diff options
author | Stephen Enders <smenders@gmail.com> | 2021-01-18 16:19:40 -0500 |
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committer | Stephen Enders <smenders@gmail.com> | 2021-01-18 16:19:40 -0500 |
commit | de6d60a1ce9bc3223bc80f9cac7d03a16c63d8b2 (patch) | |
tree | bb74fa627cb87713b39bbb478062c548c56c0ea5 | |
parent | 9850d3c5dea463504e46b16cc2d403e663d186a4 (diff) |
Update vectors of pointers to vectors of objects
Having a vector<T> you can access the object stored and modify it if you
ensure you get the reference i.e: T& o = vec[0];
-rw-r--r-- | helper.cpp | 50 | ||||
-rw-r--r-- | helper.h | 10 | ||||
-rw-r--r-- | ur.cpp | 114 |
3 files changed, 83 insertions, 91 deletions
@@ -144,19 +144,18 @@ createPlayer(sf::Texture& texture) { std::shared_ptr<struct player_t> player = std::make_shared<struct player_t>(); player->score = 0; - player->pieces = - std::make_shared<std::vector<std::shared_ptr<struct piece_t>>>(); + player->pieces = std::make_shared<std::vector<struct piece_t>>(); for (int i = 0; i < NUM_PIECES; i++) { - player->pieces->push_back(createPiece(i + 1, texture)); + player->pieces->push_back(*createPiece(i + 1, texture)); } return player; } -std::shared_ptr<std::vector<std::shared_ptr<struct dice_t>>> +std::shared_ptr<std::vector<struct dice_t>> createAllDice(sf::Texture& die0Texture, sf::Texture& die1Texture) { - auto dice = std::make_shared<std::vector<std::shared_ptr<struct dice_t>>>(); + auto dice = std::make_shared<std::vector<struct dice_t>>(); // create dice, even 0 odds 1 // there are 8 dice results int total @@ -173,18 +172,12 @@ createAllDice(sf::Texture& die0Texture, sf::Texture& die1Texture) if (i % 2 == 0) { sf::Sprite s; s.setTexture(die0Texture); - auto die = std::make_shared<struct dice_t>(); - die->value = 0; - die->show = true; - die->sprite = s; + struct dice_t die = { 0, true, s }; dice->push_back(die); } else { sf::Sprite s; s.setTexture(die1Texture); - auto die = std::make_shared<struct dice_t>(); - die->value = 1; - die->show = false; - die->sprite = s; + struct dice_t die = { 1, false, s }; dice->push_back(die); } } @@ -192,19 +185,13 @@ createAllDice(sf::Texture& die0Texture, sf::Texture& die1Texture) return dice; } -std::shared_ptr<std::vector<std::shared_ptr<sf::Sprite>>> +std::shared_ptr<std::vector<sf::Sprite>> createRollSprites(sf::Texture& t1, sf::Texture& t2) { - auto sprites = std::make_shared<std::vector<std::shared_ptr<sf::Sprite>>>(); - - auto s1 = std::make_shared<sf::Sprite>(); - s1->setTexture(t1); - - auto s2 = std::make_shared<sf::Sprite>(); - s2->setTexture(t2); + auto sprites = std::make_shared<std::vector<sf::Sprite>>(); - sprites->push_back(s1); - sprites->push_back(s2); + sprites->push_back(sf::Sprite(t1)); + sprites->push_back(sf::Sprite(t2)); return sprites; } @@ -226,11 +213,10 @@ clickedPiece(sf::Vector2i mousePosition, struct piece_t* piece) } bool -canMovePiece( - struct piece_t* piece, - int roll, - std::shared_ptr<std::vector<std::shared_ptr<struct piece_t>>> myPieces, - std::shared_ptr<std::vector<std::shared_ptr<struct piece_t>>> enemyPieces) +canMovePiece(struct piece_t* piece, + int roll, + std::shared_ptr<std::vector<struct piece_t>> myPieces, + std::shared_ptr<std::vector<struct piece_t>> enemyPieces) { int next = piece->position + roll; @@ -240,17 +226,17 @@ canMovePiece( } // colliding with another piece - for (std::shared_ptr<struct piece_t> p : (*myPieces)) { + for (struct piece_t& p : (*myPieces)) { // cannot move onto your own piece - if (p->id != piece->id && p->position == next) { + if (p.id != piece->id && p.position == next) { return false; } } // can't attack in safe square - for (std::shared_ptr<struct piece_t> p : (*enemyPieces)) { + for (struct piece_t& p : (*enemyPieces)) { // cannot move onto a protected enemy piece - if (next == SAFE_SPACE && p->position == SAFE_SPACE) { + if (next == SAFE_SPACE && p.position == SAFE_SPACE) { return false; } } @@ -49,7 +49,7 @@ struct piece_t struct player_t { int score; - std::shared_ptr<std::vector<std::shared_ptr<struct piece_t>>> pieces; + std::shared_ptr<std::vector<struct piece_t>> pieces; }; struct dice_t @@ -74,10 +74,10 @@ createPlayer(sf::Texture& pieceTexture); std::shared_ptr<struct piece_t> createPiece(int id, sf::Texture& texture); -std::shared_ptr<std::vector<std::shared_ptr<struct dice_t>>> +std::shared_ptr<std::vector<struct dice_t>> createAllDice(sf::Texture& die0Texture, sf::Texture& die1Texture); -std::shared_ptr<std::vector<std::shared_ptr<sf::Sprite>>> +std::shared_ptr<std::vector<sf::Sprite>> createRollSprites(sf::Texture& t1, sf::Texture& t2); void makeNum( @@ -92,8 +92,8 @@ bool canMovePiece( std::shared_ptr<struct piece_t> piece, int roll, - std::shared_ptr<std::vector<std::shared_ptr<struct piece_t>>> myPieces, - std::shared_ptr<std::vector<std::shared_ptr<struct piece_t>>> enemyPieces); + std::shared_ptr<std::vector<struct piece_t>> myPieces, + std::shared_ptr<std::vector<struct piece_t>> enemyPieces); std::vector<int> getLegalMoves( @@ -8,7 +8,7 @@ const float PAD = 32.f; const float PIECE_PAD = 8.f; const float TEXT_OFFSET = 8.f; const sf::Color BG_COLOR = sf::Color(66, 47, 81, 255); -const sf::Color SEMI_TRANSPARENT = sf::Color(255, 255, 255, 128); +const sf::Color SEMI_TRANSPARENT = sf::Color(0xff, 0x0, 0xff, 255); GameState state = GameState::WAITING; GameState prev_state = GameState::WAITING; @@ -24,6 +24,7 @@ change_state(GameState next) // p1 = false, p2 = true bool turn_tracker = true; int rolling_frame = 0; + inline void next(int* i, int max) { @@ -34,6 +35,7 @@ inline void next_turn() { turn_tracker = !turn_tracker; + change_state(GameState::WAITING); } inline bool @@ -49,10 +51,9 @@ p2_turn() } inline void -render_dice( - sf::RenderWindow* window, - std::shared_ptr<std::vector<std::shared_ptr<struct dice_t>>> dice, - std::shared_ptr<std::vector<std::shared_ptr<sf::Sprite>>> roll_sprites) +render_dice(sf::RenderWindow* window, + std::shared_ptr<std::vector<struct dice_t>> dice, + std::shared_ptr<std::vector<sf::Sprite>> roll_sprites) { // draw dice @@ -73,11 +74,11 @@ render_dice( // draw roll result int r = dice_r, c = dice_c; for (int i = 0; i < 8; i++) { - auto die = (*dice)[i]; - if (die->show) { - die->sprite.setPosition(pos(c, r)); - result += die->value; - window->draw(die->sprite); + auto& die = (*dice)[i]; + if (die.show) { + die.sprite.setPosition(pos(c, r)); + result += die.value; + window->draw(die.sprite); if (i % 2 == 0) { c += 1; @@ -90,45 +91,42 @@ render_dice( } } } - } - else if (state == GameState::ROLLING) { + } else if (state == GameState::ROLLING) { // animate the dice. This is attached to a timer // which will move between rolling and placing int c = dice_c, r = dice_r; // toggle dice int i = 0; - for (auto die : (*dice)) { - if (!die->show) { - die->show = true; + for (auto& die : (*dice)) { + if (!die.show) { + die.show = true; continue; } - die->sprite.setPosition(pos(c++, r)); - window->draw(die->sprite); + die.sprite.setPosition(pos(c++, r)); + window->draw(die.sprite); if (i++ == 1) { c = dice_c; r += 1; } - die->show = false; + die.show = false; } - } - else { + } else { // draw initial values // draw the 0s int c = dice_c, r = dice_r; for (int i = 0; i < 8; i += 2) { - auto die = (*dice)[i]; - die->sprite.setPosition(pos(c++, r)); - window->draw(die->sprite); + auto& die = (*dice)[i]; + die.sprite.setPosition(pos(c++, r)); + window->draw(die.sprite); if (i == 2) { c = dice_c; r += 1; } } c = roll_c, r = roll_r; - for (auto s : (*roll_sprites)) { - s->setPosition(pos(c++, r)); - window->draw(*s); + for (auto& s : (*roll_sprites)) { + s.setPosition(pos(c++, r)); } } } @@ -147,10 +145,10 @@ main() const std::shared_ptr<struct player_t> p2 = createPlayer((*textures)[P2_PIECE]); - const std::shared_ptr<std::vector<std::shared_ptr<sf::Sprite>>> roll_sprites = + const std::shared_ptr<std::vector<sf::Sprite>> roll_sprites = createRollSprites((*textures)[ROLL_TILES[0]], (*textures)[ROLL_TILES[1]]); - const std::shared_ptr<std::vector<std::shared_ptr<struct dice_t>>> dice = + const std::shared_ptr<std::vector<struct dice_t>> dice = createAllDice((*textures)[DIE_0], (*textures)[DIE_1]); sf::Sprite p1Score; @@ -180,34 +178,39 @@ main() } if (sf::Mouse::isButtonPressed(sf::Mouse::Button::Left)) { - if (state == GameState::WAITING) { - window.setView(view); - auto mPos = window.mapPixelToCoords(sf::Mouse::getPosition(window)); - std::cout << "Pressed!: " << mPos.x << ", " << mPos.y << std::endl; - for (auto s : (*roll_sprites)) { - // zoom sprite bounds - if (s->getGlobalBounds().contains(mPos)) { + // check rolling button click + window.setView(view); + auto mPos = window.mapPixelToCoords(sf::Mouse::getPosition(window)); + for (auto& s : (*roll_sprites)) { + // zoom sprite bounds + if (s.getGlobalBounds().contains(mPos)) { + if (state == GameState::WAITING) { + std::cout << "Roll!" << std::endl; // setup for rolling change_state(GameState::ROLLING); - - for (auto s : (*roll_sprites)) { - s->setColor(SEMI_TRANSPARENT); + for (auto& rs : (*roll_sprites)) { + rs.setColor(SEMI_TRANSPARENT); } - (*dice)[0]->show = false; - (*dice)[1]->show = true; - (*dice)[2]->show = true; - (*dice)[3]->show = false; - (*dice)[4]->show = true; - (*dice)[5]->show = false; - (*dice)[6]->show = false; - (*dice)[7]->show = true; + (*dice)[0].show = false; + (*dice)[1].show = true; + (*dice)[2].show = true; + (*dice)[3].show = false; + (*dice)[4].show = true; + (*dice)[5].show = false; + (*dice)[6].show = false; + (*dice)[7].show = true; break; + } else if (state == GameState::ROLLING) { + std::cout << "Change turn" << std::endl; + for (auto& rs : (*roll_sprites)) { + rs.setColor(sf::Color::White); + } + next_turn(); } } - - window.setView(window.getDefaultView()); } + window.setView(window.getDefaultView()); // reset back to main view } } @@ -220,18 +223,21 @@ main() // draw unused pieces int p_num = (SPRITE_COLS / 2) - (p1->pieces->size() / 2) - 1; - for (auto p : *(p1->pieces)) { - p->sprite.setPosition(pos(p_num++, SPRITE_ROWS - 1)); - window.draw(p->sprite); + for (auto& p : *(p1->pieces)) { + p.sprite.setPosition(pos(p_num++, SPRITE_ROWS - 1)); + window.draw(p.sprite); } p_num = (SPRITE_COLS / 2) - (p2->pieces->size() / 2) - 1; - for (auto p : *(p2->pieces)) { - p->sprite.setPosition(pos(p_num++, 0)); - window.draw(p->sprite); + for (auto& p : *(p2->pieces)) { + p.sprite.setPosition(pos(p_num++, 0)); + window.draw(p.sprite); } render_dice(&window, dice, roll_sprites); + for (auto& s : (*roll_sprites)) { + window.draw(s); + } window.draw(p1Score); window.draw(p2Score); |