summaryrefslogtreecommitdiff
path: root/src/game_state.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'src/game_state.cpp')
-rw-r--r--src/game_state.cpp154
1 files changed, 125 insertions, 29 deletions
diff --git a/src/game_state.cpp b/src/game_state.cpp
index e6deae7..eb02005 100644
--- a/src/game_state.cpp
+++ b/src/game_state.cpp
@@ -3,6 +3,7 @@
#include <fstream>
#include <limits>
#include <bitset>
+#include <cmath>
const int OPENING_LINES = 6;
const int GAME_AREA_LINES = 25;
@@ -60,75 +61,170 @@ 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;
+ case Building::MISSILE_CONTROLLER_CHAR:
+ _missileControllers.push_back(Building(x+1, y));
+ return 3;
+ case Building::ALIEN_FACTORY_CHAR:
+ _alienFactories.push_back(Building(x+1, y));
+ return 3;
}
return 1;
}
-void GameState::logState()
+void GameState::logState() const
{
- for (auto alien : _aliens)
+ for (auto const& alien : _aliens)
{
std::cout << "Alien " << alien.coords() << std::endl;
}
- for (auto bullet : _bullets)
+ for (auto const& bullet : _bullets)
{
std::cout << "Enemy Bullet" << bullet.coords() << std::endl;
}
- for (auto missile : _missiles)
+ for (auto const& missile : _missiles)
{
std::cout << "Player Missile" << missile.coords() << std::endl;
}
- for (auto shield : _shields)
+ for (auto const& shield : _shields)
{
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;
+ }
+}
+
+int getPyramidOffset(int bottomWidth, int x, int y, int resultIfLeft, int resultIfRight)
+{
+ int currentRowWidth = bottomWidth;
+ int currentRowOffset = 0;
+ for (int i=0; i<y; ++i)
+ {
+ currentRowOffset += currentRowWidth;
+ currentRowWidth += 2;
+ }
+
+ if (x > currentRowWidth/2)
+ {
+ return resultIfRight;
+ }
+ else if (x < -currentRowWidth/2)
+ {
+ return resultIfLeft;
+ }
+ else
+ {
+ return currentRowOffset + currentRowWidth/2 + x;
+ }
+}
+
+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;
+ std::vector<bool> result(172);
- std::vector<bool> alienNodes((GAME_AREA_LINES-2) * (GAME_WIDTH-2), false);
- for (auto alien : _aliens)
+ 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)
{
- alienNodes.at((alien.y()-1)*(GAME_WIDTH-2)+(alien.x()-1)) = true;
+ playerX = _playerSpaceship->x();
}
- result.insert(result.end(), alienNodes.begin(), alienNodes.end());
- std::vector<bool> bulletNodes((GAME_AREA_LINES-2) * (GAME_WIDTH-2), false);
- for (auto bullet : _bullets)
+
+ for (auto const& alien : _aliens)
{
- bulletNodes.at((bullet.y()-1)*(GAME_WIDTH-2)+(bullet.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;
}
- result.insert(result.end(), bulletNodes.begin(), bulletNodes.end());
- std::vector<bool> missileNodes((GAME_AREA_LINES-2) * (GAME_WIDTH-2), false);
- for (auto missile : _missiles)
+ for (auto const& bullet : _bullets)
{
- missileNodes.at((missile.y()-1)*(GAME_WIDTH-2)+(missile.x()-1)) = true;
+ if (bullet.y() >= playerY || bullet.y() < playerY-5 || bullet.x() > playerX+3 || bullet.x() < playerX-3)
+ {
+ continue;
+ }
+
+ result.at(bulletOffset + getRectangularOffset(7, bullet.x()-playerX, playerY-1-bullet.y())) = true;
}
- result.insert(result.end(), missileNodes.begin(), missileNodes.end());
- std::vector<bool> shieldNodes(2 * (GAME_WIDTH-2), false);
- for (auto shield : _shields)
+ for (auto const& shield : _shields)
{
- int row = shield.y() > GAME_AREA_LINES/2 ? 1 : 0;
- shieldNodes.at(row*(GAME_WIDTH-2)+(shield.x()-1)) = true;
+ if (shield.y() < playerY-3 || shield.x() < playerX-2 || shield.x() > playerX+2)
+ {
+ continue;
+ }
+
+ result.at(shieldOffset + getRectangularOffset(5, shield.x()-playerX, playerY-1-shield.y())) = true;
}
- for (auto spaceship : _spaceships)
+ if (_missiles.size() > 0)
+ {
+ result.at(missileOffset) = true;
+ }
+ if (_missiles.size() < 1)
+ {
+ result.at(missileOffset + 1) = true;
+ }
+
+ if (_playerSpaceship)
{
- std::bitset<5> spaceshipBits(spaceship.x());
- for (int i=0; i<spaceshipBits.size(); ++i)
+ result.at(positionOffset + playerX-2) = true;
+ }
+
+ result.at(canBuildOffset) = true;
+ for (auto const& missileController : _missileControllers)
+ {
+ if (missileController.y() < playerY)
+ {
+ continue;
+ }
+ result.at(existingBuildingsOffset + 0) = true;
+ if (_missiles.size() < 2)
+ {
+ result.at(missileOffset+1) = true;
+ }
+ if (abs(missileController.x() - playerX) < 3)
+ {
+ result.at(canBuildOffset) = false;
+ }
+ }
+ for (auto const& alienFactory : _alienFactories)
+ {
+ if (alienFactory.y() < playerY)
+ {
+ continue;
+ }
+ result.at(existingBuildingsOffset + 1) = true;
+ if (abs(alienFactory.x() - playerX) < 3)
{
- result.push_back(spaceshipBits[i]);
+ result.at(canBuildOffset) = false;
}
}