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Invaders.cpp
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#include <SFML/Graphics.hpp>
#include <iostream>
#include <ctime>
#include "Invaders.h"
using namespace std;
bool movingright = true;
bool movingleft = false;
bool BossMovingRight = true;
bool BoosMovingLeft = false;
float windowsizex = sf::VideoMode::getDesktopMode().width;
float windowsizey = sf::VideoMode::getDesktopMode().height;
int side = sf::VideoMode::getDesktopMode().width - 120;
int z = 0;
SpaceInvader::SpaceInvader(sf::RenderWindow& window) {
//background music
backgroundMusic.openFromFile("Sounds/Space-Invaders/Backtheme.wav");
backgroundMusic.setLoop(true);
//sheild stuff
sheilds[0].body.setPosition(50, sf::VideoMode::getDesktopMode().height - sf::VideoMode::getDesktopMode().height / 4);
for (int i = 0; i < 3; i++)
{
if (i > 0)
sheilds[i].body.setPosition(sheilds[i - 1].body.getPosition().x + 700, sheilds[i - 1].body.getPosition().y);
sheilds[i].texture.loadFromFile("Textures/Space Invaders/Shield.png");
sheilds[i].body.setTexture(&sheilds[i].texture);
sheilds[i].health = 100;
sheilds[i].body.setSize(sf::Vector2f(400.f, 100.f));
sheilds[i].active = true;
}
//show the score
GameOverText.setPosition(sf::Vector2f(windowsizex / 2 - 80 * WindowFactor, windowsizey / 2));
GameOverFont.loadFromFile("Fonts/ARCADE_R.ttf");
GameOverText.setFont(GameOverFont);
GameOverText.setFillColor(sf::Color(255, 0, 0));
score = 0;
scoretext.setPosition(sf::Vector2f(window.getSize().x - 300, 0));
scoretext.setString("Score: " + to_string(score));
scorefont.loadFromFile("Fonts/ARCADE_R.ttf");
scoretext.setFont(scorefont);
scoretext.setFillColor(sf::Color(0, 255, 0));
livestext.setPosition(sf::Vector2f(window.getSize().x - 300, scoretext.getScale().y + 50));
livestext.setString("Lives " + to_string(5));
livesfont.loadFromFile("Fonts/ARCADE_R.ttf");
livestext.setFont(livesfont);
livestext.setFillColor(sf::Color(0, 255, 255));
for (int i = 0; i < 3; i++)
{
SheildText[i].setPosition(sheilds[i].body.getPosition());
SheildFont[i].loadFromFile("Fonts/ARCADE_R.ttf");
SheildText[i].setFont(SheildFont[i]);
SheildText[i].setFillColor(sf::Color(sf::Color::Red));
SheildText[i].setString(to_string(sheilds[i].health)+ "%");
}
srand(time(0));
//boss stuff
/*boss.BossTexture.loadFromFile("Textures/Space Invaders/enemyBlack.png");
boss.Boss.setTexture(boss.BossTexture);
boss.Boss.setScale(sf::Vector2f(2, 3));
boss.Boss.setPosition(sf::Vector2f(-boss.Boss.getScale().x, 0));
boss.Boss.setColor(sf::Color(0, 255, 255, 0));*/
//background
background.loadFromFile("Textures/Space Invaders/Space Invaders Background.png");
backgroundsprite.setTexture(background);
//Enemy Stuff
enemies[0].health = 100;
enemies[0].posx = 20;
enemies[0].posy = 0;
enemies[0].enemytexture.loadFromFile("Textures/Space Invaders/enemyBlack.png");
enemies[0].enemy.setTexture(enemies[0].enemytexture);
enemies[0].enemy.setScale(sf::Vector2f(0.8 * WindowFactor, 0.8 * WindowFactor));
enemies[0].enemyshot.loadFromFile("Sounds/Space-Invaders/EnemyShot.wav");
enemies[0].enemysound.setBuffer(enemies[0].enemyshot);
enemies[0].enemy.setPosition(sf::Vector2f(enemies[0].posx, enemies[0].posy));
enemies[0].enemy.setColor(sf::Color(enemies[0].enemy.getColor().r, enemies[0].enemy.getColor().b, enemies[0].enemy.getColor().g, 240));
enemies[0].enemybu.body.setFillColor(sf::Color(0, 255, 0, 0));
enemies[0].enemybu.body.setSize(sf::Vector2f(10.f, 20.f));
enemies[0].enemybu.body.setPosition(enemies[0].enemy.getPosition().x + 46.5, enemies[0].enemy.getPosition().y + 42);
/*enemies[0].enemypower.body.setRadius(3.f);
enemies[0].enemypower.body.setPosition(enemies[0].enemy.getPosition());
enemies[0].enemypower.body.setFillColor(sf::Color(0, 255, 255, 0));
enemies[0].enemypower.powerConsumed = false;
enemies[0].enemypower.fireRate == false;*/
for (int i = 1; i < NumOfEnemies; i++)
{
enemies[i].health = 100;
enemies[i].enemytexture.loadFromFile("Textures/Space Invaders/enemyBlack.png");
enemies[i].enemy.setTexture(enemies[i].enemytexture);;
enemies[i].enemy.setScale(sf::Vector2f(0.8 * WindowFactor, 0.8 * WindowFactor));
enemies[i].enemyshot.loadFromFile("Sounds/Space-Invaders/EnemyShot.wav");
enemies[i].enemysound.setBuffer(enemies[i].enemyshot);
enemies[i].enemybu.body.setFillColor(sf::Color(0, 255, 0, 0));
enemies[i].enemybu.body.setSize(sf::Vector2f(4.f, 8.f));
enemies[i].enemybu.released = false;
enemies[i].enemybu.body.setPosition(enemies[i].enemy.getPosition().x + 46.5, enemies[i].enemy.getPosition().y + 42);
enemies[i].enemybu.body.setScale(sf::Vector2f(2.f, 4.f));
/*enemies[i].enemypower.body.setRadius(3.f);
enemies[i].enemypower.body.setPosition(enemies[i].enemy.getPosition());
enemies[i].enemypower.body.setFillColor(sf::Color(0, 255, 255, 0));
enemies[i].enemypower.powerConsumed = false;
enemies[i].enemypower.fireRate == false;*/
if ( i % 10 != 0)
{
enemies[i].posx = enemies[i - 1].posx + 90 * WindowFactor;
enemies[i].posy = enemies[i - 1].posy;
}
else if (i % 10 == 0)
{
enemies[i].posx = enemies[0].posx;
enemies[i].posy = enemies[i - 1].posy + 90 * WindowFactor;
}
enemies[i].enemy.setPosition(sf::Vector2f(enemies[i].posx, enemies[i].posy));
}
//Player Stuff
player.posx = sf::VideoMode::getDesktopMode().width / 2;
player.posy = sf::VideoMode::getDesktopMode().height - 100 * WindowFactor;
player.playertexture.loadFromFile("Textures/Space Invaders/blueship.png");
player.playershot.loadFromFile("Sounds/Space-Invaders/PlayerShot.wav");
player.playersound.setBuffer(player.playershot);
player.playersprite.setTexture(&player.playertexture);
player.playersprite.setSize(sf::Vector2f(window.getSize().x / 21.68f, window.getSize().y / 14));
player.playersprite.setPosition(sf::Vector2f(player.posx, player.posy));
player.health = 5;
//Bullets stuff
for (int i = 0; i < NumOfBullets; i++)
{
bullets[i].released = false;
bullets[i].body.setScale(sf::Vector2f(2.f, 4.f));
bullets[i].body.setPosition(player.posx, player.posy);
}
//// Reset the score
//score = 0;
backgroundMusic.play();
backgroundMusic.setLoop(true);
backgroundMusic.setVolume(100.f);
}
void SpaceInvader::EnemyMovement(float dt, sf::Clock& clock, sf::Time& deltatimemove)
{
//setting the x,y positions for the already set in the constructor ones
deltatimemove = clock.getElapsedTime();
for (int i = 0; i < NumOfEnemies; i++)
{
if (enemies[i].enemybu.released == false)
enemies[i].enemybu.body.setPosition(enemies[i].posx + 46.5, enemies[i].posy + 38);
/*if (enemies[i].enemypower.powerSpared == false)
enemies[i].enemypower.body.setPosition(enemies[i].enemy.getPosition());*/
enemies[i].posx = enemies[i].enemy.getPosition().x;
enemies[i].posy = enemies[i].enemy.getPosition().y;
}
//containing the enemies and moving them right/left and down if they reach the far end(right/left)
//the down statement with right and left booleans
if (enemies[0].posx <= 20 && movingleft)
{
for (int i = 0; i < NumOfEnemies; i++)
enemies[i].enemy.setPosition(sf::Vector2f(enemies[i].posx, enemies[i].posy + 60));
movingright = true;
movingleft = false;
}
if (enemies[NumOfEnemies - 1].posx >= side && movingright)
{
for (int i = 0; i < NumOfEnemies; i++)
enemies[i].enemy.setPosition(sf::Vector2f(enemies[i].posx, enemies[i].posy + 60));
movingright = false;
movingleft = true;
}
//the right/left statements
if (movingleft && deltatimemove.asMilliseconds() >= 500)
{
for (int i = 0; i < NumOfEnemies; i++)
{
enemies[i].enemy.setPosition(sf::Vector2f(enemies[i].posx - 30, enemies[i].posy));
}
clock.restart();
}
else if (movingright && deltatimemove.asMilliseconds() >= 500)
{
for (int i = 0; i < NumOfEnemies; i++)
enemies[i].enemy.setPosition(sf::Vector2f(enemies[i].posx + 30, enemies[i].posy));
clock.restart();
}
}
void SpaceInvader::PlayerMovement() {
//setting the position of the player and containing between the borders .. also its movement
player.posx = player.playersprite.getPosition().x;
//stop player from getting out of screen
if (sf::Mouse::getPosition().x > windowsizex - player.playersprite.getGlobalBounds().width)
sf::Mouse::setPosition(sf::Vector2i(int(windowsizex - player.playersprite.getGlobalBounds().width), 0));
player.playersprite.setPosition(sf::Vector2f(sf::Mouse::getPosition().x, player.posy));
}
void SpaceInvader::bulletsFunction(sf::Event& event, float dt)
{
//setting the delta time and delay for each bullet when it is shot by LEFT
if (sf::Mouse::isButtonPressed(sf::Mouse::Left)) {
if (bulletIndex >= NumOfBullets - 1) {
bulletIndex = 0;
}
if (bulletDelay <= 0) {
ShootBullet(dt);
bulletDelay = bulletTimer;
}
else {
bulletDelay -= 1.0f * dt;
}
}
else
{
bulletDelay = 0;
}
}
void SpaceInvader::ShootBullet(float& dt) {
//moving the bullet FROM the player UPWARDS after it is shot
bullets[bulletIndex].released = true;
player.playersound.play();
bullets[bulletIndex].body.setSize(sf::Vector2f(20.f, 40.f));
bullets[bulletIndex].body.setPosition(player.playersprite.getPosition() + sf::Vector2f(player.playersprite.getSize().x / 2 - 2, 0));
bullets[bulletIndex].speed = sf::Vector2f(0, -900);
bulletIndex++;
}
void SpaceInvader::Collision(sf::RenderWindow& w, int& gameID) {
//checking if the bullet hit the enemy or not (By going through all the bullets and all the enemies)
for (int i = 0; i < NumOfEnemies; i++)
{
if (enemies[i].enemybu.body.getGlobalBounds().intersects(player.playersprite.getGlobalBounds()))
{
player.Damaged = true;
--player.health;
enemies[i].enemybu.released = false;
enemies[i].enemybu.body.setFillColor(sf::Color(0, 255, 0, 0));
livestext.setString("Lives " + to_string(player.health));
}
else
{
player.Damaged = false;
}
}
for (int i = 0; i < NumOfBullets; i++)
{
for (int j = 0; j < NumOfEnemies; j++)
{
if (bullets[i].body.getGlobalBounds().intersects(enemies[j].enemy.getGlobalBounds()))
{
enemies[j].health -= 20;
enemies[j].enemy.setColor(sf::Color(enemies[j].red, enemies[j].enemy.getColor().g - 63, enemies[j].enemy.getColor().b - 63, enemies[j].enemy.getColor().a - 30));
bullets[i].released = false;
if (enemies[j].health <= 0)
{
enemies[j].enemy.setScale(sf::Vector2f(0.f, 0.f));
score++;
scoretext.setString("Score: " + to_string(score));
}
// Complete sprite change
}
}
for (int j = 0; j < 3; j++)
{
if (bullets[i].body.getGlobalBounds().intersects(sheilds[j].body.getGlobalBounds()) && sheilds[j].active)
{
sheilds[j].health--;
SheildText[j].setString(to_string(sheilds[j].health)+"%");
bullets[i].released = false;
}
}
}
for (int i = 0; i < NumOfEnemies; i++) {
for (int j = 0; j < 3; j++)
{
if (enemies[i].enemy.getGlobalBounds().intersects(sheilds[j].body.getGlobalBounds()))
sheilds[j].health = 0;
if (enemies[i].enemybu.body.getGlobalBounds().intersects(sheilds[j].body.getGlobalBounds()) && sheilds[j].active)
{
sheilds[j].health--;
SheildText[j].setString(to_string(sheilds[j].health) + "%");
enemies[i].enemybu.body.setFillColor(sf::Color(0, 255, 0, 0));
enemies[i].enemybu.released = false;
}
}
}
//checking if the enemy hits the player or if the score is max(All enemies are hit)
}
void SpaceInvader::Run(sf::RenderWindow& win, int& GAMEscore, sf::Event& e, float& dt, int& gameID) {
GAMEscore = score;
// win.draw(boss.Boss);
win.draw(backgroundsprite);
for (int i = 0; i < NumOfEnemies; i++) {
win.draw(enemies[i].enemybu.body);
win.draw(enemies[i].enemy);
// win.draw(enemies[i].enemypower.body);
}
for (int i = 0; i < NumOfBullets; i++) {
bullets[i].Update(dt);
win.draw(bullets[i].body);
}
for (int i = 0; i < 3; i++)
{
win.draw(sheilds[i].body);
win.draw(SheildText[i]);
}
if (SpaceInvader::isgameover == false)
{
win.draw(player.playersprite);
win.draw(scoretext);
win.draw(livestext);
bulletsFunction(e, dt);
Collision(win, gameID);
EnemyMovement(dt, clock, deltatimemove);
PlayerMovement();
Destroyandgen(dt);
/*Boss();
Bossmovement(karizmaBoss, KarizmaTime, dt);*/
Sheild();
/*PowerUps(dt);*/
}
GameOver(win, gameID);
}
void Bullet::Update(float& dt) {
if (!released) {
body.setSize(sf::Vector2f(0, 0));
}
else {
body.setSize(sf::Vector2f(2.f, 4.f));
}
body.move(speed * dt);
}
void SpaceInvader::GameOver(sf::RenderWindow& w, int& gameID)
{
for (int i = 0; i < NumOfEnemies; i++)
{
if (enemies[i].enemy.getScale().x != 0 && enemies[i].enemy.getScale().y != 0)
{
if (enemies[i].enemy.getGlobalBounds().intersects(player.playersprite.getGlobalBounds()) || isgameover || player.health <= 0)
{
isgameover = true;
GameOverText.setString("Game over \n Score :" + to_string(score) + "\n press Space to return");
player.health = 100;
w.clear();
w.draw(GameOverText);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space))
gameID = 0;
}
}
}
if (score == NumOfEnemies) {
isgameover = true;
GameOverText.setString("level won \n your new score :" + to_string(score) + "\npress space to return");
w.clear();
w.draw(GameOverText);
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space))
gameID = 0;
}
//cheats
if (sf::Keyboard::isKeyPressed(sf::Keyboard::A) && sf::Keyboard::isKeyPressed(sf::Keyboard::B))
score = NumOfEnemies;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::H))
isgameover = true;
if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
score += 10;
}
void SpaceInvader::Destroyandgen(float dt)
{
for (int i = 0; i < NumOfEnemies; i++)
{
if (enemies[i].enemy.getScale().x == 0 && !(enemies[i].enemybu.released))
enemies[i].enemybu.body.setSize(sf::Vector2f(0, 0));
if (enemies[i].enemy.getScale().x == 0 && !(enemies[i].enemybu.released))
continue;
bool lineshot;
int linebegin = (i / 10) * 10;
int bulletspeedgen = rand() % 11 + 2;
for (int j = linebegin; j <= (linebegin + 11); j++)
{
if (enemies[j].enemy.getScale().x == 0 && !(enemies[i].enemybu.released))
continue;
if (enemies[j].enemybu.released)
{
lineshot = true;
break;
}
else
{
lineshot = false;
}
}
//gen
enemies[i].shootingchance = rand() % 1000 + 1;
if (enemies[i].shootingchance == 13)
{
if (!lineshot)
{
enemies[i].enemybu.released = true;
enemies[i].bulletspeed = bulletspeedgen * 100;
enemies[i].enemysound.play();
}
}
if (enemies[i].enemybu.released == true)
{
enemies[i].enemybu.body.move(0, enemies[i].bulletspeed * dt);
enemies[i].enemybu.body.setFillColor(sf::Color(0, 255, 0, 255));
}
//regen
if (enemies[i].enemybu.body.getPosition().y > sf::VideoMode::getDesktopMode().height - 20)
{
enemies[i].enemybu.body.setFillColor(sf::Color(0, 255, 0, 0));
enemies[i].enemybu.released = false;
}
//destroy
}
}
void SpaceInvader::Sheild()
{
for (int i = 0; i < 3; i++)
{
if (sheilds[i].health <= 0)
{
sheilds[i].body.setFillColor(sf::Color(0, 0, 0, 0));
sheilds[i].active = false;
SheildText[i].setScale(sf::Vector2f(0, 0));
}
}
}
//void SpaceInvader::Boss()
//{
// if (score >= 20)
// {
// boss.Boss.setColor(sf::Color(0, 255, 255, 255));
// }
//}
//void SpaceInvader::Bossmovement(sf::Clock& karizmaBoss, sf::Time& karizmatime, float dt)
//{
// KarizmaTime = karizmaBoss.getElapsedTime();
//
// if (boss.Boss.getColor().a)
// {
// if ((boss.Boss.getPosition().x >= side + boss.Boss.getScale().x && BossMovingRight) || (boss.Boss.getPosition().x <= -boss.Boss.getScale().x && BoosMovingLeft))
// {
// boss.Boss.move(sf::Vector2f(0, 0));
// karizmaBoss.restart();
// }
//
// if (BoosMovingLeft == true && KarizmaTime.asSeconds() == 5) {
// boss.Boss.move(sf::Vector2f(-2 * dt, 0));
// BoosMovingLeft = false;
// BossMovingRight = true;
// }
// if (BossMovingRight && KarizmaTime.asSeconds() == 5)
// {
// boss.Boss.move(sf::Vector2f(2 * dt, 0));
// BoosMovingLeft = true;
// BossMovingRight = false;
// }
//
// }
//}
//void SpaceInvader::PowerUps(float dt)
//{
// for (int i = 0; i < NumOfEnemies; i++)
// {
// enemies[i].enemypower.powerTime = enemies[i].enemypower.powerclock.getElapsedTime();
// if (enemies[i].enemy.getScale().x == 0)
// enemies[i].enemypower.powerclock.restart();
//
// enemies[i].enemypower.effect = rand() % 2000 + 1;
//
// if (enemies[i].enemypower.powerTime.asMilliseconds() < 50 && enemies[i].enemypower.powerSpared == false)
// {
// enemies[i].enemypower.powerclock.restart();
// enemies[i].enemypower.body.move(sf::Vector2f(0, 900 * dt));
// //live
// if (enemies[i].enemypower.effect <= 1000)
// {
// enemies[i].enemypower.powerSpared = true;
// enemies[i].enemypower.body.setFillColor(sf::Color(125, 30, 125, 255));
// if (enemies[i].enemypower.body.getGlobalBounds().intersects(player.playersprite.getGlobalBounds()) && enemies[i].enemypower.powerConsumed == false)
// {
// enemies[i].enemypower.powerConsumed = true;
// player.health++;
// enemies[i].enemypower.body.setFillColor(sf::Color(0, 0, 0, 0));
// }
// }
// //fire rate
// if (enemies[i].enemypower.effect <= 2000 && enemies[i].enemypower.effect > 1000)
// {
//
// enemies[i].enemypower.powerSpared = true;
// enemies[i].enemypower.body.setFillColor(sf::Color(0, 255, 0, 255));
// if (enemies[i].enemypower.body.getGlobalBounds().intersects(player.playersprite.getGlobalBounds()) && enemies[i].enemypower.powerConsumed == false)
// {
// enemies[i].enemypower.powerConsumed = true;
// enemies[i].enemypower.body.setFillColor(sf::Color(0, 0, 0, 0));
// enemies[i].enemypower.fireRate = true;
//
// }
//
// }
//
// }
// //fireratecont
// if (enemies[i].enemypower.powerTime.asSeconds() < 5 && enemies[i].enemypower.fireRate == true)
// {
// for (int j = 0; j < NumOfBullets; j++)
// {
// bullets[j].speed.y -= 100;
// }
// }
// else if (enemies[i].enemypower.powerTime.asSeconds() >= 5)
// {
// for (int j = 0; j < NumOfBullets; j++)
// {
// bullets[j].speed.y = -900;
// enemies[i].enemypower.fireRate = false;
// }
// }
// }
//}