GameObjectsView find_with_tag(const String &tag){
     GameObjectsView result;
     std::copy_if(game_objects.begin(), game_objects.end(), std::back_inserter(result), [&](auto &item){
         return item->tag == tag;
     });
     return result;
 }
Exemple #2
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void EventManager::fire(Event* event) {
  GameObjects receivers = event->getReceivers();
  GameObjects::iterator i = receivers.begin();
  for(; i < receivers.end(); i++) {
    (*i)->receiveEvent(event);
  }
  delete event;
}
void GSVe3ViewOtherPlayers::NextPlayer()
{
  Player* localPlayer = GetLocalPlayer();

  GameObjects* gos = TheObjectManager::Instance()->GetGameObjects();
  int id = -1;
  if (m_player)
  {
    id = m_player->GetId();
  }

  // Remember first player, go to if we reach the end
  Player* first = 0;
  bool found = false;

  for (auto it = gos->begin(); it != gos->end(); ++it)
  {
    GameObject* go = it->second;
    Player* p = dynamic_cast<Player*>(go);
    if (p == localPlayer)
    {
      continue;
    }

    if (p && !first)
    {
      first = p;
    }

    if (p && p->GetId() > id)
    {
      m_player = p;
      found = true;
      break;
    }
  }

  if (!found)
  {
    m_player = first; // wrap around if poss
  }

  if (m_player)
  {
    ShowPlayer(m_player, m_gui);
  }
}
Exemple #4
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void DeleteDeadObjects()
{
  static Game* game = TheGame::Instance();

  GameObjects* objs = game->GetGameObjects(); // map
  for (auto it = objs->begin(); it != objs->end(); )
  {
    PGameObject obj = it->second;

    ++it;

    WWGameObject* ww = dynamic_cast<WWGameObject*>(obj.GetPtr());
    if (ww && ww->IsDead())
    {
#ifdef DEBUG_DELETE_DEAD
      std::cout << "Deleting object " << Describe(ww) << "\n";
#endif
      ww->RemoveFromGame();
    }
  }
}
Exemple #5
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int main (int argc, char * const argv[]) {
	GameObjectManager* objectManager = GameObjectManager::getInstance();	
	NodeManager *nodeManager = NodeManager::getInstance();
	{
		
		Node *node;
		for (int y = 0; y <= 14; y++) {
			for (int x = 0; x <= 19; x++) {
				node = new Node(x * 32, y * 32);
				nodeManager->addNode(node);
			}
		}
	}
	
    Hill* hill1 = new Hill(StrainYellow, nodeManager->getEmptyRandomNode());
    Hill* hill2 = new Hill(StrainRed, nodeManager->getEmptyRandomNode());
    Hill* hill3 = new Hill(StrainBlue, nodeManager->getEmptyRandomNode());
    objectManager->add(hill1);
    objectManager->add(hill2);
    objectManager->add(hill3);
	
    Ants ants;
    Strain antStrains[4] = { StrainYellow, StrainRed, StrainBlue, StrainRed };
    for (int i = 0; i < 4; i++) {
        Ant* ant = new Ant(antStrains[i], nodeManager->getEmptyRandomNode());
        objectManager->add(ant);
        ants.push_back(ant);
    }

    for (int i = 0; i < 10; i++) {
        Spice *spice = new Spice(nodeManager->getEmptyRandomNode());
        objectManager->addSpice(spice);
    }
    
    sf::RenderWindow App(sf::VideoMode(640, 480), "Ants");
    App.SetFramerateLimit(60);
    while (App.IsOpened())
    {
        sf::Event Event;
        while (App.GetEvent(Event))
        {
            if (Event.Type == sf::Event::Closed)
                App.Close();
            if (Event.Type == sf::Event::MouseButtonPressed) {
                const sf::Input& Input = App.GetInput();
                cout << "Mouse cursor position: " << Input.GetMouseX() 
                     <<  "/" << Input.GetMouseY() << endl;
                sf::Vector2f mouse(Input.GetMouseX(), Input.GetMouseY());
                bool shiftDown = Input.IsKeyDown(sf::Key::LShift) ||
                                 Input.IsKeyDown(sf::Key::RShift);
                
                // cycle all gameobjects
                // if position matches mouse input -> select
                // if nothing matches -> deselect all
                
                GameObjects allObjects = objectManager->getObjects();
                GameObjects::iterator i = allObjects.begin();
                for (; i < allObjects.end(); i++) {
                    GameObject* object = *i;
                    sf::Vector2f left_upper = object->getSprite()->GetPosition();
					sf::Vector2f right_lower = left_upper;
					// TODO: clean up with new vector2f class
                    left_upper.x -= 16;
                    left_upper.y -= 16;
					right_lower.x += PIXELS_PER_NODE/2;
					right_lower.y += PIXELS_PER_NODE/2;
					if (left_upper.x <= mouse.x && right_lower.x >= mouse.x &&
					    left_upper.y <= mouse.y && right_lower.y >= mouse.y) {
                        
                        object->setSelectionStatus(true);
                        
					} else if (!shiftDown) {
                        object->setSelectionStatus(false);
					}
                }
            }
        }
		
        App.Clear();
		
		// trigger updates
        objectManager->trigger();

        //display nodes
        Nodes nodes = nodeManager->getNodes();
        Nodes::iterator n = nodes.begin();
        for (; n < nodes.end(); n++) {
			App.Draw(*(*n)->getSprite());
        }
		
		// update ants
        Ants::iterator a = ants.begin();
        for(; a < ants.end(); a++) {
            (*a)->handleCurrentAction(App.GetFrameTime());
        }
		
		// display game objects
		GameObjects objects = objectManager->getObjects();
		GameObjects::iterator i = objects.begin();
		for (; i < objects.end(); i++) {
			GameObject* object = *i;
			if (object->hasSprite()) {
				App.Draw(*object->getSprite());
				if (object->isSelected()) {
				    // draw rect
                    sf::Vector2f position = object->getSprite()->GetPosition();
					sf::Vector2f new_position = position;
					// TODO: clean up with new vector2f class
                    position.x -= 16;
                    position.y -= 16;
					new_position.x += PIXELS_PER_NODE/2;
					new_position.y += PIXELS_PER_NODE/2;
                    sf::Shape rect = sf::Shape::Rectangle(position, 
                        new_position, object->getSelectionColor(), 
                        true, object->getSelectionColor());
                    rect.EnableFill(false);
					App.Draw(rect);
				}
			}
		}
		
        App.Display();
    }
	
	
	
    return EXIT_SUCCESS;
}
Exemple #6
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GameObject* PickObject(const Vec2f& mouseScreen)
{
  // Get object carried by player - don't pick
  Ve1Object* carried = 0;
  Player* player = GetLocalPlayer();
  if (player)
  {
    carried = player->GetCarrying();
  }

  Vec3f mouseWorldNear;
  Vec3f mouseWorldFar;

  Unproject(mouseScreen, 0, &mouseWorldNear);
  Unproject(mouseScreen, 1, &mouseWorldFar);
  LineSeg lineSeg(mouseWorldNear, mouseWorldFar);

  GameObject* selectedObj = 0;
  GameObjects* objs = TheGame::Instance()->GetGameObjects();
  float bestDist = 9e20f;
  for (GameObjects::iterator it = objs->begin(); it != objs->end(); ++it)
  {
    GameObject* pgo = it->second;
    Assert(pgo);
    Ve1Object* v = dynamic_cast<Ve1Object*>(pgo);
    Assert(v);
    if (!v->IsPickable())
    {
#ifdef PICK_DEBUG
std::cout << " Obj " << pgo->GetId() << " is not pickable.\n";
#endif
      continue;
    }
    if (v == carried)
    {
      // Can't select it then!
      std::cout << "Skipping carried object " << *v << "\n";
      continue;
    }

    const AABB& aabb = pgo->GetAABB();
    if (Clip(lineSeg, aabb, 0))
    {
#ifdef PICK_DEBUG
std::cout << " Obj " << pgo->GetId() << " IS PICKED!\n";
#endif

      // Line seg intersects this box
      // Choose object whose centre (position) is closest to line seg..?

//      float dist = LineSeg(mouseWorldNear, mouseWorldFar).SqDist(pgo->GetPos());
      float dist = (mouseWorldNear - pgo->GetPos()).SqLen(); // pick closest

      // Treat skybox as least attractive option, followed by terrain
      if (dynamic_cast<Skybox*>(v))
      {
#ifdef PICK_DEBUG
std::cout << " Obj " << pgo->GetId() << " skybox so treated as far away\n";
#endif
        dist = 9e19f; 
      }
      else if (dynamic_cast<Terrain*>(v))
      {
#ifdef PICK_DEBUG
std::cout << " Obj " << pgo->GetId() << " terrain so treated as far away\n";
#endif
        dist = 9e18f; 
      }
#ifdef PICK_DEBUG
std::cout << " Obj " << pgo->GetId() << " sqDist: " << dist << "\n";
#endif

      if (dist < bestDist)
      {
#ifdef PICK_DEBUG
std::cout << " Obj " << pgo->GetId() << " AND IS CLOSEST!\n";
#endif

        bestDist = dist;
        selectedObj = pgo;
      }
    }
    else 
    {
#ifdef PICK_DEBUG
std::cout << " Obj " << pgo->GetId() << " is not picked.\n";
#endif
    }
  }

  return selectedObj;
}
Exemple #7
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void GSMain::Update()
{
  static Lurker* lurker = TheLurker::Instance();
  static Game* game = TheGame::Instance();
  SceneGraph* scenegraph = GetGameSceneGraph();

  lurker->Update();

  // Disable pause button if Lurk msg showing

  // Freeze if displaying tutorial text
  if (lurker->IsDisplayingMsg())
  {
    m_pauseButton->SetVisible(false);
    scenegraph->Update(); // DO still update the scene graph?
    // TODO Also still update Bird?
    GameObjects* objs = game->GetGameObjects();
    for (auto it = objs->begin(); it != objs->end(); ++it)
    {
      GameObject* obj = it->second;
      if (dynamic_cast<Bird*>(obj))
      {
        obj->Update();
      }
    }
  }
  else if (m_exitState == IS_EXITING)
  {
    m_pauseButton->SetVisible(false);
    scenegraph->Update(); // DO still update the scene graph?
    // TODO Also still update Bird?
    GameObjects* objs = game->GetGameObjects();
    for (auto it = objs->begin(); it != objs->end(); ++it)
    {
      GameObject* obj = it->second;
      if (dynamic_cast<Player*>(obj))
      {
        obj->Update();
      }
      Pet* pet = dynamic_cast<Pet*>(obj);
      if (pet && pet->IsTeleporting())
      {
        pet->Update();
      }
      if (dynamic_cast<Exit*>(obj))
      {
        obj->Update();
      }
    }
  }
  else
  {
    if (m_exitState == FINISHED_EXITING)
    {
      m_exitTimer += TheTimer::Instance()->GetDt();

      static const float EXIT_DELAY_2 = ROConfig()->GetFloat("exit-delay-2");

      if (m_exitTimer > EXIT_DELAY_2) 
      {
        game->SetCurrentState(TheGSLevelComplete::Instance());
      }
    }
    else
    {
      m_pauseButton->SetVisible(true);

      Player* player = Player::GetPlayer(AMJU_P1);
      float y = -(player->GetPos().y);
      DepthUpdate(y);
      TheProcGen::Instance()->AddLayerWhenReady(player->GetPos().x);

      ThePowerUpManager::Instance()->Update();  

      game->UpdateGameObjects();

      DeleteDeadObjects();

      TheCollisionManager::Instance()->Update();
      scenegraph->Update();
      TheShadowManager::Instance()->Update();
    }
  }
}