Ejemplo n.º 1
0
	void Application::init() {
		m_pWindow = new sf::RenderWindow(sf::VideoMode(1600, 900), "Hex Test", sf::Style::Close);
		
		m_pRenderer = new Renderer();
		m_pRenderer->SetRenderCallbackFunc(draw_wrapper);

		m_pInput = new InputHandler();
		m_pInput->setKeyPressedCallbackFunc(key_pressed_wrapper);
		m_pInput->setKeyReleasedCallbackFunc(key_released_wrapper);
		m_pInput->setMouseMovedCallbackFunc(mouse_moved_wrapper);
		m_pInput->setMouseWheelScrollCallbackFunc(mouse_wheel_scroll_wrapper);
		m_pInput->setMouseButtonPressedCallbackFunc(mouse_pressed_wrapper);
		m_pInput->setMouseButtonReleasedCallbackFunc(mouse_released_wrapper);
		
		assert(loadTextures());
		assert(loadFonts());

		m_TerrainInfos[0] = TerrainInfo("TERRAIN_GRASS", 1, 0, TERRIAN_TYPE_GRASS);
		m_TerrainInfos[1] = TerrainInfo("TERRAIN_PLAINS", 1, 1, TERRIAN_TYPE_GRASS);

		loadMap();

		loop();
	}
Ejemplo n.º 2
0
void InformationStorage::loadAll(string file)
{
	//Clear out the object types first
	terrainTypes.clear();
	buildingTypes.clear();
	unitTypes.clear();
	
	TiXmlDocument doc( file.c_str());
	if(doc.LoadFile())
	{
		TiXmlHandle hDoc(&doc);
		TiXmlElement* pElem;
		TiXmlHandle hRoot(0);
		pElem = hDoc.FirstChildElement().Element();
		hRoot=TiXmlHandle(pElem);


		//--------------------------------Load in Units----------------------

		TiXmlNode* pUnitNode=hRoot.FirstChild( "Units" ).FirstChild().ToNode();
		TiXmlNode* pUnitInfoNode;
		//For loop will cycle through each unit within the Units tag
		for( pUnitNode; pUnitNode; pUnitNode=pUnitNode->NextSiblingElement())
		{
			//Need to iterate through the data of a unit; can make a pointer to the first child of pUnitNode for ID, get NextSiblingElement for other elements, use 
			//query attributes for combat stats.
			UnitInfo u = UnitInfo();
			u.load(pUnitNode);
			unitTypes[u.id] = u;
		}



		//----------------------Load in Terrain-------------------------------

		TiXmlNode* pTerrainNode=hRoot.FirstChild( "Terrain" ).FirstChild().ToNode();
		TiXmlNode* pTerrainInfoNode;
		//For loop will cycle through each unit within the Units tag
		for( pTerrainNode; pTerrainNode; pTerrainNode=pTerrainNode->NextSiblingElement())
		{
			//Need to iterate through the data of a unit; can make a pointer to the first child of pUnitNode for ID, get NextSiblingElement for other elements, use 
			//query attributes for combat stats.
			TerrainInfo t = TerrainInfo();
			t.load(pTerrainNode);
			terrainTypes[t.id] = t;
		}


		//---------------------------------Load in Buildings--------------------------------------

		TiXmlNode* pBuildingNode=hRoot.FirstChild( "Buildings" ).FirstChild().ToNode();
		//TiXmlNode* pBuildingInfoNode;
		//TiXmlNode* pProductionIDNode;
		//For loop will cycle through each unit within the Units tag
		for( pBuildingNode; pBuildingNode; pBuildingNode=pBuildingNode->NextSiblingElement())
		{
			//Need to iterate through the data of a unit; can make a pointer to the first child of pUnitNode for ID, get NextSiblingElement for other elements, use 
			//query attributes for combat stats.
			BuildingInfo b = BuildingInfo();
			b.load(pBuildingNode);
			buildingTypes[b.id] = b;
		}

		//-------------------------------Load in Commander Cards--------------------------------
		TiXmlNode* pCardNode = hRoot.FirstChild( "Cards" ).FirstChild().ToNode();
		for( pCardNode; pCardNode; pCardNode=pCardNode->NextSiblingElement())
		{
			CardInfo c = CardInfo();
			c.load(pCardNode);
			cardTypes[c.id] = c;
		}


	}
	else
	{
		//std::cout << "\nFailed to load the units\n";
	}

	DeveloperConsole::write("Buildings Loaded: ");
	DeveloperConsole::writeLine(buildingTypes.size());
	DeveloperConsole::write("Units Loaded: ");
	DeveloperConsole::writeLine(unitTypes.size());
	DeveloperConsole::write("Terrain Loaded: ");
	DeveloperConsole::writeLine(terrainTypes.size());
	

}