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final.cpp
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final.cpp
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/*
PACMAN
final.cpp
main function of pacman program
loads high scrore, board, and sprites, then lets game run itself
Douglas Smith
12-5-16
*/
#include <iostream>
#include <string>
#include <fstream>
#include <sstream>
#include <vector>
#include <ctime>
#include <unistd.h>
#include "galaga/sprites/sprite.h"
#include "galaga/sprites/ship/ship.h"
#include "galaga/sprites/creeps/creep.h"
#include "galaga/sprites/projectiles/projectile.h"
#include "gfxnew.h"
using namespace std;
int loadHighscore( string );
void saveHighScore( int, string );
void drawBoard(int,int,int,Ship&, vector<Creep>&, vector<Projectile>&, vector<Projectile>&);
int checkCollisions(vector<Projectile>&,vector<Creep>&);
bool checkDeath(vector<Projectile>&, Ship&);
Projectile createProjectile(int);
Creep createCreep(int,int,int,int, string);
void hail( vector<Projectile>& );
int random( int,int );
const int xMax=600;
const int yMax=600;
int main(){
int highscore = loadHighscore("scores/highscore.txt");
int score=0,lives=3;
char in;
Ship player(xMax/2,yMax-20,40,20);
vector<Creep> enemies;
vector<Projectile> playerProjs, enemyProjs;
int fireLag =0;
bool fireReady = false;
int creepWait=0;
int formD = 0; //Displacement of moving formation
int formV = 1; //velocity (direction) for form movement
Creep bug = createCreep(0,100, 20,20,"butterfly");
for(int i=60; i<xMax-60; i+=60){
bug = createCreep(i,100, 20,20,"butterfly");
enemies.insert(enemies.end(),bug);
bug = createCreep(i,200, 20,20,"butterfly");
enemies.insert(enemies.end(),bug);
}
gfx_open(xMax,yMax,"GALAGA");
drawBoard(lives,score,highscore,player,enemies,playerProjs,enemyProjs);
while(1){
usleep(20000);
if( gfx_event_waiting() ){
in=gfx_wait();
if( in=='Q' ){
player.move(-1,0);
} else if( in=='S' ){
player.move(1,0);
} else if(in==' '){
if(fireReady){
fireReady=false;
fireLag = 0;
playerProjs.insert( playerProjs.end(), player.fireProjectile() );
}
} else if(in=='h'){
hail(playerProjs);
}
}
//Timer between player shots
if(!fireReady){
fireLag++;
if(fireLag>=30){
fireReady = true;
}
}
//Creep formation should shiftand from current positions (see OG game)
if( formD<40 && formD>-40 ){
for( auto & it : enemies ){
formD += formV;
it.move(formV,formV);
}
} else {
formV *= -1;
formD += formV;
formD = 0;
}
//timer to check random creep firing
if( creepWait > 250){
creepWait = random( 0,enemies.size() );
enemyProjs.insert(enemyProjs.end(), enemies[creepWait].fireProjectile());
creepWait = 0;
} else {
++creepWait;
}
//move all projectiles
for( int i=0; i<(int)playerProjs.size(); ++i ){
if( playerProjs[i].getYpos() < 40 ){
playerProjs.erase( playerProjs.begin()+i );
--i;
} else {
playerProjs[i].move(0,-1);
}
}
for( int i=0; i<(int)enemyProjs.size(); ++i ){
if( enemyProjs[i].getYpos() > yMax-30 ){
enemyProjs.erase( enemyProjs.begin()+i );
--i;
} else {
enemyProjs[i].move(0,1);
}
}
//Check collisions with projectiles for player and all enemies
score += 100*checkCollisions( playerProjs,enemies );
if( score>highscore ){
highscore = score;
}
if( checkDeath( enemyProjs, player ) ) {
lives -= 1;
if( lives < 0 ){
break;
}
player.setXpos( xMax / 2 );
}
//END THE GAME IF THERE ARE NO CREEP LEFT
if( enemies.size() <= 0 ){
break;
}
drawBoard(lives,score,highscore,player,enemies,playerProjs,enemyProjs);
}
//SAVE active high score before program ends
saveHighScore(highscore,"scores/highscore.txt");
return 0;
}
//Functrion to draw the board anew
void drawBoard(int lives,int score,int high,Ship& s, vector<Creep>& c, vector<Projectile>& p1, vector<Projectile>& p2){
//Strings that will be used to display statuses
gfx_color(255,255,255);
string liv;
liv = "Lives: "+to_string(lives);
string scr;
scr = "Score: " + to_string(score);
string max;
max = "High Score: " + to_string(high);
gfx_clear();
gfx_text(0,10,liv.c_str() );
gfx_text(200,10,scr.c_str() );
gfx_text(400,10,max.c_str() );
s.draw();
for( auto & it : c ){
it.draw();
}
for( auto & it : p1 ){
it.draw();
}
for( auto & it : p2 ){
it.draw();
}
}
//Check if object has collided with a projectile. If so, removes them both
int checkCollisions(vector<Projectile>& p,vector<Creep>& c){
int collisions = 0;
//check each projectile against each creep
for( int i=0; i<(int)p.size(); ++i ){
for( int j=0; j<(int)c.size(); ++j ){
if( ( p[i].getXpos()<c[j].getXpos()+c[j].getWidth()/2 )&&( p[i].getXpos()>c[j].getXpos()-c[j].getWidth()/2 )&&( p[i].getYpos()<c[j].getYpos()+c[j].getHeight()/2 )&&( p[i].getYpos()>c[j].getYpos()-c[j].getHeight()/2 ) ){
p.erase( p.begin()+i );
c.erase( c.begin()+j );
--i;
--j;
++collisions;
}
}
}
return collisions;
}
bool checkDeath(vector<Projectile>& c, Ship& p){
for( int i=0; i<(int)c.size(); ++i ){
if( ( c[i].getXpos()<p.getXpos()+p.getWidth()/2 )&&( c[i].getXpos()>p.getXpos()-p.getWidth()/2 )&&( c[i].getYpos()<p.getYpos()+p.getHeight()/2 )&&( c[i].getYpos()>p.getYpos()-p.getHeight()/2 ) ){
return true;
}
}
return false;
}
//Loads the high score from a sored value and returns the integer value of the score
int loadHighscore( string fname ){
int out = 0;
ifstream fs;
fs.open( fname.c_str() );
string line;
getline(fs,line);
out = stoi(line);
fs.close();
return out;
}
void saveHighScore( int score, string fname ){
ofstream fs;
fs.open( fname.c_str() );
fs << score;
fs.close();
}
//RN-Gesus
//Returns a random number between MIN and MAX
int random(int min, int max){
int ran = ( std::rand() % (max-min+1) ) + min;
return ran;
}
//Creates a creep
Creep createCreep(int x, int y, int w, int h, string t){
Creep c(x,y,w,h,t);
return c;
}
//Releases a long line of projectile
Projectile createProjectile(int a){
Projectile proj(a,yMax-40,3,6,true);
return proj;
}
//EASTER EGGS///////////////////////////////////////////////////////////////////
void hail( vector<Projectile>& p ){
Projectile proj(0,0,3,6,true);
for(int i=5;i<xMax;i+=15){
proj.setXpos(i);
p.insert(p.end(),createProjectile(i) );
}
}