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engine.h
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/**
* @file engine.h
*
* @brief class for main game engine
* @authors Kamil Kośnik, Adam Moszczyński
* @contact: kamilkosnik@gmail.com, adm.moszczynski@gmail.com
*
*/
#ifndef ENGINE_H
#define ENGINE_H
#include <SFML/System/Clock.hpp>
#include <SFML/Graphics.hpp>
#include <memory>
#include "player.h"
#include "enemy.h"
#include "menu.h"
enum ScreenToDisplay
{
menu,
game,
scoreSave
};
class Engine
{
private:
// A regular RenderWindow
sf::RenderWindow mWindow;
// Time handling variables
const sf::Time frameDelay_ms = sf::milliseconds(1);
sf::Time timeElapsedFromLastFrame_ms = sf::milliseconds(0);
// Resolution display values
const sf::Vector2f resolution = {1100, 800};
// Declare a sprite and a Texture for the background
sf::Sprite mGrassStartSprite;
sf::Texture mGrassStartTexture;
sf::Sprite mGrassMetaSprite[5]; // when using std::vector, segmentation fault occurs
std::vector<sf::FloatRect> mGrassMetaHitbox;
sf::Texture mGrassMetaTexture;
sf::Sprite mGrassMidSprite;
sf::Texture mGrassMetaTextureAchieved;
sf::Texture mGrassMidTexture;
sf::Sprite mGrassEndSprite;
sf::Texture mGrassEndTexture;
sf::Sprite mRoadSprite;
sf::Texture mRoadTexture;
sf::Sprite mWaterSprite;
sf::Texture mWaterTexture;
sf::FloatRect mWaterHitbox;
sf::Text playingTimeDisplay;
sf::Font font;
sf::Text playerScore;
// An instances of Player and other enemies
Player mPlayer;
Enemies mEnemies;
Menu mMenu;
bool safetyZone[5] = {false, false, false, false, false};
float playingTime = 0;
float playingTimeFinal = 0;
// Private functions for internal use only
void input();
void update(float dtAsSeconds);
void draw();
void createCarEnemies(unsigned int linesToCreate);
void createLogEnemies(unsigned int linesToCreate);
public:
// The Engine constructor
Engine();
// start will call all the private functions
void start();
bool checkCollision();
void checkPlayerBoundCollision();
bool checkPlayerCarEnemyCollision();
bool checkPlayerWaterCollision();
void checkPlayerLogEnemyCollision();
void checkPlayerMetaCollision();
void loadBackgroundTexturesAndSprites();
void resetGame();
void wonGame();
ScreenToDisplay screenToDisplay;
};
#endif