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Controller.cpp
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Controller.cpp
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#include <thread>
#include <iostream>
#include <windows.h>
#include "headers\Controller.h"
#include "headers\Interface.h"
#include "headers\Entity.h"
using namespace std;
Interface ui;
Entity enemies( ui.getWidth() );
Entity player( ui.getWidth() );
bool over = false;
void Controller::init()
{
ui.drawGrid(); // Draw game
int pos = ui.drawChar( ( ( ui.getWidth() - 2 ) / 2 ), ( ui.getHeight() - 3 ), '^', 'x' ); // Draw Player and get coorindates
// Draw Enemies
int x = 0;
int y = 0;
for( x = 2; x < ( ui.getWidth() - 4 ); x += 2 )
{
for( y = 2; y < ( ui.getHeight() / 2 ); y++ )
{
int enemy = ui.drawChar( x, y, '*', 'x' );
}
}
player.setX( pos );
player.setY( ( ui.getHeight() - 3 ) );
thread t1( &Controller::listenKeyPress, this );
t1.detach();
thread t2( &Controller::listenAttacks, this );
t2.join();
}
void Controller::listenKeyPress()
{
for(;;)
{
if( GetAsyncKeyState( VK_UP ) )
{
thread t3( &Controller::initBulletPlayer, this );
t3.detach();
for(;;)
{
if( !GetAsyncKeyState( VK_UP ) )
{
Sleep( 75 );
break; // prevents holding key down to cheat
}
}
} else if( GetAsyncKeyState( VK_LEFT ) ) {
if( player.getX() - 1 > 1 )
{
int previous = ui.drawChar( player.getX(), player.getY(), ' ', 'x' );
int newpos = ui.drawChar( ( player.getX() - 1 ), player.getY(), '^', 'x' );
player.setX( newpos );
}
} else if( GetAsyncKeyState( VK_RIGHT ) ) {
if( ( player.getX() + 1 ) < ( ui.getWidth() - 4 ) )
{
int previous = ui.drawChar( player.getX(), player.getY(), ' ', 'x' );
int newpos = ui.drawChar( ( player.getX() + 1 ), player.getY(), '^', 'x' );
player.setX( newpos );
}
}
Sleep( 100 );
if( over )
{
break;
}
}
}
void Controller::listenAttacks()
{
Sleep(5000);
int x;
int y;
int t;
for(;;)
{
x = rand() % ( ui.getWidth() - 4 ) + 2;
y = rand() % ( ( ui.getHeight() / 2) - 2 );
t = rand() % ( 2500 ) + 100;
initBulletEnemy( x, y );
Sleep(t);
if( over )
{
break;
}
}
}
void Controller::initBulletPlayer()
{
Entity bullet( ui.getWidth() );
bullet.setX( player.getX() );
bullet.setY( ( player.getY() - 1) );
while( bullet.getY() > 1 && ui.checkChar( bullet.getX(), ( bullet.getY() - 1 ) ) != '*' )
{
int previous = ui.drawChar( bullet.getX(), bullet.getY(), ' ', 'y' );
int newpos = ui.drawChar( bullet.getX(), ( bullet.getY() - 1 ), '|', 'y' );
bullet.setY( newpos );
Sleep( 75 );
}
int finalA = ui.drawChar( bullet.getX(), bullet.getY(), ' ', 'y' );
if( ui.checkChar( bullet.getX(), ( bullet.getY() - 1 ) ) == '*' )
{
int finalB = ui.drawChar( bullet.getX(), ( bullet.getY() - 1 ), ' ', 'y' );
score += 10;
}
}
void Controller::initBulletEnemy( int x, int y)
{
Entity bullet( ui.getWidth() );
bullet.setX( x );
bullet.setY( ( y + 1) );
while( bullet.getY() < ( ui.getHeight() - 3 ) && ui.checkChar( bullet.getX(), ( bullet.getY() + 1 ) ) != '*' )
{
if( ui.checkChar( bullet.getX(), ( bullet.getY() + 1 ) ) != '*' )
{
int previous = ui.drawChar( bullet.getX(), bullet.getY(), ' ', 'y' );
}
if( ui.checkChar( bullet.getX(), ( bullet.getY() + 1 ) ) == '^' )
{
gameOver();
break;
}
int newpos = ui.drawChar( bullet.getX(), ( bullet.getY() + 1 ), '|', 'y' );
bullet.setY( newpos );
Sleep( 75 );
}
int final = ui.drawChar( bullet.getX(), bullet.getY(), ' ', 'y' );
}
void Controller::gameOver()
{
int q;
cout << "G A M E O V E R. FINAL SCORE: " << score << endl;
over = true;
}