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tilde.cpp
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717 lines (623 loc) · 24.7 KB
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#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include <iostream>
#include <vector>
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include "config.h"
#include "player.hpp"
#include "constants.hpp"
#include "powerup.hpp"
#include "item.hpp"
#include "input.hpp"
const float PLAYER_SPEED = 80.f;
const float ITEM_SPAWN_INTERVAL = 5.0f;
const float POWERUP_SPAWN_INTERVAL = 1.0;
const float STUN_TIME = 3;
const float BURN_TIME = 5;
// SFML doesn't support scancodes...
#ifdef COLEMAK
KeyConfig PLAYER_KEYS[] = {
KeyConfig { sf::Keyboard::Up, sf::Keyboard::Down, sf::Keyboard::Left, sf::Keyboard::Right, sf::Keyboard::RShift },
KeyConfig { sf::Keyboard::W, sf::Keyboard::R, sf::Keyboard::A, sf::Keyboard::S, sf::Keyboard::Q },
KeyConfig { sf::Keyboard::G, sf::Keyboard::D, sf::Keyboard::T, sf::Keyboard::H, sf::Keyboard::P },
KeyConfig { sf::Keyboard::U, sf::Keyboard::E, sf::Keyboard::N, sf::Keyboard::I, sf::Keyboard::L }
};
#else
KeyConfig PLAYER_KEYS[] = {
KeyConfig { sf::Keyboard::Up, sf::Keyboard::Down, sf::Keyboard::Left, sf::Keyboard::Right, sf::Keyboard::RShift },
KeyConfig { sf::Keyboard::W, sf::Keyboard::S, sf::Keyboard::A, sf::Keyboard::D, sf::Keyboard::Q },
KeyConfig { sf::Keyboard::I, sf::Keyboard::K, sf::Keyboard::J, sf::Keyboard::L, sf::Keyboard::U },
KeyConfig { sf::Keyboard::T, sf::Keyboard::G, sf::Keyboard::F, sf::Keyboard::H, sf::Keyboard::R }
};
#endif
void handle_item_pickup(std::vector<Player>& players,
std::vector<Item*>& items) {
for (Player& p : players) {
if (p.carried_item == nullptr) {
auto boundingBox = p.shape.getGlobalBounds();
for (Item* item : items) {
bool not_just_dropped =
item->sprite.getColor().a == 255 || item->drop_clock.getElapsedTime().asSeconds() > ITEM_DROP_TIMER;
if (!item->being_carried &&
!item->in_box &&
not_just_dropped &&
boundingBox.intersects(item->sprite.getGlobalBounds())
) {
p.carried_item = item;
item->sprite.setPosition(p.sprite.getPosition());
item->being_carried = true;
break;
}
}
}
}
}
void handle_item_dropping(Player& player) {
Item* item = player.carried_item;
if (item != nullptr) {
item->being_carried = false;
item->sprite.setColor(sf::Color(255,255,255,100));
player.carried_item = nullptr;
item->drop_clock.restart();
}
}
void handle_opaque_items(std::vector<Item*> items) {
for (Item* item : items) {
if (item->drop_clock.getElapsedTime().asSeconds() >= ITEM_DROP_TIMER &&
item->sprite.getColor().a < 255) {
item->sprite.setColor(sf::Color(255,255,255,255));
}
}
}
void handle_input(std::vector<Player>& players, float dt) {
for (Player& p : players) {
if (p.stunned) {
p.moving = false;
continue;
}
sf::Vector2f dir;
if (p.input_handler->get_value(input::Action::UP) > 0.5) {
dir.y -= 1;
}
if (p.input_handler->get_value(input::Action::DOWN) > 0.5) {
dir.y += 1;
}
if (p.input_handler->get_value(input::Action::LEFT) > 0.5) {
dir.x -= 1;
}
if (p.input_handler->get_value(input::Action::RIGHT) > 0.5) {
dir.x += 1;
}
if(p.input_handler->get_value(input::Action::DROP) > 0.5) {
handle_item_dropping(p);
}
// Prevent diagonal walking from being faster
if (dir.x != 0 && dir.y != 0) {
dir /= (float)sqrt(2);
}
float speed = p.carried_item ? PLAYER_SPEED / 2.0f : PLAYER_SPEED;
if (p.powerup != nullptr && p.powerup->type == PowerupType::FASTER) {
speed *= SPEED_INCREASE;
}
auto movement = dir * speed * dt;
p.move(movement.x, movement.y);
// Change character direction if moving
if (dir.y < 0) {
p.direction = Up;
} else if (dir.y > 0) {
p.direction = Down;
} else if (dir.x < 0) {
p.direction = Left;
} else if (dir.x > 0) {
p.direction = Right;
}
p.moving = dir.x != 0 || dir.y != 0;
// Check screen bounds
auto pos = p.sprite.getPosition();
if (pos.x < 10) {
p.move(10 - pos.x, 0);
} else if (pos.x >= WINDOW_WIDTH - 10) {
p.move(WINDOW_WIDTH - 10 - pos.x, 0);
}
if (pos.y < 10) {
p.move(0, 10 - pos.y);
} else if (pos.y >= WINDOW_HEIGHT - 10) {
p.move(0, WINDOW_HEIGHT - 10 - pos.y);
}
}
}
void handle_item_stealing(std::vector<Player>& players, sf::Sound hitsounds[4]) {
for (Player& p : players) {
if (p.powerup != nullptr &&
p.powerup->type == PowerupType::IMMUNITY) {
continue;
}
auto player_bounds = p.shape.getGlobalBounds();
for (Player& enemy : players) {
if (p.index == enemy.index) continue;
if (player_bounds.intersects(enemy.shape.getGlobalBounds())) {
if (p.carried_item != nullptr && !enemy.stunned && enemy.carried_item == nullptr) {
enemy.carried_item = p.carried_item;
enemy.carried_item->sprite.setPosition(enemy.shape.getPosition());
p.carried_item = nullptr;
hitsounds[rand() % 4].play();
p.stun_clock.restart().asSeconds();
p.stunned = true;
p.sprite.setRotation(90.0f);
}
}
}
}
}
void handle_fire(std::vector<Player>& players, std::vector<Item*>& items) {
for (Player& p : players) {
// Light items that player walks on
if (p.powerup != nullptr && p.powerup->type == PowerupType::FIRE) {
for (Player& other : players) {
for (Box& box : other.boxes) {
auto box_bb = box.shape.getGlobalBounds();
auto player_bb = p.shape.getGlobalBounds();
if (box.filled && !box.on_fire && box_bb.intersects(player_bb)) {
box.on_fire = true;
box.fire_clock.restart();
}
}
}
}
for (Box& box : p.boxes) {
if (box.on_fire) {
auto box_bb = box.shape.getGlobalBounds();
auto player_bb = p.shape.getGlobalBounds();
// Let players put out fires on their own stuff
if (box_bb.intersects(player_bb)) {
box.on_fire = false;
}
if (box.fire_clock.getElapsedTime().asSeconds() > BURN_TIME) {
box.filled = false;
box.on_fire = false;
remove_item(items, box.item);
box.item = nullptr;
}
}
}
}
}
void handle_stun(std::vector<Player>& players) {
for (Player& p : players) {
if (p.stunned) {
if (p.stun_clock.getElapsedTime().asSeconds() >= STUN_TIME) {
p.stunned = false;
p.sprite.setRotation(0);
}
}
}
}
void remove_powerup(std::vector<Powerup*>& powerups, Powerup* powerup) {
size_t index = 0;
for (size_t i = 0; i < powerups.size(); ++i) {
if (powerups[i] == powerup) {
index = i;
break;
}
}
powerups.erase(powerups.begin() + index);
delete powerup;
}
bool powerup_within_bounds(Powerup* powerup) {
float powerup_x_pos = powerup->sprite.getPosition().x;
float powerup_y_pos = powerup->sprite.getPosition().y;
sf::FloatRect powerup_bounds = powerup->sprite.getGlobalBounds();
if (powerup_x_pos < 0 + powerup_bounds.width/2 ||
powerup_y_pos < 0 + powerup_bounds.height/2 ||
powerup_x_pos > WINDOW_WIDTH - powerup_bounds.width ||
powerup_y_pos > WINDOW_HEIGHT - powerup_bounds.height) {
return false;
}
return true;
}
bool is_free_to_place(Powerup* powerup,
std::vector<Player>& players) {
for (Player& p : players) {
if (p.house_sprite.getGlobalBounds().intersects(powerup->sprite.getGlobalBounds()) ||
!powerup_within_bounds(powerup)) {
return false;
}
}
return true;
}
void spawn_powerup(std::vector<Powerup*>& powerups,
std::vector<Player>& players, PowerupTextures powerup_textures) {
if (powerups.size() < MAX_NUM_POWERUPS) {
PowerupType type = (PowerupType)(rand() % NUM_POWERUP_TYPES);
Powerup* p = new Powerup{type, sf::Vector2f{0, 0}, powerup_textures};
unsigned int rand_x;
unsigned int rand_y;
do {
rand_x = (unsigned int)(rand() % WINDOW_WIDTH);
rand_y = (unsigned int)(rand() % WINDOW_HEIGHT);
p->sprite.setPosition(rand_x, rand_y);
p->since_spawn.restart();
} while (!is_free_to_place(p, players));
powerups.push_back(p);
}
}
void handle_powerup_pickup(std::vector<Powerup*>& powerups, std::vector<Player>& players) {
for (Player& p : players) {
auto bb = p.shape.getGlobalBounds();
for (Powerup* powerup : powerups) {
if (!powerup->active && bb.intersects(powerup->sprite.getGlobalBounds())) {
if (p.powerup != nullptr) {
remove_powerup(powerups, p.powerup);
}
p.powerup = powerup;
p.powerup->activate();
p.powerup->bar.set_position(p.sprite.getPosition()
+ sf::Vector2f{-(float)PROGRESSBAR_WIDTH/2, PROGRESSBAR_DISTANCE});
break;
}
}
}
}
void update_powerups(std::vector<Powerup*>& powerups, std::vector<Player>& players) {
for (Player& p : players) {
if (p.powerup == nullptr) continue;
p.powerup->update_progress();
if (p.powerup->should_deactivate()) {
remove_powerup(powerups, p.powerup);
p.powerup = nullptr;
}
}
for (Powerup* powerup : powerups) {
if (!powerup->active && powerup->since_spawn.getElapsedTime().asSeconds() >= POWERUP_DESPAWN_TIMER) {
remove_powerup(powerups, powerup);
}
}
}
void update_powerup_animations(std::vector<Powerup*>& powerups, float dt) {
for (Powerup* p : powerups) {
if (!p->active) {
p->update_animation(dt);
}
}
}
void handle_stealing_from_house(std::vector<Player>& players) {
for (Player& p : players) {
if (p.powerup == nullptr || p.carried_item != nullptr ||
p.powerup->type != PowerupType::STEALING) continue;
auto bb = p.shape.getGlobalBounds();
for (Player& enemy : players) {
for (Box& box: enemy.boxes) {
if (box.item != nullptr &&
bb.intersects(box.item->sprite.getGlobalBounds())) {
box.filled = false;
Item* item = box.item;
box.item = nullptr;
p.carried_item = item;
item->sprite.setOrigin(10, 10);
item->being_carried = true;
item->in_box = false;
item->sprite.setPosition(p.sprite.getPosition());
return;
}
}
}
}
}
void game_startup(std::vector<Player>& players, sf::RenderWindow& window,
sf::Font& font, sf::Sprite& background,
std::vector<input::InputHandler*> handlers) {
sf::Text welcome_text;
welcome_text.setFont(font);
welcome_text.setString("Welcome to ~!\nPress the up key on your controller or keyboard to join.\nPress Enter to start");
welcome_text.setPosition(WINDOW_WIDTH/20, WINDOW_HEIGHT/3);
unsigned int curr_player = 0;
while (window.isOpen()) {
// only add new players if there are less than 4 current players
if (curr_player < 4) {
for (auto handler : handlers) {
// add player if this handler presses up
if (handler->is_connected() &&
!handler->in_use &&
handler->get_value(input::Action::UP) > 0.5) {
std::cout << "Player " << curr_player << " connected" << std::endl;
Player& p = players[curr_player];
p.input_handler = handler;
handler->in_use = true;
p.connected = true;
curr_player++;
}
}
}
window.draw(background);
window.draw(welcome_text);
for (Player& p : players) {
// only draw connected ones
if (p.connected) {
if (p.input_handler->get_value(input::Action::UP) > 0.5) {
p.house_sprite.setScale(1.05, 1.05);
} else {
p.house_sprite.setScale(1, 1);
}
window.draw(p.house_sprite);
}
}
if (curr_player > 0 &&
sf::Keyboard::isKeyPressed(sf::Keyboard::Return)) {
// remove not used players and start game
while (players.size() != curr_player) {
players.erase(players.begin() + curr_player);
std::cout << "removed player" << std::endl;
}
std::cout << players.size() << " joined" << std::endl;
return;
}
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed)
window.close();
}
window.display();
}
}
void initialize_input_handlers(std::vector<input::InputHandler*>& handlers) {
for (KeyConfig& c : PLAYER_KEYS) {
auto handler = new input::KeyboardInputHandler(c.up, c.down, c.left, c.right, c.drop);
handlers.push_back(handler);
}
// for some reason, controller 0 and 1 are always connected and press up
for (int i = 2; i < 8; ++i) {
auto handler = new input::ControllerInputHandler(i);
handlers.push_back(handler);
}
}
void destroy_handlers(std::vector<input::InputHandler*>& handlers) {
for (auto handler: handlers) {
delete handler;
}
while (handlers.size() > 0) {
handlers.erase(handlers.begin());
}
}
bool game_end_screen(unsigned int winner_id, sf::RenderWindow& window,
sf::Font font, sf::Sprite& background) {
sf::Text text;
text.setFont(font);
text.setString("Player " + std::to_string(winner_id) + " won!\nPress Enter to play again.");
text.setPosition(WINDOW_WIDTH/10, WINDOW_HEIGHT/3);
unsigned int curr_player = 0;
while (window.isOpen()) {
window.draw(background);
window.draw(text);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Return)) {
return false;
}
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed)
window.close();
}
window.display();
}
return true;
}
int main() {
srand(time(NULL));
sf::RenderWindow window(sf::VideoMode(WINDOW_WIDTH, WINDOW_HEIGHT), "~");
sf::Font font;
font.loadFromFile("../arial.ttf");
// These need to stay alive for the entire game or players will be drawn
// as white squares
sf::Texture red_texture;
sf::Texture green_texture;
sf::Texture blue_texture;
sf::Texture yellow_texture;
red_texture.loadFromFile("../assets/red_player.png");
green_texture.loadFromFile("../assets/green_player.png");
blue_texture.loadFromFile("../assets/blue_player.png");
yellow_texture.loadFromFile("../assets/yellow_player.png");
sf::Texture red_house_texture;
sf::Texture blue_house_texture;
sf::Texture green_house_texture;
sf::Texture yellow_house_texture;
red_house_texture.loadFromFile("../assets/house_red.png");
blue_house_texture.loadFromFile("../assets/house_blue.png");
green_house_texture.loadFromFile("../assets/house_green.png");
yellow_house_texture.loadFromFile("../assets/house_yellow.png");
sf::Texture speed_texture;
sf::Texture immunity_texture;
sf::Texture fire_texture;
sf::Texture stealing_texture;
speed_texture.loadFromFile("../assets/speed.png");
immunity_texture.loadFromFile("../assets/immunity.png");
fire_texture.loadFromFile("../assets/fire.png");
stealing_texture.loadFromFile("../assets/stealing.png");
PowerupTextures powerup_textures;
powerup_textures.speed = &speed_texture;
powerup_textures.immunity = &immunity_texture;
powerup_textures.fire = &fire_texture;
powerup_textures.stealing = &stealing_texture;
sf::Texture chair_texture;
sf::Texture fridge_texture;
sf::Texture tv_texture;
sf::Texture plant_texture;
chair_texture.loadFromFile("../assets/chair.png");
fridge_texture.loadFromFile("../assets/fridge.png");
tv_texture.loadFromFile("../assets/tv.png");
plant_texture.loadFromFile("../assets/plant.png");
std::vector<sf::Texture*> item_textures = {
&chair_texture,
&fridge_texture,
&tv_texture,
&plant_texture
};
sf::Texture burning_texture;
burning_texture.loadFromFile("../assets/Fiyah.png");
sf::Texture background_texture;
background_texture.loadFromFile("../assets/background.png");
background_texture.setRepeated(true);
sf::Sprite background_sprite;
background_sprite.setTextureRect(sf::IntRect(0,0,WINDOW_WIDTH, WINDOW_HEIGHT));
background_sprite.setTexture(background_texture);
sf::SoundBuffer player_hit_sound_buffers[4];
sf::Sound player_hit_sounds[4];
for (int i = 0; i < 4; i++) {
player_hit_sound_buffers[i].loadFromFile("../assets/hitplayer" + std::to_string(i + 1) + ".ogg");
player_hit_sounds[i].setBuffer(player_hit_sound_buffers[i]);
}
sf::Music music;
music.openFromFile("../assets/tilde.ogg");
music.setLoop(true);
music.play();
float house_height = red_house_texture.getSize().y;
float house_width = red_house_texture.getSize().x;
std::vector<input::InputHandler*> handlers;
bool game_finished = false;
unsigned int winner_id = 0;
while (true) {
if (!window.isOpen()) break;
std::vector<Player> players = {
Player(0, sf::Vector2f{WINDOW_MARGIN, WINDOW_MARGIN}, &red_texture, &red_house_texture),
Player(1, sf::Vector2f{WINDOW_MARGIN, WINDOW_HEIGHT - house_height - WINDOW_MARGIN}, &green_texture, &green_house_texture),
Player(2, sf::Vector2f{WINDOW_WIDTH - house_width - WINDOW_MARGIN, WINDOW_MARGIN}, &blue_texture, &blue_house_texture),
Player(3, sf::Vector2f{WINDOW_WIDTH - house_width - WINDOW_MARGIN,
WINDOW_HEIGHT - house_height - WINDOW_MARGIN}, &yellow_texture, &yellow_house_texture)
};
if (game_finished) {
bool should_quit = game_end_screen(winner_id, window, font,
background_sprite);
if (should_quit) break;
destroy_handlers(handlers);
game_finished = false;
}
initialize_input_handlers(handlers);
window.draw(background_sprite);
game_startup(players, window, font, background_sprite, handlers);
std::vector<Item*> items;
std::vector<Powerup*> powerups;
sf::Clock delta_clock;
sf::Clock spawn_clock;
sf::Clock powerup_clock;
std::string win_text = "";
while (window.isOpen() && !game_finished) {
float dt = delta_clock.restart().asSeconds();
sf::Event event;
while (window.pollEvent(event)) {
if (event.type == sf::Event::Closed)
window.close();
}
if (spawn_clock.getElapsedTime().asSeconds() > ITEM_SPAWN_INTERVAL) {
spawn_item(items, item_textures);
spawn_clock.restart();
}
if (powerup_clock.getElapsedTime().asSeconds() > POWERUP_SPAWN_INTERVAL) {
spawn_powerup(powerups, players, powerup_textures);
powerup_clock.restart();
}
handle_input(players, dt);
handle_item_pickup(players, items);
handle_powerup_pickup(powerups, players);
update_powerups(powerups, players);
update_powerup_animations(powerups, dt);
handle_stealing_from_house(players);
handle_item_stealing(players, player_hit_sounds);
handle_fire(players, items);
handle_stun(players);
handle_opaque_items(items);
for (Player& p : players) {
if (p.carried_item != nullptr && p.is_home()) {
//remove_item(items, p.carried_item);
Item* item = p.carried_item;
p.carried_item = nullptr;
item->in_box = true;
item->being_carried = false;
// Fill a random box
std::vector<size_t> available_indices;
for (size_t i = 0; i < p.boxes.size(); i++) {
if (!p.boxes[i].filled) {
available_indices.push_back(i);
}
}
size_t empty_boxes = available_indices.size();
if (empty_boxes > 0) {
Box* b = &p.boxes[available_indices[rand() % empty_boxes]];
item->sprite.setOrigin(0, 0);
item->sprite.setPosition(
b->shape.getPosition());
b->filled = true;
b->item = item;
}
if (empty_boxes == 1 && !game_finished) {
win_text = "player " + std::to_string(p.index) + " won the game!";
winner_id = p.index;
game_finished = true;
}
}
}
struct PowerupTextures {
sf::Texture* speed;
sf::Texture* immunity;
sf::Texture* fire;
};
// Drawing
window.clear(sf::Color::Black);
window.draw(background_sprite);
for (Player& player : players) {
window.draw(player.house_sprite);
for (auto box : player.boxes) {
window.draw(box.shape);
if (box.filled) {
window.draw(box.item->sprite);
}
if (box.on_fire) {
sf::Sprite fire_sprite;
fire_sprite.setTexture(burning_texture);
float time = box.fire_clock.getElapsedTime().asSeconds() * 8;
int frame = (int)time % 6;
fire_sprite.setTextureRect(sf::IntRect(frame * 10, 0, 10, 13));
fire_sprite.setPosition(box.shape.getPosition() + sf::Vector2f(5, 5));
window.draw(fire_sprite);
}
}
}
for (auto p : players) {
float time = p.animation_clock.getElapsedTime().asSeconds() * 4;
int frame = (int)time % 4;
if (frame == 3) {
frame = 1; // To get ping pong effect
}
if (!p.moving) {
frame = 1;
}
p.sprite.setTextureRect(sf::IntRect(frame * 16, (int)p.direction * 18, 16, 18));
window.draw(p.sprite);
}
for (auto item : items) {
// we draw those in boxes earlier
if (!item->in_box) {
window.draw(item->sprite);
}
}
for (auto powerup : powerups) {
if (!powerup->active) {
window.draw(powerup->sprite);
} else {
powerup->bar.draw(window);
}
}
if (win_text != "") {
sf::Text text;
text.setFont(font);
text.setString(win_text);
text.setCharacterSize(60);
text.setPosition(sf::Vector2f(100, WINDOW_HEIGHT / 2 - 30));
window.draw(text);
}
window.display();
}
}
destroy_handlers(handlers);
return 0;
}