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Copy pathcGameControl.cpp
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152 lines (142 loc) · 4.48 KB
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#include "cGameControl.h"
#include "cScene.h"
#include "cEntity.h"
#include "cAction.h"
#include "cGraphics.h"
#include <memory>
#include <iostream>
using namespace std;
using namespace sf;
std::vector<std::string> actionNames = { "actionFireball", "actionTeleport", "actionHeal", "actionLightning"};
cGameControl::cGameControl() : slotsSprite(GetTexture(AssetsPath() + "Visuals/Sprites/uiActionsFrame.png")), hpBar(GetTexture(AssetsPath() + "Visuals/Sprites/hpBar.png"))
{
string spritesPath = AssetsPath() + "Visuals/Sprites/";
actionSprites.reserve(actionNames.size());
for (auto& action : actionNames)
{
const Texture& texture1 = GetTexture(spritesPath + "Actions/" + action + ".png");
actionSprites.push_back(Sprite(texture1));
actionSprites.back().setPosition({ 100, 600 });
}
slotsSprite.setPosition({ 100, 500 });
slotsSprite.setColor(Color(0, 180, 0));
hpBar.setPosition({ 100, 500 });
hpBar.setScale({ 0.5, 0.5 });
hpBar.setColor(Color(0,200,0));
}
cGameControl::~cGameControl()
{
}
cGameControl& cGameControl::Get()
{
static cGameControl gameControl;
return gameControl;
}
sf::Vector2f MouseToScene(sf::Vector2i mousePosition);
void cGameControl::Quant()
{
sf::Vector2f moveDirection(0.0f, 0.0f);
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::W)) moveDirection.y = -1.0f; // up
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::S)) moveDirection.y = +1.0f; // down
if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::A)) moveDirection.x = -1.0f; // left
else if(sf::Keyboard::isKeyPressed(sf::Keyboard::Key::D)) moveDirection.x = +1.0f; // right
float l = moveDirection.length();
if(l > 0.0f)
{
moveDirection /= l; // normalize
}
controlledEntity->SetMoveDirection(moveDirection);
if (action && action->Do(target)) //Do returns true when action is finished
{
target = NULL;
delete action;
action = NULL;
}
}
void cGameControl::Draw(RenderWindow& window)
{
if (action || !GetTarget(Mouse::getPosition(window)))
{
window.setMouseCursor(cursorCant);
}
else
{
window.setMouseCursor(cursorCan);
}
Vector2f windowSize = window.getView().getSize();
if (controlledEntity)
{
float part = controlledEntity->HealthPercentage();
if (part < 0) part = 0;
Vector2f firstSize = { 315,13 };
RectangleShape healthBar = RectangleShape({ firstSize.x * part, firstSize.y });
healthBar.setOrigin({healthBar.getSize()});
healthBar.setPosition({ windowSize.x - firstSize.x*0.19f ,windowSize.y - firstSize.y*2.5f });
healthBar.setFillColor(Color::Red);
window.draw(healthBar);
}
hpBar.setPosition({ windowSize.x - hpBar.getTexture().getSize().x*hpBar.getScale().x, windowSize.y - hpBar.getTexture().getSize().y * hpBar.getScale().y });
window.draw(hpBar);
float actionPosX = 24;
float actionPosY = windowSize.y - (float)slotsSprite.getTexture().getSize().y;
slotsSprite.setPosition({5, actionPosY});
actionPosY += 40;
for (int i = 0; i < actionSprites.size(); i++)
{
auto& sprite = actionSprites[i];
sprite.setColor(i == selectedActionIdx ? Color(255, 255, 255, 255) : Color(255, 255, 255, 127));
sprite.setPosition({ actionPosX, actionPosY });
actionPosX += 76.2;
window.draw(sprite);
}
window.draw(slotsSprite);
}
void cGameControl::SelectAction(int number)
{
if(actionSelected) delete actionSelected;
selectedActionIdx = number;
actionSelected = new cAction(actionNames[number], controlledEntity);
}
cEntity* cGameControl::GetTarget(const Vector2i& mousePos) const
{
auto mouseScenePos = MouseToScene(mousePos);
for (auto e : cScene::Get().Entities())
{
if (e->Bound().contains(mouseScenePos) && actionSelected->Can(e))
{
return e;
}
}
return NULL;
}
void cGameControl::EventHandle(optional<Event> event)
{
if(auto const keyEvent = event->getIf<Event::KeyPressed>())
{
switch(keyEvent->code)
{
case Keyboard::Key::Num1: SelectAction(0); break;
case Keyboard::Key::Num2: SelectAction(1); break;
case Keyboard::Key::Num3: SelectAction(2); break;
case Keyboard::Key::Num4: SelectAction(3); break;
}
}
if (const auto* mouseButtonPressed = event->getIf<sf::Event::MouseButtonPressed>())
{
if (mouseButtonPressed->button == sf::Mouse::Button::Left)
{
if (!action)
{
if(target = GetTarget(mouseButtonPressed->position))
{
action = new cAction(*actionSelected);
}
}
}
}
}
void cGameControl::ControledEntity(cEntity* _e)
{
controlledEntity = _e;
SelectAction(selectedActionIdx);
}