did things
This commit is contained in:
parent
978f0e4df7
commit
e4b719bd73
@ -8,9 +8,8 @@
|
||||
typedef string configKey;
|
||||
|
||||
struct ConfigData {
|
||||
map<string, string> internalValues;
|
||||
|
||||
aliensGrid grid;
|
||||
invadersGrid grid;
|
||||
|
||||
unsigned invadersSize;
|
||||
unsigned invadersDistance;
|
||||
@ -24,8 +23,7 @@ struct ConfigData {
|
||||
unsigned invadersSpeed;
|
||||
unsigned playersSpeed;
|
||||
|
||||
PlayerDef p1Def;
|
||||
PlayerDef p2Def;
|
||||
vector<PlayerDef> playerDefs;
|
||||
unsigned startXPosition;
|
||||
};
|
||||
|
||||
|
@ -1,6 +0,0 @@
|
||||
#ifndef SPACE_ERRORS_H
|
||||
#define SPACE_ERRORS_H
|
||||
|
||||
|
||||
|
||||
#endif
|
@ -4,11 +4,11 @@
|
||||
#include "mingl/mingl.h"
|
||||
#include "pixel_manager.h"
|
||||
#include "utils.h"
|
||||
#include "position.h"
|
||||
#include "player_def.h"
|
||||
#include "player.h"
|
||||
#include "play_mode.h"
|
||||
#include "configData.h"
|
||||
#include "projectiles.h"
|
||||
|
||||
using namespace std;
|
||||
|
||||
@ -19,15 +19,14 @@ private:
|
||||
ConfigData confData;
|
||||
|
||||
position basePos;
|
||||
aliensGrid grid;
|
||||
invadersGrid grid;
|
||||
bool direction = true;
|
||||
|
||||
vector<missile> missiles;
|
||||
vector<torpedo> torpedos;
|
||||
|
||||
PlayMode playMode;
|
||||
Player p1;
|
||||
Player p2;
|
||||
vector<Player> players;
|
||||
|
||||
void managePlayers();
|
||||
bool manageInvaders();
|
||||
@ -41,7 +40,7 @@ private:
|
||||
bool checkTorpedosAndInvaders();
|
||||
bool invadersTouchPlayer();
|
||||
|
||||
void managePlayerMoves(PlayerDef&, unsigned&);
|
||||
void managePlayerMoves(PlayerDef&, unsigned&, unsigned);
|
||||
|
||||
public:
|
||||
// in case someone wants to mess with the code, here's a minimal API, costs nothing to us
|
||||
|
@ -5,7 +5,9 @@ struct Player{
|
||||
unsigned lives;
|
||||
unsigned x;
|
||||
unsigned id;
|
||||
unsigned score;
|
||||
unsigned score=0;
|
||||
|
||||
unsigned deathAnimCounter=0;
|
||||
};
|
||||
|
||||
#endif
|
@ -1,13 +0,0 @@
|
||||
#ifndef GUARD_POSITION_H
|
||||
#define GUARD_POSITION_H
|
||||
|
||||
#include<mingl/mingl.h>
|
||||
|
||||
class position : public nsGraphics::Vec2D {
|
||||
public:
|
||||
position() = default;
|
||||
position(int x, int y);
|
||||
bool isColliding(position& p, int rx, int ry);
|
||||
};
|
||||
|
||||
#endif
|
14
headers/projectiles.h
Normal file
14
headers/projectiles.h
Normal file
@ -0,0 +1,14 @@
|
||||
#ifndef GUARD_PROJECTILES_H
|
||||
#define GUARD_PROJECTILES_H
|
||||
|
||||
#include "utils.h"
|
||||
|
||||
typedef position missile;
|
||||
|
||||
class torpedo : public position {
|
||||
public:
|
||||
playerID owner;
|
||||
torpedo(int x, int y, playerID owner);
|
||||
};
|
||||
|
||||
#endif
|
@ -1,9 +1,8 @@
|
||||
#ifndef GUARD_STRUCTS_H
|
||||
#define GUARD_STRUCTS_H
|
||||
#ifndef GUARD_UTILS_H
|
||||
#define GUARD_UTILS_H
|
||||
|
||||
#include<vector>
|
||||
#include<mingl/mingl.h>
|
||||
#include"position.h"
|
||||
|
||||
// hardcoded values
|
||||
#define PLAYER_HEIGHT 100
|
||||
@ -17,17 +16,11 @@ enum WinValue{
|
||||
|
||||
using namespace std;
|
||||
|
||||
typedef unsigned Alien;
|
||||
typedef vector<Alien> aliensLine;
|
||||
typedef vector<aliensLine> aliensGrid;
|
||||
|
||||
typedef position missile;
|
||||
|
||||
class torpedo : public nsGraphics::Vec2D {
|
||||
public:
|
||||
topedo(int x, int y);
|
||||
unsigned playerID;
|
||||
};
|
||||
typedef unsigned Invader;
|
||||
typedef vector<Invader> invadersColumn;
|
||||
typedef vector<invadersColumn> invadersGrid;
|
||||
typedef nsGraphics::Vec2D position;
|
||||
typedef unsigned playerID;
|
||||
|
||||
// didn't want to use position because of the semantic with x and y
|
||||
bool lineCollideCheck(unsigned start1, unsigned end1, unsigned start2, unsigned end2);
|
||||
|
@ -78,15 +78,18 @@ void ConfigBuilder::readConfig() {
|
||||
collectedData.startXPosition = getInt("players.startXPosition");
|
||||
collectedData.playersSpeed = getInt("players.speed");
|
||||
|
||||
collectedData.p1Def.color = getColor("players.user1.color");
|
||||
collectedData.p1Def.keys.left = getChar("players.user1.keys.left");
|
||||
collectedData.p1Def.keys.right = getChar("players.user1.keys.right");
|
||||
collectedData.p1Def.keys.shoot = getChar("players.user1.keys.shoot");
|
||||
// the scalability behind the vector of players is only an illusion, because we force player count to be 1 or 2
|
||||
// It was done so the 2+ players implementation could be easier in the future, if wanted
|
||||
collectedData.playerDefs.resize(2);
|
||||
collectedData.playerDefs[1].color = getColor("players.user1.color");
|
||||
collectedData.playerDefs[1].keys.left = getChar("players.user1.keys.left");
|
||||
collectedData.playerDefs[1].keys.right = getChar("players.user1.keys.right");
|
||||
collectedData.playerDefs[1].keys.shoot = getChar("players.user1.keys.shoot");
|
||||
|
||||
collectedData.p2Def.color = getColor("players.user2.color");
|
||||
collectedData.p2Def.keys.left = getChar("players.user2.keys.left");
|
||||
collectedData.p2Def.keys.right = getChar("players.user2.keys.right");
|
||||
collectedData.p2Def.keys.shoot = getChar("players.user2.keys.shoot");
|
||||
collectedData.playerDefs[2].color = getColor("players.user2.color");
|
||||
collectedData.playerDefs[2].keys.left = getChar("players.user2.keys.left");
|
||||
collectedData.playerDefs[2].keys.right = getChar("players.user2.keys.right");
|
||||
collectedData.playerDefs[2].keys.shoot = getChar("players.user2.keys.shoot");
|
||||
|
||||
// invaders
|
||||
collectedData.invadersSize = getInt("invaders.size");
|
||||
|
@ -58,7 +58,7 @@ bool Game::deathMenuHandler(){
|
||||
}
|
||||
|
||||
bool Game::invadersTouchPlayer(){
|
||||
for(aliensLine& line : grid){
|
||||
for(invadersColumn& line : grid){
|
||||
if(basePos.getY()+ line.size() * confData.invadersSize >= pm.getScreenHeight() - PLAYER_HEIGHT){
|
||||
return true;
|
||||
}
|
||||
@ -76,12 +76,15 @@ WinValue Game::playGame(){ // returns when game is finished
|
||||
// we assume the game has been played before, and so we need to clean used members
|
||||
grid = confData.grid; // will copy the vector
|
||||
|
||||
p1.x = confData.startXPosition;
|
||||
|
||||
if(playMode!=SINGLE){
|
||||
if(playMode==SINGLE){
|
||||
players.resize(1);
|
||||
}else{
|
||||
players.resize(2);
|
||||
// mirror the start X position for the other
|
||||
p2.x = pm.getScreenWidth() - confData.startXPosition - confData.playersWidth;
|
||||
players[1].x = pm.getScreenWidth() - confData.startXPosition - confData.playersWidth;
|
||||
}
|
||||
players[0].x = confData.startXPosition;
|
||||
|
||||
basePos = position(0,0);
|
||||
|
||||
@ -118,7 +121,7 @@ WinValue Game::playGame(){ // returns when game is finished
|
||||
void Game::display() {
|
||||
for (unsigned i = 0; i < this->grid.size(); ++i){
|
||||
for (unsigned j = 0; j < this->grid[i].size(); ++j){
|
||||
nsGraphics::Vec2D vec =nsGraphics::Vec2D(
|
||||
nsGraphics::Vec2D vec(
|
||||
basePos.getX() + i * confData.invadersSize + i * confData.invadersDistance,
|
||||
basePos.getY() + j * confData.invadersSize + j * confData.invadersDistance
|
||||
);
|
||||
@ -138,6 +141,8 @@ void Game::display() {
|
||||
}
|
||||
}
|
||||
}
|
||||
pm.dessinerJoueur(position(p1.x, 0), confData.playersWidth, confData.p1Def.color);
|
||||
if(playMode!=SINGLE)pm.dessinerJoueur(position(p2.x, 0), confData.playersWidth, confData.p2Def.color);
|
||||
|
||||
for(size_t i=0;i<players.size();++i){
|
||||
pm.dessinerJoueur(position(players[i].x, 0), confData.playersWidth, confData.playerDefs[i].color);
|
||||
}
|
||||
}
|
@ -16,15 +16,18 @@ void Game::managePlayerMoves(PlayerDef& pdef, unsigned& playerX, unsigned player
|
||||
else playerX = playerX + confData.playersSpeed;
|
||||
}
|
||||
if(ISPRESSED(pdef.keys.shoot)){
|
||||
torpedos.emplace_back(playerX + confData.playersWidth / 2, pm.getScreenHeight() - PLAYER_HEIGHT, playerId );
|
||||
torpedos.emplace_back(playerX + confData.playersWidth / 2, pm.getScreenHeight() - PLAYER_HEIGHT, playerId);
|
||||
}
|
||||
}
|
||||
|
||||
/** Makes the players play once
|
||||
*/
|
||||
void Game::managePlayers(){
|
||||
managePlayerMoves(confData.p1Def, p1.x,p1.id);
|
||||
if(playMode==PlayMode::TWO_LOCAL)managePlayerMoves(confData.p2Def, p2.x, p2.id);
|
||||
managePlayerMoves(confData.playerDefs[0], players[0].x,0);
|
||||
if(playMode==PlayMode::TWO_LOCAL)managePlayerMoves(confData.playerDefs[1], players[1].x, 1);
|
||||
else if(playMode==PlayMode::TWO_TCPIP){
|
||||
// TODO TCPIP
|
||||
}
|
||||
}
|
||||
|
||||
/** Makes the invaders play once, and check lower bounds
|
||||
@ -34,10 +37,10 @@ void Game::managePlayers(){
|
||||
bool Game::manageInvaders(){
|
||||
if(direction){ // go to the right
|
||||
int end = basePos.getX(); // start position
|
||||
end+= grid.size() * confData.invadersSize; // add the aliens
|
||||
end+= (grid.size()-1) * confData.invadersDistance; // add the invadersDistance between aliens
|
||||
end+= grid.size() * confData.invadersSize; // add the invaders
|
||||
end+= (grid.size()-1) * confData.invadersDistance; // add the invadersDistance between invaders
|
||||
|
||||
// you got the end position of the alien crowd !
|
||||
// you got the end position of the invader crowd !
|
||||
|
||||
if(end + confData.invadersSpeed < pm.getScreenWidth()){
|
||||
basePos.setX(basePos.getX() + confData.invadersSpeed);
|
||||
@ -69,7 +72,7 @@ void Game::remCollidingProjectiles(){
|
||||
auto tor = torpedos.begin();
|
||||
|
||||
while(miss != missiles.end()){
|
||||
bool wasColling = false;
|
||||
bool wasColliding = false;
|
||||
while(tor != torpedos.end()){
|
||||
|
||||
// missiles can't be right under torpedos, so that must means they are colliding in Y
|
||||
@ -81,7 +84,7 @@ void Game::remCollidingProjectiles(){
|
||||
tor->getX(), tor->getX() + confData.torpedosWidth)){
|
||||
missiles.erase(miss);
|
||||
torpedos.erase(tor);
|
||||
wasColling = true;
|
||||
wasColliding = true;
|
||||
break;
|
||||
}
|
||||
++tor;
|
||||
@ -89,7 +92,7 @@ void Game::remCollidingProjectiles(){
|
||||
/* if it was colling, it was removed and his position is now replaced by the next.
|
||||
* else, go to the next
|
||||
*/
|
||||
if(!wasColling)++miss;
|
||||
if(!wasColliding)++miss;
|
||||
}
|
||||
}
|
||||
|
||||
@ -116,18 +119,51 @@ void Game::moveTorpedos() {
|
||||
}
|
||||
|
||||
bool Game::checkMissilesAndPlayers() {
|
||||
for(missile& miss : missiles){
|
||||
if(miss.getY()<=PLAYER_HEIGHT){ // colliding on Y
|
||||
if(lineCollideCheck( // now check collision on X
|
||||
miss.getX(), miss.getX() + confData.missilesWidth,
|
||||
p1.x, p1.x + confData.playersWidth)){
|
||||
return true;
|
||||
auto miss_ite = missiles.begin();
|
||||
while(miss_ite!=missiles.end()){
|
||||
if(miss_ite->getY()<=PLAYER_HEIGHT){ // check collision on Y
|
||||
// now check collision on X (with both players)
|
||||
bool wasColliding = false;
|
||||
for(Player& p : players){
|
||||
if(lineCollideCheck(
|
||||
miss_ite->getX(), miss_ite->getX() + confData.missilesWidth,
|
||||
p.x, p.x + confData.playersWidth)){
|
||||
wasColliding = true;
|
||||
if(p.deathAnimCounter)p.deathAnimCounter = 1;
|
||||
// do not break, the second player also deserves to be hit
|
||||
}
|
||||
}
|
||||
if(wasColliding)missiles.erase(miss_ite);
|
||||
else ++miss_ite;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Game::checkTorpedosAndInvaders() {
|
||||
auto tor_ite = torpedos.begin();
|
||||
while(tor_ite!=torpedos.end()){
|
||||
unsigned i=0;
|
||||
for(;i<grid.size();++i){
|
||||
// calculate top-left position of invader
|
||||
position pos = basePos+position(
|
||||
confData.invadersSize*(grid[i].size()-1)+confData.invadersDistance*(grid[i].size()-1),
|
||||
confData.invadersSize*(grid[i].size()-1)+confData.invadersDistance*(grid[i].size()-1));
|
||||
// check collision on Y (invaders can actually be "under" torpedos, so we check both lower and upper bounds
|
||||
if(pos.getY()+confData.invadersSize>=tor_ite->getY() &&
|
||||
pos.getY()<=tor_ite->getY()+confData.torpedosLength){
|
||||
// now check collision on X
|
||||
if(lineCollideCheck( // now check collision on X
|
||||
tor_ite->getX(), tor_ite->getX() + confData.torpedosWidth,
|
||||
pos.getX(), pos.getX() + confData.invadersSize)){
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(i==grid.size()) ++tor_ite;
|
||||
else{
|
||||
torpedos.erase(tor_ite);
|
||||
grid[i].pop_back();
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
@ -2,6 +2,7 @@
|
||||
#include "game.h"
|
||||
using namespace std;
|
||||
|
||||
// TODO changer tout les unsigned par des size_t dans les boucles
|
||||
int main(){
|
||||
Game g;
|
||||
g.managedGames();
|
||||
|
@ -1,8 +0,0 @@
|
||||
#include "position.h"
|
||||
#include <mingl/mingl.h>
|
||||
|
||||
bool position::isColliding(position& p, int rx, int ry) {
|
||||
return nsGraphics::Vec2D::isColliding(p, p+nsGraphics::Vec2D(rx, ry));
|
||||
}
|
||||
|
||||
position::position(int x, int y) : Vec2D(x, y) {}
|
5
src/projectiles.cpp
Normal file
5
src/projectiles.cpp
Normal file
@ -0,0 +1,5 @@
|
||||
#include "projectiles.h"
|
||||
|
||||
torpedo::torpedo(int x, int y, playerID owner) : position(x, y) {
|
||||
this->owner = owner;
|
||||
}
|
@ -1,7 +1,5 @@
|
||||
#include "utils.h"
|
||||
|
||||
torpedo::torpedo(int x, int y) : position(x, y) {}
|
||||
|
||||
bool lineCollideCheck(unsigned start1, unsigned end1, unsigned start2, unsigned end2){
|
||||
return start1 < end2 != start2 < end1;
|
||||
// if true, are colliding. I like truth tables
|
||||
|
Loading…
Reference in New Issue
Block a user