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Game.cpp
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Game.cpp
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#include <iostream>
#include <string>
#include <SFML/Graphics.hpp>
#include <vector>
#include "Units.hpp"
#include "Utilities.hpp"
#include "Commands.hpp"
#include "Game.hpp"
#include <typeinfo>
Game::Game():interfejs()
{
stanGry=GameStates::Play;
}
void Game::DistributeTheCommands(sf::Time & a)
{
interfejs.AutomaticMove(a);
interfejs.DetectCollisions();
interfejs.DistributeCommands(Kontroler.ReturnValidCommands(),a);
}
void Game::draw()
{
interfejs.RespNewObjects(Holder);
interfejs.draw(appwindow);
appwindow.display();
appwindow.clear();
}
void Game::ManageGameMechanics(GameMechanisms& d)
{
switch(d)
{
case GameMechanisms::Win:
{
std::cout<<"Win\n";
stanGry=GameStates::Winner;
}break;
case GameMechanisms::GetACoin:
{
std::cout<<"Zdobyto pieniazek\n";
}break;
case GameMechanisms::WalkiIntoEnemy:
{
std::cout<<"Otrzymano obrazenia\n";
}break;
case GameMechanisms::Empty:
{
}break;
}
}
void Game::update()
{
interfejs.StartSearchingForMechanics(); //ustaw na 0
while(interfejs.IsEnd())
{
GameMechanisms d=interfejs.ReturnMechanismFromTheObserwver();// zwroc wartosc nie sprwadzaj niczego
ManageGameMechanics(d);
if(interfejs.Increment_Observers_IteratorPosition()==-1) //jesli nie jest koncowym elementem inkrementuj
{
break;
}
}
interfejs.DeleteNoNeededObservators();
interfejs.update();
}
void Game::Run()
{
appwindow.create(sf::VideoMode(SZEROKOSCOKNA,WYSOKOSCOKNA,32),"okno");
sf::Time TimeSinceLastUpdate;
sf::Clock timer;
sf::Time DeltaTime=sf::seconds(1.f/20.f);
bool c=0;
std::unique_ptr<Batch> wsk(new Batch(Holder));
interfejs.TakeBatch(std::move(wsk));
while(appwindow.isOpen())
{
HandleEvent();
if(stanGry==GameStates::Pause){
TimeSinceLastUpdate+=timer.restart();
TimeSinceLastUpdate=TimeSinceLastUpdate%DeltaTime;
}
if(stanGry==GameStates::Play){
TimeSinceLastUpdate+=timer.restart();
if(TimeSinceLastUpdate>=DeltaTime)
{
ProcessInput();
DistributeTheCommands(TimeSinceLastUpdate);
update();
draw();
TimeSinceLastUpdate-=DeltaTime;
}
}
ProcessEvent();
}
}
void Game::ProcessInput()
{
Kontroler.ManageControl();
}
void Game::ProcessEvent()
{
if((stanGry==GameStates::Closing)||(stanGry==GameStates::Winner))
{
appwindow.close();
exit(EXIT_SUCCESS);
}
}
void Game::HandleEvent()
{
sf::Event zdarzenie;
while(appwindow.pollEvent(zdarzenie))
{
switch (zdarzenie.type)
{
case sf::Event::Closed:
{
stanGry=GameStates::Closing;
}break;
default:{
}break;
}
}
if(sf::Keyboard::isKeyPressed(sf::Keyboard::C))
{
if(stanGry==GameStates::Play)
stanGry=GameStates::Pause;
else if(stanGry==GameStates::Pause)
stanGry=GameStates::Play;
}
}