273 lines
8.2 KiB
C++
273 lines
8.2 KiB
C++
/*!
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*
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* @file pixelManager.h
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* @author RUBINI Thomas
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* @author SIMAILA Djalim
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* @author FABRE Lucas
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* @date January 2022
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* @version 1.0
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* @brief Manages screen display
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*
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*/
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#ifndef GUARD_PIXELMANAGER_H
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#define GUARD_PIXELMANAGER_H
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#include <string>
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#include "mingl/mingl.h"
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#include "mingl/shape/line.h"
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#include "mingl/shape/triangle.h"
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#include "mingl/shape/rectangle.h"
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#include "mingl/shape/circle.h"
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#include "mingl/gui/sprite.h"
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#include "mingl/gui/text.h"
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#include "utils.h"
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#include "playMode.h"
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#include "menu.h"
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#include "scoresManager.h"
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#include "mySprite.h"
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using namespace std;
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typedef nsGui::GlutFont::GlutFonts Font;
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/*!
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* @class PixelManager
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* @brief main display function, clear the window and calls sub display functions
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*/
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/*
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* It's MinGL's fault. This is all I have to say
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*/
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#define ADD_SPRITE_TASK(X) tasks.push_back((X).asyncLoad("assets/"#X".si2"));
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class PixelManager{
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public:
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/*!
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* @brief display window
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*/
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MinGL& window;
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/*!
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* @brief loads sprites in parallel using multiple threads
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* @param[in] tasks : vectot of task
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* @fn void loadSprites();
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*/
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virtual void loadSprites(vector<Task>& tasks);
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/*!
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* @brief sprite of the logo of the game
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*/
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MySprite logo;
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/*!
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* @brief sprite of the background during menu
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*/
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MySprite menuBackground;
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/*!
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* @brief sprite of the background during gameplay
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*/
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MySprite gameBackground;
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/*!
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* @brief sprite of the right hand of god
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*/
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MySprite rightHand;
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/*!
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* @brief sprite of the left hand of god
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*/
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MySprite leftHand;
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/*!
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* @brief constructor the pixel manager class
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* @param[in] window : window of the pixel manager
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* @fn PixelManager(MinGL&);
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*/
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explicit PixelManager(MinGL& window);
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/*!
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* @brief display a type A invader on screen
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* @param[in] baseVector : pixel coordinate of the invader
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* @param[in] size : size multiplicator of the invader
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* @param[in] color : color multiplicaror of the invader
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* @fn void drawInvaderA(const Position& baseVector, unsigned size, const RGBAcolor& color) const;
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*/
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virtual void drawInvaderA(const Position& baseVector, unsigned size, const RGBAcolor& color) const;
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/*!
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* @brief display a type B invader on screen
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* @param[in] baseVector : pixel coordinate of the invader
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* @param[in] size : size multiplicator of the invader
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* @param[in] color : color multiplicaror of the invader
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* @fn void drawInvaderB(const Position& baseVector, unsigned size, const RGBAcolor& color) const;
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*/
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virtual void drawInvaderB(const Position& baseVector, unsigned size, const RGBAcolor& color) const;
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/*!
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* @brief display a type C invader on screen
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* @param[in] baseVector : pixel coordinate of the invader
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* @param[in] size : size multiplicator of the invader
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* @param[in] color : color multiplicaror of the invader
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* @fn void drawInvaderC(const Position& baseVector, unsigned size, const RGBAcolor& color) const;
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*/
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virtual void drawInvaderC(const Position& baseVector, unsigned size, const RGBAcolor& color) const;
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/*!
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* @brief display a player on screen
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* @param[in] pID : the ID of the player to draw
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* @param[in] x : horizontal position of the player
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* @param[in] witdh : width of the player
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* @param[in] color : color of the plater
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* @fn void drawPlayer(unsigned x, unsigned width, const nsGraphics::RGBAcolor& color) const;
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*/
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virtual void drawPlayer(playerID pID, unsigned x, unsigned width, const nsGraphics::RGBAcolor& color) const;
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/*!
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* @brief display a missile on screen
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* @param[in] baseVector : pixel coordinates of the missile
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* @param[in] width : width of the missle
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* @param[in] color : color of the missile
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* @fn void drawMissile(const Position& baseVector, unsigned width, const nsGraphics::RGBAcolor& color) const;
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*/
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virtual void drawMissile(const Position& baseVector, unsigned width, const nsGraphics::RGBAcolor& color) const;
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/*!
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* @brief display a torpedo on screen
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* @param[in] baseVector : pixel coordinates of the torpedo
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* @param[in] width : width of the torpedo
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* @param[in] color : color of the torpedo
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* @fn void drawTorpedo(const Position& baseVector, unsigned width, const nsGraphics::RGBAcolor& color) const;
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*/
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virtual void drawTorpedo(const Position& baseVector, unsigned width, const nsGraphics::RGBAcolor& color) const;
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#define HEART_LENGTH 40
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/*!
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* @brief display a singular heart on screen
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* @param[in] baseVector : pixel coordinates of the heart
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* @fn void drawHeart(const Position& baseVector) const;
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*/
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virtual void drawHeart(const Position& baseVector) const;
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/*!
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* @brief display a sprite on screen
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* @param[in] msp : sprite to draw
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* @param[in] pos : pixel coordinates to draw the sprite
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* @fn void drawSprite(const MySprite& msp, const Position& pos = Position(0, 0)) const;
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*/
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void drawSprite(const MySprite& msp, const Position& pos) const;
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/*!
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* @brief display a menu button on screen
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* @param[in] baseVector : pixel coordinates of the button
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* @param[in] text : text inside the button
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* @param[in] color : color of the text inside the button
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* @fn void displayButton(const Position& baseVector,const string& text,nsGraphics::RGBAcolor& color);
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*/
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void displayButton(const Position& baseVector,const string& text,nsGraphics::RGBAcolor& color);
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/*!
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* @brief display text on screen
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* @param[in] pos : pixel coordinates of the text
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* @param[in] text : text to show on screen
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* @param[in] color : color of the text to show
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* @param[in] font : the glut font to use for the text
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* @fn void drawText(const Position& pos, const string& text, const RGBAcolor& color = nsGraphics::KWhite, Font font = Font::BITMAP_TIMES_ROMAN_24) const;
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*/
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void drawText(const Position& pos, const string& text, const RGBAcolor& color = nsGraphics::KWhite, Font font = Font::BITMAP_TIMES_ROMAN_24) const;
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/*!
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* @brief show the title screen of the game
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* @return the playmode chosen inside the menu
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* @fn PlayMode showInitialMenu();
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*/
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PlayMode showInitialMenu();
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/*!
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* @brief show the menu after a player lose, or all invader has been defeated
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* @return true if the player plays again, else false
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* @param[in] rankings : the current top 5 score
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* @param[in] winner : the winner of the game
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* @fn bool showDeathMenu();
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*/
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bool showDeathMenu(const vector<ScoreLink>& rankings,const WinValue& winner);
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/*!
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* @brief give the height of the screen
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* @return the height of the screen in pixel
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* @fn unsigned getScreenHeight() const;
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*/
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unsigned getScreenHeight() const;
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/*!
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* @brief give the width of the screen
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* @return the width of the screen in pixel
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* @fn unsigned getScreenWidth() const;
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*/
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unsigned getScreenWidth() const;
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/*!
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* @brief clear the screen for a new frame
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* @fn void startFrame() const;
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*/
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void startFrame() const;
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/*!
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* @brief finish a frame render
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* @fn void endFrame() const;
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*/
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void endFrame() const;
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/*!
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* @brief display the player name selection menu
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* @param[in] pID : player id
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* @param[in] score : score of this player
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* @param[out] name : name selected by the player
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* @fn void askPlayerNameMenu(playerID pID, unsigned score, string& name);
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*/
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void askPlayerNameMenu(playerID pID, unsigned score, string& name);
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// y will be negative sometimes, so not unsigned
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/*!
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* @brief display god's bar
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* @param[in] y : god y pixel position
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* @fn void drawGodBench(int y) const
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*/
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void drawGodBench(int y) const;
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/*!
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* @brief display god's face
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* @param[in] y : god's face y pixel position
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* @param[in] angry : flag if god is angry or not
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* @fn void drawGodFace(int y, bool angry=false) const;
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*/
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void drawGodFace(int y, bool angry=false) const;
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private:
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/*!
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* @brief display a menu on screen
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* @param[in] pos : pixel coordinates of the menu
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* @param[in,out] currentMenu : menu struct conteining the menu option
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* @fn void drawMenu(const Position& pos, Menu& currentMenu);
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*/
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void drawMenu(const Position& pos, Menu& currentMenu);
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/*!
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* @brief display a menu on screen
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* @param[in] pos : pixel coordinates of the menu
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* @param[in,out] currentMenu : menu struct conteining the menu option
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* @param[in] rankings : the current top 10 players
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* @param[in] winner : the winner of the game
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* @fn void drawMenu(const Position& pos, Menu& currentMenu);
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*/
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void drawMenu(const Position& pos, Menu& currentMenu, const vector<ScoreLink>& rankings, const WinValue& winner);
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};
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#endif |