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Construct_crusade.cpp
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591 lines (446 loc) · 22.1 KB
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#include <iostream>
#include "BigHeader.hpp"
using namespace sf;
double window_height = 600;
double window_width = 1200;
bool ind_dead_sound_player = true;
int level = 1;
bool shaking = false;
Clock random_clock;
Clock shaking_clock;
Clock witch_uniform_clock;
int main(){
//create the main window
sf::RenderWindow window(sf::VideoMode(window_width, window_height), "Construct Crusade!");
//Menu menu(window.getSize().x, window.getSize().y);
//define a view
sf::View view(sf::FloatRect(0.0, 0.0, window_width, window_height));
//activate it
window.setView(view);
srand (time(NULL));
//generate secret number between 0 and 99: rand() % 100
//so our construct always moves the same - even on a slower/faster computer
Clock uniform_move_clock;
//the construct - our protagonist
Texture construct_tex;
construct_tex.loadFromFile("assets/images/roboto_walk_idle_jump_laser_RIP_shooting_5.png");
Sprite construct_sprite(construct_tex);
construct_sprite.setTextureRect(IntRect(131, 50, 11, 25));
// 1 - move left, 2 - move right, 4 - move up, 8 - move down
int construct_move = 0;
//plasma sprite - for jumping
Sprite plasma_booster_sprite(construct_tex);
//laser sprite - for disintegrating
Sprite laser_sprite(construct_tex);
//construct shooting parameters
Clock shooting_clock_main;
float shooting_scaler = 0;
Sprite shooting_sprite(construct_tex, IntRect(26, 152, 4, 4));
//making a player object
PlayerClass player(laser_sprite, plasma_booster_sprite, construct_sprite, 0, 400);
//PlayerClass player(laser_sprite, plasma_booster_sprite, construct_sprite, -4800, 500);
//health and mana bars
Texture hp_tex;
hp_tex.loadFromFile("assets/images/hp_mp_bars.png");
Sprite hp_sprite(hp_tex);
sf::Thread cunstruct_thread(&PlayerClass::Animation, &player);
cunstruct_thread.launch();
//for recovering mana
sf::Thread mana_thread(&PlayerClass::mana_recovery, &player);
//background element
Texture background;
background.loadFromFile("assets/images/sky.png");
Texture background_2;
background_2.loadFromFile("assets/images/skyReverse.png");
Sprite backgroundSprite_2(background);
backgroundSprite_2.setScale(1, window_height/backgroundSprite_2.getLocalBounds().height);
Sprite backgroundSprite(background_2);
backgroundSprite.setScale(1, window_height/backgroundSprite.getLocalBounds().height);
Texture background_level_2;
background_level_2.loadFromFile("assets/images/mountain.png");
Sprite backgroundSprite_level_2(background_level_2);
backgroundSprite_level_2.setScale(1, window_height/backgroundSprite_level_2.getLocalBounds().height);
//platform initialization
Texture platform_tex;
platform_tex.loadFromFile("assets/images/tileset.png");
Sprite platform_sprite(platform_tex);
Texture platform_tex_cupcake;
platform_tex_cupcake.loadFromFile("assets/images/cupcake.png");
Sprite platform_sprite_cupcake(platform_tex_cupcake);
//platform_sprite_cupcake.setScale(50/21, 50/21);
Texture platform_tex_level_1;
platform_tex_level_1.loadFromFile("assets/images/platforms_level_1.png");
Sprite platform_sprite_level_1(platform_tex_level_1);
std::vector<BigPlatform> big_platforms;
//imp initialization
Texture imp_tex;
imp_tex.loadFromFile("assets/images/imp.png");
Sprite imp_sprite(imp_tex, IntRect(23, 377, 1, 1));
Sprite fireball_sprite(imp_tex, IntRect(10, 211, 18, 15));
std::vector<ImpEnemyClass> imps;
//witch initialization
Texture witch_tex;
witch_tex.loadFromFile("assets/images/witch.png");
Sprite witch_sprite(witch_tex, IntRect(4, 4, 22, 27));
Texture poison_tex_;
poison_tex_.loadFromFile("assets/images/poison.png");
Sprite poison_sprite(poison_tex_);
std::vector<WitchEnemyClass> witches;
Texture batsy_tex;
batsy_tex.loadFromFile("assets/images/batsy.png");
Sprite batsy_sprite(batsy_tex, IntRect(1, 27, 13, 11));
Sprite sonic_sprite(batsy_tex, IntRect(32, 73, 26, 24));
std::vector<BatsyEnemyClass> bats;
Texture gold;
gold.loadFromFile("assets/images/money.png");
Sprite gold_sprite(gold, IntRect(75,125,25,25));
Texture portal;
portal.loadFromFile("assets/images/portal.png");
Sprite portal_sprite(portal, IntRect(0,0,50,50));
Texture portal_2;
portal_2.loadFromFile("assets/images/end_portal.png");
Sprite portal_2_sprite(portal_2, IntRect(0,0,50,50));
//create the level
init_platforms_and_enemies(big_platforms, player, platform_sprite, imps, witches, bats, imp_sprite, fireball_sprite, witch_sprite, poison_sprite, batsy_sprite, sonic_sprite, platform_sprite_level_1, gold_sprite);
Texture minotaur_tex;
minotaur_tex.loadFromFile("assets/images/minotaur.png");
Sprite minotaur_sprite(minotaur_tex, IntRect(27, 22, 53, 42));
MinotaurEnemyClass minos(minotaur_sprite, gold_sprite,
big_platforms[player.num_of_platforms_ - 1].platform_right_ - 300,
big_platforms[player.num_of_platforms_ - 1].platform_top_ - 236, //176
big_platforms[player.num_of_platforms_ - 1].platform_left_,
big_platforms[player.num_of_platforms_ - 1].platform_right_);
minos.phase_delta_ = 10000;
EnemyClass enemy{};
Texture cleo;
cleo.loadFromFile("assets/images/cleopatra.png");
Sprite cleo_sprite(cleo, IntRect(0,0,25,25));
Sprite heart_sprite(cleo, IntRect(75, 0, 75, 75));
std::vector<CleopatraEnemyClass> cleopatras;
//these threads do all the animation calculations - yes i said THREADS... IM A REAL PROGRAMMER!
//create a thread asign a function and an object to the thread
sf::Thread enemy_thread(&EnemyClass::Animation, &enemy);
//start the thread
enemy_thread.launch();
//a little audio for our little game
sf::Music music;
if (!music.openFromFile("assets/music/bg_fa.ogg")){
std::cout << "we have failed at music" << std::endl;
}
music.setVolume(30);
music.setLoop(true);
music.play();
//death sound cleo
sf::SoundBuffer buffer;
if (!buffer.loadFromFile("assets/music/cleo_sound.wav"))
std::cout << "we have failed at cleo sound" << std::endl;
sf::Sound cleo_sound;
cleo_sound.setBuffer(buffer);
cleo_sound.setVolume(30.0f);
//death sound dino
sf::SoundBuffer buffer1;
if (!buffer1.loadFromFile("assets/music/dino_sound.wav"))
std::cout << "we have failed at dino sound" << std::endl;
sf::Sound dino_sound;
dino_sound.setBuffer(buffer1);
dino_sound.setVolume(30.0f);
//death minotaur sound
sf::SoundBuffer mino_buffer;
if (!mino_buffer.loadFromFile("assets/music/minotaur.wav"))
std::cout << "we have failed at minotaur sound" << std::endl;
sf::Sound mino_sound;
mino_sound.setBuffer(mino_buffer);
mino_sound.setVolume(30.0f);
//laser sound
sf::SoundBuffer buffer2;
if (!buffer2.loadFromFile("assets/music/laser1.wav"))
std::cout << "we have failed at laser sound" << std::endl;
sf::Sound laser_sound;
laser_sound.setBuffer(buffer2);
laser_sound.setVolume(30.0f);
//shooting sound
sf::SoundBuffer buffer3;
if (!buffer3.loadFromFile("assets/music/lowRandom.wav"))
std::cout << "we have failed at shooting sound" << std::endl;
sf::Sound shooting_sound;
shooting_sound.setBuffer(buffer3);
shooting_sound.setVolume(30.0f);
//money sound
sf::SoundBuffer buffer4;
if (!buffer4.loadFromFile("assets/music/coin_sound.wav"))
std::cout << "we have failed at coin sound" << std::endl;
sf::Sound coin_sound;
coin_sound.setBuffer(buffer4);
coin_sound.setVolume(30.0f);
//teleport sound
sf::SoundBuffer buffer5;
if (!buffer5.loadFromFile("assets/music/teleport.wav"))
std::cout << "we have failed at teleport sound" << std::endl;
sf::Sound teleport_sound;
teleport_sound.setBuffer(buffer5);
teleport_sound.setVolume(30.0f);
//inicijalizacije za NIVO 2
//Dinoo bambinooo
Texture dino_tex;
dino_tex.loadFromFile("assets/images/dinoWalkKljokRock.png");
Sprite dino_sprite(dino_tex, IntRect(0,0,30,25));
Texture stone;
stone.loadFromFile("assets/images/stone.png");
Sprite stone_sprite(stone, IntRect(0,100,25,25));
DinoEnemyClass dino(dino_sprite, stone_sprite, gold_sprite, 400, -575, 0, 400);
std::vector<DinoEnemyClass> dinos;
//start the main loop
while (window.isOpen())
{
//react to an event
sf::Event event;
while (window.pollEvent(event))
{
if (event.type == sf::Event::Closed)
window.close();
if (event.type == sf::Event::KeyPressed){
if(event.key.code == sf::Keyboard::Escape){
window.close();
}
//we do a binery or to add 1 to our code
if(event.key.code == sf::Keyboard::A){
construct_move |= 1;
}
//here we add 2 if D is pressed - this works for multiple keys pressed
if(event.key.code == sf::Keyboard::D){
construct_move |= 2;
}
if(event.key.code == sf::Keyboard::W){
construct_move |= 4;
}
if(event.key.code == sf::Keyboard::S){
construct_move |= 8;
}if(event.key.code == sf::Keyboard::E){
if(player.construct_mp_ == 100 && player.on_ground_){
player.laser_ = true;
for(auto &witch : witches){
witch.first_hit_laser_ = true;
}
for(auto &imp : imps){
imp.first_hit_laser_ = true;
}
for(auto &batsy : bats){
batsy.first_hit_laser_ = true;
}
for(auto &cleopatra : cleopatras){
cleopatra.first_hit_laser_ = true;
}
for(auto &dino : dinos){
dino.first_hit_laser_ = true;
}
minos.first_hit_laser_ = true;
player.construct_mp_ = 0;
mana_thread.launch();
}
}if(event.key.code == sf::Keyboard::Q){
player.shooting_ = true;
shooting_sound.play();
}
}//key pressed
if (event.type == sf::Event::KeyReleased){
//with xor we want to remove 1 from our movement code
if(event.key.code == sf::Keyboard::A){
construct_move ^= 1;
}
if(event.key.code == sf::Keyboard::D){
construct_move ^= 2;
}
if(event.key.code == sf::Keyboard::W){
construct_move ^= 4;
}
if(event.key.code == sf::Keyboard::S){
construct_move ^= 8;
}if(event.key.code == sf::Keyboard::Q){
player.shooting_ = false;
shooting_sound.stop();
}
}//key released
if (event.type == sf::Event::Resized)
{
// update the view to the new size of the window
sf::FloatRect visibleArea(0.0, 0.0, event.size.width, event.size.height);
window.setView(sf::View(visibleArea));
}
}
window.clear(Color(161, 242, 236));
if(level == 1){
for(int i = 0; i < window_width/backgroundSprite.getGlobalBounds().width; i++){
backgroundSprite.setPosition(i*backgroundSprite.getGlobalBounds().width + (player.sprite_.getPosition().x - window_width/2), player.sprite_.getPosition().y - window_height/2);
window.draw(backgroundSprite);
}
for(int i = 0; i < window_width/backgroundSprite.getGlobalBounds().width; i++){
backgroundSprite_2.setPosition(i*backgroundSprite_2.getGlobalBounds().width + (player.sprite_.getPosition().x - window_width/2), player.sprite_.getPosition().y + window_height/2);
window.draw(backgroundSprite_2);
}
}
else if(level == 2){
for(int i = 0; i < window_width/backgroundSprite_level_2.getGlobalBounds().width; i++){
backgroundSprite_level_2.setPosition(i*backgroundSprite_level_2.getGlobalBounds().width + (player.sprite_.getPosition().x - window_width/2), player.sprite_.getPosition().y - window_height/2);
window.draw(backgroundSprite_level_2);
}
}
//draw construct based on the keys pressed - draw the corresponding animation
if(!player.RIP_construct_){
//if we needed more time to call update function the unifomr time is bigger and so we walk faster
//slow computers benefit the most from this, but fast computers slow down a bit - so its uniform
float uniform_time = uniform_move_clock.getElapsedTime().asSeconds();
//let the player know if the key has been pressed
player.update(construct_move, big_platforms, uniform_time);
uniform_move_clock.restart();
//here we center the view on the player - when we animate the raptor we might add the sin when he slams the ground
view.setCenter(Vector2f(player.sprite_.getPosition().x, player.sprite_.getPosition().y + 4*sin(random_clock.getElapsedTime().asMilliseconds()) * shaking));
window.setView(view);
//jumping animation
if(!player.on_ground_ && (construct_move & 1) && !player.shooting_ && !player.laser_){
player.sprite_.setTextureRect(IntRect(433, 0, 9, 25));
//this functions draws the little animated trail when the robot is jumping
//dont look at this function implementation - its sickening
draw_left_trail(player, window);
}
else if(!player.on_ground_ && (construct_move & 2) && !player.shooting_ && !player.laser_){
player.sprite_.setTextureRect(IntRect(483, 0, 9, 25));
draw_right_trail(player, window);
}
else if(!player.on_ground_ && !((construct_move & 1) || (construct_move & 2)) && !player.shooting_ && !player.laser_){
player.sprite_.setTextureRect(IntRect(477, 50, 21, 25));
draw_middle_trail(player, window);
}
//movement animation left - right - idle
else if(construct_move & 2)
player.sprite_.setTextureRect(player.rectanglesRight_[player.rectangles_index_]);
else if(construct_move & 1){
player.sprite_.setTextureRect(player.rectanglesLeft_[player.rectangles_index_]);
}
else{
player.sprite_.setTextureRect(player.rectanglesIdle_[player.rectangles_index_idle_]);
}
//falling to your death
if(player.sprite_.getPosition().y > 1750){
player.construct_hp_ = 0;
}
//costruct animation while the laser is firing rectangles_laser_ index 7 and 8 represent the construct
if(player.laser_){
if(player.rectangles_index_laser_ == 1 && ind_dead_sound_player){
laser_sound.play();
ind_dead_sound_player = false;
}
player.sprite_.setTextureRect(player.rectangles_laser_[9*(player.facing_left_) + 7 + player.rectangles_index_laser_ % 2]);
}
ind_dead_sound_player = true;
//death animation
/*if(player.construct_hp_ <= 0){
player.sprite_.setTextureRect(player.rectangles_death_[13*(player.facing_left_) + player.rectangles_index_death_]);
//after the animation is done stop everything
if(player.rectangles_index_death_ == 13){
player.RIP_construct_ = true;
player.construct_mp_ = 0.0;
}
}*/
if(player.shooting_ && player.construct_hp_ > 0){
//draw the cunstruct while shooting - specail case left or right
player.sprite_.setTextureRect(player.rectangles_shooting_[4*(player.facing_left_) + player.rectangles_index_shooting_]);
//draw and move the plasma bullet
shooting_scaler = shooting_clock_main.getElapsedTime().asSeconds();
shooting_sprite.move(pow(-1, player.facing_left_)*1500*shooting_scaler, 0);
shooting_clock_main.restart();
if(player.rectangles_index_shooting_ == 1){
shooting_sprite.setPosition(player.sprite_.getPosition().x + 52 -(player.facing_left_)*60, player.sprite_.getPosition().y + 48);
}
shooting_sprite.setScale(4, 4);
window.draw(shooting_sprite);
for(auto imp : imps){
//check for collision with the imp
if(imp.first_hit_shooting_ && shooting_sprite.getGlobalBounds().intersects(imp.sprite_.getGlobalBounds())){
imp.enemy_hp_ -= 10;
imp.first_hit_shooting_ = false;
}
}
for(auto cleopatra : cleopatras){
//check for collision with the cleopatra
if(cleopatra.first_hit_shooting_ && shooting_sprite.getGlobalBounds().intersects(cleopatra.sprite_.getGlobalBounds())){
cleopatra.enemy_hp_ -= 10;
cleopatra.first_hit_shooting_ = false;
}
}
}
if(player.construct_hp_ <= 0){
player.construct_hp_ = 5;
}
window.draw(player.sprite_);
}
//health and mana bars
draw_player_hp_mp(window, player, hp_sprite);
//laser animation
if(player.laser_){
player.laser_sprite_.setTextureRect(player.rectangles_laser_[9*(player.facing_left_) + player.rectangles_index_laser_]);
player.laser_sprite_.setPosition(player.sprite_.getPosition().x + 56 - 685*(player.facing_left_), player.sprite_.getPosition().y + 36);
player.laser_sprite_.setScale(2.5, 4);
window.draw(player.laser_sprite_);
}
//deo specifican za svaki nivo
if(level == 1){
level_one(window, big_platforms, enemy, player, hp_sprite, imps, shooting_sprite, witches, bats, minos, gold_sprite, coin_sound, mino_sound);
portal_sprite.setScale(4,4);
portal_sprite.setPosition(-800, -2490);
window.draw(portal_sprite);
if(player.sprite_.getGlobalBounds().intersects(portal_sprite.getGlobalBounds()))
{
//prelaz iz nivoa 1 u nivo 2
teleport_sound.play();
level = 2;
if (!music.openFromFile("assets/music/end.ogg")){
std::cout << "we have failed at music" << std::endl; // error
}
music.setVolume(30);
music.setPlayingOffset(sf::seconds(2.f));
music.setLoop(true);
music.play();
player.sprite_.setPosition(200, -500);
big_platforms.clear();
player.num_of_platforms_ = 0;
init_platforms_level_2(big_platforms, player, platform_sprite, platform_sprite_cupcake, cleopatras, cleo_sprite, heart_sprite, dinos, dino_sprite, stone_sprite, gold_sprite);
player.platform_index_ = 6;
player.platform_index_offset_ = 6;
}
}
else if(level == 2){
level_two(window, big_platforms, player, enemy, shooting_sprite, hp_sprite, cleopatras, dinos, cleo_sound, dino_sound, coin_sound);
portal_2_sprite.setScale(4,4);
portal_2_sprite.setPosition(920, -4480);
window.draw(portal_2_sprite);
if(player.sprite_.getGlobalBounds().intersects(portal_2_sprite.getGlobalBounds()))
{
//prelaz iz nivoa 2 u nivo
teleport_sound.play();
level = 1;
if (!music.openFromFile("assets/music/bg_fa.ogg")){
std::cout << "we have failed at music" << std::endl;
}
music.setVolume(30);
music.setLoop(true);
music.play();
player.sprite_.setPosition(0, 400);
big_platforms.clear();
player.num_of_platforms_ = 0;
init_platforms_and_enemies(big_platforms, player, platform_sprite, imps, witches, bats, imp_sprite, fireball_sprite, witch_sprite, poison_sprite, batsy_sprite, sonic_sprite, platform_sprite_level_1, gold_sprite);
player.platform_index_ = 3;
player.platform_index_offset_ = 6;
}
}
// window.clear(Color(255, 179, 179));
//
// menu.draw(window);
//
if(player.player_gold >= 1000){
player.construct_hp_ = 100;
player.player_gold -= 1000;
}
window.display();
}//while loop
return 0;
}