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Copy pathmain.cpp
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241 lines (187 loc) · 5.72 KB
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#include <iostream>
#include <thread>
#include <vector>
#include <SFML/Graphics.hpp>
#include "MainMenu.h"
#include "Player.h"
#include "Platform.h"
#include "TextureManager.h"
#include "Levels.h";
#include "Background.h"
#include "GameOver.h"
#include "Victory.h"
#include "Hud.h"
int main()
{
bool gameStarted = false;
bool restartGame = false;
bool leftClickReleased = true;
TextureManager* textureManager = new TextureManager();
// Window Properties
sf::RenderWindow window(sf::VideoMode(1280, 720), "Mondlitch");
window.setFramerateLimit(60);
sf::Image icon;
icon.loadFromFile("./assets/icon.png");
window.setIcon(16, 16, icon.getPixelsPtr());
// View Properties
sf::View view(sf::FloatRect(0.f, 0.f, 1280.f, 720.f));
sf::View hud_view(sf::FloatRect(0.f, 0.f, 1280.f, 720.f));
float cameraX;
float cameraY;
float cameraX_Spawn;
float cameraY_Spawn;
float cameraSlope;
bool cameraAdjusted = true;
window.setView(view);
// Prearing Hud
Hud hud = Hud(textureManager);
// Preparing Main Menu
MainMenu* mainMenu = new MainMenu(textureManager);
// Preparing Game Over
GameOver gameOver = GameOver(textureManager);
// Preparing Victory
Victory victory = Victory(textureManager);
// Preparing Player
Player player = Player(textureManager);
// Preparing Level
Levels levels = Levels(textureManager);
std::vector<Platform> levelOneStructures = levels.getLevelOneStructures();
std::vector<Enemy> levelOneEnemies = levels.getLevelOneEnemies();
std::vector<Platform> levelTwoStructures = levels.getLevelTwoStructures();
std::vector<Enemy> levelTwoEnemies = levels.getLevelTwoEnemies();
// Preparing Background
Background* background = new Background(textureManager);
// Clock starts
sf::Clock clock;
sf::Mouse mouse;
while (window.isOpen())
{
bool listenForInput = window.hasFocus();
window.clear(sf::Color(19, 15, 25));
// Game Exit
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
}
if (!gameStarted) {
gameOver.allowMusic();
victory.allowMusic();
player.revive();
mainMenu->update();
window.draw(mainMenu->getBackground());
window.draw(mainMenu->getTitle());
if (mainMenu->doesGameStart(leftClickReleased) == 0) {
leftClickReleased = true;
}
if (leftClickReleased) {
gameStarted = mainMenu->doesGameStart(leftClickReleased);
if (gameStarted) {
view.setSize(480.f, 270.f);
view.setCenter(240.f, player.getY() - 16.f);
}
}
window.setView(view);
}
if (gameStarted && (player.getLives() > -1) && !player.finishedGame()) {
if (player.getLevelsCompleted() == 0) {
cameraX_Spawn = 240.f;
cameraY_Spawn = 650.f;
}
else if (player.getLevelsCompleted() == 1) {
cameraX_Spawn = 240.f;
cameraY_Spawn = 266.f;
}
if (!player.hasDied() && cameraAdjusted && !player.finishedGame()) {
cameraX = player.getX();
cameraY = player.getY() - 16.f;
cameraSlope = -1 * (cameraY_Spawn - cameraY) / (cameraX_Spawn - cameraX);
if (player.getX() >= 240.f) {
view.setCenter(cameraX, cameraY);
}
else {
view.setCenter(cameraX_Spawn, cameraY);
}
}
else {
cameraAdjusted = false;
float cameraXadjustment = 3.f * (cameraX * 0.0015);
float cameraYadjustment = cameraXadjustment * cameraSlope;
view.move(-cameraXadjustment, cameraYadjustment);
if (view.getCenter().x <= cameraX_Spawn) {
cameraAdjusted = true;
}
}
window.setView(view);
// Level update & render
background->update(player.getVelocityX());
window.draw(background->getMainSprite());
if (player.getLevelsCompleted() == 0) {
for (auto &platform : levelOneStructures) {
platform.update();
window.draw(platform.getSprite());
}
for (auto &enemy : levelOneEnemies) {
std::cout << "Enemy" << std::endl;
enemy.update(levels.getPlatformNearPlayerLevelOne(enemy.getX(), enemy.getY()));
window.draw(enemy.getSprite());
}
// Player update & render
std::cout << "Player" << std::endl;
player.update(levels.getPlatformNearPlayerLevelOne(player.getX(), player.getY()), levelOneEnemies, clock.getElapsedTime().asSeconds(), cameraAdjusted);
}
else if (player.getLevelsCompleted() == 1) {
for (auto &platform : levelTwoStructures) {
platform.update();
window.draw(platform.getSprite());
}
for (auto &enemy : levelTwoEnemies) {
std::cout << "Enemy" << std::endl;
enemy.update(levels.getPlatformNearPlayerLevelTwo(enemy.getX(), enemy.getY()));
window.draw(enemy.getSprite());
}
// Player update & render
std::cout << "Player" << std::endl;
player.update(levels.getPlatformNearPlayerLevelTwo(player.getX(), player.getY()), levelTwoEnemies, clock.getElapsedTime().asSeconds(), cameraAdjusted);
}
window.draw(player.getSprite());
window.setView(hud_view);
for (int i = 0; i <= player.getLives(); i++) {
window.draw(hud.getHearts()[i]);
}
}
if ((player.getLives() == -1)) {
background->stopMusic();
background->allowMusic();
view.setSize(1280.f, 720.f);
view.setCenter(640.f, 360.f);
gameOver.update();
window.draw(gameOver.getTitle());
if (gameOver.doesGameStart()) {
restartGame = true;
gameStarted = false;
mainMenu->allowMenuMusic();
leftClickReleased = false;
}
window.setView(view);
}
if (player.finishedGame()) {
background->stopMusic();
background->allowMusic();
view.setSize(1280.f, 720.f);
view.setCenter(640.f, 360.f);
victory.update();
window.draw(victory.getTitle());
if (victory.doesGameStart()) {
restartGame = true;
gameStarted = false;
mainMenu->allowMenuMusic();
leftClickReleased = false;
}
window.setView(view);
}
window.display();
}
return 0;
}