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Main.cpp
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255 lines (228 loc) · 9.52 KB
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//#include <SFML/Graphics.hpp>
#include "Header.h"
#include "Player.h"
#include "Map.h"
#include "Shell.h"
#include "Enemy.h"
#include "Camera.h"
#include "Item.h"
#include "HealthBottle.h"
#include "HealthBar.h"
#include "DodgeBar.h"
#include "Menu.h"
//#include <iostream>
//void start(sf::RenderWindow& window, Hero& hero);
int verticalHeight = 1200;
int horizontalHeight = 800;
float mainTime;
double speedAnimation = 9 * pow(10, -6);//Реализовать зависимость скорости анимации от скорости
double speedPlayer = 0.00033;//
double speedPlayerAttack = 1.5;
double attackPlayerRange = 400;
double attackPlayerSpeed = 3;
double repulsiveForce = 1;// unused
int tieldsWidth = 64;
int tieldsHeight = 64;
int levelHeight = 25;
const int distanceAttackingObject = 10;
float maxTimeDodgePlayer = 1000; // 1000 милисекунд = 1 секунде
float teleportDistance = 200;
int dodgeDelay = 5000;
sf::String level[] = {// Перенести на файл
"aqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqqs",
"wzzzzzzzz 4 4 e",
"w@@@@@@@@ 0 v@@@ 4 e",
"wz z @@@@ b e",
"w@ @ @@@@ bb 51 e",
"wz @@@@ @@ 23 e",
"w@ e",
"wz4 z 0 e",
"w@ @ 0 c e",
"wzzzzzzzz 0 cc e",
"w@@@@@@@@ @cc e",
"w 000 4 @cc e",
"w 4 0 @c e",
"w @ e",
"wx ссс 000 4 e",
"wx @@@ 0 e",
"wx 4 e",
"wx 4 51 00000 e",
"wx 23 0bbb0 xx e",
"wx 0bbb0 x@ e",
"wx xxx 0bbb0 x e",
"w@ 4 @@@ 0@@@0 @ e",
"w 51 00000 4 e",
"w 4 23 e",
"frrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrd",
};
std::vector<Shell*> Shell::shells;
std::vector<Enemy*> Enemy::enemies;
std::vector<Object*> Object::objectsAll;
std::vector<Player*> Player::players;
std::vector<Item*> Item::items;
Map map("resource\\Map_Tileds\\Dungeon\\Hell.png", 25, 40, 17);//C:\Users\Andrey\Desktop\RPGGame\resource\Map_Tileds\Dungeon
std::vector<sf::Sprite*> debugIntersects;
void updateEnemies(const sf::Event& event, sf::RenderWindow& window);
void updateIntersects();
void funRandomizer(int countEnemies, Player& player);
int updateIntersectsWalls(Player&);
void makeEnemies(Player& player);
int main()
{
srand(time(NULL));
sf::RenderWindow window(sf::VideoMode(verticalHeight, horizontalHeight), "The Darkest Shadow");
sf::Image* icon = new sf::Image;// Пашок не удаляет icon при закрытии окнафф
icon->loadFromFile("resource\\Window\\WindowIcon.png");
window.setIcon(icon->getSize().x, icon->getSize().y, icon->getPixelsPtr());
window.setVerticalSyncEnabled(true);
UtilitiesGame::Stats statsPlayer(speedPlayer, speedPlayerAttack, attackPlayerRange, attackPlayerSpeed, 6, 5);
Player player("resource\\Player\\Player\\Character\\shadowHero.png", "resource\\Player\\Player\\Projectile\\shadowHeroAttack.png", 8, 11, 350, 350, statsPlayer, dodgeDelay);
Camera camera(&player, new sf::View, tieldsWidth, tieldsHeight, verticalHeight, horizontalHeight);
camera.setMapXYAndSize(0, 0, level[0].getSize() * tieldsWidth, levelHeight * tieldsHeight);
//funRandomizer(25, player);
makeEnemies(player);
HealthBottle hPBottle(250, 250, 2);
map.setMap(level, 25, 40);
map.setPosBG(verticalHeight, horizontalHeight);
sf::Clock clock;
sf::Music music;
music.openFromFile("resource\\Audio\\1.ogg");
music.setLoop(true);
Menu::Menu menu(window, music, &camera, clock);
while (window.isOpen())
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Escape))
{
menu.pauseMenu(window, music);
}
if (!menu.isMenuOn())
{
//
sf::Event event;//setCoordinationCamera(0, 0, 40 * 64, 64 * 25);
mainTime = clock.getElapsedTime().asMicroseconds();
clock.restart();
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
{
window.close();
return 0;
}
}
window.setView(*(camera.getView()));
for (Player* var : Player::players)
var->update(event);
window.clear();
map.updateMap(&window);
for (Item* var : Item::items)
{
var->update(event);
window.draw(var->getSprite());
}
camera.update();
for (sf::Sprite var : camera.getHPProgressBar()->getSpritesBar())
window.draw(var);
for (sf::Sprite var : camera.getDodgeProgressBar()->getSpritesBar())
window.draw(var);
updateIntersects();
for (Player* var : Player::players)
{
window.draw(var->getSprite());
}
updateEnemies(event, window);
Shell::checkIntersectsObjectsUpdate(event);
for (Shell* var : Shell::shells)
window.draw(var->getSprite());
for (sf::Sprite* var : debugIntersects)
window.draw(*var);
//
}
window.display();
}
return 0;
}
void updateEnemies(const sf::Event& event, sf::RenderWindow& window)
{
for (int i = 0; i < Enemy::enemies.size(); ++i)
{
if (Enemy::enemies.at(i)->update(event) == -1)
{
--i;
continue;
}
window.draw(Enemy::enemies.at(i)->getSprite());
}
}
void updateIntersects()
{
sf::IntRect rect2;
sf::IntRect rect3;
for (int i = 0; i < Enemy::enemies.size(); ++i) // O(n^2) Можно оптимизировать в будущем
{
rect2.left = Enemy::enemies[i]->getSprite().getPosition().x;
rect2.top = Enemy::enemies[i]->getSprite().getPosition().y;
rect2.width = Enemy::enemies[i]->getSprite().getLocalBounds().width;
rect2.height = Enemy::enemies[i]->getSprite().getLocalBounds().height;
for (int j = 0; j < Shell::shells.size(); ++j)
{
rect3.left = Shell::shells[j]->getSprite().getPosition().x;
rect3.top = Shell::shells[j]->getSprite().getPosition().y;
rect3.width = Shell::shells[j]->getSprite().getLocalBounds().width;
rect3.height = Shell::shells[j]->getSprite().getLocalBounds().height;
if (rect3.intersects(rect2) && Shell::shells[j]->enemyKill)// Есть куча способов и идей по оптимизации всего этого и того, что выше
{
Enemy::enemies[i]->changeHealthPoints(-Shell::shells[j]->getDamage());
delete Shell::shells[j];
Shell::shells.erase(Shell::shells.begin() + j);
--j;
break;
}
}
}
for (int i = 0; i < Player::players.size(); ++i) // O(n^2) Можно оптимизировать в будущем
{
rect2.left = Player::players[i]->getSprite().getPosition().x;
rect2.top = Player::players[i]->getSprite().getPosition().y;
rect2.width = Player::players[i]->getSprite().getLocalBounds().width;
rect2.height = Player::players[i]->getSprite().getLocalBounds().height;
for (int j = 0; j < Shell::shells.size(); ++j)
{
rect3.left = Shell::shells[j]->getSprite().getPosition().x;
rect3.top = Shell::shells[j]->getSprite().getPosition().y;
rect3.width = Shell::shells[j]->getSprite().getLocalBounds().width;
rect3.height = Shell::shells[j]->getSprite().getLocalBounds().height;
if (rect3.intersects(rect2) && !Shell::shells[j]->enemyKill)// Есть куча способов и идей по оптимизации всего этого и того, что выше
{
Player::players[i]->changeHealthPoints(-Shell::shells[j]->getDamage());
delete Shell::shells[j];
Shell::shells.erase(Shell::shells.begin() + j);
--j;
break;
}
}
}
}
void funRandomizer(int countEnemies, Player& player)
{
int positionX;
int positionY;
srand(time_t(0));
for (int i = 0; i < countEnemies; ++i)
{
positionX = rand() % 1000 + 200;
positionY = rand() % 1000 + 200;
Enemy::enemies.push_back(new Enemy("resource\\Enemy\\Dungeon\\Character\\devil.png", "resource\\Enemy\\Dungeon\\Projectile\\devilAttack.png", 4, 11, positionX, positionY, UtilitiesGame::Stats(speedPlayer / 2, speedPlayerAttack, attackPlayerRange, attackPlayerSpeed * 2, 1, 1), &player));
}
}
/*void start(sf::RenderWindow &window, Hero &hero)
{
//hero.setPos(100, 100);
}*/
void makeEnemies(Player& player)
{
Enemy::enemies.push_back(new Enemy("resource\\Enemy\\Dungeon\\Character\\devil.png", "resource\\Enemy\\Dungeon\\Projectile\\devilAttack.png", 4, 11, 650, 600, UtilitiesGame::Stats(speedPlayer / 2, speedPlayerAttack, attackPlayerRange, attackPlayerSpeed * 2, 1, 1), &player));
Enemy::enemies.push_back(new Enemy("resource\\Enemy\\Dungeon\\Character\\devil.png", "resource\\Enemy\\Dungeon\\Projectile\\devilAttack.png", 4, 11, 1650, 600, UtilitiesGame::Stats(speedPlayer / 2, speedPlayerAttack, attackPlayerRange, attackPlayerSpeed * 2, 1, 1), &player));
Enemy::enemies.push_back(new Enemy("resource\\Enemy\\Dungeon\\Character\\devil.png", "resource\\Enemy\\Dungeon\\Projectile\\devilAttack.png", 4, 11, 950, 800, UtilitiesGame::Stats(speedPlayer / 2, speedPlayerAttack, attackPlayerRange, attackPlayerSpeed * 2, 1, 1), &player));
Enemy::enemies.push_back(new Enemy("resource\\Enemy\\Dungeon\\Character\\devil.png", "resource\\Enemy\\Dungeon\\Projectile\\devilAttack.png", 4, 11, 1250, 1000, UtilitiesGame::Stats(speedPlayer / 2, speedPlayerAttack, attackPlayerRange, attackPlayerSpeed * 2, 1, 1), &player));
Enemy::enemies.push_back(new Enemy("resource\\Enemy\\Dungeon\\Character\\devil.png", "resource\\Enemy\\Dungeon\\Projectile\\devilAttack.png", 4, 11, 1110, 900, UtilitiesGame::Stats(speedPlayer / 2, speedPlayerAttack, attackPlayerRange, attackPlayerSpeed * 2, 1, 1), &player));
}