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Player.cpp
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321 lines (267 loc) · 6.13 KB
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#include "Player.h"
Player::Player(Level const& level)
{
dead = false;
lives = INITIAL_PACMAN_LIVES;
SetCounter(0);
SetDeadCounter(0);
SetMaxCounter(4);
animationState = 1;
progress = 0;
dir = LEFT;
next_dir = LEFT;
loadSprite(sprite, "Pac-Man_AnimationSheet.png", PACMAN_ANIMATION_STAGES, 1);
loadSprite(dead_sprite, "Pacman_Death_Animation.png", PACMAN_ANIMATION_STAGES, 1);
SetInitialPosition(level.GetPacmanXPos(), level.GetPacmanYPos());
SetPosition(level.GetPacmanXPos(), level.GetPacmanYPos());
SetPixelPosition(level.GetPixelPositionX(GetPositionX()), level.GetPixelPositionY(GetPositionY()));
}
void Player::Reset(Level &level) {
dead = false;
SetCounter(0);
SetMaxCounter(4);
animationState = 1;
SetInitialPosition(level.GetPacmanXPos(), level.GetPacmanYPos());
SetPosition(level.GetPacmanXPos(), level.GetPacmanYPos());
SetPixelPosition(level.GetPixelPositionX(GetPositionX()), level.GetPixelPositionY(GetPositionY()));
dir = LEFT;
next_dir = LEFT;
}
void Player::GameReset(Level &level) {
dead = false;
lives = INITIAL_PACMAN_LIVES;
SetCounter(0);
SetDeadCounter(0);
SetMaxCounter(4);
animationState = 1;
ResetProgress();
dir = LEFT;
next_dir = LEFT;
SetInitialPosition(level.GetPacmanXPos(), level.GetPacmanYPos());
SetPosition(level.GetPacmanXPos(), level.GetPacmanYPos());
SetPixelPosition(level.GetPixelPositionX(GetPositionX()), level.GetPixelPositionY(GetPositionY()));
}
void Player::SetDirection(tDirection direction) {
dir = direction;
}
void Player::SetNextDirection(tDirection next_direction) {
next_dir = next_direction;
}
void Player::SetDead(bool b) {
dead = b;
}
void Player::SetAnimationState(int i)
{
animationState = i;
if (animationState > 10) {
animationState = animationState % PACMAN_ANIMATION_STAGES;
}
}
void Player::ResetProgress()
{
progress = 0;
}
void Player::IncreaseProgress()
{
progress++;
}
void Player::SetPosition(const int & x, const int & y)
{
position.x = x;
position.y = y;
}
void Player::SetInitialPosition(const int & x, const int & y) {
initial_position.x = x;
initial_position.y = y;
}
void Player::SetPixelPosition(float pixel_x, float pixel_y) {
position.pixel_x = pixel_x;
position.pixel_y = pixel_y;
}
void Player::SetLives(const short int & l)
{
lives = l;
}
void Player::MovePlayer(std::vector<std::vector<tGame>> &map)
{
bool move = true;
int disp[2] = { 0,0 }, newPosX, newPosY;
switch (next_dir) {
case RIGHT: {
disp[0] = 1;
} break;
case LEFT: {
disp[0] = -1;
} break;
case UP: {
disp[1] = -1;
} break;
case DOWN: {
disp[1] = 1;
} break;
case NON: {
move = false;
}
}
newPosX = GetPositionX() + disp[0];
newPosY = GetPositionY() + disp[1];
if (movementPossible(map, newPosX, newPosY) && move)
{
if (!(dir == GetOppositeDirection(next_dir)))
{
CheckJump(map, newPosX, newPosY);
SetPosition(newPosX, newPosY);
SetPixelPosition(map[GetPositionY()][GetPositionX()].pixel_position[0], map[GetPositionY()][GetPositionX()].pixel_position[1]);
dir = next_dir;
}
next_dir = NON;
}
else
{
disp[0] = 0;
disp[1] = 0;
switch (dir) {
case RIGHT: {
disp[0] = 1;
} break;
case LEFT: {
disp[0] = -1;
} break;
case UP: {
disp[1] = -1;
} break;
case DOWN: {
disp[1] = 1;
} break;
}
newPosX = GetPositionX() + disp[0];
newPosY = GetPositionY() + disp[1];
if (movementPossible(map, newPosX, newPosY))
{
CheckJump(map, newPosX, newPosY);
SetPosition(newPosX, newPosY);
SetPixelPosition(map[GetPositionY()][GetPositionX()].pixel_position[0], map[GetPositionY()][GetPositionX()].pixel_position[1]);
}
}
}
void Player::Draw(float swidth, float sheight, int x, int y) {
if (!dead) {
drawSprite(sprite[animationState], x, y, getSpriteWidth(sprite[animationState]) / 2, getSpriteHeight(sprite[animationState]) / 2, dir * PI / 2, swidth, sheight);
}
else {
drawSprite(dead_sprite[animationState], x, y, getSpriteWidth(dead_sprite[animationState]) / 2, getSpriteHeight(dead_sprite[animationState]) / 2, dir * PI / 2, swidth, sheight);
}
}
void Player::SetCounter(int i) {
counter = i;
}
void Player::SetDeadCounter(int i) {
dead_counter = i;
}
void Player::SetMaxCounter(int i) {
max_counter = i;
}
void Player::ResetCounter() {
counter = 1;
}
ALLEGRO_BITMAP * Player::GetBitmap() const
{
return sprite[GetAnimationState()];
}
tDirection Player::GetDirection() const {
return dir;
}
tDirection Player::GetNextDirection() const {
return next_dir;
}
int Player::GetProgress() const
{
return progress;
}
int Player::GetLives() const
{
return lives;
}
int Player::GetPositionX() const
{
return position.x;
}
int Player::GetPositionY() const
{
return position.y;
}
int Player::GetInitialPositionX() const {
return initial_position.x;
}
int Player::GetInitialPositionY() const {
return initial_position.y;
}
float Player::GetPixelPositionX() const {
return position.pixel_x;
}
float Player::GetPixelPositionY() const {
return position.pixel_y;
}
int Player::GetAnimationState() const
{
return animationState;
}
int Player::GetCounter() const {
return counter;
}
int Player::GetDeadCounter() const {
return dead_counter;
}
int Player::GetMaxCounter() const {
return max_counter;
}
bool Player::GetDead() const {
return dead;
}
Player::~Player() {
destroySprite(sprite);
}
bool movementPossible(std::vector<std::vector<tGame>> &map, int checkX, int checkY, bool ghost) {
bool possible;
CheckJump(map, checkX, checkY);
if (ALLOWED_OBJECTS.count(map[checkY][checkX].elem) || ((map[checkY][checkX].elem == MISTAKE) && ghost == true)) possible = true;
else possible = false;
return possible;
}
void CheckJump(std::vector<std::vector<tGame>> & map, int & checkX, int & checkY)
{
if (checkY < 0)
{
checkY = map.size() - 1;
}
else if (checkX < 0)
{
checkX = map[checkY].size() - 1;
}
else if (checkY == map.size())
{
checkY = 0;
}
else if (checkX == map[checkY].size())
{
checkX = 0;
}
}
tDirection GetOppositeDirection(tDirection direction) {
tDirection opposite = NON;
switch (direction) {
case RIGHT: {
opposite = LEFT;
}break;
case LEFT: {
opposite = RIGHT;
}break;
case DOWN: {
opposite = UP;
}break;
case UP: {
opposite = DOWN;
}break;
}
return opposite;
}