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Terminal_Program_MissileCommand.cpp
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398 lines (330 loc) · 12.2 KB
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#pragma once
#ifndef MCOM_PROGRAM_MISSILECOMMAND_CPP
#define MCOM_PROGRAM_MISSILECOMMAND_CPP
/* MCOM: Terminal_Program_MissileCommand
#include "Terminal_Program_MissileCommand.cpp"
Implementation of Terminal_Program_MissileCommand.hpp.
Note we don't need to worry about sprite bounding boxes right now because
incoming missiles only evaluate when they hit the ground.
*/
#include "Terminal_Program_MissileCommand.hpp"
Terminal_Program_MissileCommand::Terminal_Program_MissileCommand(Terminal * term): Terminal_Program(term)
{
intro=true;
gameOver=false;
const int CITY_HEIGHT = 16;
const int MISSILE_HEIGHT = 32;
missile1.setCoord(0,0,32,MISSILE_HEIGHT);
missile1.isLeft=false;
city1.setCoord(40,0,72,CITY_HEIGHT);
city2.setCoord(72,0,104,CITY_HEIGHT);
city3.setCoord(104,0,136,CITY_HEIGHT);
missile2.setCoord(144,0,176,MISSILE_HEIGHT);
city4.setCoord(184,0,216,CITY_HEIGHT);
city5.setCoord(216,0,248,CITY_HEIGHT);
city6.setCoord(248,0,280,CITY_HEIGHT);
missile3.setCoord(288,0,320,MISSILE_HEIGHT);
terminal->addSprite(&missile1);
terminal->addSprite(&city1);
terminal->addSprite(&city2);
terminal->addSprite(&city3);
terminal->addSprite(&missile2);
terminal->addSprite(&city4);
terminal->addSprite(&city5);
terminal->addSprite(&city6);
terminal->addSprite(&missile3);
missileIntensity=1;
missileSpeed=1;
minMissileSpeed=0.5;
// set bkg colour
//terminal->fill(127,0,255,255);
terminal->fill(BKG_R, BKG_G, BKG_B,255);
}
std::string Terminal_Program_MissileCommand::init (Vector <std::string>* vArg)
{
return "AYY LMAO\n";
}
void Terminal_Program_MissileCommand::cycle() // for now this is being called directly before render()
{
terminal->clearScreen(true);
if (gameOver)
{
std::string strTime = DataTools::toString(gameTimer.fullSeconds);
terminal->putString(0,1,"GAME OVER. FINAL TIME: "+strTime);
return;
}
else if ( intro )
{
terminal->putString(0,0,"YOUR CITIES ARE BEING BOMBED");
terminal->putString(0,2,"LEFT CLICK TO SHOOT INCOMING MISSILES");
terminal->putString(0,4,"PRESS SPACE TO BEGIN");
return;
}
else
{
gameTimer.update();
std::string strTime = DataTools::toString(gameTimer.seconds);
terminal->putString(0,0,strTime);
}
//terminal->setTextOverlay(strTime);
++nCycle;
for (int i=0;i<vMissile.size();++i)
{
if (vMissile(i)==0) { continue; }
// I'm not sure why there's a y-offset but it doesn't surprise me at all.
terminal->setPixel(vMissile(i)->currentX,vMissile(i)->currentY+1,180,180,180);
vMissile(i)->cycle();
// if missile impacts, clear it's trail.
if (vMissile(i)->blastSize==1)
{
for (int i2=0;i2<vMissile(i)->vTrailX.size();++i2)
{
terminal->setPixel(vMissile(i)->vTrailX(i2),vMissile(i)->vTrailY(i2)+1,BKG_R, BKG_G, BKG_B);
}
// check X collision
city1.getHit(vMissile(i)->currentX,vMissile(i)->currentY);
city2.getHit(vMissile(i)->currentX,vMissile(i)->currentY);
city3.getHit(vMissile(i)->currentX,vMissile(i)->currentY);
city4.getHit(vMissile(i)->currentX,vMissile(i)->currentY);
city5.getHit(vMissile(i)->currentX,vMissile(i)->currentY);
city6.getHit(vMissile(i)->currentX,vMissile(i)->currentY);
missile1.getHit(vMissile(i)->currentX,vMissile(i)->currentY);
missile2.getHit(vMissile(i)->currentX,vMissile(i)->currentY);
missile3.getHit(vMissile(i)->currentX,vMissile(i)->currentY);
// check gameover
if (city1.isDestroyed && city2.isDestroyed && city3.isDestroyed && city3.isDestroyed
&& city4.isDestroyed && city5.isDestroyed && city6.isDestroyed)
{
gameOver=true;
}
}
if ( vMissile(i)->blastSize>0)
{
int mX =vMissile(i)->currentX;
int mY =vMissile(i)->currentY;
int blastSize = vMissile(i)->blastSize;
// draw blast circle
// stolen from https://stackoverflow.com/questions/1201200/fast-algorithm-for-drawing-filled-circles
for(int y=-blastSize; y<=blastSize; y++)
{
for(int x=-blastSize; x<=blastSize; x++)
{
if(x*x+y*y <= blastSize*blastSize)
{
terminal->setPixel(mX+x, mY+y,255,0,0);
vMissile(i)->vTrailX.push(mX+x);
vMissile(i)->vTrailY.push(mY+y-1);
for (int i2=0;i2<vMissile.size();++i2)
{
if ( i2==i || vMissile(i2) == 0 ) { continue;}
if ( (int)vMissile(i2)->currentX == mX+x &&
(int)vMissile(i2)->currentY == mY+y )
{
terminal->removeSprite(vMissile(i2));
// delete trail
for (int i3=0;i3<vMissile(i2)->vTrailX.size();++i3)
{
terminal->setPixel(vMissile(i2)->vTrailX(i3),vMissile(i2)->vTrailY(i3)+1,BKG_R, BKG_G, BKG_B);
}
delete vMissile(i2);
vMissile(i2)=0;
}
}
}
}
}
}
}
// remove exploded missiles
for (int i=0;i<vMissile.size();++i)
{
if (vMissile(i) == 0 ) { continue; }
if (vMissile(i)->blastSize == MAX_BLAST )
{
terminal->removeSprite(vMissile(i));
for (int i2=0;i2<vMissile(i)->vTrailX.size();++i2)
{
terminal->setPixel(vMissile(i)->vTrailX(i2),vMissile(i)->vTrailY(i2)+1,BKG_R, BKG_G, BKG_B);
}
delete vMissile(i);
vMissile(i)=0;
}
// // std::cout<<".";
// // // std::cout<<"Pixelcolour: "<<(int)terminal->getPixel(vMissile(i)->currentX,vMissile(i)->currentY,0)<<"\n";
// else if (terminal->getPixel(vMissile(i)->currentX,vMissile(i)->currentY,0) == 255 )
// {
// terminal->removeSprite(vMissile(i));
// // delete trail
// for (int i3=0;i3<vMissile(i)->vTrailX.size();++i3)
// {
// terminal->setPixel(vMissile(i)->vTrailX(i3),vMissile(i)->vTrailY(i3)+1,BKG_R, BKG_G, BKG_B);
// }
// delete vMissile(i);
// vMissile(i)=0;
// }
}
vMissile.removeNulls();
// std::cout<<"Currentmissiles: "<<vMissile.size()<<"\n";
if (nCycle %100 == 0)
{ SET_ANIMATION_SPEED(ANIMATION_PER_SECOND+1);
}
if (nCycle %800 == 0)
{
++missileIntensity;
missileSpeed+=0.1;
}
// MAX_BLAST
// garbage collect missiles
for (int i=0;i<vMissile.size();++i)
{
//if ( vMissile.
}
for (unsigned long int i=0;i<missileIntensity;++i)
{
if (rngLehmer.rand8()<4)
{
unsigned int sourceX = rngLehmer.rand32()%320; // 0-319
unsigned int targetX = rngLehmer.rand32()%320;
double speed = minMissileSpeed + ((rngLehmer.rand8()%(int)(missileSpeed*10))/(double)15);
if ( speed>missileSpeed ) { speed = missileSpeed; }
Missile * m = new Missile(sourceX,199,targetX,0,speed);
vMissile.push(m);
terminal->addSprite(m);
}
}
// long int missileCounter = missileIntensity;
// while (missileCounter>0)
// {
// if ( rngLehmer.rand8() < missileIntensity )
// {
// //std::cout<<"ay\n";
// // spawn missile at random x, travelling random trajectory. However trajectory should impact ground somewhere. We can pick a random source x and random target x.
// unsigned int sourceX = rngLehmer.rand32()%320; // 0-319
// unsigned int targetX = rngLehmer.rand32()%320;
// Missile * m = new Missile(sourceX,targetX);
// vMissile.push(m);
// terminal->addSprite(m);
// }
// missileCounter-=255;
// }
return;
}
void Terminal_Program_MissileCommand::keyboardEvent (Keyboard* _keyboard)
{
if (!active) { return; }
// //std::string allowedInputs = " !@#$%^&*()\"\'\\=+-/";
if (_keyboard->keyWasPressed)
{
if (_keyboard->lastKey == Keyboard::SPACE && intro)
{
// std::cout<<"Cancelling intro\n";
terminal->putString(0,0," ");
terminal->putString(0,2," ");
terminal->putString(0,4," ");
terminal->clearScreen(true);
// This is necessary to wipe old text from the screen currently
//terminal->fill(BKG_R, BKG_G, BKG_B,255);
intro=false;
gameTimer.start();
_keyboard->clearAll();
}
// else if (_keyboard->lastKey == Keyboard::BACKSPACE)
// {
// if ( input.size() > 0 ) { input.pop_back(); output+='\b'; }
// _keyboard->clearAll();
// }
// // ANSI lets us pass backspaces, so we can just return whatever keys we recieve.
// else if (DataTools::isAlphaNumeric(_keyboard->lastKey))
// {
// output+=_keyboard->lastKey;
// input+=_keyboard->lastKey;
// _keyboard->clearAll();
// return;
// }
}
}
// Program can return update in text mode, or entire screen in graphics mode.
// Output string should be wiped
// Might as well just write directly to Terminal screen because that's how they
// used to do it anyways.
std::string Terminal_Program_MissileCommand::render()
{
// terminal->fill(127,0,255,255);
// if ( nCycle > 100 )
//{
//terminal->fill(rngLehmer.rand8(),rngLehmer.rand8(),rngLehmer.rand8(),255);
// }
//Renderer::placeTexture4(0,0,64,32,&TEX_MCOM_CITY,true);
return "AYY LMAO\n";
// //Protip: We can't necessarily return if inactive, because there may be a final render call
// // or batch cycles.
// // Intead just check if we have output to return.
// if ( output.size()==0 )
// { return ""; }
// // return a copy of output and wipe the output string.
// std::string retRender = output;
// output="";
// return retRender;
}
bool Terminal_Program_MissileCommand::mouseEvent (Mouse* _mouse)
{
if (intro || gameOver ) { return false; }
if ( terminal->mouseX != -1 && terminal->mouseY != -1 )
{
if (terminal->mouseX < 32)
{
//missile1.isLeft=true;
missile2.isLeft=true;
//missile3.isLeft=true;
}
else if (terminal->mouseX < 160 )
{
// missile1.isLeft=false;
missile2.isLeft=true;
//missile3.isLeft=true;
}
else if (terminal->mouseX < 288 )
{
// missile1.isLeft=false;
missile2.isLeft=false;
// missile3.isLeft=true;
}
else
{
// missile1.isLeft=false;
missile2.isLeft=false;
// missile3.isLeft=false;
}
if (_mouse->isLeftClick)
{
if ( terminal->mouseX < 106 )
{
// left
Missile * m = new Missile(32,20,terminal->mouseX,terminal->mouseY,5);
vMissile.push(m);
terminal->addSprite(m);
globalAudioPlayer.playSoundOnce(missileLaunch);
}
else if ( terminal->mouseX > 213 )
{
// right
Missile * m = new Missile(288,20,terminal->mouseX,terminal->mouseY,5);
vMissile.push(m);
terminal->addSprite(m);
globalAudioPlayer.playSoundOnce(missileLaunch);
}
else
{
// center
Missile * m = new Missile(160,20,terminal->mouseX,terminal->mouseY,5);
vMissile.push(m);
terminal->addSprite(m);
globalAudioPlayer.playSoundOnce(missileLaunch);
}
_mouse->isLeftClick=false;
return true;
}
}
return false;
}
#endif