feat(shield): added shields

This commit is contained in:
2024-01-23 11:40:46 +01:00
parent 15c745d7c0
commit d67394aaec
10 changed files with 127 additions and 10 deletions
+8
View File
@@ -70,6 +70,12 @@
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" /> <Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
</ImportGroup> </ImportGroup>
<PropertyGroup Label="UserMacros" /> <PropertyGroup Label="UserMacros" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<CopyLocalDeploymentContent>true</CopyLocalDeploymentContent>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<CopyLocalDeploymentContent>true</CopyLocalDeploymentContent>
</PropertyGroup>
<PropertyGroup Label="Vcpkg"> <PropertyGroup Label="Vcpkg">
<VcpkgEnableManifest>true</VcpkgEnableManifest> <VcpkgEnableManifest>true</VcpkgEnableManifest>
</PropertyGroup> </PropertyGroup>
@@ -137,6 +143,7 @@
<ItemGroup> <ItemGroup>
<ClCompile Include="lib\GameManager.cpp" /> <ClCompile Include="lib\GameManager.cpp" />
<ClCompile Include="lib\Laser.cpp" /> <ClCompile Include="lib\Laser.cpp" />
<ClCompile Include="lib\Shield.cpp" />
<ClCompile Include="main.cpp" /> <ClCompile Include="main.cpp" />
<ClCompile Include="lib\Player.cpp" /> <ClCompile Include="lib\Player.cpp" />
</ItemGroup> </ItemGroup>
@@ -144,6 +151,7 @@
<ClInclude Include="include\GameManager.h" /> <ClInclude Include="include\GameManager.h" />
<ClInclude Include="include\Laser.h" /> <ClInclude Include="include\Laser.h" />
<ClInclude Include="include\Player.h" /> <ClInclude Include="include\Player.h" />
<ClInclude Include="include\Shield.h" />
</ItemGroup> </ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" /> <Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets"> <ImportGroup Label="ExtensionTargets">
+6
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@@ -30,6 +30,9 @@
<ClCompile Include="lib\GameManager.cpp"> <ClCompile Include="lib\GameManager.cpp">
<Filter>Fichiers sources</Filter> <Filter>Fichiers sources</Filter>
</ClCompile> </ClCompile>
<ClCompile Include="lib\Shield.cpp">
<Filter>Fichiers sources</Filter>
</ClCompile>
</ItemGroup> </ItemGroup>
<ItemGroup> <ItemGroup>
<ClInclude Include="include\Player.h"> <ClInclude Include="include\Player.h">
@@ -41,5 +44,8 @@
<ClInclude Include="include\GameManager.h"> <ClInclude Include="include\GameManager.h">
<Filter>Fichiers d%27en-tête</Filter> <Filter>Fichiers d%27en-tête</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="include\Shield.h">
<Filter>Fichiers d%27en-tête</Filter>
</ClInclude>
</ItemGroup> </ItemGroup>
</Project> </Project>
+6 -2
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@@ -4,6 +4,7 @@
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include "Player.h" #include "Player.h"
#include "Laser.h" #include "Laser.h"
#include "Shield.h"
using namespace std; using namespace std;
using namespace sf; using namespace sf;
@@ -15,14 +16,17 @@ public:
void run(); void run();
void handleInputs(); void handleInputs();
void handleLasersCollision();
private: private:
Clock _clock; Clock _clock;
RenderWindow _window{ VideoMode::getFullscreenModes()[0], "Space Invader", Style::Fullscreen }; //RenderWindow _window{ VideoMode::getFullscreenModes()[0], "Space Invader", Style::Fullscreen };
RenderWindow _window{ VideoMode(1024, 800), "Space Invader", Style::Close | Style::Titlebar};
Player _player = { _window.getSize() }; Player _player = { _window.getSize() };
vector<Laser *> _lasers; vector<Laser*> _lasers;
vector<Shield*> _shields;
}; };
+2 -1
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@@ -9,7 +9,8 @@ using namespace sf;
class Laser class Laser
{ {
public: public:
Laser(); Laser() {};
Laser(Window& window);
RectangleShape& getShape() { return _laser; } RectangleShape& getShape() { return _laser; }
+4 -1
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@@ -1,7 +1,10 @@
#pragma once #pragma once
#define _USE_MATH_DEFINES
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include <iostream> #include <iostream>
#include <cmath>
using namespace std; using namespace std;
using namespace sf; using namespace sf;
@@ -11,7 +14,7 @@ class Player
public: public:
Player(Vector2u screenSize); Player(Vector2u screenSize);
CircleShape getShape() { return _shape; }; CircleShape& getShape() { return _shape; };
void move(int direction); void move(int direction);
private: private:
+26
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@@ -0,0 +1,26 @@
#pragma once
#include <iostream>
#include <string>
#include <SFML/Graphics.hpp>
using namespace sf;
using namespace std;
class Shield
{
public:
Shield() {};
Shield(Window& window);
void setPosition(Vector2f position);
RectangleShape& getShape() { return _shape; };
int getLife() const { return _life; };
void decreaseLife() { _life -= 1; };
private:
int _life = 10;
RectangleShape _shape;
};
+54 -1
View File
@@ -2,6 +2,13 @@
GameManager::GameManager() { GameManager::GameManager() {
_window.setVerticalSyncEnabled(true); _window.setVerticalSyncEnabled(true);
for (int i = 0; i < 4; i++) {
Shield* shield = new Shield(_window);
shield->setPosition(Vector2f(_window.getSize().x / 4.25 * i, _window.getSize().y * 0.9));
_shields.push_back(shield);
}
} }
void GameManager::run() { void GameManager::run() {
@@ -22,12 +29,17 @@ void GameManager::run() {
// Draw everything // Draw everything
_window.draw(_player.getShape()); _window.draw(_player.getShape());
for (auto shield : _shields) {
_window.draw(shield->getShape());
}
for (vector<Laser *>::iterator it = _lasers.begin(); it < _lasers.end();) { for (vector<Laser *>::iterator it = _lasers.begin(); it < _lasers.end();) {
_window.draw((*it)->getShape()); _window.draw((*it)->getShape());
(*it)->getShape().move(0, -5); (*it)->getShape().move(0, -5);
if ((*it)->getShape().getPosition().y < -(*it)->getShape().getScale().y) { if ((*it)->getShape().getPosition().y < -(*it)->getShape().getScale().y) {
delete* it;
it = _lasers.erase(it); it = _lasers.erase(it);
continue; continue;
} }
@@ -35,11 +47,18 @@ void GameManager::run() {
++it; ++it;
} }
handleLasersCollision();
_window.display(); _window.display();
} }
} }
void GameManager::handleInputs() { void GameManager::handleInputs() {
// Exit event
if (Keyboard::isKeyPressed(Keyboard::Escape)) {
_window.close();
}
// Player movements // Player movements
if (Keyboard::isKeyPressed(Keyboard::Left) || Keyboard::isKeyPressed(Keyboard::Q)) { if (Keyboard::isKeyPressed(Keyboard::Left) || Keyboard::isKeyPressed(Keyboard::Q)) {
_player.move(-1); _player.move(-1);
@@ -54,7 +73,7 @@ void GameManager::handleInputs() {
const Vector2f playerPos = _player.getShape().getPosition(); const Vector2f playerPos = _player.getShape().getPosition();
const float playerRadius = _player.getShape().getRadius(); const float playerRadius = _player.getShape().getRadius();
Laser* laser = new Laser(); Laser* laser = new Laser(_window);
laser->setInitialPosition(Vector2f(playerPos.x + playerRadius, playerPos.y - playerRadius)); laser->setInitialPosition(Vector2f(playerPos.x + playerRadius, playerPos.y - playerRadius));
_lasers.push_back(laser); _lasers.push_back(laser);
@@ -62,4 +81,38 @@ void GameManager::handleInputs() {
_clock.restart(); _clock.restart();
} }
} }
}
void GameManager::handleLasersCollision() {
bool restartClock = false;
for (vector<Laser*>::iterator laserIt = _lasers.begin(); laserIt < _lasers.end();) {
bool deleteLaser = false;
for (vector<Shield*>::iterator shieldIt = _shields.begin(); shieldIt < _shields.end();) {
if ((*laserIt)->getShape().getGlobalBounds().intersects((*shieldIt)->getShape().getGlobalBounds())) {
if ((*shieldIt)->getLife() - 1 == 0) {
delete* shieldIt;
shieldIt = _shields.erase(shieldIt);
}
(*shieldIt)->decreaseLife();
deleteLaser = true;
break;
}
++shieldIt;
}
if (deleteLaser) {
delete* laserIt;
laserIt = _lasers.erase(laserIt);
restartClock = true;
continue;
}
++laserIt;
}
if (restartClock) {
_clock.restart();
}
} }
+2 -2
View File
@@ -1,8 +1,8 @@
#include "Laser.h" #include "Laser.h"
Laser::Laser() Laser::Laser(Window& _window)
{ {
_laser = RectangleShape(Vector2f(4, 30)); _laser = RectangleShape(Vector2f(_window.getSize().x / 600, _window.getSize().y / 30));
_laser.setFillColor(Color::White); _laser.setFillColor(Color::White);
} }
+6 -3
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@@ -1,14 +1,17 @@
#include "Player.h"; #include "Player.h";
Player::Player(Vector2u screenSize): _screenWidth(screenSize.x) { Player::Player(Vector2u screenSize): _screenWidth(screenSize.x) {
_shape = CircleShape(40, 3); _shape = CircleShape(screenSize.x / 70, 3);
_shape.setFillColor(Color(52, 252, 5)); _shape.setFillColor(Color(52, 252, 5));
_shape.setPosition(_screenWidth / 2.f, screenSize.y - _shape.getScale().y - 50);
float shapeHeight = _shape.getRadius() * 1.5;
_shape.setPosition(_screenWidth / 2.f, screenSize.y - shapeHeight);
} }
void Player::move(int direction) { void Player::move(int direction) {
float max = _screenWidth - (_shape.getRadius() * 2); float max = _screenWidth - (_shape.getRadius() * 2);
float result = 5 * direction; float result = (_screenWidth / 724.0)*direction;
// Prevent leaving the window // Prevent leaving the window
if (_shape.getPosition().x + result < 0 || _shape.getPosition().x + result > max) { if (_shape.getPosition().x + result < 0 || _shape.getPosition().x + result > max) {
+13
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@@ -0,0 +1,13 @@
#include "Shield.h"
Shield::Shield(Window& window) {
int shapeWidth = window.getSize().x / 10;
int shapeHeight = window.getSize().y / 35;
_shape = RectangleShape(Vector2f(shapeWidth, shapeHeight));
_shape.setFillColor(Color(Color(52, 252, 5)));
}
void Shield::setPosition(Vector2f position) {
_shape.setPosition(position.x + _shape.getSize().x, position.y - _shape.getScale().y);
}