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main.cpp
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505 lines (433 loc) · 19.4 KB
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#include <iostream>
#include <string>
#include <thread>
#include <SFML/Window.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>
#include <fstream>
#include <optional>
// Represents a food item in the game with income and upgrade properties
class FoodItem {
std::string foodName;
double baseIncome;
double upgradeCost;
double unlockCost;
double incomeMultiplier;
double upgradeMultiplier;
public:
// ================= Constructors =================
// Main constructor for creating food items
FoodItem(std::string foodName_,
const double baseIncome_,
const double upgradeCost_,
const double incomeMultiplier_,
const double upgradeMultiplier_,
const double unlockCost_)
: foodName(std::move(foodName_)),
baseIncome(baseIncome_),
upgradeCost(upgradeCost_),
unlockCost(unlockCost_),
incomeMultiplier(incomeMultiplier_),
upgradeMultiplier(upgradeMultiplier_){}
// Copy constructor
FoodItem(const FoodItem& foodItem) :
foodName(foodItem.foodName),
baseIncome(foodItem.baseIncome),
upgradeCost(foodItem.upgradeCost),
unlockCost(foodItem.unlockCost),
incomeMultiplier(foodItem.incomeMultiplier),
upgradeMultiplier(foodItem.upgradeMultiplier){}
// ================= Operators =================
// = operator
FoodItem& operator=(const FoodItem& foodItem) {
foodName = foodItem.foodName;
baseIncome = foodItem.baseIncome;
upgradeCost = foodItem.upgradeCost;
incomeMultiplier = foodItem.incomeMultiplier;
upgradeMultiplier = foodItem.upgradeMultiplier;
unlockCost = foodItem.unlockCost;
return *this;
}
// << operator
friend std::ostream& operator<<(std::ostream& ostream, const FoodItem& foodItem) {
ostream<<foodItem.foodName<<" a-> Pret:"<<foodItem.baseIncome<<" CostUpgrade:"<<foodItem.upgradeCost<<" UnlockCost:"<<foodItem.unlockCost<<" MultiplicatorPret:"<<foodItem.incomeMultiplier<<" Multiplicator upgrade:"<<foodItem.upgradeMultiplier<<std::endl;
return ostream;
}
// ================= Getters =================
[[nodiscard]] double getUnlockCost() const { return unlockCost; }
[[nodiscard]] const std::string& getFoodName() const { return foodName; }
[[nodiscard]] double getBaseIncome() const { return baseIncome; }
[[nodiscard]] double getUpgradeCost() const { return upgradeCost; }
// ================= Functions =================
// Calculate new income after upgrade
[[nodiscard]] double newIncome() const { return baseIncome * incomeMultiplier + baseIncome; }
// Calculate new upgrade cost
[[nodiscard]] double newUpgradeCost() const { return upgradeMultiplier * upgradeCost + upgradeCost; }
// Update food item stats after upgrade
void update() {
upgradeCost = newUpgradeCost();
baseIncome = newIncome();
}
};
// Represents the player with name and money
class Player {
std::string playerName;
double money;
public:
// ================= Constructors =================
Player(std::string playerName_,const double money_) : playerName(std::move(playerName_)), money(money_) {}
// Copy constructor
Player(const Player& player) : playerName(player.playerName) , money(player.money){}
// ================= Operators =================
// = operator
Player& operator=(const Player& player) {
playerName = player.playerName;
money = player.money;
return *this;
}
// << operator
friend std::ostream& operator<<(std::ostream& os, const Player& player) {
os<<player.playerName<<" "<<player.money;
return os;
}
// ================= Getters/Setters =================
[[nodiscard]] const double& getMoney() const { return money; }
void setMoney(double const money_) { money = money_;}
};
// Handles delivery system for food items
class Delivery {
std::string deliveryName;
double unlockDeliveryCost;
sf::Time timeInterval = sf::seconds(2.0f);
bool running = false;
friend class GameManager;
// ================= Functions =================
public:
// Check if player has enough money to unlock this delivery
[[nodiscard]] bool canUnlock(const Player& player) const {return player.getMoney() >= unlockDeliveryCost;}
// ================= Getters =================
[[nodiscard]] double getUnlockCost() const { return unlockDeliveryCost; }
[[nodiscard]] sf::Time getTimeInterval() const { return timeInterval; }
[[nodiscard]] const double& getDeliveryUnlockCost() const{return unlockDeliveryCost;}
// ================= Constructors =================
Delivery(std::string deliveryName_, const double& unlockDeliveryCost_, const sf::Time& timeInterval_)
: deliveryName(std::move(deliveryName_)), unlockDeliveryCost(unlockDeliveryCost_), timeInterval(timeInterval_){};
Delivery(std::string name, const double& unlockDeliveryCost_)
: deliveryName(std::move(name)), unlockDeliveryCost(unlockDeliveryCost_) {}
// Copy constructor
Delivery(const Delivery& delivery)
: deliveryName(delivery.deliveryName),
unlockDeliveryCost(delivery.unlockDeliveryCost),
timeInterval(delivery.timeInterval),
running(delivery.running) {}
// ================= Operators =================
// = operator
Delivery& operator=(const Delivery& delivery) {
deliveryName = delivery.deliveryName;
timeInterval = delivery.timeInterval;
unlockDeliveryCost = delivery.unlockDeliveryCost;
return *this;
}
// << operator
friend std::ostream& operator<<(std::ostream& ostream, const Delivery& delivery) {
ostream<<"Delivery:"<<delivery.deliveryName<<"Unlock Cost:"<<delivery.unlockDeliveryCost<<" SaleRate:"<<delivery.timeInterval.asSeconds()<<std::endl;
return ostream;
}
};
// Main game manager that handles game logic and state
class GameManager {
Player& player;
std::vector<FoodItem> foodItems;
std::vector<Delivery> deliveries;
bool deliveryRunning = false;
private:
// Runs the delivery loop in a separate thread
void runDeliveryLoop(FoodItem& food, Delivery& delivery) const {
std::thread([this, &food, &delivery]() {
sf::Clock clock;
while (deliveryRunning) {
// Add income at regular intervals
if (clock.getElapsedTime().asSeconds() >= delivery.getTimeInterval().asSeconds()) {
player.setMoney(player.getMoney() + food.getBaseIncome());
clock.restart();
}
using namespace std::chrono_literals;
std::this_thread::sleep_for(50ms); // Prevent CPU overuse
}
}).detach();
}
public:
// ================= Constructors =================
GameManager(Player& player_, std::vector<FoodItem> foodItem_, std::vector<Delivery> deliveries_)
: player(player_), foodItems(std::move(foodItem_)), deliveries(std::move(deliveries_)) {}
// Copy constructor
GameManager(const GameManager& gameManager)
: player(gameManager.player), foodItems(gameManager.foodItems), deliveries(gameManager.deliveries) {}
// ================= File Loading =================
// Load game data from a text file
static GameManager loadFromFile(const std::string& fileName, Player& player) {
std::ifstream file(fileName);
if (!file.is_open())
throw std::runtime_error("Error: Unable to open file " + fileName);
std::vector<FoodItem> foodItems;
std::vector<Delivery> deliveries;
std::string line;
// Temporary variables for parsing
std::string foodName, courierName;
double baseIncome = 0, upgradeCost = 0, upgradeMultiplier = 0;
double incomeMultiplier = 0, unlockFoodCost = 0, unlockDeliveryCost = 0;
// Reset function for parsing new items
auto reset_fields = [&]() {
foodName.clear();
courierName.clear();
baseIncome = upgradeCost = upgradeMultiplier = incomeMultiplier = unlockFoodCost = unlockDeliveryCost = 0;
};
// Parse each line of the file
while (std::getline(file, line)) {
// Empty line indicates end of current food item definition
if (line.empty()) {
if (!foodName.empty()) {
// Create food item and delivery from parsed data
foodItems.emplace_back(
foodName,
baseIncome,
upgradeCost,
incomeMultiplier,
upgradeMultiplier,
unlockFoodCost
);
deliveries.emplace_back(courierName,unlockDeliveryCost);
reset_fields();
}
continue;
}
std::istringstream iss(line);
std::string key;
if (std::getline(iss, key, ':')) {
std::string value;
std::getline(iss, value);
// Remove space if present
if (!value.empty() && value[0] == ' ')
value.erase(0, 1);
// Parse different property types
if (key == "foodName") foodName = value;
else if (key == "baseIncome") baseIncome = std::stod(value);
else if (key == "upgradeCost") upgradeCost = std::stod(value);
else if (key == "upgradeMultiplier") upgradeMultiplier = std::stod(value);
else if (key == "incomeMultiplier") incomeMultiplier = std::stod(value);
else if (key == "unlockFoodCost") unlockFoodCost = std::stod(value);
else if (key == "courierName") courierName = value;
else if (key == "unlockDeliveryCost") unlockDeliveryCost = std::stod(value);
}
}
// Handle last item if file doesn't end with empty line
if (!foodName.empty()) {
foodItems.emplace_back(
foodName,
baseIncome,
upgradeCost,
incomeMultiplier,
upgradeMultiplier,
unlockFoodCost
);
deliveries.emplace_back(courierName, unlockDeliveryCost);
}
// Display loaded items for verification
std::cout << "Loaded " << foodItems.size() << " food items and couriers:\n";
for (size_t i = 0; i < foodItems.size(); ++i) {
const auto& food = foodItems[i];
const auto& delivery = deliveries[i];
std::cout << "=======================================================\n";
std::cout << "Food Name: " << food.getFoodName() << "\n"
<< " Base Income: " << food.getBaseIncome() << "\n"
<< " Upgrade Cost: " << food.getUpgradeCost() << "\n"
<< " Unlock Food Cost: " << food.getUnlockCost() << "\n"
<< " Courier Name: " << delivery.deliveryName << "\n"
<< " Delivery Unlock Cost: " << delivery.getDeliveryUnlockCost() << "\n"
<< " Delivery Interval: " << delivery.timeInterval.asSeconds() << "s\n";
}
std::cout<< "=======================================================\n";
return { player, std::move(foodItems), std::move(deliveries) };
}
// ================= Game Actions =================
// Sell a food item and add income to player
static void sell(const FoodItem& foodItem, Player& player) {
player.setMoney(player.getMoney() + foodItem.getBaseIncome());
}
// Upgrade a food item if player has enough money
static void upgrade(FoodItem& foodItem, Player& player) {
if (player.getMoney() >= foodItem.getUpgradeCost()) {
player.setMoney(player.getMoney() - foodItem.getUpgradeCost());
foodItem.update();
}
}
// Start delivery service for a food item
void startDelivery(FoodItem& foodItem, Delivery& delivery) {
if (!deliveryRunning && delivery.canUnlock(player)) {
player.setMoney(player.getMoney() - delivery.getDeliveryUnlockCost());
deliveryRunning = true;
runDeliveryLoop(foodItem, delivery);
}
}
// Stop all delivery services
void stopDelivery() { deliveryRunning = false; }
// ================= Getters =================
[[nodiscard]] std::vector<FoodItem>& getFoods() { return foodItems; }
[[nodiscard]] std::vector<Delivery>& getDelivery() { return deliveries;}
// ================= Operators =================
// = operator
GameManager& operator=(const GameManager& manager) {
if (this != &manager) {
player = manager.player;
foodItems = manager.foodItems;
}
return *this;
}
// << operator
friend std::ostream& operator<<(std::ostream& ostream, const GameManager& manager) {
ostream << "=== Game Manager ===\n";
ostream << "Player: " << manager.player << " RON\n";
ostream << "Food items:\n";
for (const auto& food : manager.foodItems)
ostream << " " << food;
return ostream;
}
};
int main() {
// Initialize player and load game data
Player player("Stoicescu", 0.0);
GameManager gameManager = GameManager::loadFromFile("resources/textfile.txt", player);
// Track which food items are unlocked
std::vector<bool> unlocked;
for (const auto& food : gameManager.getFoods())
unlocked.push_back(player.getMoney() >= food.getUnlockCost());
unlocked[0] = true; // First item starts unlocked
// Create game window
sf::RenderWindow window;
const sf::VideoMode desktop = sf::VideoMode::getDesktopMode();
const unsigned int width = desktop.size.x;
const unsigned int height = desktop.size.y;
window.create(sf::VideoMode({width, height}, desktop.bitsPerPixel),
"Luca Clicker", sf::Style::Default, sf::State::Windowed);
window.setFramerateLimit(30);
sf::Font font;
// Load font for UI
if (!font.openFromFile("resources/font/MightySouly-lxggD.ttf")) {
std::cerr << "Failed to load font!\n";
return 1;
}
// Setup main text display
sf::Text text(font,"");
text.setCharacterSize(50);
text.setFillColor(sf::Color::White);
// Setup warning text for error messages
sf::Text warningText(font,"");
warningText.setCharacterSize(50);
warningText.setFillColor(sf::Color::Red);
// Game state variables
// bool running = true; Useless
char lastAction = ' ';
int selectedIndex = 1;
std::string warningMessage;
sf::Clock warningClock;
// Main game loop
while (window.isOpen()) {
//&& running) {
// Handle events
while (auto event = window.pollEvent()) {
if (event->is<sf::Event::Closed>()) {
// running = false;
window.close();
}
// Process keyboard input
if (const auto* keyPressed = event->getIf<sf::Event::KeyPressed>()) {
using Scan = sf::Keyboard::Scan;
switch (keyPressed->scancode) {
case Scan::Q: window.close();break; // Replaced running = false with window.close();
case Scan::S: lastAction = 's'; break;
case Scan::U: lastAction = 'u'; break;
case Scan::D: lastAction = 'd'; break;
case Scan::Num1: case Scan::Num2: case Scan::Num3:
case Scan::Num4: case Scan::Num5: case Scan::Num6:
case Scan::Num7: case Scan::Num8: case Scan::Num9:
selectedIndex = std::min(
(static_cast<int>(keyPressed->scancode) - static_cast<int>(Scan::Num1) + 1),
static_cast<int>(gameManager.getFoods().size()) );
break;
default: break;
}
}
}
// Process player actions
if (lastAction != ' ') {
if (static_cast<size_t>(selectedIndex) <= gameManager.getFoods().size()) {
FoodItem& food = gameManager.getFoods()[selectedIndex - 1];
if (unlocked[selectedIndex - 1]) {
Delivery& delivery = gameManager.getDelivery()[selectedIndex - 1];
switch (lastAction) {
case 's': GameManager::sell(food, player); break;
case 'u': GameManager::upgrade(food, player); break;
case 'd': gameManager.startDelivery(food, delivery); break;
default: ;
}
warningMessage.clear();
} else {
// Show warning if item is locked
warningMessage = "Cannot sell or upgrade '" + food.getFoodName() +
"' (unlock cost: " + std::to_string(static_cast<int>(food.getUnlockCost())) + " RON)";
warningClock.restart();
}
}
lastAction = ' ';
}
// Check for newly unlocked items
for (size_t i = 0; i < unlocked.size(); ++i)
if (!unlocked[i] && player.getMoney() >= gameManager.getFoods()[i].getUnlockCost())
unlocked[i] = true;
// === Build display text ===
std::ostringstream buffer;
buffer << "================ Luca Clicker ========================\n";
buffer << "Controls: [S] Sell | [U] Upgrade | [D] Delivery | [Q] Quit\n";
buffer << "Use [1-"<< static_cast<int>(gameManager.getFoods().size()) << "] to select a food item.\n";
buffer << "======================================================\n";
buffer << "Money: " << player.getMoney() << " RON\n";
buffer << "Currently selected item: " << selectedIndex << "\n\n";
// Display food items and their status
for (size_t i = 0; i < gameManager.getFoods().size(); ++i) {
const auto& food = gameManager.getFoods()[i];
const auto& delivery = gameManager.getDelivery()[i];
if (unlocked[i])
buffer << "[" << i + 1 << "] " << food.getFoodName()
<< " - Income: " << food.getBaseIncome()
<< " | Upgrade: " << food.getUpgradeCost()
<< " | Delivery: " << delivery.getDeliveryUnlockCost() << "\n";
else
buffer << "[" << i + 1 << "] (LOCKED - unlock at "
<< food.getUnlockCost() << " RON)\n";
}
text.setString(buffer.str());
text.setPosition(sf::Vector2f(20.f, 20.f));
// Handle warning messages
if (!warningMessage.empty()) {
warningText.setString(warningMessage);
sf::FloatRect bounds = warningText.getLocalBounds();
float textHeight = bounds.position.y + bounds.size.y;
float windowHeight = static_cast<float>(window.getSize().y);
warningText.setPosition({20.f, windowHeight - textHeight - 250.f});
warningText.setFillColor(sf::Color::Red);
}
// Hide warning after 3 seconds
if (!warningMessage.empty() && warningClock.getElapsedTime().asSeconds() > 3)
warningMessage.clear();
// Render frame
window.clear(sf::Color(20, 20, 20));
window.draw(text);
if (!warningMessage.empty())
window.draw(warningText);
window.display();
sf::sleep(sf::milliseconds(50)); // Control game loop
}
// Cleanup
gameManager.stopDelivery();
std::cout << "Exiting game...\n";
}