Merge branch 'master' of github.com:ralucado/WaveGGJ17
This commit is contained in:
commit
dd656cbc60
8 changed files with 20 additions and 8 deletions
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Resources/Sounds/Fails/1.wav
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Resources/Sounds/Fails/1.wav
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@ -39,5 +39,5 @@ void main(void) {
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vec4 color = vec4(255, 120, 153, 255) / 255.;
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vec4 colorB = vec4(255,255,255,255)/ 255.;
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gl_FragColor = (grid(fract(uv))) * color;
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gl_FragColor = (grid(fract(uv))) * color - line(umuv.y, 0., 0.175, 0.025) * color * 2.;
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}
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@ -29,10 +29,15 @@ bool Actor::update(float deltaTime, sf::RenderWindow *window) {
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return this->updateLogic(deltaTime, window);
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}
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bool Actor::hitBy(Compas enemy) const {
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if (enemy == compas) std::cout << "dodge" << std::endl;
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bool Actor::hitBy(Compas enemy) {
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bool hit = enemy == compas;
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if (hit) std::cout << "dodge" << std::endl;
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else std::cout << "hit" << std::endl;
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return enemy == compas;
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if (!hit) {
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character->setState(PlayerState::hurt);
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animate = PlayerState::inMidle;
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}
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return hit;
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}
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Compas Actor::getAttack() const {
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@ -12,7 +12,7 @@ public:
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Actor(int num);
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bool update(float deltaTime, sf::RenderWindow *window);
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void draw(sf::RenderWindow *window);
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bool hitBy(Compas enemy) const;
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bool hitBy(Compas enemy);
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Compas getAttack() const;
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virtual bool event(sf::Event e, bool def) = 0;
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@ -35,7 +35,7 @@ void Combat::initShader() {
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void Combat::update(float deltaTime, sf::RenderWindow *window) {
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player->update(deltaTime, window);
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bool aux = enemy->update(deltaTime, window);
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if (ia) enemyManager(aux); //end of player two ia ritm
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if (ia) enemyManager(aux); //end of player two ia rythm
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time += deltaTime;
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_shader.setParameter("time", time);
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@ -53,6 +53,7 @@ void Combat::updateEvents(sf::Event e) {
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if (playerOneTurn) {
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bool aux = player->event(e, !attacking);
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if (!aux) { //end of player one ritm
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if (!attacking) {
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if(!player->hitBy(enemy->getAttack())) {
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scoreEnemy->incrisScore();
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@ -2,12 +2,15 @@
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#include "mygame.hpp"
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Menu::Menu() {
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_start.setPosition(5,5);
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_exit.setPosition(100,100);
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_start.setPosition(512-160,200);
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_exit.setPosition(512-160,400);
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_start.turnOn();
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_exit.turnOn();
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_buttons.push_back(&_start);
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_buttons.push_back(&_exit);
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ASSERT(textureBackground.loadFromFile(WORK_DIR+"Resources/background.png"));
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background.setTexture(textureBackground);
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background.setPosition(0,0);
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}
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@ -21,6 +24,7 @@ void Menu::update(float deltaTime, sf::RenderWindow*window){
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}
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void Menu::draw(sf::RenderWindow* window){
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window->draw(background);
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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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@ -17,6 +17,8 @@ class Menu : public Scene{
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Button _start = Button(WORK_DIR+"Resources/play-spreadsheet.png");
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Button _exit = Button(WORK_DIR+"Resources/exit-spreadsheet.png");
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std::vector<Button*> _buttons;
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sf::Texture textureBackground;
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sf::Sprite background;
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};
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#endif // MENU_HPP
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