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game.h
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#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include <time.h>
#include <iostream>
#include "string.h"
using namespace std;
#include "menu.h"
#include "player.h"
#include "Enemy.h"
const char title[] = "Space Shooter - Mahad";
using namespace sf;
class Game
{
public:
Sprite background; //Game background sprite
Texture bg_texture;
Menu * M; //Menu
Player* p; //player
Enemy * enemies[12]; //Enemies Pointer
int enemy_count; //To count number of enemies
int enemy_reseter; //Used to reset position of enemies
int enemy_formation; //Used to Select Formation of Enemies
int bomb_timer; //Timer to control the rate at which enmeies fire
int score; //Integer to store the Score
string score_string; //USed when score is to be displayed on Window
int lives_counter; //Counter for lives
Game()
{
//Initializing the menu and the player
M = new Menu;
p = new Player("img/player_ship.png");
enemy_count=12;
//Initializing all enemies:
for (int i = 0; i < 5; i++)
{
enemies[i] = new Gamma_Invader;
}
for (int i = 5; i < 9; i++)
{
enemies[i] = new Beta_Invader;
}
for (int i = 9; i < 12; i++)
{
enemies[i] = new Alpha_Invader;
}
//Gamma Invader/Enemy
enemies[0]->sprite.setPosition(100, 50);
enemies[1]->sprite.setPosition(200, 50);
enemies[2]->sprite.setPosition(300, 50);
enemies[3]->sprite.setPosition(400, 50);
enemies[4]->sprite.setPosition(500, 50);
//Beta Invader/Enemy
enemies[5]->sprite.setPosition(150, 150);
enemies[6]->sprite.setPosition(100, 50);
enemies[7]->sprite.setPosition(450, 150);
enemies[8]->sprite.setPosition(450, 150);
//Alpha Invader/Enemy
enemies[9]->sprite.setPosition(260, 270);
enemies[10]->sprite.setPosition(360, 270);
enemies[11]->sprite.setPosition(300, 370);
for(int i=0;i<enemy_count;i++) //Setting Enemies Bombs
enemies[i]->bomb->sprite.setPosition(enemies[i]->sprite.getPosition().x, enemies[i]->sprite.getPosition().y);
enemy_formation=0;
bomb_timer=0;
lives_counter=0;
enemy_reseter=0;
score=0;
score_string="";
bg_texture.loadFromFile("img/backgroundn.jpg"); //Loading Background
background.setTexture(bg_texture);
background.setScale(2, 1.5);
}
//Main Function to start the Game
void start_game()
{
if(M->isGameStarted)
{
srand(time(0));
RenderWindow window(VideoMode(780, 780), title);
Clock clock;
float timer=0;
//-------------------------------------APPLYING MUSIC AND SOUNDS------------------------------------//
Music music,gameover,destroy;
music.openFromFile("Sounds/Space_Shooter.ogg");
destroy.openFromFile("Sounds/destroy.wav");
gameover.openFromFile("Sounds/gameover.ogg");
music.setLoop(true);
music.play();
//-------------------------------------SETTING TEXT ON WINDOW----------------------------------------//
Font font;
font.loadFromFile("SEASRN__.ttf");
Text text; //Decalring Text for Writing Lives
text.setFont(font);
text.setString("Lives: ");
text.setCharacterSize(24);
text.setFillColor(Color::White);
text.setPosition(50, 20);
Text text2; //Decalring Text for Writing Score
text2.setFont(font);
text2.setString("Score: ");
text2.setCharacterSize(24);
text2.setFillColor(Color::White);
text2.setPosition(600, 20);
Text text3; //Decalring Text for Score
text3.setFont(font);
text3.setCharacterSize(24);
text3.setFillColor(Color::White);
text3.setPosition(700, 20);
//-----------------------------MAIN WHILE LOOP STARTS-----------------------------------------//
while (window.isOpen())
{
float time = clock.getElapsedTime().asSeconds();
clock.restart();
timer += time;
Event e;
while (window.pollEvent(e))
{
if (e.type == Event::Closed) // If cross/close is clicked/pressed
{
music.stop(); //stop playing the music
window.close(); //close the game
}
}
//-----------------------------Converting And Diplaying Score as a string-----------------------------------------//
string score_string= to_string(score);
text3.setString(score_string);
//////////////////////////-------------MOVEMENT---------------/////////////////////////////////////////
if (Keyboard::isKeyPressed(Keyboard::Left)) //If left key is pressed
p->move("l"); // Player will move to left
if (Keyboard::isKeyPressed(Keyboard::Right)) // If right key is pressed
p->move("r"); //player will move to right
if (Keyboard::isKeyPressed(Keyboard::Up)) //If up key is pressed
p->move("u"); //playet will move upwards
if (Keyboard::isKeyPressed(Keyboard::Down)) // If down key is pressed
p->move("d"); //player will move downwards
if (Keyboard::isKeyPressed(Keyboard::Escape)) // if escape key pressesd then close window
window.close();
//---------------------------------------------------------------------------------------------------------//
// Calling functions
p->wrap_around(); // Wrap Around Check
p->lives_check(); // To Check and Display Lives Sprite
p->fire(); // Firing players bullets
p->bullet_check(); //Checks if Bullet is out of screen
p->dang->move(); // Fire Danger meteor
//-------------------------------------------------------------------------------------------//
for(int i=0;i<enemy_count;i++) //To fire the Enemies bombs
{
enemies[i]->bomb->move();
}
bomb_timer++;
//-----------------------------------------------------------------------------------------------//
for(int i=0;i<enemy_count;i++) //To check if bombs are out of bound
{
if( enemies[i]->bomb->sprite.getPosition().y > 780 )
{
if(bomb_timer>1200) //To Refire the bomb
{
enemies[i]->bomb->sprite.setPosition(enemies[i]->sprite.getPosition().x, enemies[i]->sprite.getPosition().y);
bomb_timer=0;
}
}
}
//--------------------------ALL POSSIBLE COLLISIONS DETECTIONS-----------------------------------------------//
for(int i=0;i<enemy_count;i++) //collision detection of PLayer's bullet And Invaders
{
if( (p->b->sprite.getPosition().x <= enemies[i]->sprite.getPosition().x + 45) && (p->b->sprite.getPosition().x >= enemies[i]->sprite.getPosition().x - 45 ) && (p->b->sprite.getPosition().y >= enemies[i]->sprite.getPosition().y -45) && (p->b->sprite.getPosition().y <= enemies[i]->sprite.getPosition().y + 45 ) )
{
enemies[i]->sprite.setPosition(-200,-200);
score+=enemies[i]->getScore();
destroy.play();
// destroy.stop();
}
}
for(int i=0;i<enemy_count;i++) //collision detection of PLayer And Alpha Invaders
{
if( (p->sprite.getPosition().x <= enemies[i]->sprite.getPosition().x + 45) && (p->sprite.getPosition().x >= enemies[i]->sprite.getPosition().x - 45 ) && (p->sprite.getPosition().y >= enemies[i]->sprite.getPosition().y -45) && (p->sprite.getPosition().y <= enemies[i]->sprite.getPosition().y + 45 ) )
{
(p->total_lives->lives)=(p->total_lives->lives)-1;
p->sprite.setPosition(300,750);
}
}
for(int i=0;i<enemy_count;i++) //collision detection of PLayer And Alpha Invaders Bombs
{
if( (p->sprite.getPosition().x <= enemies[i]->bomb->sprite.getPosition().x + 20) && (p->sprite.getPosition().x >= enemies[i]->bomb->sprite.getPosition().x - 20 ) && (p->sprite.getPosition().y >= enemies[i]->bomb->sprite.getPosition().y -20) && (p->sprite.getPosition().y <= enemies[i]->bomb->sprite.getPosition().y + 20 ) )
{
(p->total_lives->lives)=(p->total_lives->lives)-1;
p->sprite.setPosition(300,750);
}
}
//---------------------------------------------------------------------------------------------------------------------------------------//
// for(int i=0;i<enemy_count;i++) //collision detection of PLayer's bullet And Beta Invaders
// {
// if( (p->b->sprite.getPosition().x <= en_B[i].sprite.getPosition().x + 45) && (p->b->sprite.getPosition().x >= en_B[i].sprite.getPosition().x - 45 ) && (p->b->sprite.getPosition().y >= en_B[i].sprite.getPosition().y -45) && (p->b->sprite.getPosition().y <= en_B[i].sprite.getPosition().y + 45 ) )
// {
// en_B[i].sprite.setPosition(-200,-200);
// score+=en_B->getScore();
// destroy.play();
// // destroy.stop();
// }
// }
// for(int i=0;i<enemy_count;i++) //collision detection of PLayer And Beta Invaders
// {
// if( (p->sprite.getPosition().x <= en_B[i].sprite.getPosition().x + 60) && (p->sprite.getPosition().x >= en_B[i].sprite.getPosition().x - 60 ) && (p->sprite.getPosition().y >= en_B[i].sprite.getPosition().y -60) && (p->sprite.getPosition().y <= en_B[i].sprite.getPosition().y + 60 ) )
// {
// (p->total_lives->lives)=(p->total_lives->lives)-1;
// p->sprite.setPosition(300,750);
// }
// }
// for(int i=0;i<enemy_count;i++) //collision detection of PLayer And Beta Invaders Bombs
// {
// if( (p->sprite.getPosition().x <= en_B[i].bomb->sprite.getPosition().x + 20) && (p->sprite.getPosition().x >= en_B[i].bomb->sprite.getPosition().x - 20 ) && (p->sprite.getPosition().y >= en_B[i].bomb->sprite.getPosition().y -20) && (p->sprite.getPosition().y <= en_B[i].bomb->sprite.getPosition().y + 20 ) )
// {
// (p->total_lives->lives)=(p->total_lives->lives)-1;
// p->sprite.setPosition(300,750);
// }
// }
//------------------------ENEMY FORMATIONS-------------------------------------------------//
for(int i=0;i<enemy_count;i++) //Enemey Position reseter
{
if(enemies[i]->sprite.getPosition().x == -200)
enemy_reseter++;
else
{
break;
}
if(enemy_reseter==12)
{
enemy_formation++;
if (enemy_formation == 1) // cross formation
{
p->sprite.setPosition(340, 670);
enemies[0]->sprite.setPosition(50, 50);
enemies[1]->sprite.setPosition(650, 50);
enemies[2]->sprite.setPosition(550, 100);
enemies[3]->sprite.setPosition(550, 100);
enemies[4]->sprite.setPosition(250, 200);
// Beta
enemies[5]->sprite.setPosition(450, 200);
enemies[6]->sprite.setPosition(350, 300);
enemies[7]->sprite.setPosition(250, 400);
enemies[8]->sprite.setPosition(450, 400);
// Alpha
enemies[9]->sprite.setPosition(150, 500);
enemies[10]->sprite.setPosition(550, 500);
enemies[11]->sprite.setPosition(50, 600);
enemy_reseter = 0;
}
// rectangle
if (enemy_formation == 2)
{
p->sprite.setPosition(340, 670);
// Gamma
enemies[0]->sprite.setPosition(100, 50);
enemies[1]->sprite.setPosition(200, 50);
enemies[2]->sprite.setPosition(300, 50);
enemies[3]->sprite.setPosition(400, 50);
enemies[4]->sprite.setPosition(400, 50);
// Beta
enemies[5]->sprite.setPosition(400, 150);
enemies[6]->sprite.setPosition(400, 280);
enemies[7]->sprite.setPosition(300, 280);
enemies[8]->sprite.setPosition(200, 280);
// Alpha
enemies[9]->sprite.setPosition(100, 300);
enemies[10]->sprite.setPosition(100, 200);
enemies[11]->sprite.setPosition(100, 200);
enemy_reseter = 0;
}
// circle
if (enemy_formation == 3)
{
p->sprite.setPosition(340, 670);
enemies[0]->sprite.setPosition(250, 20);
enemies[1]->sprite.setPosition(150, 50);
enemies[2]->sprite.setPosition(340, 50);
enemies[3]->sprite.setPosition(100, 100);
enemies[4]->sprite.setPosition(390, 100);
// // Beta
enemies[5]->sprite.setPosition(130, 170);
enemies[6]->sprite.setPosition(380, 170);
enemies[7]->sprite.setPosition(150, 240);
enemies[8]->sprite.setPosition(350, 240);
// // Alpha
enemies[9]->sprite.setPosition(250, 300);
enemies[10]->sprite.setPosition(250, 300);
enemies[11]->sprite.setPosition(250, 300);
enemy_reseter = 0;
}
// Heart
if (enemy_formation == 4)
{
p->sprite.setPosition(600, 670);
enemies[0]->sprite.setPosition(300, 120);
enemies[1]->sprite.setPosition(190, 50);
enemies[2]->sprite.setPosition(400, 50);
enemies[3]->sprite.setPosition(150, 120);
enemies[4]->sprite.setPosition(440, 120);
// // Beta
enemies[5]->sprite.setPosition(180, 190);
enemies[6]->sprite.setPosition(430, 190);
enemies[7]->sprite.setPosition(200, 260);
enemies[8]->sprite.setPosition(400, 260);
// // Alpha
enemies[9]->sprite.setPosition(300, 340);
enemies[10]->sprite.setPosition(300, 340);
enemies[11]->sprite.setPosition(300, 340);
enemy_reseter = 0;
}
// Diamond
if (enemy_formation == 5)
{
p->sprite.setPosition(550, 650);
enemies[0]->sprite.setPosition(320, 50);
enemies[1]->sprite.setPosition(220, 120);
enemies[2]->sprite.setPosition(410, 120);
enemies[3]->sprite.setPosition(135, 220);
enemies[4]->sprite.setPosition(490, 220);
// // // Beta
enemies[5]->sprite.setPosition(135, 320);
enemies[6]->sprite.setPosition(490, 320);
enemies[7]->sprite.setPosition(210, 400);
enemies[8]->sprite.setPosition(420, 400);
// // // Alpha
enemies[9]->sprite.setPosition(310, 470);
enemies[10]->sprite.setPosition(310, 470);
enemies[11]->sprite.setPosition(310, 470);
enemy_reseter = 0;
}
if (enemy_formation == 6)
{
p->sprite.setPosition(600, 670);
// Triangle Filled
// Gamma
enemies[0]->sprite.setPosition(100, 50);
enemies[1]->sprite.setPosition(200, 50);
enemies[2]->sprite.setPosition(300, 50);
enemies[3]->sprite.setPosition(400, 50);
enemies[4]->sprite.setPosition(500, 50);
// Beta
enemies[5]->sprite.setPosition(150, 150);
enemies[6]->sprite.setPosition(250, 150);
enemies[7]->sprite.setPosition(350, 150);
enemies[8]->sprite.setPosition(450, 150);
// Alpha
enemies[9]->sprite.setPosition(260, 270);
enemies[10]->sprite.setPosition(360, 270);
enemies[11]->sprite.setPosition(300, 370);
enemy_reseter = 0;
}
if (enemy_formation == 7)
{
p->sprite.setPosition(600, 670);
// HEART Filled
enemies[0]->sprite.setPosition(300, 120);
enemies[1]->sprite.setPosition(190, 50);
enemies[2]->sprite.setPosition(400, 50);
enemies[3]->sprite.setPosition(150, 120);
enemies[4]->sprite.setPosition(440, 120);
// // Beta
enemies[5]->sprite.setPosition(180, 190);
enemies[6]->sprite.setPosition(430, 190);
enemies[7]->sprite.setPosition(200, 260);
enemies[8]->sprite.setPosition(400, 260);
// // Alpha
enemies[9]->sprite.setPosition(300, 340);
enemies[10]->sprite.setPosition(300, 190);
enemies[11]->sprite.setPosition(300, 275);
enemy_reseter = 0;
enemy_formation =0;
}
}
}
enemy_reseter=0;
//--------------------------------------------------------------------------------------------------//
if (p->total_lives->lives == 0)
{
music.stop();
gameover.play();
window.close();
M->gameOver();
}
//--------------------------------------------------------------------------------------------------//
window.clear(Color::Black); //clears the screen
window.draw(background); // setting background
window.draw(p->sprite); // setting player on screen
window.draw(p->b->sprite); //setting bullet on screen
window.draw(p->dang->sprite); //setting danger on screen
window.draw(p->total_lives->sprite); //setting lives count on screen
for(int i=0;i<enemy_count;i++) //setting enemeies on the screen
{
window.draw(enemies[i]->sprite);
}
for(int i=0;i<enemy_count;i++) //setting enemeies bomb on the screen
{
window.draw(enemies[i]->bomb->sprite);
}
window.draw(text);
window.draw(text2);
window.draw(text3);
window.display(); //Displying all the sprites
}
}
}
~Game() //Destructor
{
if(M!=NULL)
{
delete M;
M=NULL;
}
if(p!=NULL)
{
delete p;
p=NULL;
}
for(int i=0;i<enemy_count;i++)
{
if(enemies[i] != NULL)
{
delete enemies[i];
enemies[i]=NULL;
}
}
}
};