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Copy pathWorld.cpp
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257 lines (232 loc) · 8.08 KB
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//
// Created by Owner on 6/1/2024.
//
#include "World.h"
int World::highscore = 0;
//void World::initialize(char icon) {
// this->player=Player(icon);
// ///score+lives
// score=0;
// //lives=3;
// enemy.initialize();
// generate();
//
//}
void World::initialize(char icon) {
this->player = Player(icon);
score = 0;
enemies.clear(); // Clear existing enemies if any
generate();
}
void World::generate() {
///map borders
game_map[0]="HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH";
game_map[17]="HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH";
for( int i=1;i<=16;i++)
game_map[i]="H H";
///walls
walls.clear();
for (int i = 0; i < 15; i++) {
auto new_wall = std::make_shared<Wall>(); // Create a new wall
//new_wall->initialize(); // Initialize the wall
walls.push_back(new_wall); // Store the pointer to the new wall
}
for (auto& wall : walls) {
for (int j = 0; j < wall->getXLength(); j++)
for (int k = 0; k < wall->getYLength(); k++)
game_map[wall->getY() + k][wall->getX() + j] = wall->getSymbol();
}
// for(int i=0;i<15;i++){
// walls[i].initialize();
// for(int j=0;j<walls[i].getXLength();j++)
// for(int k=0;k<walls[i].getYLength();k++)
// game_map[walls[i].getY()+k][walls[i].getX()+j] = walls[i].getSymbol();
// }
enemies.clear();
for (int i = 0; i < 3; i++) { // Example: Initialize 3 enemies
auto new_enemy = std::make_shared<Enemy>(); // Assuming default constructor is suitable
new_enemy->initialize(); // Initialize the enemy
enemies.push_back(new_enemy); // Store the pointer to the new enemy
}
///add player and enemy
game_map[player.getY()][player.getX()] = player.getSymbol();
game_map[player.getY()][player.getX()] = player.getSymbol();
for (auto& enemy : enemies) {
game_map[enemy->getY()][enemy->getX()] = enemy->getSymbol();
}
}
World::World(char icon) {initialize(icon);}
World::World() {initialize('o');}
World::World(const Player &player, const std::vector<std::shared_ptr<Wall>> &walls, const std::vector<std::shared_ptr<Enemy>> &enemies, int score, int lives) : player(
player), walls(walls), enemies(enemies), score(score), lives(lives) {}
//const Player &World::getPlayer() const {
// return player;
//}
//const int& World::getScore() const {
// return score;
//}
std::ostream &operator<<(std::ostream &os, const World &world) {
os << "\nscore: " << world.score/* << "\nlives: " << world.lives*/<< "\ngame_map:\n" << world.game_map[0] << "\n"
<< world.game_map[1] << "\n"
<< world.game_map[2] << "\n"
<< world.game_map[3] << "\n"
<< world.game_map[4] << "\n"
<< world.game_map[5] << "\n"
<< world.game_map[6] << "\n"
<< world.game_map[7] << "\n"
<< world.game_map[8] << "\n"
<< world.game_map[9] << "\n"
<< world.game_map[10] << "\n"
<< world.game_map[11] << "\n"
<< world.game_map[12] << "\n"
<< world.game_map[13] << "\n"
<< world.game_map[14] << "\n"
<< world.game_map[15] << "\n"
<< world.game_map[16] << "\n"
<< world.game_map[17] << "\n";
return os;
}
char key() {
const auto start = std::chrono::steady_clock::now();
using namespace std::chrono_literals;
while (!kbhit()) {
if (std::chrono::steady_clock::now() - start >= 0.3s)
return -1;
}
return getch();
}
void World::nextLevel() {
//game_map[player.getY()][player.getX()]=' ';
player.reset();
//enemy.initialize();
generate();
score++;
if (score > highscore)
highscore = score;
}
char World::checkPosition(int x, int y) {
return game_map[y][x];
}
void World::gunMovement() {
bool clear=true;
game_map[player.getGun().getY()][player.getGun().getX()] = ' ';
int X=player.getGun().getX();
for (int i=1;i<=3;i++){
switch(checkPosition(X+i,player.getGun().getY())) {
case '#':
clear=false;
game_map[player.getGun().getY()][X+i]=' ';
break;
case '$':
nextLevel();
break;
case 'H':
clear=false;
break;
case ' ':
break;
}
if(!clear) break;
}
if(clear){
player.getGun().move();
game_map[player.getGun().getY()][player.getGun().getX()]=player.getGun().getSymbol();
}
else{
game_map[player.getGun().getY()][player.getGun().getX()]=' ';
player.getGun().reset();
}
}
void World::playerMovement() {
// if(player.getGun().getIsFired()){
//
// game_map[player.getGun().getY()][player.getGun().getX()]=player.getGun().getSymbol();
// }
game_map[player.getY()][player.getX()] = ' ';
int directionX = 0, directionY = 0;
switch(key()) {
case 'a':
directionX = -1;
break;
case 'd':
directionX = +1;
break;
case 's':
directionY = +1;
break;
case 'w':
directionY = -1;
break;
case 'e':
try {
player.fire();
game_map[player.getGun().getY()][player.getGun().getX()]=player.getGun().getSymbol();
}
catch (FireError &err){
std::cout<<err.what();
}
break;
case 'q':
gata = true;
break;
}
int nextX = player.getX() + directionX;
int nextY = player.getY() + directionY;
switch (checkPosition(nextX,nextY)){
case '$':
gata=true;
break;
case ' ':
player.move(directionX, directionY);
break;
case '#':
break;
}
game_map[player.getY()][player.getX()] = player.getSymbol();
}
//void World::enemyMovement(){
// game_map[enemy.getY()][enemy.getX()] = ' ';
// int moveX = enemy.randomMovement();
// int moveY = enemy.randomMovement();
// if(enemy.getX()+moveX==player.getX() && enemy.getY()+moveY==player.getY())
// gata=true;
// if(checkPosition(enemy.getX() + moveX, enemy.getY() + moveY) == ' '){
// enemy.move(moveX, moveY);
// }
// game_map[enemy.getY()][enemy.getX()] = enemy.getSymbol();
//}
void World::enemyMovement() {
for (auto& enemy : enemies) {
game_map[enemy->getY()][enemy->getX()] = ' '; // Clear old position
int moveX = enemy->randomMovement();
int moveY = enemy->randomMovement();
if (enemy->getX() + moveX == player.getX() && enemy->getY() + moveY == player.getY())
gata = true;
if (checkPosition(enemy->getX() + moveX, enemy->getY() + moveY) == ' ') {
enemy->move(moveX, moveY);
}
game_map[enemy->getY()][enemy->getX()] = enemy->getSymbol(); // Set new position
}
}
void World::game() {
while(!gata) {
rlutil::cls();
if(player.getGun().getIsFired())
gunMovement();
playerMovement();
enemyMovement();
std::cout<<*this;
}
}
void World::play(){
game();
rlutil::cls();
std::cout<<"\n ###### ### ## ## ######## ####### ## ## ######## ######## \n"
<<"## ## ## ## ### ### ## ## ## ## ## ## ## ##\n"
<<"## ## ## #### #### ## ## ## ## ## ## ## ##\n"
<<"## #### ## ## ## ### ## ###### ## ## ## ## ###### ######## \n"
<<"## ## ######### ## ## ## ## ## ## ## ## ## ## \n"
<<"## ## ## ## ## ## ## ## ## ## ## ## ## ## \n"
<<" ###### ## ## ## ## ######## ####### ### ######## ## ##\n"
<<" SCORE: "<<score<<" HIGHSCORE:" <<highscore<<"\n";
}