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authorStephen Enders <smenders@gmail.com>2021-01-23 11:52:32 -0500
committerStephen Enders <smenders@gmail.com>2021-01-23 11:52:32 -0500
commita408a43cd105b89a8d44292e2ef69802a5660497 (patch)
treea70ce8c54f57c2f6f2a8603b9e45d352cc5bc083 /src/helper.cpp
parentf01537a8ff454b68b83574f16cb4e2ff244a4e8a (diff)
Move source files to src folder
We'll be making a few source files it'll be useful to have them organized at least somewhat from our non-src files
Diffstat (limited to 'src/helper.cpp')
-rw-r--r--src/helper.cpp265
1 files changed, 265 insertions, 0 deletions
diff --git a/src/helper.cpp b/src/helper.cpp
new file mode 100644
index 0000000..8d6f3ce
--- /dev/null
+++ b/src/helper.cpp
@@ -0,0 +1,265 @@
+#include "helper.hpp"
+#include <iostream>
+
+std::shared_ptr<std::vector<sf::Texture>>
+loadTextures(const char* path)
+{
+ int sprite_width = SPRITE_SIZE, sprite_height = SPRITE_SIZE;
+ sf::Image textureAtlas;
+ if (!textureAtlas.loadFromFile(path)) {
+ std::cerr << "Unable to load textures from file: " << path << std::endl;
+ throw std::runtime_error("Unable to load spritesheet");
+ }
+
+ textureAtlas.createMaskFromColor(GLOBAL_MASK);
+ auto imageSize = textureAtlas.getSize();
+
+ auto textures = std::make_shared<std::vector<sf::Texture>>();
+
+ for (int y = 0; y < imageSize.y; y += sprite_height) {
+ for (int x = 0; x < imageSize.x; x += sprite_width) {
+ sf::Texture t;
+ t.loadFromImage(textureAtlas,
+ sf::IntRect(x, y, sprite_width, sprite_height));
+ textures->push_back(t);
+ }
+ }
+ return textures;
+}
+
+// increment through the textures
+inline int
+next(int* p, int max)
+{
+ int i = *p;
+ (*p) = (i + 1) % max;
+ return i;
+}
+
+std::shared_ptr<std::vector<sf::Sprite>>
+createBoard(std::shared_ptr<std::vector<sf::Texture>> textures)
+{
+ auto sprites = std::make_shared<std::vector<sf::Sprite>>();
+ sf::Texture& star_texture = (*textures)[STAR_TILE];
+ int blank_idx = 0;
+ int sp_idx = 0;
+ // p1 pieces
+ // p1 star
+ {
+ sf::Sprite s;
+ s.setTexture(star_texture);
+ s.setPosition(pos(3, 5));
+ sprites->push_back(s);
+ }
+ // p1 start
+ for (int i = 0; i < 3; i++) {
+ sf::Texture& t = (*textures)[P1_BOARD_TILES[next(&sp_idx, 2)]];
+ sf::Sprite s;
+ s.setTexture(t);
+ s.setPosition(pos(4 + i, 5));
+ sprites->push_back(s);
+ }
+ // p1 end
+ {
+ sf::Sprite goal;
+ goal.setTexture((*textures)[P1_END]);
+ goal.setPosition(pos(8, 5));
+ sprites->push_back(goal);
+
+ sf::Sprite end_star;
+ end_star.setTexture(star_texture);
+ end_star.setPosition(pos(9, 5));
+ sprites->push_back(end_star);
+
+ sf::Texture& t = (*textures)[P1_BOARD_TILES[next(&sp_idx, 2)]];
+ sf::Sprite s;
+ s.setTexture(t);
+ s.setPosition(pos(10, 5));
+ sprites->push_back(s);
+ }
+ // center pieces
+ for (int i = 0; i < 8; i++) {
+ sf::Sprite s;
+ if (i == 3) {
+ s.setTexture(star_texture);
+ } else {
+ sf::Texture& t = (*textures)[BLANK_TILES[next(&blank_idx, 3)]];
+ s.setTexture(t);
+ }
+ s.setPosition(pos(3 + i, 4));
+ sprites->push_back(s);
+ }
+ // p2 pieces
+ // p2 star
+ {
+ sf::Sprite s;
+ s.setTexture(star_texture);
+ s.setPosition(pos(3, 3));
+ sprites->push_back(s);
+ }
+ // p2 start
+ for (int i = 0; i < 3; i++) {
+ sf::Texture& t = (*textures)[P2_BOARD_TILES[next(&sp_idx, 2)]];
+ sf::Sprite s;
+ s.setTexture(t);
+ s.setPosition(pos(4 + i, 3));
+ sprites->push_back(s);
+ }
+ // p2 end
+ {
+ sf::Sprite goal;
+ goal.setTexture((*textures)[P2_END]);
+ goal.setPosition(pos(8, 3));
+ sprites->push_back(goal);
+
+ sf::Sprite end_star;
+ end_star.setTexture(star_texture);
+ end_star.setPosition(pos(9, 3));
+ sprites->push_back(end_star);
+
+ sf::Texture& t = (*textures)[P2_BOARD_TILES[next(&sp_idx, 2)]];
+ sf::Sprite end_tile;
+ end_tile.setTexture(t);
+ end_tile.setPosition(pos(10, 3));
+ sprites->push_back(end_tile);
+ }
+
+ return sprites;
+}
+
+sf::Font
+loadFont()
+{
+ sf::Font font;
+ if (!font.loadFromFile("./res/DejaVuSansMono.ttf")) {
+ std::cerr << "Unable to load font" << std::endl;
+ throw std::runtime_error("Unable to load font");
+ }
+ return font;
+}
+
+std::shared_ptr<struct piece_t>
+createPiece(int id, sf::Texture& texture)
+{
+
+ sf::Sprite s(texture);
+ auto p = std::make_shared<struct piece_t>();
+ p->id = id;
+ p->sprite = s;
+
+ return p;
+}
+
+std::shared_ptr<struct player_t>
+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<struct piece_t>>();
+ for (int i = 0; i < NUM_PIECES; i++) {
+ player->pieces->push_back(*createPiece(i + 1, texture));
+ }
+
+ return player;
+}
+
+std::shared_ptr<std::vector<struct dice_t>>
+createAllDice(sf::Texture& die0Texture, sf::Texture& die1Texture)
+{
+ auto dice = std::make_shared<std::vector<struct dice_t>>();
+
+ // create dice, even 0 odds 1
+ // there are 8 dice results int total
+ // 4 potential 0s
+ // 4 potential 1s
+ // The dice will be rendered in pairs
+ // [0, 1] will be the left most die
+ // [2, 3] will be the second
+ // ... and so on
+ // Since a die can only have 2 results (0 or 1)
+ // To simplify how we will be placing them, the results of the roll
+ // will dictate which value each die gets
+ for (int i = 0; i < 8; i++) {
+ if (i % 2 == 0) {
+ sf::Sprite s;
+ s.setTexture(die0Texture);
+ struct dice_t die = { 0, true, s };
+ dice->push_back(die);
+ } else {
+ sf::Sprite s;
+ s.setTexture(die1Texture);
+ struct dice_t die = { 1, false, s };
+ dice->push_back(die);
+ }
+ }
+
+ return dice;
+}
+
+std::shared_ptr<std::vector<sf::Sprite>>
+createRollSprites(sf::Texture& t1, sf::Texture& t2)
+{
+ auto sprites = std::make_shared<std::vector<sf::Sprite>>();
+
+ sprites->push_back(sf::Sprite(t1));
+ sprites->push_back(sf::Sprite(t2));
+
+ return sprites;
+}
+
+void
+makeNum(sf::Sprite* sprite_ptr,
+ int num,
+ std::shared_ptr<std::vector<sf::Texture>> textures)
+{
+ sf::Texture& t = (*textures)[NUMS_TILES[num]];
+ sprite_ptr->setTexture(t);
+};
+
+bool
+clickedPiece(sf::Vector2i mousePosition, struct piece_t* piece)
+{
+ return piece->sprite.getGlobalBounds().contains(mousePosition.x,
+ mousePosition.y);
+}
+
+bool
+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;
+
+ // rolled passed the exit
+ if (next > EXIT_SPACE) {
+ return false;
+ }
+
+ // colliding with another piece
+ for (struct piece_t& p : (*myPieces)) {
+ // cannot move onto your own piece
+ if (p.id != piece->id && p.position == next) {
+ return false;
+ }
+ }
+
+ // can't attack in safe square
+ for (struct piece_t& p : (*enemyPieces)) {
+ // cannot move onto a protected enemy piece
+ if (next == SAFE_SPACE && p.position == SAFE_SPACE) {
+ return false;
+ }
+ }
+
+ return true;
+}
+
+// This function takes in an row and col we want to put the sprite in
+// and translate it to a real position in the view
+// This is because we've ZOOMed in an that adjusts the entire view.
+sf::Vector2f
+pos(float c, float r)
+{
+ return { c * SPRITE_SIZE, r * SPRITE_SIZE };
+}