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Player.cpp
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220 lines (196 loc) · 5.38 KB
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#include "Player.h"
#include <sstream>
#include <iostream>
using namespace std;
void Player::initData() {
fullHp = 50;
//cardPoolNum = 72;
getCardState = true; //可否抽牌
handCardNums = 0; //目前手牌数目
getCardNum = 4; //抽牌数目
cardSelect = -1; //没有进行卡牌交互
hp = fullHp;
mp = 2;
movePower = 1;
nullCard.cardState = nullCard.null;
for (int i = 0; i < handMaxNum; i++) { //填充手牌数组
handCards[i] = &nullCard;
}
getCardState = true; //玩家可以抽牌
handCardNums = 0;
getCardNum = 5;
movePower = 1;
playerStatus.clear(); //清空状态数组
addUpDamage = 0; //造成总伤害为0
countDamage[0] = 0; //计数
countDamage[1] = 1; //计数
turnMagicUsedNum = 0; //本回合使用咒术牌为0
turnMagicAdd = 0; //本回合咒术牌增加次数
fireState = 0;
iceState = 0;
reduceDamageNum = 0;
reduceGetCardNum = 0;
turnStart = true;
}
Player::Player() {
initData();
textFont.loadFromFile("./data/font/simsun.ttc");
hpText.setFont(textFont);
hpText.setCharacterSize(20);
hpText.setPosition(620, 864);
mpText.setFont(textFont);
mpText.setCharacterSize(20);
mpText.setPosition(920, 864);
moveText.setFont(textFont);
moveText.setCharacterSize(20);
moveText.setPosition(1090, 860);
hpBar.setPosition(780, 870);
mpBar.setPosition(1028, 870);
}
void Player::loadMedia() {
tHpBar.loadFromFile("./data/ui/kong.png"); //设定贴图
tMpBar.loadFromFile("./data/ui/skong.png");
for (int i = 0; i < 10; i++) {
stringstream ss;
ss << "./data/ui/" << i << ".png";
tNums[i].loadFromFile(ss.str());
}
hpBar.setTexture(tHpBar);
mpBar.setTexture(tMpBar);
for (int i = 0; i < 20; i++) {
stringstream ss;
ss << "./data/status/card" << i << ".png";
tPlayerStatus[i].loadFromFile(ss.str());
sPlayerStatus[i].setTexture(tPlayerStatus[i]);
sPlayerStatus[i].setScale(0.3f, 0.3f);
}
}
void Player::randCardPool(Card card[], int cardsLength) {
srand((unsigned)time(NULL));
for (int j = 0; j < cardsLength; j++) {
int index = rand() % cardsLength;
if (index != j) {
Card temp = card[j];
card[j] = card[index];
card[index] = temp;
} //洗牌
}
}
void Player::getCard(Card card[], int getNum, int cardLength) {
if (handCardNums == handMaxNum) {
return;
} else if (getNum + handCardNums > handMaxNum) {
getNum = handMaxNum - handCardNums;
}
srand((unsigned)time(NULL));
if (handCardNums <= handMaxNum) {
for (; getNum != 0;) {
int num = rand() % cardLength;
for (int i = 0; i < handMaxNum; i++) {
if (handCards[i] == &nullCard) {
if (card[num].cardState == card[num].cardPool) { //如果卡牌在卡池里就抽牌
card[num].cardState = card[num].handPool; //卡牌移到手牌区
handCardNums += 1; //手牌数加一
handCards[i] = &card[num]; //手牌数组赋值
getNum--;
}
}
}
}
}
}
void Player::disCard(Card* card) { //弃牌
card->cardState = card->disCardPool; //放入弃牌堆
handCardNums--; //手牌数减一
}
void Player::drawState(RenderWindow* window) {
//遮挡条在右上角
mp <= 10 ? mpBar.setScale(-1 * (1 - mp / (float)10), 1) : mpBar.setScale(0, 1); //mp增加,遮挡条变短
hpBar.setScale(-1 * (1 - hp / (float)fullHp), 1);
hpText.setString(to_string(hp));
mpText.setString(to_string(mp));
moveText.setString(to_string(movePower));
window->draw(mpBar);
window->draw(hpBar);
window->draw(hpText);
window->draw(mpText);
window->draw(moveText);
}
void Player::drawStatus(RenderWindow* window) {
for (int i = 0; i < playerStatus.size(); i++) {
sPlayerStatus[playerStatus[i]].setPosition(325 + i * 60.f, 790);
window->draw(sPlayerStatus[playerStatus[i]]);
}
}
void Player::statusUpdate(Player* enemy, int turn, int time) { //-1默认 0是回合开始 1是回合结束
for (int i = 0; i < playerStatus.size(); i++) {
if (time == -1) {
switch (playerStatus[i]) {
case 0: //累计造成4伤害加1点生命值
addUpDamageAble = true;
if (addUpDamage / 4 >= 1) {
hp += addUpDamage / 4;
addUpDamage %= 4;
}
break;
case 1:
if (turn == 1 && countDamage[0] == 0) {
addUpDamage += hp / 10;
enemy->hp -= hp / 10;
countDamage[0] = 1;
} else if (turn == 0) {
countDamage[0] = 0;
}
break;
case 5:
if (turn == 0 && countDamage[1] == 0) {
if (addUpDamageAble) {
addUpDamage += 1;
}
enemy->hp -= 1;
countDamage[1] = 1;
} else if (turn == 1) {
countDamage[1] = 0;
}
break;
case 8:
if (turn == 1) {
playerStatus.erase(playerStatus.begin() + i);
}
break;
case 11:
if (enemy->reduceGetCardNum == 0) {
playerStatus.erase(playerStatus.begin() + i);
}
break;
}
} else if (time == 1) {
switch (playerStatus[i]) {
case 12:
playerStatus.erase(playerStatus.begin() + i);
break;
case 13:
playerStatus.erase(playerStatus.begin() + i);
break;
}
}
}
}
void Player::useCardTo(Card* card, Player* player) {
card->cardState = card->disCardPool;
handCardNums--;
}
void Player::cheat_getCard(Card card[], int num) {
if (handCardNums == handMaxNum) {
return;
}
for (int i = 0; i < handMaxNum; i++) {
if (handCards[i] == &nullCard) {
if (card[num].cardState == card[num].cardPool) { //如果卡牌在卡池里就抽牌
card[num].cardState = card[num].handPool; //卡牌移到手牌区
handCardNums += 1; //手牌数加一
handCards[i] = &card[num]; //手牌数组赋值
}
}
}
}