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- //////BIBLIOTEKI GAME
- #ifndef GAME_HPP_INCLUDED
- #define GAME_HPP_INCLUDED
- #endif // GAME_HPP_INCLUDED
- #pragma once
- #include <iostream>
- #include <string>
- #include <SFML/Graphics.hpp>
- #include "Logic.hpp"
- #include "GameApliances.hpp"
- class Game{
- public:
- Game();
- void Run();
- enum GameTribes{Play,Pause,Stepback,StepForward,Nothing,Menu,Closing,Silence};
- private:
- void render();
- void update();
- void ProcessEvents();//pobiera zdarzenie
- void WhatToDo();//reaguje na zdarzenie
- GameTribes HandleButton(int, int);
- Playground rozgrywka;
- sf::RenderWindow appwindow;
- GameTribes Tryb;
- Taskbar PasekZadan;
- MenuPanel MainMenu;
- float FPSLimitter=20.f;
- void ChangeFPSLimit();
- };
- ////////////////////////////////////////////////////////////////////////////GAME .CPP
- #include <iostream>
- #include <string>
- #include <SFML/Graphics.hpp>
- #include "Game.hpp"
- #include "Logic.hpp"
- #include "GameApliances.hpp"
- void Game::Run()
- {
- if(Tryb!=Game::Silence)
- {
- std::cout<<"Blad inicjalizacji!\n";
- exit(EXIT_FAILURE);
- }
- rozgrywka.LoadFromFileAndInitiate();
- appwindow.create(sf::VideoMode(2000,1800,32),"okno");
- Tryb=GameTribes::Play;
- sf::Clock timer;
- sf::Time TimeSinceLastUpdate;
- sf::Time DeltaTime= sf::seconds(1.f/FPSLimitter);
- sf::Clock timer2;
- int licznik=0;
- while(appwindow.isOpen())
- {
- ProcessEvents();//ustala tryb gry
- if(Tryb!=GameTribes::Pause)
- {
- if(timer2.getElapsedTime()>=sf::seconds(1.f))
- {
- timer2.restart();
- std::cout<<licznik<<std::endl;
- licznik=0;
- }
- TimeSinceLastUpdate+=timer.restart();
- if(TimeSinceLastUpdate> DeltaTime)
- {
- TimeSinceLastUpdate-=DeltaTime;
- rozgrywka.update(appwindow);
- PasekZadan.draw(appwindow);
- appwindow.display();
- appwindow.clear();
- rozgrywka.Hunting();
- rozgrywka.regenerate();
- licznik++;
- }
- }
- WhatToDo(); //pierwotne po³o¿enie funkcji what to do
- }
- }
- void Game::render()
- {
- appwindow.display();
- }
- void Game::WhatToDo()
- {
- //dodac rozne mozliwe reakcje
- if(Tryb==GameTribes::Closing)
- {
- appwindow.close();
- exit(0);
- }
- else if (Tryb==GameTribes::StepForward)
- {
- Tryb=GameTribes::Pause;
- }
- else if (Tryb==GameTribes::Menu)
- {
- //FPSLimitter=static_cast<float> (MainMenu.Run(appwindow));
- void ChangeFPSLimit();
- }
- return;
- }
- void Game::ChangeFPSLimit()
- {
- sf::Event evencik;
- float limit=10;
- float suma=0;
- while(appwindow.pollEvent(evencik))
- {
- if(evencik.type==sf::Event::KeyPressed)
- {
- switch(evencik.key.code){
- case sf::Keyboard::Num0:
- {
- limit/=10;
- }break;
- case sf::Keyboard::Num1:
- {
- suma+=limit*1;
- limit/=10;
- }break;
- case sf::Keyboard::Num2:
- {
- suma+=limit*2;
- limit/=10;
- }break;
- case sf::Keyboard::Num3:
- {
- suma+=limit*3;
- limit/=10;
- }break;
- case sf::Keyboard::Num4:
- {
- suma+=limit*4;
- limit/=10;
- }break;
- case sf::Keyboard::Num5:
- {
- suma+=limit*5;
- limit/=10;
- }break;
- case sf::Keyboard::Num6:
- {
- suma+=limit*6;
- limit/=10;
- }break;
- case sf::Keyboard::Num7:
- {
- suma+=limit*7;
- limit/=10;
- }break;
- case sf::Keyboard::Num8:
- {
- suma+=limit*8;
- limit/=10;
- }break;
- case sf::Keyboard::Num9:
- {
- suma+=limit*9;
- limit/=10;
- }break;
- default:
- {
- suma+=0;
- }break;
- }}
- if(limit<1)
- break;
- }
- FPSLimitter=suma;
- }
- void Game::ProcessEvents()
- {
- sf::Event zdarzenie;
- while(appwindow.pollEvent(zdarzenie))
- {
- if(zdarzenie.type==sf::Event::Closed)
- {
- Tryb=GameTribes::Closing;
- }
- if(zdarzenie.type==sf::Event::MouseButtonPressed)
- {
- Tryb=HandleButton(zdarzenie.mouseButton.x,zdarzenie.mouseButton.y);
- }
- }
- }
- Game::GameTribes Game::HandleButton(int x,int y)
- {
- //dodac opcje reagowania zaleznie od wcisnietego przycisku
- switch(PasekZadan.IsClicked(x,y))
- {
- /*case ButtonActions::Nothing:*/ case ButtonActions::Back:
- {
- return GameTribes::Closing;
- }break;
- case ButtonActions::Other:
- {
- return GameTribes::Menu;
- }break;
- case ButtonActions::Play:
- {
- if(Tryb==GameTribes::Pause)
- return GameTribes::Play;
- else
- return GameTribes::Pause;
- }break;
- case ButtonActions::Forward:
- {
- return GameTribes::StepForward;
- }break;
- }
- return GameTribes::Play;
- }
- void Game::update()
- {
- rozgrywka.Hunt();
- //rozgrywka.Hunting();
- //rozgrywka.regenerate();
- //rozgrywka.draw(appwindow);
- rozgrywka.update(appwindow);
- PasekZadan.update(7);
- }
- Game::Game():rozgrywka()
- {
- Tryb=Game::Silence;
- }
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