#include "helper.h" #include std::shared_ptr> 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>(); 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 i = *p; (*p) = (i + 1) % 2; return i; } std::shared_ptr> createBoard(std::shared_ptr> textures) { auto sprites = std::make_shared>(); sf::Texture& star_texture = (*textures)[STAR_TILE]; sf::Texture& blank_texture = (*textures)[BLANK_TILE]; 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)]]; sf::Sprite s; s.setTexture(t); s.setPosition(pos(4 + i, 5)); sprites->push_back(s); } // p1 end { 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)]]; 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 { s.setTexture(blank_texture); } 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)]]; sf::Sprite s; s.setTexture(t); s.setPosition(pos(4 + i, 3)); sprites->push_back(s); } // p2 end { 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)]]; sf::Sprite s; s.setTexture(t); s.setPosition(pos(10, 3)); sprites->push_back(s); } 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 createPiece(int id, sf::Texture& texture) { sf::Sprite s(texture); auto p = std::make_shared(); p->id = id; p->sprite = s; return p; } std::shared_ptr createPlayer(sf::Texture& texture) { std::shared_ptr player = std::make_shared(); player->score = 0; player->pieces = std::make_shared>>(); for (int i = 0; i < NUM_PIECES; i++) { player->pieces->push_back(createPiece(i + 1, texture)); } return player; } std::shared_ptr>> createAllDice(sf::Texture& die0Texture, sf::Texture& die1Texture) { auto dice = std::make_shared>>(); // 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); auto die = std::make_shared(); die->value = 0; die->show = true; die->sprite = s; dice->push_back(die); } else { sf::Sprite s; s.setTexture(die1Texture); auto die = std::make_shared(); die->value = 1; die->show = false; die->sprite = s; dice->push_back(die); } } return dice; } std::shared_ptr>> createRollSprites(sf::Texture& t1, sf::Texture& t2) { auto sprites = std::make_shared>>(); auto s1 = std::make_shared(); s1->setTexture(t1); auto s2 = std::make_shared(); s2->setTexture(t2); sprites->push_back(s1); sprites->push_back(s2); return sprites; } void makeNum(sf::Sprite* sprite_ptr, int num, std::shared_ptr> 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>> myPieces, std::shared_ptr>> enemyPieces) { int next = piece->position + roll; // rolled passed the exit if (next > EXIT_SPACE) { return false; } // colliding with another piece for (std::shared_ptr 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 (std::shared_ptr 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 }; }