Created PlayerManager
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+33
-13
@@ -15,11 +15,16 @@ InGame::InGame() {
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surfaceMgr.Load("player", "rsc/graphics/sprites/elliot2.bmp");
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surfaceMgr.Load("flower", "rsc/graphics/sprites/aniflower.bmp");
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player = new Player(surfaceMgr.Get("player"), 32, 48);
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playerCounter = currentPlayer = 0;
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playerMgr.New(playerCounter++, surfaceMgr["player"]);
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playerMgr.New(playerCounter++, surfaceMgr["player"]);
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playerMgr.New(playerCounter++, surfaceMgr["player"]);
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playerMgr.New(playerCounter++, surfaceMgr["player"]);
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}
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InGame::~InGame() {
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delete player;
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playerMgr.DeleteAll();
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surfaceMgr.FreeAll();
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#ifdef DEBUG
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cout << "leaving InGame" << endl;
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@@ -40,12 +45,12 @@ void InGame::FrameEnd() {
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void InGame::Update() {
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delta.Calculate();
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player->Update(delta.GetDelta());
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playerMgr.UpdateAll(delta.GetDelta());
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}
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void InGame::Render(SDL_Surface* const screen) {
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SDL_FillRect(screen, 0, 0);
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player->DrawTo(screen);
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playerMgr.DrawAllTo(screen);
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}
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//-------------------------
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@@ -69,17 +74,31 @@ void InGame::KeyDown(SDL_KeyboardEvent const& key) {
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case SDLK_ESCAPE:
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QuitEvent();
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break;
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case SDLK_w:
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player->WalkInDirection(Direction::NORTH);
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playerMgr[currentPlayer]->WalkInDirection(Direction::NORTH);
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break;
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case SDLK_s:
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player->WalkInDirection(Direction::SOUTH);
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playerMgr[currentPlayer]->WalkInDirection(Direction::SOUTH);
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break;
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case SDLK_a:
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player->WalkInDirection(Direction::WEST);
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playerMgr[currentPlayer]->WalkInDirection(Direction::WEST);
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break;
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case SDLK_d:
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player->WalkInDirection(Direction::EAST);
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playerMgr[currentPlayer]->WalkInDirection(Direction::EAST);
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break;
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case SDLK_1:
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currentPlayer = 0;
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break;
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case SDLK_2:
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currentPlayer = 1;
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break;
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case SDLK_3:
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currentPlayer = 2;
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break;
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case SDLK_4:
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currentPlayer = 3;
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break;
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}
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}
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@@ -87,16 +106,16 @@ void InGame::KeyDown(SDL_KeyboardEvent const& key) {
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void InGame::KeyUp(SDL_KeyboardEvent const& key) {
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switch(key.keysym.sym) {
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case SDLK_w:
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player->WalkInDirection(Direction::SOUTH);
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playerMgr[currentPlayer]->WalkInDirection(Direction::SOUTH);
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break;
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case SDLK_s:
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player->WalkInDirection(Direction::NORTH);
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playerMgr[currentPlayer]->WalkInDirection(Direction::NORTH);
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break;
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case SDLK_a:
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player->WalkInDirection(Direction::EAST);
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playerMgr[currentPlayer]->WalkInDirection(Direction::EAST);
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break;
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case SDLK_d:
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player->WalkInDirection(Direction::WEST);
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playerMgr[currentPlayer]->WalkInDirection(Direction::WEST);
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break;
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}
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}
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@@ -106,5 +125,6 @@ void InGame::KeyUp(SDL_KeyboardEvent const& key) {
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//-------------------------
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void InGame::NewPlayer(int index, std::string avatarName, int x, int y) {
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//
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Player* p = playerMgr.New(index, surfaceMgr[avatarName]);
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p->SetPosition(Vector2(x, y));
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}
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+2
-1
@@ -39,7 +39,8 @@ protected:
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SurfaceManager surfaceMgr;
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PlayerManager playerMgr;
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Player* player;
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int playerCounter;
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int currentPlayer;
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};
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#endif
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@@ -1,2 +1,53 @@
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#include "player_manager.hpp"
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#include <stdexcept>
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PlayerManager::PlayerManager() {
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//
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}
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PlayerManager::~PlayerManager() {
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DeleteAll();
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}
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Player* PlayerManager::New(int index, SDL_Surface* avatarSheet) {
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if (playerMap.find(index) != playerMap.end()) {
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throw(std::runtime_error("This player's index is already taken"));
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}
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return playerMap[index] = new Player(avatarSheet, avatarSheet->w/4, avatarSheet->h/4);
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}
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Player* PlayerManager::Get(int index) {
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std::map<int, Player*>::iterator it = playerMap.find(index);
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if(it == playerMap.end()) {
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throw(std::runtime_error("Failed to find a player with that index"));
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}
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return it->second;
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}
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void PlayerManager::Delete(int index) {
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std::map<int, Player*>::iterator it = playerMap.find(index);
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delete it->second;
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playerMap.erase(it);
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}
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void PlayerManager::UpdateAll(int delta) {
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for (auto it : playerMap) {
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it.second->Update(delta);
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}
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}
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void PlayerManager::DrawAllTo(SDL_Surface* dest) {
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for (auto it : playerMap) {
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it.second->DrawTo(dest);
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}
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}
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void PlayerManager::DeleteAll() {
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for (auto it : playerMap) {
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delete it.second;
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}
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playerMap.clear();
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}
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@@ -3,9 +3,24 @@
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#include "player.hpp"
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#include <map>
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class PlayerManager {
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public:
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PlayerManager();
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~PlayerManager();
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Player* New(int index, SDL_Surface* avatarSheet);
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Player* Get(int index);
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void Delete(int index);
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void UpdateAll(int delta);
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void DrawAllTo(SDL_Surface* dest);
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void DeleteAll();
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Player* operator[](int i) { return Get(i); }
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private:
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std::map<int, Player*> playerMap;
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};
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#endif
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@@ -17,6 +17,8 @@ public:
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SDL_Surface* Set(std::string key, SDL_Surface* ptr);
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void Free(std::string key);
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void FreeAll();
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SDL_Surface* operator[](std::string key) { return Get(key); };
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private:
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SDL_Surface* LoadSurface(std::string key, std::string fname);
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typedef std::map<std::string, SDL_Surface*> mapType;
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