cirno-puzzle/game.cpp

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#include "game.h"
Game::Game()
{
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// Place the player with 10 initial charges onto x: 1, y: 1
hero = std::make_unique<Hero>(1, 1, 10);
// Generate level
level = std::make_unique<Level>();
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sf::Window window(sf::VideoMode(640, 480), "SFML-Test Application", sf::Style::Default);
window.setActive();
}
int Game::run()
{
clock = std::make_unique<sf::Clock>();
// On the game loop
while (main_window.isOpen())
{
sf::Event event;
while (main_window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
main_window.close();
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// Handling keyboard activity
if (event.type == sf::Event::KeyPressed)
{
// Move
onMoving(event.key.code);
}
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}
}
return EXIT_SUCCESS;
}
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Direction Game::getDirection(sf::Keyboard::Key &key) const
{
switch (key)
{
case sf::Keyboard::A:
case sf::Keyboard::Left:
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case sf::Keyboard::Num4:
return Direction::Left;
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case sf::Keyboard::W:
case sf::Keyboard::Up:
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case sf::Keyboard::Num8:
return Direction::Up;
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case sf::Keyboard::D:
case sf::Keyboard::Right:
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case sf::Keyboard::Num6:
return Direction::Right;
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case sf::Keyboard::S:
case sf::Keyboard::Down:
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case sf::Keyboard::Num2:
return Direction::Down;
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default:
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return Direction::None;
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}
}
void Game::onMoving(sf::Keyboard::Key &key)
{
// Determine where to move
const Direction direction = getDirection(key);
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if (direction == Direction::None)
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return;
//////////////////////////
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// Save the initial coordinates
coordinate initial_x, initial_y;
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hero->position(initial_x, initial_y);
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// Try to move hero
hero->move(direction);
// Save the new coordinates after moving
coordinate attempt_x, attempt_y;
hero->position(attempt_x, attempt_y);
//////////////////////////
// If the following cell is water
if (level->isCellOfType(attempt_x, attempt_y, CellType::Water))
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{
// Try to use one charge to place a bridge
if (hero->useCharge())
level->placeBridge(attempt_x, attempt_y);
// If hero doesn't have enough charges, we move Hero back
else
hero->setPosition(initial_x, initial_y);
}
//////////////////////////
// If the following cell is a charge
if (level->isCellOfType(attempt_x, attempt_y, CellType::Charge))
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{
// Hero picks up the charge; remove it from the map
hero->refillCharges(1);
level->removeCharge(attempt_x, attempt_y);
}
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}