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#include<SFML/Graphics.hpp>
#include<vector>
#include<cstdio>
#include<cmath>

#include "graphics/animation.h"
#include "entity.h"

class Unit: Entity{
    private:
        sf::Texture spritesheet_;
    public:

        enum class Anim : int{
            standing = 0,
            walking = 1,
            shooting = 2,
            complaining = 3,
            dying = 4,
        };
        std::vector<int> animation_frame_count { 6, 8, 6, 1, 14 };
        Graphics::Animation walking_animation;
        Graphics::Animation standing_animation;
        Graphics::OneShotAnimation shooting_animation;
        Graphics::OneShotAnimation complaining_animation;
        Graphics::OneShotAnimation dying_animation;
        Graphics::Animation* current_animation = &standing_animation;
        sf::Sprite sprite;

        sf::Vector2f position;
        sf::Vector2f size;
        sf::Vector2f speed;


        Unit(){
            spritesheet_.loadFromFile("assets/img/Player/Player Angle 1 Sheet.png");
            standing_animation      = Graphics::Animation(spritesheet_,  6, 60, 44, 48, 0);
            walking_animation       = Graphics::Animation(spritesheet_,  8, 60, 44, 48, 1);
            shooting_animation      = Graphics::OneShotAnimation(spritesheet_,  6, 60, 44, 48, 2);
            complaining_animation   = Graphics::OneShotAnimation(spritesheet_,  1, 60, 44, 48, 3);
            dying_animation         = Graphics::OneShotAnimation(spritesheet_, 14, 60, 44, 48, 4);
            position = sf::Vector2f{0,0};
            speed = sf::Vector2f{0,0};
        };
        void walk(float vx, float vy){
            speed.y = vy;
            speed.x = vx;
            current_animation->reset();
            current_animation = &walking_animation;
        }
        void shoot(){
            current_animation->reset();
            current_animation = &shooting_animation;
        }
        ~Unit(){};
        void update(int dt){
            //if (current_animation->finished()){
            //    current_animation->reset();
            //    current_animation = &standing_animation;
            //}
            position.x += round(speed.x * dt);
            sprite.setTexture(spritesheet_);
            sprite.setScale(8,8);
            sprite.setTextureRect(current_animation->next(dt));
            sprite.setPosition(position.x, position.y);
        }
};

int main()
{
    sf::RenderWindow renderWindow(sf::VideoMode(640, 480), "Demo Game");

    sf::Event event;
    sf::Clock clock;
    Unit unit;

    renderWindow.setFramerateLimit(60);

    long elapsed_time = 0;
    bool once = true;

    while (renderWindow.isOpen()){
        int dt = clock.getElapsedTime().asMilliseconds();
        elapsed_time += dt;
        clock.restart();
        while (renderWindow.pollEvent(event)){
            if (event.type == sf::Event::EventType::Closed)
                renderWindow.close();
        }

        if(elapsed_time > 1000 && once){
            unit.shoot();
            once = false;
        }

        unit.update(dt);

        renderWindow.clear();
        renderWindow.draw(unit.sprite);
        renderWindow.display();
    }
}