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player.cpp
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174 lines (162 loc) · 7.82 KB
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#include "player.hpp"
#include <iostream>
// Player constructor. maakt de player aan en heeft basis informatie om mee te beginnen. Dit wordt geupdate wanneer je speelt.
player::player(sf::RenderWindow & window,
sf::Vector2f position,
sf::Vector2f size,
game_settings & game_setting,
state & state_t,
sound_class & the_sound_class_player):
object(window, position, size, NON_OBSTACLE, "chicken_player"),
game_setting(game_setting),
state_t(state_t),
the_sound_class_player(the_sound_class_player)
{
// dead.setBuffer(the_sound_class_player.get_sound_buffer("dead"));
move_sound.setBuffer(the_sound_class_player.get_sound_buffer("move_sound"));
pick_up_coin_sound.setBuffer(the_sound_class_player.get_sound_buffer("pick_up_coin"));
}
// Player draw, dit is in een sprite
void player::draw() {
sprite.setPosition(position);
window.draw(sprite);
}
// Player update. check of het nog steeds de juiste sprite is en deze dan inladen indien niet.
void player::update() {
if(spritename != sprite_factory::get_instance().filenames[game_setting.player]){
spritename = sprite_factory::get_instance().filenames[game_setting.player];
texture.loadFromFile(spritename);
sprite.setTexture(texture);
}
}
// Player move. Wordt gekeken naar keys en welk object dat dan is/van welke state. Op elk object een andere reactie.
void player::move(std::vector<std::shared_ptr<builder_object>>& gameobjects) {
if (position.x != float(window.getSize().x) / 4 && (sf::Keyboard::isKeyPressed(sf::Keyboard::Left) || sf::Keyboard::isKeyPressed(sf::Keyboard::A))){
restore_position();
game_setting.started = true;
position += sf::Vector2f{-movement_speed, 0};
function_for_move(gameobjects, sf::Vector2f{movement_speed, 0});
} else if (position.x != float(window.getSize().x) * 3 / 4 - movement_speed &&
(sf::Keyboard::isKeyPressed(sf::Keyboard::Right) || sf::Keyboard::isKeyPressed(sf::Keyboard::D))) {
restore_position();
game_setting.started = true;
position += sf::Vector2f{movement_speed, 0};
function_for_move(gameobjects, sf::Vector2f{-movement_speed, 0});
} else if (position.y > 30 && (sf::Keyboard::isKeyPressed(sf::Keyboard::Up) || sf::Keyboard::isKeyPressed(sf::Keyboard::W) || sf::Keyboard::isKeyPressed(sf::Keyboard::Space))) {
restore_position();
game_setting.started = true;
bool score = true;
position += sf::Vector2f{0, -movement_speed};
function_for_move_score(gameobjects, sf::Vector2f{0, movement_speed}, score, false);
if (score) { game_setting.score++; }
} else if (position.y != float(window_height) - movement_speed && (sf::Keyboard::isKeyPressed(sf::Keyboard::Down) || sf::Keyboard::isKeyPressed(sf::Keyboard::S))) {
restore_position();
game_setting.started = true;
bool score = true;
position += sf::Vector2f{0, +movement_speed};
function_for_move_score(gameobjects, sf::Vector2f{0, -movement_speed}, score, false);
}
}
// Checkt of de player tegen iets dodelijks is aangelopen. Dit zijn autos, trainen en water.
void player::check_dead(const std::vector<std::shared_ptr<object>>& gameobjects, const std::shared_ptr<builder_object>& lineobjects) {
if(position.y >= window.getSize().y || position.x + size.x < window.getSize().x/4 || position.x >= window.getSize().x*3/4){
state_t = DEAD;
if(game_setting.score > game_setting.highscore) {
game_setting.highscore = game_setting.score;
save(unlocked_players, game_setting);
}
return;
}
for (auto &object: gameobjects) {
if (object->object_state == DEADLY) {
for (auto &object1: gameobjects) {
if (object1->object_state == DEADLY) {
if (this->overlaps(object1)) {
state_t = DEAD;
if(game_setting.score > game_setting.highscore) {
game_setting.highscore = game_setting.score;
save(unlocked_players, game_setting);
}
break;
}
}}
break;
}
}
overlap = false;
if (lineobjects->object_state == DEADLY) {
for (auto &object1: gameobjects) {
if (object1->object_state == FLOATING && this->overlaps(lineobjects)) {
if(this->overlaps(object1)) {
if(object1->get_speed() != 0){
bool dir = object1->get_direction(); // 1 is naar rechts, 0 naar links;
dir ? position.x += object1->get_speed() : position.x -= object1->get_speed();
}
overlap = true;
break;
}
}
}
if (overlap == false && this->overlaps(lineobjects)) {
state_t = DEAD;
if(game_setting.score > game_setting.highscore) {
game_setting.highscore = game_setting.score;
save(unlocked_players, game_setting);
}
}
}
}
// Krijg player global bounds.
sf::FloatRect player::getbounds(){
return sprite.getGlobalBounds();
}
void player::restore_position(){
if(int(position.x) % 60 == 0){
return;
}else if(int(position.x) % 60 <= 30){
position.x -= int(position.x) % 60;
}else{
position.x += 60 - (int(position.x) % 60);
}
}
void player::function_for_move(std::vector<std::shared_ptr<builder_object>>& gameobjects, sf::Vector2f new_position){
for(unsigned int index = 0; index < gameobjects.size(); index++) {
for(unsigned int index_line_objects = 0; index_line_objects < gameobjects[index]->objects_for_level.size(); index_line_objects++){
if(gameobjects[index]->objects_for_level[index_line_objects]->object_state == OBSTACLE){
if (this->overlaps(gameobjects[index]->objects_for_level[index_line_objects])) {
position += new_position;
return;
}
}
if(gameobjects[index]->objects_for_level[index_line_objects]->object_state == COIN) {
if (this->overlaps(gameobjects[index]->objects_for_level[index_line_objects])) {
game_setting.coins ++;
if(game_setting.sound){pick_up_coin_sound.play();}
gameobjects[index]->objects_for_level.erase (gameobjects[index]->objects_for_level.begin() + index_line_objects);
}
}
}
}
if(game_setting.sound){move_sound.play();}
}
void player::function_for_move_score(std::vector<std::shared_ptr<builder_object>>& gameobjects, sf::Vector2f new_position, bool & score, bool new_score_bool){
for(unsigned int index = 0; index < gameobjects.size(); index++) {
for(unsigned int index_line_objects = 0; index_line_objects < gameobjects[index]->objects_for_level.size(); index_line_objects++){
if(gameobjects[index]->objects_for_level[index_line_objects]->object_state == OBSTACLE){
if (this->overlaps(gameobjects[index]->objects_for_level[index_line_objects])) {
position += new_position;
score = new_score_bool;
return;
}
}
if(gameobjects[index]->objects_for_level[index_line_objects]->object_state == COIN) {
if (this->overlaps(gameobjects[index]->objects_for_level[index_line_objects])) {
game_setting.coins ++;
if(game_setting.sound){pick_up_coin_sound.play();}
gameobjects[index]->objects_for_level.erase (gameobjects[index]->objects_for_level.begin() + index_line_objects);
}
}
}
}
if(game_setting.sound){move_sound.play();}
}