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41 changed files with 949 additions and 98 deletions

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@ -138,7 +138,7 @@ set(SOURCES
src/typography/font_manager.cpp
src/typography/font_manager.hpp
src/screens/winner_screen.cpp
src/screens/winner_screen.hpp src/screens/screen.cpp src/screens/screen.hpp)
src/screens/winner_screen.hpp src/screens/screen.cpp src/screens/screen.hpp src/screens/join_screen.cpp src/screens/join_screen.hpp src/game/level/level_generator.cpp src/game/level/level_generator.hpp src/screens/loading_screen.cpp src/screens/loading_screen.hpp)
set(PHYSICS_00_SOURCES
src/prototypes/physics_00.cpp)

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@ -9,9 +9,10 @@ std::map<std::string, CollectableConfig> const all_collectables = {
{"rose", CollectableConfig("rose", 1)},
{"rosebush", CollectableConfig("rosebush", 3)},
{"stone", CollectableConfig("stone", 5)},
{"bike", CollectableConfig("bike", 10)},
{"bike", CollectableConfig("bike", 15)},
{"small-tree", CollectableConfig("small-tree", 20)},
{"tram", CollectableConfig("tram", 50)}
{"tram", CollectableConfig("tram", 50)},
{"lantern", CollectableConfig("lantern", 10)}
};
#endif //HOLESOME_COLLECTABLES_HPP

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@ -4,7 +4,10 @@
#include <SFML/Graphics.hpp>
#include <box2d/box2d.h>
#define DEVELOPER_MODE true
#define DEVELOPER_MODE false
#define GAME_NAME "Holesome"
#define CLOSE_GAME_BTN sf::Keyboard::Escape
// Player
#define DEFAULT_PLAYER_SPEED 5.f // World units per second
@ -12,16 +15,22 @@
#define PLAYER_MIN_RADIUS 0.5f // World units
#define PLAYER_RADIUS_PER_LEVEL 0.25f
#define DEFAULT_MAX_PLAYER_NUMBER 4
#define MIN_PLAYER_COUNT 2
#define POINT_DELTA_FOR_ATTACK 20
#define ATTACK_PER_SECOND 1.f
#define PLAYER_ALIVE_THRESHOLD (-10)
#define PLAYER_RUN_SPEED (DEFAULT_PLAYER_SPEED * 2.f)
#define PLAYER_RUN_SPEED_COST_PER_SECOND 10.f
// World
#define WORLD_GRAVITY b2Vec2(0.f, -9.8f)
#define SKY_HEIGHT_SCALE 2.f
#define CONSIDER_COLLECTABLE_DEPTH_MOVEMENT false // Might cost perfomance and is currently not in use
#define SKY_HEIGHT_SCALE 5.f
#define CONSIDER_COLLECTABLE_DEPTH_MOVEMENT false // Might cost performance and is currently not in use
// FPS
#define FRAME_RATE 60
#define FRAME_TIME sf::Time(sf::seconds(1.0f / FRAME_RATE))
#define FRAME_LIMIT_ENABLED false
#define FRAME_LIMIT_ENABLED true
// Window settings
#define ANTIALIASINGLEVEL 8
@ -35,7 +44,6 @@
#define MASKED_HOLE_BORDER_TRANSITION_SIZE 0.2f
#define MASKED_HOLE_DARKNESS_LIMIT 0.5f
#define COLLECTABLE_SCALE 5.f
#define MASKED_SPRITE_LOWER_BOUND -3.f
// Tracking view defaults
#define DEF_TV_IS_ABSOLUTE_FREE_MOVE_THRESHOLD false
@ -45,9 +53,8 @@
#define DEF_TV_MIN_VIEW_SIZE sf::Vector2f(6, 6) * WORLD_TO_ISO_SCALE
#define DEF_TV_MAX_VIEW_SIZE sf::Vector2f(0, 0)
#define DEF_TV_IS_ABSOLUTE_VIEW_SIZE_PADDING false
#define DEF_TV_VIEW_SIZE_PADDING sf::Vector2f(3.5f, 3.5f)
#define DEF_TV_VIEW_SIZE_PADDING sf::Vector2f(2.f, 2.f)
#define MP_VIEW_ADD_NEW_PLAYERS true
#define MP_VIEW_REMOVE_DISCONNECTED_PLAYERS true
#define MP_VIEW_BORDER_COLOR sf::Color::Black
// Simulations

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@ -27,15 +27,6 @@ void MultiplayerView::update()
}
}
// Remove old
if (MP_VIEW_REMOVE_DISCONNECTED_PLAYERS)
{
for (const auto &player: PlayerCollection::getInstance()->getRemovedPlayers())
{
removePlayer(player);
}
}
GameObject::update();
}
@ -152,3 +143,8 @@ MultiplayerView::MultiplayerView()
{
}
void MultiplayerView::clear()
{
viewsForPlayers.clear();
}

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@ -19,6 +19,8 @@ public:
void update() override;
void clear();
void addPlayer(const std::shared_ptr<Player>& player);
void removePlayer(const std::shared_ptr<Player>& player);

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@ -9,6 +9,9 @@
#include "layer/global_layer.hpp"
#include "player/player_collection.hpp"
#include "../screens/winner_screen.hpp"
#include "../screens/join_screen.hpp"
#include "level/level_generator.hpp"
#include "../screens/loading_screen.hpp"
Game::Game(std::shared_ptr<sf::RenderWindow> window) : window(std::move(window))
{
@ -159,17 +162,17 @@ void Game::startCountdown(int durationInSeconds)
std::shared_ptr<Player> Game::checkForWinner()
{
std::vector<std::shared_ptr<Player>> players = PlayerCollection::getInstance()->getPlayers();
std::vector<std::shared_ptr<Player>> remainingPlayers = PlayerCollection::getInstance()->getRemainingPlayers();
// Has timer run out or is only one player left?
if (!countdown->isFinished() && players.size() > 1)
if (!countdown->isFinished() && remainingPlayers.size() > 1)
{
return nullptr;
}
// Return player with highest score as winner
std::shared_ptr<Player> winner = nullptr;
for (const auto &player: players)
for (const auto &player: remainingPlayers)
{
if (winner == nullptr || player->getPoints() > winner->getPoints())
{
@ -202,8 +205,47 @@ void Game::handleWinning()
LOG(INFO) << "Player " << winner->getPlayerId() << " won the game with " << winner->getPoints() << " points.";
// Stop game and show winner
auto players = PlayerCollection::getInstance()->getPlayers();
LevelLoader::cleanUp();
auto winnerScreen = std::make_shared<WinnerScreen>(winner);
auto winnerScreen = std::make_shared<WinnerScreen>(players);
GlobalLayer::getInstance()->add(winnerScreen);
addGameObject(GlobalLayer::getInstance());
}
void Game::showJoinScreen()
{
GlobalLayer::getInstance()->clear();
clearGameObjects();
InputMapper::getInstance()->allowNewInputIdentities = true;
PlayerCollection::getInstance()->deactivatePlayers();
auto joinScreen = std::make_shared<JoinScreen>();
GlobalLayer::getInstance()->add(joinScreen);
addGameObject(GlobalLayer::getInstance());
addGameObject(PlayerCollection::getInstance());
}
void Game::generateNewLevel()
{
showLoadingScreen("Generating new level ...");
LevelConfig newLevel = LevelGenerator::generateLevel("Procedural Level");
LevelLoader::loadLevel(newLevel);
}
void Game::showLoadingScreen(const std::string &message)
{
GlobalLayer::getInstance()->clear();
clearGameObjects();
auto loadingScreen = std::make_shared<LoadingScreen>(message);
GlobalLayer::getInstance()->add(loadingScreen);
addGameObject(GlobalLayer::getInstance());
// Mini loop
update();
drawFrame();
}

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@ -38,6 +38,11 @@ public:
void addGameObject(const std::shared_ptr<GameObject> &gameObject);
std::shared_ptr<sf::RenderWindow> window;
void showJoinScreen();
void generateNewLevel();
private:
static inline std::shared_ptr<Game> singletonInstance = nullptr;
std::vector<std::shared_ptr<GameObject>> gameObjects = {};
@ -55,6 +60,8 @@ private:
std::shared_ptr<Player> checkForWinner();
void handleWinning();
void showLoadingScreen(const std::string &message = "Loading...");
};

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@ -4,11 +4,7 @@
enum GameAction
{
CONFIRM,
CANCEL,
MENU,
GROW,
SHRINK
RUN
};
#endif //HOLESOME_GAME_ACTION_HPP

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@ -52,8 +52,8 @@ void InputMapper::processEvents()
void InputMapper::handleKeyPress(sf::Event::KeyEvent event)
{
// Close game on Escape or Q in DEV Mode
if (DEVELOPER_MODE && event.code == sf::Keyboard::Escape)
// Close game on Special button
if (event.code == CLOSE_GAME_BTN)
{
Game::getInstance()->exit();
return;

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@ -0,0 +1,134 @@
#include "level_generator.hpp"
LevelConfig LevelGenerator::generateLevel(const std::string &name)
{
int levelSize = 50;
TileMapConfig map = generateRandomMap(levelSize, levelSize);
std::vector<CollectableInLevel> collectables = generateRandomCollectables(levelSize, levelSize);
return LevelConfig(name,
90,
{
{1, 2},
{2, 1},
{0, 3},
{3, 0}
},
collectables,
{
// Blues
sf::Color(2, 100, 234),
sf::Color(2, 100, 234),
sf::Color(2, 100, 234),
sf::Color(2, 195, 234),
// Neutral
sf::Color::White,
// Browns
sf::Color(163, 128, 68),
sf::Color(100, 80, 40),
sf::Color(20, 18, 11),
sf::Color::Black
},
map
);
}
TileMapConfig LevelGenerator::generateRandomMap(int width, int height)
{
int tileVariants = 6 * 2;
std::vector<std::vector<int>> tiles;
for (int h = 0; h < height; h++)
{
std::vector<int> row;
for (int w = 0; w < width; w++)
{
row.push_back(rand() % tileVariants);
}
tiles.push_back(row);
}
return TileMapConfig("iso-tiles", tiles);
}
std::vector<CollectableInLevel> LevelGenerator::generateRandomCollectables(int width, int height)
{
std::vector<CollectableInLevel> collectables;
// Add rose fields
for (int i = 0; i < 20; i++)
{
// Random coordinates for center of rose field with enough distance from edges
int x = rand() % int(width - 2 * roseFieldRadius) + roseFieldRadius;
int y = rand() % int(height - 2 * roseFieldRadius) + roseFieldRadius;
GridCoordinates fieldCenter = GridCoordinates(x, y);
// Add rose field by creating a dense field of roses around the center
int roseCount = rand() % 15 + 5;
for (int j = 0; j < roseCount; j++)
{
// Use cosine distribution to get a more dense field around the center
float angle = rand() % 360;
float radius = rand() % 1000 / 1000.f;
// Skew radius to avoid too dense at center
radius = pow(radius, 0.3f) * roseFieldRadius;
float xOffset = radius * cos(angle);
float yOffset = radius * sin(angle);
GridCoordinates roseCoordinates = GridCoordinates(fieldCenter.x + xOffset, fieldCenter.y + yOffset);
collectables.push_back(CollectableInLevel("rose", roseCoordinates));
}
}
// Place rows of lanterns
int rowCount = rand() % 3 + 2;
int heightDelta = height / (rowCount + 1);
int stepSize = 7;
for (int i = 0; i < rowCount; i++)
{
int y = (i + 1) * heightDelta;
for (int j = stepSize; j < width; j += stepSize)
{
collectables.push_back(CollectableInLevel("lantern", GridCoordinates(j, y)));
}
}
// Place random bikes
int bikeCount = rand() % 5 + 5;
for (int i = 0; i < bikeCount; i++)
{
int x = rand() % width;
int y = rand() % height;
collectables.push_back(CollectableInLevel("bike", GridCoordinates(x, y)));
}
// Place random rose bushes
int roseBushCount = rand() % 40 + 40;
for (int i = 0; i < roseBushCount; i++)
{
int x = rand() % width;
int y = rand() % height;
collectables.push_back(CollectableInLevel("rose-bush", GridCoordinates(x, y)));
}
// Place random stones
int stoneCount = rand() % 20 + 20;
for (int i = 0; i < stoneCount; i++)
{
int x = rand() % width;
int y = rand() % height;
collectables.push_back(CollectableInLevel("stone", GridCoordinates(x, y)));
}
// Place a single tree
int x = rand() % width;
int y = rand() % height;
collectables.push_back(CollectableInLevel("small-tree", GridCoordinates(x, y)));
return collectables;
}

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@ -0,0 +1,21 @@
#ifndef HOLESOME_LEVEL_GENERATOR_HPP
#define HOLESOME_LEVEL_GENERATOR_HPP
#include "level_config.hpp"
class LevelGenerator
{
public:
static LevelConfig generateLevel(const std::string& name);
static TileMapConfig generateRandomMap(int width, int height);
static std::vector<CollectableInLevel> generateRandomCollectables(int width, int height);
private:
static const inline float roseFieldRadius = 3.f;
};
#endif //HOLESOME_LEVEL_GENERATOR_HPP

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@ -21,11 +21,14 @@ void LevelLoader::loadLevel(const LevelConfig &levelConfig)
LOG(INFO) << "Loading level '" << levelConfig.name << "' ...";
game->setLevel(levelConfig);
InputMapper::getInstance()->allowNewInputIdentities = false;
MapSimulation::getInstance()->resetMap(levelConfig.worldMapSize);
HolesSimulation::getInstance()->clear();
PlayerCollection::getInstance()->clear();
GlobalLayer::getInstance()->clear();
HoleLayout::getInstance()->clear();
MultiplayerView::getInstance()->clear();
// Add views
game->addGameObject(MultiplayerView::getInstance());
@ -44,6 +47,8 @@ void LevelLoader::loadLevel(const LevelConfig &levelConfig)
levelRenderer->addChild(PlayerCollection::getInstance());
PlayerCollection::getInstance()->setSpawnPoints(levelConfig.playerSpawnPoints);
PlayerCollection::getInstance()->resetPlayers();
PlayerCollection::getInstance()->activatePlayers();
// Prepare collectables framework
auto maxDepth = (int) levelConfig.worldMapSize.x * 2;
@ -97,7 +102,7 @@ void LevelLoader::cleanUp()
game->clearGameObjects();
game->setLevel(LevelConfig());
HolesSimulation::getInstance()->clear();
PlayerCollection::getInstance()->clear();
PlayerCollection::getInstance()->resetPlayers();
GlobalLayer::getInstance()->clear();
HoleLayout::getInstance()->clear();

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@ -74,7 +74,7 @@ void MapPlayer::updateCollidingWithPlayers()
}
std::shared_ptr<MapPlayer> mapPlayerA = MapSimulation::getInstance()->getMapPlayerByBody(bodyA);
std::shared_ptr<MapPlayer> mapPlayerB = MapSimulation::getInstance()->getMapPlayerByBody(bodyA);
std::shared_ptr<MapPlayer> mapPlayerB = MapSimulation::getInstance()->getMapPlayerByBody(bodyB);
if (mapPlayerA == nullptr || mapPlayerB == nullptr)
{
@ -84,11 +84,13 @@ void MapPlayer::updateCollidingWithPlayers()
if (mapPlayerA->player->getPlayerId() == player->getPlayerId())
{
collidingWithPlayers.push_back(mapPlayerB->player->getPlayerId());
} else if (mapPlayerB->player->getPlayerId() == player->getPlayerId())
} else
{
collidingWithPlayers.push_back(mapPlayerA->player->getPlayerId());
}
}
player->setCollidingPlayers(collidingWithPlayers);
}
void MapPlayer::updatePlayer()

View file

@ -36,10 +36,11 @@ void MapSimulation::physicsUpdate()
void MapSimulation::resetMap(sf::Vector2<int> worldMapSize)
{
// Clear all players
for (auto &mapPlayer: mapPlayersById)
for (auto &[id, _]: mapPlayersById)
{
removePlayer(mapPlayer.second->player);
world->DestroyBody(mapPlayersById[id]->body);
}
mapPlayersById.clear();
// No gravity, since this a top-down view of the map
world = std::make_shared<b2World>(b2Vec2(0.0f, 0.0f));
@ -116,3 +117,15 @@ std::shared_ptr<MapPlayer> MapSimulation::getMapPlayerByBody(b2Body *body) const
}
return nullptr;
}
void MapSimulation::removePlayer(int playerId)
{
// Still in simulation?
if (mapPlayersById.find(playerId) == mapPlayersById.end())
{
return;
}
world->DestroyBody(mapPlayersById[playerId]->body);
mapPlayersById.erase(playerId);
}

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@ -22,6 +22,8 @@ public:
void addPlayer(const std::shared_ptr<Player>& player);
void removePlayer(int playerId);
[[nodiscard]] std::shared_ptr<MapPlayer> getMapPlayerByBody(b2Body* body) const;
private:

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@ -1,11 +1,14 @@
#include "player.hpp"
#include "../../logging/easylogging++.h"
#include "player_collection.hpp"
#include "../../typography/font_manager.hpp"
#include "../physics/map/map_simulation.hpp"
#include <utility>
Player::Player(std::shared_ptr<InputIdentity> assignedInput, const std::string &skinRessourceName,
GridCoordinates initCoordinates)
: spawnPosition(initCoordinates)
: spawnPosition(initCoordinates), skinName(skinRessourceName)
{
playerId = playerCreationCounter++;
coordinates->setTranslated(spawnPosition);
@ -37,9 +40,12 @@ void Player::update()
return;
}
auto moveDirection = input->direction.asIsometricVector();
auto moveDelta = moveDirection * speed * FRAME_TIME.asSeconds();
coordinates->move(moveDelta);
if (!passiveMode)
{
performInteractiveUpdates();
}
handlePlayerCollisions();
GameObject::update();
}
@ -83,23 +89,152 @@ void Player::setWorldRadius(float newWorldRadius)
skinSprite->coordinates->setScreenOffset(IsometricCoordinates(-newSize / 2.f));
}
long Player::getPoints() const
int Player::getPoints() const
{
return points;
}
void Player::updateRadiusBasedOnPoints()
{
long points = getPoints();
int points = getPoints();
float newWorldRadius = PLAYER_MIN_RADIUS + PLAYER_RADIUS_PER_LEVEL * points / 10.f;
setWorldRadius(newWorldRadius);
}
void Player::consume(int points)
void Player::consume(int consumedPoints)
{
this->points += points;
LOG(INFO) << "Player " << playerId << " consumed " << points << " points. Total: " << this->points;
updateRadiusBasedOnPoints();
setPoints(getPoints() + consumedPoints);
LOG(INFO) << "Player " << playerId << " consumed " << consumedPoints << " points. Total: " << this->points;
}
std::string Player::getSkinName() const
{
return skinName;
}
std::shared_ptr<InputIdentity> Player::getInput() const
{
return input;
}
void Player::setPassiveMode(bool newPassiveMode)
{
passiveMode = newPassiveMode;
}
void Player::performInteractiveUpdates()
{
if (input->isPerformingAction(GameAction::RUN))
{
speed = PLAYER_RUN_SPEED;
// Subtract cost
setPoints(points - PLAYER_RUN_SPEED_COST_PER_SECOND * FRAME_TIME.asSeconds());
} else
{
speed = DEFAULT_PLAYER_SPEED;
}
auto moveDirection = input->direction.asIsometricVector();
auto moveDelta = moveDirection * speed * FRAME_TIME.asSeconds();
coordinates->move(moveDelta);
}
void Player::setCollidingPlayers(const std::vector<int> &collidingPlayerIds)
{
collidingPlayers.clear();
for (auto collidingPlayerId: collidingPlayerIds)
{
collidingPlayers.push_back(PlayerCollection::getInstance()->getPlayerById(collidingPlayerId));
}
}
void Player::handlePlayerCollisions()
{
if (collidingPlayers.empty() || !isAlive)
{
return;
}
// Count number of players that are bigger than this player by the required margin
float numAttackingPlayers = 0;
for (const auto &collidingPlayer: collidingPlayers)
{
if (collidingPlayer->getPoints() - getPoints() >= POINT_DELTA_FOR_ATTACK)
{
numAttackingPlayers++;
}
}
// Reduce points if necessary
float damage = numAttackingPlayers * ATTACK_PER_SECOND * FRAME_TIME.asSeconds() *
(points + 1.f + fabs(PLAYER_ALIVE_THRESHOLD));
if (numAttackingPlayers > 0)
{
LOG(INFO) << "Player " << playerId << " is getting attacked by " << numAttackingPlayers << "players and lost "
<< damage << " points.";
}
setPoints(points - damage);
}
bool Player::getAlive() const
{
return isAlive;
}
void Player::setAlive(bool newAlive)
{
if (isAlive == newAlive)
{
return;
}
if (!newAlive)
{
setPassiveMode(true);
MapSimulation::getInstance()->removePlayer(getPlayerId());
}
isAlive = newAlive;
}
void Player::draw(sf::RenderWindow *window)
{
if (isAlive)
{
GameObject::draw(window);
return;
}
// Print "You were consumed" message
sf::Text text;
text.setFont(*FontManager::getInstance()->getDefaultFont());
text.setString("x-x");
text.setCharacterSize(15);
text.setFillColor(sf::Color::Red);
text.setOutlineColor(sf::Color::Black);
text.setOutlineThickness(2);
text.setPosition(coordinates->isometric().x - text.getLocalBounds().width / 2.f,
coordinates->isometric().y - text.getLocalBounds().height / 2.f);
window->draw(text);
}
void Player::setPoints(float newPoints)
{
points = newPoints;
updateRadiusBasedOnPoints();
if (points > highestPoints)
{
highestPoints = points;
} else if (points <= PLAYER_ALIVE_THRESHOLD)
{
setAlive(false);
}
}
int Player::getMaxPoints() const
{
return highestPoints;
}

View file

@ -29,17 +29,42 @@ public:
[[nodiscard]] float getWorldRadius() const;
[[nodiscard]] long getPoints() const;
[[nodiscard]] int getPoints() const;
void consume(int points);
int getMaxPoints() const;
void consume(int consumedPoints);
std::string getSkinName() const;
void setAlive(bool newAlive);
[[nodiscard]] bool getAlive() const;
std::shared_ptr<InputIdentity> getInput() const;
void setPassiveMode(bool newPassiveMode);
void setCollidingPlayers(const std::vector<int>& collidingPlayerIds);
void draw(sf::RenderWindow *window) override;
TranslatedCoordinates spawnPosition;
private:
std::shared_ptr<InputIdentity> input;
float radiusInWorld = 0.5f; // In world units
std::shared_ptr<VersatileSprite> skinSprite;
std::vector<std::shared_ptr<Player>> collidingPlayers;
long points = DEFAULT_PLAYER_POINTS;
void setPoints(float newPoints);
bool passiveMode = true;
bool isAlive = true;
std::string skinName;
float points = DEFAULT_PLAYER_POINTS;
float highestPoints = DEFAULT_PLAYER_POINTS;
int playerId;
static inline int playerCreationCounter = 0;
@ -47,6 +72,10 @@ private:
void setWorldRadius(float newWorldRadius);
void updateRadiusBasedOnPoints();
void performInteractiveUpdates();
void handlePlayerCollisions();
};

View file

@ -13,7 +13,7 @@ PlayerCollection::PlayerCollection(int maxPlayerCount)
// Create player for existing input identities
for (auto &inputIdentity: InputMapper::getInstance()->getInputIdentities())
{
spawnPlayer(inputIdentity);
spawnPlayer(inputIdentity, nullptr);
}
}
@ -30,7 +30,6 @@ void PlayerCollection::addPlayer(const std::shared_ptr<Player> &player)
{
newPlayerBuffer.push_back(player);
addDetachedChild(player);
updateInputIdentityAllowance();
}
void PlayerCollection::clear()
@ -38,6 +37,8 @@ void PlayerCollection::clear()
newPlayerBuffer.clear();
removedPlayerBuffer.clear();
nextSpawnPointIndex = 0;
// Fill in removed players
for (auto &child: getChildren())
{
@ -49,7 +50,6 @@ void PlayerCollection::clear()
}
clearChildren();
updateInputIdentityAllowance();
}
void PlayerCollection::lateUpdate()
@ -80,7 +80,6 @@ void PlayerCollection::removePlayer(const std::shared_ptr<Player> &player)
{
removedPlayerBuffer.push_back(player);
removeChild(player);
updateInputIdentityAllowance();
}
std::vector<std::shared_ptr<Player>> PlayerCollection::getNewPlayers() const
@ -99,13 +98,18 @@ void PlayerCollection::setSpawnPoints(std::vector<GridCoordinates> newSpawnPoint
nextSpawnPointIndex = 0;
}
void PlayerCollection::spawnPlayer(const std::shared_ptr<InputIdentity> &inputIdentity)
void PlayerCollection::spawnPlayer(const std::shared_ptr<InputIdentity> &inputIdentity, std::string skin)
{
// Get proper Spawn point, if available
auto spawn = spawnPoints[nextSpawnPointIndex];
nextSpawnPointIndex = static_cast<int>((nextSpawnPointIndex + 1) % spawnPoints.size());
auto player = std::make_shared<Player>(inputIdentity, PLAYER_SKIN, spawn);
if (skin.empty())
{
skin = getNextSkin();
}
auto player = std::make_shared<Player>(inputIdentity, skin, spawn);
addPlayer(player);
}
@ -140,12 +144,7 @@ int PlayerCollection::getMaxPlayerCount() const
return maxPlayerCount;
}
void PlayerCollection::updateInputIdentityAllowance() const
{
InputMapper::getInstance()->allowNewInputIdentities = getPlayers().size() < maxPlayerCount;
}
std::shared_ptr<Player> PlayerCollection::getClosestPlayer(const TranslatedCoordinates& point) const
std::shared_ptr<Player> PlayerCollection::getClosestPlayer(const TranslatedCoordinates &point) const
{
std::shared_ptr<Player> closestPlayer = nullptr;
float closestDistance = INFINITY;
@ -163,3 +162,79 @@ std::shared_ptr<Player> PlayerCollection::getClosestPlayer(const TranslatedCoord
}
return closestPlayer;
}
std::string PlayerCollection::getNextSkin()
{
int numberOfSkins = static_cast<int>(PLAYER_SKINS.size());
// Count how often each skin index is taken
std::map<int, int> skinIndexCount;
for (int i = 0; i < numberOfSkins; i++)
{
skinIndexCount[i] = 0;
for (auto &takenSkinIndex: takenSkinIndices)
{
if (takenSkinIndex == i)
{
skinIndexCount[i]++;
}
}
}
// Find skin index with lowest count
int skinIndex = takenSkinIndices.size() % numberOfSkins;
int lowestCount = takenSkinIndices.size();
for (auto &pair: skinIndexCount)
{
if (pair.second < lowestCount)
{
lowestCount = pair.second;
skinIndex = pair.first;
}
}
takenSkinIndices.push_back(skinIndex);
return PLAYER_SKINS[skinIndex];
}
void PlayerCollection::activatePlayers()
{
for (auto player: getPlayers())
{
player->setPassiveMode(false);
}
}
void PlayerCollection::deactivatePlayers()
{
for (auto player: getPlayers())
{
player->setPassiveMode(true);
}
}
void PlayerCollection::resetPlayers()
{
// Recreate players
auto oldPlayers = getPlayers();
clear();
removedPlayerBuffer.clear();
for (auto &player: oldPlayers)
{
spawnPlayer(player->getInput(), player->getSkinName());
}
}
std::vector<std::shared_ptr<Player>> PlayerCollection::getRemainingPlayers() const
{
std::vector<std::shared_ptr<Player>> remainingPlayers = {};
for (auto &player: getPlayers())
{
if (player->getAlive())
{
remainingPlayers.push_back(player);
}
}
return remainingPlayers;
}

View file

@ -28,12 +28,19 @@ public:
[[nodiscard]] std::vector<std::shared_ptr<Player>> getRemovedPlayers() const;
[[nodiscard]] std::vector<std::shared_ptr<Player>> getRemainingPlayers() const;
[[nodiscard]] int getMaxPlayerCount() const;
void lateUpdate() override;
void clear();
void resetPlayers();
void activatePlayers();
void deactivatePlayers();
private:
static inline std::shared_ptr<PlayerCollection> singletonInstance = nullptr;
@ -43,11 +50,13 @@ private:
std::vector<GridCoordinates> spawnPoints;
int nextSpawnPointIndex = 0;
void spawnPlayer(const std::shared_ptr<InputIdentity> &inputIdentity);
void spawnPlayer(const std::shared_ptr<InputIdentity> &inputIdentity, std::string skin = "");
std::vector<int> takenSkinIndices = {};
std::string getNextSkin();
int maxPlayerCount;
void updateInputIdentityAllowance() const;
};

View file

@ -3,6 +3,7 @@
#include <map>
#include <string>
#include "game/input/input_device_group.h"
#include "game/input/button_config.hpp"
#include "game/input/game_action_config.hpp"
@ -17,36 +18,68 @@ const std::map<sf::Keyboard::Key, ButtonConfig> KEY_CONFIGS = {
{sf::Keyboard::Down, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, HardDirection::DOWN)},
{sf::Keyboard::Left, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, HardDirection::LEFT)},
{sf::Keyboard::Right, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, HardDirection::RIGHT)},
{sf::Keyboard::RControl, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, {GameAction::GROW})},
{sf::Keyboard::Numpad0, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, {GameAction::SHRINK})},
{sf::Keyboard::RShift, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, {GameAction::RUN})},
{sf::Keyboard::RControl, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, {GameAction::RUN})},
{sf::Keyboard::Numpad0, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, {GameAction::RUN})},
{sf::Keyboard::Space, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, {GameAction::CONFIRM})},
{sf::Keyboard::W, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, HardDirection::UP)},
{sf::Keyboard::S, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, HardDirection::DOWN)},
{sf::Keyboard::A, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, HardDirection::LEFT)},
{sf::Keyboard::D, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, HardDirection::RIGHT)},
{sf::Keyboard::Space, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, {GameAction::GROW})},
{sf::Keyboard::Q, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, {GameAction::SHRINK})},
{sf::Keyboard::Q, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, {GameAction::CONFIRM})},
{sf::Keyboard::E, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, {GameAction::CONFIRM})},
{sf::Keyboard::LShift, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, {GameAction::RUN})},
{sf::Keyboard::LControl, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, {GameAction::RUN})},
{sf::Keyboard::I, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, HardDirection::UP)},
{sf::Keyboard::K, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, HardDirection::DOWN)},
{sf::Keyboard::J, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, HardDirection::LEFT)},
{sf::Keyboard::L, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, HardDirection::RIGHT)},
{sf::Keyboard::U, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, {GameAction::GROW})},
{sf::Keyboard::O, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, {GameAction::SHRINK})}
{sf::Keyboard::U, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, {GameAction::CONFIRM})},
{sf::Keyboard::O, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, {GameAction::CONFIRM})},
{sf::Keyboard::RAlt, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, {GameAction::RUN})},
{sf::Keyboard::B, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, {GameAction::RUN})}
};
// Gamepad buttons
const std::map<int, ButtonConfig> GAMEPAD_BUTTON_CONFIGS = {
{GamepadButton::EAST, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::GROW})},
{GamepadButton::SOUTH, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::SHRINK})}
{GamepadButton::EAST, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::CONFIRM})},
{GamepadButton::SOUTH, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::CONFIRM})},
{GamepadButton::RIGHT_SHOULDER, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::RUN})},
{GamepadButton::LEFT_SHOULDER, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::RUN})},
{GamepadButton::RIGHT_TRIGGER, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::RUN})},
{GamepadButton::LEFT_TRIGGER, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::RUN})},
{GamepadButton::NORTH, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::RUN})},
{GamepadButton::WEST, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::RUN})}
};
// Actions
const std::map<GameAction, GameActionConfig> GAME_ACTION_CONFIGS = {
{GameAction::GROW, GameActionConfig(InteractionMode::HOLD)},
{GameAction::SHRINK, GameActionConfig(InteractionMode::HOLD)}
{GameAction::CONFIRM, GameActionConfig(InteractionMode::PRESS)},
{GameAction::RUN, GameActionConfig(InteractionMode::HOLD)}
};
const std::map<InputDeviceGroup, std::string> DEVICE_GROUP_NAMES = {
{InputDeviceGroup::KEYBOARD_WASD, "WASD"},
{InputDeviceGroup::KEYBOARD_IJKL, "IJKL"},
{InputDeviceGroup::KEYBOARD_ARROWS, "Arrow keys"},
{InputDeviceGroup::GAMEPAD, "Gamepad"}
};
const std::map<InputDeviceGroup, std::string> DEVICE_GROUP_CONFIRM = {
{InputDeviceGroup::KEYBOARD_WASD, "Q or E"},
{InputDeviceGroup::KEYBOARD_IJKL, "U or O"},
{InputDeviceGroup::KEYBOARD_ARROWS, "Space"},
{InputDeviceGroup::GAMEPAD, "A"}
};
const std::map<InputDeviceGroup, std::string> DEVICE_GROUP_RUN = {
{InputDeviceGroup::KEYBOARD_WASD, "L-Shift or -Ctrl"},
{InputDeviceGroup::KEYBOARD_IJKL, "B or R-Alt"},
{InputDeviceGroup::KEYBOARD_ARROWS, "R-Shift, -Ctrl or Pad-0"},
{InputDeviceGroup::GAMEPAD, "Trigger or Shoulder"}
};
#endif //HOLESOME_INPUT_CONFIG_H

View file

@ -9,7 +9,7 @@
std::map<std::string, LevelConfig> const all_levels = {
{"default", LevelConfig("Default",
30,
120,
{
{0, 0},
{18, 18},
@ -23,7 +23,7 @@ std::map<std::string, LevelConfig> const all_levels = {
CollectableInLevel("rose", {1, 2}),
CollectableInLevel("small-tree", {4, 3}),
CollectableInLevel("rose", {8, 3}),
CollectableInLevel("rose", {6, 7}),
CollectableInLevel("lantern", {6, 7}),
CollectableInLevel("rose", {5, 5}),
CollectableInLevel("tram", {9, 5}),
CollectableInLevel("rose", {0, 1})

View file

@ -36,11 +36,9 @@ void loadAllFonts()
void runGame()
{
LOG(INFO) << "Starting game ...";
auto game = GameFactory::createWindowed("Holesome");
// Load initial level
LevelLoader::loadLevel(INITIAL_LEVEL);
auto game = GameFactory::createFullscreen(GAME_NAME);
game->showJoinScreen();
game->run();
InputMapper::getInstance().reset();

179
src/screens/join_screen.cpp Normal file
View file

@ -0,0 +1,179 @@
#include "join_screen.hpp"
#include "../config.h"
#include "../typography/font_manager.hpp"
#include "../game/player/player_collection.hpp"
#include "../levels.hpp"
#include "../game/level/level_loader.hpp"
#include "../game/game.h"
JoinScreen::JoinScreen()
{
// Title text
auto titleText = std::make_shared<sf::Text>();
titleText->setString(GAME_NAME);
titleText->setFont(*FontManager::getInstance()->getDefaultFont());
titleText->setCharacterSize(150);
titleText->setStyle(sf::Text::Bold);
titleText->setFillColor(sf::Color::White);
titleText->setPosition(REFERENCE_SIZE.x / 2.f - titleText->getGlobalBounds().width / 2.f, 20);
add(titleText);
// Create join-player text
auto joinText = std::make_shared<sf::Text>();
joinText->setString("Press button to join");
joinText->setFont(*FontManager::getInstance()->getDefaultFont());
joinText->setCharacterSize(24);
joinText->setFillColor(sf::Color::White);
joinText->setPosition(REFERENCE_SIZE.x / 2.f - joinText->getGlobalBounds().width / 2.f, 200);
add(joinText);
}
void JoinScreen::update()
{
Screen::update();
// Did any player start game?
auto players = PlayerCollection::getInstance()->getPlayers();
for (auto &player: players)
{
auto input = player->getInput();
if (input->isPerformingAction(GameAction::CONFIRM))
{
// Start game
Game::getInstance()->generateNewLevel();
return;
}
}
// Update player list items
if (players.size() == lastPlayerCount)
{
return;
}
lastPlayerCount = players.size();
playerList.clear();
playerListObjects.clear();
int index = 0;
for (auto &player: players)
{
addPlayerAtIndex(player, index);
index++;
}
}
void JoinScreen::draw(sf::RenderWindow *window)
{
Screen::draw(window);
// Draw player list items
for (auto &item: playerList)
{
window->draw(*item);
}
for (auto &item: playerListObjects)
{
item->draw(window);
}
}
void JoinScreen::addPlayerAtIndex(std::shared_ptr<Player> &player, int index)
{
int numberOfMaxPlayers = PlayerCollection::getInstance()->getMaxPlayerCount();
int paddingLeftRight = 100;
int paddingTop = 400;
int relativePaddingPerColumn = 0.1;
int columnWidth = (REFERENCE_SIZE.x - 2 * paddingLeftRight) / numberOfMaxPlayers;
int paddingPerColumn = columnWidth * relativePaddingPerColumn;
int contentWidth = columnWidth - paddingPerColumn;
auto topLeft = sf::Vector2f(paddingLeftRight + columnWidth * index,
paddingTop);
// Create player character
auto skinSprite = std::make_shared<VersatileSprite>(player->getSkinName(),
sf::Vector2f(contentWidth, contentWidth * ISOMETRIC_SKEW) *
0.9f);
skinSprite->coordinates->setIsometric(IsometricCoordinates(topLeft));
playerListObjects.push_back(skinSprite);
skinSprite->update();
skinSprite->lateUpdate();
skinSprite->preRenderUpdate();
// Show device group
auto deviceGroupText = std::make_shared<sf::Text>();
InputDeviceGroup deviceGroup = player->getInput()->deviceGroup;
deviceGroupText->setString(DEVICE_GROUP_NAMES.at(deviceGroup));
deviceGroupText->setFont(*FontManager::getInstance()->getDefaultFont());
deviceGroupText->setCharacterSize(24);
deviceGroupText->setFillColor(sf::Color::White);
deviceGroupText->setPosition(topLeft.x + contentWidth / 2.f * 0.9f - deviceGroupText->getGlobalBounds().width / 2.f,
topLeft.y + skinSprite->getSize().y + 20);
playerList.push_back(deviceGroupText);
// Show button to run
auto runText = std::make_shared<sf::Text>();
runText->setString("Press");
runText->setFont(*FontManager::getInstance()->getDefaultFont());
runText->setCharacterSize(15);
runText->setFillColor(sf::Color::White);
runText->setPosition(topLeft.x + contentWidth / 2.f * 0.9f - runText->getGlobalBounds().width / 2.f,
topLeft.y + skinSprite->getSize().y + 60);
playerList.push_back(runText);
std::string buttonToRun = DEVICE_GROUP_RUN.at(deviceGroup);
auto runButton = std::make_shared<sf::Text>();
runButton->setString(buttonToRun);
runButton->setFont(*FontManager::getInstance()->getDefaultFont());
runButton->setCharacterSize(15);
runButton->setFillColor(sf::Color::White);
runButton->setPosition(topLeft.x + contentWidth / 2.f * 0.9f - runButton->getGlobalBounds().width / 2.f,
topLeft.y + skinSprite->getSize().y + 80);
playerList.push_back(runButton);
auto confirmText = std::make_shared<sf::Text>();
confirmText->setString("to run");
confirmText->setFont(*FontManager::getInstance()->getDefaultFont());
confirmText->setCharacterSize(15);
confirmText->setFillColor(sf::Color::White);
confirmText->setPosition(topLeft.x + contentWidth / 2.f * 0.9f - confirmText->getGlobalBounds().width / 2.f,
topLeft.y + skinSprite->getSize().y + 100);
playerList.push_back(confirmText);
if (lastPlayerCount < MIN_PLAYER_COUNT)
{
return;
}
// Show button to press to start
auto pressText = std::make_shared<sf::Text>();
pressText->setString("Press");
pressText->setFont(*FontManager::getInstance()->getDefaultFont());
pressText->setCharacterSize(24);
pressText->setFillColor(sf::Color::Yellow);
pressText->setPosition(topLeft.x + contentWidth / 2.f * 0.9f - pressText->getGlobalBounds().width / 2.f,
topLeft.y + skinSprite->getSize().y + 170);
playerList.push_back(pressText);
std::string buttonToStart = DEVICE_GROUP_CONFIRM.at(deviceGroup);
auto buttonText = std::make_shared<sf::Text>();
buttonText->setString(buttonToStart);
buttonText->setFont(*FontManager::getInstance()->getDefaultFont());
buttonText->setCharacterSize(24);
buttonText->setFillColor(sf::Color::Yellow);
buttonText->setPosition(topLeft.x + contentWidth / 2.f * 0.9f - buttonText->getGlobalBounds().width / 2.f,
topLeft.y + skinSprite->getSize().y + 200);
playerList.push_back(buttonText);
auto toStartText = std::make_shared<sf::Text>();
toStartText->setString("to start");
toStartText->setFont(*FontManager::getInstance()->getDefaultFont());
toStartText->setCharacterSize(24);
toStartText->setFillColor(sf::Color::Yellow);
toStartText->setPosition(topLeft.x + contentWidth / 2.f * 0.9f - toStartText->getGlobalBounds().width / 2.f,
topLeft.y + skinSprite->getSize().y + 230);
playerList.push_back(toStartText);
}

View file

@ -0,0 +1,27 @@
#ifndef HOLESOME_JOIN_SCREEN_HPP
#define HOLESOME_JOIN_SCREEN_HPP
#include "screen.hpp"
#include "../game/player/player.hpp"
#include <SFML/Graphics/Text.hpp>
class JoinScreen : public Screen
{
public:
JoinScreen();
void update() override;
void draw(sf::RenderWindow *window) override;
private:
int lastPlayerCount = -1;
std::vector<std::shared_ptr<sf::Drawable>> playerList = {};
std::vector<std::shared_ptr<GameObject>> playerListObjects = {};
void addPlayerAtIndex(std::shared_ptr<Player> &player, int index);
};
#endif //HOLESOME_JOIN_SCREEN_HPP

View file

@ -0,0 +1,17 @@
#include <SFML/Graphics/Text.hpp>
#include "loading_screen.hpp"
#include "../typography/font_manager.hpp"
#include "../config.h"
LoadingScreen::LoadingScreen(const std::string &message)
{
auto text = std::make_shared<sf::Text>();
text->setString(message);
text->setFont(*FontManager::getInstance()->getDefaultFont());
text->setCharacterSize(24);
text->setStyle(sf::Text::Italic);
text->setFillColor(sf::Color::White);
text->setPosition(REFERENCE_SIZE.x / 2.f - text->getGlobalBounds().width / 2.f,
REFERENCE_SIZE.y / 2.f - text->getGlobalBounds().height / 2.f);
add(text);
}

View file

@ -0,0 +1,14 @@
#ifndef HOLESOME_LOADING_SCREEN_HPP
#define HOLESOME_LOADING_SCREEN_HPP
#include "screen.hpp"
class LoadingScreen : public Screen
{
public:
explicit LoadingScreen(const std::string &message = "Loading...");
};
#endif //HOLESOME_LOADING_SCREEN_HPP

View file

@ -2,9 +2,29 @@
#include "../typography/font_manager.hpp"
#include "../texture_config.h"
#include "../game/game.h"
WinnerScreen::WinnerScreen(const std::shared_ptr<Player> &winner)
: winner(winner)
WinnerScreen::WinnerScreen(std::vector<std::shared_ptr<Player>> players)
{
// Sort players by points descending
std::sort(players.begin(), players.end(), [](const std::shared_ptr<Player> &a, const std::shared_ptr<Player> &b)
{
return a->getPoints() > b->getPoints();
});
// Get winner
winner = players[0];
createWinnerTribute(winner);
if (players.size() > 1)
{
// Remove winner from list
players.erase(players.begin());
listRemainingScores(players);
}
}
void WinnerScreen::createWinnerTribute(const std::shared_ptr<Player> &winner)
{
// Winner title
auto winnerTitle = std::make_shared<sf::Text>();
@ -17,7 +37,8 @@ WinnerScreen::WinnerScreen(const std::shared_ptr<Player> &winner)
add(winnerTitle);
// Add graphic of the winner
auto winnerGraphic = std::make_shared<VersatileSprite>(PLAYER_SKIN);
auto winnerGraphic = std::make_shared<VersatileSprite>(winner->getSkinName(),
sf::Vector2f(500, 500 * ISOMETRIC_SKEW));
auto center = REFERENCE_SIZE / 2.f;
auto winnerPosition = center - winnerGraphic->getSize() / 2.f;
winnerGraphic->coordinates->setIsometric(IsometricCoordinates(winnerPosition));
@ -29,6 +50,73 @@ WinnerScreen::WinnerScreen(const std::shared_ptr<Player> &winner)
points->setString("Points: " + std::to_string(winner->getPoints()));
points->setCharacterSize(20);
points->setFillColor(sf::Color::White);
points->setPosition(REFERENCE_SIZE.x / 2 - points->getGlobalBounds().width / 2, REFERENCE_SIZE.y - 300);
points->setPosition(REFERENCE_SIZE.x / 2 - points->getGlobalBounds().width / 2, REFERENCE_SIZE.y - 400);
add(points);
// Show points below
if (winner->getMaxPoints() != winner->getPoints())
{
auto highestPoints = std::make_shared<sf::Text>();
highestPoints->setFont(*FontManager::getInstance()->getDefaultFont());
highestPoints->setString("Highest Points: " + std::to_string(winner->getMaxPoints()));
highestPoints->setCharacterSize(20);
highestPoints->setFillColor(sf::Color::Yellow);
highestPoints->setPosition(REFERENCE_SIZE.x / 2 - highestPoints->getGlobalBounds().width / 2,
REFERENCE_SIZE.y - 360);
add(highestPoints);
}
// Show press button to continue
auto input = winner->getInput();
auto confirmButton = DEVICE_GROUP_CONFIRM.at(input->deviceGroup);
auto confirmText = std::make_shared<sf::Text>();
confirmText->setFont(*FontManager::getInstance()->getDefaultFont());
confirmText->setString("Press " + confirmButton + " to continue");
confirmText->setCharacterSize(20);
confirmText->setFillColor(sf::Color::White);
confirmText->setStyle(sf::Text::Bold);
confirmText->setPosition(REFERENCE_SIZE.x / 2 - confirmText->getGlobalBounds().width / 2, REFERENCE_SIZE.y - 200);
add(confirmText);
}
void WinnerScreen::update()
{
GameObject::update();
auto input = winner->getInput();
if (input->isPerformingAction(GameAction::CONFIRM))
{
Game::getInstance()->showJoinScreen();
}
}
void WinnerScreen::listRemainingScores(const std::vector<std::shared_ptr<Player>> &remainingPlayers)
{
int leftPadding = 150;
int topPadding = 500;
int betweenPadding = 50;
int height = 64;
int index = 0;
for (const auto &player: remainingPlayers)
{
// Player skin
auto playerGraphic = std::make_shared<VersatileSprite>(player->getSkinName(),
sf::Vector2f(height / ISOMETRIC_SKEW, height));
playerGraphic->coordinates->setIsometric(
IsometricCoordinates(leftPadding, topPadding + index * (height + betweenPadding)));
add(playerGraphic);
// Points
auto points = std::make_shared<sf::Text>();
points->setFont(*FontManager::getInstance()->getDefaultFont());
points->setString(std::to_string(player->getMaxPoints()));
points->setCharacterSize(20);
points->setFillColor(sf::Color::White);
points->setPosition(leftPadding + playerGraphic->getSize().x + 10,
topPadding + index * (height + betweenPadding) + height / 2.f -
points->getGlobalBounds().height / 2.f);
add(points);
index++;
}
}

View file

@ -9,10 +9,16 @@
class WinnerScreen : public Screen
{
public:
WinnerScreen(const std::shared_ptr<Player> &winner);
WinnerScreen(std::vector<std::shared_ptr<Player>> players);
void update() override;
private:
std::shared_ptr<Player> winner;
void createWinnerTribute(const std::shared_ptr<Player> &winner);
void listRemainingScores(const std::vector<std::shared_ptr<Player>>& remainingPlayers);
};

View file

@ -29,11 +29,6 @@ void MaskedSprite::preRenderUpdate()
return;
}
if (previousAngle == angle && previousRenderPosition == renderPosition)
{
return;
}
if (angle == 0)
{
renderPosition = coordinates->isometric().toScreen();
@ -45,6 +40,11 @@ void MaskedSprite::preRenderUpdate()
sprite->setPosition(renderPosition);
sprite->setRotation(angle);
if (previousAngle == angle && previousRenderPosition == renderPosition)
{
return;
}
updateFreshMaskedSprite();
previousAngle = angle;
@ -78,7 +78,7 @@ void MaskedSprite::updateFreshMaskedSprite()
coordinatesTopLeftCorner.diagonalWorld().vertical);
auto xAxis = rotateVectorByAngle(sf::Vector2f(1, 0), angle);
auto yAxis = rotateVectorByAngle(sf::Vector2f(0, -1), angle);
float xFactorPerPixel = sprite->getScale().x / WORLD_TO_ISO_SCALE;
float xFactorPerPixel = sprite->getScale().x / WORLD_TO_ISO_SCALE * sqrt(2);
float yFactorPerPixel = sprite->getScale().y / WORLD_TO_ISO_SCALE;
for (int yOffset = 0; yOffset < textureRect.height; yOffset++)
{

View file

@ -9,7 +9,7 @@
#include "sprites/tiling/tileset_config.hpp"
#include "sprites/configs/masked_sprite_config.hpp"
#define PLAYER_SKIN "hole"
#define PLAYER_SKINS std::vector<std::string> { "player", "player-1", "player-2", "player-3" }
/**
* All textures used in the game.
@ -18,7 +18,6 @@
std::map<std::string, std::string> const all_textures = {
{"numbers", "assets/numbers.png"},
{"64", "assets/64.png"},
{"edge", "assets/edge.png"},
{"ring", "assets/ring.png"},
{"grasses", "assets/grass_plus.png"},
{"hole", "assets/hole.png"},
@ -28,7 +27,14 @@ std::map<std::string, std::string> const all_textures = {
{"small-tree", "assets/collectables/small-tree.png"},
{"stone", "assets/collectables/stone.png"},
{"tram", "assets/collectables/tram.png"},
{"iso-tiles", "assets/isometric-tiles.png"}
{"lantern", "assets/collectables/lantern.png"},
{"player", "assets/player/player.png"},
{"player-0", "assets/player/player-0.png"},
{"player-1", "assets/player/player-1.png"},
{"player-2", "assets/player/player-2.png"},
{"player-3", "assets/player/player-3.png"},
{"iso-tiles", "assets/isometric-tiles.png"},
{"custom-grass-tiles", "assets/grass-tiles.png"}
};
/**
@ -38,7 +44,8 @@ std::map<std::string, std::string> const all_textures = {
std::map<std::string, SheetConfig> const all_sheets = {
{"numbers", SheetConfig("numbers", 4, 2)},
{"grasses", SheetConfig("grasses", 25, 14)},
{"iso-tiles", SheetConfig("iso-tiles", 6, 2)}
{"iso-tiles", SheetConfig("iso-tiles", 6, 2)},
{"custom-grass-tiles", SheetConfig("custom-grass-tiles", 6, 2)}
};
/**
@ -57,7 +64,12 @@ std::map<std::string, SpriteConfig> const all_sprites = {
{"64", SpriteConfig("64")},
{"edge", SpriteConfig("edge")},
{"ring", SpriteConfig("ring")},
{"hole", SpriteConfig("hole")}
{"hole", SpriteConfig("hole")},
{"player", SpriteConfig("player")},
{"player-0", SpriteConfig("player-0")},
{"player-1", SpriteConfig("player-1")},
{"player-2", SpriteConfig("player-2")},
{"player-3", SpriteConfig("player-3")}
};
/**
@ -70,6 +82,7 @@ std::map<std::string, MaskedSpriteConfig> const all_masked_sprites = {
{"rosebush", MaskedSpriteConfig("rosebush")},
{"stone", MaskedSpriteConfig("stone")},
{"tram", MaskedSpriteConfig("tram")},
{"lantern", MaskedSpriteConfig("lantern")},
{"small-tree", MaskedSpriteConfig("small-tree")}
};
@ -78,7 +91,7 @@ std::map<std::string, MaskedSpriteConfig> const all_masked_sprites = {
* The key is the name of the tileset, the value is the tileset config.
*/
std::map<std::string, TileSetConfig> const all_tilesets = {
{"iso-tiles", TileSetConfig("iso-tiles", {0, 1, 2, 3, 4, 5})}
{"iso-tiles", TileSetConfig("custom-grass-tiles", {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11})}
};
#endif //HOLESOME_TEXTURE_CONFIG_H

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