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PlayDriverState.cpp
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#include "PlayDriverState.h"
#include "IntroPlayState.h"
#include "ArrowPlayState.h"
#include "WavePlayState.h"
#include "DeathPlayState.h"
#include "GameOverPlayState.h"
#include "Event.h"
#include "EventQueue.h"
#include "TextureData.h"
#include <SFML/Graphics/RenderTarget.hpp>
PlayDriverState::PlayDriverState() :
DriverState(),
Listener({ EventType::ChangePlayState }),
state_(nullptr),
bulletSpawns_(
{
BulletSpawn(sf::Vector2f(12.0f, 10.0f), BulletSpawn::Direction::Down),
BulletSpawn(sf::Vector2f(20.0f, 10.0f), BulletSpawn::Direction::Down),
BulletSpawn(sf::Vector2f(28.0f, 10.0f), BulletSpawn::Direction::Down),
BulletSpawn(sf::Vector2f(36.0f, 10.0f), BulletSpawn::Direction::Down),
BulletSpawn(sf::Vector2f(44.0f, 10.0f), BulletSpawn::Direction::Down),
BulletSpawn(sf::Vector2f(52.0f, 10.0f), BulletSpawn::Direction::Down),
BulletSpawn(sf::Vector2f(10.0f, 12.0f), BulletSpawn::Direction::Right),
BulletSpawn(sf::Vector2f(10.0f, 20.0f), BulletSpawn::Direction::Right),
BulletSpawn(sf::Vector2f(10.0f, 28.0f), BulletSpawn::Direction::Right),
BulletSpawn(sf::Vector2f(10.0f, 36.0f), BulletSpawn::Direction::Right),
BulletSpawn(sf::Vector2f(10.0f, 44.0f), BulletSpawn::Direction::Right),
BulletSpawn(sf::Vector2f(10.0f, 52.0f), BulletSpawn::Direction::Right),
BulletSpawn(sf::Vector2f(12.0f, 54.0f), BulletSpawn::Direction::Up),
BulletSpawn(sf::Vector2f(20.0f, 54.0f), BulletSpawn::Direction::Up),
BulletSpawn(sf::Vector2f(28.0f, 54.0f), BulletSpawn::Direction::Up),
BulletSpawn(sf::Vector2f(36.0f, 54.0f), BulletSpawn::Direction::Up),
BulletSpawn(sf::Vector2f(44.0f, 54.0f), BulletSpawn::Direction::Up),
BulletSpawn(sf::Vector2f(52.0f, 54.0f), BulletSpawn::Direction::Up),
BulletSpawn(sf::Vector2f(54.0f, 12.0f), BulletSpawn::Direction::Left),
BulletSpawn(sf::Vector2f(54.0f, 20.0f), BulletSpawn::Direction::Left),
BulletSpawn(sf::Vector2f(54.0f, 28.0f), BulletSpawn::Direction::Left),
BulletSpawn(sf::Vector2f(54.0f, 36.0f), BulletSpawn::Direction::Left),
BulletSpawn(sf::Vector2f(54.0f, 44.0f), BulletSpawn::Direction::Left),
BulletSpawn(sf::Vector2f(54.0f, 52.0f), BulletSpawn::Direction::Left)
}),
selectedBulletSpawns_(),
player_(3),
bulletPool_(100),
particlePool_(100),
camera_(),
score_(),
healthInterface_(),
scoreInterface_(),
bounds_(sf::Vector2f(8.0f, 8.0f), sf::Vector2f(48.0f, 48.0f)),
arenaSprite_(TextureData::getInstance().getTexture(11)),
wave_(1),
numBullets_(1),
bulletSpeed_(32.0f),
arrowDurationSecs_(1.25f)
{
this->changeState_(PlayStateType::Intro);
}
PlayDriverState::~PlayDriverState()
{
delete state_;
}
void PlayDriverState::onEvent(const Event &ev)
{
this->changeState_(
static_cast<const EventChangePlayState &>(ev).getType());
}
void PlayDriverState::update(float deltaTime)
{
state_->update(deltaTime);
}
void PlayDriverState::updateOnMouseMove(int mouseX, int mouseY)
{
state_->updateOnMouseMove(mouseX, mouseY);
}
void PlayDriverState::updateOnMouseButtonPress(sf::Mouse::Button button)
{
state_->updateOnMouseButtonPress(button);
}
void PlayDriverState::updateOnKeyPress(sf::Keyboard::Key key)
{
if (key == sf::Keyboard::Key::Escape)
{
EventQueue::getInstance().send(
new EventChangeDriverState(
DriverStateType::MainMenu));
}
else
{
state_->updateOnKeyPress(key);
}
}
void PlayDriverState::updateOnKeyRelease(sf::Keyboard::Key key)
{
state_->updateOnKeyRelease(key);
}
void PlayDriverState::draw(sf::RenderTarget &target, sf::RenderStates states) const
{
target.draw(*state_, states);
}
void PlayDriverState::incrementWave_()
{
++wave_;
if (wave_ % 5 == 0
&& numBullets_ < 5)
{
++numBullets_;
}
if(bulletSpeed_ < 96.0f)
{
bulletSpeed_ += 1.0f;
}
if (arrowDurationSecs_ > 0.5f)
{
arrowDurationSecs_ -= 0.05f;
}
}
void PlayDriverState::changeState_(PlayStateType type)
{
delete state_;
switch (type)
{
case PlayStateType::Intro:
state_ = new IntroPlayState(*this);
break;
case PlayStateType::Arrow:
state_ = new ArrowPlayState(*this);
break;
case PlayStateType::Wave:
state_ = new WavePlayState(*this);
break;
case PlayStateType::Death:
state_ = new DeathPlayState(*this);
break;
case PlayStateType::GameOver:
state_ = new GameOverPlayState(*this);
break;
}
}