Resolve conflicts
This commit is contained in:
commit
6b6dc6671c
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@ -7,6 +7,6 @@ Just playing around with [sfml](https://www.sfml-dev.org/), since I have nothing
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- Run `./sfml-test` command from your build destination.
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### How to build: ###
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- Except any C++ compiler which supports C++14 and higher, you also need to have SFML installed and accessible.
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- Except any C++ compiler which supports C++17 and higher, you also need to have SFML installed and accessible.
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- Build the project (my sources work with qmake)
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- Move the `/src/font` folder into the folder of your build destination.
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Binary file not shown.
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@ -0,0 +1,10 @@
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size
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7 7
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map
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2 2 2 2 2 2 2
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2 0 0 0 0 0 2
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2 0 0 1 0 0 2
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2 0 0 1 1 0 2
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2 1 1 2 2 2 2
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2 0 0 0 0 0 2
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2 2 2 2 2 2 2
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Binary file not shown.
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@ -0,0 +1,10 @@
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size
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7 7
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map
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2 2 2 2 2 2 2
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2 0 0 0 0 0 2
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2 0 0 1 0 0 2
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2 0 0 1 1 0 2
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2 1 1 2 2 2 2
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2 0 0 0 0 0 2
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2 2 2 2 2 2 2
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72
src/cell.cpp
72
src/cell.cpp
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@ -7,7 +7,8 @@
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Cell::Cell(coordinate cell_row, coordinate cell_col, const sf::Color &color) :
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Entity(cell_row, cell_col),
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cell_color(color)
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cell_color(color),
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height_shift(0) // ground by default
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{}
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Cell::~Cell()
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@ -18,6 +19,16 @@ sf::Color Cell::color() const noexcept
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return cell_color;
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}
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void Cell::setHeightShift(coordinate shift_by_y)
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{
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height_shift = shift_by_y;
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}
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coordinate Cell::heightShift() const
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{
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return height_shift;
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}
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///////////////////////////////////////
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PassableCell::PassableCell(coordinate cell_row, coordinate cell_col, const sf::Color &color) :
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@ -35,9 +46,9 @@ bool PassableCell::onMovingTo(HeroPtr &hero, LevelPtr &level)
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return true;
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}
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Cell *PassableCell::getDefaultInstance()
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CellPtr PassableCell::getDefaultInstance() const
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{
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return new PassableCell();
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return std::make_unique<PassableCell>();
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}
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///////////////////////////////////////
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@ -58,16 +69,19 @@ bool WaterCell::onMovingTo(HeroPtr &hero, LevelPtr &level)
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return false;
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}
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Cell *WaterCell::getDefaultInstance()
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CellPtr WaterCell::getDefaultInstance() const
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{
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return new WaterCell();
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return std::make_unique<WaterCell>();
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}
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///////////////////////////////////////
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WallCell::WallCell(coordinate cell_row, coordinate cell_col, const sf::Color &color) :
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Cell(cell_row, cell_col, color)
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{}
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{
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// walls are a bit higher than ground and water
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height_shift = 10;
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}
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WallCell::~WallCell()
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{}
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@ -80,9 +94,9 @@ bool WallCell::onMovingTo(HeroPtr &hero, LevelPtr &level)
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return false;
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}
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Cell *WallCell::getDefaultInstance()
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CellPtr WallCell::getDefaultInstance() const
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{
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return new WallCell();
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return std::make_unique<WallCell>();
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}
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///////////////////////////////////////
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@ -90,7 +104,9 @@ Cell *WallCell::getDefaultInstance()
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ChargeCell::ChargeCell(coordinate cell_row, coordinate cell_col, int has_charges, const sf::Color &color) :
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Cell(cell_row, cell_col, color),
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cell_charges(has_charges)
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{}
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{
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height_shift = 5; // charges are a bit higher than ground and water, but lower than walls
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}
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ChargeCell::~ChargeCell()
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{}
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@ -104,9 +120,9 @@ bool ChargeCell::onMovingTo(HeroPtr &hero, LevelPtr &level)
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return true;
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}
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Cell *ChargeCell::getDefaultInstance()
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CellPtr ChargeCell::getDefaultInstance() const
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{
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return new ChargeCell();
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return std::make_unique<ChargeCell>();
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}
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///////////////////////////////////////
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@ -127,17 +143,17 @@ bool ExitCell::onMovingTo(HeroPtr &hero, LevelPtr &level)
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return true;
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}
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Cell *ExitCell::getDefaultInstance()
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CellPtr ExitCell::getDefaultInstance() const
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{
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return new ExitCell();
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return std::make_unique<ExitCell>();
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}
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///////////////////////////////////////
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TeleportCell::TeleportCell(coordinate cell_row, coordinate cell_col, coordinate new_cell_row, coordinate new_cell_col, const sf::Color &color) :
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Cell(cell_row, cell_col, color),
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new_x(new_cell_row),
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new_y(new_cell_col)
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new_row(new_cell_row),
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new_col(new_cell_col)
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{}
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TeleportCell::~TeleportCell()
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@ -148,21 +164,31 @@ bool TeleportCell::onMovingTo(HeroPtr &hero, LevelPtr &level)
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UNUSED(level);
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// Hero jumps into teleport!
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hero->setPosition(new_x, new_y);
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hero->setPosition(new_row, new_col);
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return true;
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}
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Cell *TeleportCell::getDefaultInstance()
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void TeleportCell::setDestination(coordinate new_cell_row, coordinate new_cell_col)
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{
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return new TeleportCell();
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new_row = new_cell_row;
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new_col = new_cell_col;
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}
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CellPtr TeleportCell::getDefaultInstance() const
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{
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return std::make_unique<TeleportCell>();
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}
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///////////////////////////////////////
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TriggerCell::TriggerCell(/*std::vector<CellPtr> &&cells_to_change,*/ coordinate cell_row, coordinate cell_col, const sf::Color &color) :
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Cell(cell_row, cell_col, color)
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{
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//cells = std::move(cells_to_change);
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// triggers are a bit higher than ground and water, but lower than walls
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height_shift = 5;
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}
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TriggerCell::~TriggerCell()
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@ -175,20 +201,20 @@ bool TriggerCell::onMovingTo(HeroPtr &hero, LevelPtr &level)
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Map &map = level->mapArray();
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// We replace needed cells with the ones that the trigger provides.
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for (Cell *cell : cells)
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for (CellPtr &cell : cells)
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{
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const coordinate &row = cell->row();
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const coordinate &col = cell->col();
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delete map[row][col];
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map[row][col] = cell;
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map[row][col].release();
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map[row][col] = std::move(cell);
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}
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// It's an impassable object, so player can't move to here.
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return false;
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}
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Cell *TriggerCell::getDefaultInstance()
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CellPtr TriggerCell::getDefaultInstance() const
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{
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return new TriggerCell();
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return std::make_unique<TriggerCell>();
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}
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72
src/cell.h
72
src/cell.h
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@ -10,10 +10,15 @@
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namespace palette
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{
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const sf::Color Brown = sf::Color(165, 42, 42);
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const sf::Color White = sf::Color(255, 255, 255);
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const sf::Color Blue = sf::Color(0, 255, 255);
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const sf::Color Gray = sf::Color(125, 125, 125);
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const sf::Color Brown = sf::Color(165, 42, 42);
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const sf::Color White = sf::Color(255, 255, 255);
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const sf::Color Blue = sf::Color( 0, 255, 255);
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const sf::Color Gray = sf::Color(125, 125, 125);
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const sf::Color Green = sf::Color( 0, 255, 0);
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const sf::Color Red = sf::Color(250, 0, 0);
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const sf::Color Purple = sf::Color(128, 0, 128);
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const sf::Color Pink = sf::Color(255, 192, 203);
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const sf::Color Black = sf::Color( 0, 0, 0);
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}
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enum CELL_TYPES {
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@ -36,6 +41,7 @@ class Cell;
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using HeroPtr = std::unique_ptr<Hero>;
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using LevelPtr = std::unique_ptr<Level>;
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using CellPtr = std::unique_ptr<Cell>;
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///////////////////////////////////////
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@ -44,6 +50,7 @@ class Cell : public Entity
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{
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protected:
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sf::Color cell_color;
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coordinate height_shift;
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public:
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Cell(coordinate cell_row = 0,
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@ -53,34 +60,39 @@ public:
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virtual ~Cell() override;
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sf::Color color() const noexcept;
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/// "shift_by_y" indicates the height of current cell
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/// Height is a shift of y coordinate on the scene, relatively to the ground (which is 0)
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void setHeightShift(coordinate shift_by_y);
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coordinate heightShift() const;
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/// Determine if Hero can move onto this cell or not
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virtual bool onMovingTo(HeroPtr &hero, LevelPtr &level) = 0;
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virtual Cell *getDefaultInstance() = 0;
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virtual CellPtr getDefaultInstance() const = 0;
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};
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///////////////////////////////////////
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/// Any cell where Hero is free to move
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class PassableCell : public Cell
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class PassableCell final : public Cell
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{
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public:
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PassableCell(coordinate cell_row = 0,
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coordinate cell_col = 0, // Brown
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coordinate cell_col = 0,
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const sf::Color &color = palette::Brown);
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virtual ~PassableCell() override;
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virtual bool onMovingTo(HeroPtr &hero, LevelPtr &level) override;
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virtual Cell *getDefaultInstance() override;
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virtual CellPtr getDefaultInstance() const override;
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};
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///////////////////////////////////////
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/// A cell which requires Hero to spend a charge for bridge to move on
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class WaterCell : public Cell
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class WaterCell final : public Cell
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{
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public:
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WaterCell(coordinate cell_row = 0,
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@ -91,30 +103,30 @@ public:
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virtual bool onMovingTo(HeroPtr &hero, LevelPtr &level) override;
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virtual Cell *getDefaultInstance() override;
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virtual CellPtr getDefaultInstance() const override;
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};
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///////////////////////////////////////
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/// A cell which is impossible to move on
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class WallCell : public Cell
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class WallCell final : public Cell
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{
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public:
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WallCell(coordinate cell_row = 0,
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coordinate cell_col = 0, // Gray
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coordinate cell_col = 0,
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const sf::Color &color = palette::Gray);
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virtual ~WallCell() override;
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virtual bool onMovingTo(HeroPtr &hero, LevelPtr &level) override;
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virtual Cell *getDefaultInstance() override;
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virtual CellPtr getDefaultInstance() const override;
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};
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///////////////////////////////////////
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/// A cell which gives hero a charge
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class ChargeCell : public Cell
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class ChargeCell final : public Cell
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{
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private:
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int cell_charges;
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@ -123,74 +135,76 @@ public:
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ChargeCell(coordinate cell_row = 0,
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coordinate cell_col = 0,
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int has_charges = 1,
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const sf::Color &color = sf::Color::Green);
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const sf::Color &color = palette::Green);
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virtual ~ChargeCell() override;
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virtual bool onMovingTo(HeroPtr &hero, LevelPtr &level) override;
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virtual Cell *getDefaultInstance() override;
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virtual CellPtr getDefaultInstance() const override;
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};
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///////////////////////////////////////
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/// A cell which moves hero to next level
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class ExitCell : public Cell
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class ExitCell final : public Cell
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{
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public:
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ExitCell(coordinate cell_row = 0,
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coordinate cell_col = 0,
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const sf::Color &color = sf::Color::Red);
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const sf::Color &color = palette::Red);
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virtual ~ExitCell() override;
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virtual bool onMovingTo(HeroPtr &hero, LevelPtr &level) override;
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virtual Cell *getDefaultInstance() override;
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virtual CellPtr getDefaultInstance() const override;
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};
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///////////////////////////////////////
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/// A cell which teleports hero to following coordinates
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class TeleportCell : public Cell
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class TeleportCell final : public Cell
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{
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private:
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coordinate new_x, new_y;
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coordinate new_row, new_col;
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public:
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TeleportCell(coordinate cell_row = 0,
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coordinate cell_col = 0,
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coordinate new_cell_row = 0,
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coordinate new_cell_col = 0, // Purple
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const sf::Color &color = sf::Color(128, 0, 128));
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coordinate new_cell_col = 0,
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const sf::Color &color = palette::Purple);
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virtual ~TeleportCell() override;
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void setDestination(coordinate new_cell_row, coordinate new_cell_col);
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virtual bool onMovingTo(HeroPtr &hero, LevelPtr &level) override;
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virtual Cell *getDefaultInstance() override;
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virtual CellPtr getDefaultInstance() const override;
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};
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///////////////////////////////////////
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/// A cell which replaces and changes other map cells when activated
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class TriggerCell : public Cell
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class TriggerCell final : public Cell
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{
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private:
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// Vector of cells to place on map
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std::vector<Cell *> cells;
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std::vector<CellPtr> cells;
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public:
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TriggerCell(//std::vector<CellPtr> &&cells_to_change,
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coordinate cell_row = 0,
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coordinate cell_col = 0, // Pink
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const sf::Color &color = sf::Color(255, 192, 203));
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coordinate cell_col = 0,
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const sf::Color &color = palette::Pink);
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virtual ~TriggerCell() override;
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virtual bool onMovingTo(HeroPtr &hero, LevelPtr &level) override;
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virtual Cell *getDefaultInstance() override;
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virtual CellPtr getDefaultInstance() const override;
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};
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#endif // CELL_H
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|
60
src/game.cpp
60
src/game.cpp
|
@ -18,9 +18,12 @@ Game::Game()
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// Generate level
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level = std::make_unique<Level>();
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main_window.create(sf::VideoMode(window_side * 2, window_side * 2), "SFML-Test Application", sf::Style::Default);
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main_window.create(sf::VideoMode(window_side * 3, window_side * 3), "SFML-Test Application", sf::Style::Default);
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main_window.setActive();
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level->mapArray()[0][0]->setHeightShift(15);
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level->mapArray()[0][1]->setHeightShift(10);
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||||
current_level = 1;
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//loadLevel(current_level);
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}
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@ -112,8 +115,8 @@ void Game::renderMap()
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{
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||||
const Map &map = level->mapArray();
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||||
float painter_x = 0, painter_y = 0;
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float shift = 0;
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float painter_x = 60, painter_y = 60;
|
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float horizontal_shift = 0, vertical_shift = 0;
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||||
// Brush for cell sprites
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sf::ConvexShape convex_brush;
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||||
|
@ -122,7 +125,7 @@ void Game::renderMap()
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|||
convex_brush.setPoint(1, sf::Vector2f(cell_deviation + cell_width, 0.f));
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||||
convex_brush.setPoint(2, sf::Vector2f(cell_width, cell_height));
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convex_brush.setPoint(3, sf::Vector2f(0.f, cell_height));
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||||
convex_brush.setFillColor(sf::Color::Blue);
|
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convex_brush.setFillColor(palette::Blue);
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convex_brush.setOutlineThickness(0);
|
||||
convex_brush.setPosition(painter_x, painter_y);
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||||
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||||
|
@ -131,7 +134,7 @@ void Game::renderMap()
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|||
sf::Font font;
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||||
font.loadFromFile("font/VeraMono.ttf");
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||||
text.setFont(font);
|
||||
text.setFillColor(sf::Color::White);
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||||
text.setFillColor(palette::White);
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||||
text.setCharacterSize(25);
|
||||
text.setPosition(50, 350);
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||||
text.setString("Available bridge cells: " + std::to_string(hero->charges()));
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|
@ -143,29 +146,58 @@ void Game::renderMap()
|
|||
// Draw map from 2D array
|
||||
for (coordinate x = 0; x < level->cols(); ++x)
|
||||
{
|
||||
shift = static_cast<float>(level->cols()) * cell_deviation;
|
||||
horizontal_shift = static_cast<float>(level->cols()) * cell_deviation;
|
||||
|
||||
for (coordinate y = 0; y < level->rows(); ++y)
|
||||
{
|
||||
convex_brush.setPosition(shift + painter_x, painter_y);
|
||||
vertical_shift = static_cast<float>(map[y][x]->heightShift());
|
||||
|
||||
// If cell has any height value, we should draw walls for it
|
||||
if (vertical_shift > 0)
|
||||
{
|
||||
// Brush for vertical walls
|
||||
sf::ConvexShape convex_wall_brush;
|
||||
convex_wall_brush.setPointCount(6);
|
||||
convex_wall_brush.setPoint(0, sf::Vector2f(cell_deviation + cell_width, -vertical_shift));
|
||||
convex_wall_brush.setPoint(1, sf::Vector2f(cell_deviation + cell_width, 0.f));
|
||||
convex_wall_brush.setPoint(2, sf::Vector2f(cell_width, cell_height));
|
||||
convex_wall_brush.setPoint(3, sf::Vector2f(0.f, cell_height));
|
||||
convex_wall_brush.setPoint(4, sf::Vector2f(0.f, cell_height - vertical_shift));
|
||||
convex_wall_brush.setPoint(5, sf::Vector2f(cell_width, cell_height));
|
||||
convex_wall_brush.setOutlineThickness(0);
|
||||
|
||||
sf::Color wall_color(sf::Uint8(map[y][x]->color().r - 40), sf::Uint8(map[y][x]->color().g - 40), sf::Uint8(map[y][x]->color().b - 40));
|
||||
convex_wall_brush.setFillColor(wall_color);
|
||||
|
||||
convex_wall_brush.setPosition(painter_x + horizontal_shift, painter_y);
|
||||
|
||||
main_window.draw(convex_wall_brush);
|
||||
}
|
||||
|
||||
// Draw the top surface of the cell itself
|
||||
|
||||
float final_x = painter_x + horizontal_shift;
|
||||
float final_y = painter_y - vertical_shift;
|
||||
|
||||
convex_brush.setPosition(final_x, final_y);
|
||||
convex_brush.setFillColor(map[y][x]->color());
|
||||
|
||||
|
||||
main_window.draw(convex_brush);
|
||||
|
||||
if (hero_row == y && hero_col == x)
|
||||
{
|
||||
// Place the hero sprite
|
||||
convex_brush.setFillColor(sf::Color::White);
|
||||
// Draw the hero sprite
|
||||
convex_brush.setFillColor(palette::White);
|
||||
main_window.draw(convex_brush);
|
||||
}
|
||||
|
||||
// Move painter to next cell of row
|
||||
// Move painter to next cell of current column
|
||||
painter_y += cell_height;
|
||||
shift -= cell_deviation;
|
||||
horizontal_shift -= cell_deviation;
|
||||
}
|
||||
|
||||
// Move painter to next row of the map
|
||||
painter_y = 0;
|
||||
// Move painter to next column
|
||||
painter_y = 60;
|
||||
painter_x += cell_width;
|
||||
}
|
||||
|
||||
|
|
|
@ -15,8 +15,8 @@ class Game
|
|||
{
|
||||
private:
|
||||
// Game entities
|
||||
std::unique_ptr<Hero> hero;
|
||||
std::unique_ptr<Level> level;
|
||||
HeroPtr hero;
|
||||
LevelPtr level;
|
||||
|
||||
int current_level;
|
||||
|
||||
|
|
|
@ -28,6 +28,12 @@ void Level::readMap(std::ifstream &file)
|
|||
}
|
||||
}
|
||||
|
||||
template<typename D, typename B> // [D]erived - [B]ase
|
||||
std::unique_ptr<D> static_unique_pointer_cast (std::unique_ptr<B>&& old)
|
||||
{
|
||||
return std::unique_ptr<D>{static_cast<D*>(old.release())};
|
||||
}
|
||||
|
||||
Level::Level(const std::string &map_file)
|
||||
{
|
||||
prepareCellInstances();
|
||||
|
@ -56,7 +62,9 @@ Level::Level(const std::string &map_file)
|
|||
coordinate dest_row, dest_col;
|
||||
|
||||
file >> src_row >> src_col >> dest_row >> dest_col;
|
||||
// reinterpret_cast<TeleportCell *>(map[src_row][src_col])->setDestination(dest_row, dest_col);
|
||||
auto teleport_cell = static_unique_pointer_cast<TeleportCell>(std::move(map[src_row][src_col]));
|
||||
teleport_cell->setDestination(dest_row, dest_col);
|
||||
map[src_row][src_col] = std::move(teleport_cell);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -65,10 +73,6 @@ Level::~Level()
|
|||
{
|
||||
for (Cell *cell : default_cells)
|
||||
delete cell;
|
||||
|
||||
for (Row &row : map)
|
||||
for (Cell *cell : row)
|
||||
delete cell;
|
||||
}
|
||||
|
||||
size_t Level::rows() const
|
||||
|
@ -83,16 +87,12 @@ size_t Level::cols() const
|
|||
|
||||
void Level::placeBridge(coordinate row, coordinate col)
|
||||
{
|
||||
Cell *buf = map[row][col];
|
||||
map[row][col] = new PassableCell(row, col, sf::Color::Black);
|
||||
delete buf;
|
||||
map[row][col] = std::make_unique<PassableCell>(row, col, palette::Black);
|
||||
}
|
||||
|
||||
void Level::removeCharge(coordinate row, coordinate col)
|
||||
{
|
||||
Cell *buf = map[row][col];
|
||||
map[row][col] = new PassableCell(row, col, color_ground);
|
||||
delete buf;
|
||||
map[row][col] = std::make_unique<PassableCell>(row, col, color_ground);
|
||||
}
|
||||
|
||||
Map& Level::mapArray()
|
||||
|
|
|
@ -6,7 +6,7 @@
|
|||
|
||||
const std::string default_file_name = "test_map";
|
||||
|
||||
using Row = std::vector<Cell *>;
|
||||
using Row = std::vector<CellPtr>;
|
||||
using Map = std::vector<Row>;
|
||||
|
||||
/// Abstraction over 2D array to quickly get access to level cells
|
||||
|
|
Loading…
Reference in New Issue