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Copy pathforcework.cpp
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337 lines (294 loc) · 7.85 KB
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#include "forcework.h"
Map ForceWork::getItsMap()
{
return itsMap;
}
Camera& ForceWork::getCamera()
{
return *camera;
}
QSet<int>& ForceWork::getPressedKeys()
{
return pressedKeys;
}
QString ForceWork::getTickScore() const
{
QString Score;
int cent =tickScore%100;
int second = tickScore/100;
int min = second/60;
second -= min*60;
QString Qsecond = QString::number(second);
QString Qcent = QString::number(cent);
QString Qmin = QString::number(min);
if(min==0)
{
Qmin = "00";
}
if(min<10)
{
Qmin = "0" + QString::number(min);
}
if(second==0)
{
Qsecond = "00";
}
if(second<10)
{
Qsecond = "0" + QString::number(second);
}
if(cent==0)
{
Qcent = "00";
}
if(cent<10)
{
Qcent = "0" + QString::number(cent);
}
Score = Qmin + ":" + Qsecond + ":" + Qcent;
return Score;
}
Settings *ForceWork::getItsSettings() const
{
return itsSettings;
}
void ForceWork::moveBulletGameloop()
{
for(vector<Bullet*>::iterator it = itsBullets.begin(); it!=itsBullets.end();)
{
(*it)->move();
if((*it)->getIsHit() && (*it)->getAnimTime() > 60)
{
delete *it;
itsBullets.erase(it);
}
if(it != itsBullets.end()) it++;
}
}
void ForceWork::bulletsCheckCollision()
{
for(Block bloc: itsMap.getItsBlocks())
{
if(!(bloc.getItsBlockType()==0 || bloc.getItsBlockType()==1 || bloc.getItsBlockType()==5))
{
for(vector<Bullet*>::iterator it = itsBullets.begin(); it!=itsBullets.end();)
{
if((*it)->isCollide((*(*it)), bloc)==1)
{
(*it)->setIsHit(true);
(*it)->setItsSpeedX(0);
}
if(it != itsBullets.end()) it++;
}
}
}
for(Personnage *person: itsPersonnages)
{
for(vector<Bullet*>::iterator it = itsBullets.begin(); it!=itsBullets.end();)
{
if((*it)->isCollide((*(*it)), *person)==1 && (*it)->getItsSpeedX()!=0)
{
(*it)->setIsHit(true);
(*it)->setItsSpeedX(0);
person->beShot();
delete *it;
itsBullets.erase(it);
}
if(it != itsBullets.end()) it++;
}
}
}
vector<Bullet *> ForceWork::getItsBullets() const
{
return itsBullets;
}
vector<Personnage *> ForceWork::getItsPersonnages() const
{
return itsPersonnages;
}
void ForceWork::animateBullets()
{
for(vector<Bullet*>::iterator it = itsBullets.begin(); it!=itsBullets.end();)
{
(*it)->animate();
if((*it)->getAnimTime()>100)
{
Bullet * bull = *it;
itsBullets.erase(it);
delete bull;
}
if(it != itsBullets.end()) it++;
}
}
void ForceWork::iaGameLoop()
{
// ne prend pas le joueur
for (int i = 1;i < (int)itsPersonnages.size();i++)
{
IA* ia = (IA*)itsPersonnages[i];
if(!ia->getIsDead())
{
if(ia->detectPlayer(getPlayer()))
{
if(ia->canShoot())
{
ia->shoot();
Bullet *bull = new Bullet(itsPersonnages[i], itsPersonnages[i]->getDirection());
addBullet(bull);
}
else
{
ia->incrementCanShoot();
}
}
}
ia->move(itsMap.getItsBlocks());
ia->animate();
}
}
bool ForceWork::getHaveWin() const
{
return haveWin;
}
QString ForceWork::noteIntro()
{
if (getPlayer()->getItsBlockX() >= 0 and getPlayer()->getItsBlockX() <= 20)
{
QString premier;
premier = "Vous pouvez avancer vers la droite en utilisant la flèche directionel droite ( → ) ou bien votre touche defini !";
return premier;
}
else if (getPlayer()->getItsBlockX() >= 30 and getPlayer()->getItsBlockX() <= 40)
{
QString premier;
premier = "Vous pouvez sauter en utilisant la flèche directionel haut ( ↑ ) ou bien votre touche defini !";
return premier;
}
else if (getPlayer()->getItsBlockX() >= 44 and getPlayer()->getItsBlockX() <= 51 and getPlayer()->getItsBlockY() >= 10)
{
QString premier;
premier = "Vous pouvez avancer vers la gauche en utilisant la flèche directionel gauche ( ← ) ou bien votre touche defini !";
return premier;
}
else if (getPlayer()->getItsBlockX() >= 48 and getPlayer()->getItsBlockX() <= 53 and getPlayer()->getItsBlockY() <= 6)
{
QString premier;
premier = "Vous pouvez abattre votre enemie en tirant avec le clique gauche de la souris";
return premier;
}
else if (getPlayer()->getItsBlockX() >= 74 and getPlayer()->getItsBlockX() <= 94 and getPlayer()->getItsBlockY() <= 12)
{
QString premier;
premier = "Attention ! les enemies peuvent bouger et tirer ! Esquive ses balles et tue le !";
return premier;
}
else if (getPlayer()->getItsBlockX() >= 74 and getPlayer()->getItsBlockX() <= 94 and getPlayer()->getItsBlockY() <= 16 )
{
QString premier;
premier = "Ils sont en prison, approche toi de la cellule pour qu'ils s'entretue";
return premier;
}
else if (getPlayer()->getItsBlockX() >= 102 and getPlayer()->getItsBlockX() <= 116)
{
QString premier;
premier = "Il faut maintenant atteindre le drapeau ! Dépêche-toi de le trouver !";
return premier;
}
else
{
QString premier;
premier = "ERROR";
return premier;
}
}
ForceWork::~ForceWork()
{
delete camera;
for(Personnage* perso: itsPersonnages)
{
delete perso;
}
}
ForceWork::ForceWork(Settings * settings)
{
itsSettings = settings;
Map map;
itsMap = map;
if(itsSettings->getItsTutorial())
{
itsPersonnages = itsMap.loadMap("../forcework_game/data/mapIntro.txt");
}
else itsPersonnages = itsMap.loadMap("../forcework_game/data/mapTest.txt");
camera = new Camera(itsMap.getItsWidthMap(),itsMap.getItsHeightMap());
}
void ForceWork::playerHaveWin()
{
if(itsMap.getItsBlocks()[itsMap.getItsBlocks().size()-1].getItsBlockType() == 1 )
{
if(getPlayer()->isCollide(*getPlayer(),itsMap.getItsBlocks()[itsMap.getItsBlocks().size()-1]) == 1)
{
haveWin = true;
}
}
}
void ForceWork::gameLoop()
{
manageKeys();
Player* aPlayer = getPlayer();
aPlayer->move(itsMap.getItsBlocks());
aPlayer->animate();
getCamera().follow((PhysicalObject)(*aPlayer));
tickScore++;
moveBulletGameloop();
bulletsCheckCollision();
playerHaveWin();
animateBullets();
iaGameLoop();
}
void ForceWork::manageKeys()
{
if(pressedKeys.size() ==0)
{
getPlayer()->setMovement(0);
}
else
{
for(int key : pressedKeys)
{
if(itsSettings->validJump(key))
{
getPlayer()->jump();
}
if(itsSettings->validRight(key))
{
getPlayer()->setMovement(2);
getPlayer()->setDirection(false);
}
if(itsSettings->validLeft(key))
{
getPlayer()->setMovement(1);
getPlayer()->setDirection(true);
}
}
}
}
void ForceWork::addPersonnage(Personnage *personnage)
{
itsPersonnages.push_back(personnage);
}
void ForceWork::addPersonnage(Player player)
{
addPersonnage(&player);
}
void ForceWork::addPersonnage(IA ia)
{
addPersonnage(&ia);
}
Player *ForceWork::getPlayer()
{
return (Player*)itsPersonnages[0];
}
void ForceWork::addBullet(Bullet *a)
{
itsBullets.emplace_back(a);
}