From bd8de3e71a2c0e33c35f53d7dd25e11a554ddda3 Mon Sep 17 00:00:00 2001 From: Stefano Pigozzi Date: Sun, 3 Jan 2016 17:19:40 +0100 Subject: [PATCH] Spostato il giocatore in oggetto, ma... Non va la definizione di x e y alla generazione. --- main.cpp | 495 ++++++++++++++++++++++++++++--------------------------- 1 file changed, 253 insertions(+), 242 deletions(-) diff --git a/main.cpp b/main.cpp index 03b92ff..7af3ffa 100644 --- a/main.cpp +++ b/main.cpp @@ -39,71 +39,6 @@ int pozioni_vita_piccole = 3; int pozioni_vita_medie = 2; int pozioni_vita_grandi = 1; -//Classe dei nemici -class Enemy -{ - public: - int x; - int y; - void move() - { - //Se intorno c'è il giocatore - if(map[x-1][y] == PLAYER || map[x+1][y] == PLAYER || map[x][y-1] == PLAYER || map[x][y+1] == PLAYER) - { - //Forse sarebbe meglio fare una funzione per togliere vita che controlla anche se va a 0... - hp--; - } - else - { - //Muoviti in una direzione casuale - bool moving = true; - while(moving) - { - int direction = rand() % 4; - switch(direction) - { - case 0: //Sinistra - if(map[x-1][y] == EMPTY) - { - map[x][y] = EMPTY; - map[x-1][y] = ENEMY; - x--; - moving = false; - } - break; - case 1: //Destra - if(map[x+1][y] == EMPTY) - { - map[x][y] = EMPTY; - map[x+1][y] = ENEMY; - x++; - moving = false; - } - break; - case 2: //Su - if(map[x][y-1] == EMPTY) - { - map[x][y] = EMPTY; - map[x][y-1] = ENEMY; - y--; - moving = false; - } - break; - case 3: //Giù - if(map[x][y+1] == EMPTY) - { - map[x][y] = EMPTY; - map[x][y+1] = ENEMY; - y++; - moving = false; - } - break; - } - } - } - } -}; - //Cura il giocatore di x void heal(int x) { @@ -202,187 +137,259 @@ void draw() cout << "Piano: " << depth << ' ' << "Vita: " << hp << "/" << HP_MAX << '\n'; } -//Fai muovere il giocatore -int move(int player[2]) +//Classe entità generica, sia nemico sia giocatore +class Entity { - int player_x = player[0]; - int player_y = player[1]; - bool waiting = true; - //Rileva i tasti freccia - while(waiting) - { - unsigned char input = getch(); - if(input == 224) + public: + int x; + int y; + int move(); +}; + +//Classe del giocatore +class Player : public Entity +{ + public: + int move() { - switch(getch()) + bool waiting = true; + //Rileva i tasti freccia + while(waiting) { - case 72: //Freccia su - if(map[player_x][player_y-1] == EMPTY) + unsigned char input = getch(); + if(input == 224) + { + switch(getch()) { - map[player_x][player_y] = EMPTY; - map[player_x][player_y-1] = PLAYER; - player_y--; - waiting = false; + case 72: //Freccia su + if(map[x][y-1] == EMPTY) + { + map[x][y] = EMPTY; + map[x][y-1] = PLAYER; + y--; + waiting = false; + } + else if(map[x][y-1] == ITEM_SMALL_POTION) + { + map[x][y] = EMPTY; + map[x][y-1] = PLAYER; + y--; + pozioni_vita_piccole++; + waiting = false; + } + else if(map[x][y-1] == ITEM_MEDIUM_POTION) + { + map[x][y] = EMPTY; + map[x][y-1] = PLAYER; + y--; + pozioni_vita_medie++; + waiting = false; + } + else if(map[x-1][y-1] == ITEM_BIG_POTION) + { + map[x][y] = EMPTY; + map[x][y-1] = PLAYER; + y--; + pozioni_vita_grandi++; + waiting = false; + } + else if(map[x][y-1] == EXIT) + { + return 1; + } + break; + case 80: //Freccia giù + if(map[x][y+1] == EMPTY) + { + map[x][y] = EMPTY; + map[x][y+1] = PLAYER; + y++; + waiting = false; + } + else if(map[x][y+1] == ITEM_SMALL_POTION) + { + map[x][y] = EMPTY; + map[x][y+1] = PLAYER; + y++; + pozioni_vita_piccole++; + waiting = false; + } + else if(map[x][y+1] == ITEM_MEDIUM_POTION) + { + map[x][y] = EMPTY; + map[x][y+1] = PLAYER; + y++; + pozioni_vita_medie++; + waiting = false; + } + else if(map[x-1][y] == ITEM_BIG_POTION) + { + map[x][y] = EMPTY; + map[x][y+1] = PLAYER; + y++; + pozioni_vita_grandi++; + waiting = false; + } + else if(map[x][y+1] == EXIT) + { + return 1; + } + break; + case 75: //Freccia sinistra + if(map[x-1][y] == EMPTY) + { + map[x][y] = EMPTY; + map[x-1][y] = PLAYER; + x--; + waiting = false; + } + else if(map[x-1][y] == ITEM_SMALL_POTION) + { + map[x][y] = EMPTY; + map[x-1][y] = PLAYER; + x--; + pozioni_vita_piccole++; + waiting = false; + } + else if(map[x-1][y] == ITEM_MEDIUM_POTION) + { + map[x][y] = EMPTY; + map[x-1][y] = PLAYER; + x--; + pozioni_vita_medie++; + waiting = false; + } + else if(map[x-1][y] == ITEM_BIG_POTION) + { + map[x][y] = EMPTY; + map[x-1][y] = PLAYER; + x--; + pozioni_vita_grandi++; + waiting = false; + } + else if(map[x-1][y] == EXIT) + { + return 1; + } + break; + case 77: //Freccia destra + if(map[x+1][y] == EMPTY) + { + map[x][y] = EMPTY; + map[x+1][y] = PLAYER; + x++; + waiting = false; + } + else if(map[x+1][y] == ITEM_SMALL_POTION) + { + map[x][y] = EMPTY; + map[x+1][y] = PLAYER; + x++; + pozioni_vita_piccole++; + waiting = false; + } + else if(map[x+1][y] == ITEM_MEDIUM_POTION) + { + map[x][y] = EMPTY; + map[x+1][y] = PLAYER; + x++; + pozioni_vita_medie++; + waiting = false; + } + else if(map[x+1][y] == ITEM_BIG_POTION) + { + map[x][y] = EMPTY; + map[x+1][y] = PLAYER; + x++; + pozioni_vita_grandi++; + waiting = false; + } + else if(map[x+1][y] == EXIT) + { + return 1; + } + break; } - else if(map[player_x][player_y-1] == ITEM_SMALL_POTION) + } + else if(input == 's') //S + { + //Salta un turno + waiting = false; + } + else if(input == 'i') //I + { + //Apri l'inventario + inventory(); + //Torna alla mappa + draw(); + } + } + return 0; + } +}; + +//Classe dei nemici +class Enemy : public Entity +{ + public: + int move() + { + //Se intorno c'è il giocatore + if(map[x-1][y] == PLAYER || map[x+1][y] == PLAYER || map[x][y-1] == PLAYER || map[x][y+1] == PLAYER) + { + //Forse sarebbe meglio fare una funzione per togliere vita che controlla anche se va a 0... + hp--; + } + else + { + //Muoviti in una direzione casuale + bool moving = true; + while(moving) + { + int direction = rand() % 4; + switch(direction) { - map[player_x][player_y] = EMPTY; - map[player_x][player_y-1] = PLAYER; - player_y--; - pozioni_vita_piccole++; - waiting = false; + case 0: //Sinistra + if(map[x-1][y] == EMPTY) + { + map[x][y] = EMPTY; + map[x-1][y] = ENEMY; + x--; + moving = false; + } + break; + case 1: //Destra + if(map[x+1][y] == EMPTY) + { + map[x][y] = EMPTY; + map[x+1][y] = ENEMY; + x++; + moving = false; + } + break; + case 2: //Su + if(map[x][y-1] == EMPTY) + { + map[x][y] = EMPTY; + map[x][y-1] = ENEMY; + y--; + moving = false; + } + break; + case 3: //Giù + if(map[x][y+1] == EMPTY) + { + map[x][y] = EMPTY; + map[x][y+1] = ENEMY; + y++; + moving = false; + } + break; } - else if(map[player_x][player_y-1] == ITEM_MEDIUM_POTION) - { - map[player_x][player_y] = EMPTY; - map[player_x][player_y-1] = PLAYER; - player_y--; - pozioni_vita_medie++; - waiting = false; - } - else if(map[player_x-1][player_y-1] == ITEM_BIG_POTION) - { - map[player_x][player_y] = EMPTY; - map[player_x][player_y-1] = PLAYER; - player_y--; - pozioni_vita_grandi++; - waiting = false; - } - else if(map[player_x][player_y-1] == EXIT) - { - return 1; - } - break; - case 80: //Freccia giù - if(map[player_x][player_y+1] == EMPTY) - { - map[player_x][player_y] = EMPTY; - map[player_x][player_y+1] = PLAYER; - player_y++; - waiting = false; - } - else if(map[player_x][player_y+1] == ITEM_SMALL_POTION) - { - map[player_x][player_y] = EMPTY; - map[player_x][player_y+1] = PLAYER; - player_y++; - pozioni_vita_piccole++; - waiting = false; - } - else if(map[player_x][player_y+1] == ITEM_MEDIUM_POTION) - { - map[player_x][player_y] = EMPTY; - map[player_x][player_y+1] = PLAYER; - player_y++; - pozioni_vita_medie++; - waiting = false; - } - else if(map[player_x-1][player_y] == ITEM_BIG_POTION) - { - map[player_x][player_y] = EMPTY; - map[player_x][player_y+1] = PLAYER; - player_y++; - pozioni_vita_grandi++; - waiting = false; - } - else if(map[player_x][player_y+1] == EXIT) - { - return 1; - } - break; - case 75: //Freccia sinistra - if(map[player_x-1][player_y] == EMPTY) - { - map[player_x][player_y] = EMPTY; - map[player_x-1][player_y] = PLAYER; - player_x--; - waiting = false; - } - else if(map[player_x-1][player_y] == ITEM_SMALL_POTION) - { - map[player_x][player_y] = EMPTY; - map[player_x-1][player_y] = PLAYER; - player_x--; - pozioni_vita_piccole++; - waiting = false; - } - else if(map[player_x-1][player_y] == ITEM_MEDIUM_POTION) - { - map[player_x][player_y] = EMPTY; - map[player_x-1][player_y] = PLAYER; - player_x--; - pozioni_vita_medie++; - waiting = false; - } - else if(map[player_x-1][player_y] == ITEM_BIG_POTION) - { - map[player_x][player_y] = EMPTY; - map[player_x-1][player_y] = PLAYER; - player_x--; - pozioni_vita_grandi++; - waiting = false; - } - else if(map[player_x-1][player_y] == EXIT) - { - return 1; - } - break; - case 77: //Freccia destra - if(map[player_x+1][player_y] == EMPTY) - { - map[player_x][player_y] = EMPTY; - map[player_x+1][player_y] = PLAYER; - player_x++; - waiting = false; - } - else if(map[player_x+1][player_y] == ITEM_SMALL_POTION) - { - map[player_x][player_y] = EMPTY; - map[player_x+1][player_y] = PLAYER; - player_x++; - pozioni_vita_piccole++; - waiting = false; - } - else if(map[player_x+1][player_y] == ITEM_MEDIUM_POTION) - { - map[player_x][player_y] = EMPTY; - map[player_x+1][player_y] = PLAYER; - player_x++; - pozioni_vita_medie++; - waiting = false; - } - else if(map[player_x+1][player_y] == ITEM_BIG_POTION) - { - map[player_x][player_y] = EMPTY; - map[player_x+1][player_y] = PLAYER; - player_x++; - pozioni_vita_grandi++; - waiting = false; - } - else if(map[player_x+1][player_y] == EXIT) - { - return 1; - } - break; + } } } - else if(input == 's') //S - { - //Salta un turno - waiting = false; - } - else if(input == 'i') //I - { - //Apri l'inventario - inventory(); - //Torna alla mappa - draw(); - } - } - player[0] = player_x; - player[1] = player_y; - return 0; -} +}; //Funzioni per la generazione della mappa //Inizializza la mappa con spazi vuoti @@ -477,7 +484,7 @@ void corridor(int start_x, int start_y, int end_x, int end_y, bool verticale) } //Genera il livello -void generate(int player[2], Enemy* list[ENEMIES_IN_LEVEL]) +void generate(Player* player, Enemy* list[ENEMIES_IN_LEVEL]) { int corridor_x; int corridor_y; @@ -501,9 +508,11 @@ void generate(int player[2], Enemy* list[ENEMIES_IN_LEVEL]) //Posiziona il giocatore se è l'ultima stanza if(r == ROOMS - 1) { - player[0] = corridor_x; - player[1] = corridor_y; map[corridor_x][corridor_y] = PLAYER; + Player* created = new Player(); + created->x = corridor_x; + created->y = corridor_y; + player = created; } } //Posizionamento nemici @@ -573,7 +582,7 @@ void tick(Enemy* list[ENEMIES_IN_LEVEL]) int main() { - int player[2]; + Player* player; //Puntatore all'oggetto Giocatore Enemy* list[ENEMIES_IN_LEVEL]; //Lista di tutti i nemici nel livello srand(0); //TODO: Rendere il seed modificabile...? //Ciclo del gioco @@ -582,14 +591,16 @@ int main() init(); generate(player, list); draw(); + cout << player->x << '|' << player->y; //Ciclo di un livello while(true) { - int trigger = move(player); + int trigger = player->move(); if(trigger == 1) //Uscita toccata { break; } + cout << "ENEMY"; tick(list); draw(); }