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119
src/game.cpp
119
src/game.cpp
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@ -1,15 +1,5 @@
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#include "game.h"
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#include <SFML/Graphics/RectangleShape.hpp>
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#include <SFML/Graphics/ConvexShape.hpp>
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#include <SFML/Graphics/Text.hpp>
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constexpr int cell_width = 60;
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constexpr int cell_height = 35;
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constexpr int cell_deviation = 25;
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constexpr int window_side = cell_width * 4;
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Game::Game()
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{
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// Place the player with 10 initial charges onto x: 1, y: 1
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@ -18,12 +8,21 @@ 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 * 3, window_side * 3), "SFML-Test Application", sf::Style::Default);
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// Prepare level renderer
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renderer = std::make_unique<Renderer>();
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main_window.create(sf::VideoMode(renderer->windowSize() * 5, renderer->windowSize() * 5), "SFML-Test Application", sf::Style::Default);
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main_window.setActive();
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main_window.setFramerateLimit(60);
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current_level = 1;
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}
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int Game::run()
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{
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// Initial level rendering
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renderer->render(level, hero, main_window);
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// On the game loop
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while (main_window.isOpen())
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{
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@ -38,12 +37,12 @@ int Game::run()
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{
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// Move
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onMoving(event.key.code);
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// Probably something changed! Re-render
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renderer->render(level, hero, main_window);
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}
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}
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// Draw level
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renderMap();
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main_window.display();
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}
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@ -104,95 +103,3 @@ void Game::onMoving(sf::Keyboard::Key &key)
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if (!level->getCellAt(attempt_row, attempt_col)->onMovingTo(hero, level))
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hero->setPosition(initial_row, initial_col);
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}
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void Game::renderMap()
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{
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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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convex_brush.setPointCount(4);
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convex_brush.setPoint(0, sf::Vector2f(cell_deviation, 0.f));
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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(palette::Blue);
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convex_brush.setOutlineThickness(0);
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convex_brush.setPosition(painter_x, painter_y);
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// Counter for available charges
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sf::Text text;
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sf::Font font;
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font.loadFromFile("font/VeraMono.ttf");
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text.setFont(font);
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text.setFillColor(palette::White);
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text.setCharacterSize(25);
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text.setPosition(50, 350);
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text.setString("Available bridge cells: " + std::to_string(hero->charges()));
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// Where is hero
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coordinate hero_row, hero_col;
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hero->position(hero_row, hero_col);
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// Draw map from 2D array
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for (coordinate x = 0; x < level->cols(); ++x)
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{
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horizontal_shift = static_cast<float>(level->cols()) * cell_deviation;
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for (coordinate y = 0; y < level->rows(); ++y)
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{
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vertical_shift = static_cast<float>(level->getCellAt(y, x)->heightShift());
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// If cell has any height value, we should draw walls for it
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if (vertical_shift > 0)
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{
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// Brush for vertical walls
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sf::ConvexShape convex_wall_brush;
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convex_wall_brush.setPointCount(6);
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convex_wall_brush.setPoint(0, sf::Vector2f(cell_deviation + cell_width, -vertical_shift));
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convex_wall_brush.setPoint(1, sf::Vector2f(cell_deviation + cell_width, 0.f));
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convex_wall_brush.setPoint(2, sf::Vector2f(cell_width, cell_height));
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convex_wall_brush.setPoint(3, sf::Vector2f(0.f, cell_height));
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convex_wall_brush.setPoint(4, sf::Vector2f(0.f, cell_height - vertical_shift));
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convex_wall_brush.setPoint(5, sf::Vector2f(cell_width, cell_height));
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convex_wall_brush.setOutlineThickness(0);
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sf::Color wall_color(sf::Uint8(level->getCellAt(y, x)->color().r - 40),
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sf::Uint8(level->getCellAt(y, x)->color().g - 40),
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sf::Uint8(level->getCellAt(y, x)->color().b - 40));
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convex_wall_brush.setFillColor(wall_color);
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convex_wall_brush.setPosition(painter_x + horizontal_shift, painter_y);
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main_window.draw(convex_wall_brush);
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}
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// Draw the top surface of the cell itself
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float final_x = painter_x + horizontal_shift;
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float final_y = painter_y - vertical_shift;
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convex_brush.setPosition(final_x, final_y);
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convex_brush.setFillColor(level->getCellAt(y, x)->color());
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main_window.draw(convex_brush);
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if (hero_row == y && hero_col == x)
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{
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// Draw the hero sprite
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convex_brush.setFillColor(palette::White);
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main_window.draw(convex_brush);
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}
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// Move painter to next cell of current column
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painter_y += cell_height;
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horizontal_shift -= cell_deviation;
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}
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// Move painter to next column
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painter_y = 60;
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painter_x += cell_width;
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}
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main_window.draw(text);
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}
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#include <memory>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/System/Time.hpp>
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#include <SFML/Window.hpp>
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#include "hero.h"
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#include "level.h"
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#include "renderer.h"
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/// The main class where all the process happens
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class Game
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// Game entities
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HeroPtr hero;
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LevelPtr level;
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std::unique_ptr<Renderer> renderer;
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int current_level;
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/// Move player by pressed key
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void onMoving(sf::Keyboard::Key &key);
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/// Render game state
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void renderMap();
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/// Prepare map and hero for a game level
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//void loadLevel(int level_index = 1);
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@ -0,0 +1,130 @@
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#include "renderer.h"
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#include "level.h"
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#include "hero.h"
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constexpr unsigned int DEFAULT_CELL_WIDTH = 60;
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constexpr unsigned int DEFAULT_CELL_HEIGHT = 35;
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constexpr unsigned int DEFAULT_CELL_DEVIATION = 25;
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constexpr unsigned int DEFAULT_WINDOW_SIDE = DEFAULT_CELL_WIDTH * 4;
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Renderer::Renderer() :
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cell_width(DEFAULT_CELL_WIDTH),
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cell_height(DEFAULT_CELL_HEIGHT),
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cell_deviation(DEFAULT_CELL_DEVIATION),
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window_size(DEFAULT_WINDOW_SIDE),
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init_painter_x(60),
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init_painter_y(60),
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vertical_shift(0),
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horizontal_shift(0)
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{
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font.loadFromFile("font/VeraMono.ttf");
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text_charges.setFont(font);
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text_charges.setFillColor(palette::White);
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text_charges.setCharacterSize(25);
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brush_background.setFillColor(palette::Black);
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brush_background.setPosition(0.f, 0.f);
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brush_cell.setPointCount(4);
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brush_cell.setPoint(0, sf::Vector2f(cell_deviation, 0.f));
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brush_cell.setPoint(1, sf::Vector2f(cell_deviation + cell_width, 0.f));
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brush_cell.setPoint(2, sf::Vector2f(cell_width, cell_height));
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brush_cell.setPoint(3, sf::Vector2f(0.f, cell_height));
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brush_cell.setFillColor(palette::Blue);
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brush_cell.setOutlineThickness(0);
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brush_wall.setPointCount(6); // Points 0 and 4 should be calculated each iteration of rendering
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brush_wall.setPoint(1, sf::Vector2f(cell_deviation + cell_width, 0.f));
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brush_wall.setPoint(2, sf::Vector2f(cell_width, cell_height));
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brush_wall.setPoint(3, sf::Vector2f(0.f, cell_height));
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brush_wall.setPoint(5, sf::Vector2f(cell_width, cell_height));
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brush_wall.setOutlineThickness(0);
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}
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bool Renderer::drawCell(const CellPtr &cell, sf::RenderWindow &main_window)
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{
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vertical_shift = static_cast<float>(cell->heightShift());
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// If cell has any height value, we should draw walls for it
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if (vertical_shift > 0)
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{
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brush_wall.setPoint(0, sf::Vector2f(cell_deviation + cell_width, -vertical_shift));
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brush_wall.setPoint(4, sf::Vector2f(0.f, cell_height - vertical_shift));
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sf::Color wall_color(sf::Uint8(cell->color().r - 40), sf::Uint8(cell->color().g - 40), sf::Uint8(cell->color().b - 40));
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brush_wall.setFillColor(wall_color);
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brush_wall.setPosition(painter_x + horizontal_shift, painter_y);
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main_window.draw(brush_wall);
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}
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// Draw the top surface of the cell itself
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float final_x = painter_x + horizontal_shift;
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float final_y = painter_y - vertical_shift;
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brush_cell.setPosition(final_x, final_y);
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brush_cell.setFillColor(cell->color());
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main_window.draw(brush_cell);
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return true;
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}
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bool Renderer::render(const LevelPtr &level, const HeroPtr &hero, sf::RenderWindow &main_window)
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{
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if (!hero || !level)
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return false;
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painter_x = init_painter_x;
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painter_y = init_painter_y;
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horizontal_shift = 0;
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vertical_shift = 0;
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brush_background.setSize({static_cast<float>(main_window.getSize().x), static_cast<float>(main_window.getSize().y)});
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main_window.draw(brush_background);
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brush_cell.setPosition(painter_x, painter_y);
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// Where is hero
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coordinate hero_row, hero_col;
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hero->position(hero_row, hero_col);
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// Draw map from 2D array
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for (coordinate c = 0; c < level->cols(); ++c)
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{
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horizontal_shift = static_cast<float>(level->cols()) * cell_deviation;
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for (coordinate r = 0; r < level->rows(); ++r)
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{
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drawCell(level->getCellAt(r, c), main_window);
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if (hero_row == r && hero_col == c)
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{
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// Draw the hero sprite
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brush_cell.setFillColor(palette::White);
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main_window.draw(brush_cell);
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}
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// Move painter to next cell of current column
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painter_y += cell_height;
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horizontal_shift -= cell_deviation;
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}
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// Move painter to next column
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painter_y = init_painter_y;
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painter_x += cell_width;
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}
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text_charges.setPosition(50, 350);
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text_charges.setString("Available charges left: " + std::to_string(hero->charges()));
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main_window.draw(text_charges);
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return true;
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}
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unsigned int Renderer::windowSize() const
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{
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return window_size;
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}
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#ifndef RENDERER_H
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#define RENDERER_H
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#include <SFML/Graphics/RectangleShape.hpp>
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#include <SFML/Graphics/ConvexShape.hpp>
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#include <SFML/Graphics/Text.hpp>
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#include <SFML/Graphics/RenderWindow.hpp>
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#include <SFML/Window.hpp>
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class Level;
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class Cell;
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class Hero;
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/// Represents functionality to draw game level onto window
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class Renderer
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{
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private:
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float cell_width, cell_height, cell_deviation;
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unsigned int window_size;
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float init_painter_x, init_painter_y;
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float painter_x, painter_y;
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float vertical_shift, horizontal_shift;
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sf::Text text_charges;
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sf::Font font;
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sf::RectangleShape brush_background;
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sf::ConvexShape brush_cell;
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sf::ConvexShape brush_wall;
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bool drawCell(const std::unique_ptr<Cell> &cell, sf::RenderWindow &main_window);
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public:
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explicit Renderer();
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bool render(const std::unique_ptr<Level> &level, const std::unique_ptr<Hero> &hero, sf::RenderWindow &main_window);
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unsigned int windowSize() const;
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};
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#endif // RENDERER_H
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@ -11,14 +11,16 @@ SOURCES += \
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game.cpp \
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hero.cpp \
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level.cpp \
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main.cpp
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main.cpp \
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renderer.cpp
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HEADERS += \
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cell.h \
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entity.h \
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game.h \
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hero.h \
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level.h
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level.h \
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renderer.h
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# Only to highlight syntax when I am on Windows
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win32:INCLUDEPATH += d:\SFML-2.5.1\include
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