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-rw-r--r--src/game_state.cpp87
1 files changed, 61 insertions, 26 deletions
diff --git a/src/game_state.cpp b/src/game_state.cpp
index e6deae7..a302bfc 100644
--- a/src/game_state.cpp
+++ b/src/game_state.cpp
@@ -60,8 +60,10 @@ int GameState::addEntity(int x, int y, char type)
_shields.push_back(Shield(x,y));
return 1;
case Spaceship::ENEMY_MAP_CHAR:
+ _enemySpaceship = std::unique_ptr<Spaceship>(new Spaceship(x+1, y));
+ return 3;
case Spaceship::PLAYER_MAP_CHAR:
- _spaceships.push_back(Spaceship(x+1,y));
+ _playerSpaceship = std::unique_ptr<Spaceship>(new Spaceship(x+1, y));
return 3;
}
return 1;
@@ -85,51 +87,84 @@ void GameState::logState()
{
std::cout << "Shield" << shield.coords() << std::endl;
}
- for (auto spaceship : _spaceships)
+ if (_playerSpaceship)
{
- std::cout << "Spaceship" << spaceship.coords() << std::endl;
+ std::cout << "Player Spaceship" << _playerSpaceship->coords() << std::endl;
+ }
+ if (_enemySpaceship)
+ {
+ std::cout << "Enemy Spaceship" << _enemySpaceship->coords() << std::endl;
}
}
-std::vector<bool> GameState::toBitArray() const
+int getPyramidOffset(int bottomWidth, int x, int y, int resultIfLeft, int resultIfRight)
{
- std::vector<bool> result;
-
- std::vector<bool> alienNodes((GAME_AREA_LINES-2) * (GAME_WIDTH-2), false);
- for (auto alien : _aliens)
+ int currentRowWidth = bottomWidth;
+ int currentRowOffset = 0;
+ for (int i=0; i<y; ++i)
{
- alienNodes.at((alien.y()-1)*(GAME_WIDTH-2)+(alien.x()-1)) = true;
+ currentRowOffset += currentRowWidth;
+ currentRowWidth += 2;
}
- result.insert(result.end(), alienNodes.begin(), alienNodes.end());
- std::vector<bool> bulletNodes((GAME_AREA_LINES-2) * (GAME_WIDTH-2), false);
- for (auto bullet : _bullets)
+ if (x > currentRowWidth/2)
+ {
+ return resultIfRight;
+ }
+ else if (x < -currentRowWidth/2)
+ {
+ return resultIfLeft;
+ }
+ else
{
- bulletNodes.at((bullet.y()-1)*(GAME_WIDTH-2)+(bullet.x()-1)) = true;
+ return currentRowOffset + currentRowWidth/2 + x;
}
- result.insert(result.end(), bulletNodes.begin(), bulletNodes.end());
+}
- std::vector<bool> missileNodes((GAME_AREA_LINES-2) * (GAME_WIDTH-2), false);
- for (auto missile : _missiles)
+int getRectangularOffset(int width, int x, int y)
+{
+ int currentRowOffset = width*y;
+ return currentRowOffset + width/2 + x;
+}
+
+std::vector<bool> GameState::toBitArray() const
+{
+ std::vector<bool> result(171);
+
+ int alienOffset = 0; //Aliens are 0 to 100
+ int bulletOffset = 101; //Bullets are 101 to 135
+ int shieldOffset = 136; //Shields are 136 to 150
+ int missileOffset = 151; //Missile info is 151 to 152
+ int positionOffset = 153; //Position is 153 to 168
+ int existingBuildingsOffset = 169; //Existing buildings is 169 to 170
+ int canBuildOffset = 171; //Can build here is 171
+
+ int playerX = GAME_WIDTH/2;
+ int playerY = GAME_AREA_LINES-3;
+ if (_playerSpaceship)
{
- missileNodes.at((missile.y()-1)*(GAME_WIDTH-2)+(missile.x()-1)) = true;
+ playerX = _playerSpaceship->x();
}
- result.insert(result.end(), missileNodes.begin(), missileNodes.end());
- std::vector<bool> shieldNodes(2 * (GAME_WIDTH-2), false);
- for (auto shield : _shields)
+
+ for (auto alien : _aliens)
{
- int row = shield.y() > GAME_AREA_LINES/2 ? 1 : 0;
- shieldNodes.at(row*(GAME_WIDTH-2)+(shield.x()-1)) = true;
+ if (alien.y() >= playerY || alien.y() < playerY-9)
+ {
+ continue;
+ }
+
+ result.at(alienOffset + getPyramidOffset(3, alien.x()-playerX, playerY-1-alien.y(), 99, 100)) = true;
}
- for (auto spaceship : _spaceships)
+ for (auto bullet : _bullets)
{
- std::bitset<5> spaceshipBits(spaceship.x());
- for (int i=0; i<spaceshipBits.size(); ++i)
+ if (bullet.y() >= playerY || bullet.y() < playerY-5 || bullet.x() > playerX+3 || bullet.x() < playerX-3)
{
- result.push_back(spaceshipBits[i]);
+ continue;
}
+
+ result.at(bulletOffset + getRectangularOffset(7, bullet.x()-playerX, playerY-1-bullet.y())) = true;
}
return result;