FontWrapper::FontWrapper(SDL_Renderer* rend, const char* path, int size, SDL_Color color, char style)
{
    std::string s_path;
    if(Globals::IS_DEBUG)
    {
        std::string t_path = PROJECT_DIR;
        s_path = t_path + Globals::PATH_TO_FONTS + path;
    }
    else
    {
        auto temp = FilePath::getExecFilePath();
        temp = temp.substr(0, temp.find_last_of("/") );
        s_path = temp + Globals::PATH_TO_FONTS + path;
    }
    
    _font = FC_CreateFont();
    FC_LoadFont(_font, rend, s_path.c_str(), size, color, style);
}
Пример #2
0
void PathWorldState::Init()
{
	SetResourcesFilePath("Fonts/nokiafc22.ttf");
	fontSmall = FC_CreateFont();
	FC_LoadFont(fontSmall, display->renderer, resourcesFilePath, 30, FC_MakeColor(255, 255, 255, 255), TTF_STYLE_NORMAL);
	fontBig = FC_CreateFont();
	FC_LoadFont(fontBig, display->renderer, resourcesFilePath, 40, FC_MakeColor(255, 255, 255, 255), TTF_STYLE_NORMAL);
	// Initialize Graph Texture
	graphTexture = {};
	StaticTexture_Init(&graphTexture, FIXED_WIDTH, FIXED_HEIGHT, display->renderer);
	StaticTexture_StartDrawing(&graphTexture);
	arrowTexture = {};
	SetResourcesFilePath("Images/Arrow.png");
	if (Texture_LoadFromFile(&arrowTexture, display->renderer, resourcesFilePath) == false)
	{
		SDL_Log("Failed to load Image!\n");
	}
	boidTexture = {};
	SetResourcesFilePath("Images/Boid.png");
	if (Texture_LoadFromFile(&boidTexture, display->renderer, resourcesFilePath) == false)
	{
		SDL_Log("Failed to load Image!\n");
	}
	heroTexture = {};
	SetResourcesFilePath("Images/Player.png");
	if (Texture_LoadFromFile(&heroTexture, display->renderer, resourcesFilePath) == false)
	{
		SDL_Log("Failed to load Image!\n");
	}
	startX = 19;
	startY = 9;
	origin.x = 170;
	origin.y = 40;
	hero.position.x = 20 * labyrinth.cellSize + origin.x + 15;
	hero.position.y = 9 * labyrinth.cellSize + origin.y + 15;
	hero.width = heroTexture.width;
	hero.height = heroTexture.height;
	initMinotaur();

	objective();
	std::vector<Node*> camino = PathfindingUtils::PathfindAStar(&labyrinth, &labyrinth.array[startX][startY], &labyrinth.array[endX][endY]);
	way.pathOccupation = camino.size();
	
	for (int i = 0; i < camino.size(); i++)
	{
		way.pathArray[i] = camino[i]->position*labyrinth.cellSize;
		way.pathArray[i].x += origin.x + 10;
		way.pathArray[i].y += origin.y + 10;
	}
	
	StaticTexture_EndDrawing(&graphTexture);
	
	labyrinth = {};
	Grid_Init(&labyrinth);
	for (int i = 0; i < labyrinth.width; ++i)
	{
		for (int j = 0; j < labyrinth.height; ++j)
		{
			if (TEMPLATE_1[i][j] == 9)
			{
				labyrinth.array[i][j].isWall = true;
			}
			else
			{
				labyrinth.array[i][j].isWall = false;
				if (TEMPLATE_1[i][j] != 0)
				{
					labyrinth.array[i][j].weight = (float)TEMPLATE_1[i][j];
				}
			}
		}
	}
	hero.simplePath = &way;
	hero.SetBehaviour(Behaviour::SIMPLE_PATH_FOLLOWING);
}