Add audio, bug fix in map reader
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@ -2,9 +2,13 @@ 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 0 0 6 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 0 0 0 0 5 2
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2 2 2 2 2 2 2
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teleport
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5 5 1 1
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trigger
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1 5 4 5 0
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@ -0,0 +1,76 @@
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#include "audio.h"
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Audio::Audio(const std::string &background_path, std::array<std::string, N_SOUNDS> &&sounds_paths)
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{
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SfMusicPtr music = std::make_unique<sf::Music>();
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if (music->openFromFile(background_path))
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music->setLoop(true);
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else
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music = nullptr;
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background_music = std::move(music);
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SoundEffectPtr effect;
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for (int i = 0; i < N_SOUNDS; ++i)
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{
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effect = std::make_unique<SoundEffect>();
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if (effect->buffer.loadFromFile(sounds_paths[i]))
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{
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effect->sound.setBuffer(effect->buffer);
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array_sounds[i] = std::move(effect);
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}
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else
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{
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array_sounds[i] = nullptr;
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}
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}
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}
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bool Audio::setSound(const SOUND_TYPE &type, const std::string &sound_file_path)
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{
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SoundEffectPtr effect = std::make_unique<SoundEffect>();
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if (!effect->buffer.loadFromFile(sound_file_path))
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return false;
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effect->sound.setBuffer(effect->buffer);
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array_sounds[type] = std::move(effect);
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return true;
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}
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void Audio::playSound(const SOUND_TYPE &type)
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{
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array_sounds[type]->sound.play();
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}
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bool Audio::setBackground(const std::string &music_file_path)
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{
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SfMusicPtr music = std::make_unique<sf::Music>();
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if (!music->openFromFile(music_file_path))
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return false;
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background_music = std::move(music);
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return true;
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}
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void Audio::playBackground()
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{
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background_music->play();
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}
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void Audio::stopBackground()
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{
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background_music->stop();
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}
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void Audio::pauseBackground()
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{
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background_music->pause();
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}
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void Audio::setBackgroundVolume(const float &volume)
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{
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background_music->setVolume(volume);
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}
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@ -0,0 +1,47 @@
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#ifndef AUDIO_H
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#define AUDIO_H
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#include <memory>
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#include <array>
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#include <string>
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#include <SFML/Audio.hpp>
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enum SOUND_TYPE {
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FOOTSTEP_SOUND = 0,
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N_SOUNDS
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};
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class Audio
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{
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private:
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// Struct for small sounds, like shots, foot steps, etc.
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// As we always need to store SoundBuffer in the same scope as Sound, it's better to make struct.
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struct SoundEffect {
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sf::SoundBuffer buffer;
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sf::Sound sound;
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};
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using SfMusicPtr = std::unique_ptr<sf::Music>;
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using SoundEffectPtr = std::unique_ptr<SoundEffect>;
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std::array<SoundEffectPtr, N_SOUNDS> array_sounds;
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SfMusicPtr background_music;
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public:
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Audio(const std::string &background_file_name, std::array<std::string, N_SOUNDS> &&sounds_paths);
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bool setSound(const SOUND_TYPE &type, const std::string &sound_file_path);
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void playSound(const SOUND_TYPE &type);
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bool setBackground(const std::string &music_file_path);
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void playBackground();
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void stopBackground();
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void pauseBackground();
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void setBackgroundVolume(const float &volume);
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};
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using AudioPtr = std::unique_ptr<Audio>;
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#endif // AUDIO_H
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@ -195,8 +195,7 @@ TriggerCell::~TriggerCell()
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void TriggerCell::addTarget(CellPtr &&cell)
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{
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UNUSED(cell);
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//cells.emplace_back(cell);
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vector_cells.emplace_back(std::move(cell));
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}
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bool TriggerCell::onMovingTo(HeroPtr &hero, LevelPtr &level)
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@ -204,7 +203,7 @@ bool TriggerCell::onMovingTo(HeroPtr &hero, LevelPtr &level)
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UNUSED(hero);
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// We replace needed cells with the ones that the trigger provides.
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for (CellPtr &cell : cells)
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for (CellPtr &cell : vector_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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@ -213,6 +212,8 @@ bool TriggerCell::onMovingTo(HeroPtr &hero, LevelPtr &level)
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level->getCellAt(row, col) = std::move(cell);
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}
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vector_cells.clear();
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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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@ -193,7 +193,7 @@ 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<CellPtr> cells;
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std::vector<CellPtr> vector_cells;
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public:
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/// Vector of cell types you can cast in to
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35
src/game.cpp
35
src/game.cpp
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@ -8,44 +8,51 @@ Game::Game()
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// Generate level
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level = std::make_unique<Level>();
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audio = std::make_unique<Audio>("background_music.ogg", std::array<std::string, N_SOUNDS> { "footstep_sound.wav" });
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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.create(sf::VideoMode(renderer->windowSize() * 3, renderer->windowSize() * 3), "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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audio->setBackgroundVolume(15.f);
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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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audio->playBackground();
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// On the game loop
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while (main_window.isOpen())
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{
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sf::Event event;
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while (main_window.pollEvent(event))
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{
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if (event.type == sf::Event::Closed)
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main_window.close();
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// Handling keyboard activity
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if (event.type == sf::Event::KeyPressed)
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switch (event.type)
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{
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// Move
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case sf::Event::Closed:
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main_window.close();
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break;
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case sf::Event::KeyPressed:
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audio->playSound(FOOTSTEP_SOUND);
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onMoving(event.key.code);
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break;
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default:
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break;
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}
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}
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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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main_window.display();
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}
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audio->stopBackground();
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return EXIT_SUCCESS;
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}
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@ -7,6 +7,7 @@
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#include "hero.h"
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#include "level.h"
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#include "audio.h"
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#include "renderer.h"
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/// The main class where all the process happens
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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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AudioPtr audio;
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std::unique_ptr<Renderer> renderer; // wer is `using RendererPrt = ...` A?A?A?
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int current_level;
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@ -11,12 +11,12 @@ std::unique_ptr<D> static_unique_pointer_cast(std::unique_ptr<B>&& old)
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return std::unique_ptr<D>{static_cast<D *>(old.release())};
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}
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void Level::Map::init(const std::string &map_file_name)
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void Level::Map::init(const std::string &path)
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{
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prepareDefaultCells();
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std::ifstream file;
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file.open(map_file_name);
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file.open(path);
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std::string cur_line;
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std::istringstream sstr;
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return ;
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auto trigger_cell = static_unique_pointer_cast<TriggerCell>(std::move(data[src_row][src_col]));
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trigger_cell->addTarget(default_cells[cell_type]->clone());
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auto dest_cell = default_cells[cell_type]->clone();
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dest_cell->setPosition(dest_row, dest_col);
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trigger_cell->addTarget(std::move(dest_cell));
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data[src_row][src_col] = std::move(trigger_cell);
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}
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Level::Level(const std::string &map_file_name)
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Level::Level(const std::string &path)
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{
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map.init(map_file_name);
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map.init(path);
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}
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size_t Level::rows() const
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@ -1,13 +1,15 @@
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#ifndef LEVEL_H
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#define LEVEL_H
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#include <memory>
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#include <string>
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#include <array>
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#include <map>
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#include "cell.h"
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// Very desirable to create module for default values
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const std::string default_map_file_name = "test_map";
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const std::string default_file_path = "test_map";
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/// Abstraction over 2D array to quickly get access to level cells
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class Level
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size_t rows, cols;
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std::array<CellPtr, N_CELLS> default_cells;
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void init(const std::string &map_file_name = default_map_file_name);
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void init(const std::string &path = default_file_path);
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/// Prepare prototypes of default cells
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void prepareDefaultCells();
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sf::Color color_ground;
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public:
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Level(const std::string &map_file_name = default_map_file_name);
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Level(const std::string &path = default_file_path);
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/// Number of map rows
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size_t rows() const;
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@ -6,6 +6,7 @@ CONFIG -= qt
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QMAKE_CXXFLAGS = -Wall -Werror -Wextra -Wpedantic -Wconversion -std=c++17 -O0 -g
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SOURCES += \
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audio.cpp \
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cell.cpp \
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entity.cpp \
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game.cpp \
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renderer.cpp
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HEADERS += \
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audio.h \
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cell.h \
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entity.h \
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game.h \
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@ -25,4 +27,4 @@ HEADERS += \
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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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LIBS += -lsfml-graphics -lsfml-window -lsfml-system
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LIBS += -lsfml-graphics -lsfml-audio -lsfml-window -lsfml-system
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