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Gameplay.cpp
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Gameplay.cpp
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#pragma once
#include "Gameplay.h"
#include <iostream>
Gameplay::Gameplay(b2World& world) : _world(world)
{
spawnAll();
// Lifes sprite
_lifesTexture.loadFromFile("assets/lifes.png");
_lifesSprite.setTexture(_lifesTexture);
// Score text
_font.loadFromFile("assets/SuperMario256.ttf");
_pointsText.setFont(_font);
_pointsText.setCharacterSize(24); // Tama�o en p�xeles, no puntos.
_pointsText.setFillColor(sf::Color::White);
_pointsText.setOutlineThickness(2);
_pointsText.setOutlineColor(sf::Color::Black);
_deathScreen = new sf::RectangleShape;
_deathScreen->setFillColor(sf::Color(0, 0, 0, 0));
}
Gameplay::~Gameplay()
{
delete _tiledMap;
delete _structures;
delete _player;
delete _enemySpawn;
delete _destroyableTerrainSpawn;
delete _collectables;
delete _deathScreen;
}
void Gameplay::update()
{
// Update Lifes
int lifesWidth = 177;
int lifesHeight = 32;
switch (_lifes) {
case 5:
_lifesSprite.setTextureRect({ 24, 22 + lifesHeight * 0, lifesWidth, lifesHeight });
break;
case 4:
if (_firstDeath) {
_buffer.loadFromFile("assets/sounds/firstDeath.wav");
_sound.setBuffer(_buffer);
_sound.play();
_firstDeath = false;
}
_lifesSprite.setTextureRect({ 24, 22 + lifesHeight * 1, lifesWidth, lifesHeight });
break;
case 3:
if (_secondDeath) {
_buffer.loadFromFile("assets/sounds/secondDeath.wav");
_sound.setBuffer(_buffer);
_sound.play();
_secondDeath = false;
}
_lifesSprite.setTextureRect({ 24, 22 + lifesHeight * 2, lifesWidth, lifesHeight });
break;
case 2:
if (_thirdDeath) {
_buffer.loadFromFile("assets/sounds/thirdDeath.wav");
_sound.setBuffer(_buffer);
_sound.play();
_thirdDeath = false;
}
_lifesSprite.setTextureRect({ 24, 22 + lifesHeight * 3, lifesWidth, lifesHeight });
break;
case 1:
if (_fourthDeath) {
_buffer.loadFromFile("assets/sounds/fourthDeath.wav");
_sound.setBuffer(_buffer);
_sound.play();
_fourthDeath = false;
}
_lifesSprite.setTextureRect({ 24, 22 + lifesHeight * 4, lifesWidth, lifesHeight });
break;
default:
break;
}
// Update Score
_pointsText.setString(std::to_string(_totalPoints));
if (_isFrozen) {
if (_deathScreenOpacity < 255) {
_deathScreenOpacity += 15; // Incrementa la opacidad gradualmente
}
_deathScreen->setFillColor(sf::Color(0, 0, 0, _deathScreenOpacity));
// Asegura que la pantalla de muerte est� centrada en la posici�n del jugador
sf::Vector2f playerPos = getCameraPosition();
playerPos.x -= _deathScreen->getSize().x / 2 - 150;
playerPos.y -= _deathScreen->getSize().y / 2;
_deathScreen->setPosition(playerPos);
if (_deathScreenOpacity >= 255) {
respawn();
_isFadingOut = true;
}
return;
}
if (_isFadingOut) {
if (_deathScreenOpacity > 0) {
_deathScreenOpacity -= 15; // Decrementa la opacidad gradualmente
}
else {
_isFadingOut = false; // Termina el proceso de desvanecimiento
_isPlayerDead = false;
}
_deathScreen->setFillColor(sf::Color(0, 0, 0, _deathScreenOpacity));
sf::Vector2f playerPos = getCameraPosition();
playerPos.x -= _deathScreen->getSize().x / 2 - 150;
playerPos.y -= _deathScreen->getSize().y / 2;
_deathScreen->setPosition(playerPos);
return;
}
_world.Step(1.0f / 60, int32(10), int32(8));
// Restart the game with T
if (sf::Keyboard::isKeyPressed(sf::Keyboard::T)) {
tryAgain();
}
// Update Player
_player->cmd();
_player->update();
if (_player->getPosition().x > 2880) {
if (_ending) {
_buffer.loadFromFile("assets/sounds/ending.wav");
_sound.setBuffer(_buffer);
_sound.play();
_ending = false;
}
}
if (_player->isDead()) {
_isPlayerDead = true;
_isFrozen = true;
}
// Update Enemies
auto& enemies = _enemySpawn->getEnemies();
for (auto enemy : enemies) {
enemy->update();
if (enemy->isDead()) {
enemies.erase(std::remove(enemies.begin(), enemies.end(), enemy), enemies.end());
delete enemy;
}
}
auto& destroyableTerrains = _destroyableTerrainSpawn->getDestroyableTerrains();
auto it = destroyableTerrains.begin();
while (it != destroyableTerrains.end()) {
(*it)->update();
if ((*it)->isDestroyed()) {
delete* it;
it = destroyableTerrains.erase(it); // Borra el elemento y avanza al siguiente v�lido.
}
else {
++it; // Avanza al siguiente elemento.
}
}
// End the game if the player is dead or if the player wins
auto& stars = _collectables->getCollectables();
for (auto star : stars) {
star->update();
if (star->isCollected()) {
if (star->isWinStar()) {
_totalPoints += star->getPoints();
stars.erase(std::remove(stars.begin(), stars.end(), star), stars.end());
delete star;
_buffer.loadFromFile("assets/sounds/gameWin.wav");
_sound.setBuffer(_buffer);
_sound.play();
_showCredits = true;
}
else {
_totalPoints += star->getPoints();
stars.erase(std::remove(stars.begin(), stars.end(), star), stars.end());
delete star;
}
}
}
// Respawn logic
if (_isPlayerDead) {
_lifes--;
if (_lifes < 1) {
_buffer.loadFromFile("assets/sounds/gameOver.wav");
_sound.setBuffer(_buffer);
_sound.play();
_tryAgain = true;
}
}
}
void Gameplay::render(sf::RenderWindow& window)
{
// Adjust the view to follow the player
sf::View view = window.getView();
sf::Vector2f playerPos = getCameraPosition();
playerPos.x += 150; // La posicion del personaje + 150 para que se vea mas atras el personaje con respecto al centro.
playerPos.y = (float(640) / 2); // El alto de la ventana dividido entre 2 para dejarlo fijo al medio.
view.setCenter(playerPos);
window.setView(view);
// Draw the Map
_tiledMap->render(window);
// Draw the Player
_player->render(window);
// Draw the Enemy
auto& enemies = _enemySpawn->getEnemies();
for (auto enemy : enemies) {
enemy->render(window);
}
auto& stars = _collectables->getCollectables();
for (auto star : stars) {
star->render(window);
}
auto& destroyableTerrains = _destroyableTerrainSpawn->getDestroyableTerrains();
for (auto& terrain : destroyableTerrains) {
terrain->render(window);
}
// Ajustar la posici�n del sprite de las vidas para que siempre est� en la esquina superior izquierda de la vista
sf::Vector2f viewCorner = window.mapPixelToCoords(sf::Vector2i(0, 0), view);
_lifesSprite.setPosition(viewCorner.x + 15, viewCorner.y + 15);
window.draw(_lifesSprite);
// Ajusta la posici�n del texto del puntaje
_pointsText.setPosition(viewCorner.x + 15, viewCorner.y + 50); // Ejemplo de posici�n
window.draw(_pointsText);
if (_isPlayerDead) {
sf::Vector2u windowSize = window.getSize();
_deathScreen->setSize(sf::Vector2f(windowSize.x + 200, windowSize.y + 4000));
window.draw(*_deathScreen);
}
}
void Gameplay::respawn()
{
_isFrozen = false;
delete _destroyableTerrainSpawn;
spawnDestroyableTerrains();
delete _player;
spawnPlayer();
delete _enemySpawn;
spawnEnemies();
}
bool Gameplay::getTryAgain() const
{
return _tryAgain;
}
bool Gameplay::getCredits() const
{
return _showCredits;
}
void Gameplay::setPlayerName(std::string playerName)
{
_playerName = playerName;
}
void Gameplay::tryAgain()
{
_tryAgain = false;
_showCredits = false;
_isFadingOut = false;
_isPlayerDead = false;
_firstDeath = true;
_secondDeath = true;
_thirdDeath = true;
_fourthDeath = true;
_ending = true;
_deathScreenOpacity = 0;
_totalPoints = 0;
_lifes = 5;
delete _collectables;
spawnCollectables();
respawn();
}
void Gameplay::gameOver()
{
_archivoRank.grabarPlayer(PlayerScore(_playerName, _totalPoints));
}
void Gameplay::gameWin()
{
_totalPoints += _lifes * 100; // Bonus points for remaining lifes
_archivoRank.grabarPlayer(PlayerScore(_playerName, _totalPoints));
}
sf::Vector2f Gameplay::getCameraPosition()
{
return _player->getPosition();
}
void Gameplay::spawnAll() {
generateMap();
spawnStructures();
spawnPlayer();
spawnEnemies();
spawnDestroyableTerrains();
spawnCollectables();
}
void Gameplay::spawnPlayer() {
_player = new Player(_world, _tiledMap->getPlayerSpawnPoint());
}
void Gameplay::generateMap() {
_tiledMap = new TiledMap(_world);
}
void Gameplay::spawnEnemies() {
_enemySpawn = new EnemySpawn(_world, _tiledMap->getMap());
}
void Gameplay::spawnCollectables()
{
_collectables = new Collectable(_world, _tiledMap->getMap());
}
void Gameplay::spawnStructures() {
_structures = new Structures(_world, _tiledMap->getMap());
}
void Gameplay::spawnDestroyableTerrains() {
_destroyableTerrainSpawn = new DestroyableTerrainSpawn(_world, _tiledMap->getMap());
}