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Level.cpp
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140 lines (109 loc) · 3.67 KB
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//
// Created by viviane on 18/11/2021.
//
#include "Level.h"
namespace levels{
Level::Level() : Being() { }
Level::Level(Player* p1, Player* p2) : Being(),
entityList(new EntityList()),
background(nullptr),
backPosition(),
physics(),
score(),
levelMaker(p1, entityList, assets)
{
this->p1 = p1;
this->p2 = p2;
won = false;
physics.setEntityList(entityList);
physics.setWindow(window);
/* if (this->p1 && this->p2)
onePlayer = false;
else if (!this->p1)
p1 = new Player();*/
renderPlayers(Being::getMenuState(1));
}
Level::~Level(){
}
void Level::setPosition(float x, float y){
backPosition.x = x;
backPosition.y = y;
}
sf::Vector2f Level::getPosition(){
return backPosition;
}
void Level::setBackground(sf::Sprite* background){
this->background = background;
this->background->setScale(GLOBAL_SCALE, GLOBAL_SCALE);
}
void Level::renderBackground(){
for (int i = -1; i < 12; i++){
background->setPosition(i * 1920 * GLOBAL_SCALE, 0);
window->draw(background);
}
}
//Teste com a lista ao invés do p1
//Lembrar de testar quando o player1 morre, se a view funciona com o player 2
void Level::setView() {
if (entityList != nullptr){
entities::Entity* entity = entityList->getItem(0);
if (entity && entity->getId() == 1){
window->getView().setCenter((entity->getPosition().x + entity->getSprite()->getGlobalBounds().width/2), WINDOW_HEIGHT/2);
}
}
window->setView(window->getView());
}
//Mudar onePLayer para int
void Level::renderPlayers(int players){
InputManager inputs;
p1->setId(1);
p1->setSprite(assets->operator[]("player1"));
p1->getSprite()->setScale(0.5, 0.5);
p1->setPosition(0);
entityList->push(p1);
p1->setMapping(inputs.setLayout1());
p1->setHealth(100);
if (players == 2){
p2->setId(1);
p2->setSprite(assets->operator[]("player2"));
p2->getSprite()->setScale(0.5, 0.5);
p2->setPosition(-160);
entityList->push(p2);
p2->setMapping(inputs.setLayout2());
p2->setHealth(100);
}
}
void Level::run(){
window->clear();
renderBackground();
players_alive = physics.runEntities();//Teste de colocar na master
//isFinished();
physics.searchCollisions();
for (int i = 0; i < entityList->getLen(); i++){
if(entityList->getItem(i)->getId() >= weak_goblin_id && entityList->getItem(i)->getId() <= boss_goblin_id){
dynamic_cast<Enemy*>(entityList->getItem(i))->setPlayer(entityList->getItem(0));
}
entityList->getItem(i)->getSprite()->setPosition(entityList->getItem(i)->getPosition());
window->draw(entityList->getItem(i)->getSprite());
}
if (isFinished() || !getPlayersAlive()){
score = (p2 != nullptr) ? (p1->getScore() + p2->getScore()) : p1->getScore();
if (!getPlayersAlive())
Being::setMenuState(st_end_game, 0);
}
setView();
}
bool Level::isFinished() {
if(entityList->getItem(0)->getPosition().x > DOOR_POSITION || entityList->getItem(1)->getPosition().x > DOOR_POSITION){
won = true;
}
return won;
}
bool Level::getPlayersAlive(){
return players_alive;
}
int Level::getScore() const {
return score;
}
bool Level::players_alive = false;
}