示例#1
0
// Get the current location id of a given player
LocationID getLocation(GameView currentView, PlayerID player)
{
  //printf("called getLocation in gameview\n");
   switch(player) {
      case 0: return getPlayerLocation(currentView->Lord_Godalming);
      case 1: return getPlayerLocation(currentView->Dr_Seward);
      case 2: return getPlayerLocation(currentView->Van_Helsing);
      case 3: return getPlayerLocation(currentView->Mina_Harker);
      case 4: return getPlayerLocation(currentView->Dracula);
      default: return 0;
   }
}
void GameState::addDodgecoin()
{
	sf::Vector2f newcoin;
	int random = rand()%100;
	if (random <= 10)
	{
		m_dodgecoin_locations.push_back(sf::Vector2f(rand()%1280,getPlayerLocation().y-1000));
	}
}
void GameState::addMeteor()
{
	sf::Vector2f newmeteor;
	int random = rand()%100;
	if (random <= 5)
	{
		m_meteor_locations.push_back(sf::Vector2f(rand()%1280,getPlayerLocation().y-1000));
	}

}
Geoscape::Geoscape(Career* career)
{
    _career = career;
    _endOfActivity = false;
    _requestedActivity = NULL;
    _passedTime = 0.0f;
    _blinkingTime = 0.0f;

    // create geoscape window
    _geoscape = Gameplay::iGui->createWindow( "Geoscape" ); assert( _geoscape );
    _geoscape->getPanel()->setRenderCallback( panelRenderCallback, this );
    _moveMap = false;
    _lastPosIsValid = false;
    _lastX = _lastY = 0;
    _currX = _currY = 0;
    _geoscapeMode = NULL;

    // create locations
    if( _career->isHomeDefined() )
    {
        Location* homeLocation = new Location( this, 0 );
        _locations.push_back( homeLocation );
        if( _career->getHomePlacementFlag() )
        {
            homeLocation->setPlayer( true );
            _career->setHomePlacementFlag( false );
        }
    }
    for( unsigned int i=1; i<database::LocationInfo::getNumRecords(); i++ )
    {
        _locations.push_back( new Location( this, i ) );
    }

    // make market offers
    for( unsigned int i=0; i<125; i++ )
    {
        Gear marketOffer = generateGear( getCore()->getRandToolkit()->getUniform( 0, 1 ) > 0.75f );
        if( marketOffer.isTradeable() ) addGearToMarket( marketOffer );
    }

    // MULTIVERSION ISSUE �    // if player is in inaccessible location
    if( _career->isHomeDefined() )
    {
        Location* location = getPlayerLocation();
        if( location && !database::LocationInfo::getRecord( location->getDatabaseId() )->accessible )
        {
            // move player to the dropzone
            location->setPlayer( false );
            getLocation( unsigned int( 0 ) )->setPlayer( true );
        }
//start Minigame
void GameState::startMini()
{
	m_game_state = STATE_MINI;
	//setTotalDodgecoins(total_dodgecoins + m_dodgecoins_collected);
	m_dodgecoins_collected = 0;
	//m_dodgecoin_locations.clear();

	//std::cout << "start mini" <<std::endl;
	setPlayerMovementDirection (DIRECTION_NONE);
	setPlayerLocation(sf::Vector2f (50,700));
	
	//ADD COIN
		for (int i=0; i<10; i++)
		{
			sf::Vector2f newcoin;
			m_dodgecoin_locations.push_back(sf::Vector2f(rand()%1280,getPlayerLocation().y));
		}
	
}
void GameState::updateGameState()
{
	// Do nothing if the game is not in playing state
	if(m_game_state == STATE_MENU)
	{
		
		//s->setBgVolume(0);
		s->playSound(SOUND_INTRO);
	}
	else if (m_game_state == STATE_SHOP)
	{
		
		//s->playSound(SOUND_INTRO);
	}
	else if(m_game_state == STATE_PLAYING)
	{
		// Update the player location
		sf::Vector2f delta;

		switch(m_player_direction)
		{
			case DIRECTION_LEFT:
			delta = sf::Vector2f(-5,0);
			m_velocity -= gravity/(rocket.aerodynamic/10);
			break;

			case DIRECTION_RIGHT:
			delta = sf::Vector2f(5,0);
			m_velocity -= gravity/(rocket.aerodynamic/10);
			break;

			default:
			delta = sf::Vector2f(0,0);
			break;
		}
		delta.y -= m_velocity;
		
		m_velocity -= gravity;
		

		
		// Apply delta to the player position
		sf::Vector2f new_location(getPlayerLocation() + delta);

		// Check if new position is inside the game area
		if(new_location.x < 0)
		{
			new_location.x = 0;
		}
		else if(new_location.x + ROBOT_WIDTH >= m_size_x)
		{
			new_location.x = m_size_x - ROBOT_WIDTH;
		}
		setPlayerLocation(new_location); // Update location
		if(new_location.y < 0 && m_velocity < 0)
		{
			setTotalDodgecoins(total_dodgecoins + m_dodgecoins_collected);
			m_dodgecoins_collected =0;
			setPlayerLocation(sf::Vector2f(m_size_x/2-ROBOT_WIDTH/2,m_size_y/2-ROBOT_HEIGHT/2)); 		// Reset Player Location
			std::cout << "totalcoins: " << total_dodgecoins <<std::endl;
			startShop();
		}
		else if ((getPlayerLocation().y/100)*-1 >= 2500 && rocket.coolness >= 9000) // Aus Präsentationsgründen auf 500 gesetzt, normal 2000
		{
			startEnd();
		}	
		
		// Bounding box of the player
		sf::FloatRect player_box(getPlayerLocation(),sf::Vector2f(ROBOT_WIDTH,ROBOT_HEIGHT));
		
		//ADD COIN
		addDodgecoin();
		
		//add meteor
		addMeteor();
		
		std::vector<sf::Vector2f>::iterator s_it;
		s_it = m_dodgecoin_locations.begin();

		
		// Check for each coin location ...
		while(s_it != m_dodgecoin_locations.end())
		{
			// ... if the rocket is collecting the coin
			sf::FloatRect dodgecoin_box(*s_it,sf::Vector2f(COIN_WIDTH,COIN_HEIGHT));
			if(dodgecoin_box.intersects(player_box))
			{
				// Remove coin
				m_dodgecoin_locations.erase(s_it);
				m_dodgecoins_collected++;
				
			}
			else
			{
				// Advance iterator to next coin
				s_it++;
			}
		}
		
		s_it = m_meteor_locations.begin();
		
		// Check for each meteor location ...
		while(s_it != m_meteor_locations.end())
		{
			// ... if the rocket is colliding the meteor
			sf::FloatRect meteor_box(*s_it,sf::Vector2f(80,80));
			if(meteor_box.intersects(player_box))
			{
				// Remove meteor
				m_meteor_locations.erase(s_it);
				m_velocity -= 50*gravity;
			}
			else
			{
				// Advance iterator to next coin
				s_it++;
			}
		}
		
	}
	else if(m_game_state == STATE_MINI)
	{
		// Update the player location
		sf::Vector2f delta;
		
		
		switch(m_player_direction)
		{
			case DIRECTION_LEFT:
			delta = sf::Vector2f(-5,0);
			break;
			//std::cout << "leftmini" <<std::endl;
			
			case DIRECTION_RIGHT:
			delta = sf::Vector2f(5,0);
			break;
			//std::cout << "rightmini" <<std::endl;

			case DIRECTION_UP:
			delta = sf::Vector2f(0,0);
			break;

			case DIRECTION_DOWN:
			delta = sf::Vector2f(0,0);
			break;

			default:
			delta = sf::Vector2f(0,0);
			break;
		}
		
		// Apply delta to the player position
		sf::Vector2f new_location(getPlayerLocation() + delta);

		// Check if new position is inside the game area
		if(new_location.x >= 0 && new_location.x + ROBOT_WIDTH <= m_size_x)
		{
			setPlayerLocation(new_location); // Update location
			//std::cout << "neue position??" << std::endl;
		}
		if(new_location.x >=1200)
		{
			setTotalDodgecoins(total_dodgecoins + m_dodgecoins_collected);
			m_dodgecoins_collected =0;
			startShop();
		}	
		
		// Bounding box of the player
		sf::FloatRect player_box(getPlayerLocation(),sf::Vector2f(ROBOT_WIDTH,ROBOT_HEIGHT));
		
		std::vector<sf::Vector2f>::iterator s_it;
		s_it = m_dodgecoin_locations.begin();

		
		// Check for each coin location ...
		while(s_it != m_dodgecoin_locations.end())
		{
			// ... if the nils is collecting the coin
			sf::FloatRect dodgecoin_box(*s_it,sf::Vector2f(COIN_WIDTH,COIN_HEIGHT));
			if(dodgecoin_box.intersects(player_box))
			{
				// Remove coin
				m_dodgecoin_locations.erase(s_it);
				m_dodgecoins_collected++;
				//std::cout << "coooooooooooooiiiiin" << std::endl;
				//setTotalDodgecoins(total_dodgecoins + m_dodgecoins_collected);
				std::cout << "totalcoins: " << total_dodgecoins <<std::endl;
				std::cout << "collectedcoins: " << m_dodgecoins_collected <<std::endl;
				
			}
			else
			{
				// Advance iterator to next coin
				s_it++;
			}
		}
	}		
	
	else if(m_game_state == STATE_CREDITS)
	{
	}	
	else if (m_game_state == STATE_END)
	{
	}
	else // Do nothing if the game is not in mini state
	{		
		return;
	}
	//startEnd();
	
}