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122 lines (100 loc) · 4.43 KB
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//
// Created by danil on 24.11.2020.
//
#include "ModelClass.h"
#include <iostream>
#include <unistd.h>
#include <ctime>
#include <vector>
time_t startIntimidationTime = 0;
void ModelClass::setStartPlayerPositionOnMap(Map &map, Player &player) {
Point start = player.getStartPoint();
player.setPlayerPoint(start);
map.changePoint(player.getStartPoint().x, player.getStartPoint().y, 'V');
}
void ModelClass::setMonsterPositionOnMap(Map &map, Monster::Monster monster) {
map.changePoint(monster.getMonsterPos().x, monster.getMonsterPos().y, monster.getSprite());
}
void ModelClass::changeMonstersPosOnMap(Map &map, Point target, Monster::Monster &monster) {
map.changePoint(monster.getMonsterPos().x, monster.getMonsterPos().y, monster.getClosedMapItem());
monster.move(target, map);
monster.setClosedMapItem(map, monster.getMonsterPos());
map.changePoint(monster.getMonsterPos().x, monster.getMonsterPos().y, monster.getSprite());
}
bool ModelClass::isCollisionPlayerWithMonster(Player player, Monster::Monster &monster) {
return (player.getPlayerPoint().x == monster.getMonsterPos().x) &&
(player.getPlayerPoint().y == monster.getMonsterPos().y);
}
Status
ModelClass::synchronize(ControllerClass &controller, Map &map, Player &player,
std::vector<std::shared_ptr<Monster::Monster>> &monstersList,
time_t startGame, sf::RenderWindow &window) {
sf::Keyboard::Key key = controller.getKey(window);
controller.chooseCommand(key, map, player, window);
window.draw(player.sprite);
if (player.isIntimidation()) {
if (startIntimidationTime == 0)
startIntimidationTime = clock();
intimidation(map, player, monstersList);
return OnGoing;
}
if (player.getScore() > SCORE_TO_PINK_MONSTER_ACTIVATE) monstersList[1]->makeActive();
if (player.getScore() > SCORE_TO_BLUE_MONSTER_ACTIVATE) monstersList[2]->makeActive();
if (player.getScore() > SCORE_TO_GREEN_MONSTER_ACTIVATE) monstersList[3]->makeActive();
for (const auto &monster: monstersList) {
if (this->isCollisionPlayerWithMonster(player, *monster)) {
if (player.getHealth() == 0)
return EndGame;
else {
endRound(map, player, monstersList, window);
return EndRound;
}
}
if (monster->isActive()) {
if (isRecession(startGame))
changeMonstersPosOnMap(map, monster->getRecessionPoint(), *monster);
else
changeMonstersPosOnMap(map, monster->getChasedTarget(player, monstersList[0]->getMonsterPos()),
*monster);
}
if (this->isCollisionPlayerWithMonster(player, *monster)) {
if (player.getHealth() == 0)
return EndGame;
else {
endRound(map, player, monstersList, window);
return EndRound;
}
}
}
return OnGoing;
}
bool ModelClass::isRecession(time_t &startGame) {
time_t time = (clock() - startGame) / CLOCKS_PER_SEC;
return time % (RECESSION_TIME + CHASING_TIME) > CHASING_TIME;
}
void ModelClass::intimidation(Map &map, Player &player, std::vector<std::shared_ptr<Monster::Monster>> &monstersList) {
for (const auto &monster: monstersList) {
if (isCollisionPlayerWithMonster(player, *monster)) {
player.increaseScore(100);
monster->reset();
setMonsterPositionOnMap(map, *monster);
}
}
if (((clock() - startIntimidationTime) / CLOCKS_PER_SEC) >= 4) {
player.setIntimidation(false);
startIntimidationTime = 0;
}
}
void ModelClass::endRound(Map &map, Player &player, std::vector<std::shared_ptr<Monster::Monster>> &monstersList,
sf::RenderWindow &window) {
player.decreaseHealth();
map.changePoint(player.getPlayerPoint().x, player.getPlayerPoint().y, ' ');
setStartPlayerPositionOnMap(map, player);
sf::Vector2i playerStartPos = {player.getStartPoint().x * 20, player.getStartPoint().y * 20};
player.setSprite(playerStartPos);
for (const auto &monster: monstersList) {
if (monster->isActive())
map.changePoint(monster->getMonsterPos().x, monster->getMonsterPos().y, ' ');
monster->reset();
}
}