Deux Ex Machina

This commit is contained in:
Bram Verhulst
2024-06-09 23:23:55 +02:00
parent 5f1dcd5788
commit caabb12838
17 changed files with 151 additions and 77 deletions

View File

@@ -10,54 +10,23 @@
<option name="autoReloadType" value="SELECTIVE" /> <option name="autoReloadType" value="SELECTIVE" />
</component> </component>
<component name="ChangeListManager"> <component name="ChangeListManager">
<list default="true" id="26a0623a-44d5-441c-8048-32ff1dab3479" name="Changes" comment=""> <list default="true" id="26a0623a-44d5-441c-8048-32ff1dab3479" name="Changes" comment="Add Alot">
<change afterPath="$PROJECT_DIR$/Game/Gui/Screens/FuelScreen/FuelScreen.cpp" afterDir="false" /> <change afterPath="$PROJECT_DIR$/Game/Gui/Screens/GameOver/GameOverScreen.cpp" afterDir="false" />
<change afterPath="$PROJECT_DIR$/Game/Gui/Screens/SellScreen/SellScreen.cpp" afterDir="false" /> <change afterPath="$PROJECT_DIR$/Game/Gui/Screens/GameOver/GameOverScreen.h" afterDir="false" />
<change afterPath="$PROJECT_DIR$/Game/Gui/Screens/SellScreen/SellScreen.h" afterDir="false" />
<change afterPath="$PROJECT_DIR$/Game/Gui/Screens/SellScreen/SellSreenRow.cpp" afterDir="false" />
<change afterPath="$PROJECT_DIR$/Game/Gui/Screens/SellScreen/SellSreenRow.h" afterDir="false" />
<change afterPath="$PROJECT_DIR$/Game/Inventory/PlayerInventory.cpp" afterDir="false" />
<change afterPath="$PROJECT_DIR$/Game/Inventory/PlayerInventory.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/.idea/.idea.Motherload/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.Motherload/.idea/workspace.xml" afterDir="false" /> <change beforePath="$PROJECT_DIR$/.idea/.idea.Motherload/.idea/workspace.xml" beforeDir="false" afterPath="$PROJECT_DIR$/.idea/.idea.Motherload/.idea/workspace.xml" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Assets/PlayerWalk.png" beforeDir="false" />
<change beforePath="$PROJECT_DIR$/Engine/SoundEffect.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Engine/SoundEffect.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Engine/SoundEffect.h" beforeDir="false" afterPath="$PROJECT_DIR$/Engine/SoundEffect.h" afterDir="false" />
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<change beforePath="$PROJECT_DIR$/Engine/Text.h" beforeDir="false" afterPath="$PROJECT_DIR$/Engine/Text.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Engine/colors.h" beforeDir="false" afterPath="$PROJECT_DIR$/Engine/colors.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Animations/Animation.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Animations/Animation.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Animations/Animation.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Animations/Animation.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Camera.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Camera.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Game.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Game.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Game.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Game.h" afterDir="false" /> <change beforePath="$PROJECT_DIR$/Game/Game.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Game.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Game.vcxproj" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Game.vcxproj" afterDir="false" /> <change beforePath="$PROJECT_DIR$/Game/Game.vcxproj" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Game.vcxproj" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/GameManager.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/GameManager.cpp" afterDir="false" /> <change beforePath="$PROJECT_DIR$/Game/GameManager.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/GameManager.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/GameManager.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/GameManager.h" afterDir="false" /> <change beforePath="$PROJECT_DIR$/Game/GameManager.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/GameManager.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/GridSystem/WorldTile.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/GridSystem/WorldTile.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/GridSystem/WorldTile.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/GridSystem/WorldTile.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Gui/GuiButton.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/GuiButton.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Gui/GuiButton.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/GuiButton.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Gui/GuiMeter.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/GuiMeter.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Gui/GuiText.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/GuiText.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Gui/GuiText.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/GuiText.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Gui/Screen.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/Screen.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Gui/Screen.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/Screen.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Gui/Screens/FuelScreen.cpp" beforeDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Gui/Screens/FuelScreen.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/Screens/FuelScreen/FuelScreen.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Gui/Screens/MainScreen.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/Screens/MainScreen.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Gui/Screens/MainScreen.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/Screens/MainScreen.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Gui/Screens/ScreenManager.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/Screens/ScreenManager.cpp" afterDir="false" /> <change beforePath="$PROJECT_DIR$/Game/Gui/Screens/ScreenManager.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/Screens/ScreenManager.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Gui/Screens/ScreenManager.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/Screens/ScreenManager.h" afterDir="false" /> <change beforePath="$PROJECT_DIR$/Game/Gui/Screens/ScreenManager.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/Screens/ScreenManager.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Levels/Level.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Levels/Level.h" afterDir="false" /> <change beforePath="$PROJECT_DIR$/Game/Gui/Screens/SellScreen/SellScreen.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/Screens/SellScreen/SellScreen.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Gui/Screens/SellScreen/SellScreen.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/Screens/SellScreen/SellScreen.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Gui/Screens/SellScreen/SellSreenRow.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Gui/Screens/SellScreen/SellSreenRow.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Levels/World/Building.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Levels/World/Building.cpp" afterDir="false" /> <change beforePath="$PROJECT_DIR$/Game/Levels/World/Building.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Levels/World/Building.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Levels/World/Building.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Levels/World/Building.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Levels/World/WorldLevel.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Levels/World/WorldLevel.cpp" afterDir="false" /> <change beforePath="$PROJECT_DIR$/Game/Levels/World/WorldLevel.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Levels/World/WorldLevel.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Levels/World/WorldLevel.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Levels/World/WorldLevel.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Particle/Particle.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Particle/Particle.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Particle/Particle.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Particle/Particle.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Player.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Player.cpp" afterDir="false" /> <change beforePath="$PROJECT_DIR$/Game/Player.cpp" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Player.cpp" afterDir="false" />
<change beforePath="$PROJECT_DIR$/Game/Player.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Player.h" afterDir="false" /> <change beforePath="$PROJECT_DIR$/Game/Player.h" beforeDir="false" afterPath="$PROJECT_DIR$/Game/Player.h" afterDir="false" />
<change beforePath="$PROJECT_DIR$/README.md" beforeDir="false" afterPath="$PROJECT_DIR$/README.md" afterDir="false" />
</list> </list>
<option name="SHOW_DIALOG" value="false" /> <option name="SHOW_DIALOG" value="false" />
<option name="HIGHLIGHT_CONFLICTS" value="true" /> <option name="HIGHLIGHT_CONFLICTS" value="true" />
@@ -387,6 +356,10 @@
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" /> <setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" /> <setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" /> <setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="mock:///dummy.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="file://$PROJECT_DIR$/../../../../../../Program Files/Microsoft Visual Studio/2022/Enterprise/VC/Tools/MSVC/14.37.32822/include/algorithm" root0="SKIP_HIGHLIGHTING" /> <setting file="file://$PROJECT_DIR$/../../../../../../Program Files/Microsoft Visual Studio/2022/Enterprise/VC/Tools/MSVC/14.37.32822/include/algorithm" root0="SKIP_HIGHLIGHTING" />
<setting file="file://$PROJECT_DIR$/../../../../../../Program Files/Microsoft Visual Studio/2022/Enterprise/VC/Tools/MSVC/14.37.32822/include/stdbool.h" root0="SKIP_HIGHLIGHTING" /> <setting file="file://$PROJECT_DIR$/../../../../../../Program Files/Microsoft Visual Studio/2022/Enterprise/VC/Tools/MSVC/14.37.32822/include/stdbool.h" root0="SKIP_HIGHLIGHTING" />
<setting file="file://$PROJECT_DIR$/../../../../../../Program Files/Microsoft Visual Studio/2022/Enterprise/VC/Tools/MSVC/14.37.32822/include/type_traits" root0="SKIP_HIGHLIGHTING" /> <setting file="file://$PROJECT_DIR$/../../../../../../Program Files/Microsoft Visual Studio/2022/Enterprise/VC/Tools/MSVC/14.37.32822/include/type_traits" root0="SKIP_HIGHLIGHTING" />
@@ -398,6 +371,7 @@
<setting file="file://$PROJECT_DIR$/Engine/Texture.cpp" root0="FORCE_HIGHLIGHTING" /> <setting file="file://$PROJECT_DIR$/Engine/Texture.cpp" root0="FORCE_HIGHLIGHTING" />
<setting file="file://$PROJECT_DIR$/Engine/utils.cpp" root0="FORCE_HIGHLIGHTING" /> <setting file="file://$PROJECT_DIR$/Engine/utils.cpp" root0="FORCE_HIGHLIGHTING" />
<setting file="file://$PROJECT_DIR$/Engine/utils.h" root0="FORCE_HIGHLIGHTING" /> <setting file="file://$PROJECT_DIR$/Engine/utils.h" root0="FORCE_HIGHLIGHTING" />
<setting file="mock://C:/Users/Bram/Desktop/Programming 2/Exam/dae16-VerhulstBram/Game/Animations/Animation.cpp" root0="SKIP_HIGHLIGHTING" />
<setting file="file://$PROJECT_DIR$/Game/Camera.cpp" root0="FORCE_HIGHLIGHTING" /> <setting file="file://$PROJECT_DIR$/Game/Camera.cpp" root0="FORCE_HIGHLIGHTING" />
<setting file="file://$PROJECT_DIR$/Game/Game.cpp" root0="FORCE_HIGHLIGHTING" /> <setting file="file://$PROJECT_DIR$/Game/Game.cpp" root0="FORCE_HIGHLIGHTING" />
<setting file="file://$PROJECT_DIR$/Game/Gui/Screens/FuelScreen/FuelScreen.cpp" root0="FORCE_HIGHLIGHTING" /> <setting file="file://$PROJECT_DIR$/Game/Gui/Screens/FuelScreen/FuelScreen.cpp" root0="FORCE_HIGHLIGHTING" />
@@ -625,7 +599,7 @@
<workItem from="1717443362042" duration="1602000" /> <workItem from="1717443362042" duration="1602000" />
<workItem from="1717488475405" duration="1118000" /> <workItem from="1717488475405" duration="1118000" />
<workItem from="1717504678935" duration="140000" /> <workItem from="1717504678935" duration="140000" />
<workItem from="1717767945752" duration="62956000" /> <workItem from="1717767945752" duration="67543000" />
</task> </task>
<task id="LOCAL-00001" summary="Rework Tile detection system"> <task id="LOCAL-00001" summary="Rework Tile detection system">
<option name="closed" value="true" /> <option name="closed" value="true" />
@@ -795,7 +769,15 @@
<option name="project" value="LOCAL" /> <option name="project" value="LOCAL" />
<updated>1717504732974</updated> <updated>1717504732974</updated>
</task> </task>
<option name="localTasksCounter" value="22" /> <task id="LOCAL-00022" summary="Add Alot">
<option name="closed" value="true" />
<created>1717963413007</created>
<option name="number" value="00022" />
<option name="presentableId" value="LOCAL-00022" />
<option name="project" value="LOCAL" />
<updated>1717963413007</updated>
</task>
<option name="localTasksCounter" value="23" />
<servers /> <servers />
</component> </component>
<component name="TypeScriptGeneratedFilesManager"> <component name="TypeScriptGeneratedFilesManager">
@@ -825,7 +807,8 @@
<MESSAGE value="Add Text rendering and Hull / Fuel Meters" /> <MESSAGE value="Add Text rendering and Hull / Fuel Meters" />
<MESSAGE value="Add sun / moon, started on score / GameManager" /> <MESSAGE value="Add sun / moon, started on score / GameManager" />
<MESSAGE value="Do stuff" /> <MESSAGE value="Do stuff" />
<option name="LAST_COMMIT_MESSAGE" value="Do stuff" /> <MESSAGE value="Add Alot" />
<option name="LAST_COMMIT_MESSAGE" value="Add Alot" />
</component> </component>
<component name="XSLT-Support.FileAssociations.UIState"> <component name="XSLT-Support.FileAssociations.UIState">
<expand /> <expand />

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@@ -47,6 +47,6 @@ private:
bool m_IsRightMouseDown {}; bool m_IsRightMouseDown {};
bool m_ImGui{ true }; bool m_ImGui{ false };
}; };

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@@ -533,6 +533,7 @@
<SDLCheck>true</SDLCheck> <SDLCheck>true</SDLCheck>
<LinkCompiled>true</LinkCompiled> <LinkCompiled>true</LinkCompiled>
</ClCompile> </ClCompile>
<ClCompile Include="Gui\Screens\GameOver\GameOverScreen.cpp" />
<ClCompile Include="Gui\Screens\MainScreen.cpp" /> <ClCompile Include="Gui\Screens\MainScreen.cpp" />
<ClCompile Include="Gui\Screens\ScreenManager.cpp" /> <ClCompile Include="Gui\Screens\ScreenManager.cpp" />
<ClCompile Include="Gui\Screens\SellScreen\SellScreen.cpp"> <ClCompile Include="Gui\Screens\SellScreen\SellScreen.cpp">
@@ -784,6 +785,7 @@
<ClInclude Include="Gui\GuiText.h" /> <ClInclude Include="Gui\GuiText.h" />
<ClInclude Include="Gui\Screen.h" /> <ClInclude Include="Gui\Screen.h" />
<ClInclude Include="Gui\Screens\FuelScreen\FuelScreen.h" /> <ClInclude Include="Gui\Screens\FuelScreen\FuelScreen.h" />
<ClInclude Include="Gui\Screens\GameOver\GameOverScreen.h" />
<ClInclude Include="Gui\Screens\MainScreen.h" /> <ClInclude Include="Gui\Screens\MainScreen.h" />
<ClInclude Include="Gui\Screens\ScreenManager.h" /> <ClInclude Include="Gui\Screens\ScreenManager.h" />
<ClInclude Include="Gui\Screens\SellScreen\SellScreen.h" /> <ClInclude Include="Gui\Screens\SellScreen\SellScreen.h" />

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@@ -1,6 +1,8 @@
#include "pch.h" #include "pch.h"
#include "GameManager.h" #include "GameManager.h"
#include "Gui/Screens/ScreenManager.h"
GameManager* GameManager::m_pInstance = nullptr; GameManager* GameManager::m_pInstance = nullptr;
@@ -36,6 +38,9 @@ void GameManager::DecreaseFuel(float fuel) {
} }
void GameManager::AddFuel(float fuel) { void GameManager::AddFuel(float fuel) {
m_Fuel += fuel; m_Fuel += fuel;
if(m_Fuel > this->GetMaxFuel()) {
m_Fuel = this->GetMaxFuel();
}
} }
void GameManager::SetHullIntegrity(int hullIntegrity) { void GameManager::SetHullIntegrity(int hullIntegrity) {
m_HullIntegrity = hullIntegrity; m_HullIntegrity = hullIntegrity;
@@ -72,13 +77,16 @@ void GameManager::Update(float elapsedSecs) {
if (m_HullIntegrity <= 0 or m_Fuel <= 0) { if (m_HullIntegrity <= 0 or m_Fuel <= 0) {
m_pPlayer->Die(); m_pPlayer->Die();
m_GameOver = true;
ScreenManager::GetInstance()->OpenScreen(ScreenManager::m_GameOverScreen);
} }
if(!m_GameOver) {
if(m_Fuel <= 20) { if(m_Fuel <= 20) {
if(m_FuelLowSound->IsPlaying() == false) { if(m_FuelLowSound->IsPlaying() == false) {
m_FuelLowSound->Play(1); m_FuelLowSound->Play(1);
} }
} }
}
} }
int GameManager::GetMaxFuel() { int GameManager::GetMaxFuel() {
return 100; //TODO: change if i ever add upgrades return 100; //TODO: change if i ever add upgrades

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@@ -49,6 +49,7 @@ private:
Player* m_pPlayer{ nullptr }; Player* m_pPlayer{ nullptr };
SoundEffect* m_FuelLowSound{ nullptr }; SoundEffect* m_FuelLowSound{ nullptr };
bool m_GameOver{ false };
}; };

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@@ -0,0 +1,31 @@
#include "pch.h"
#include "GameOverScreen.h"
#include "colors.h"
#include "utils.h"
GameOverScreen::GameOverScreen(const std::string& filePath, Vector2f pos, Vector2f size, TextureManager* manager): Screen(filePath, pos, size, manager){
m_SkullTexture = manager->GetTexture("gui/gameover/skull.png");
GuiText* text = new GuiText(Vector2f{360, 150}, "Press Space To Quit", "fonts/Arial.ttf", 20, Colors::YELLOW);
AddElement(text);
}
GameOverScreen::~GameOverScreen() {
}
void GameOverScreen::Draw() const {
Screen::Draw();
//1230 x 1087
m_SkullTexture->Draw(Rectf{ 350, 200, 1230 / 5, 1087 / 5 });
}
void GameOverScreen::Update(float elapsedSecs) {
Screen::Update(elapsedSecs);
if(utils::isKeyDown(SDL_SCANCODE_SPACE)){
SDL_Event quitEvent;
quitEvent.type = SDL_QUIT;
SDL_PushEvent(&quitEvent);
}
}
void GameOverScreen::MarkDirty() {
}
void GameOverScreen::SellAll() {
}

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@@ -0,0 +1,19 @@
#pragma once
#include "../../Screen.h"
#include "Gui/GuiText.h"
class GameOverScreen final : public Screen {
public:
GameOverScreen(const std::string& filePath, Vector2f pos, Vector2f size, TextureManager* manager);
virtual ~GameOverScreen() override;
virtual void Draw() const override;
virtual void Update(float elapsedSecs) override;
void MarkDirty();
void SellAll();
private:
Texture* m_SkullTexture{ nullptr };
};

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@@ -4,10 +4,12 @@
#include "FuelScreen/FuelScreen.h" #include "FuelScreen/FuelScreen.h"
#include "SellScreen/SellScreen.h" #include "SellScreen/SellScreen.h"
#include "utils.h" #include "utils.h"
#include "GameOver/GameOverScreen.h"
ScreenManager* ScreenManager::m_pInstance = nullptr; ScreenManager* ScreenManager::m_pInstance = nullptr;
Screen* ScreenManager::m_FuelScreen { nullptr }; Screen* ScreenManager::m_FuelScreen { nullptr };
Screen* ScreenManager::m_SellScreen { nullptr }; Screen* ScreenManager::m_SellScreen { nullptr };
Screen* ScreenManager::m_GameOverScreen { nullptr };
ScreenManager * ScreenManager::GetInstance() { ScreenManager * ScreenManager::GetInstance() {
@@ -44,6 +46,7 @@ bool ScreenManager::IsScreenOpen() const {
ScreenManager::~ScreenManager() { ScreenManager::~ScreenManager() {
delete m_FuelScreen; delete m_FuelScreen;
delete m_SellScreen; delete m_SellScreen;
delete m_GameOverScreen;
} }
void ScreenManager::InitializeScreens() { void ScreenManager::InitializeScreens() {
Vector2f fuelScreenSize = Vector2f { 492, 396 }; Vector2f fuelScreenSize = Vector2f { 492, 396 };
@@ -54,5 +57,9 @@ void ScreenManager::InitializeScreens() {
Vector2f sellScreenCenter = Vector2f { utils::GetViewport().x / 2 - sellScreenSize.x / 2, utils::GetViewport().y / 2 - sellScreenSize.y / 2 }; Vector2f sellScreenCenter = Vector2f { utils::GetViewport().x / 2 - sellScreenSize.x / 2, utils::GetViewport().y / 2 - sellScreenSize.y / 2 };
m_SellScreen = new SellScreen { "gui/sell/background.png", sellScreenCenter, sellScreenSize, TextureManager::GetInstance() }; m_SellScreen = new SellScreen { "gui/sell/background.png", sellScreenCenter, sellScreenSize, TextureManager::GetInstance() };
Vector2f gameOverScreenSize = Vector2f { 533, 398 };
Vector2f gameOverScreenCenter = Vector2f { utils::GetViewport().x / 2 - gameOverScreenSize.x / 2, utils::GetViewport().y / 2 - gameOverScreenSize.y / 2 };
m_GameOverScreen = new GameOverScreen { "", gameOverScreenCenter, gameOverScreenSize, TextureManager::GetInstance() };
//m_Button = Button { "gui/close.png", closeButtonPos, closeButtonSize, TextureManager::GetInstance() }; //m_Button = Button { "gui/close.png", closeButtonPos, closeButtonSize, TextureManager::GetInstance() };
} }

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@@ -21,6 +21,7 @@ public:
static Screen* m_FuelScreen; static Screen* m_FuelScreen;
static Screen* m_SellScreen; static Screen* m_SellScreen;
static Screen* m_GameOverScreen;
private: private:
ScreenManager() = default; ScreenManager() = default;

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@@ -12,6 +12,7 @@ SellScreen::SellScreen(const std::string& filePath, Vector2f pos, Vector2f size,
const Vector2f ScreenCenter = Vector2f { utils::GetViewport().x / 2, utils::GetViewport().y / 2 }; const Vector2f ScreenCenter = Vector2f { utils::GetViewport().x / 2, utils::GetViewport().y / 2 };
const Vector2f sellScreenCenter = ScreenCenter - sellScreenSize / 2; const Vector2f sellScreenCenter = ScreenCenter - sellScreenSize / 2;
m_BuySound = new SoundEffect { "sound/buy.wav" };
const Vector2f closeButtonOffset = Vector2f { 460, 396 - 14 }; const Vector2f closeButtonOffset = Vector2f { 460, 396 - 14 };
Vector2f closeButtonPos = sellScreenCenter + closeButtonOffset; Vector2f closeButtonPos = sellScreenCenter + closeButtonOffset;
@@ -36,6 +37,7 @@ SellScreen::SellScreen(const std::string& filePath, Vector2f pos, Vector2f size,
sellAllButton->SetOnClick([this]() sellAllButton->SetOnClick([this]()
{ {
this->SellAll(); this->SellAll();
m_BuySound->Play(0);
}); });
this->AddElement(sellAllButton); this->AddElement(sellAllButton);
@@ -48,6 +50,7 @@ SellScreen::~SellScreen() {
for (SellSreenRow* row : m_Rows) { for (SellSreenRow* row : m_Rows) {
delete row; delete row;
} }
delete m_BuySound;
} }
void SellScreen::Draw() const { void SellScreen::Draw() const {
Screen::Draw(); Screen::Draw();

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@@ -3,6 +3,8 @@
#include "../../Screen.h" #include "../../Screen.h"
#include "Gui/GuiText.h" #include "Gui/GuiText.h"
class SoundEffect;
class SellScreen final : public Screen { class SellScreen final : public Screen {
public: public:
SellScreen(const std::string& filePath, Vector2f pos, Vector2f size, TextureManager* manager); SellScreen(const std::string& filePath, Vector2f pos, Vector2f size, TextureManager* manager);
@@ -20,4 +22,7 @@ private:
std::vector<SellSreenRow *> m_Rows; std::vector<SellSreenRow *> m_Rows;
bool m_AreRowsDirty { true }; bool m_AreRowsDirty { true };
SoundEffect* m_BuySound { nullptr };
}; };

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@@ -26,8 +26,8 @@ void SellSreenRow::Draw() const {
Vector2f amountPos { namePos.x + 100, m_Pos.y + 8 }; Vector2f amountPos { namePos.x + 100, m_Pos.y + 8 };
m_CalculationText->Draw(amountPos); m_CalculationText->Draw(amountPos);
utils::SetColor(Colors::GREEN); // utils::SetColor(Colors::GREEN);
utils::DrawRect(Rectf { m_Pos, m_Size }); // utils::DrawRect(Rectf { m_Pos, m_Size });
} }
void SellSreenRow::Update(float elapsedSecs) { void SellSreenRow::Update(float elapsedSecs) {
// m_NameText->ChangeText("EXAMPLE"); // m_NameText->ChangeText("EXAMPLE");

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@@ -16,11 +16,11 @@ Building::Building(const std::string& filePath, const Vector2f& position, const
void Building::Draw() const { void Building::Draw() const {
utils::SetColor(Colors::WHITE); utils::SetColor(Colors::WHITE);
m_Texture->Draw(m_Position); m_Texture->Draw(m_Position);
utils::SetColor(Colors::GREEN); // utils::SetColor(Colors::GREEN);
Rectf temp = m_BoundingBox; // Rectf temp = m_BoundingBox;
temp.left += m_Position.x; // temp.left += m_Position.x;
temp.bottom += m_Position.y; // temp.bottom += m_Position.y;
utils::DrawRect(temp); // utils::DrawRect(temp);
} }
void Building::Update(float dt, const Rectf& objectBoundingBox) { void Building::Update(float dt, const Rectf& objectBoundingBox) {
if (IsObjectInHitbox(objectBoundingBox)) { if (IsObjectInHitbox(objectBoundingBox)) {

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@@ -36,6 +36,13 @@ WorldLevel::WorldLevel(Camera* camera, Rectf viewport): Level(camera),
m_GridManager.GetTileAtIndex(x, 0)->SetTileType(GroundTileTypeManager::GetInstance()->AIR); m_GridManager.GetTileAtIndex(x, 0)->SetTileType(GroundTileTypeManager::GetInstance()->AIR);
m_GridManager.GetTileAtIndex(x, 1)->SetTileType(GroundTileTypeManager::GetInstance()->GRASS); m_GridManager.GetTileAtIndex(x, 1)->SetTileType(GroundTileTypeManager::GetInstance()->GRASS);
} }
//Add to walls to the side of stone
for (int y { 0 }; y < WORLD_HEIGHT - 1; ++y) {
m_GridManager.GetTileAtIndex(0, y)->SetTileType(GroundTileTypeManager::GetInstance()->STONE);
m_GridManager.GetTileAtIndex(WORLD_WIDTH - 1, y)->SetTileType(GroundTileTypeManager::GetInstance()->STONE);
}
Building* fuelBuilding = new Building { "buildings/fuelStation.png", Vector2f { -700, -52 }, Rectf{0 ,0, 50, 50}, TextureManager::GetInstance() }; Building* fuelBuilding = new Building { "buildings/fuelStation.png", Vector2f { -700, -52 }, Rectf{0 ,0, 50, 50}, TextureManager::GetInstance() };
fuelBuilding->SetOnEnterHitbox([]() { fuelBuilding->SetOnEnterHitbox([]() {
ScreenManager::GetInstance()->OpenScreen(ScreenManager::m_FuelScreen); ScreenManager::GetInstance()->OpenScreen(ScreenManager::m_FuelScreen);
@@ -78,8 +85,8 @@ WorldLevel::WorldLevel(Camera* camera, Rectf viewport): Level(camera),
m_MainScreen = new MainScreen(TextureManager::GetInstance()); m_MainScreen = new MainScreen(TextureManager::GetInstance());
GameManager::GetInstance().SetMainScreen(m_MainScreen); GameManager::GetInstance().SetMainScreen(m_MainScreen);
m_Sun = new OrbitingObject(Vector2f{0, -1000}, 1200, 0.5f, TextureManager::GetInstance()->GetTexture("sun.png")); m_Sun = new OrbitingObject(Vector2f{0, -1000}, 1200, 0.1f, TextureManager::GetInstance()->GetTexture("sun.png"));
m_Moon = new OrbitingObject(Vector2f{0, -1000}, 1200, 0.5f, TextureManager::GetInstance()->GetTexture("moon.png"), M_PI); m_Moon = new OrbitingObject(Vector2f{0, -1000}, 1200, 0.1f, TextureManager::GetInstance()->GetTexture("moon.png"), M_PI);
GameManager::GetInstance().SetFuel(100); GameManager::GetInstance().SetFuel(100);
GameManager::GetInstance().SetHullIntegrity(100); GameManager::GetInstance().SetHullIntegrity(100);
@@ -87,7 +94,10 @@ WorldLevel::WorldLevel(Camera* camera, Rectf viewport): Level(camera),
GameManager::GetInstance().SetPlayer(&m_Player); GameManager::GetInstance().SetPlayer(&m_Player);
m_BackgroundMusic = new SoundStream("sound/bgm.wav"); m_BackgroundMusic = new SoundStream("sound/bgm.wav");
m_BackgroundMusic->Play(0); m_BackgroundMusic->Play(-1);
GameManager::GetInstance().SetMoney(100);
} }
WorldLevel::~WorldLevel() { WorldLevel::~WorldLevel() {
delete m_MainScreen; delete m_MainScreen;
@@ -149,6 +159,7 @@ void WorldLevel::Update(float elapsedSec) {
} }
//Move the camera when the player gets to the edge //Move the camera when the player gets to the edge
//Also lock the camera from going below -800 and above -100
if(m_FollowPlayer) { if(m_FollowPlayer) {
Vector2f playerPos = m_Player.GetPosition(); Vector2f playerPos = m_Player.GetPosition();
Vector2f newCameraPos = m_pCamera->GetPosition(); Vector2f newCameraPos = m_pCamera->GetPosition();
@@ -158,12 +169,13 @@ void WorldLevel::Update(float elapsedSec) {
if (playerPos.x > newCameraPos.x + m_Viewport.width - 100) { if (playerPos.x > newCameraPos.x + m_Viewport.width - 100) {
newCameraPos.x = playerPos.x - m_Viewport.width + 100; newCameraPos.x = playerPos.x - m_Viewport.width + 100;
} }
if (playerPos.y < newCameraPos.y + 50) { if (playerPos.y < newCameraPos.y + 100) {
newCameraPos.y = playerPos.y - 50; newCameraPos.y = playerPos.y - 100;
} }
if (playerPos.y > newCameraPos.y + m_Viewport.height - 100) { if (playerPos.y > newCameraPos.y + m_Viewport.height - 150) {
newCameraPos.y = playerPos.y - m_Viewport.height + 100; newCameraPos.y = playerPos.y - m_Viewport.height + 150;
} }
newCameraPos.x = utils::clamp(newCameraPos.x, -800, -100);
m_pCamera->SetPosition(newCameraPos); m_pCamera->SetPosition(newCameraPos);
} }
@@ -199,11 +211,11 @@ void WorldLevel::Draw() const {
m_TopCover->Draw(Rectf{-850, -70, 850, -70 + 32}, Rectf{0, 0, WORLD_WIDTH * 50, 32}); m_TopCover->Draw(Rectf{-850, -70, 850, -70 + 32}, Rectf{0, 0, WORLD_WIDTH * 50, 32});
for (Collision::CollisionRect rect : m_Rects) { for (Collision::CollisionRect rect : m_Rects) {
utils::DrawRect(rect.pos, rect.size.x, rect.size.y); // utils::DrawRect(rect.pos, rect.size.x, rect.size.y);
} }
utils::SetColor(Colors::WHITE); // utils::SetColor(Colors::WHITE);
utils::FillEllipse(m_MousePos, 2, 2); // utils::FillEllipse(m_MousePos, 2, 2);
for (int x { 0 }; x < WORLD_WIDTH; ++x) { for (int x { 0 }; x < WORLD_WIDTH; ++x) {
for (int y { 0 }; y < WORLD_HEIGHT; ++y) { for (int y { 0 }; y < WORLD_HEIGHT; ++y) {
@@ -211,12 +223,12 @@ void WorldLevel::Draw() const {
} }
} }
utils::SetColor(Colors::MAGENTA); // utils::SetColor(Colors::MAGENTA);
utils::FillEllipse(-5, -5, 5, 5); // utils::FillEllipse(-5, -5, 5, 5);
if (m_pSelectedTile != nullptr) { // if (m_pSelectedTile != nullptr) {
m_pSelectedTile->Draw(); // m_pSelectedTile->Draw();
} // }
for(Building* building : m_Buildings) { for(Building* building : m_Buildings) {
building->Draw(); building->Draw();
@@ -224,14 +236,14 @@ void WorldLevel::Draw() const {
m_Player.Draw(); m_Player.Draw();
utils::SetColor(Colors::GREEN); // utils::SetColor(Colors::GREEN);
utils::DrawArrow(Vector2f{0, 0}, m_MousePos); // utils::DrawArrow(Vector2f{0, 0}, m_MousePos);
m_pCamera->EndRendering(); m_pCamera->EndRendering();
utils::FillRect(utils::GetMousePos(), 10, 10); // utils::FillRect(utils::GetMousePos(), 10, 10);
utils::DrawRect(50, 50, m_Viewport.width - 100, m_Viewport.height - 100); // utils::DrawRect(50, 50, m_Viewport.width - 100, m_Viewport.height - 100);
const Screen* screen = m_ScreenManager->GetCurrentScreen(); const Screen* screen = m_ScreenManager->GetCurrentScreen();
if (screen != nullptr) { if (screen != nullptr) {

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@@ -84,6 +84,10 @@ Player::~Player() {
for (Particle* particle : m_DigParticles) { for (Particle* particle : m_DigParticles) {
delete particle; delete particle;
} }
for (Particle* particle : m_SmokeParticles) {
delete particle;
}
} }
Collision::CollisionRect Player::GetCollisionRect() const { Collision::CollisionRect Player::GetCollisionRect() const {
@@ -112,12 +116,10 @@ void Player::Draw() const {
{ {
utils::SetColor(Colors::WHITE); utils::SetColor(Colors::WHITE);
m_CurrentAnimation->Draw(Vector2f { 0, 0 }, Rectf { 0, 0, frameWidth, frameWidth }); m_CurrentAnimation->Draw(Vector2f { 0, 0 }, Rectf { 0, 0, frameWidth, frameWidth });
utils::SetColor(Colors::GREEN);
} }
glPopMatrix(); glPopMatrix();
utils::FillEllipse(m_OutletPos + m_Position, 5, 5);
for (Particle* particle : m_DigParticles) { for (Particle* particle : m_DigParticles) {
utils::SetColor(Colors::WHITE); utils::SetColor(Colors::WHITE);
particle->Draw(); particle->Draw();
@@ -271,8 +273,8 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
m_SmokeTimer += elapsedTime; m_SmokeTimer += elapsedTime;
if (m_SmokeTimer >= m_SmokeTime) { if (m_SmokeTimer >= m_SmokeTime) {
m_SmokeTimer = 0.0f; m_SmokeTimer = 0.0f;
Vector2f Dir { static_cast<float>(m_Direction == PlayerDirection::Left ? 30 : -30), 20 }; Vector2f Dir { static_cast<float>(m_Direction == PlayerDirection::Left ? 60 : -60), 20 };
Particle* NewSmokeParticle = new Particle(m_OutletPos + m_Position, Dir, Vector2f { 0.0f, 9.81f * 30}, 5.f, TextureManager::GetInstance()->GetTexture("particles/smoke.png")); Particle* NewSmokeParticle = new Particle(m_OutletPos + m_Position, Dir, Vector2f { 0.0f, 9.81f * 5}, 1.f, TextureManager::GetInstance()->GetTexture("particles/smoke.png"));
NewSmokeParticle->SetFlipped(m_Direction == PlayerDirection::Left); NewSmokeParticle->SetFlipped(m_Direction == PlayerDirection::Left);
m_SmokeParticles.push_back(NewSmokeParticle); m_SmokeParticles.push_back(NewSmokeParticle);
} }

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@@ -83,7 +83,7 @@ private:
Vector2f m_OutletPos; Vector2f m_OutletPos;
Vector2f m_OutLeftPos{ 55, 45}; Vector2f m_OutLeftPos{ 55, 45};
Vector2f m_OutRightPos{ 0, 45 }; Vector2f m_OutRightPos{ -40, 45 };
Vector2f m_Vel; Vector2f m_Vel;
@@ -154,5 +154,5 @@ private:
bool m_DidSoundChange{ false }; bool m_DidSoundChange{ false };
//Testing //Testing
bool m_DrawCollisionRect { true }; bool m_DrawCollisionRect { false };
}; };

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