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game.cpp
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game.cpp
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#include "game.h"
#include <fstream>
#include <iostream>
#include <functional>
Game::Game():
collision_handler(new Collision_handler(&players, &bombs, &bonuses, &tiles)),
input_handler(new Input_handler(players)) {}
bool Game::read_tiles(){
Tile::init();
std::fstream infile;
infile.open("tilemap");
int type;
int x = 0;
int y = 0;
const int h = 32;
const int w = 32;
while(infile >> type){
collision_effect_t coll_eff = collision_effect_t::HARD;
if(type == 2)
coll_eff = collision_effect_t::TRANSPARENT;
if(type == 1)
coll_eff = collision_effect_t::BREAKABLE;
tiles.emplace_back(std::make_shared<Tile>(x, y, w, h, type, coll_eff));
x = (x + TILE_WIDTH) % WINDOW_WIDTH;
if(x == 0)
y = (y + TILE_HEIGHT) % WINDOW_HEIGHT;
}
infile.close();
return true;
}
bool Game::create_players(){
players.emplace_back(std::make_shared<Player>("player1", 32, 32));
players.emplace_back(std::make_shared<Player>("player2", 928, 608));
return true;
}
bool Game::init(){
if(!read_tiles())
return false;
if(!create_players())
return false;
input_handler->map_controlls(players);
Bomb::init();
Fire::init();
return true;
}
void render_tiles(sf::RenderWindow& window,
const std::vector<std::shared_ptr<Tile>>& tiles){
for(const auto& tile : tiles){
Tile::sprite.setTextureRect(sf::IntRect(tile->type * TILE_WIDTH, 0,
tile->w, tile->h));
Tile::sprite.setPosition(tile->x, tile->y);
window.draw(Tile::sprite);
}
}
int x_pos_from_tile(int tile){
return (tile * TILE_WIDTH) % WINDOW_WIDTH;
}
int y_pos_from_tile(int tile){
return std::floor(tile / TILES_PER_ROW) * TILE_HEIGHT;
}
void Game::place_fire(int range, int tile){
std::vector<unsigned int> valid_fire_tiles = collision_handler->get_fire_pos(tile, range);
for(const auto& fire_t : valid_fire_tiles){
fire.emplace_back(std::make_shared<Fire>(x_pos_from_tile(fire_t),
y_pos_from_tile(fire_t),
TILE_HEIGHT,
TILE_WIDTH,
fire_t));
}
}
void Game::drop_bomb(){
for(const auto& player : players){
if(player->is_dropping_bomb() &&
player->get_ammo() &&
!collision_handler->is_bomb_on_tile(player->get_tile())){
player->drop_bomb();
int range = player->get_bomb_range();
int tile = player->get_tile();
int x = x_pos_from_tile(tile);
int y = y_pos_from_tile(tile);
bombs.emplace_back(std::make_shared<Bomb>(range,x,y,tile, player));
}
}
}
void Game::delete_bombs(){
int amount_to_erase = 0;
for(auto& bomb : bombs){
if(bomb->is_exploding()){
place_fire(bomb->get_range(), bomb->get_tile());
amount_to_erase++;
}
}
bombs.erase(bombs.begin(), bombs.begin() + amount_to_erase);
}
void Game::delete_fire(){
int amount_to_erase = std::count_if(fire.begin(), fire.end(),
[](std::shared_ptr<Fire> fire){return fire->done_burning();});
fire.erase(fire.begin(), fire.begin() + amount_to_erase);
}
void Game::do_actions(){
drop_bomb();
delete_bombs();
delete_fire();
}
void Game::tile_to_bonus(int tile){
//Transform current tile to transparent
tiles[tile]->type = 2;
tiles[tile]->collision_effect = collision_effect_t::TRANSPARENT;
//Create bonus
std::shared_ptr<Bonus> bonus = std::make_shared<Bonus>(tiles[tile]->x, tiles[tile]->y, tile);
if(bonus->get_type() >= 0)
bonuses.push_back(bonus);
}
void Game::check_fire_collision(){
using namespace std::placeholders;
for(auto& player : players){
if(collision_handler->fire_hit_player(player, fire))
player->decrement_life();
}
for(auto& bomb : bombs){
if(!fire.empty(), collision_handler->fire_hit_bomb(bomb, fire))
bomb->set_on_fire();
}
std::vector<int> breakable_tiles = collision_handler->fire_hit_breakable(fire);
std::for_each(breakable_tiles.begin(), breakable_tiles.end(),
std::bind(&Game::tile_to_bonus, this, _1));
}
void Game::check_bonus_collision(){
std::vector<std::shared_ptr<Bonus>>::iterator it;
for(const auto& player : players){
for(it = bonuses.begin(); it != bonuses.end();){
if(player->get_tile() == (*it)->get_tile()){
(*it)->set_bonus(player);
bonuses.erase(it);
}
else
it++;
}
}
}
bool Game::read_input(){
return input_handler->read_input(players);
}
void Game::set_pos(){
for(auto& player : players)
collision_handler->set_pos(player);
}
void Game::remove_dead_ppl(){
std::vector<std::shared_ptr<Player>>::iterator it;
it = std::remove_if(players.begin(), players.end(),
[](std::shared_ptr<Player> player){return player->get_lifes() <= 0;});
players.resize(it - players.begin());
}
void present_winner(std::shared_ptr<Player> player){
// std::cout << player->get_name() << std::endl;
player->get_name();
}
void Game::check_for_winner(){
if(players.size() == 1)
present_winner(players[0]);
}
void Game::render_all(sf::RenderWindow& window){
window.clear();
render_tiles(window, tiles);
render(window, bonuses);
render(window, bombs);
render(window, fire);
render(window, players);
window.display();
}
int Game::run(sf::RenderWindow& window){
if(!init())
return -1;
while(read_input()){
do_actions();
check_fire_collision();
check_bonus_collision();
set_pos();
remove_dead_ppl();
check_for_winner();
render_all(window);
}
return 0;
}