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playgame.cpp
405 lines (359 loc) · 13.9 KB
/
playgame.cpp
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#define GLM_FORCE_RADIANS
#include <GLFW/glfw3.h>
#include <glm/mat4x4.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include <vector>
#include "pausemenu.hpp"
#include "directionenum.hpp"
#include "setupobjects.hpp"
#include "playgame.hpp"
#include "playsound.hpp"
#include "map.hpp"
#include "resourcemanager.hpp"
#include "visibleobject.hpp"
#include "character.hpp"
#include "ai.hpp"
#include "collisiondetection.hpp"
#include "textrenderer.hpp"
#include "highscoremenu.hpp"
struct Movement
{
unsigned int player;
Direction dir;
};
unsigned int UpdateSpecialItem(std::vector<std::shared_ptr<VisibleObject>> &objVec, Map &map,
const unsigned int requiredScore, ResourceManager &resMan);
unsigned int UpdateAiSwitchVec(std::vector<float> &timeSwitch, const unsigned int timesToSwitch,
const unsigned int level);
void GetPlayerLives(std::vector<std::shared_ptr<VisibleObject>> &objVec,
std::vector<std::string> &livesVec);
bool UpdateLives(unsigned int &lives, TextRenderer &textRenderer, std::vector<std::string> &strVec);
void UpdateScore(const unsigned int updated, TextRenderer &textRenderer, std::vector<std::string> &strVec);
bool GetInput(std::vector<Movement> &movement, std::vector<std::shared_ptr<AI>> &aiVec, Map &map);
bool UpdateObject(const glm::ivec2 &where, Map &map, const unsigned int player,
std::vector<std::shared_ptr<VisibleObject>> &objVec);
bool UpdateMap(std::shared_ptr<VisibleObject> &player,
std::vector<std::shared_ptr<VisibleObject>> &objVec, Map &map,
unsigned int &score, SoundPlayer &soundPlayer, ResourceManager &resMan);
void UpdatePlayerMovement(std::shared_ptr<VisibleObject> &player, std::vector<Movement> &moveVec,
Map &map, const float deltaTime);
bool AISwitchModes(std::vector<std::shared_ptr<AI>> &aiVec, const float timeSinceStart, const float ×ToChange);
void UpdateEnemysDieStatus(std::vector<std::shared_ptr<VisibleObject>> &objVec,
ResourceManager &resMan);
bool PlayGame(Map &map, ResourceManager &resourceManager, const unsigned int livesIn)
{
bool nextMap(true), menu(true);
SoundPlayer soundPlayer(alcGetCurrentContext());
unsigned int lives(livesIn);
unsigned int specialItemScoreRequired(1000);
unsigned int score(0), changedScore(score);
TextRenderer textRender(resourceManager.GetTexture("text.png"));
std::vector<std::string> stringVec{"Score:", "0"};
std::vector<std::string> livesVec{"Lives: ", std::to_string(lives)};
textRender.AddTextVerticalAlign(stringVec, TextRenderer::Alignment::Right, TextRenderer::Alignment::Top, 20.0f);
textRender.AddTextHorizontalAlign(livesVec, TextRenderer::Alignment::Right, TextRenderer::Alignment::Bottom, 20.0f);
glm::mat4 view(glm::ortho(0.0f, 40.0f, 0.0f, 30.0f, 1.0f, -1.0f));
std::vector<std::shared_ptr<VisibleObject>> objectVec;
std::vector<Movement> movementVec;
std::vector<std::shared_ptr<AI>> aiVec;
std::vector<float> aiStateSwitchTimes;
std::vector<DeadPlayers> deadPlayerVec;
int level(0);
int timesToChange(7);
while(nextMap && !glfwWindowShouldClose(glfwGetCurrentContext()))
{
++level;
timesToChange = UpdateAiSwitchVec(aiStateSwitchTimes, timesToChange, level);
bool playing = true;
map.LoadNextMap();
GetVecFullOfObjects(objectVec, map, resourceManager, aiVec);
textRender.AddTextHorizontalAlign(livesVec, TextRenderer::Alignment::Right, TextRenderer::Alignment::Bottom, 20.0f);
CollisionDetection collisionDetect;
collisionDetect.AddPlayersAndEnemys(objectVec);
map.HideSpecialObj();
double currTime = glfwGetTime(), prevTime = glfwGetTime(),
mapStartTime = glfwGetTime(), enemyKillFinish(0.0);
while(playing && !glfwWindowShouldClose(glfwGetCurrentContext()))
{
glClear(GL_COLOR_BUFFER_BIT);
if(AISwitchModes(aiVec, currTime - mapStartTime, aiStateSwitchTimes.back()))
{
soundPlayer.AddToPlay(*(resourceManager.GetSound("wolfhowl.ogg")));
aiStateSwitchTimes.erase(aiStateSwitchTimes.end() - 1);
}
if(score >= specialItemScoreRequired)
specialItemScoreRequired = UpdateSpecialItem(objectVec, map, specialItemScoreRequired, resourceManager);
if(enemyKillFinish != 0.0)
{
if(currTime >= enemyKillFinish)
{
UpdateEnemysDieStatus(objectVec, resourceManager);
enemyKillFinish = 0.0;
}
}
if(!deadPlayerVec.empty())
{
for(auto player(deadPlayerVec.begin()); player != deadPlayerVec.end();)
{
if((*player).timeEnemyShouldLive <= currTime)
{
(*player).player->SwitchDeathVao();
(*player).player->ResetToOriginalSquare();
player = deadPlayerVec.erase(player);
}
else
++player;
}
}
if(GetInput(movementVec, aiVec, map))
{
if(PauseMenu(resourceManager, menu))
{
playing = false;
nextMap = false;
break;
}
glfwSetTime(currTime);
}
for(auto & obj : objectVec)
{
if(obj->GetPlayer() > 0)
{
UpdatePlayerMovement(obj, movementVec, map, currTime - prevTime);
if(obj->GetPlayer() == 1)
{
if(UpdateMap(obj, objectVec, map, changedScore, soundPlayer, resourceManager))
{
if(enemyKillFinish == 0.0f)
{
enemyKillFinish = currTime;
UpdateEnemysDieStatus(objectVec, resourceManager);
}
currTime -= 5.0;
glfwSetTime(currTime);
}
if(score != changedScore)
{
UpdateScore(changedScore, textRender, stringVec);
score = changedScore;
if(map.HasFinished())
{
playing = false;
nextMap = true;
}
}
}
}
obj->Draw(view);
}
textRender.DrawAll();
if(collisionDetect.DetectCollisions(lives, changedScore, deadPlayerVec, resourceManager, soundPlayer))
{
soundPlayer.AddToPlay(*(resourceManager.GetSound("death.ogg")));
if(UpdateLives(lives, textRender, livesVec))
{
playing = false;
nextMap = false;
UpdateHighscore(score, resourceManager);
}
}
glfwSwapBuffers(glfwGetCurrentContext());
glfwPollEvents();
prevTime = currTime;
currTime = glfwGetTime();
}
}
if(glfwWindowShouldClose(glfwGetCurrentContext()))
nextMap = false;
return menu;
}
bool UpdateLives(unsigned int &lives, TextRenderer &textRenderer,
std::vector<std::string> &strVec)
{
textRenderer.RemoveText(*(strVec.begin() + 1));
(*(strVec.begin() + 1)) = std::to_string(lives);
textRenderer.AddTextHorizontalAlign(strVec, TextRenderer::Alignment::Right,
TextRenderer::Alignment::Bottom, 20);
if(lives == 0)
return true;
return false;
}
void UpdateScore(const unsigned int updated, TextRenderer &textRenderer,
std::vector<std::string> &strVec)
{
textRenderer.RemoveText(*(strVec.begin() + 1));
(*(strVec.begin() + 1)) = std::to_string(updated);
textRenderer.AddTextVerticalAlign(strVec, TextRenderer::Alignment::Right,
TextRenderer::Alignment::Top, 20);
}
bool GetInput(std::vector<Movement> &movementVec, std::vector<std::shared_ptr<AI>> &aiVec, Map &map)
{
static bool pPressed(false);
bool pause(false);
if(glfwGetKey(glfwGetCurrentContext(), GLFW_KEY_P) == GLFW_PRESS && !pPressed)
pPressed = true;
else if(glfwGetKey(glfwGetCurrentContext(), GLFW_KEY_P) == GLFW_RELEASE
&& pPressed)
{
pPressed = false;
pause = true;
}
Movement playerMovement;
playerMovement.player = 1;
if(glfwGetKey(glfwGetCurrentContext(), GLFW_KEY_LEFT) == GLFW_PRESS)
playerMovement.dir = Direction::Left;
else if(glfwGetKey(glfwGetCurrentContext(), GLFW_KEY_RIGHT) == GLFW_PRESS)
playerMovement.dir = Direction::Right;
else if(glfwGetKey(glfwGetCurrentContext(), GLFW_KEY_UP) == GLFW_PRESS)
playerMovement.dir = Direction::Up;
else if(glfwGetKey(glfwGetCurrentContext(), GLFW_KEY_DOWN) == GLFW_PRESS)
playerMovement.dir = Direction::Down;
else
playerMovement.dir = Direction::None;
movementVec.push_back(playerMovement);
for(auto & which : aiVec)
{
Movement aiMovement;
aiMovement.player = which->GetPlayer();
aiMovement.dir = which->GetMove(map);
movementVec.push_back(aiMovement);
}
return pause;
}
bool UpdateObject(const glm::ivec2 &where, Map &map, const unsigned int player,
std::vector<std::shared_ptr<VisibleObject> > &objVec)
{
bool retValue(false);
for(auto & obj : objVec)
{
if((int)obj->GetX() == where.x &&
(int)obj->GetY() == where.y && player != obj->GetPlayer())
{
obj->SwitchVaos();
map.SetObject(where);
retValue = true;
break;
}
}
return retValue;
}
bool UpdateMap(std::shared_ptr<VisibleObject> &player,
std::vector<std::shared_ptr<VisibleObject> > &objectVec, Map &map,
unsigned int &score, SoundPlayer &soundPlayer,
ResourceManager &resMan)
{
bool powerPill(false);
glm::ivec2 where((int)(player->GetX()),
(int)(player->GetY()));
Object obj(map.GetWhichObject(where));
if(obj == Object::tree || obj == Object::powerPill || obj == Object::specialObject)
{
UpdateObject(where, map, player->GetPlayer(), objectVec);
switch(obj)
{
case Object::tree:
score += 10;
soundPlayer.AddToPlay(*(resMan.GetSound("chop.ogg")));
break;
case Object::powerPill:
score += 10;
soundPlayer.AddToPlay(*(resMan.GetSound("chainsaw.ogg")));
powerPill = true;
break;
case Object::specialObject:
soundPlayer.AddToPlay(*(resMan.GetSound("woodpile.ogg")));
score += 100;
break;
default:
break;
}
}
return powerPill;
}
void UpdatePlayerMovement(std::shared_ptr<VisibleObject> &character,
std::vector<Movement> &moveVec,
Map &map, const float deltaTime)
{
for(auto it(moveVec.begin()); it != moveVec.end(); ++it)
{
if(it->player == character->GetPlayer())
{
character->Move(it->dir, deltaTime, map);
it = moveVec.erase(it);
break;
}
}
}
bool AISwitchModes(std::vector<std::shared_ptr<AI> > &aiVec, const float timeSinceStart,
const float &timeToChange)
{
bool retValue(false);
if(timeToChange <= timeSinceStart)
{
for(auto & ai : aiVec)
{
ai->SwitchStates();
}
retValue = true;
}
return retValue;
}
unsigned int UpdateAiSwitchVec(std::vector<float> &timeSwitch, const unsigned int timesToSwitch,
const unsigned int level)
{
unsigned int change(timesToSwitch + 2);
float patrolTime(10.0f / (float)level);
float chaseTime(20.0f - patrolTime);
if(change > 27)
change = 27;
for(int i(change / 2), j((change / 2) - 1); i > 0;)
{
timeSwitch.push_back((patrolTime * i) + (chaseTime * j));
if(i > j)
--i;
else
--j;
}
return change;
}
unsigned int UpdateSpecialItem(std::vector<std::shared_ptr<VisibleObject> > &objVec, Map &map,
const unsigned int requiredScore, ResourceManager &resMan)
{
unsigned int score(requiredScore);
if(score > 5000)
score += 5000;
else
score *= 1.5;
std::shared_ptr<unsigned int> texture(resMan.GetTexture("scenery2.png"));
std::shared_ptr<unsigned int> vao(resMan.GetVao("vao bottom right"));
for(auto & obj : objVec)
{
std::shared_ptr<unsigned int> objVao(obj->GetNextVao());
if(objVao)
{
if(*(obj->GetTexture()) == *texture && *objVao == *vao)
{
obj->SwitchVaos();
map.UpdateSpecialObj(glm::ivec2((int)obj->GetX(), (int)obj->GetY()));
break;
}
}
}
return score;
}
void UpdateEnemysDieStatus(std::vector<std::shared_ptr<VisibleObject> > &objVec,
ResourceManager &resMan)
{
std::shared_ptr<unsigned int> wolfTexture(resMan.GetTexture("wolf.png")),
bearTexture(resMan.GetTexture("bear.png")),
snakeTexture(resMan.GetTexture("snake.png"));
for(auto & enemy : objVec)
{
if(*(enemy->GetTexture()) == *bearTexture ||
*(enemy->GetTexture()) == *wolfTexture ||
*(enemy->GetTexture()) == *snakeTexture)
{
enemy->ChangeCanDie();
}
}
}