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gameview.cpp
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472 lines (422 loc) · 12.1 KB
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#include "gameview.h"
#include "underworld.h"
#include <QString>
#include <QLabel>
#include <QPushButton>
#include <QVBoxLayout>
#include <QGraphicsRectItem>
#include <QGraphicsPixmapItem>
#include <QPixmap>
#include <QDebug>
#include <QTimer>
#include "monsterfactory.h"
#include "secondplayer.h"
#include "statsdisplay.h"
#include "computerplayer.h"
#include "startmenu.h"
#include "scenery.h"
#include "item.h"
/*
Function: GameView constructor
Params: None
Desc: Initializes scene and sets background tiles
Returns: GameView
*/
GameView::GameView()
{
//add scene
scene = new QGraphicsScene(this);
resize(1800,1200);
//add background
scene->clear();
QImage *img = new QImage(":/images/grass.png");
*img = img->scaled(100,100,Qt::KeepAspectRatioByExpanding);
QBrush bg_brush(*img);
scene ->setBackgroundBrush(bg_brush);
scene->setSceneRect(0, 0, width(), height());
setScene(scene);
setSceneRect(scene->sceneRect());
setMinimumSize(width(), height());
QAbstractScrollArea::setHorizontalScrollBarPolicy( Qt::ScrollBarAlwaysOff );
QAbstractScrollArea::setVerticalScrollBarPolicy( Qt::ScrollBarAlwaysOff );
timer1->setInterval(1000);
connect(timer1, SIGNAL(timeout()), this, SLOT(CheckGame()));
}
/*
Function: CreateBackground
Params: None
Desc: Used when switching between overworld and underworld
Initializes overworld grass background
Returns: None
*/
void GameView::CreateBackGround() {
in_overworld_ = true;
switching_to_overworld_ = true;
QTimer::singleShot(1000, [=](){
switching_to_overworld_ = false;
});
if(mode_!=Mode::Simulation)
{
timer1->start();
}
scene->clear();
QImage *img = new QImage(":/images/grass.png");
*img = img->scaled(100,100,Qt::KeepAspectRatioByExpanding);
QBrush bg_brush(*img);
scene ->setBackgroundBrush(bg_brush);
}
/*
Function: CreateSinglePlayerOverWorld
Params: None
Desc: Initializses player character, scenery objects and
player inventory/stats display
Returns: None
*/
void GameView::CreateSinglePlayerOverWorld()
{
music = new QMediaPlayer();
music->setMedia(QUrl("qrc:/sounds/overworld.mp3"));
music->play();
CreateBackGround();
QPixmap sprite = QPixmap(":/images/player.png");
sprite = sprite.scaled(100,100,Qt::KeepAspectRatio);
Bounds bound = {0, 0, width(), height()};
//Add one player and make toilets
if (!player_) {
Player *boy = new Player(sprite, 20, 1, bound, 0, Qt::GlobalColor::blue);
player_ = boy;
//Default position
player_->setPos(100, 100);
scene->addItem(player_);
int arr[2] = {100,100};
makeToilets(arr);
}
else {
scene->addItem(player_);
player_->setPos(player_one_position_[0], player_one_position_[1]);
makeToilets(player_one_position_);
}
player_->setBound(bound);
player_->setPixmap(sprite);
player_->getInventory()->setPos(200, 400);
scene->addItem(player_->getInventory());
connect(this, &GameView::onPOneKeyPressed, player_, &Player::onKeyPressed);
connect(this, &GameView::onKeyRelease, player_, &Player::onKeyRelease);
//Draw Score Display
StatsDisplay * d = player_->getStats();
scene->addItem(d);
connect(player_, &Player::StatsUpdated, d, &StatsDisplay::StatsUpdated);
d->setPos(0,0);
}
/*
Function: MakeToilets
Params: int arr[2] which holds player's x/y coordinates
Desc: Places toilets in overworld everywhere except where player is
Returns: None
*/
void GameView::makeToilets(int arr[2])
{
for(int i = 0; i < 50; i++)
{
int randx = rand()%width();
int randy = rand()%height();
if(randx > (arr[0] + 50) || randx < (arr[0] - 50))
{
if((randy > (arr[1]) + 50) || randy < (arr[1] - 50))
{
int rand_env = rand() % 3;
if (rand_env == 0){
Toilet *tmp = new Toilet();
tmp->setPos(randx,randy);
scene->addItem(tmp);
}
else if (rand_env == 1) {
Chest *tmp = new Chest();
tmp->setPos(randx, randy);
scene->addItem(tmp);
}
else {
Crate *tmp = new Crate();
tmp->setPos(randx, randy);
scene->addItem(tmp);
}
}
}
}
}
/*
Function: CreateTwoPlayerOverWorld
Params: None
Desc: Utilizes singleplayeroverworld construction but also
adds a second player along with second player's inventory/stats
Returns: None
*/
void GameView::CreateTwoPlayerOverWorld() {
CreateSinglePlayerOverWorld();
Bounds bound2 = {0, 0, width(), height()};
QPixmap sprite2 = QPixmap(":/images/sans_undertale.png");
sprite2 = sprite2.scaled(100,100,Qt::KeepAspectRatio);
if (!player2_) {
SecondPlayer *boy2 = new SecondPlayer(sprite2, 20, 1, bound2, 0);
player2_ = boy2;
player2_->setPos(400, 400);
}
else if (player2_) {
player2_->setPos(player_two_position_[0], player_two_position_[1]);
}
player2_->setPixmap(sprite2);
player2_->setBound(bound2);
player2_->getInventory()->setPos(width()-250, 400);
scene->addItem(player2_);
scene->addItem(player2_->getInventory());
connect(this, &GameView::onPTwoKeyPressed, player2_, &SecondPlayer::onKeyPressed);
connect(this, &GameView::onKeyRelease, player2_, &SecondPlayer::onKeyRelease);
//Change to be second player stats ty
StatsDisplay * d = player2_->getStats();
scene->addItem(d);
d->setPos(width()-450,0);
connect(player2_, &Player::StatsUpdated, d, &StatsDisplay::StatsUpdated);
}
/*
Function: CreateAIOverworld
Params: None
Desc: Creates OverWorld for simulated game, creates ComputerPlayer object
Returns:
*/
void GameView::CreateAIOverworld()
{
CreateBackGround();
Bounds bounds = {0, 0, width(), height()};
QPixmap sprite = QPixmap(":/images/player.png");
sprite = sprite.scaled(100,100,Qt::KeepAspectRatio);
ComputerPlayer * p = new ComputerPlayer(sprite, 20, 5, bounds, 0);
if (!ai) {
ComputerPlayer *art = new ComputerPlayer(sprite, 20, 1, bounds, 0);
ai = art;
ai->setPos(400, 400);
ai_position_[0] = 400;
ai_position_[1] = 400;
}
else if (ai) {
ai->setPos(ai_position_[0], ai_position_[1]);
}
ai->setPixmap(sprite);
ai->setBound(bounds);
scene->addItem(ai);
makeToilets(ai_position_);
}
/*
Function: RemovePlayer
Params: None
Desc: Removes Player and their inventory/stats from overworld
Prevents memory issues when clearing overworld
Returns: None
*/
void GameView::RemovePlayer() {
if (player_) {
scene->removeItem(player_);
scene->removeItem(player_->getInventory());
scene->removeItem(player_->getStats());
}
if (player2_) {
scene->removeItem(player2_);
scene->removeItem(player2_->getInventory());
scene->removeItem(player2_->getStats());
}
if (ai) {
scene->removeItem(ai);
}
}
/*
Function: SwitchToUnderWorld
Params: Player *p, Enemy *e
Desc: Stores player's overworld position so it can be reloaded
Clears overworld scene
Draws underworld scene with player and enemy
Returns: None
*/
void GameView::SwitchToUnderWorld(Player *p, Enemy *e) {
music->stop();
if (player_) {
player_one_position_[0]=player_->x();
player_one_position_[1]=player_->y();
}
if (player2_) {
player_two_position_[0]=player2_->x();
player_two_position_[1]=player2_->y();
}
if (ai) {
ai_position_[0] = ai->x();
ai_position_[1] = ai->y();
determineAIFightSequence();
return;
}
switching_to_underworld_ = true;
QTimer::singleShot(1000, [=](){
switching_to_underworld_ = false;
});
in_overworld_ = false;
Underworld * u = new Underworld(scene);
RemovePlayer();
scene->clear();
u->DrawUnderworld(e, p);
connect(this, &GameView::onKeyPressed, u, &Underworld::OnKeyPress);
}
/*
Function: keyPressEvent
Params: QKeyEvent *event
Desc: Checks for key types to handle movement
Handles different sets of keys for first/second player movement
First player set: WASD
Second player set: Arrow Keys
On corresponding key press, key event is emited as signal
Returns: none
*/
void GameView::keyPressEvent(QKeyEvent * event) {
if (switching_to_underworld_) {
return;
}
std::vector<int> first_person_keys = { Qt::Key_W, Qt::Key_S, Qt::Key_D, Qt::Key_A, Qt::Key_Escape };
std::vector<int> second_person_keys = { Qt::Key_Up, Qt::Key_Down, Qt::Key_Left, Qt::Key_Right, Qt::Key_Control};
//Emit event if it is wasd
if (std::find(first_person_keys.begin(), first_person_keys.end(), event->key()) != first_person_keys.end()) {
emit onPOneKeyPressed(event);
}
//Emit event if arrow keys
else if (std::find(second_person_keys.begin(), second_person_keys.end(), event->key()) != second_person_keys.end()) {
emit onPTwoKeyPressed(event);
}
//Emit other events to underworld.
emit onKeyPressed(event);
}
/*
Function: keyReleaseEvent
Params: QKeyEvent *event
Desc: emits keyRelease event as signal
Returns: None
*/
void GameView::keyReleaseEvent(QKeyEvent * event) {
emit onKeyRelease(event);
}
/*
Function: determineAIFightSequence
Params: None
Desc: Handles fight logic for result of battle in simulation
Randomly decides if AI wins, loses, or runs away
Returns: None
*/
void GameView::determineAIFightSequence() {
int outcome = rand() % 3;
if (outcome == 2) {
ai->changeGold(10);
}
else if (outcome == 1) {
ai->changeGold(-10);
}
else if (outcome == 1) {
ai->changeGold(-20);
}
scene->update();
}
/*
Function: EndGame
Params: None
Desc: Handles end of game for simulation
Clears screen and returns to menu
Returns: None
*/
void GameView::EndGame() {
StartMenu m;
m.setMinimumSize(800,800);
m.show();
RemovePlayer();
switching_to_overworld_ = true;
scene->clear();
Inventory * n = ai ->getInventory();
emit onAIComplete(ai->getGold());
n = nullptr;
ai = nullptr;
close();
}
/*
Function: GameOver
Params: None
Desc: Handles end of game logic for Human controlled games
Clears scene and displays results
Returns: None
*/
void GameView::GameOver()
{
timer1->stop();
music->setMedia(QUrl("qrc:/sounds/gameend.mp3"));
music->play();
scene->removeItem(player_);
scene->removeItem(player_->getInventory());
scene->removeItem(player_->getStats());
if (player2_) {
scene->removeItem(player2_);
}
timer1->stop();
scene->clear();
std::string text;
if(mode_==Mode::TwoPlayer)
{
text = "Player one finished with " + std::to_string(player_->getGold()) + " gold!";
text += "\n Player two finished with "+ std::to_string(player2_->getGold()) + " gold!";
}
else if(mode_==Mode::SinglePlayer)
{
if(win)
{
if(mode_==Mode::SinglePlayer)
{
text = "Congratulations!";
text += "\n You won with " + std::to_string(player_->getGold()) + " gold!";
}
}
else
{
text = "You Lost! Geeeeeeeet Dunked On!!!!";
}
}
ContainingBox *box = new ContainingBox(0,0, width(),height(),Qt::GlobalColor::white,text);
scene->addItem(box);
}
/*
Function: CheckGame
Params: None
Desc: Continually checks if any player has won or lost
Calls GameOver when conditions are met
Win if player has over 50 coins
Lose if player has less than -20
Returns: None
*/
void GameView::CheckGame()
{
if(mode_==Mode::TwoPlayer)
{
int p1gold = player_->getGold();
int p2gold = player2_->getGold();
if(p1gold >= 50 || p2gold >= 50)
{
GameOver();
}
else if(p1gold <= -20 || p2gold <= -20)
{
GameOver();
}
}
else if(mode_==Mode::SinglePlayer)
{
if(player_->getGold()>=50)
{
win = true;
GameOver();
}
else if(player_->getGold()<=-20)
{
win = false;
GameOver();
}
}
}