->width(); ++x)
{
horizontal_shift = static_cast<float>(level->width()) * cell_deviation;
for (coordinate y = 0; y < level->height(); ++y)
{
vertical_shift = static_cast<float>(map[y][x]->heightShift());
// If cell has any height value, we should draw walls for it
if (vertical_shift > 0)
{
// Brush for vertical walls
sf::ConvexShape convex_wall_brush;
convex_wall_brush.setPointCount(6);
convex_wall_brush.setPoint(0, sf::Vector2f(cell_deviation + cell_width, -vertical_shift));
convex_wall_brush.setPoint(1, sf::Vector2f(cell_deviation + cell_width, 0.f));
convex_wall_brush.setPoint(2, sf::Vector2f(cell_width, cell_height));
convex_wall_brush.setPoint(3, sf::Vector2f(0.f, cell_height));
convex_wall_brush.setPoint(4, sf::Vector2f(0.f, cell_height - vertical_shift));
convex_wall_brush.setPoint(5, sf::Vector2f(cell_width, cell_height));
convex_wall_brush.setOutlineThickness(0);
sf::Color wall_color(sf::Uint8(map[y][x]->color().r - 40), sf::Uint8(map[y][x]->color().g - 40), sf::Uint8(map[y][x]->color().b - 40));
convex_wall_brush.setFillColor(wall_color);
convex_wall_brush.setPosition(painter_x + horizontal_shift, painter_y);
main_window.draw(convex_wall_brush);
}
// Draw the top surface of the cell itself
float final_x = painter_x + horizontal_shift;
float final_y = painter_y - vertical_shift;
convex_brush.setPosition(final_x, final_y);
convex_brush.setFillColor(map[y][x]->color());
main_window.draw(convex_brush);
if (hero_row == y && hero_col == x)
{
// Draw the hero sprite
convex_brush.setFillColor(palette::White);
main_window.draw(convex_brush);
}
// Move painter to next cell of current column
painter_y += cell_height;
horizontal_shift -= cell_deviation;
}
// Move painter to next column
painter_y = 60;
painter_x += cell_width;
}
main_window.draw(text);
}