138 lines
4 KiB
C++
138 lines
4 KiB
C++
#include "combat.hpp"
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Combat::Combat() {
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ia = false;
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// ia = true;
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attacking = playerOneTurn = true;
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player = new Player(0);
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// enemy = new IaEnemy(1);
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enemy = new Player(1);
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scorePlayer = new Score(0);
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scoreEnemy = new Score(1);
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initShader();
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SoundManager::load();
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SoundManager::playMusic("music");
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}
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Combat::~Combat(){
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for(std::vector<Wave*>::iterator w = waves.begin(); w != waves.end();){
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w=waves.erase(w);
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}
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}
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Combat::Combat(bool ia) {
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this->ia = ia;
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player = new Player(0);
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attacking = playerOneTurn = true;
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if (ia) enemy = new IaEnemy(1);
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else enemy = new Player(1);
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initShader();
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}
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void Combat::initShader() {
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time = 0;
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_text.create(W_WIDTH, W_HEIGHT);
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_background.setTexture(_text);
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_shader.loadFromFile(WORK_DIR+"Resources/shader.frag", sf::Shader::Fragment);
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_shader.setParameter("resolution", sf::Vector2f(W_WIDTH, W_HEIGHT));
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_shader.setParameter("time", time);
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ASSERT(_haloT.loadFromFile(WORK_DIR+"Resources/platform-halo.png"));
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_halo.setTexture(_haloT);
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_halo.setPosition(W_WIDTH*0.05f, W_HEIGHT*0.5f);
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_shaderHalo.loadFromFile(WORK_DIR+"Resources/halo.frag", sf::Shader::Fragment);
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_shaderHalo.setParameter("blue", attacking);
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_shaderHalo.setParameter("time", time);
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}
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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 rythm
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time += deltaTime;
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_shader.setParameter("time", time);
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for(std::vector<Wave*>::iterator w = waves.begin(); w != waves.end();){
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if ((*w)->getDirection() && (*w)->getPosition().x >= 1024) w=waves.erase(w);
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else if (!(*w)->getDirection() && (*w)->getPosition().x <= 0) w=waves.erase(w);
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else{
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(*w)->update(deltaTime);
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++w;
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}
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}
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_shaderHalo.setParameter("time", time);
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}
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void Combat::draw(sf::RenderWindow *window) {
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window->draw(_background, &_shader);
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player->draw(window);
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enemy->draw(window);
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window->draw(_halo, &_shaderHalo);
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scorePlayer->draw(window);
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scoreEnemy->draw(window);
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for(std::vector<Wave*>::iterator w = waves.begin(); w != waves.end(); ++w){
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window->draw(*(*w));
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}
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}
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void Combat::updateEvents(sf::Event e) {
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if (playerOneTurn) {
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if(e.type == sf::Event::KeyPressed && e.key.code == sf::Keyboard::C && !attacking) doMahWaves(!playerOneTurn);
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_halo.setPosition(W_WIDTH*0.05f, W_HEIGHT*0.5f);
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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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}
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}
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else playerOneTurn = aux;
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attacking = !attacking;
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_shaderHalo.setParameter("blue", attacking);
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}
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}
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else if (!ia) {
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if(e.type == sf::Event::KeyPressed && e.key.code == sf::Keyboard::C && !attacking) doMahWaves(!playerOneTurn);
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_halo.setPosition(W_WIDTH*0.65f, W_HEIGHT*0.5f);
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bool aux = !enemy->event(e, !attacking);
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enemyManager(aux); //end of player two not ia ritm
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}
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}
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void Combat::enemyManager(bool aux) {
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if (aux) {
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if (!attacking) {
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if(!enemy->hitBy(player->getAttack())) {
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scorePlayer->incrisScore();
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}
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}
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else playerOneTurn = aux;
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attacking = !attacking;
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_shaderHalo.setParameter("blue", attacking);
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}
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}
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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::vector<int> notes;
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if(p){
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notes = player->getAttack().getNotes();
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}
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else notes = enemy->getAttack().getNotes();
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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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Wave* w = new Wave(p);
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if(!p) w->setPosition(512+512*notes[i],500);
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else w->setPosition(512-512*notes[i],500);
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waves.push_back(w);
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}
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}
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