162 lines
4.0 KiB
C++
162 lines
4.0 KiB
C++
/*!
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*
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* @file gameBasics.cpp
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* @author RUBINI Thomas
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* @author SIMAILA Djalim
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* @date January 2022
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* @version 1.0
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* @brief game basic mechanisms
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*
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*/
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#include <chrono>
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#include <thread>
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#include "game.h"
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#include "playMode.h"
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#define WININIT window("SUPER Space Invader : Turbo Apocalypse DX - VS GOD", Position(1280, 720), Position(128, 128), nsGraphics::KBlack)
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Game::Game() : WININIT, pm(window) {
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if(!reloadConfig()){
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throw runtime_error("Initial config loading failed. Please check the error above and fix the configuration");
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}
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sm.readFile();
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}
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bool Game::updateColumns(){
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while(true){
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if(grid.empty())return true;
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if(grid.at(0).hasNoValid()){
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grid.erase(grid.begin());
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basePos+=confData.invadersSize+confData.invadersDistance;
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}else break;
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}
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while(grid.at(grid.size() - 1).hasNoValid()){
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grid.erase(grid.end()-1);
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}
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return false;
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}
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void Game::handleScoreSaving(){
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cout << players[0].score << endl; // will remove
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string pName;
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pm.askPlayerNameMenu(0, pName);
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sm.inputScore(pName, players[0].score);
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if(playMode==PlayMode::TWO_LOCAL){
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string pName2;
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pm.askPlayerNameMenu(1, pName2);
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sm.inputScore(pName, players[1].score);
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}
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sm.writeFile();
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}
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void Game::managedGames() {
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playMode = PlayMode::NONE;
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god.state = GodState::NONE;
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while(playMode!=PlayMode::EXIT){
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if(playMode==PlayMode::NONE){
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playMode = pm.showInitialMenu();
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}else{
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initGame();
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enterGameLoop(); // will read the playMode
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handleScoreSaving();
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cout << "END OF GAME" << endl;
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playMode = pm.showDeathMenu();
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}
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}
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}
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// we assume the game has been played before, and so we need to clean used members
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void Game::initGame(){
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grid = confData.grid; // will copy the grid
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updateColumns(); // Would have liked to to that in the "config grid", but.. I'm lazy
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// we re-construct players objects, we don't have to clear all members and can rely on the construction value (set in .h file)
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players.clear();
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if(playMode==PlayMode::SINGLE){
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players.resize(1);
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}else{
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players.resize(2);
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// mirror the start X Position for the other
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players[1].x = pm.getScreenWidth() - confData.startXPosition - confData.playersWidth;
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}
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players[0].x = confData.startXPosition;
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for(unsigned i=0;i<players.size();++i){
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players[i].id = i;
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players[i].lives = confData.playersLives;
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}
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basePos = Position(200, 0);
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}
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/**
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* Plays the game, and returns once the game is finished
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*
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* @return @WinValue::PLAYERS if the players won, @WinValue::INVADERS is the invaders won, WinValue::NOBODY else (also in case of error)
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*/
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WinValue Game::enterGameLoop(){ // returns when game is finished
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// computed in advance for performance reasons
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chrono::milliseconds maxFrameTime = chrono::milliseconds(1000/confData.maxFPS);
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unsigned tmpFps = 0;
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unsigned fps = 0;
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typedef chrono::high_resolution_clock::time_point MyTimePoint;
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MyTimePoint fpsStartTime = {};
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while(window.isOpen()){
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MyTimePoint startTime = chrono::high_resolution_clock::now();
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if(fpsStartTime.time_since_epoch()==chrono::seconds(0)){
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fpsStartTime = startTime;
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}
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pm.startFrame();
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managePlayers();
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if(manageInvaders()) { // if they went down
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if (invadersTouchPlayer())return WinValue::INVADERS;
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// TODO abstract this ?
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if (basePos.getY() > 100 /*lambda value*/ && god.state==GodState::NONE) {
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awakeGod();
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}
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}
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manageGod();
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moveMissiles();
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remCollidingProjectiles();
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moveTorpedos();
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remCollidingProjectiles();
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if(checkMissilesAndPlayers())return WinValue::INVADERS;
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if(checkTorpedosAndInvaders())return WinValue::PLAYERS;
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displayAll(fps);
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pm.endFrame();
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MyTimePoint endTime = chrono::high_resolution_clock::now();
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// This code is counted as part of frames, but that's not really something we can control
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if(fpsStartTime+chrono::seconds(1) < endTime){
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fps = tmpFps;
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tmpFps = 0;
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fpsStartTime = {};
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}else ++tmpFps;
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this_thread::sleep_until(startTime+maxFrameTime);
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}
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return WinValue::NOBODY;
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}
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Position Game::invIndexToPos(unsigned x, unsigned y) const {
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return basePos+Position(INV_GET_POS(x), INV_GET_POS(y));
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}
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