883 lines
No EOL
40 KiB
C++
883 lines
No EOL
40 KiB
C++
class Game {
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public:
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int result, loop;
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Time mTime;
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Game(int loopNum, Time mTime) {
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loop = loopNum;
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result = init(mTime);
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}
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private:
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bool ended = false;
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sf::Texture loadingBarEmpty;
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sf::Texture loadingBarFull;
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//update total
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int totalTextures = 53;
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int loadedTextures = 0;
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sf::Font oxan;
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void updateLoader(sf::RenderWindow &window, const std::string& msg = "") {
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loadedTextures++;
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window.clear(sf::Color::Black);
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//auto start = std::chrono::high_resolution_clock::now();
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MySprite barEmpty(loadingBarEmpty, 100);
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MySprite barFull(loadingBarFull, 100);
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barFull.setScale(1.1, 0.87);
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sf::FloatRect fullBarRect = barFull.getLocalBounds();
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barFull.setOrigin(fullBarRect.width/2.0, fullBarRect.height/2.0);
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barEmpty.setPosition(window.getSize().x/(float)2, window.getSize().y/(float)2);
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barFull.setPosition(barEmpty.getPosition().x, barEmpty.getPosition().y);
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barFull.setTextureRect(sf::IntRect(fullBarRect.left, fullBarRect.top, fullBarRect.width/(float)totalTextures * (float)loadedTextures, fullBarRect.height));
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sf::Text loadingMessage(msg, oxan, 15);
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loadingMessage.setOrigin(loadingMessage.getGlobalBounds().width/2.0, loadingMessage.getGlobalBounds().height/2.0);
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loadingMessage.setPosition(window.getSize().x/2.0, window.getSize().y/2.0 + 50);
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window.draw(barEmpty);
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window.draw(barFull);
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window.draw(loadingMessage);
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window.display();
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}
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int init(Time mTime) {
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// display "Hello, World!" -- this still appears in our Run terminal as before
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cout << "Hello, World!" << endl;
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default_random_engine gen(std::chrono::system_clock::now().time_since_epoch().count());
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Clock fireClock, spawnClock, shieldTimer;
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bool poweredUpRapid = false;
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Clock rapidFireClock;
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bool poweredUpDamage = false;
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Clock damageClock;
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bool poweredUpSpray = false;
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Clock sprayFireClock;
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bool poweredUpbackwards = false;
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Clock backwardsClock;
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bool poweredUpFighter = false;
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Clock fighterClock;
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bool poweredUpTurret = false;
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Clock turretClock, turretFireClock, fighterFireClock;
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bool poweredUpTime = false;
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Clock timeClock;
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// create a RenderWindow object
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// specify the size to be 640x640
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// set the title to be "SFML Example Window"
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RenderWindow window(VideoMode(1240, 640), "Asteroids");
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window.setFramerateLimit(30);
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window.setPosition(sf::Vector2i(window.getPosition().x, window.getPosition().y - 50));
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//********************************************
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// FONTS
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//********************************************
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oxan.loadFromFile("data/Fonts/Oxanium-Light.ttf");
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updateLoader(window, "Preparing load screen...");
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auto start = std::chrono::high_resolution_clock::now();
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loadingBarEmpty.loadFromFile("data/Gui/LoadingBarEmpty.png");
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updateLoader(window, "Preparing load screen...");
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loadingBarFull.loadFromFile("data/Gui/LoadingBarFull.png");
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updateLoader(window, "Preparing load screen...");
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loadingBarFull.setRepeated(false);
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//********************************************
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// FONTS
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//********************************************
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Font sk;
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sk.loadFromFile("data\\Fonts\\Sk.ttf");
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updateLoader(window, "Loading fonts...");
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Font monkirta;
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monkirta.loadFromFile("data\\Fonts\\Monkirta Pursuit NC.ttf");
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updateLoader(window, "Loading fonts...");
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//********************************************
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// GRAPHICS
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//********************************************
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Texture ship;
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ship.loadFromFile("data\\Ship.png");
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updateLoader(window, "Loading textures...");
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Texture shield;
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shield.loadFromFile("data\\bubble.png");
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updateLoader(window, "Loading textures...");
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Texture background;
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background.loadFromFile("data\\back.png");
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updateLoader(window, "Loading textures...");
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Texture turretGun;
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turretGun.loadFromFile("data\\turret.png");
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updateLoader(window, "Loading textures...");
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Texture wingmanShip;
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wingmanShip.loadFromFile("data\\wingmanShip.png");
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updateLoader(window, "Loading textures...");
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Texture blueLaser;
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Collision::CreateTextureAndBitmask(blueLaser, "data\\blue.png");
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updateLoader(window, "Loading textures...");
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Texture greenLaser;
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Collision::CreateTextureAndBitmask(greenLaser, "data\\greenLaser.png");
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updateLoader(window, "Loading textures...");
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Texture redLaser;
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Collision::CreateTextureAndBitmask(redLaser, "data\\redLaser.png");
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updateLoader(window, "Loading textures...");
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Texture yellowBall;
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Collision::CreateTextureAndBitmask(yellowBall, "data\\yellowBall.png");
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updateLoader(window, "Loading textures...");
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Texture explosion;
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explosion.loadFromFile("data\\explodeSheet.png");
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updateLoader(window, "Loading textures...");
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Texture rapidFire;
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rapidFire.loadFromFile("data\\Gui\\rapidFire.png");
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updateLoader(window, "Loading textures...");
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Texture damage;
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damage.loadFromFile("data\\Gui\\damage.png");
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updateLoader(window, "Loading textures...");
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Texture spray;
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spray.loadFromFile("data\\Gui\\spray.png");
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updateLoader(window, "Loading textures...");
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Texture backwards;
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backwards.loadFromFile("data\\Gui\\directions.png");
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updateLoader(window, "Loading textures...");
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Texture shieldUp;
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shieldUp.loadFromFile("data\\Gui\\shield.png");
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updateLoader(window, "Loading textures...");
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Texture slowTime;
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slowTime.loadFromFile("data\\Gui\\slowTime.png");
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updateLoader(window, "Loading textures...");
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Texture wingman;
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wingman.loadFromFile("data\\Gui\\fighter.png");
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updateLoader(window, "Loading textures...");
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Texture turret;
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turret.loadFromFile("data\\Gui\\turret.png");
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updateLoader(window, "Loading textures...");
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vector < Texture > largeAsteroids;
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for (int i = 1; i <= 7; i++) {
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largeAsteroids.emplace_back();
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Collision::CreateTextureAndBitmask(largeAsteroids[largeAsteroids.size() - 1],
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"data\\Asteroids\\(" + to_string(i) + ").png");
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updateLoader(window, "Loading textures...");
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}
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vector < Texture > mediumAsteroids;
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for (int i = 8; i <= 17; i++) {
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mediumAsteroids.emplace_back();
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Collision::CreateTextureAndBitmask(mediumAsteroids[mediumAsteroids.size() - 1],
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"data\\Asteroids\\(" + to_string(i) + ").png");
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updateLoader(window, "Loading textures...");
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}
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vector < Texture > smallAsteroids;
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for (int i = 18; i <= 23; i++) {
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smallAsteroids.emplace_back();
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Collision::CreateTextureAndBitmask(smallAsteroids[smallAsteroids.size() - 1],
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"data\\Asteroids\\(" + to_string(i) + ").png");
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updateLoader(window, "Loading textures...");
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}
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//********************************************
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// SOUNDS
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//********************************************
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Sound pew;
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SoundBuffer pewBuff;
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pewBuff.loadFromFile("data\\Sounds\\pew.wav");
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updateLoader(window, "Loading sounds...");
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pew.setBuffer(pewBuff);
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pew.setVolume(25);
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Sound enemyBoom;
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SoundBuffer enemyBoomBuff;
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enemyBoomBuff.loadFromFile("data\\Sounds\\explosions.wav");
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updateLoader(window, "Loading sounds...");
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enemyBoom.setBuffer(enemyBoomBuff);
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Sound playerBoom;
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SoundBuffer playerBoomBuff;
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playerBoomBuff.loadFromFile("data\\Sounds\\boom.wav");
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updateLoader(window, "Loading sounds...");
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playerBoom.setBuffer(playerBoomBuff);
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Sound playerLost;
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SoundBuffer playerBoomLost;
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playerBoomLost.loadFromFile("data\\Sounds\\lost.wav");
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updateLoader(window, "Loading sounds...");
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playerLost.setBuffer(playerBoomLost);
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Sound newLife;
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SoundBuffer newLifeBuff;
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newLifeBuff.loadFromFile("data\\Sounds\\pling.wav");
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updateLoader(window, "Loading sounds...");
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newLife.setBuffer(newLifeBuff);
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Sound powerUpSound;
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SoundBuffer powerUpBuff;
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powerUpBuff.loadFromFile("data\\Sounds\\powerUp.wav");
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updateLoader(window, "Loading sounds...");
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powerUpSound.setBuffer(powerUpBuff);
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sf::Music musicLoop1;
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musicLoop1.openFromFile("data/Sounds/Unknown Theme.wav");
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updateLoader(window, "Loading sounds...");
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musicLoop1.setVolume(60);
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sf::Music musicLoop2;
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musicLoop2.openFromFile("data/Sounds/loop.wav");
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updateLoader(window, "Loading sounds...");
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if (loop == 1) {
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musicLoop1.setPlayingOffset(mTime);
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musicLoop1.play();
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}
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else {
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musicLoop2.setPlayingOffset(mTime);
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musicLoop2.play();
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}
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//********************************************
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// Text
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//********************************************
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Text score;
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score.setFillColor(Color::White);
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score.setPosition(10, 10);
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score.setFont(oxan);
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score.setString("Score: 0");
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score.setCharacterSize(20);
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Text destroyed;
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destroyed.setFillColor(Color::White);
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destroyed.setFont(sk);
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destroyed.setCharacterSize(70);
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destroyed.setString("Destroyed");
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destroyed.setOrigin(destroyed.getGlobalBounds().width/2.0, destroyed.getGlobalBounds().height/2.0);
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destroyed.setPosition(window.getSize().x/2.0, window.getSize().y/3.0);
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Text pressEnter;
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pressEnter.setFillColor(Color::White);
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pressEnter.setFont(monkirta);
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pressEnter.setCharacterSize(20);
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pressEnter.setString("Press ENTER to return to the menu...");
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pressEnter.setOrigin(pressEnter.getGlobalBounds().width/2.0, pressEnter.getGlobalBounds().height/2.0);
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pressEnter.setPosition(window.getSize().x/2.0, window.getSize().y/2.25);
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auto stop = std::chrono::high_resolution_clock::now();
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auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(stop - start);
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std::cout << duration.count() << " milliseconds" << std::endl;
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std::cout << loadedTextures << std::endl;
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if (loadedTextures != totalTextures) std::cout << "UPDATE!!!" << std::endl;
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//********************************************
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// Resource loading above here
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//********************************************
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vector < MySprite > projectiles;
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vector < MySprite > animations;
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vector < Entity * > enemies;
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vector < Drawable * > gui;
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vector < MySprite > lives;
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vector < Drawable * > lost;
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lost.push_back(&destroyed);
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lost.push_back(&pressEnter);
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MySprite backSprite(background, 100, window.getSize().x / 2,
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window.getSize().y / 2, 0, 0);
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Ship player(ship, 30, window.getSize().x / 2, window.getSize().y / 2, 0, 0);
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player.setMaxVelocity(15);
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player.setMinVelocity(-7);
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player.setEdgeBehavior(MySprite::EdgeBehavior::LOOP);
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player.setShield(true, &shield, 12, &shieldTimer);
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MySprite fighter(wingmanShip, 10, -20, -20, 0, 0);
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fighter.setMaxVelocity(18);
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fighter.setMinVelocity(0);
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gui.push_back(&backSprite);
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gui.push_back(&score);
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for (int i = 0; i < player.getLives(); i++)
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lives.emplace_back(ship, 20, window.getSize().x - (i * 40 + 25), 25, 0, 270);
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// while our window is open, keep it open
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// this is our draw loop
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while (window.isOpen()) {
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window.clear(Color::Black); // clear the contents of the old frame
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// by setting the window to black
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if (shieldTimer.getElapsedTime().asSeconds() > 5) player.setShield(false);
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if (poweredUpRapid && rapidFireClock.getElapsedTime().asSeconds() > 12) poweredUpRapid = false;
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if (poweredUpDamage && damageClock.getElapsedTime().asSeconds() > 12) poweredUpDamage = false;
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if (poweredUpSpray && sprayFireClock.getElapsedTime().asSeconds() > 12) poweredUpSpray = false;
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if (poweredUpbackwards && backwardsClock.getElapsedTime().asSeconds() > 12) poweredUpbackwards = false;
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if (poweredUpFighter && fighterClock.getElapsedTime().asSeconds() > 12) {
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poweredUpFighter = false;
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fighter.setPosition(-20, -20);
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fighter.setVelocity(0);
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fighter.setDirection(0);
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}
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if (poweredUpTurret && turretClock.getElapsedTime().asSeconds() > 12) {
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poweredUpTurret = false;
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player.removeRider(0);
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} if (poweredUpTime && timeClock.getElapsedTime().asSeconds() > 5) {
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for (auto e : enemies) {
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e->setVelocity(e->getVelocity() * 8);
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}
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poweredUpTime = false;
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}
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//****************************************
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// Handle keypresses below here
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//****************************************
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if (!ended) {
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if ((Keyboard::isKeyPressed(Keyboard::Up) || Keyboard::isKeyPressed(Keyboard::W)))
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player.accelerate(0.5);
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if ((Keyboard::isKeyPressed(Keyboard::Down) || Keyboard::isKeyPressed(Keyboard::S)))
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player.accelerate(-.5);
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if ((Keyboard::isKeyPressed(Keyboard::Right) || Keyboard::isKeyPressed(Keyboard::D))) player.turn(10);
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if ((Keyboard::isKeyPressed(Keyboard::Left) || Keyboard::isKeyPressed(Keyboard::A))) player.turn(-10);
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if (Keyboard::isKeyPressed(Keyboard::Space) && ((!poweredUpRapid && fireClock.getElapsedTime().asSeconds() > 0.4) || (poweredUpRapid && fireClock.getElapsedTime().asSeconds() > 0.2))) {
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if (!poweredUpRapid)
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player.shoot(projectiles, pew, blueLaser, 0.3, player.getPosition().x,
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player.getPosition().y, 20,
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player.getDirection());
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else
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player.shoot(projectiles, pew, greenLaser, 0.3, player.getPosition().x,
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player.getPosition().y, 20,
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player.getDirection());
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if (poweredUpDamage) {
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projectiles[projectiles.size() - 1].setType("Damage");
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projectiles[projectiles.size() - 1].setTexture(redLaser);
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}
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if (poweredUpbackwards) {
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if (!poweredUpRapid)
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player.shoot(projectiles, pew, blueLaser, 0.3, player.getPosition().x,
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player.getPosition().y, 20,
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player.getDirection() +180);
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else
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player.shoot(projectiles, pew, greenLaser, 0.3, player.getPosition().x,
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player.getPosition().y, 20,
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player.getDirection() +180);
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if (poweredUpDamage) {
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projectiles[projectiles.size() - 1].setType("Damage");
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projectiles[projectiles.size() - 1].setTexture(redLaser);
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}
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}
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if (poweredUpSpray) {
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for (int offset = -15; offset <= 15; offset += 30) {
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if (!poweredUpRapid)
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player.shoot(projectiles, pew, blueLaser, 0.3, player.getPosition().x,
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player.getPosition().y, 20,
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player.getDirection() + offset);
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else
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player.shoot(projectiles, pew, greenLaser, 0.3, player.getPosition().x,
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player.getPosition().y, 20,
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player.getDirection() + offset);
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if (poweredUpDamage) {
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projectiles[projectiles.size() - 1].setType("Damage");
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projectiles[projectiles.size() - 1].setTexture(redLaser);
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}
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}
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}
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fireClock.restart();
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}
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}
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if (Keyboard::isKeyPressed(Keyboard::Enter) && ended) {
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if (loop == 1) this->mTime = musicLoop1.getPlayingOffset();
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else this->mTime = musicLoop2.getPlayingOffset();
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musicLoop1.stop();
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musicLoop2.stop();
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return 0;
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}
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//****************************************
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// Handle keypresses above here
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//****************************************
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//****************************************
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// Spawn cycle below here
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//****************************************
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uniform_int_distribution<int> stroidChance(1, 32), powerUpChance(1, 50),
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powerUp(1, 8), stroidSize(1, 3),
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smallTexture(0, smallAsteroids.size() - 1),
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mediumTexture(0, mediumAsteroids.size() - 1),
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largeTexture(0, largeAsteroids.size() - 1), side(1, 4),
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xPos(0, window.getSize().x), yPos(0, window.getSize().y),
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scale(70, 110), scaleLarge(65, 85);
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uniform_real_distribution<double> velocity(0.5, 4);
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if (spawnClock.getElapsedTime().asSeconds() >= 0.10) { //spawn chances every .1 sec
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int pickedNum = stroidChance(gen);
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if (pickedNum >= 1 && pickedNum <= (poweredUpTime ? 1 : 8)) { //stroid spawns happen approx. every half sec
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uniform_int_distribution<int> angle;
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int x = 0, y = 0, s = side(gen);
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switch (s) { //decide which side of window to spawn stroid
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case 1: //top
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x = xPos(gen); //get random xPos
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if (x <= window.getSize().x /
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2) { //if on left half of window (calculate angle to point towards window)
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angle = uniform_int_distribution<int>(
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285 - ((double) x) / (window.getSize().x / 2.0) * 75, 330);
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} else { //else
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angle = uniform_int_distribution<int>(210, 330 -
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((double) (x - window.getSize().x / 2.0)) /
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(window.getSize().x / 2.0) * 75);
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}
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break;
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case 2: //left
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y = yPos(gen); //get random yPos
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if (y <= window.getSize().y /
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2) { //if on top half of window (calculate angle to point towards window)
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angle = uniform_int_distribution<int>(
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300, 345 + ((double) y) / (window.getSize().y / 2.0) * 75);
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} else { //else
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angle = uniform_int_distribution<int>(-60 + ((double) (y - window.getSize().y / 2.0)) /
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(window.getSize().y / 2.0) * 75, 60);
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}
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break;
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case 3: //bottom
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x = xPos(gen); //get random xPos
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y = window.getSize().y;
|
|
if (x <= window.getSize().x /
|
|
2) { //if on left half of window (calculate angle to point towards window)
|
|
angle = uniform_int_distribution<int>(
|
|
30, 150 - ((double) x) / (window.getSize().x / 2.0) * 75);
|
|
} else { //else
|
|
angle = uniform_int_distribution<int>(105 - ((double) (x - window.getSize().x / 2.0)) /
|
|
(window.getSize().x / 2.0) * 75, 150);
|
|
}
|
|
break;
|
|
case 4: //right
|
|
y = yPos(gen); //get random yPos
|
|
x = window.getSize().x;
|
|
if (y <= window.getSize().y /
|
|
2) { //if on top half of window (calculate angle to point towards window)
|
|
angle = uniform_int_distribution<int>(
|
|
195 - ((double) y) / (window.getSize().y / 2.0) * 75, 240);
|
|
} else { //else
|
|
angle = uniform_int_distribution<int>(120, 165 +
|
|
((double) (y - window.getSize().y / 2.0)) /
|
|
(window.getSize().y / 2.0) * 75);
|
|
}
|
|
break;
|
|
}
|
|
|
|
int size = stroidSize(gen);
|
|
double velo = velocity(gen);
|
|
|
|
switch (size) {
|
|
case 1:
|
|
enemies.push_back(new Asteroid(size, size * 100, smallAsteroids[smallTexture(gen)], scale(gen), x, y,
|
|
poweredUpTime ? velo/8 : velo, (360 + angle(gen)) % 360));
|
|
break;
|
|
case 2:
|
|
enemies.push_back(new Asteroid(size, size * 100, mediumAsteroids[mediumTexture(gen)], scale(gen), x,
|
|
y, poweredUpTime ? velo/8 : velo, (360 + angle(gen)) % 360));
|
|
break;
|
|
case 3:
|
|
enemies.push_back(new Asteroid(size, size * 100, largeAsteroids[largeTexture(gen)], scaleLarge(gen),
|
|
x, y, poweredUpTime ? velo/8 : velo, (360 + angle(gen)) % 360));
|
|
break;
|
|
}
|
|
|
|
if (size == 3 && powerUpChance(gen) == 25) {
|
|
Texture *temp;
|
|
string type;
|
|
switch (powerUp(gen)) {
|
|
case 1:
|
|
temp = &rapidFire;
|
|
type = "Rapid";
|
|
break;
|
|
case 2:
|
|
temp = &damage;
|
|
type = "Damage";
|
|
break;
|
|
case 3:
|
|
temp = &spray;
|
|
type = "Spray";
|
|
break;
|
|
case 4:
|
|
temp = &backwards;
|
|
type = "Backwards";
|
|
break;
|
|
case 5:
|
|
temp = &shieldUp;
|
|
type = "Shield";
|
|
break;
|
|
case 6:
|
|
temp = &slowTime;
|
|
type = "Time";
|
|
break;
|
|
case 7:
|
|
temp = &wingman;
|
|
type = "Wingman";
|
|
break;
|
|
case 8:
|
|
temp = &turret;
|
|
type = "Turret";
|
|
break;
|
|
}
|
|
Rider moveEntity(*temp, 25);
|
|
moveEntity.setType(type);
|
|
enemies[enemies.size() - 1]->addRider(moveEntity);
|
|
}
|
|
}
|
|
spawnClock.restart();
|
|
}
|
|
|
|
//****************************************
|
|
// Spawn cycle above here
|
|
//****************************************
|
|
|
|
//****************************************
|
|
// Object updates/deletion
|
|
//****************************************
|
|
|
|
player.update(&window);
|
|
|
|
if (poweredUpTurret || poweredUpFighter) {
|
|
int closest = 0;
|
|
for (int i = 1; i < enemies.size(); i++) {
|
|
float xDistClosest = enemies[closest]->getXPos() - player.getXPos();
|
|
float yDistClosest = enemies[closest]->getYPos() - player.getYPos();
|
|
float xDistTest = enemies[i]->getXPos() - player.getXPos();
|
|
float yDistTest = enemies[i]->getYPos() - player.getYPos();
|
|
float closeDist = xDistClosest*xDistClosest + yDistClosest*yDistClosest;
|
|
float testDist = xDistTest*xDistTest + yDistTest*yDistTest;
|
|
float edgeOffsetClosest = player.getGlobalBounds().width/2 + enemies[closest]->getGlobalBounds().width/2;
|
|
float edgeOffsetTest = player.getGlobalBounds().width/2 + enemies[i]->getGlobalBounds().width/2;
|
|
|
|
if ((testDist - (edgeOffsetTest*edgeOffsetTest)) < (closeDist - (edgeOffsetClosest*edgeOffsetClosest)))
|
|
closest = i;
|
|
}
|
|
|
|
float xDistClosest = enemies[closest]->getXPos() - player.getXPos();
|
|
float yDistClosest = enemies[closest]->getYPos() - player.getYPos();
|
|
float distSquared = xDistClosest*xDistClosest + yDistClosest*yDistClosest;
|
|
|
|
if (poweredUpTurret) {
|
|
float turnAngle = 8;
|
|
float goalAngle = -(180.0 / MySprite::PI) * atan2(yDistClosest, xDistClosest);
|
|
float diff = fabs(player.getRiders()[0].getDirection() - goalAngle);
|
|
|
|
if (player.getRiders()[0].getDirection() > goalAngle && diff >= turnAngle) player.getRidersForEdit()->at(0).turn(turnAngle);
|
|
else if (player.getRiders()[0].getDirection() < goalAngle && diff >= turnAngle) player.getRidersForEdit()->at(0).turn(-turnAngle);
|
|
else if (player.getRiders()[0].getDirection() > goalAngle && diff < turnAngle) player.getRidersForEdit()->at(0).turn(diff);
|
|
else if (player.getRiders()[0].getDirection() < goalAngle && diff < turnAngle) player.getRidersForEdit()->at(0).turn(-diff);
|
|
|
|
if (!ended && turretFireClock.getElapsedTime().asSeconds() > 0.4 && distSquared < (320 * 320) && diff < 45) {
|
|
player.shoot(projectiles, pew, blueLaser, 0.2, player.getPosition().x,
|
|
player.getPosition().y, 20,
|
|
player.getRiders()[0].getDirection());
|
|
turretFireClock.restart();
|
|
}
|
|
}
|
|
|
|
if (poweredUpFighter) {
|
|
float xDistClosestFighter = enemies[closest]->getXPos() - fighter.getXPos();
|
|
float yDistClosestFighter = enemies[closest]->getYPos() - fighter.getYPos();
|
|
float radiusOffsetSquared = (enemies[closest]->getGlobalBounds().width/2)*(enemies[closest]->getGlobalBounds().width/2);
|
|
|
|
float distSquaredFighter = xDistClosestFighter*xDistClosestFighter + yDistClosestFighter*yDistClosestFighter;
|
|
|
|
if (distSquaredFighter - radiusOffsetSquared >= (150*150)) fighter.accelerate(0.5);
|
|
else fighter.accelerate(-1);
|
|
|
|
fighter.update(&window);
|
|
|
|
float turnAngle = 12;
|
|
double targetAngle = -((atan2(yDistClosestFighter, xDistClosestFighter)) * 180 / MySprite::PI);
|
|
targetAngle = fmod(targetAngle, 360);
|
|
if (targetAngle < 0)
|
|
targetAngle += 360;
|
|
|
|
double changeAngle = std::abs(fighter.getDirection() - targetAngle);
|
|
if (changeAngle > 180) changeAngle = std::abs(changeAngle - 360);
|
|
if (changeAngle > turnAngle) changeAngle = turnAngle;
|
|
|
|
if (std::abs(fighter.getDirection() - targetAngle) <= 180) fighter.turn(fighter.getDirection() - targetAngle > 0 ? changeAngle : -changeAngle);
|
|
else fighter.turn(fighter.getDirection() - targetAngle > 0 ? -changeAngle : changeAngle);
|
|
|
|
if (!ended && fighterFireClock.getElapsedTime().asSeconds() > 0.15 && distSquaredFighter - radiusOffsetSquared < (180 * 180) && (fighter.getDirection() - targetAngle) < 45) {
|
|
float dist = 10;
|
|
float xDist = dist*cos((MySprite::PI/180)*(fighter.getDirection()+90));
|
|
float yDist = dist*sin((MySprite::PI/180)*(fighter.getDirection()+90));
|
|
|
|
player.shoot(projectiles, pew, yellowBall, 2, fighter.getPosition().x - xDist,
|
|
fighter.getPosition().y + yDist, 15,
|
|
fighter.getDirection());
|
|
|
|
player.shoot(projectiles, pew, yellowBall, 2, fighter.getPosition().x + xDist,
|
|
fighter.getPosition().y - yDist, 15,
|
|
fighter.getDirection());
|
|
|
|
projectiles[projectiles.size() - 1].setType("Quarter");
|
|
projectiles[projectiles.size() - 2].setType("Quarter");
|
|
|
|
fighterFireClock.restart();
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < projectiles.size(); i++) {
|
|
projectiles[i].update(&window);
|
|
|
|
if (projectiles[i].toBeErased()) {
|
|
projectiles.erase(projectiles.begin() + i);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < enemies.size(); i++) {
|
|
enemies[i]->update(&window);
|
|
|
|
if (enemies[i]->toBeErased()) {
|
|
delete enemies[i];
|
|
enemies.erase(enemies.begin() + i);
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < enemies.size(); i++) {
|
|
for (int j = 0; j < projectiles.size(); j++) {
|
|
if (Collision::PixelPerfectTest(*enemies[i], projectiles[j], 0)) {
|
|
uniform_int_distribution<int> angle(0, 359);
|
|
if (projectiles[j].getType() == "Damage") enemies[i]->setHealth(enemies[i]->getHealth() - 2);
|
|
else if (projectiles[j].getType() == "Quarter") enemies[i]->setHealth(enemies[i]->getHealth() - 0.25);
|
|
else enemies[i]->setHealth(enemies[i]->getHealth() - 1);
|
|
|
|
if (enemies[i]->getHealth() <= 0) {
|
|
if (enemies[i]->getType() == "asteroid")
|
|
((Asteroid *)enemies[i])->hit(animations, enemyBoom, explosion, gen);
|
|
player.setScore(player.getScore() + enemies[i]->getPoints());
|
|
|
|
if (enemies[i]->hasRider()) {
|
|
powerUpSound.play();
|
|
|
|
if (enemies[i]->getRiders()[0].getType() == "Rapid") {
|
|
poweredUpRapid = true;
|
|
rapidFireClock.restart();
|
|
} else if (enemies[i]->getRiders()[0].getType() == "Damage") {
|
|
poweredUpDamage = true;
|
|
damageClock.restart();
|
|
} else if (enemies[i]->getRiders()[0].getType() == "Spray") {
|
|
poweredUpSpray = true;
|
|
sprayFireClock.restart();
|
|
} else if (enemies[i]->getRiders()[0].getType() == "Backwards") {
|
|
poweredUpbackwards = true;
|
|
backwardsClock.restart();
|
|
} else if (enemies[i]->getRiders()[0].getType() == "Wingman") {
|
|
if (!poweredUpFighter) {
|
|
fighter.setPosition(player.getPosition());
|
|
}
|
|
|
|
poweredUpFighter = true;
|
|
fighterClock.restart();
|
|
} else if (enemies[i]->getRiders()[0].getType() == "Turret") {
|
|
if (!poweredUpTurret) {
|
|
Rider temp(turretGun, 20);
|
|
player.addRider(temp, 0);
|
|
}
|
|
|
|
poweredUpTurret = true;
|
|
turretClock.restart();
|
|
} else if (enemies[i]->getRiders()[0].getType() == "Time") {
|
|
if (!poweredUpTime) {
|
|
for (auto e : enemies) {
|
|
e->setVelocity(e->getVelocity()/2);
|
|
}
|
|
}
|
|
|
|
poweredUpTime = true;
|
|
timeClock.restart();
|
|
} else if (enemies[i]->getRiders()[0].getType() == "Shield") {
|
|
shieldTimer.restart();
|
|
player.setShield(true, &shield, 12, &shieldTimer);
|
|
}
|
|
}
|
|
|
|
delete enemies[i];
|
|
enemies.erase(enemies.begin() + i);
|
|
} else {
|
|
animations.emplace_back(explosion, 20, projectiles[j].getXPos(), projectiles[j].getYPos(), 0,
|
|
angle(gen));
|
|
animations[animations.size() - 1].makeAnimated(5, 5, 0.01, 23);
|
|
}
|
|
|
|
projectiles.erase(projectiles.begin() + j);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < enemies.size(); i++) {
|
|
if (!ended && player.hasShield()) {
|
|
int shieldIndex;
|
|
if (poweredUpTurret) shieldIndex = 1;
|
|
else shieldIndex = 0;
|
|
|
|
if (Collision::CircleTest(*enemies[i], player.getRiders()[shieldIndex])) {
|
|
if (enemies[i]->getType() == "asteroid")
|
|
((Asteroid *) enemies[i])->hit(animations, enemyBoom, explosion, gen);
|
|
delete enemies[i];
|
|
enemies.erase(enemies.begin() + i);
|
|
}
|
|
} else if (!ended && Collision::CircleTest(*enemies[i], player)) {
|
|
if (player.hit(window, animations, explosion, gen, shield, 12, shieldTimer)) {
|
|
ended = true;
|
|
playerLost.play();
|
|
} else playerBoom.play();
|
|
|
|
poweredUpRapid = false;
|
|
poweredUpbackwards = false;
|
|
|
|
poweredUpFighter = false;
|
|
fighter.setPosition(-20, -20);
|
|
fighter.setVelocity(0);
|
|
fighter.setDirection(0);
|
|
|
|
poweredUpTurret = false;
|
|
player.removeRider(0);
|
|
|
|
for (auto e : enemies)
|
|
e->setVelocity(e->getVelocity() * 8);
|
|
poweredUpTime = false;
|
|
|
|
lives.erase(lives.begin() + player.getLives()); //remove player icon from top corner
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < animations.size(); i++) {
|
|
animations[i].update(&window);
|
|
if (animations[i].getAnimation().isPlayed) {
|
|
animations.erase(animations.begin() + i);
|
|
}
|
|
}
|
|
|
|
score.setString("Score: " + to_string(player.getScore()));
|
|
|
|
if (player.getScore() - (player.getNewLifeScore() * player.getNumLivesAdded()) >=
|
|
player.getNewLifeScore()) {
|
|
player.newLife(lives, ship, window, newLife);
|
|
}
|
|
|
|
//****************************************
|
|
// Object updates, deletions, collisions above
|
|
//****************************************
|
|
|
|
//****************************************
|
|
// ADD ALL OF OUR DRAWING BELOW HERE
|
|
//****************************************
|
|
|
|
window.draw(*gui[0]); //draw background
|
|
|
|
for (const auto & projectile : projectiles)
|
|
window.draw(projectile);
|
|
for (const auto & enemy : enemies){
|
|
window.draw(*enemy);
|
|
if (enemy->hasRider()) {
|
|
for (const auto& r : enemy->getRiders()) {
|
|
window.draw(r);
|
|
}
|
|
}
|
|
}
|
|
|
|
for (const MySprite& a : animations)
|
|
window.draw(a);
|
|
|
|
if (!ended) {
|
|
window.draw(player);
|
|
|
|
if (player.hasRider()) {
|
|
for (const auto& r : player.getRiders()) {
|
|
window.draw(r);
|
|
}
|
|
}
|
|
|
|
if (poweredUpFighter) {
|
|
window.draw(fighter);
|
|
}
|
|
} else {
|
|
for (auto & i : lost) window.draw(*i);
|
|
}
|
|
|
|
for (int i = 1; i < gui.size(); i++) {
|
|
window.draw(*gui[i]);
|
|
}
|
|
|
|
for (auto i: lives) {
|
|
window.draw(i);
|
|
}
|
|
//****************************************
|
|
// ADD ALL OF OUR DRAWING ABOVE HERE
|
|
//****************************************
|
|
|
|
window.display(); // display the window
|
|
|
|
if (loop == 1 && musicLoop1.getStatus() == Music::Stopped) {
|
|
musicLoop2.setPlayingOffset(Time::Zero);
|
|
musicLoop2.play();
|
|
loop = 2;
|
|
} else if (loop == 2 && musicLoop2.getStatus() == Music::Stopped) {
|
|
musicLoop1.setPlayingOffset(Time::Zero);
|
|
musicLoop1.play();
|
|
loop = 1;
|
|
}
|
|
|
|
//****************************************
|
|
// HANDLE EVENTS BELOW HERE
|
|
//****************************************
|
|
Event event;
|
|
while (window.pollEvent(event)) { // ask the window if any events occurred
|
|
if (event.type == Event::Closed) { // if event type is a closed event
|
|
// i.e. they clicked the X on the window
|
|
window.close(); // then close our window
|
|
}
|
|
}
|
|
}
|
|
|
|
return 1; // report our program exited successfully
|
|
}
|
|
}; |