AsteroidsSFML/Game.h

769 lines
No EOL
34 KiB
C++

class Game {
public:
int result, loop;
Time mTime;
Game(int loopNum, Time mTime) {
loop = loopNum;
result = init(mTime);
}
private:
bool ended = false;
sf::Texture loadingBarEmpty;
sf::Texture loadingBarFull;
//update total
int totalTextures = 50;
int loadedTextures = 0;
sf::Font oxan;
void updateLoader(sf::RenderWindow &window, const std::string& msg = "") {
loadedTextures++;
window.clear(sf::Color::Black);
//auto start = std::chrono::high_resolution_clock::now();
MySprite barEmpty(loadingBarEmpty, 100);
MySprite barFull(loadingBarFull, 100);
barFull.setScale(1.1, 0.87);
sf::FloatRect fullBarRect = barFull.getLocalBounds();
barFull.setOrigin(fullBarRect.width/2.0, fullBarRect.height/2.0);
barEmpty.setPosition(window.getSize().x/(float)2, window.getSize().y/(float)2);
barFull.setPosition(barEmpty.getPosition().x, barEmpty.getPosition().y);
barFull.setTextureRect(sf::IntRect(fullBarRect.left, fullBarRect.top, fullBarRect.width/(float)totalTextures * (float)loadedTextures, fullBarRect.height));
sf::Text loadingMessage(msg, oxan, 15);
loadingMessage.setOrigin(loadingMessage.getGlobalBounds().width/2.0, loadingMessage.getGlobalBounds().height/2.0);
loadingMessage.setPosition(window.getSize().x/2.0, window.getSize().y/2.0 + 50);
window.draw(barEmpty);
window.draw(barFull);
window.draw(loadingMessage);
window.display();
}
int init(Time mTime) {
// display "Hello, World!" -- this still appears in our Run terminal as before
cout << "Hello, World!" << endl;
default_random_engine gen(std::chrono::system_clock::now().time_since_epoch().count());
Clock fireClock, spawnClock, shieldTimer;
bool poweredUpRapid = false;
Clock rapidFireClock;
bool poweredUpDamage = false;
Clock damageClock;
bool poweredUpSpray = false;
Clock sprayFireClock;
bool poweredUpbackwards = false;
Clock backwardsClock;
bool poweredUpFighter = false;
Clock fighterClock;
bool poweredUpTurret = false;
Clock turretClock, turretFireClock;
bool poweredUpTime = false;
Clock timeClock;
// create a RenderWindow object
// specify the size to be 640x640
// set the title to be "SFML Example Window"
RenderWindow window(VideoMode(1240, 640), "Asteroids");
window.setFramerateLimit(30);
window.setPosition(sf::Vector2i(window.getPosition().x, window.getPosition().y - 50));
//********************************************
// FONTS
//********************************************
oxan.loadFromFile("data/Fonts/Oxanium-Light.ttf");
updateLoader(window, "Preparing load screen...");
auto start = std::chrono::high_resolution_clock::now();
loadingBarEmpty.loadFromFile("data/Gui/LoadingBarEmpty.png");
updateLoader(window, "Preparing load screen...");
loadingBarFull.loadFromFile("data/Gui/LoadingBarFull.png");
updateLoader(window, "Preparing load screen...");
loadingBarFull.setRepeated(false);
//********************************************
// FONTS
//********************************************
Font sk;
sk.loadFromFile("data\\Fonts\\Sk.ttf");
updateLoader(window, "Loading fonts...");
Font monkirta;
monkirta.loadFromFile("data\\Fonts\\Monkirta Pursuit NC.ttf");
updateLoader(window, "Loading fonts...");
//********************************************
// GRAPHICS
//********************************************
Texture ship;
ship.loadFromFile("data\\Ship.png");
updateLoader(window, "Loading textures...");
Texture shield;
shield.loadFromFile("data\\bubble.png");
updateLoader(window, "Loading textures...");
Texture background;
background.loadFromFile("data\\back.png");
updateLoader(window, "Loading textures...");
Texture turretGun;
turretGun.loadFromFile("data\\turret.png");
updateLoader(window, "Loading textures...");
Texture blueLaser;
Collision::CreateTextureAndBitmask(blueLaser, "data\\blue.png");
updateLoader(window, "Loading textures...");
Texture greenLaser;
Collision::CreateTextureAndBitmask(greenLaser, "data\\greenLaser.png");
updateLoader(window, "Loading textures...");
Texture redLaser;
Collision::CreateTextureAndBitmask(redLaser, "data\\redLaser.png");
updateLoader(window, "Loading textures...");
Texture explosion;
explosion.loadFromFile("data\\explodeSheet.png");
updateLoader(window, "Loading textures...");
Texture rapidFire;
rapidFire.loadFromFile("data\\Gui\\rapidFire.png");
updateLoader(window, "Loading textures...");
Texture damage;
damage.loadFromFile("data\\Gui\\damage.png");
updateLoader(window, "Loading textures...");
Texture spray;
spray.loadFromFile("data\\Gui\\spray.png");
updateLoader(window, "Loading textures...");
Texture backwards;
backwards.loadFromFile("data\\Gui\\directions.png");
updateLoader(window, "Loading textures...");
Texture shieldUp;
shieldUp.loadFromFile("data\\Gui\\shield.png");
updateLoader(window, "Loading textures...");
Texture slowTime;
slowTime.loadFromFile("data\\Gui\\slowTime.png");
updateLoader(window, "Loading textures...");
Texture wingman;
wingman.loadFromFile("data\\Gui\\fighter.png");
updateLoader(window, "Loading textures...");
Texture turret;
turret.loadFromFile("data\\Gui\\turret.png");
updateLoader(window, "Loading textures...");
vector < Texture > largeAsteroids;
for (int i = 1; i <= 7; i++) {
largeAsteroids.emplace_back();
Collision::CreateTextureAndBitmask(largeAsteroids[largeAsteroids.size() - 1],
"data\\Asteroids\\(" + to_string(i) + ").png");
updateLoader(window, "Loading textures...");
}
vector < Texture > mediumAsteroids;
for (int i = 8; i <= 17; i++) {
mediumAsteroids.emplace_back();
Collision::CreateTextureAndBitmask(mediumAsteroids[mediumAsteroids.size() - 1],
"data\\Asteroids\\(" + to_string(i) + ").png");
updateLoader(window, "Loading textures...");
}
vector < Texture > smallAsteroids;
for (int i = 18; i <= 23; i++) {
smallAsteroids.emplace_back();
Collision::CreateTextureAndBitmask(smallAsteroids[smallAsteroids.size() - 1],
"data\\Asteroids\\(" + to_string(i) + ").png");
updateLoader(window, "Loading textures...");
}
//********************************************
// SOUNDS
//********************************************
Sound pew;
SoundBuffer pewBuff;
pewBuff.loadFromFile("data\\Sounds\\pew.wav");
updateLoader(window, "Loading sounds...");
pew.setBuffer(pewBuff);
pew.setVolume(25);
Sound enemyBoom;
SoundBuffer enemyBoomBuff;
enemyBoomBuff.loadFromFile("data\\Sounds\\explosions.wav");
updateLoader(window, "Loading sounds...");
enemyBoom.setBuffer(enemyBoomBuff);
Sound playerBoom;
SoundBuffer playerBoomBuff;
playerBoomBuff.loadFromFile("data\\Sounds\\boom.wav");
updateLoader(window, "Loading sounds...");
playerBoom.setBuffer(playerBoomBuff);
Sound playerLost;
SoundBuffer playerBoomLost;
playerBoomLost.loadFromFile("data\\Sounds\\lost.wav");
updateLoader(window, "Loading sounds...");
playerLost.setBuffer(playerBoomLost);
Sound newLife;
SoundBuffer newLifeBuff;
newLifeBuff.loadFromFile("data\\Sounds\\pling.wav");
updateLoader(window, "Loading sounds...");
newLife.setBuffer(newLifeBuff);
Sound powerUpSound;
SoundBuffer powerUpBuff;
powerUpBuff.loadFromFile("data\\Sounds\\powerUp.wav");
updateLoader(window, "Loading sounds...");
powerUpSound.setBuffer(powerUpBuff);
sf::Music musicLoop1;
musicLoop1.openFromFile("data/Sounds/Unknown Theme.wav");
updateLoader(window, "Loading sounds...");
musicLoop1.setVolume(60);
sf::Music musicLoop2;
musicLoop2.openFromFile("data/Sounds/loop.wav");
updateLoader(window, "Loading sounds...");
if (loop == 1) {
musicLoop1.setPlayingOffset(mTime);
musicLoop1.play();
}
else {
musicLoop2.setPlayingOffset(mTime);
musicLoop2.play();
}
//********************************************
// Text
//********************************************
Text score;
score.setFillColor(Color::White);
score.setPosition(10, 10);
score.setFont(oxan);
score.setString("Score: 0");
score.setCharacterSize(20);
Text destroyed;
destroyed.setFillColor(Color::White);
destroyed.setFont(sk);
destroyed.setCharacterSize(70);
destroyed.setString("Destroyed");
destroyed.setOrigin(destroyed.getGlobalBounds().width/2.0, destroyed.getGlobalBounds().height/2.0);
destroyed.setPosition(window.getSize().x/2.0, window.getSize().y/3.0);
Text pressEnter;
pressEnter.setFillColor(Color::White);
pressEnter.setFont(monkirta);
pressEnter.setCharacterSize(20);
pressEnter.setString("Press ENTER to return to the menu...");
pressEnter.setOrigin(pressEnter.getGlobalBounds().width/2.0, pressEnter.getGlobalBounds().height/2.0);
pressEnter.setPosition(window.getSize().x/2.0, window.getSize().y/2.25);
auto stop = std::chrono::high_resolution_clock::now();
auto duration = std::chrono::duration_cast<std::chrono::milliseconds>(stop - start);
std::cout << duration.count() << " milliseconds" << std::endl;
std::cout << loadedTextures << std::endl;
if (loadedTextures != totalTextures) std::cout << "UPDATE!!!" << std::endl;
//********************************************
// Resource loading above here
//********************************************
vector < MySprite > projectiles;
vector < MySprite > animations;
vector < Entity * > enemies;
vector < Drawable * > gui;
vector < MySprite > lives;
vector < Drawable * > lost;
lost.push_back(&destroyed);
lost.push_back(&pressEnter);
MySprite backSprite(background, 100, window.getSize().x / 2,
window.getSize().y / 2, 0, 0);
Ship player(ship, 30, window.getSize().x / 2, window.getSize().y / 2, 0, 0);
player.setMaxVelocity(15);
player.setMinVelocity(-7);
player.setEdgeBehavior(MySprite::EdgeBehavior::LOOP);
player.setShield(true, &shield, 12, &shieldTimer);
gui.push_back(&backSprite);
gui.push_back(&score);
for (int i = 0; i < player.getLives(); i++)
lives.emplace_back(ship, 20, window.getSize().x - (i * 40 + 25), 25, 0, 270);
// while our window is open, keep it open
// this is our draw loop
while (window.isOpen()) {
window.clear(Color::Black); // clear the contents of the old frame
// by setting the window to black
if (shieldTimer.getElapsedTime().asSeconds() > 5) player.setShield(false);
if (poweredUpRapid && rapidFireClock.getElapsedTime().asSeconds() > 12) poweredUpRapid = false;
if (poweredUpDamage && damageClock.getElapsedTime().asSeconds() > 12) poweredUpDamage = false;
if (poweredUpSpray && sprayFireClock.getElapsedTime().asSeconds() > 12) poweredUpSpray = false;
if (poweredUpbackwards && backwardsClock.getElapsedTime().asSeconds() > 12) poweredUpbackwards = false;
if (poweredUpFighter && fighterClock.getElapsedTime().asSeconds() > 12) poweredUpFighter = false;
if (poweredUpTurret && turretClock.getElapsedTime().asSeconds() > 12) {
poweredUpTurret = false;
player.removeRider(0);
} if (poweredUpTime && timeClock.getElapsedTime().asSeconds() > 5) poweredUpTime = false;
//****************************************
// Handle keypresses below here
//****************************************
if (!ended) {
if ((Keyboard::isKeyPressed(Keyboard::Up) || Keyboard::isKeyPressed(Keyboard::W)))
player.accelerate(0.5);
if ((Keyboard::isKeyPressed(Keyboard::Down) || Keyboard::isKeyPressed(Keyboard::S)))
player.accelerate(-.5);
if ((Keyboard::isKeyPressed(Keyboard::Right) || Keyboard::isKeyPressed(Keyboard::D))) player.turn(10);
if ((Keyboard::isKeyPressed(Keyboard::Left) || Keyboard::isKeyPressed(Keyboard::A))) player.turn(-10);
if (Keyboard::isKeyPressed(Keyboard::Space) && ((!poweredUpRapid && fireClock.getElapsedTime().asSeconds() > 0.4) || (poweredUpRapid && fireClock.getElapsedTime().asSeconds() > 0.2))) {
if (!poweredUpRapid)
player.shoot(projectiles, pew, blueLaser, 0.3, player.getPosition().x,
player.getPosition().y, 20,
player.getDirection());
else
player.shoot(projectiles, pew, greenLaser, 0.3, player.getPosition().x,
player.getPosition().y, 20,
player.getDirection());
if (poweredUpDamage) {
projectiles[projectiles.size() - 1].setType("Damage");
projectiles[projectiles.size() - 1].setTexture(redLaser);
}
if (poweredUpbackwards) {
if (!poweredUpRapid)
player.shoot(projectiles, pew, blueLaser, 0.3, player.getPosition().x,
player.getPosition().y, 20,
player.getDirection() +180);
else
player.shoot(projectiles, pew, greenLaser, 0.3, player.getPosition().x,
player.getPosition().y, 20,
player.getDirection() +180);
if (poweredUpDamage) {
projectiles[projectiles.size() - 1].setType("Damage");
projectiles[projectiles.size() - 1].setTexture(redLaser);
}
}
if (poweredUpSpray) {
for (int offset = -15; offset <= 15; offset += 30) {
if (!poweredUpRapid)
player.shoot(projectiles, pew, blueLaser, 0.3, player.getPosition().x,
player.getPosition().y, 20,
player.getDirection() + offset);
else
player.shoot(projectiles, pew, greenLaser, 0.3, player.getPosition().x,
player.getPosition().y, 20,
player.getDirection() + offset);
if (poweredUpDamage) {
projectiles[projectiles.size() - 1].setType("Damage");
projectiles[projectiles.size() - 1].setTexture(redLaser);
}
}
}
fireClock.restart();
}
}
if (Keyboard::isKeyPressed(Keyboard::Enter) && ended) {
if (loop == 1) this->mTime = musicLoop1.getPlayingOffset();
else this->mTime = musicLoop2.getPlayingOffset();
musicLoop1.stop();
musicLoop2.stop();
return 0;
}
//****************************************
// Handle keypresses above here
//****************************************
//****************************************
// Spawn cycle below here
//****************************************
uniform_int_distribution<int> stroidChance(1, 4), powerUpChance(9, 10),
powerUp(7, 8), stroidSize(1, 3),
smallTexture(0, smallAsteroids.size() - 1),
mediumTexture(0, mediumAsteroids.size() - 1),
largeTexture(0, largeAsteroids.size() - 1), side(1, 4),
xPos(0, window.getSize().x), yPos(0, window.getSize().y),
scale(70, 110), scaleLarge(65, 85);
uniform_real_distribution<double> velocity(0.5, 4);
if (spawnClock.getElapsedTime().asSeconds() >= 0.10) { //spawn chances every .1 sec
if (stroidChance(gen) == 1) { //stroid spawns happen approx. every half sec
uniform_int_distribution<int> angle;
int x = 0, y = 0, s = side(gen);
switch (s) { //decide which side of window to spawn stroid
case 1: //top
x = xPos(gen); //get random xPos
if (x <= window.getSize().x /
2) { //if on left half of window (calculate angle to point towards window)
angle = uniform_int_distribution<int>(
285 - ((double) x) / (window.getSize().x / 2.0) * 75, 330);
} else { //else
angle = uniform_int_distribution<int>(210, 330 -
((double) (x - window.getSize().x / 2.0)) /
(window.getSize().x / 2.0) * 75);
}
break;
case 2: //left
y = yPos(gen); //get random yPos
if (y <= window.getSize().y /
2) { //if on top half of window (calculate angle to point towards window)
angle = uniform_int_distribution<int>(
300, 345 + ((double) y) / (window.getSize().y / 2.0) * 75);
} else { //else
angle = uniform_int_distribution<int>(-60 + ((double) (y - window.getSize().y / 2.0)) /
(window.getSize().y / 2.0) * 75, 60);
}
break;
case 3: //bottom
x = xPos(gen); //get random xPos
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);
switch (size) {
case 1:
enemies.push_back(new Asteroid(size, size * 100, smallAsteroids[smallTexture(gen)], scale(gen), x, y,
velocity(gen), (360 + angle(gen)) % 360));
break;
case 2:
enemies.push_back(new Asteroid(size, size * 100, mediumAsteroids[mediumTexture(gen)], scale(gen), x,
y, velocity(gen), (360 + angle(gen)) % 360));
break;
case 3:
enemies.push_back(new Asteroid(size, size * 100, largeAsteroids[largeTexture(gen)], scaleLarge(gen),
x, y, velocity(gen), (360 + angle(gen)) % 360));
break;
}
if (size == 3 && powerUpChance(gen) == 10) {
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) {
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();
player.getRidersForEdit()->at(0).setDirection(-(180.0/MySprite::PI) * atan2(yDistClosest, xDistClosest));
if (turretFireClock.getElapsedTime().asSeconds() > 0.4) {
player.shoot(projectiles, pew, blueLaser, 0.2, player.getPosition().x,
player.getPosition().y, 20,
player.getRiders()[0].getDirection());
turretFireClock.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() - 1);
else enemies[i]->setHealth(enemies[i]->getHealth() - 2);
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() == "Fighter") {
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") {
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();
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);
}
}
} 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
}
};