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/*********************************/
/* THRESHOLD ( // */
/* gameplayh ( )/ */
/* by salade )(/ */
/* ________________ ( /) */
/* ()__)____________))))) :^} */
/*********************************/
#ifndef GAMEPLAY_H_
#define GAMEPLAY_H_
#include "entity.hpp"
#include "terrain.hpp"
#include "window.hpp"
#include <raylib.h>
#include <iostream>
#include <vector>
// sound defines
#define SHOTTY_BANG "../meta/media/mp3/shotty_shoot.mp3"
#define SHOTTY_RELOAD "../meta/media/mp3/shotty_reload.mp3"
#define AR_BANG "../meta/media/mp3/ar_shoot.mp3"
#define AR_RELOAD "../meta/media/mp3/shotty_reload.mp3"
// player textures
#define MUCHACHO_TEX "../meta/media/sprites/cowboy_idle.png"
// crosshair
#define CROSSHAIR_TEX "../meta/media/sprites/crosshair.png"
// bad boy textures
#define SBIRE_TEX_IDLE "../meta/media/sprites/sbire_idle.png"
#define SBIRE_TEX_HURT "../meta/media/sprites/sbire_hurt.png"
#define BACKGROUND_TEX "../meta/media/sprites/background.png"
// TODO: boss textures
// #define COOLPURPLE \
// CLITERAL(Color) { 170, 153, 255, 255 } // cool Purple
#define COOLPURPLE \
CLITERAL(Color) { 153, 0, 0, 255 } // cool Purple
class Game {
int nEnemies; // number of enemies on given level
int nWaves; // number of waves in level
int nPerWave; // number of enemies per wave.
// NOTE : maps are assumed to be correct. therefore, no
// checks are made to verify their integrity.
// having wrong maps can (and probably will) result in a crash
std::vector<Entity>* enemies;
Entity* player;
std::string next; // next level
std::string current; // next level
std::string background; // next level
int frameWidth;
int frameHeight;
Rectangle sourceRec;
Vector2 origin;
Texture2D crosshair;
public:
Game(std::string const& path);
~Game();
Camera2D cam;
void start();
void draw();
int tick() ;
int getKeys() ;
int shoot() const;
int hit(Entity en, Vector2 add1, Vector2 add2) const;
std::string const& getNext() const; // returns next level's string
std::string const& getCurrent() const; // returns next level's string
std::string const& getBackground() const; // returns next level's string
};
#endif // GAMEPLAY_H_
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