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WaveGGJ17/VaporWaveWars/combat.cpp
2017-01-22 01:12:51 +01:00

235 lines
7.1 KiB
C++

#include "combat.hpp"
Combat::Combat() {
ia = false;
// ia = true;
state = CombatState::player_atk;
player = new Player(0);
// enemy = new IaEnemy(1);
enemy = new Player(1);
scorePlayer = new Score(0);
scoreEnemy = new Score(1);
initShader();
SoundManager::load();
SoundManager::playMusic("music");
}
Combat::~Combat(){
for(std::vector<Wave*>::iterator w = waves.begin(); w != waves.end();){
w=waves.erase(w);
}
}
Combat::Combat(bool ia) {
this->ia = ia;
player = new Player(0);
state = CombatState::player_atk;
if (ia) enemy = new IaEnemy(1);
else enemy = new Player(1);
initShader();
}
bool Combat::isAttack() const {
return state == CombatState::player_atk or state == CombatState::enemy_atk;
}
bool Combat::isPlayerOne() const {
return state == CombatState::player_def or state == CombatState::player_atk;
}
void Combat::updateHalo() {
switch(state) {
case CombatState::player_def:
case CombatState::enemy_def:
_shaderHalo.setParameter("type", 0.0f);
break;
case CombatState::enemy_atk:
_shaderHalo.setParameter("type", 1.0f);
break;
case CombatState::player_atk:
_shaderHalo.setParameter("type", 2.0f);
break;
default:
break;
}
}
void Combat::initShader() {
time = 0;
_text.create(W_WIDTH, W_HEIGHT);
_background.setTexture(_text);
_shader.loadFromFile(WORK_DIR+"Resources/shader.frag", sf::Shader::Fragment);
_shader.setParameter("resolution", sf::Vector2f(W_WIDTH, W_HEIGHT));
_shader.setParameter("time", time);
ASSERT(_haloT.loadFromFile(WORK_DIR+"Resources/platform-halo.png"));
_halo.setTexture(_haloT);
_halo.setPosition(W_WIDTH*0.05f, W_HEIGHT*0.5f);
ASSERT(_plataformT.loadFromFile(WORK_DIR+"Resources/platforms-spreadsheet.png"));
_plataform.setTexture(_plataformT);
_plataform.setPosition(W_WIDTH*0.05f, W_HEIGHT*0.5f);
sf::IntRect rect = sf::IntRect(0, 0, _plataformT.getSize().x/2, _plataformT.getSize().y);
_plataform.setTextureRect(rect);
_shaderHalo.loadFromFile(WORK_DIR+"Resources/halo.frag", sf::Shader::Fragment);
_shaderHalo.setParameter("time", time);
updateHalo();
}
void Combat::update(float deltaTime, sf::RenderWindow *window) {
player->update(deltaTime, window);
bool aux = enemy->update(deltaTime, window);
if (ia) enemyManager(aux); //end of player two ia rythm
time += deltaTime;
_shader.setParameter("time", time);
for(std::vector<Wave*>::iterator w = waves.begin(); w != waves.end();){
if ((*w)->getDirection() && (*w)->getPosition().x >= 1024) w=waves.erase(w);
else if (!(*w)->getDirection() && (*w)->getPosition().x <= 0) w=waves.erase(w);
else{
(*w)->update(deltaTime);
++w;
}
}
_shaderHalo.setParameter("time", time);
if (isPlayerOne()) {
if(_halo.getPosition().x != W_WIDTH*0.05f)
toEnemy = false;
}
else {
if(_halo.getPosition().x != W_WIDTH*0.65f)
toEnemy = true;
}
animationTo(toEnemy, deltaTime);
updateHalo();
sf::IntRect rect;
if (isPlayerOne())
rect = sf::IntRect(0, 0, _plataformT.getSize().x/2, _plataformT.getSize().y);
else
rect = sf::IntRect(_plataformT.getSize().x/2, 0, _plataformT.getSize().x/2, _plataformT.getSize().y);
_plataform.setTextureRect(rect);
}
void Combat::draw(sf::RenderWindow *window) {
window->draw(_background, &_shader);
window->draw(_plataform);
player->draw(window);
enemy->draw(window);
window->draw(_halo, &_shaderHalo);
scorePlayer->draw(window);
scoreEnemy->draw(window);
for(std::vector<Wave*>::iterator w = waves.begin(); w != waves.end(); ++w){
window->draw(*(*w));
}
}
void Combat::updateEvents(sf::Event e) {
if (isPlayerOne()) {
if(e.type == sf::Event::KeyPressed && e.key.code == sf::Keyboard::C && !attacking) doMahWaves(!playerOneTurn);
bool compasFinish = !player->event(e);
enemyManager(compasFinish);
}
else if (!ia) {
if(e.type == sf::Event::KeyPressed && e.key.code == sf::Keyboard::C && !attacking) doMahWaves(!playerOneTurn);
bool compasFinish = !enemy->event(e);
enemyManager(compasFinish);
}
}
void Combat::enemyManager(bool compasFinish) {
if(compasFinish) {
Compas compas;
if(isPlayerOne()) compas = enemy->getAttack();
else compas = player->getAttack();
if(!isAttack()) {
if(!ia) {
bool hit;
if(isPlayerOne()) hit = !player->hitBy(compas);
else hit = !enemy->hitBy(compas);
if(hit) {
if(isPlayerOne())
scoreEnemy->incrisScore();
else
scorePlayer->incrisScore();
}
}
}
else if(compas.isFailed())
state = (CombatState::combatState) ((((int) state)+1) % 4);
state = (CombatState::combatState) ((((int) state)+1) % 4);
}
}
void Combat::doMahWaves(bool p) {
std::cout << "defensa jugador " << p << std::endl;
std::vector<int> notes;
if(p){
notes = player->getAttack().getNotes();
}
else notes = enemy->getAttack().getNotes();
if (notes.size() > 0){
int anterior = notes[0];
if(!p) anterior = 512+256*anterior;
else anterior = 512-256*anterior;
for(int i = 0; i < notes.size(); ++i){
std::cout << notes[i] << std::endl;
Wave* w = new Wave(p);
//if(!p) w->setPosition(anterior,500);
//else w->setPosition(512-512*anterior,500);
w->setPosition(anterior,200);
if(i<notes.size()) {
if(!p) anterior += 184*notes[i+1];
else anterior -= 184*notes[i+1];
}
waves.push_back(w);
}
// int anterior = 1;
// if(!p) anterior = 512+256*anterior;
// else anterior = 512-256*anterior;
// for(int i = 0; i < 20; ++i){
// //std::cout << 0 << std::endl;
// Wave* w = new Wave(p);
// //if(!p) w->setPosition(anterior,500);
// //else w->setPosition(512-512*anterior,500);
// w->setPosition(anterior,200);
// if(i<20) {
// if(!p) anterior += 128*4;
// else anterior -= 128*4;
// }
// waves.push_back(w);
}
}
void Combat::animationTo(bool toEnemy, float deltaTime) {
if (toEnemy) {
_halo.move(deltaTime*2000, 0.0f);
_plataform.move(deltaTime*2000, 0.0f);
if (_halo.getPosition().x > W_WIDTH*0.65f) {
_halo.setPosition(W_WIDTH*0.65f, _halo.getPosition().y);
_plataform.setPosition(W_WIDTH*0.65f, _plataform.getPosition().y);
}
}
else {
_halo.move(deltaTime*-2000, 0.0f);
_plataform.move(deltaTime*-2000, 0.0f);
if (_halo.getPosition().x < W_WIDTH*0.05f) {
_halo.setPosition(W_WIDTH*0.05f, _halo.getPosition().y);
_plataform.setPosition(W_WIDTH*0.05f, _plataform.getPosition().y);
}
}
}