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Game.cpp
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598 lines (542 loc) · 19.1 KB
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#include "Game.h"
#include <iostream>
#include <thread>
using namespace std;
Game::Game() {
windowWidth = 1600; //窗口宽度
windowHeight = 900; //窗口高度
window.create(VideoMode(windowWidth, windowHeight), L"月圆之夜", windowStyle); //建立一个xx宽xx高,标题为xxx的窗口,L表示双字节
gameSceneState = SCENE_LOADING; //初始默认游戏场景
initLoading();
}
void Game::Initial() {
window.setFramerateLimit(60); //刷新帧数
gameOver = gameQuit = false;
fightMusicState = true;
startMusicState = true;
drawPosition();
}
void Game::initFightData() {
whosTurn = ePlayerTurn;
for (int i = 0; i < sizeof(cardManage.playerCards) / sizeof(cardManage.playerCards[0]); i++) { //初始化玩家卡池
cardManage.playerCards[i].cardState = cardManage.playerCards[i].cardPool;
cardManage.playerCards[i].discard = true;
}
for (int i = 0; i < humanPlayer.handMaxNum; i++) { //填充玩家手牌数组
humanPlayer.handCards[i] = &humanPlayer.nullCard;
}
humanPlayer.initData();
enemyCarpente.initData();
gameLose = false; //游戏没有输
for (int i = 0; i < sizeof(cardManage.enemyCards) / sizeof(cardManage.enemyCards[0]); i++) { //初始化敌人卡池
cardManage.enemyCards[i].cardState = cardManage.enemyCards[i].cardPool;
cardManage.enemyCards[i].discard = true;
}
enemyCarpente.initData();
}
void Game::loadMediaData() {
//加载贴图纹理
tGameStartBK.loadFromFile("./data/bg/bg1.png");
tStartBtnNormal.loadFromFile("./data/button/start.png");
tStartBtnHover.loadFromFile("./data/button/startHover.png");
tStartBtnClick.loadFromFile("./data/button/startClick.png");
tGameFightBK.loadFromFile("./data/bg/bg2.png");
tbackToMenuNormal.loadFromFile("./data/button/backNormal.png");
tbackToMenuHover.loadFromFile("./data/button/backHover.png");
tbackToMenuClick.loadFromFile("./data/button/backClick.png");
tPlayUI.loadFromFile("./data/ui/playerUI.png");
tEnemyUI.loadFromFile("./data/ui/enemyUI.png");
tDialog.loadFromFile("./data/ui/dialog.png");
tTurn.loadFromFile("./data/ui/yourTurn.png");
sPlayUI.setTexture(tPlayUI);
sEnemyUI.setTexture(tEnemyUI);
sDialog.setTexture(tDialog);
sTurn.setTexture(tTurn);
//精灵绑定纹理
sGameStartBK.setTexture(tGameStartBK);
startBtn.setTextures(tStartBtnNormal, tStartBtnHover, tStartBtnClick);
sGameFightBK.setTexture(tGameFightBK);
backToMenuBtn.setTextures(tbackToMenuNormal, tbackToMenuHover, tbackToMenuClick);
tDisCardBtn.loadFromFile("./data/button/delete.png");
tDisCardBtnHover.loadFromFile("./data/button/deleteHover.png");
disCardBtn.setTextures(tDisCardBtn, tDisCardBtnHover, tDisCardBtnHover);
//加载音频
gameStartMusic.openFromFile("./data/music/game.ogg");
fightMusic.openFromFile("./data/music/fight.ogg");
victorSb.loadFromFile("./data/sound/victor.ogg");
defeatSb.loadFromFile("./data/sound/defeat.ogg");
attackSb.loadFromFile("./data/sound/attack.ogg");
hoverSb.loadFromFile("./data/sound/hover.ogg");
pressSb.loadFromFile("./data/sound/press.ogg");
releaseSb.loadFromFile("./data/sound/release.ogg");
victorSd.setBuffer(victorSb);
defeatSd.setBuffer(defeatSb);
attackSd.setBuffer(attackSb);
hoverSd.setBuffer(hoverSb);
pressSd.setBuffer(pressSb);
releaseSd.setBuffer(releaseSb);
turnEndNormal.loadFromFile("./data/button/endNormal.png");
turnEndHover.loadFromFile("./data/button/endHover.png");
turnEndCllick.loadFromFile("./data/button/endClick.png");
turnEnd.setTextures(turnEndNormal, turnEndHover, turnEndCllick);
tYesNormal.loadFromFile("./data/button/yes.png");
tYesHover.loadFromFile("./data/button/yesHover.png");
tYesClick.loadFromFile("./data/button/yesClick.png");
tNoNormal.loadFromFile("./data/button/no.png");
tNoHover.loadFromFile("./data/button/noHover.png");
tNoClick.loadFromFile("./data/button/noClick.png");
yesBtn.setTextures(tYesNormal, tYesHover, tYesClick);
noBtn.setTextures(tNoNormal, tNoHover, tNoClick);
tgameWinDialog.loadFromFile("./data/ui/youWin.png"); //输赢的对话框
tgameLoseDialog.loadFromFile("./data/ui/youLose.png");
tgmOverToMenuBtn.loadFromFile("./data/button/toMenu.png"); //加载游戏结束时的按钮
tgmOverToMenuBtnHover.loadFromFile("./data/button/toMenuHover.png"); //返回主界面
tgmOverToMenuBtnClick.loadFromFile("./data/button/toMenuClick.png");
tgmOverReplayBtn.loadFromFile("./data/button/replay.png");
tgmOverReplayBtnHover.loadFromFile("./data/button/replayHover.png");
tgmOverReplayBtnClick.loadFromFile("./data/button/replayClick.png");
gmOverReplayBtn.setTextures(tgmOverReplayBtn, tgmOverReplayBtnHover, tgmOverReplayBtnClick);
gmOvertoMenuBtn.setTextures(tgmOverToMenuBtn, tgmOverToMenuBtnHover, tgmOverToMenuBtnClick);
gmWinDialog.setTexture(tgameWinDialog);
gmLoseDialog.setTexture(tgameLoseDialog);
loadCards();
gameSceneState = SCENE_START;
initMusic();
humanPlayer.loadMedia();
loadEnemy();
}
void Game::initMusic() {
gameStartMusic.setLoop(true); ////背景音乐循环
fightMusic.setLoop(true);
gameStartMusic.play();
}
void Game::loadMusic() {
switch (gameSceneState) {
case SCENE_START:
fightMusic.stop();
if (startMusicState) { //音乐开关
gameStartMusic.play();
} else {
gameStartMusic.stop();
}break;
case SCENE_FIGHT:
gameStartMusic.stop();
if (fightMusicState) { //音乐开关
fightMusic.play();
} else {
fightMusic.stop();
}break;
default:
break;
}
}
void Game::loadCards() {
cardManage.initCards();
}
void Game::loadEnemy() {
enemyCarpente.setName(1);
enemyCarpente.loadMedia();
}
void Game::Input() {
Event event;
Vector2i mousePosition = Mouse::getPosition(window);
while (window.pollEvent(event)) { //接受事件
if (event.type == Event::Closed) {
window.close(); //关闭键关闭窗口
gameQuit = true;
}
if (event.type == sf::Event::EventType::KeyReleased && event.key.code == sf::Keyboard::Escape) {
window.close(); //按esc键关闭窗口
gameQuit = true;
}
switch (gameSceneState) {
case SCENE_START:
startInput(mousePosition, event); break;
case SCENE_FIGHT:
fightInput(mousePosition, event); break;
default:
break;
}
}
}
void Game::startInput(Vector2i mousePosition, Event event) {
backToMenuBtn.setState(0);
switch (startBtn.checkMouse(mousePosition, event)) {
case 1:
break;
case 3: //如果RELEASE状态
releaseSd.play();
gameSceneState = SCENE_FIGHT; //切换场景
loadMusic(); //加载音乐
initFightData(); //加载战斗数据
default:
break;
}
}
void Game::fightInput(Vector2i mousePosition, Event event) {
if (gameWin) {
if (event.type == Event::EventType::MouseButtonPressed && event.mouseButton.button == Mouse::Left) {
gameSceneState = SCENE_START; //切换场景
gameWin = false; //
}
} else if (gameLose) {
switch (gmOverReplayBtn.checkMouse(mousePosition, event)) {
case 3:
initFightData();
gmOverReplayBtn.setState(gmOverReplayBtn.NORMAL);
}
switch (gmOvertoMenuBtn.checkMouse(mousePosition, event)) {
case 3:
gameLose = false;
gameSceneState = SCENE_START; //切换场景
gmOvertoMenuBtn.setState(gmOvertoMenuBtn.NORMAL); //设定为普通状态
loadMusic(); //切换音乐
}
} else {
startBtn.setState(0);
switch (backToMenuBtn.btnState) {
case 1:
case 2:
backToMenuBtn.offset(-5, -5); //设定偏移量
break;
}
switch (backToMenuBtn.checkMouse(mousePosition, event)) {
case 1:
break;
case 3:
releaseSd.play(); //释放按钮的声音
showBackDialog = true; //显示对话框
break;
}
if (showBackDialog) {
switch (yesBtn.checkMouse(mousePosition, event)) {
case 3:
gameSceneState = SCENE_START; //切换场景
loadMusic(); //加载音乐
showBackDialog = false; //不显示对话框
yesBtn.setState(0); //设定按钮为普通状态
break;
}
switch (noBtn.checkMouse(mousePosition, event)) {
case 3:
showBackDialog = false;
break;
}
}
if (whosTurn == ePlayerTurn) {
switch (turnEnd.checkMouse(mousePosition, event, 0, 0)) {
case 1:
hoverSd.play();
break;
case 3:
//humanPlayer.cheat_getCard(cardManage.playerCards, 18); //去掉
//humanPlayer.cheat_getCard(cardManage.playerCards, 23); //去掉
releaseSd.play();
whosTurn = eEnemyTurn; //敌人回合
enemyCarpente.getCardState = true; //可摸牌
enemyCarpente.turnStart = true; //敌人回合开始
turnEnd.setState(turnEnd.NORMAL);
break;
}
int cardPos = 0; //当前卡牌是手牌中的第几张
for (int i = 0; i < humanPlayer.handMaxNum; i++) {
if (humanPlayer.handCards[i]->cardState != humanPlayer.handCards[i]->null) {
cardPos++;
if (cardPos != humanPlayer.handCardNums) { //如果不是最后一张手牌(在最上面)
cardOffset.x = 80;
cardOffset.y = 0;
} else {
cardOffset.x = 0;
cardOffset.y = 0;
}
if (humanPlayer.handCards[i]->mouseContain(mousePosition, cardOffset.x, cardOffset.y)) {
humanPlayer.cardSelect = i; //与第i张卡牌进行交互
}
switch (humanPlayer.handCards[i]->checkMouse(mousePosition, event, cardOffset.x, cardOffset.y)) { //卡片事件
case 0:
humanPlayer.handCards[i]->hoverSd = true; //如果卡片为普通状态 比如 鼠标移到卡牌外 原地释放卡牌
humanPlayer.handCards[i]->pressSd = true;
if (humanPlayer.cardSelect != -1) { //如果鼠标在与卡牌进行交互
} else if (mousePosition.x > (300 + (humanPlayer.handCardNums - 1) * 150 + 200) || mousePosition.x < 300 || mousePosition.y>800 || mousePosition.y < 500) { //鼠标在手牌区外
pressSd.stop(); //按下时的音效
hoverSd.stop(); //悬浮时的音效
}
break;
case 1:
pressSd.stop();
if (humanPlayer.handCards[i]->hoverSd) { //如果悬浮音效可播放
hoverSd.play(); //播放悬浮音效
humanPlayer.handCards[i]->hoverSd = false; //不可播放悬浮音效
}
break;
case 2:
hoverSd.stop();
if (humanPlayer.handCards[i]->pressSd) {
pressSd.play();
humanPlayer.handCards[i]->pressSd = false;
}
disCardBtn.setState(disCardBtn.HOVER);
break;
case 3:
pressSd.stop();
releaseSd.play();
if (enemyCarpente.checkMouse(mousePosition)) {
switch (cardManage.useCard(&humanPlayer, humanPlayer.handCards[i], i, &enemyCarpente)) { //是否可出牌
case 2:
hint.setText(0);
break;
case 3:
hint.setText(1);
break;
case -1:
attackSd.play(); //播放攻击音乐
//humanPlayer.useCardTo(humanPlayer.handCards[i], &enemyCarpente); //对敌人使用卡牌
//humanPlayer.handCards[i] = &humanPlayer.nullCard; //设定使用后的手牌为null
break;
case -2: //无效了一张牌
break;
}
} else {
if (humanPlayer.handCards[i]->mouseContainf(disCardBtn.getPosition(), 30, -30)) {
humanPlayer.disCard(humanPlayer.handCards[i]);
humanPlayer.handCards[i] = &humanPlayer.nullCard; //设定使用后的手牌为null
} else
humanPlayer.handCards[i]->setState(humanPlayer.handCards[i]->NORMAL); //释放后设定为普通状态
}
disCardBtn.setState(disCardBtn.NORMAL);
humanPlayer.cardSelect = -1; //没有在与卡牌进行交互
humanPlayer.handCards[i]->hoverSd = true; //释放卡牌,音效可播放
humanPlayer.handCards[i]->pressSd = true;
break;
}
}
}
}
}
}
void Game::drawPosition() {
sGameStartBK.setPosition(0, 0); //设置绘制位置
startBtn.setPosition(windowWidth * 0.7f, windowHeight * 0.3f);
sGameFightBK.setPosition(0, 0); //设定背景图位置
sTurn.setPosition(540, 400);
sPlayUI.setPosition(0, 700);
turnEnd.setPosition(1275, 785);
disCardBtn.setPosition(80, 840);
//敌人
enemyCarpente.shape.setPosition(680, 10);
sEnemyUI.setPosition(635, 300);
//对话框
sDialog.setPosition(635, 200);
yesBtn.setPosition(700, 350);
noBtn.setPosition(875, 350);
//输赢对话库
gmOverReplayBtn.setPosition(830, 580);
gmOvertoMenuBtn.setPosition(440, 580);
gmLoseDialog.setPosition(420, 20);
gmWinDialog.setPosition(420, 20);
}
void Game::Draw() {
Vector2u size;
size.x = windowWidth;
size.y = windowHeight;
window.setSize(size);
switch (gameSceneState) { //场景判断
case SCENE_START:
drawStart();
break;
case SCENE_FIGHT:
drawFight();
break;
case SCENE_LOADING:
drawLoading();
break;
default:
break;
}
}
void Game::initLoading() {
tLoadBk.loadFromFile("./data/bg/loading.png"); //加载背景
stringstream ss;
for (int i = 0; i < 40; i++) { //加载动画序列
ss << "./data/anime/loading/load" << i << ".png";
tLoads[i].loadFromFile(ss.str());
ss.str("");
}
sLoadBk.setTexture(tLoadBk);
anLoading.bindFrames(tLoads, sizeof(tLoads) / sizeof(tLoads[0])); //绑定动画序列
anLoading.setScale(0.5, 0.5); //缩放
}
void Game::drawLoading() {
sLoadBk.setPosition(0, 0);
window.draw(sLoadBk);
anLoading.setPosition(800, 400);
anLoading.play(); //播放当前帧
window.draw(anLoading);
window.display();
}
void Game::drawStart() { //初始场景
window.clear(); //清屏
window.draw(sGameStartBK); //绘制
window.draw(startBtn);
window.display();
}
void Game::drawFight() { //战斗场景
window.clear(); //清屏
window.draw(sGameFightBK); //绘制背景图
backToMenuBtn.setPosition(windowWidth * 0.9f, windowHeight * 0.05f); //按百分比绘制 不要写到别的函数里去
window.draw(backToMenuBtn);
drawPlayer();
drawEnemy();
//绘制
drawCard();
drawDialog();
window.display(); //展示屏幕
}
void Game::drawCard() {
int pos = 0; //记录绘制位置
for (int i = 0; i < humanPlayer.handMaxNum; i++) {
if (humanPlayer.handCards[i]->cardState != humanPlayer.handCards[i]->null) {
//cout << "is " << i << endl;
if (humanPlayer.handCards[i]->btnState == humanPlayer.handCards[i]->CLICK) { //如果为按下的状态
humanPlayer.handCards[i]->move(Mouse::getPosition(window)); //卡牌移动事件
} else {
humanPlayer.handCards[i]->setPosition((float)(700 + (pos - humanPlayer.handCardNums / 2) * 120), (float)480); //默认位置
humanPlayer.handCards[i]->originPosition = humanPlayer.handCards[i]->getPosition(); //设置默认位置
humanPlayer.handCards[i]->originMouse = Mouse::getPosition(window); //设定按下鼠标前鼠标的位置
}
window.draw(*humanPlayer.handCards[i]);
if (pos < humanPlayer.handCardNums) {
pos++;
}
}
}
}
void Game::drawPlayer() {
window.draw(sPlayUI);
humanPlayer.drawState(&window); //绘制人物属性
humanPlayer.drawStatus(&window); //绘制人物状态
window.draw(turnEnd);
window.draw(disCardBtn);
cardManage.drawCardPoolNum(&window);
}
void Game::drawEnemy() {
window.draw(enemyCarpente.shape);
window.draw(sEnemyUI);
enemyCarpente.drawState(&window);
if (whosTurn == eEnemyTurn && !gameLose) {
//int i = enemyCarpente.showCard(&window, &humanPlayer);
//cardManage.useCard(&enemyCarpente, enemyCarpente.handCards[i], i, &humanPlayer);
int j = enemyCarpente.showCard(&window, &humanPlayer, &cardManage);
if (enemyCarpente.cardShow.cardState != enemyCarpente.cardShow.null) {
enemyCarpente.cardShow.setPosition(enemyCarpente.cardPosition);
window.draw(enemyCarpente.cardShow);
}
//cout << enemyCarpente.handCardNums;
}
enemyCarpente.drawStatus(&window);
}
void Game::drawDialog() {
if (showBackDialog) {
window.draw(sDialog);
window.draw(yesBtn);
window.draw(noBtn);
}
if (gameLose) {
window.draw(gmLoseDialog);
window.draw(gmOverReplayBtn);
window.draw(gmOvertoMenuBtn);
}
if (gameWin) {
window.draw(gmWinDialog);
}
hint.showHint(&window);
}
void Game::Logic() {
switch (gameSceneState) {
case SCENE_FIGHT:
if (humanPlayer.hp <= 0) {
gameLose = true;
enemyCarpente.cardShow = enemyCarpente.nullCard;
}
if (enemyCarpente.hp <= 0) {
gameWin = true;
}
humanPlayer.statusUpdate(&enemyCarpente, whosTurn, -1);
enemyCarpente.statusUpdate(&humanPlayer, whosTurn, -1);
//cout << enemyCarpente.getCardState << "and" << enemyCarpente.isTurn;
if (whosTurn == eEnemyTurn) {
humanPlayer.statusUpdate(&enemyCarpente, whosTurn, 1);
if (enemyCarpente.getCardState) {
if (cardManage.enemyCardPoolNum == 0) {
for (int i = 0; i < sizeof(cardManage.enemyCards) / sizeof(cardManage.enemyCards[0]); i++) { //遍历
if (cardManage.enemyCards[i].cardState == cardManage.enemyCards[i].disCardPool) { //如果是在弃牌堆就转移到抽牌堆中
cardManage.enemyCards[i].cardState = cardManage.enemyCards[i].cardPool;
}
}
}
if (enemyCarpente.movePower < 2) {
enemyCarpente.movePower = 2;
}
cardManage.getCard(&enemyCarpente, cardManage.enemyCards, enemyCarpente.getCardNum, sizeof(cardManage.enemyCards) / sizeof(cardManage.enemyCards[0]), -1);
if (enemyCarpente.reduceGetCardNum > 0) { //回复减少抽牌数
enemyCarpente.getCardNum += enemyCarpente.reduceGetCardNum;
enemyCarpente.reduceGetCardNum = 0;
}
//enemyCarpente.getCard(cardManage.enemyCards, enemyCarpente.getCardNum, sizeof(cardManage.enemyCards) / sizeof(cardManage.enemyCards[0])); //抽牌 获取抽牌数量
enemyCarpente.getCardState = false;
}
if (enemyCarpente.turnStart) {
enemyCarpente.useCardNum = enemyCarpente.handCardNums; //敌人可用牌数量
enemyCarpente.turnStart = false;
}
if (enemyCarpente.useCardNum == 1) {
enemyCarpente.lastCardClock.restart(); //启动计时器
}
if (enemyCarpente.useCardNum == 0) {
if (enemyCarpente.lastCardClock.getElapsedTime().asMilliseconds() > 1600) { //获取最后一张牌展示时间
whosTurn = ePlayerTurn; //玩家回合
humanPlayer.getCardState = true; //玩家可抽牌
enemyCarpente.cardShow = enemyCarpente.nullCard; //设定展示卡牌为null
humanPlayer.turnStart = true; //玩家回合开始
}
}
} else if (whosTurn == ePlayerTurn && !gameLose) {
enemyCarpente.statusUpdate(&humanPlayer, whosTurn, 1);
if (humanPlayer.getCardState) {
if (cardManage.playerCardPoolNum == 0) { //如果卡池抽完了
for (int i = 0; i < sizeof(cardManage.playerCards) / sizeof(cardManage.playerCards[0]); i++) { //遍历
if (cardManage.playerCards[i].cardState == cardManage.playerCards[i].disCardPool) { //如果是在弃牌堆就转移到抽牌堆中
cardManage.playerCards[i].cardState = cardManage.playerCards[i].cardPool;
}
}
}
humanPlayer.mp /= 2; //每回合魔法减半
if (humanPlayer.movePower == 0) { //每回合回复一点行动力
humanPlayer.movePower = 1;
}
cardManage.getCard(&humanPlayer, cardManage.playerCards, humanPlayer.getCardNum, sizeof(cardManage.playerCards) / sizeof(cardManage.playerCards[0]), -1);
if (humanPlayer.reduceGetCardNum > 0) { //回复减少抽牌数
humanPlayer.getCardNum += humanPlayer.reduceGetCardNum;
humanPlayer.reduceGetCardNum = 0;
}
//humanPlayer.getCard(cardManage.playerCards, humanPlayer.getCardNum, sizeof(cardManage.playerCards) / sizeof(cardManage.playerCards[0])); //抽牌 获取抽牌数量
humanPlayer.getCardState = false;
for (int i = 0; i < humanPlayer.handCardNums; i++) {
humanPlayer.handCards[i]->setState(0); //设置贴图为普通状态
}
}
if (humanPlayer.turnStart) {
humanPlayer.turnStart = false;
}
}
break;
}
}
void Game::Run() {
Initial();
while (window.isOpen()) {
Input();
Draw();
Logic();
}
}