CA COMPIIIIILE
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@ -9,7 +9,7 @@ file(GLOB_RECURSE HEADERS headers/*)
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add_executable(Space ${LIB_HEADERS} ${HEADERS} ${SRC})
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# target_link_directories(Space PUBLIC libs)
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target_link_directories(Space PUBLIC .)
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target_include_directories(Space PUBLIC headers)
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target_include_directories(Space PUBLIC lib_headers)
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@ -2,14 +2,18 @@
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#define GUARD_CONFIG
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#include<vector>
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#include "utils.h"
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using namespace std;
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struct Config{
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class Config{
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public:
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aliensGrid grid;
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unsigned alien_size;
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unsigned distance;
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bool loadConfig();
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};
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#endif
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@ -10,9 +10,13 @@
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class DrawEngine{
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public:
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MinGL window;
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DrawEngine();
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void dessinerInvader1(const nsGraphics::Vec2D& baseVector);
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void dessinerInvader2(const nsGraphics::Vec2D& baseVector);
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void dessinerInvader3(const nsGraphics::Vec2D& baseVector);
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unsigned showInitialMenu();
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unsigned showDeathMenu();
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};
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@ -4,13 +4,10 @@
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#include "mingl/mingl.h"
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#include "drawEngine.h"
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#include "config.h"
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#include "utils.h"
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using namespace std;
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typedef unsigned Alien;
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typedef vector<Alien> aliensLine;
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typedef vector<aliensLine> aliensGrid;
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class Game {
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private:
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DrawEngine drawer;
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@ -21,22 +18,17 @@ private:
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vector<nsGraphics::Vec2D> missiles;
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vector<nsGraphics::Vec2D> torpilles;
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void loadConfig();
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unsigned manageCollisions();
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void managePlayer();
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bool manageInvaders();
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void display();
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void summon();
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void deleteEntity();
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void invaderMovement();
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void torpilleMovement();
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void collision();
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void userInteraction();
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public:
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// in case someone wants to mess with the code, here's a minimal API, costs nothing to us
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Game();
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void managedGame();
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void playGame();
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void managedGames();
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unsigned playGame();
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void initialMenuHandler();
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void deathMenuHandler();
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};
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15
headers/utils.h
Normal file
15
headers/utils.h
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@ -0,0 +1,15 @@
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#ifndef SPACE_STRUCTS
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#define SPACE_STRUCTS
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#include<vector>
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#define PLAYER_WINS 1
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#define INVADERS_WINS 2
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using namespace std;
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typedef unsigned Alien;
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typedef vector<Alien> aliensLine;
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typedef vector<aliensLine> aliensGrid;
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#endif
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5
src/config.cpp
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5
src/config.cpp
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@ -0,0 +1,5 @@
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#include "config.h"
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bool Config::loadConfig() {
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return true;
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}
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@ -1,6 +1,8 @@
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#include "drawEngine.h"
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void DrawEngine::DrawEngine(){
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#define WININIT window("space invader du turfu ma gueule", nsGraphics::Vec2D(1280, 720), nsGraphics::Vec2D(128, 128), nsGraphics::KBlack)
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DrawEngine::DrawEngine() : WININIT {
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window.initGlut();
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window.initGraphic();
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}
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@ -32,3 +34,11 @@ void DrawEngine::dessinerInvader3(const nsGraphics::Vec2D& baseVector){
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window << nsShape::Rectangle(nsGraphics::Vec2D(35, 65)+baseVector, nsGraphics::Vec2D(75, 72)+baseVector, nsGraphics::KBlack);
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}
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unsigned DrawEngine::showInitialMenu(){
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return 0;
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}
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unsigned DrawEngine::showDeathMenu() {
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return 0;
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}
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@ -1,26 +1,33 @@
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#include "game.h"
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Game::Game() :
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window("space invader du turfu ma gueule", nsGraphics::Vec2D(1280, 720), nsGraphics::Vec2D(128, 128), nsGraphics::KBlack) {
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loadConfig();
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Game::Game() {
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conf.loadConfig();
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}
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void Game::managedGame() {
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void Game::managedGames() {
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initialMenuHandler(); // returns when user clicked plays
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while(true){
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playGame();
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deathScrenHandler(); // returns when user clicked replay
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deathMenuHandler(); // returns when user clicked replay
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}
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}
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void Game::showInitialMenu(){
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switch(pixelManager.showInitialMenu()){
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void Game::initialMenuHandler(){
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switch(drawer.showInitialMenu()){
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case 0:{ // play
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return;
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}
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// potential options...
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// potential options...
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}
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}
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void Game::deathMenuHandler(){
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switch(drawer.showDeathMenu()){
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case 0:{ // play
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return;
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}
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// potential options...
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}
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}
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/**
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@ -30,15 +37,15 @@ void Game::showInitialMenu(){
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*/
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unsigned Game::playGame(){ // returns when game is finished
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// INIT
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aliens = conf.grid; // will copy the vector
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grid = conf.grid; // will copy the vector
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// GAMELOOP
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while(true){
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display();
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unsigned res = manageCollisions(game); // also advances missiles + torpedos
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unsigned res = manageCollisions(); // also advances missiles + torpedos
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if(res!=0)return res;
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managePlayer(game);
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if(manageInvalider(game))return INVADER_WINS;
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managePlayer();
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if(manageInvaders())return INVADERS_WINS;
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}
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}
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@ -16,8 +16,8 @@ bool Game::manageInvaders(){
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/** makes projectile smove, and manage collisions between everything
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*
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* @return true if the invaders crossed the first line of the grid, else false
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* @return 1 if the invaders are all dead, 2 if the player is dead, else 0
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*/
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unsigned Game::manageCollisions(){
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return 0;
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}
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@ -4,6 +4,6 @@ using namespace std;
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int main(){
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Game g;
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g.managedGame();
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g.managedGames();
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return 0;
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}
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