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main.cpp
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#define FPS_LIMIT 60
#include <iostream>
#include <thread>
#include <unistd.h>
#include <termios.h>
#include <vector>
#include <space-const.h>
#include <stdio.h>
#include <time.h>
#include <algorithm>
#include "mingl/mingl.h"
#include "mingl/gui/text.h"
#include "mingl/shape/rectangle.h"
#include "mingl/shape/circle.h"
#include "mingl/shape/line.h"
#include "mingl/shape/triangle.h"
using namespace std;
// Structs
// Menu
bool menuDefaite(MinGL & window, bool & menuDef, unsigned & empMenu){
menuDef = true;
if(window.isPressed({'z', false})){
return true;
}
else if(window.isPressed({'s', false}) && menuDef == true){
return false;
}
if(empMenu == 0)window << nsShape::Triangle(nsGraphics::Vec2D(400, 485), nsGraphics::Vec2D(400, 503), nsGraphics::Vec2D(415, 494), nsGraphics::KWhite);
if(empMenu == 1)window << nsShape::Triangle(nsGraphics::Vec2D(400, 535), nsGraphics::Vec2D(400, 553), nsGraphics::Vec2D(415, 544), nsGraphics::KWhite);
window << nsGui::Text(nsGraphics::Vec2D(425, 450), "Vous avez perdu !", nsGraphics::KWhite, nsGui::GlutFont::BITMAP_HELVETICA_18);
window << nsGui::Text(nsGraphics::Vec2D(425, 500), "Recommencer", nsGraphics::KWhite, nsGui::GlutFont::BITMAP_HELVETICA_18);
window << nsGui::Text(nsGraphics::Vec2D(425, 550), "Quitter", nsGraphics::KWhite, nsGui::GlutFont::BITMAP_HELVETICA_18);
return true;
}
void menuPrincipal(MinGL & window, unsigned & empMenu){
if(empMenu == 0)window << nsShape::Triangle(nsGraphics::Vec2D(400, 485), nsGraphics::Vec2D(400, 503), nsGraphics::Vec2D(415, 494), nsGraphics::KWhite);
if(empMenu == 1)window << nsShape::Triangle(nsGraphics::Vec2D(400, 535), nsGraphics::Vec2D(400, 553), nsGraphics::Vec2D(415, 544), nsGraphics::KWhite);
window << nsGui::Text(nsGraphics::Vec2D(425, 450), "- Space Invader -", nsGraphics::KWhite, nsGui::GlutFont::BITMAP_HELVETICA_18);
window << nsGui::Text(nsGraphics::Vec2D(425, 500), "Jouer", nsGraphics::KWhite, nsGui::GlutFont::BITMAP_HELVETICA_18);
window << nsGui::Text(nsGraphics::Vec2D(425, 550), "Quitter", nsGraphics::KWhite, nsGui::GlutFont::BITMAP_HELVETICA_18);
}
void choixDiff(MinGL & window, unsigned choixDifficulte){
if(choixDifficulte == 1)window << nsShape::Triangle(nsGraphics::Vec2D(400, 485), nsGraphics::Vec2D(400, 503), nsGraphics::Vec2D(415, 494), nsGraphics::KWhite);
if(choixDifficulte == 2)window << nsShape::Triangle(nsGraphics::Vec2D(400, 535), nsGraphics::Vec2D(400, 553), nsGraphics::Vec2D(415, 544), nsGraphics::KWhite);
if(choixDifficulte == 3)window << nsShape::Triangle(nsGraphics::Vec2D(400, 585), nsGraphics::Vec2D(400, 603), nsGraphics::Vec2D(415, 594), nsGraphics::KWhite);
window << nsGui::Text(nsGraphics::Vec2D(415, 450), "- Choix de la difficulte -", nsGraphics::KWhite, nsGui::GlutFont::BITMAP_HELVETICA_18);
window << nsGui::Text(nsGraphics::Vec2D(425, 500), "Facile", nsGraphics::KWhite, nsGui::GlutFont::BITMAP_HELVETICA_18);
window << nsGui::Text(nsGraphics::Vec2D(425, 550), "Moyen", nsGraphics::KWhite, nsGui::GlutFont::BITMAP_HELVETICA_18);
window << nsGui::Text(nsGraphics::Vec2D(425, 600), "Difficile", nsGraphics::KWhite, nsGui::GlutFont::BITMAP_HELVETICA_18);
}
// Invaders
void invaderMovement(int &depH, unsigned depV, nsGraphics::Vec2D &enemyPos, bool gameIsOver){
if (!gameIsOver)
enemyPos.setX(enemyPos.getX() + depH);
if(enemyPos.getX() == 140){
depH = -1;
enemyPos.setY(enemyPos.getY() + depV);
}
if(enemyPos.getX() == 10){
depH = 1;
enemyPos.setY(enemyPos.getY() + depV);
}
}
nsGraphics::Vec2D newInvaderMissilePosition(nsGraphics::Vec2D invaderPos){
nsGraphics::Vec2D invaderMissilePos;
invaderMissilePos.setX(invaderPos.getX()+23);
invaderMissilePos.setY(invaderPos.getY()+squareSize);
return invaderMissilePos;
}
nsGraphics::Vec2D findInvaderShooter (vector<vector<bool>> invaderAlive, vector<vector<nsGraphics::Vec2D>> invaderPos){
vector<bool> invaderColumnAlive(11); // Déclaration d'un vecteur indiquand si il y a au moins un invader en vie dans une des 11 colonnes d'invaders
vector<unsigned> sortedInvaderColumnAlive;
for (unsigned i = 0; i<11;++i){
invaderColumnAlive[i] = invaderAlive[0][i] || invaderAlive[1][i] || invaderAlive[2][i] || invaderAlive[3][i] || invaderAlive[4][i];
if (invaderColumnAlive[i]){
sortedInvaderColumnAlive.push_back(i);
}
}
unsigned invaderShooterColumn = rand()%sortedInvaderColumnAlive.size();
for (unsigned i=4;i>=1;--i){
if (invaderAlive[i][sortedInvaderColumnAlive[invaderShooterColumn]])
return newInvaderMissilePosition(invaderPos[i][sortedInvaderColumnAlive[invaderShooterColumn]]);
}
return newInvaderMissilePosition(invaderPos[0][sortedInvaderColumnAlive[invaderShooterColumn]]);
}
void invaderMissileMovement(MinGL &window, vector<vector<bool>> invaderAlive, vector<vector<nsGraphics::Vec2D>> invaderPos, unsigned &cptInvaderMissileFired, vector<nsGraphics::Vec2D> &invaderMissilePos, unsigned cptInvaderAlive, bool gameIsOver, unsigned choixDifficulte)
{
if (!gameIsOver && cptInvaderMissileFired < invaderMissilePos.size() && rand()%(40/choixDifficulte)==5 && cptInvaderAlive!=0){
nsGraphics::Vec2D newInvaderMissilePos;
for (unsigned i=0; i<invaderMissilePos.size();++i){
if (invaderMissilePos[i] == nsGraphics::Vec2D(0,0)){
invaderMissilePos[i] = findInvaderShooter(invaderAlive, invaderPos);
++cptInvaderMissileFired;
break;
}
}
}
for (unsigned i=0; i<invaderMissilePos.size();++i){
if (invaderMissilePos[i] != nsGraphics::Vec2D(0,0)){
window << nsShape::Rectangle (invaderMissilePos[i], invaderMissilePos[i] + nsGraphics::Vec2D(missileThickness, +missileLength), nsGraphics::KRed);
if (!gameIsOver)
invaderMissilePos[i].setY(invaderMissilePos[i].getY()+5);
if (invaderMissilePos[i].getY()>994){
invaderMissilePos[i] = nsGraphics::Vec2D(0,0);
--cptInvaderMissileFired;
}
}
}
}
void invader(MinGL &window, nsGraphics::Vec2D &missilePos, nsGraphics::Vec2D &enemyPos, unsigned &score, vector<vector<bool>> &invaderAlive, vector<vector<nsGraphics::Vec2D>> &invaderPos, unsigned &cptInvaderAlive)
{
vector<vector<nsShape::Rectangle>> invaderRect(5, vector<nsShape::Rectangle>(11, {nsGraphics::Vec2D(0, 0),nsGraphics::Vec2D(0, 0), nsGraphics::KBlack}));
for(unsigned i=0;i<5;++i){
for(unsigned j=0;j<11;++j){
if (invaderAlive[i][j]){
invaderPos[i][j] = enemyPos + nsGraphics::Vec2D(decal*j,decal*i);
invaderRect[i][j] = nsShape::Rectangle (invaderPos[i][j], invaderPos[i][j] + nsGraphics::Vec2D(squareSize, squareSize), invaderColor[i]);
if (missilePos.getX() < invaderPos[i][j].getX()+squareSize && missilePos.getY()-missileLength < invaderPos[i][j].getY()+squareSize && missilePos.getX()+missileThickness > invaderPos[i][j].getX() && missilePos.getY() > invaderPos[i][j].getY()){
invaderAlive[i][j] = false;
--cptInvaderAlive;
missilePos.setY(-21);
if (invaderColor[i]==nsGraphics::KRed)
score += 30;
else if (invaderColor[i]==nsGraphics::KGreen)
score += 20;
else
score += 10;
}
window << invaderRect[i][j];
}
}
}
}
// général
bool gameOver (nsGraphics::Vec2D enemyPos, vector<vector<bool>> invaderAlive, unsigned cptInvaderAlive, short cptPlayerLife){
vector<bool> invaderLineAlive(5, false); // Indique si la ligne d'invader a au moins un invader de vivant
for (unsigned i=0;i<5;++i){
for (unsigned j=0;j<11;++j){
if (invaderAlive[i][j])
invaderLineAlive[i]=true;
}
}
for (short i=4;i>=0;--i){
if (cptInvaderAlive==0 || cptPlayerLife==0 || (invaderLineAlive[i] && enemyPos.getY()+decal*i>=851))
return true;
}
return false;
}
void playerLife (nsGraphics::Vec2D joueurPos, vector<nsGraphics::Vec2D> invaderMissilePos, short &cptPlayerLife, unsigned secondsTime, unsigned secondsOfInvulnerability, unsigned &impactTime, bool gameIsOver){
for (unsigned i=0;i<invaderMissilePos.size();++i){
if ((secondsTime-impactTime>secondsOfInvulnerability || secondsTime<2) && !gameIsOver && joueurPos.getX() < invaderMissilePos[i].getX()+missileThickness && joueurPos.getY() < invaderMissilePos[i].getY()+missileLength && joueurPos.getX()+squareSize > invaderMissilePos[i].getX() && joueurPos.getY()+squareSize > invaderMissilePos[i].getY()){
--cptPlayerLife;
impactTime=secondsTime;
}
}
}
// Actions du joueur
void clavier(MinGL &window, nsGraphics::Vec2D &joueurPos, bool &fire, bool &missileExistant, bool gameIsOver)
{
if ((window.isPressed({'q', false}) || window.isPressed({81, false})) && joueurPos.getX()> 0 && !gameIsOver)
joueurPos.setX(joueurPos.getX() - 10);
if ((window.isPressed({'d', false}) || window.isPressed({68, false})) && joueurPos.getX() < 950 && !gameIsOver)
joueurPos.setX(joueurPos.getX() + 10);
if (window.isPressed({' ', false}) && missileExistant==false && !gameIsOver){
fire=true;
missileExistant=true;
}
}
// Joueurs
void joueur (MinGL & window, nsGraphics::Vec2D &joueurPos, unsigned millisecondsTime, unsigned secondsTime, unsigned impactTime, unsigned secondsOfInvulnerability, bool &blink, bool menuDef)
{
if (secondsTime-impactTime>secondsOfInvulnerability || secondsTime<2 || menuDef)
window << nsShape::Rectangle(joueurPos, joueurPos + nsGraphics::Vec2D(squareSize, squareSize), nsGraphics::KWhite);
else if (millisecondsTime%5==0){
blink=!blink;
}
else if (blink)
window << nsShape::Rectangle(joueurPos, joueurPos + nsGraphics::Vec2D(squareSize, squareSize), nsGraphics::KWhite);
}
// Missile Joueur
// Position du missile initiale
nsGraphics::Vec2D positionMissile(nsGraphics::Vec2D joueurPos){
nsGraphics::Vec2D missilePos;
missilePos.setX(joueurPos.getX()+22);
missilePos.setY(joueurPos.getY());
return missilePos;
}
// Affichage du missile
void missile(MinGL &window, nsGraphics::Vec2D &missilePos, bool &missileExistant, bool gameIsOver)
{
window << nsShape::Rectangle (missilePos, missilePos + nsGraphics::Vec2D(missileThickness, -missileLength), nsGraphics::KRed);
if (!gameIsOver)
missilePos.setY(missilePos.getY()-10);
if (missilePos.getY()-20<0){
missileExistant = false;
missilePos.setY(1000);
}
}
//Fonctions générales
void clearScreen ()
{
cout << "\033[H\033[2J";
}
void Couleur (const string & coul)
{
cout << "\033[" << coul <<"m";
}
void set_input_mode (void)
{
struct termios tattr;
/* Make sure stdin is a terminal. */
if (!isatty (STDIN_FILENO))
{
fprintf (stderr, "Not a terminal.\n");
exit (EXIT_FAILURE);
}
/* Set the funny terminal modes. */
tcgetattr (STDIN_FILENO, &tattr);
tattr.c_lflag &= ~(ICANON|ECHO); /* Clear ICANON and ECHO. */
tattr.c_cc[VMIN] = 0;
tattr.c_cc[VTIME] = 3;
tcsetattr (STDIN_FILENO, TCSAFLUSH, &tattr);
}
void setDefaultsValues(unsigned choixDifficulte,bool &gameIsOver,unsigned &transparency,vector<vector<bool>> &invaderAlive,nsGraphics::Vec2D &enemyPos,unsigned &cptInvaderMissileFired,unsigned &cptInvaderAlive,vector<nsGraphics::Vec2D> &invaderMissilePos,nsGraphics::Vec2D &joueurPos,unsigned &score,short &cptPlayerLife,nsGraphics::Vec2D &missilePos,bool &missileExistant,chrono::time_point<chrono::steady_clock> &beginTime,unsigned &enterMenuTime, int &depH, unsigned &impactTime){
gameIsOver = false;
transparency = 0;
invaderAlive.clear();
invaderAlive.resize(5, vector<bool>(11, true));
enemyPos=nsGraphics::Vec2D(11,20);
cptInvaderMissileFired=0;
cptInvaderAlive=55;
invaderMissilePos.clear();
invaderMissilePos.resize(30,nsGraphics::Vec2D(0,0));
joueurPos=nsGraphics::Vec2D(480,900);
score=0;
cptPlayerLife=cptAllDifficultyPlayerLife[choixDifficulte];
missilePos = nsGraphics::Vec2D(0,0);
missileExistant = false;
beginTime = chrono::steady_clock::now();
enterMenuTime=0;
depH=1;
impactTime=0;
}
int main()
{
srand (time(NULL)); // Initialisation de la seed de manière aléatoire
// Initialisations des variables
//! général
bool gameIsOver;
unsigned transparency; // Variable utilisé pour contrôlé la transparence d'une forme
unsigned cptTime=0; // Initialisation d'un compteur permettant de réduire la fréquence d'exécution de certaines fonctions en utilisant des modulo
//! Menu
bool menu = true;
unsigned empMenu = 0;
bool menuDef = false;
bool menuDiff = false;
unsigned choixDifficulte = 1;
unsigned millisecondsOfMenuInvulnerability = 200;
unsigned enterMenuTime = 0;
//! Invaders
vector<vector<bool>> invaderAlive; // Déclaration d'un vecteur indiquant si tel invader est en vie
int depH = 1; // Vitesse de déplacement horizontal des invaders
unsigned depV = 20; // Vitesse de déplacement vertical des invaders
nsGraphics::Vec2D enemyPos; // Position des invaders avec leur position de début d'assigner
unsigned cptInvaderMissileFired; // Compte le nombre de missile invader affiché à l'écran
unsigned cptInvaderAlive; // Compte le nombre d'invader vivant
vector<nsGraphics::Vec2D> invaderMissilePos; // Vecteur qui stoque la position des missiles tirés par les invaders.
vector<vector<nsGraphics::Vec2D>> invaderPos(5,vector<nsGraphics::Vec2D>(11)); // Position de chaque invader
//! Joueurs
nsGraphics::Vec2D joueurPos;
unsigned score=0;
bool blink=true;
short cptPlayerLife;
unsigned secondsOfInvulnerability = 1;
unsigned impactTime; // L'heure en second du dernier missile reçu par le joueur
//! Missiles
nsGraphics::Vec2D missilePos = nsGraphics::Vec2D(0,0);
bool fire = false;
bool missileExistant = false;
// Initialise le système
MinGL window("Space Invader", nsGraphics::Vec2D(1000, 1000), nsGraphics::Vec2D(128, 128), nsGraphics::KBlack);
window.initGlut();
window.initGraphic();
// Variable qui tient le temps de frame
chrono::microseconds frameTime = chrono::microseconds::zero();
// Variable qui tient le temps de frame
chrono::milliseconds millisecondsTime = chrono::milliseconds::zero();
// Variables qui tient le temps en seconde
chrono::seconds secondsTime=chrono::seconds::zero();
// Constante qui retiens l'heure à laquelle le programme a été démarré
chrono::time_point<chrono::steady_clock> beginTime = chrono::steady_clock::now();
// On fait tourner la boucle tant que la fenêtre est ouverte
while (window.isOpen())
{
// Récupère l'heure actuelle
chrono::time_point<chrono::steady_clock> start = chrono::steady_clock::now();
// On efface la fenêtre
window.clearScreen();
// Menu
if(menu || menuDef){
if (menu)
menuPrincipal(window,empMenu);
if(window.isPressed({'o',false})){
if(empMenu == 0)empMenu = 1;
empMenu = empMenu - 1;
}
if(window.isPressed({'l',false})){
if(empMenu == 1)empMenu = 0;
empMenu = empMenu + 1;
}
}
if(millisecondsTime.count()-enterMenuTime>millisecondsOfMenuInvulnerability && window.isPressed({13,false}) && (menu == true || menuDef == true)){
if(empMenu == 0){
enterMenuTime=millisecondsTime.count();
menu = false;
menuDef = false;
menuDiff = true;
}
if(empMenu == 1){
break;
}
}
if(menuDiff == true){
choixDiff(window,choixDifficulte);
if(millisecondsTime.count()-enterMenuTime>millisecondsOfMenuInvulnerability && window.isPressed({'o',false})){
enterMenuTime=millisecondsTime.count();
choixDifficulte = choixDifficulte - 1;
if(choixDifficulte == 0)choixDifficulte = 1;
}
if(millisecondsTime.count()-enterMenuTime>millisecondsOfMenuInvulnerability && window.isPressed({'l',false})){
enterMenuTime=millisecondsTime.count();
choixDifficulte = choixDifficulte + 1;
if(choixDifficulte == 4)choixDifficulte = 3;
}
if(millisecondsTime.count()-enterMenuTime>millisecondsOfMenuInvulnerability && window.isPressed({13,false})){
enterMenuTime=millisecondsTime.count();
setDefaultsValues(choixDifficulte,gameIsOver,transparency,invaderAlive,enemyPos,cptInvaderMissileFired,cptInvaderAlive,invaderMissilePos,joueurPos,score,cptPlayerLife,missilePos,missileExistant,beginTime,enterMenuTime,depH,impactTime);
menuDiff = false;
}
}
if(!menu && !menuDiff){
// Fait tirer les invaders
invaderMissileMovement(window, invaderAlive, invaderPos, cptInvaderMissileFired, invaderMissilePos, cptInvaderAlive, gameIsOver, choixDifficulte);
// Fait tirer le joueur
if (missileExistant==true){
if (fire==true){
missilePos = positionMissile(joueurPos);
fire = false;
}
missile(window, missilePos, missileExistant, gameIsOver);
}
// joueur
joueur (window, joueurPos,millisecondsTime.count(),secondsTime.count(),impactTime,secondsOfInvulnerability, blink, gameIsOver);
clavier(window, joueurPos, fire, missileExistant, gameIsOver);
// général
playerLife(joueurPos,invaderMissilePos,cptPlayerLife, secondsTime.count(), secondsOfInvulnerability, impactTime, menuDef);
gameIsOver = gameOver(enemyPos,invaderAlive, cptInvaderAlive, cptPlayerLife);
// Affiche les invaders
invader(window, missilePos, enemyPos, score, invaderAlive, invaderPos, cptInvaderAlive);
// Réduit la vitesse de mouvement des invaders
if(cptTime%2==0){
invaderMovement(depH, depV, enemyPos, gameIsOver);
}
++cptTime;
if (gameIsOver){
if (transparency<150)
transparency+=5;
nsGraphics::RGBAcolor blacked {0,0,0,transparency};
window << nsShape::Rectangle(nsGraphics::Vec2D(0,0), nsGraphics::Vec2D(1000,1000), blacked);
menuDefaite(window,menuDef,empMenu);
}
}
// Affiche le missile du joueur
// Assombri l'écran quand gameIsOver
// Tableau de bord inGame
window << nsGui::Text(nsGraphics::Vec2D(20, 40), to_string(score), nsGraphics::KWhite, nsGui::GlutFont::BITMAP_TIMES_ROMAN_24);
window << nsGui::Text(nsGraphics::Vec2D(20, 80), to_string(secondsTime.count()), nsGraphics::KWhite, nsGui::GlutFont::BITMAP_TIMES_ROMAN_24);
window << nsGui::Text(nsGraphics::Vec2D(20, 120), to_string(cptPlayerLife), nsGraphics::KWhite, nsGui::GlutFont::BITMAP_TIMES_ROMAN_24);
window << nsGui::Text(nsGraphics::Vec2D(20, 160), to_string(millisecondsTime.count()), nsGraphics::KWhite, nsGui::GlutFont::BITMAP_TIMES_ROMAN_24);
window << nsGui::Text(nsGraphics::Vec2D(20, 200), to_string(enterMenuTime), nsGraphics::KWhite, nsGui::GlutFont::BITMAP_TIMES_ROMAN_24);
window << nsGui::Text(nsGraphics::Vec2D(20, 240), to_string(empMenu), nsGraphics::KWhite, nsGui::GlutFont::BITMAP_TIMES_ROMAN_24);
window << nsGui::Text(nsGraphics::Vec2D(20, 280), to_string(choixDifficulte), nsGraphics::KWhite, nsGui::GlutFont::BITMAP_TIMES_ROMAN_24);
window << nsGui::Text(nsGraphics::Vec2D(20, 320), to_string(cptInvaderMissileFired), nsGraphics::KWhite, nsGui::GlutFont::BITMAP_TIMES_ROMAN_24);
// On finit la frame en cours
window.finishFrame();
// On vide la queue d'évènements
window.getEventManager().clearEvents();
// On attend un peu pour limiter le framerate et soulager le CPU
this_thread::sleep_for(chrono::milliseconds(1000 / FPS_LIMIT) - chrono::duration_cast<chrono::microseconds>(chrono::steady_clock::now() - start));
// On récupère le temps de frame
frameTime = chrono::duration_cast<chrono::microseconds>(chrono::steady_clock::now() - start);
if (!gameIsOver)
secondsTime = chrono::duration_cast<chrono::seconds>(chrono::steady_clock::now() - beginTime);
millisecondsTime = chrono::duration_cast<chrono::milliseconds>(chrono::steady_clock::now() - beginTime);
}
return 0;
}