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Graphics / Enemy Sprites spawn but don't move and can't be killed
« on: August 09, 2024, 01:09:57 am »
Hi;
I'm following the ZombieArena tutorial in Beginning C++ Game Programming. When I compile and run my code the zombies spawn so for the first level 5 are supposed to spawn, out of the 5 one or two might actually be running around chasing me, the others are immobile and can't be interacted with making it impossible to complete levels as you have to kill all zombies before going to next level.
I am on linux mint so I'm wondering if it's a windows to linux issue? As the book author is on windows?
Below are files that I believe the issue may be in..
I'm totally new to C++ and SFML so I would appreciate any guidance
This is my main.cpp if that helps?
I'm following the ZombieArena tutorial in Beginning C++ Game Programming. When I compile and run my code the zombies spawn so for the first level 5 are supposed to spawn, out of the 5 one or two might actually be running around chasing me, the others are immobile and can't be interacted with making it impossible to complete levels as you have to kill all zombies before going to next level.
I am on linux mint so I'm wondering if it's a windows to linux issue? As the book author is on windows?
Below are files that I believe the issue may be in..
I'm totally new to C++ and SFML so I would appreciate any guidance
This is my main.cpp if that helps?
#include <sstream>
#include <fstream>
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include "ZombieArena.h"
#include "Player.h"
#include "TextureHolder.h"
#include "Bullet.h"
#include "Pickup.h"
#include<iostream>
using namespace sf;
int main()
{
// Here is the instance of TextureHolder
TextureHolder holder;
// The game will always be in one of four states
enum class State {
PAUSED, LEVELING_UP,
GAME_OVER, PLAYING
};
// Start with the GAME_OVER state
State state = State::GAME_OVER;
// Get the screen resolution and
// create an SFML window
Vector2f resolution;
resolution.x =
VideoMode::getDesktopMode().width;
resolution.y =
VideoMode::getDesktopMode().height;
RenderWindow window(
VideoMode(resolution.x, resolution.y),
"Zombie Arena", Style::Fullscreen);
// Create a an SFML View for the main action
View mainView(sf::FloatRect(0, 0,
resolution.x, resolution.y));
// Here is our clock for timing everything
Clock clock;
// How long has the PLAYING state been active
Time gameTimeTotal;
// Where is the mouse in
// relation to world coordinates
Vector2f mouseWorldPosition;
// Where is the mouse in
// relation to screen coordinates
Vector2i mouseScreenPosition;
// Create an instance of the Player class
Player player;
// The boundaries of the arena
IntRect arena;
// Create the background
VertexArray background;
// Load the texture for our background vertex array
Texture textureBackground = TextureHolder::GetTexture(
"graphics/background_sheet.png");
// Prepare for a horde of zombies
int numZombies;
int numZombiesAlive;
Zombie* zombies = NULL;
// 100 bullets should do
Bullet bullets[100];
int currentBullet = 0;
int bulletsSpare = 24;
int bulletsInClip = 6;
int clipSize = 6;
float fireRate = 1;
// When was the fire button last pressed?
Time lastPressed;
// Hide the mouse pointer and replace it with crosshair
window.setMouseCursorVisible(true);
Sprite spriteCrosshair;
Texture textureCrosshair = TextureHolder::GetTexture("graphics/crosshair.png");
spriteCrosshair.setTexture(textureCrosshair);
spriteCrosshair.setOrigin(25, 25);
// Create a couple of pickups
Pickup healthPickup(1);
Pickup ammoPickup(2);
// About the game
int score = 0;
int hiScore = 0;
// For the home/game over screen
Sprite spriteGameOver;
Texture textureGameOver = TextureHolder::GetTexture("graphics/background.png");
spriteGameOver.setTexture(textureGameOver);
spriteGameOver.setPosition(0, 0);
// Create a view for the HUD
View hudView(sf::FloatRect(0, 0, 1920,1080));
// Create a sprite for the ammo icon
Sprite spriteAmmoIcon;
Texture textureAmmoIcon = TextureHolder::GetTexture(
"graphics/ammo_icon.png");
spriteAmmoIcon.setTexture(textureAmmoIcon);
spriteAmmoIcon.setPosition(20, 980);
// Load the font
Font font;
font.loadFromFile("fonts/zombiecontrol.ttf");
// Paused
Text pausedText;
pausedText.setFont(font);
pausedText.setCharacterSize(155);
pausedText.setFillColor(Color::White);
pausedText.setPosition(400, 400);
pausedText.setString("Press Enter \nto continue");
// Game Over
Text gameOverText;
gameOverText.setFont(font);
gameOverText.setCharacterSize(125);
gameOverText.setFillColor(Color::White);
gameOverText.setPosition(250, 850);
gameOverText.setString("Press Enter to play");
// LEVELING up
Text levelUpText;
levelUpText.setFont(font);
levelUpText.setCharacterSize(80);
levelUpText.setFillColor(Color::White);
levelUpText.setPosition(150, 250);
std::stringstream levelUpStream;
levelUpStream <<
"1- Increased rate of fire" <<
"\n2- Increased clip size(next reload)" <<
"\n3- Increased max health" <<
"\n4- Increased run speed" <<
"\n5- More and better health pickups" <<
"\n6- More and better ammo pickups";
levelUpText.setString(levelUpStream.str());
// Ammo
Text ammoText;
ammoText.setFont(font);
ammoText.setCharacterSize(55);
ammoText.setFillColor(Color::White);
ammoText.setPosition(200, 980);
// Score
Text scoreText;
scoreText.setFont(font);
scoreText.setCharacterSize(55);
scoreText.setFillColor(Color::White);
scoreText.setPosition(20, 0);
// Load the high score from a text file
std::ifstream inputFile("gamedata/scores.txt");
if (inputFile.is_open())
{
// >> Reads the data
inputFile >> hiScore;
inputFile.close();
}
// Hi Score
Text hiScoreText;
hiScoreText.setFont(font);
hiScoreText.setCharacterSize(55);
hiScoreText.setFillColor(Color::White);
hiScoreText.setPosition(1400, 0);
std::stringstream s;
s << "Hi Score:" << hiScore;
hiScoreText.setString(s.str());
// Zombies remaining
Text zombiesRemainingText;
zombiesRemainingText.setFont(font);
zombiesRemainingText.setCharacterSize(55);
zombiesRemainingText.setFillColor(Color::White);
zombiesRemainingText.setPosition(1500, 980);
zombiesRemainingText.setString("Zombies: 100");
// Wave number
int wave = 0;
Text waveNumberText;
waveNumberText.setFont(font);
waveNumberText.setCharacterSize(55);
waveNumberText.setFillColor(Color::White);
waveNumberText.setPosition(1250, 980);
waveNumberText.setString("Wave: 0");
// Health bar
RectangleShape healthBar;
healthBar.setFillColor(Color::Red);
healthBar.setPosition(450, 980);
// When did we last update the HUD?
int framesSinceLastHUDUpdate = 0;
// How often (in frames) should we update the HUD
int fpsMeasurementFrameInterval = 1000;
// Prepare the hit sound
SoundBuffer hitBuffer;
hitBuffer.loadFromFile("sound/hit.wav");
Sound hit;
hit.setBuffer(hitBuffer);
// Prepare the splat sound
SoundBuffer splatBuffer;
splatBuffer.loadFromFile("sound/splat.wav");
Sound splat;
splat.setBuffer(splatBuffer);
// Prepare the shoot sound
SoundBuffer shootBuffer;
shootBuffer.loadFromFile("sound/shoot.wav");
Sound shoot;
shoot.setBuffer(shootBuffer);
// Prepare the reload sound
SoundBuffer reloadBuffer;
reloadBuffer.loadFromFile("sound/reload.wav");
Sound reload;
reload.setBuffer(reloadBuffer);
// Prepare the failed sound
SoundBuffer reloadFailedBuffer;
reloadFailedBuffer.loadFromFile("sound/reload_failed.wav");
Sound reloadFailed;
reloadFailed.setBuffer(reloadFailedBuffer);
// Prepare the powerup sound
SoundBuffer powerupBuffer;
powerupBuffer.loadFromFile("sound/powerup.wav");
Sound powerup;
powerup.setBuffer(powerupBuffer);
// Prepare the pickup sound
SoundBuffer pickupBuffer;
pickupBuffer.loadFromFile("sound/pickup.wav");
Sound pickup;
pickup.setBuffer(pickupBuffer);
// The main game loop
while (window.isOpen())
{
/*
************
Handle input
************
*/
// Handle events by polling
Event event;
while (window.pollEvent(event))
{
if (event.type == Event::KeyPressed)
{
// Pause a game while playing
if (event.key.code == Keyboard::Return &&
state == State::PLAYING)
{
state = State::PAUSED;
}
// Restart while paused
else if (event.key.code == Keyboard::Return &&
state == State::PAUSED)
{
state = State::PLAYING;
// Reset the clock so there isn't a frame jump
clock.restart();
}
// Start a new game while in GAME_OVER state
else if (event.key.code == Keyboard::Return &&
state == State::GAME_OVER)
{
state = State::LEVELING_UP;
wave = 0;
score = 0;
// Prepare the gun and ammo for next game
currentBullet = 0;
bulletsSpare = 24;
bulletsInClip = 6;
clipSize = 6;
fireRate = 1;
// Reset the player's stats
player.resetPlayerStats();
}
if (state == State::PLAYING)
{
// Reloading
if (event.key.code == Keyboard::R)
{
if (bulletsSpare >= clipSize)
{
// Plenty of bullets. Reload.
bulletsInClip = clipSize;
bulletsSpare -= clipSize;
reload.play();
}
else if (bulletsSpare > 0)
{
// Only few bullets left
bulletsInClip = bulletsSpare;
bulletsSpare = 0;
reload.play();
}
else
{
// More here soon?!
reloadFailed.play();
}
}
}
}
}// End event polling
// Handle the player quitting
if (Keyboard::isKeyPressed(Keyboard::Escape))
{
window.close();
}
// Handle WASD while playing
if (state == State::PLAYING)
{
// Handle the pressing and releasing of WASD keys
if (Keyboard::isKeyPressed(Keyboard::W))
{
player.moveUp();
}
else
{
player.stopUp();
}
if (Keyboard::isKeyPressed(Keyboard::S))
{
player.moveDown();
}
else
{
player.stopDown();
}
if (Keyboard::isKeyPressed(Keyboard::A))
{
player.moveLeft();
}
else
{
player.stopLeft();
}
if (Keyboard::isKeyPressed(Keyboard::D))
{
player.moveRight();
}
else
{
player.stopRight();
}
// Fire a bullet
if (Mouse::isButtonPressed(sf::Mouse::Left))
{
if (gameTimeTotal.asMilliseconds()
- lastPressed.asMilliseconds()
> 1000 / fireRate && bulletsInClip > 0)
{
// Pass the centre of the player
// and the centre of the cross-hair
// to the shoot function
bullets[currentBullet].shoot(
player.getCenter().x, player.getCenter().y,
mouseWorldPosition.x, mouseWorldPosition.y);
currentBullet++;
if (currentBullet > 99)
{
currentBullet = 0;
}
lastPressed = gameTimeTotal;
shoot.play();
bulletsInClip--;
}
}// End fire a bullet
}// End WASD while playing
// Handle the LEVELING up state
if (state == State::LEVELING_UP)
{
// Handle the player LEVELING up
// Handle the player LEVELING up
if (event.key.code == Keyboard::Num1)
{
// Increase fire rate
fireRate++;
state = State::PLAYING;
}
if (event.key.code == Keyboard::Num2)
{
// Increase clip size
clipSize += clipSize;
state = State::PLAYING;
}
if (event.key.code == Keyboard::Num3)
{
// Increase health
player.upgradeHealth();
state = State::PLAYING;
}
if (event.key.code == Keyboard::Num4)
{
// Increase speed
player.upgradeSpeed();
state = State::PLAYING;
}
if (event.key.code == Keyboard::Num5)
{
// Upgrade pickup
healthPickup.upgrade();
state = State::PLAYING;
}
if (event.key.code == Keyboard::Num6)
{
// Upgrade pickup
ammoPickup.upgrade();
state = State::PLAYING;
}
if (state == State::PLAYING)
{
// Increase the wave number
wave++;
// Prepare the level
// We will modify the next two lines later
arena.width = 500 * wave;
arena.height = 500 * wave;
arena.left = 0;
arena.top = 0;
// Pass the vertex array by reference
// to the createBackground function
int tileSize = createBackground(background, arena);
// We will modify this line of code later
// int tileSize = 50;
// Spawn the player in middle of the arena
player.spawn(arena, resolution, tileSize);
// Create a horde of zombies
// Configure the pick-ups
healthPickup.setArena(arena);
ammoPickup.setArena(arena);
numZombies = 5 * wave;
// Delete the previously allocated memory (if it exists)
delete[] zombies;
zombies = createHorde(numZombies, arena);
numZombiesAlive = numZombies;
// Play the powerup sound
powerup.play();
// Reset clock so there isn't a frame jump
clock.restart();
}
}// End LEVELING up
/*
****************
UPDATE THE FRAME
****************
*/
if (state == State::PLAYING)
{
// Update the delta time
Time dt = clock.restart();
// Update the total game time
gameTimeTotal += dt;
// Make a fraction of 1 from the delta time
float dtAsSeconds = dt.asSeconds();
// Where is the mouse pointer
mouseScreenPosition = Mouse::getPosition();
// Convert mouse position to world
// based coordinates of mainView
mouseWorldPosition = window.mapPixelToCoords(
Mouse::getPosition(), mainView);
// Set the crosshair to the mouse world location
spriteCrosshair.setPosition(mouseWorldPosition);
// Update the player
player.update(dtAsSeconds, Mouse::getPosition());
// Make a note of the players new position
Vector2f playerPosition(player.getCenter());
// Make the view centre
// the around player
mainView.setCenter(player.getCenter());
// Loop through each Zombie and update them
for (int i = 0; i < numZombies; i++)
{
if (zombies[i].isAlive())
{
zombies[i].update(dt.asSeconds(), playerPosition);
}
}
// Update any bullets that are in-flight
for (int i = 0; i < 100; i++)
{
if (bullets[i].isInFlight())
{
bullets[i].update(dtAsSeconds);
}
}
// Update the pickups
healthPickup.update(dtAsSeconds);
ammoPickup.update(dtAsSeconds);
// Collision detection
// Have any zombies been shot?
for (int i = 0; i < 100; i++)
{
for (int j = 0; j < numZombies; j++)
{
if (bullets[i].isInFlight() &&
zombies[j].isAlive())
{
if (bullets[i].getPosition().intersects
(zombies[j].getPosition()))
{
// Stop the bullet
bullets[i].stop();
// Register the hit and see if it was a kill
if (zombies[j].hit())
{
// Not just a hit but a kill too
score += 10;
if (score >= hiScore)
{
hiScore = score;
}
numZombiesAlive--;
// When all the zombies are dead (again)
if (numZombiesAlive == 0) {
state = State::LEVELING_UP;
}
// Make a splat sound
splat.play();
}
}
}
}
}// End zombie being shot
// Have any zombies touched the player
for (int i = 0; i < numZombies; i++)
{
if (player.getPosition().intersects
(zombies[i].getPosition()) && zombies[i].isAlive())
{
if (player.hit(gameTimeTotal))
{
// More here later
hit.play();
}
if (player.getHealth() <= 0)
{
state = State::GAME_OVER;
std::ofstream outputFile("gamedata/scores.txt");
// << writes the data
outputFile << hiScore;
outputFile.close();
}
}
}// End player touched
// Has the player touched health pickup
if (player.getPosition().intersects(healthPickup.getPosition()) && healthPickup.isSpawned())
{
player.increaseHealthLevel(healthPickup.gotIt());
// Play a sound
pickup.play();
}
// Has the player touched ammo pickup
if (player.getPosition().intersects(ammoPickup.getPosition()) && ammoPickup.isSpawned())
{
bulletsSpare += ammoPickup.gotIt();
// Play a sound
reload.play();
}
// size up the health bar
healthBar.setSize(Vector2f(player.getHealth() * 3, 50));
// Increment the number of frames since the previous update
framesSinceLastHUDUpdate++;
// re-calculate every fpsMeasurementFrameInterval frames
if (framesSinceLastHUDUpdate > fpsMeasurementFrameInterval)
{
// Update game HUD text
std::stringstream ssAmmo;
std::stringstream ssScore;
std::stringstream ssHiScore;
std::stringstream ssWave;
std::stringstream ssZombiesAlive;
// Update the ammo text
ssAmmo << bulletsInClip << "/" << bulletsSpare;
ammoText.setString(ssAmmo.str());
// Update the score text
ssScore << "Score:" << score;
scoreText.setString(ssScore.str());
// Update the high score text
ssHiScore << "Hi Score:" << hiScore;
hiScoreText.setString(ssHiScore.str());
// Update the wave
ssWave << "Wave:" << wave;
waveNumberText.setString(ssWave.str());
// Update the high score text
ssZombiesAlive << "Zombies:" << numZombiesAlive;
zombiesRemainingText.setString(ssZombiesAlive.str());
framesSinceLastHUDUpdate = 0;
}// End HUD update
}// End updating the scene
/*
**************
Draw the scene
**************
*/
if (state == State::PLAYING)
{
window.clear();
// set the mainView to be displayed in the window
// And draw everything related to it
window.setView(mainView);
// Draw the background
window.draw(background, &textureBackground);
// Draw the zombies
for (int i = 0; i < numZombies; i++)
{
window.draw(zombies[i].getSprite());
}
for (int i = 0; i < 100; i++)
{
if (bullets[i].isInFlight())
{
window.draw(bullets[i].getShape());
}
}
// Draw the pick-ups, if currently spawned
if (ammoPickup.isSpawned())
{
window.draw(ammoPickup.getSprite());
}
if (healthPickup.isSpawned())
{
window.draw(healthPickup.getSprite());
}
//Draw the crosshair
window.draw(spriteCrosshair);
// Draw the player
window.draw(player.getSprite());
// Switch to the HUD view
window.setView(hudView);
// Draw all the HUD elements
window.draw(spriteAmmoIcon);
window.draw(ammoText);
window.draw(scoreText);
window.draw(hiScoreText);
window.draw(healthBar);
window.draw(waveNumberText);
window.draw(zombiesRemainingText);
}
if (state == State::LEVELING_UP)
{
window.draw(spriteGameOver);
window.draw(levelUpText);
}
if (state == State::PAUSED)
{
window.draw(pausedText);
}
if (state == State::GAME_OVER)
{
window.draw(spriteGameOver);
window.draw(gameOverText);
window.draw(scoreText);
window.draw(hiScoreText);
}
window.display();
}// End game loop
// Delete the previously allocated memory (if it exists)
delete[] zombies;
return 0;
}
#include <fstream>
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include "ZombieArena.h"
#include "Player.h"
#include "TextureHolder.h"
#include "Bullet.h"
#include "Pickup.h"
#include<iostream>
using namespace sf;
int main()
{
// Here is the instance of TextureHolder
TextureHolder holder;
// The game will always be in one of four states
enum class State {
PAUSED, LEVELING_UP,
GAME_OVER, PLAYING
};
// Start with the GAME_OVER state
State state = State::GAME_OVER;
// Get the screen resolution and
// create an SFML window
Vector2f resolution;
resolution.x =
VideoMode::getDesktopMode().width;
resolution.y =
VideoMode::getDesktopMode().height;
RenderWindow window(
VideoMode(resolution.x, resolution.y),
"Zombie Arena", Style::Fullscreen);
// Create a an SFML View for the main action
View mainView(sf::FloatRect(0, 0,
resolution.x, resolution.y));
// Here is our clock for timing everything
Clock clock;
// How long has the PLAYING state been active
Time gameTimeTotal;
// Where is the mouse in
// relation to world coordinates
Vector2f mouseWorldPosition;
// Where is the mouse in
// relation to screen coordinates
Vector2i mouseScreenPosition;
// Create an instance of the Player class
Player player;
// The boundaries of the arena
IntRect arena;
// Create the background
VertexArray background;
// Load the texture for our background vertex array
Texture textureBackground = TextureHolder::GetTexture(
"graphics/background_sheet.png");
// Prepare for a horde of zombies
int numZombies;
int numZombiesAlive;
Zombie* zombies = NULL;
// 100 bullets should do
Bullet bullets[100];
int currentBullet = 0;
int bulletsSpare = 24;
int bulletsInClip = 6;
int clipSize = 6;
float fireRate = 1;
// When was the fire button last pressed?
Time lastPressed;
// Hide the mouse pointer and replace it with crosshair
window.setMouseCursorVisible(true);
Sprite spriteCrosshair;
Texture textureCrosshair = TextureHolder::GetTexture("graphics/crosshair.png");
spriteCrosshair.setTexture(textureCrosshair);
spriteCrosshair.setOrigin(25, 25);
// Create a couple of pickups
Pickup healthPickup(1);
Pickup ammoPickup(2);
// About the game
int score = 0;
int hiScore = 0;
// For the home/game over screen
Sprite spriteGameOver;
Texture textureGameOver = TextureHolder::GetTexture("graphics/background.png");
spriteGameOver.setTexture(textureGameOver);
spriteGameOver.setPosition(0, 0);
// Create a view for the HUD
View hudView(sf::FloatRect(0, 0, 1920,1080));
// Create a sprite for the ammo icon
Sprite spriteAmmoIcon;
Texture textureAmmoIcon = TextureHolder::GetTexture(
"graphics/ammo_icon.png");
spriteAmmoIcon.setTexture(textureAmmoIcon);
spriteAmmoIcon.setPosition(20, 980);
// Load the font
Font font;
font.loadFromFile("fonts/zombiecontrol.ttf");
// Paused
Text pausedText;
pausedText.setFont(font);
pausedText.setCharacterSize(155);
pausedText.setFillColor(Color::White);
pausedText.setPosition(400, 400);
pausedText.setString("Press Enter \nto continue");
// Game Over
Text gameOverText;
gameOverText.setFont(font);
gameOverText.setCharacterSize(125);
gameOverText.setFillColor(Color::White);
gameOverText.setPosition(250, 850);
gameOverText.setString("Press Enter to play");
// LEVELING up
Text levelUpText;
levelUpText.setFont(font);
levelUpText.setCharacterSize(80);
levelUpText.setFillColor(Color::White);
levelUpText.setPosition(150, 250);
std::stringstream levelUpStream;
levelUpStream <<
"1- Increased rate of fire" <<
"\n2- Increased clip size(next reload)" <<
"\n3- Increased max health" <<
"\n4- Increased run speed" <<
"\n5- More and better health pickups" <<
"\n6- More and better ammo pickups";
levelUpText.setString(levelUpStream.str());
// Ammo
Text ammoText;
ammoText.setFont(font);
ammoText.setCharacterSize(55);
ammoText.setFillColor(Color::White);
ammoText.setPosition(200, 980);
// Score
Text scoreText;
scoreText.setFont(font);
scoreText.setCharacterSize(55);
scoreText.setFillColor(Color::White);
scoreText.setPosition(20, 0);
// Load the high score from a text file
std::ifstream inputFile("gamedata/scores.txt");
if (inputFile.is_open())
{
// >> Reads the data
inputFile >> hiScore;
inputFile.close();
}
// Hi Score
Text hiScoreText;
hiScoreText.setFont(font);
hiScoreText.setCharacterSize(55);
hiScoreText.setFillColor(Color::White);
hiScoreText.setPosition(1400, 0);
std::stringstream s;
s << "Hi Score:" << hiScore;
hiScoreText.setString(s.str());
// Zombies remaining
Text zombiesRemainingText;
zombiesRemainingText.setFont(font);
zombiesRemainingText.setCharacterSize(55);
zombiesRemainingText.setFillColor(Color::White);
zombiesRemainingText.setPosition(1500, 980);
zombiesRemainingText.setString("Zombies: 100");
// Wave number
int wave = 0;
Text waveNumberText;
waveNumberText.setFont(font);
waveNumberText.setCharacterSize(55);
waveNumberText.setFillColor(Color::White);
waveNumberText.setPosition(1250, 980);
waveNumberText.setString("Wave: 0");
// Health bar
RectangleShape healthBar;
healthBar.setFillColor(Color::Red);
healthBar.setPosition(450, 980);
// When did we last update the HUD?
int framesSinceLastHUDUpdate = 0;
// How often (in frames) should we update the HUD
int fpsMeasurementFrameInterval = 1000;
// Prepare the hit sound
SoundBuffer hitBuffer;
hitBuffer.loadFromFile("sound/hit.wav");
Sound hit;
hit.setBuffer(hitBuffer);
// Prepare the splat sound
SoundBuffer splatBuffer;
splatBuffer.loadFromFile("sound/splat.wav");
Sound splat;
splat.setBuffer(splatBuffer);
// Prepare the shoot sound
SoundBuffer shootBuffer;
shootBuffer.loadFromFile("sound/shoot.wav");
Sound shoot;
shoot.setBuffer(shootBuffer);
// Prepare the reload sound
SoundBuffer reloadBuffer;
reloadBuffer.loadFromFile("sound/reload.wav");
Sound reload;
reload.setBuffer(reloadBuffer);
// Prepare the failed sound
SoundBuffer reloadFailedBuffer;
reloadFailedBuffer.loadFromFile("sound/reload_failed.wav");
Sound reloadFailed;
reloadFailed.setBuffer(reloadFailedBuffer);
// Prepare the powerup sound
SoundBuffer powerupBuffer;
powerupBuffer.loadFromFile("sound/powerup.wav");
Sound powerup;
powerup.setBuffer(powerupBuffer);
// Prepare the pickup sound
SoundBuffer pickupBuffer;
pickupBuffer.loadFromFile("sound/pickup.wav");
Sound pickup;
pickup.setBuffer(pickupBuffer);
// The main game loop
while (window.isOpen())
{
/*
************
Handle input
************
*/
// Handle events by polling
Event event;
while (window.pollEvent(event))
{
if (event.type == Event::KeyPressed)
{
// Pause a game while playing
if (event.key.code == Keyboard::Return &&
state == State::PLAYING)
{
state = State::PAUSED;
}
// Restart while paused
else if (event.key.code == Keyboard::Return &&
state == State::PAUSED)
{
state = State::PLAYING;
// Reset the clock so there isn't a frame jump
clock.restart();
}
// Start a new game while in GAME_OVER state
else if (event.key.code == Keyboard::Return &&
state == State::GAME_OVER)
{
state = State::LEVELING_UP;
wave = 0;
score = 0;
// Prepare the gun and ammo for next game
currentBullet = 0;
bulletsSpare = 24;
bulletsInClip = 6;
clipSize = 6;
fireRate = 1;
// Reset the player's stats
player.resetPlayerStats();
}
if (state == State::PLAYING)
{
// Reloading
if (event.key.code == Keyboard::R)
{
if (bulletsSpare >= clipSize)
{
// Plenty of bullets. Reload.
bulletsInClip = clipSize;
bulletsSpare -= clipSize;
reload.play();
}
else if (bulletsSpare > 0)
{
// Only few bullets left
bulletsInClip = bulletsSpare;
bulletsSpare = 0;
reload.play();
}
else
{
// More here soon?!
reloadFailed.play();
}
}
}
}
}// End event polling
// Handle the player quitting
if (Keyboard::isKeyPressed(Keyboard::Escape))
{
window.close();
}
// Handle WASD while playing
if (state == State::PLAYING)
{
// Handle the pressing and releasing of WASD keys
if (Keyboard::isKeyPressed(Keyboard::W))
{
player.moveUp();
}
else
{
player.stopUp();
}
if (Keyboard::isKeyPressed(Keyboard::S))
{
player.moveDown();
}
else
{
player.stopDown();
}
if (Keyboard::isKeyPressed(Keyboard::A))
{
player.moveLeft();
}
else
{
player.stopLeft();
}
if (Keyboard::isKeyPressed(Keyboard::D))
{
player.moveRight();
}
else
{
player.stopRight();
}
// Fire a bullet
if (Mouse::isButtonPressed(sf::Mouse::Left))
{
if (gameTimeTotal.asMilliseconds()
- lastPressed.asMilliseconds()
> 1000 / fireRate && bulletsInClip > 0)
{
// Pass the centre of the player
// and the centre of the cross-hair
// to the shoot function
bullets[currentBullet].shoot(
player.getCenter().x, player.getCenter().y,
mouseWorldPosition.x, mouseWorldPosition.y);
currentBullet++;
if (currentBullet > 99)
{
currentBullet = 0;
}
lastPressed = gameTimeTotal;
shoot.play();
bulletsInClip--;
}
}// End fire a bullet
}// End WASD while playing
// Handle the LEVELING up state
if (state == State::LEVELING_UP)
{
// Handle the player LEVELING up
// Handle the player LEVELING up
if (event.key.code == Keyboard::Num1)
{
// Increase fire rate
fireRate++;
state = State::PLAYING;
}
if (event.key.code == Keyboard::Num2)
{
// Increase clip size
clipSize += clipSize;
state = State::PLAYING;
}
if (event.key.code == Keyboard::Num3)
{
// Increase health
player.upgradeHealth();
state = State::PLAYING;
}
if (event.key.code == Keyboard::Num4)
{
// Increase speed
player.upgradeSpeed();
state = State::PLAYING;
}
if (event.key.code == Keyboard::Num5)
{
// Upgrade pickup
healthPickup.upgrade();
state = State::PLAYING;
}
if (event.key.code == Keyboard::Num6)
{
// Upgrade pickup
ammoPickup.upgrade();
state = State::PLAYING;
}
if (state == State::PLAYING)
{
// Increase the wave number
wave++;
// Prepare the level
// We will modify the next two lines later
arena.width = 500 * wave;
arena.height = 500 * wave;
arena.left = 0;
arena.top = 0;
// Pass the vertex array by reference
// to the createBackground function
int tileSize = createBackground(background, arena);
// We will modify this line of code later
// int tileSize = 50;
// Spawn the player in middle of the arena
player.spawn(arena, resolution, tileSize);
// Create a horde of zombies
// Configure the pick-ups
healthPickup.setArena(arena);
ammoPickup.setArena(arena);
numZombies = 5 * wave;
// Delete the previously allocated memory (if it exists)
delete[] zombies;
zombies = createHorde(numZombies, arena);
numZombiesAlive = numZombies;
// Play the powerup sound
powerup.play();
// Reset clock so there isn't a frame jump
clock.restart();
}
}// End LEVELING up
/*
****************
UPDATE THE FRAME
****************
*/
if (state == State::PLAYING)
{
// Update the delta time
Time dt = clock.restart();
// Update the total game time
gameTimeTotal += dt;
// Make a fraction of 1 from the delta time
float dtAsSeconds = dt.asSeconds();
// Where is the mouse pointer
mouseScreenPosition = Mouse::getPosition();
// Convert mouse position to world
// based coordinates of mainView
mouseWorldPosition = window.mapPixelToCoords(
Mouse::getPosition(), mainView);
// Set the crosshair to the mouse world location
spriteCrosshair.setPosition(mouseWorldPosition);
// Update the player
player.update(dtAsSeconds, Mouse::getPosition());
// Make a note of the players new position
Vector2f playerPosition(player.getCenter());
// Make the view centre
// the around player
mainView.setCenter(player.getCenter());
// Loop through each Zombie and update them
for (int i = 0; i < numZombies; i++)
{
if (zombies[i].isAlive())
{
zombies[i].update(dt.asSeconds(), playerPosition);
}
}
// Update any bullets that are in-flight
for (int i = 0; i < 100; i++)
{
if (bullets[i].isInFlight())
{
bullets[i].update(dtAsSeconds);
}
}
// Update the pickups
healthPickup.update(dtAsSeconds);
ammoPickup.update(dtAsSeconds);
// Collision detection
// Have any zombies been shot?
for (int i = 0; i < 100; i++)
{
for (int j = 0; j < numZombies; j++)
{
if (bullets[i].isInFlight() &&
zombies[j].isAlive())
{
if (bullets[i].getPosition().intersects
(zombies[j].getPosition()))
{
// Stop the bullet
bullets[i].stop();
// Register the hit and see if it was a kill
if (zombies[j].hit())
{
// Not just a hit but a kill too
score += 10;
if (score >= hiScore)
{
hiScore = score;
}
numZombiesAlive--;
// When all the zombies are dead (again)
if (numZombiesAlive == 0) {
state = State::LEVELING_UP;
}
// Make a splat sound
splat.play();
}
}
}
}
}// End zombie being shot
// Have any zombies touched the player
for (int i = 0; i < numZombies; i++)
{
if (player.getPosition().intersects
(zombies[i].getPosition()) && zombies[i].isAlive())
{
if (player.hit(gameTimeTotal))
{
// More here later
hit.play();
}
if (player.getHealth() <= 0)
{
state = State::GAME_OVER;
std::ofstream outputFile("gamedata/scores.txt");
// << writes the data
outputFile << hiScore;
outputFile.close();
}
}
}// End player touched
// Has the player touched health pickup
if (player.getPosition().intersects(healthPickup.getPosition()) && healthPickup.isSpawned())
{
player.increaseHealthLevel(healthPickup.gotIt());
// Play a sound
pickup.play();
}
// Has the player touched ammo pickup
if (player.getPosition().intersects(ammoPickup.getPosition()) && ammoPickup.isSpawned())
{
bulletsSpare += ammoPickup.gotIt();
// Play a sound
reload.play();
}
// size up the health bar
healthBar.setSize(Vector2f(player.getHealth() * 3, 50));
// Increment the number of frames since the previous update
framesSinceLastHUDUpdate++;
// re-calculate every fpsMeasurementFrameInterval frames
if (framesSinceLastHUDUpdate > fpsMeasurementFrameInterval)
{
// Update game HUD text
std::stringstream ssAmmo;
std::stringstream ssScore;
std::stringstream ssHiScore;
std::stringstream ssWave;
std::stringstream ssZombiesAlive;
// Update the ammo text
ssAmmo << bulletsInClip << "/" << bulletsSpare;
ammoText.setString(ssAmmo.str());
// Update the score text
ssScore << "Score:" << score;
scoreText.setString(ssScore.str());
// Update the high score text
ssHiScore << "Hi Score:" << hiScore;
hiScoreText.setString(ssHiScore.str());
// Update the wave
ssWave << "Wave:" << wave;
waveNumberText.setString(ssWave.str());
// Update the high score text
ssZombiesAlive << "Zombies:" << numZombiesAlive;
zombiesRemainingText.setString(ssZombiesAlive.str());
framesSinceLastHUDUpdate = 0;
}// End HUD update
}// End updating the scene
/*
**************
Draw the scene
**************
*/
if (state == State::PLAYING)
{
window.clear();
// set the mainView to be displayed in the window
// And draw everything related to it
window.setView(mainView);
// Draw the background
window.draw(background, &textureBackground);
// Draw the zombies
for (int i = 0; i < numZombies; i++)
{
window.draw(zombies[i].getSprite());
}
for (int i = 0; i < 100; i++)
{
if (bullets[i].isInFlight())
{
window.draw(bullets[i].getShape());
}
}
// Draw the pick-ups, if currently spawned
if (ammoPickup.isSpawned())
{
window.draw(ammoPickup.getSprite());
}
if (healthPickup.isSpawned())
{
window.draw(healthPickup.getSprite());
}
//Draw the crosshair
window.draw(spriteCrosshair);
// Draw the player
window.draw(player.getSprite());
// Switch to the HUD view
window.setView(hudView);
// Draw all the HUD elements
window.draw(spriteAmmoIcon);
window.draw(ammoText);
window.draw(scoreText);
window.draw(hiScoreText);
window.draw(healthBar);
window.draw(waveNumberText);
window.draw(zombiesRemainingText);
}
if (state == State::LEVELING_UP)
{
window.draw(spriteGameOver);
window.draw(levelUpText);
}
if (state == State::PAUSED)
{
window.draw(pausedText);
}
if (state == State::GAME_OVER)
{
window.draw(spriteGameOver);
window.draw(gameOverText);
window.draw(scoreText);
window.draw(hiScoreText);
}
window.display();
}// End game loop
// Delete the previously allocated memory (if it exists)
delete[] zombies;
return 0;
}