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Game.cpp
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415 lines (364 loc) · 16.1 KB
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//
// Created by ita on 30/08/17.
//
#include "Game.h"
#include "FireWeapon.h"
#include "ColdWeapon.h"
Game::Game():window(sf::VideoMode(960,480),"Blood&Bonds"),jack("Jack",50,50,480,240, nullptr),text("",old){
msg.loadFromFile("./Font/BeautyDemo.ttf");
old.loadFromFile("./Font/1942.ttf");
boxOpen_1=false;
boxOpen_2=false;
round_1=false;
round_2=false;
text.setPosition(200,0);
text.setFillColor(sf::Color::Red);
text.setCharacterSize(25);
home.loadFromFile("./texture/menù/home.jpg");
credit.loadFromFile("./texture/menù/cemetery.png");
sprite.setTexture(home);
sprite.setOrigin(home.getSize().x/2,home.getSize().y/2);
sprite.setPosition(window.getSize().x/2,window.getSize().y/2);
sprite.setScale(0.8,0.6);
insertMap(MapType::mansion); //0
insertMap(MapType::frontyard); //1
insertMap(MapType::cemetery); //2
insertMap(MapType::courtyard); //3
}
void Game::handelInput() {
sf::Event event;
while(window.pollEvent(event)){
if(event.type== sf::Event::Closed)
window.close();
else if(event.type==sf::Event::KeyPressed){
if(event.key.code==sf::Keyboard::Escape)
window.close();
}
else if(event.type==sf::Event::KeyReleased){
if(event.key.code==sf::Keyboard::M)//use keyboard with inventory
if (!jack.getMedikit().isOpen())
jack.openMedikit();
else
jack.closeMedikit();
else if(event.key.code==sf::Keyboard::N)
if(!jack.getNotebook().isOpen())
jack.openNotebook();
else
jack.closeNotebook();
else if(event.key.code==sf::Keyboard::K)
if(!jack.getKeychain().isOpen())
jack.openKeychain();
else
jack.closeKeychain();
}
else if(event.type==sf::Event::MouseButtonReleased){
if(event.mouseButton.button==sf::Mouse::Left){ //use mouse with inventory
if(checkCollision(jack.getMedikit().getPosition(),jack.getMedikit().getCollisionArea(),
sf::Vector2f(sf::Mouse::getPosition(window).x,sf::Mouse::getPosition(window).y))){
if (!jack.getMedikit().isOpen()&&!jack.getKeychain().isOpen()&&!jack.getNotebook().isOpen())
jack.openMedikit();
else
jack.closeMedikit();
}else if(checkCollision(jack.getKeychain().getPosition(),jack.getKeychain().getCollisionArea(),
sf::Vector2f(sf::Mouse::getPosition(window).x,sf::Mouse::getPosition(window).y))){
if (!jack.getKeychain().isOpen()&&!jack.getNotebook().isOpen())
jack.openKeychain();
else
jack.closeKeychain();
}else if(checkCollision(jack.getNotebook().getPosition(),jack.getNotebook().getCollisionArea(),
sf::Vector2f(sf::Mouse::getPosition(window).x,sf::Mouse::getPosition(window).y))){
if (!jack.getNotebook().isOpen())
jack.openNotebook();
else
jack.closeNotebook();
}else
jack.useInventory(window);
}
}
}
}
void Game::update() {
jack.resetRender();
jack.reload();
for(auto i:enemyFolder)
i->resetRender();
currencyMap->update();
if(gameClock.getElapsedTime()-txtTime>sf::seconds(3)){
text.setString("");
text.setPosition(200,0);
text.setCharacterSize(25);
text.setFont(old);
}
}
void Game::GameStart(){
while(window.isOpen()) {
handelInput();
window.clear();
window.draw(sprite);
window.display();
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Return))
GameLoop();
}
}
void Game::GameLoop() {
initialize();
Medicine *potion, *elixir;
potion = new Medicine(7, medType::sp);
elixir = new Medicine(10, medType::hp);
Key *MansionKey;
MansionKey = new Key(keyType::skeleton);
Weapon *revolver, *oldSword;
revolver = new FireWeapon(fireWeaponType::gun);
oldSword = new ColdWeapon(coldWeaponType::sword);
Message *clue_1;
clue_1=new Message;
std::string content="I will waiting you \ninside my house to the \nnorth.\n\nWatch out!\nThe Cemetery to the \n"
"west is dangerous.\n\nStay Away!\n -Your Sweet Uncle";
clue_1->setContent(content);
jack.getMessage(*clue_1);
text.setString("Look at your Notebook!\nYou've a message.");
txtTime=gameClock.getElapsedTime();
while (window.isOpen()){
update();
handelInput();
jack.move();
jack.attack();
if(jack.getSanity()<=0){
text.setPosition(window.getSize().x/2-120,window.getSize().y/2-50);
text.setCharacterSize(50);
sf::sleep(sf::seconds(1));
text.setString("You lose your\n mind!");
end();
}else if(jack.getHp()<=0){
text.setPosition(window.getSize().x/2-100,window.getSize().y/2);
text.setCharacterSize(50);
sf::sleep(sf::seconds(1));
text.setString("You died!");
end();
}
// movement
window.clear();
currencyMap->Render(window);
auto pos=enemyFolder.cbegin();
for(auto i: enemyFolder) {
//check if detective attack works
if(jack.ready()){
if(checkCollision(i->getPosition(),i->getCollisionArea(),jack.getAttackPosition(),jack.getAttackRange())){
i->damage(jack.getAttackPower());
jack.hit();
}
}
if(checkCollision(jack.getPosition(),jack.getCollisionArea(),i->getPosition(),i->getRange())){
i->attack(jack);
if (i->ready()&&checkCollision(jack.getPosition(), jack.getCollisionArea(), i->getAttackPosition(),
i->getAttackRange())) {
i->hit();
if (i->isSniper())
jack.getMad(i->getStrength());
else
jack.damage(i->getStrength());
}
}
else
i->move(jack);
if(i->getHp()<=0){
delete i;
enemyFolder.erase(pos);
}
pos++;
}
if(currencyMap->getType()==MapType::courtyard) {
if (jack.getPosition().x < 0) {
currencyMap = map[2];//cemetery
if (!currencyMap->isVisited()) {
currencyMap->create();
deadFactory=new EnemyFactory(EnemyType::skeleton,level ::low,currencyMap->getTilePosition(0,2));
//posiziono la factory nel tile[0][2]
}
jack.setPosX(window.getSize().x);
}
else if(jack.getPosition().y < 0) {
currencyMap=map[1];//frontyard
if(!currencyMap->isVisited())
currencyMap->create();
jack.setPosY(window.getSize().y);
}
if(currencyMap->getObstacle()[currencyMap->getObstacle().size()-1]->isOpen()&&!boxOpen_1){
boxOpen_1=true;
jack.setWeapon(oldSword);
jack.getMedicine(*potion);
jack.getMedicine(*elixir);
}
}
else if(currencyMap->getType()==MapType::cemetery){
if(!round_1){
enemyFolder.push_back(deadFactory->CreateEnemy(Behavior::sniper));
enemyFolder.push_back(deadFactory->CreateEnemy(Behavior::berserk));
round_1=true;
text.setPosition(window.getSize().x/2,window.getSize().y/2);
text.setCharacterSize(40);
text.setString("Round 1");
txtTime=gameClock.getElapsedTime();
for(auto en:enemyFolder)
en->subscribe(&jack);
}
else if(!round_2&&enemyFolder.empty()){
enemyFolder.push_back(deadFactory->CreateEnemy(Behavior::sniper));
delete deadFactory;
deadFactory= nullptr;
deadFactory=new EnemyFactory(EnemyType::skeleton,level::medium,currencyMap->getTilePosition(3,0));
enemyFolder.push_back(deadFactory->CreateEnemy(Behavior::berserk));
enemyFolder.push_back(deadFactory->CreateEnemy(Behavior::sniper));
round_2=true;
deadFactory= nullptr;
text.setPosition(window.getSize().x/2,window.getSize().y/2);
text.setCharacterSize(40);
text.setString("Round 2");
txtTime=gameClock.getElapsedTime();
for(auto en:enemyFolder)
en->subscribe(&jack);
}
if(jack.getPosX()>window.getSize().x) {
if (enemyFolder.empty()) {
currencyMap = map[3];//courtyard
if (!currencyMap->isVisited())
currencyMap->create();
}
else {
text.setString("A strange force doesn't \n allow you to escape");
txtTime=gameClock.getElapsedTime();
}
jack.setPosX(0);
}
if(currencyMap->getObstacle()[currencyMap->getObstacle().size()-1]->isOpen()&&!boxOpen_2){
boxOpen_2=true;
jack.setWeapon(revolver);
jack.getKey(*MansionKey);
}
}
else if(currencyMap->getType()==MapType::frontyard){
if(jack.getPosition().y>window.getSize().y) {
currencyMap = map[3];//courtyard
if (!currencyMap->isVisited())
currencyMap->create();
jack.setPosY(0);
}else if(jack.getPosition().y-jack.getCollisionArea().y/2<=100){
currencyMap=map[0];//mansion
if (!currencyMap->isVisited()) {
currencyMap->create();
}
jack.setPosY(window.getSize().y);
}
}
else if(currencyMap->getType()==MapType::mansion){
text.setPosition(100,window.getSize().y/2);
text.setCharacterSize(50);
text.setString("To be continued..");
end();
}
gameBound();
//Render
for(auto i: currencyMap->getObstacle()){
if(checkCollision(i->getCenterPosition(),i->getCollisionArea(),jack.getPosition(),jack.getCollisionArea())) {//det & obs
if(i->isUnlockable()) {
jack.interact(i);//se entra nella sua collision area può interagire con gli oggetti
text.setString(i->getAction());
txtTime=gameClock.getElapsedTime();
}
if (jack.getPosY() < i->getPosition().y)
jack.Render(window);
}
for(auto en:enemyFolder)
if(checkCollision(i->getCenterPosition(),i->getCollisionArea(),en->getPosition(),en->getCollisionArea()))//en & obs
if(en->getPosY()<i->getPosition().y)
en->Render(window);
i->Render(window);
}
for(auto en:enemyFolder) {
if (checkCollision(en->getPosition(), en->getCollisionArea(), jack.getPosition(), jack.getCollisionArea()))
if (jack.getPosY() < en->getPosY()) {
if (!jack.getRender())
jack.Render(window);
}
if(!en->getRender())
en->Render(window);
}
if(!jack.getRender())
jack.Render(window);
jack.RenderInventory(window);
window.draw(text);
window.display();
}
}
void Game::gameBound() {
//map bound
if(jack.getPosition().x-jack.getCollisionArea().x/2<=currencyMap->getPosition().x-currencyMap->getSize().x/2)
jack.setPosX(currencyMap->getPosition().x-currencyMap->getSize().x/2+jack.getCollisionArea().x/2);
if(jack.getPosition().x+jack.getCollisionArea().x/2>=currencyMap->getPosition().x+currencyMap->getSize().x/2)
jack.setPosX(currencyMap->getPosition().x+currencyMap->getSize().x/2-jack.getCollisionArea().x/2);
if(jack.getPosition().y-jack.getCollisionArea().y/2<=currencyMap->getPosition().y-currencyMap->getSize().y/2)
jack.setPosY(currencyMap->getPosition().y-currencyMap->getSize().y/2+jack.getCollisionArea().y/2);
if(jack.getPosition().y+jack.getCollisionArea().y>=currencyMap->getPosition().y+currencyMap->getSize().y/2)
jack.setPosY(currencyMap->getPosition().y+currencyMap->getSize().y/2-jack.getCollisionArea().y);
for(auto i:enemyFolder){
if(i->getPosition().x<=currencyMap->getPosition().x-currencyMap->getSize().x/2)
i->setPosX(currencyMap->getPosition().x-currencyMap->getSize().x/2);
if(i->getPosition().x>=currencyMap->getPosition().x+currencyMap->getSize().x/2)
i->setPosX(currencyMap->getPosition().x+currencyMap->getSize().x/2);
if(i->getPosition().y<=currencyMap->getPosition().y-currencyMap->getSize().y/2)
i->setPosY(currencyMap->getPosition().y-currencyMap->getSize().y/2);
if(i->getPosition().y>=currencyMap->getPosition().y+currencyMap->getSize().y/2)
i->setPosY(currencyMap->getPosition().y+currencyMap->getSize().y/2);
}
//obstacle bound
for(auto obs:currencyMap->getObstacle()){
if(checkCollision(jack.getFeetPosition(),jack.getWalkingArea(),obs->getPosition(),obs->getArea()))
if(jack.getDirection()==0){//down
jack.setPosY(obs->getPosition().y-obs->getArea().y/2-jack.getWalkingArea().y/2-20);
}else if(jack.getDirection()==1){//right
jack.setPosX(obs->getPosition().x-obs->getArea().x/2-jack.getWalkingArea().x/2);
}else if(jack.getDirection()==2){//up
jack.setPosY(obs->getPosition().y+obs->getArea().y/2+jack.getWalkingArea().y/2-20);
}else if(jack.getDirection()==3){//left
jack.setPosX(obs->getPosition().x+obs->getArea().x/2+jack.getWalkingArea().x/2);
}
for(auto en:enemyFolder) {
if (checkCollision(en->getFeetPosition(),en->getWalkingArea(),obs->getPosition(),obs->getArea()))
if(en->getDirection()==0){//down
en->setPosY(obs->getPosition().y-obs->getArea().y/2-en->getWalkingArea().y/2-20);
}else if(en->getDirection()==1){//right
en->setPosX(obs->getPosition().x-obs->getArea().x/2-en->getWalkingArea().x/2);
}else if(en->getDirection()==2){//up
en->setPosY(obs->getPosition().y+obs->getArea().y/2+en->getWalkingArea().y/2-20);
}else if(en->getDirection()==3){//left
en->setPosX(obs->getPosition().x+obs->getArea().x/2+en->getWalkingArea().x/2);
}
}
}
}
bool Game::checkCollision(sf::Vector2f target, sf::Vector2f collisionArea, sf::Vector2f focus, sf::Vector2f range) {
if(focus.x+range.x/2>target.x-collisionArea.x/2 && focus.x-range.x/2<target.x+collisionArea.x/2)
if(focus.y+range.y/2>target.y-collisionArea.y/2 && focus.y-range.y/2<target.y+collisionArea.y/2)
return true;
return false;
}
void Game::initialize() {
gameClock.restart();
if(!currencyMap->isVisited())
currencyMap->create();
}
void Game::end(){
sprite.setTextureRect(sf::IntRect(0,0,2000,2000));
sprite.setOrigin(credit.getSize().x/2+20,credit.getSize().y/2);
sprite.setScale(0.5,0.5);
sprite.setTexture(credit);
while(window.isOpen()) {
handelInput();
window.clear();
window.draw(sprite);
window.draw(text);
window.display();
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Return))
window.close();
}
}