added zip file
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c762484669
commit
e6ce69e20a
10 changed files with 25 additions and 25 deletions
BIN
Radio Wave.zip
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BIN
Radio Wave.zip
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@ -35,8 +35,8 @@ bool Actor::update(float deltaTime, sf::RenderWindow *window) {
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bool Actor::hitBy(Compas enemy) {
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bool Actor::hitBy(Compas enemy) {
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bool dodge = enemy == compas;
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bool dodge = enemy == compas;
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if (dodge) std::cout << "dodge" << std::endl;
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/*if (dodge) //std::cout << "dodge" << std::endl;
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else std::cout << "hit" << std::endl;
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else //std::cout << "hit" << std::endl;*/
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if (!dodge) {
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if (!dodge) {
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character->setState(PlayerState::hurt);
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character->setState(PlayerState::hurt);
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animate = PlayerState::inMidle;
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animate = PlayerState::inMidle;
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@ -25,7 +25,7 @@ int Button::getClicks(){
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int c = _clicks;
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int c = _clicks;
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//cout << "popping clicks " << c << endl;
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//cout << "popping clicks " << c << endl;
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_clicks = 0;
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_clicks = 0;
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//if (_clicks > 0) std::cout << "popclicks = " << _clicks << std::endl;
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//if (_clicks > 0) //std::cout << "popclicks = " << _clicks << std::endl;
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return c;
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return c;
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}
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}
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@ -51,14 +51,14 @@ void Button::handleMouseEvent(sf::Event& event){
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switch (event.type){
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switch (event.type){
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case (sf::Event::MouseButtonPressed):
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case (sf::Event::MouseButtonPressed):
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if(_state == ButtonState::active) _state = ButtonState::pressed;
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if(_state == ButtonState::active) _state = ButtonState::pressed;
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//std::cout << "pressed!" << _clicks << std::endl;
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////std::cout << "pressed!" << _clicks << std::endl;
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break;
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break;
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case (sf::Event::MouseButtonReleased):
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case (sf::Event::MouseButtonReleased):
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if(_state == ButtonState::pressed){
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if(_state == ButtonState::pressed){
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_state = ButtonState::active;
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_state = ButtonState::active;
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++_clicks;
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++_clicks;
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//std::cout << "released!" << _clicks << std::endl;
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////std::cout << "released!" << _clicks << std::endl;
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}
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}
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break;
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break;
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@ -54,26 +54,26 @@ void Character::setState(PlayerState::playerState state){
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SoundManager::setVolume(100,sample);
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SoundManager::setVolume(100,sample);
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SoundManager::playSound(sample);
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SoundManager::playSound(sample);
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//std::cout << "playing sample " << sample << std::endl;
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////std::cout << "playing sample " << sample << std::endl;
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}
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}
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else if (state == PlayerState::hurt){
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else if (state == PlayerState::hurt){
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//std::cout << "i am hurt" << std::endl;
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////std::cout << "i am hurt" << std::endl;
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indexX = 0;
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indexX = 0;
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indexY = 2 + magicNumber;
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indexY = 2 + magicNumber;
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std::string sample = "fail"+std::to_string(rand()%6+1);
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std::string sample = "fail"+std::to_string(rand()%6+1);
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SoundManager::setVolume(100,sample);
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SoundManager::setVolume(100,sample);
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SoundManager::playSound(sample);
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SoundManager::playSound(sample);
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//std::cout << "playing sample " << sample << std::endl;
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////std::cout << "playing sample " << sample << std::endl;
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}
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}
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else if (state == PlayerState::success){
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else if (state == PlayerState::success){
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//std::cout << "i am succeed!" << std::endl;
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////std::cout << "i am succeed!" << std::endl;
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indexX = 0;
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indexX = 0;
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indexY = 3 + magicNumber;
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indexY = 3 + magicNumber;
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std::string sample = "bona"+std::to_string(rand()%8+1);
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std::string sample = "bona"+std::to_string(rand()%8+1);
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SoundManager::setVolume(10,sample);
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SoundManager::setVolume(10,sample);
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SoundManager::playSound(sample);
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SoundManager::playSound(sample);
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std::cout << "playing sample " << sample << std::endl;
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//std::cout << "playing sample " << sample << std::endl;
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}
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}
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}
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}
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@ -210,7 +210,7 @@ void Combat::enemyManager(bool compasFinish) { //To do: considerar si hay ia
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}
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}
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void Combat::doMahWaves(bool p) {
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void Combat::doMahWaves(bool p) {
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std::cout << "defensa jugador " << p << std::endl;
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//std::cout << "defensa jugador " << p << std::endl;
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std::vector<int> notes;
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std::vector<int> notes;
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if(p){
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if(p){
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notes = player->getAttack().getNotes();
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notes = player->getAttack().getNotes();
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@ -221,7 +221,7 @@ void Combat::doMahWaves(bool p) {
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if(!p) anterior = 256+256*anterior;
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if(!p) anterior = 256+256*anterior;
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else anterior = 768-256*anterior;
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else anterior = 768-256*anterior;
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for(int i = 0; i < notes.size(); ++i){
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for(int i = 0; i < notes.size(); ++i){
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std::cout << notes[i] << std::endl;
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//std::cout << notes[i] << std::endl;
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Wave* w = new Wave(p);
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Wave* w = new Wave(p);
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//if(!p) w->setPosition(anterior,500);
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//if(!p) w->setPosition(anterior,500);
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//else w->setPosition(512-512*anterior,500);
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//else w->setPosition(512-512*anterior,500);
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@ -237,7 +237,7 @@ void Combat::doMahWaves(bool p) {
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// if(!p) anterior = 512+256*anterior;
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// if(!p) anterior = 512+256*anterior;
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// else anterior = 512-256*anterior;
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// else anterior = 512-256*anterior;
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// for(int i = 0; i < 20; ++i){
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// for(int i = 0; i < 20; ++i){
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// //std::cout << 0 << std::endl;
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// ////std::cout << 0 << std::endl;
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// Wave* w = new Wave(p);
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// Wave* w = new Wave(p);
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// //if(!p) w->setPosition(anterior,500);
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// //if(!p) w->setPosition(anterior,500);
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// //else w->setPosition(512-512*anterior,500);
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// //else w->setPosition(512-512*anterior,500);
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@ -9,7 +9,7 @@ Compas::Compas() {
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void Compas::start() {
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void Compas::start() {
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failed = false;
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failed = false;
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if (not isPress) {
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if (not isPress) {
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// std::cout << "start" << std::endl;
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// //std::cout << "start" << std::endl;
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isPress = true;
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isPress = true;
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spaceTime = 1;
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spaceTime = 1;
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notes = std::vector<int>();
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notes = std::vector<int>();
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@ -20,16 +20,16 @@ void Compas::add() {
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if (isPress) {
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if (isPress) {
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notes.push_back(spaceTime);
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notes.push_back(spaceTime);
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spaceTime = 1;
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spaceTime = 1;
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// std::cout << "add" << std::endl;
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// //std::cout << "add" << std::endl;
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}
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}
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}
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}
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void Compas::end() {
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void Compas::end() {
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if (isPress) {
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if (isPress) {
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isPress = false;
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isPress = false;
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// std::cout << "end" << std::endl;
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// //std::cout << "end" << std::endl;
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// for (int i = 0; i < notes.size(); ++i) {
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// for (int i = 0; i < notes.size(); ++i) {
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// std::cout << notes[i] << std::endl;
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// //std::cout << notes[i] << std::endl;
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// }
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// }
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}
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}
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}
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}
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@ -28,7 +28,7 @@ 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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////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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@ -17,7 +17,7 @@ Menu::Menu() {
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void Menu::update(float deltaTime, sf::RenderWindow*window){
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void Menu::update(float deltaTime, sf::RenderWindow*window){
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//float dx = InputManager::action(InputAction::moveX0);
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//float dx = InputManager::action(InputAction::moveX0);
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//_buttons[0]->move(dx,0);
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//_buttons[0]->move(dx,0);
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//std::cout << dx << std::endl;
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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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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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_buttons[i]->update(window->mapPixelToCoords(sf::Vector2i(sf::Mouse::getPosition(*window))));
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}
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}
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@ -31,14 +31,14 @@ void Menu::draw(sf::RenderWindow* window){
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}
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}
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void Menu::updateEvents(sf::Event e){
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void Menu::updateEvents(sf::Event e){
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// std::cout << "update menu buttons" << std::endl;
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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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for(unsigned int i = 0; i < _buttons.size(); ++i){
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_buttons[i]->handleMouseEvent(e);
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_buttons[i]->handleMouseEvent(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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@ -8,7 +8,7 @@ MyGame::MyGame() {
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_scenes[GameScene::inGame] = _combat;
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_scenes[GameScene::inGame] = _combat;
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_scenes[GameScene::help] = _menu;
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_scenes[GameScene::help] = _menu;
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_scenes[GameScene::credits] = _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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SoundManager::load();
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SoundManager::load();
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SoundManager::setLoop(true, "intro");
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SoundManager::setLoop(true, "intro");
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SoundManager::playMusic("intro");
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SoundManager::playMusic("intro");
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@ -38,7 +38,7 @@ 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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@ -56,7 +56,7 @@ void MyGame::update(float deltaTime, sf::RenderWindow*window) {
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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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break;
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break;
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default:
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default:
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break;
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break;
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@ -35,7 +35,7 @@ bool Player::event(sf::Event e) {
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std::string sample = "mod"+std::to_string(rand()%2+1);
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std::string sample = "mod"+std::to_string(rand()%2+1);
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if(!mod) sample = "note"+std::to_string(rand()%4+1);
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if(!mod) sample = "note"+std::to_string(rand()%4+1);
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SoundManager::playSound(sample);
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SoundManager::playSound(sample);
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std::cout << "playing sample " << sample << std::endl;
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//std::cout << "playing sample " << sample << std::endl;
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compas.start();
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compas.start();
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error = false;
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error = false;
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}
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}
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