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#include "Game.h"
Game::Game(uint width, uint height, PlayerNumber num):
m_Field(width, height)
{
//m_vPlayers.resize(num); // is it possible to resize it without trying to fill it? (i.e. fill with null pointers)
for(PlayerNumber i = 0; i<num; ++i)
{
m_vPlayers.push_back(Player(i, Coordinates(5,5+i*10), VelocityVector(0,1))); // TODO: place players correctly :P
m_Field.getCell(Coordinates(5,5+i*10)).setState(PLAYER);
m_Field.getCell(Coordinates(5,5+i*10)).setPlayer(&m_vPlayers[i]);
}
}
Game::~Game(void)
{
// ~m_Field; ?
// same for each player ?
}
Player& Game::getPlayerByID(PlayerNumber id) {
return(m_vPlayers[id]);
}
Field& Game::getField() {
return(m_Field);
}
void Game::startGame() {
m_gameStarted = true;
m_gameRunning = true;
}
void Game::stopGame() {
m_gameStarted = false;
m_gameRunning = false;
}
void Game::pauseGame() {
m_gameRunning = false;
}
void Game::resumeGame() {
m_gameRunning = true;
}
// main function to be called within glut loop
void Game::updateGame(uint timeElapsedMs) {
std::vector<Coordinates> path;
std::vector< std::vector<Coordinates> > secondPassPath;
for(std::vector<Player>::iterator player = m_vPlayers.begin(); player != m_vPlayers.end(); ++player) {
if (player->isAlive()) {
path = player->move();
secondPassPath.push_back(path);
for(std::vector<Coordinates>::iterator coord = path.begin(); coord != path.end(); ++coord) {
try {
Cell& cell = m_Field.getCell(*coord);
if (!(cell.getState() == EMPTY_CELL || (cell.getState() == PLAYER && (cell.getPlayer()->getNumber() == player->getNumber())))) {
player->kill();
cell.setState(BOOM);
if (cell.getState() == PLAYER_JUST_MOVED) {
(cell.getPlayer())->kill();
}
} else {
cell.setState(PLAYER_JUST_MOVED);
cell.setPlayer(&(*player));
}
} catch (std::exception out_of_bounds) { // doesn't that catch just any exception and name it out_of_bounds?
player->kill(); // set the cell before as boom?
}
}
}
}
for(std::vector< std::vector<Coordinates> >::iterator it = secondPassPath.begin(); it != secondPassPath.end(); ++it) {
for(std::vector<Coordinates>::iterator coord = it->begin(); coord != it->end(); ++coord) {
try {
Cell& cell = m_Field.getCell(*coord);
if (coord == it->end() -1) {
cell.setState(PLAYER);
} else {
cell.setState(PLAYER_WALL);
}
} catch (std::exception out_of_bounds) {} // don't do anything
}
}
}
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