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Main.cpp
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352 lines (296 loc) · 9.77 KB
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#include <string>
#include "GameStateManager.hpp"
#include "Screen.hpp"
#include "Player.hpp"
#include "PlayerBullet.hpp"
#include "Enemy.hpp"
#include "EnemyBullet.hpp"
int main()
{
srand(time((unsigned int) 0));
const short GAME_SPEED = 100;
const short SCREEN_WIDTH = 50;
const short SCREEN_HEIGHT = 50;
char wall_symbol = ' ';
char wall_symbol_in_menu = '#';
const short PLAYER_START_POSITION_X = SCREEN_WIDTH * .5;
const short PLAYER_START_POSITION_Y = SCREEN_HEIGHT * .8;
const char PLAYER_SYMBOL = '~';
const char PLAYER_BULLET_SYMBOL = '!';
int ENEMY_POSITION_X = rand() % (SCREEN_WIDTH - 1);
int ENEMY_POSITION_Y = 2;
const char ENEMY_SYMBOL = 'x';
const char ENEMY_BULLET_SYMBOL = '|';
const std::string GAME_AUTHOR = "GOLIANEK PRODUCTIONS";
const std::string PRESENTS = "presents";
const std::string GAME_TITLE = "GALACTIC INVADERS";
const std::string NEW_GAME = "1. NEW GAME";
const std::string EXIT = "2. EXIT";
struct KeyBindings
{
const std::string LEFT = "A -> move left";
const std::string RIGHT = "D -> move right";
const std::string SHOOT = "W -> shoot";
const std::string STOP = "S -> stop";
};
const std::string WIN = "YOU WIN!";
const std::string PRESS_ANY_KEY = "PRESS ANY KEY";
int player_score = 0;
short player_health = 10;
short player_bullet_timer = 5;
short enemy_health = 3;
short enemy_bullet_timer = 2;
short enemy_move_timer = 4;
short number_of_enemies = 10;
KeyBindings bindings;
KeyBindings* key_bindings = &bindings;
Screen* screen = new Screen(SCREEN_WIDTH, SCREEN_HEIGHT, wall_symbol);
Player* player = new Player(PLAYER_START_POSITION_X, PLAYER_START_POSITION_Y, PLAYER_SYMBOL);
Enemy* enemy = new Enemy(ENEMY_POSITION_X, ENEMY_POSITION_Y, ENEMY_SYMBOL);
player->set_health(player_health);
player->set_score(player_score);
player->get_bullet().set_symbol(PLAYER_BULLET_SYMBOL);
player->set_bullet_timer(player_bullet_timer);
enemy->set_health(enemy_health);
enemy->set_bullet_timer(enemy_bullet_timer);
enemy->set_move_timer(enemy_move_timer);
enemy->get_bullet().set_symbol(ENEMY_BULLET_SYMBOL);
std::vector<Enemy> enemies;
for (size_t i = 0; i < number_of_enemies; i++)
{
enemies.push_back(*enemy);
}
// std::vector<GameObject*>* game_objects = &GameObject::game_objects;
// PlayerBullet* ptr_player_bullet = &player->player_bullet;
/**********************************************************************/
screen->set_cursor(0, 0);
screen->clear_console();
screen->draw_map_walls();
screen->clear_map();
Sleep(1000);
screen->draw_in_the_middle_of_width(GAME_AUTHOR, .5);
screen->display();
Sleep(3000);
screen->clear_console();
screen->draw_in_the_middle_of_width(PRESENTS, .6);
screen->display();
Sleep(2000);
screen->clear_map();
screen->clear_console();
screen->draw_in_the_middle_of_width(GAME_TITLE, .5);
screen->display();
Sleep(4000);
screen->clear_map();
screen->clear_console();
screen->display();
Sleep(500);
screen->clear_console();
while (!_kbhit())
{
screen->draw_in_the_middle_of_width(PRESS_ANY_KEY, .5f);
screen->display();
Sleep(600);
screen->clear_console();
Sleep(600);
}
for (float i = 5; i > 1; i -= .1f)
{
screen->draw_in_the_middle_of_width(GAME_TITLE, i * .1f);
screen->display();
Sleep(10);
screen->clear_console();
screen->clear_map();
}
screen->set_wall_symbol(wall_symbol_in_menu);
screen->draw_map_walls();
screen->draw_in_the_middle_of_width(GAME_TITLE, .1f);
screen->draw_in_the_middle_of_width(NEW_GAME, .45f);
screen->draw_in_the_middle_of_width(EXIT, .55f);
screen->display();
while (true)
{
if (_getch() == '1')
{
screen->clear_console();
screen->clear_map();
screen->draw_in_the_middle_of_width(key_bindings->LEFT, .4f);
screen->draw_in_the_middle_of_width(key_bindings->RIGHT, .45f);
screen->draw_in_the_middle_of_width(key_bindings->SHOOT, .55f);
screen->draw_in_the_middle_of_width(key_bindings->STOP, .6f);
screen->display();
_getch();
screen->clear_console();
screen->set_wall_symbol(wall_symbol);
screen->draw_map_walls();
break;
}
else if (_getch() == '2')
{
screen->set_cursor(1, 10);
screen->clear_console();
delete player;
delete enemy;
delete screen;
exit(0);
}
else
{
continue;
}
}
while (!GameStateManager::isOver)
{
screen->clear_map();
player->input();
/* Draw */
screen->draw(player);
for (auto enemy : enemies)
{
screen->draw(&enemy);
}
for (auto player_bullet : player->get_bullets())
{
screen->draw(&player_bullet);
}
for (auto enemy : enemies)
{
for (auto bullet : enemy.get_bullets())
{
screen->draw(&bullet);
}
}
/* Move */
if (player->get_x() > 1 && player->get_x() < screen->get_width() - 2)
{
player->Move();
}
if (player->get_x() == 1)
{
player->set_x(2);
}
else if (player->get_x() == screen->get_width() - 2)
{
player->set_x(screen->get_width() - 3);
}
for (size_t i = 0; i < enemies.size(); i++)
{
if (enemies[i].get_move_timer() > 0)
{
enemies[i].set_move_timer(enemies[i].get_move_timer() - 1);
}
}
for (size_t i = 0; i < enemies.size(); i++)
{
if (enemies[i].get_move_timer() == 0)
{
enemies[i].switch_direction();
enemies[i].set_move_timer(rand() % 4/*enemy_move_timer*/);
}
}
for(size_t i = 0; i < enemies.size(); i++)
{
enemies[i].Move();
}
if (player->get_bullet_timer() > 0)
{
player->set_bullet_timer(player->get_bullet_timer() - 1);
}
for (size_t i = 0; i < enemies.size(); i++)
{
if (enemies[i].get_bullet_timer() > 0)
{
enemies[i].set_bullet_timer(enemies[i].get_bullet_timer() - 1);
}
}
for (size_t i = 0; i < enemies.size(); i++)
{
if (enemies[i].get_x() == player->get_x() && enemies[i].get_bullet_timer() == 0)
{
enemies[i].fire();
enemies[i].set_bullet_timer(enemy_bullet_timer);
}
}
for (size_t i = 0; i < enemies.size(); i++)
{
for (size_t j = 0; j < enemies[i].get_bullets().size(); j++)
{
enemies[i].get_bullets()[j].Move();
}
}
for (size_t i = 0; i < player->get_bullets().size(); i++)
{
player->get_bullets()[i].Move();
}
/* Erase */
for (size_t i = 0; i < player->get_bullets().size(); i++)
{
if (player->get_bullets()[i].get_y() <= 0)
{
player->get_bullets().erase(player->get_bullets().begin() + i);
}
}
for (size_t i = 0; i < enemies.size(); i++)
{
for (size_t j = 0; j < player->get_bullets().size(); j++)
{
if (player->get_bullets()[j].get_y() == enemies[i].get_y() && player->get_bullets()[j].get_x() == enemies[i].get_x())
{
player->set_score(player->get_score() + 10);
player->get_bullets().erase(player->get_bullets().begin() + j);
enemies[i].set_health(enemies[i].get_health() - 1);
}
}
}
for (size_t i = 0; i < enemies.size(); i++)
{
for (size_t j = 0; j < enemies[i].get_bullets().size(); j++)
{
if (enemies[i].get_bullets()[j].get_y() >= screen->get_width())
{
enemies[i].get_bullets().erase(enemies[i].get_bullets().begin() + j);
}
}
}
for (size_t i = 0; i < enemies.size(); i++)
{
for (size_t j = 0; j < enemies[i].get_bullets().size(); j++)
{
if (enemies[i].get_bullets()[j].get_y() == player->get_y() && enemies[i].get_bullets()[j].get_x() == player->get_x())
{
enemies[i].get_bullets().erase(enemies[i].get_bullets().begin() + j);
player->set_health(player->get_health() - 1);
}
}
}
if (player->get_health() == 0)
{
GameStateManager::isOver = true;
}
for (size_t i = 0; i < enemies.size(); i++)
{
if (enemies[i].get_health() == 0)
{
enemies.erase(enemies.begin() + i);
number_of_enemies--;
}
}
if (number_of_enemies == 0)
{
screen->clear_map();
screen->draw_in_the_middle_of_width(WIN, .5);
screen->display();
if (_getch() == 'x')
{
GameStateManager::isOver = true;
}
}
screen->display();
std::cout << "\nLIVES " << player->get_health() << "\tSCORE " << player->get_score() << std::endl;
screen->clear_console();
Sleep(100 - GAME_SPEED);
}
screen->set_cursor(1, 10);
delete player;
delete enemy;
delete screen;
}