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Alter Hase
Beruf: Softwareentwickler (aktuell Web/Node); Freiberuflicher Google Proxy
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#pragma once #include <SFML/Graphics.hpp> #include "StateManager.hpp" #include "Background.hpp" #include "Terrain.hpp" #include "Base.hpp" #include "ResourceManager.hpp" #include "ParticleSystem.hpp" #include "Missile.hpp" #include <vector> #ifdef _DEBUG #include <sstream> #endif class Game { public: Game(); void run(); private: void handleEvents(); void spawnEnemyMissile(); void spawnPlayerMissile(); void updateMissiles(); void updatePlayerMissiles(); void updateEnemyMissiles(); bool basesAlive(); sf::RenderWindow window; ResourceManager resMan; Background bg; Terrain terrain; ParticleSystem pSys; StateManager stateManager; std::vector<std::unique_ptr<Missile> > enemyMissiles; std::vector<std::unique_ptr<Missile> > playerMissiles; sf::Clock clock; float elapsedTimeInSec = 0.f; #ifdef _DEBUG sf::Font font; sf::Text fpsText; #endif }; |
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#include "Game.hpp" /* * Initializes members. */ Game::Game() : window(sf::VideoMode(800, 600), "Lunar Defense"), resMan("res/img/"), bg (&resMan), terrain(&resMan) { srand(static_cast<unsigned int>(time(NULL))); window.setVerticalSyncEnabled(true); #ifdef _DEBUG font.loadFromFile("res/fonts/consola.ttf"); fpsText.setFont(font); fpsText.setCharacterSize(16); fpsText.setPosition(sf::Vector2f(0.f, 600.f - 16.f)); fpsText.setColor(sf::Color::Yellow); #endif } /* * Main game loop. */ void Game::run() { while (window.isOpen()) { elapsedTimeInSec = clock.restart().asSeconds(); handleEvents(); window.clear(); window.draw(bg); window.draw(terrain); updateMissiles(); pSys.update(elapsedTimeInSec); pSys.render(&window); #ifdef _DEBUG int fps = static_cast<int>(1 / elapsedTimeInSec + .5f); std::stringstream ss; ss << fps; fpsText.setString(ss.str()); window.draw(fpsText); #endif _DEBUG window.display(); } } /* * Polls events and reacts accordingly. */ void Game::handleEvents() { sf::Event event; while (window.pollEvent(event)) { if ((event.type == sf::Event::Closed) || (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Escape)) { window.close(); } if (event.type == sf::Event::MouseButtonPressed && event.mouseButton.button == sf::Mouse::Left) { spawnPlayerMissile(); } if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Space) { spawnEnemyMissile(); } } } /* * Spawns an enemy missile from a random location at the top of the screen. * The target is a random undestroyed base. */ void Game::spawnEnemyMissile() { if (basesAlive()) { Base* rBase = nullptr; rBase = terrain.getBase(Base::slots(random(0, 4))); while (!rBase->isAlive()) { rBase = terrain.getBase(Base::slots(random(0, 4))); } sf::Vector2f rBasePos = rBase->getPosition(); std::unique_ptr<Missile> missile(new Missile(&resMan, sf::Vector2f(randomf(0.f, 800.f), 0.f), rBasePos, 2.f, &pSys)); enemyMissiles.push_back(std::move(missile)); } } /* * Spawns a new missile of the player from the base which is nearest to the mouse cursor and still alive. * The missile's target is the position of the mouse cursor. */ void Game::spawnPlayerMissile() { if (basesAlive()) { Base* rBase = nullptr; for (size_t i = 0; i < 4 && rBase == nullptr; i++) { if (terrain.getBase(Base::slots(i))->isAlive()) { rBase = terrain.getBase(Base::slots(i)); } } sf::Vector2f clickPosition(sf::Mouse::getPosition(window)); sf::Vector2f dVector = rBase->getPosition() - clickPosition; float minDistance = length(dVector); float baseDistance = 0.f; Base* minBase = rBase; for (size_t i = 0; i < 4; i++) { if (terrain.getBase(Base::slots(i))->isAlive()) { rBase = terrain.getBase(Base::slots(i)); dVector = rBase->getPosition() - clickPosition; baseDistance = length(dVector); if (baseDistance < minDistance) { minDistance = baseDistance; minBase = rBase; } } } sf::Vector2f minBasePos = minBase->getPosition(); std::unique_ptr<Missile> missile(new Missile(&resMan, minBasePos, clickPosition, 2.f, &pSys)); playerMissiles.push_back(std::move(missile)); } } /* * Updates enemy and player missiles. */ void Game::updateMissiles() { updatePlayerMissiles(); updateEnemyMissiles(); } /* * Updates player missiles according to elapsed time. * Checks if a missile has reached it's target in which case the missile get destroyed. */ void Game::updatePlayerMissiles() { for (auto m = playerMissiles.begin(); m != playerMissiles.end();) { bool reachedTarget = false; sf::Vector2f mPos = (**m).getPosition(); sf::Vector2f tPos = (**m).getTargetPosition(); if (length(mPos - tPos) < 10.f) { reachedTarget = true; } if (reachedTarget) { m = playerMissiles.erase(m); } else { (**m).update(elapsedTimeInSec); window.draw(**m); m++; } } } /* * Updates enemy missiles according to elapsed time. * Checks if a missile has reached it's target base in which case base and missile get destroyed. */ void Game::updateEnemyMissiles() { for (auto m = enemyMissiles.begin(); m != enemyMissiles.end();) { (**m).update(elapsedTimeInSec); window.draw(**m); bool collision = false; for (size_t i = 0; (i < Terrain::BASE_COUNT && !collision); i++) { Base* b = terrain.getBase(Base::slots(i)); if (b->isAlive() && b->getBoundingRect().contains((**m).getPosition())) { collision = true; b->destroy(); } } sf::FloatRect viewRect = sf::FloatRect(sf::Vector2f(0, 0), window.getDefaultView().getSize()); if (collision || !(viewRect.contains((**m).getPosition()))) { m = enemyMissiles.erase(m); } else { m++; } } } /* * Returns true if there is at least one base have not been destroyed so far. * Returns false if all bases have been destroyed. */ bool Game::basesAlive() { bool baseAlive = false; for (size_t i = 0; i < 4 && !baseAlive; i++) { if (terrain.getBase(Base::slots(i))->isAlive()) { baseAlive = true; } } return baseAlive; } |
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std::unique_ptr<Missile> missile(new Missile(...)); enemyMissiles.push_back(std::move(missile)); |
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enemyMissiles.emplace_back(new Missile(...));
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std::vector<std::unique_ptr<Missile> > enemyMissiles; |
Wieso eigentlich ein vector von Zeigern?
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1 std::vector<std::unique_ptr<Missile> > enemyMissiles;
Speicher doch die Missiles direkt in einem Vector.
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