integrados players. creo.
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704bbb068c
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14 changed files with 86 additions and 27 deletions
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@ -14,8 +14,8 @@ SOURCES += main.cpp \
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menu.cpp \
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menu.cpp \
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combat.cpp \
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combat.cpp \
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player.cpp \
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player.cpp \
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enemy.cpp \
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iaenemy.cpp \
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iaenemy.cpp
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actor.cpp
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HEADERS += \
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HEADERS += \
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game.hpp \
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game.hpp \
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@ -28,5 +28,5 @@ HEADERS += \
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menu.hpp \
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menu.hpp \
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combat.hpp \
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combat.hpp \
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player.hpp \
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player.hpp \
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enemy.hpp \
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iaenemy.hpp \
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iaenemy.hpp
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actor.hpp
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7
VaporWaveWars/actor.cpp
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7
VaporWaveWars/actor.cpp
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@ -0,0 +1,7 @@
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#include "actor.hpp"
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Actor::Actor() {}
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void Actor::draw(sf::RenderWindow *window) {
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}
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@ -3,10 +3,10 @@
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#include "commons.hpp"
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#include "commons.hpp"
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class Enemy
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class Actor
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{
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{
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public:
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public:
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Enemy();
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Actor();
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virtual bool update(float deltaTime, sf::RenderWindow *window) = 0;
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virtual bool update(float deltaTime, sf::RenderWindow *window) = 0;
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void draw(sf::RenderWindow *window) ;
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void draw(sf::RenderWindow *window) ;
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virtual bool event(sf::Event e) = 0;
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virtual bool event(sf::Event e) = 0;
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@ -71,7 +71,7 @@ void Button::handleMouseEvent(sf::Event& event){
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void Button::initTexture(std::string path){
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void Button::initTexture(std::string path){
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_clicks = 0;
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_clicks = 0;
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_state = ButtonState::off;
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_state = ButtonState::off;
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if(!_texture.loadFromFile(path)) std::cout << "failed to load button texture!!" << std::endl;
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ASSERT(_texture.loadFromFile(path));
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setTexture(_texture);
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setTexture(_texture);
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_xSize = _texture.getSize().x;
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_xSize = _texture.getSize().x;
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_ySize = _texture.getSize().y/4;
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_ySize = _texture.getSize().y/4;
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@ -6,7 +6,7 @@
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#include "scene.hpp"
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#include "scene.hpp"
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#include "player.hpp"
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#include "player.hpp"
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#include "iaenemy.hpp"
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#include "iaenemy.hpp"
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#include "enemy.hpp"
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#include "actor.hpp"
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class Combat : public Scene {
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class Combat : public Scene {
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public:
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public:
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@ -20,10 +20,9 @@ public:
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void draw(sf::RenderWindow *window) final override;
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void draw(sf::RenderWindow *window) final override;
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void updateEvents(sf::Event e) final override;
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void updateEvents(sf::Event e) final override;
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private:
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private:
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Compas compas;
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bool playerOneTurn, ia;
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bool playerOneTurn, ia;
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Player player;
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Player player;
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Enemy *enemy;
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Actor *enemy;
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};
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};
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#endif // COMBAT_H
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#endif // COMBAT_H
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@ -1,7 +0,0 @@
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#include "enemy.hpp"
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Enemy::Enemy() {}
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void Enemy::draw(sf::RenderWindow *window) {
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}
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@ -26,6 +26,7 @@ void Game::run() {
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float time = c.getElapsedTime().asSeconds();
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float time = c.getElapsedTime().asSeconds();
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float deltaTime = time-oldTime;
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float deltaTime = time-oldTime;
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oldTime = time;
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oldTime = time;
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//std::cout << deltaTime << std::endl;
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update(deltaTime, &window);
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update(deltaTime, &window);
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draw( &window);
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draw( &window);
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}
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}
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@ -1,9 +1,9 @@
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#ifndef IAENEMY_H
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#ifndef IAENEMY_H
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#define IAENEMY_H
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#define IAENEMY_H
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#include "enemy.hpp"
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#include "actor.hpp"
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class IaEnemy : public Enemy {
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class IaEnemy : public Actor {
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public:
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public:
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IaEnemy();
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IaEnemy();
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bool update(float deltaTime, sf::RenderWindow *window) final override;
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bool update(float deltaTime, sf::RenderWindow *window) final override;
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@ -32,7 +32,7 @@ void Menu::updateEvents(sf::Event e){
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}
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}
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MyGame* g = static_cast<MyGame*>(Game::i());
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MyGame* g = static_cast<MyGame*>(Game::i());
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if (_start.getClicks() > 0){
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if (_start.getClicks() > 0){
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// g->changeScene(GameScene::inGame);
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g->changeScene(GameScene::inGame);
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std::cout << "Game not ready to be played. Please Wait." << std::endl;
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std::cout << "Game not ready to be played. Please Wait." << std::endl;
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}
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}
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else if(_exit.getClicks() > 0) g->isRunning = false;
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else if(_exit.getClicks() > 0) g->isRunning = false;
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@ -4,6 +4,9 @@ MyGame::MyGame() {
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_scene = GameScene::menu;
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_scene = GameScene::menu;
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_scenes = std::vector<Scene*>(SCENE_NUM);
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_scenes = std::vector<Scene*>(SCENE_NUM);
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_scenes[GameScene::menu] = &_menu;
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_scenes[GameScene::menu] = &_menu;
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_scenes[GameScene::inGame] = &_combat;
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_scenes[GameScene::help] = &_menu;
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_scenes[GameScene::credits] = &_menu;
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std::cout << "in menu" << std::endl;
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std::cout << "in menu" << std::endl;
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}
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}
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@ -11,7 +14,6 @@ MyGame::~MyGame() {
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}
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}
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MyGame* i(){
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MyGame* i(){
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return static_cast<MyGame*>(Game::i());
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}
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}
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void MyGame::changeScene(GameScene::gameScene n){
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void MyGame::changeScene(GameScene::gameScene n){
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@ -20,7 +22,7 @@ void MyGame::changeScene(GameScene::gameScene n){
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// Main game loop
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// Main game loop
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void MyGame::update(float deltaTime, sf::RenderWindow*window) {
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void MyGame::update(float deltaTime, sf::RenderWindow*window) {
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// std::cout << deltaTime << std::endl;
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// std::cout << deltaTime << std::endl;
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sf::Event event;
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sf::Event event;
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while(window->pollEvent(event)){
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while(window->pollEvent(event)){
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switch (event.type) {
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switch (event.type) {
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@ -36,7 +38,7 @@ void MyGame::update(float deltaTime, sf::RenderWindow*window) {
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case (sf::Event::MouseButtonPressed):
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case (sf::Event::MouseButtonPressed):
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case (sf::Event::MouseButtonReleased):
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case (sf::Event::MouseButtonReleased):
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_scenes[_scene]->updateEvents(event);
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_scenes[_scene]->updateEvents(event);
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switch(_scene){
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switch(_scene){
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case(GameScene::menu):
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case(GameScene::menu):
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//std::cout << "still in menu" << std::endl;
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//std::cout << "still in menu" << std::endl;
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@ -52,7 +54,7 @@ void MyGame::update(float deltaTime, sf::RenderWindow*window) {
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}
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}
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// do shit
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// do shit
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_scenes[_scene]->update(deltaTime,window);
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_scenes[_scene]->update(deltaTime,window);
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}
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}
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void MyGame::draw(sf::RenderWindow*window) {
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void MyGame::draw(sf::RenderWindow*window) {
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@ -3,7 +3,7 @@
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#include "game.hpp"
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#include "game.hpp"
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#include "menu.hpp"
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#include "menu.hpp"
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#include "combat.hpp"
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class MyGame : public Game{
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class MyGame : public Game{
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public:
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public:
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MyGame();
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MyGame();
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@ -14,6 +14,7 @@ private:
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GameScene::gameScene _scene;
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GameScene::gameScene _scene;
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std::vector<Scene*> _scenes;
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std::vector<Scene*> _scenes;
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Menu _menu;
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Menu _menu;
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Combat _combat;
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virtual void update(float deltaTime, sf::RenderWindow *window) final override;
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virtual void update(float deltaTime, sf::RenderWindow *window) final override;
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virtual void draw(sf::RenderWindow *window) final override;
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virtual void draw(sf::RenderWindow *window) final override;
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};
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};
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@ -3,8 +3,8 @@
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#include "commons.hpp"
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#include "commons.hpp"
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#include "compas.hpp"
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#include "compas.hpp"
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#include "enemy.hpp"
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#include "actor.hpp"
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class Player : public Enemy {
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class Player : public Actor {
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public:
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public:
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Player();
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Player();
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bool update(float deltaTime, sf::RenderWindow *window) final override;
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bool update(float deltaTime, sf::RenderWindow *window) final override;
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34
VaporWaveWars/playscene.cpp
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34
VaporWaveWars/playscene.cpp
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@ -0,0 +1,34 @@
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#include "playscene.hpp"
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PlayScene::PlayScene(){
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}
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void PlayScene::update(float deltaTime, sf::RenderWindow*window){
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//float dx = InputManager::action(InputAction::moveX0);
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//_buttons[0]->move(dx,0);
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//std::cout << dx << std::endl;
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for(unsigned int i = 0; i < _buttons.size(); ++i){
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_buttons[i]->update(window->mapPixelToCoords(sf::Vector2i(sf::Mouse::getPosition(*window))));
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}
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}
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void PlayScene::draw(sf::RenderWindow* window){
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for(unsigned int i = 0; i < _buttons.size(); ++i){
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window->draw(*_buttons[i]);
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}
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}
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void PlayScene::updateEvents(sf::Event e){
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// std::cout << "update menu buttons" << std::endl;
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for(unsigned int i = 0; i < _buttons.size(); ++i){
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_buttons[i]->handleMouseEvent(e);
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}
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MyGame* g = static_cast<MyGame*>(Game::i());
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if (_start.getClicks() > 0){
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// g->changeScene(GameScene::inGame);
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std::cout << "Game not ready to be played. Please Wait." << std::endl;
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}
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else if(_exit.getClicks() > 0) g->isRunning = false;
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}
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22
VaporWaveWars/playscene.hpp
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22
VaporWaveWars/playscene.hpp
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#ifndef PLAYSCENE_HPP
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#define PLAYSCENE_HPP
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#include "scene.hpp"
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class PlayScene : public Scene{
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public:
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PlayScene();
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PlayScene(const Menu& m) = delete;
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PlayScene(const Menu&& m) = delete;
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PlayScene& operator=(Menu& m) = delete;
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PlayScene& operator=(Menu&& m) = delete;
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void update(float deltaTime, sf::RenderWindow *window) final override;
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void draw(sf::RenderWindow *window) final override;
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void updateEvents(sf::Event e) final override;
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private:
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sf::Texture _backgroundTexture;
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sf::Sprite background;
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};
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#endif // PLAYSCENE_HPP
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