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GameManager.cpp
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GameManager.cpp
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#include <boost/timer.hpp>
#include "GraphicsManager.h"
#include "GameManager.h"
#include "SearchManager.h"
#include<iostream>
using namespace std;
#include <vector>
#include<string.h>
#ifdef MACOSX
#include<GLUT/glut.h>
#else
#include<GL/glut.h>
#endif
#include<math.h>
#include<stdlib.h>
char * GameManager::currentLevel;
std::vector<Graphic *> GameManager::heartAr; //Necessary since heartAr is static.
int GameManager::numLives=5; //Declares the users lives as an int.
void GameManager::loseLife(){
if (numLives>=1){
numLives--; //subtracts life if there are any left.
GameManager::heartAr.erase(heartAr.begin()+numLives);
}
if (numLives == 0){ //Quits game if there are no more lives.
cout << "GAME OVER" << endl;
exit(0);
}
}
void GameManager::setUp(){
steps = 0;
for (int k = 0; k<numLives; k++) {
Graphic *newGraphic;
newGraphic = new Graphic("Heart", GraphicsManager::screenWidth - 40*k - 100, 25); //creates a heart graphic
GameManager::heartAr.push_back( newGraphic ); //appends the heart graphic to the end of heartAr.
}
}
bool notSpawned = true;
void GameManager::gameLoop(){
//time in milliseconds
int curTime = (int)(timerObj.elapsed()*100);
//int curTime = 0;
//we set up a stepping system here, with each
// step ~50 times a second. Now that we have
// this we can update towers/graphics etc with
// the steps created here
if(curTime % 2 == 0 && lastTime != curTime){
steps ++;
lastTime = curTime;
}
//make sure we don't repeat steps before we update
// things
if(lastStep == steps)
return;
else
lastStep = steps;
if(steps % 2 == 0){
//If 2 steps have gone, enemies are updated and towers are updated.;
GraphicsManager::towerManager.update();
}
if(steps % 2 == 0)
GraphicsManager::enemyManager.update();
if(steps % 1 == 0){
for(unsigned int x = 0; x < Particle::particleAr.size(); x ++){
if( Particle::particleAr.at(x)->dead )
Particle::particleAr.erase(Particle::particleAr.begin()+x);
else{
Particle::particleAr.at(x)->update();
Particle::particleAr.at(x)->draw();
}
}
}
//Pointer to the enemy that may be created.
Enemy * newEnemy;
//Creates a new enemy every 60 steps. approximately 1/s
int tempStep = -1;
if (curTime < 200) {
GameManager::currentLevel = ("Level 1");
}
else if (curTime >= 200 && curTime < 1800) {
GameManager::currentLevel = NULL;
if (curTime >1650 && curTime < 1800)
tempStep = -1;
else
tempStep = 120;
}
else if (curTime >=1800 && curTime <2000) {
GameManager::currentLevel = ("Level 2");
}
else if (curTime >=2000 && curTime < 3800) {
GameManager::currentLevel = NULL;
if (curTime > 3750 && curTime < 3800)
tempStep = -1;
else
tempStep = 90;
}
else if (curTime >= 3800 && curTime < 4000) {
GameManager::currentLevel = ("Level 3");
}
else if (curTime >= 4000 && curTime < 5800) {
GameManager::currentLevel = NULL;
if (curTime > 5750 && curTime < 5800)
tempStep = -1;
else
tempStep = 70;
}
else if (curTime > 5800 && curTime < 6000) {
GameManager::currentLevel = ("Level 4");
}
else if (curTime >= 6000 && curTime < 7800) {
GameManager::currentLevel = NULL;
if (curTime > 7750 && curTime < 7800)
tempStep = -1;
else
tempStep = 60;
}
else if (curTime >= 7800 && curTime < 8000) {
GameManager::currentLevel = ("Level 4");
}
else if (curTime >= 8000 && curTime <9800) {
GameManager::currentLevel = NULL;
tempStep = 40;
}
else if (curTime >= 9800 && curTime <12000) {
GameManager::currentLevel = ("WIN!!!");
}
else {
cout << "WINNING!!!!" << endl;
cout << "Score gained: " << MoneyManager::totalPoints << endl;
exit(0);
}
if (steps % tempStep == 0 && tempStep != -1) {
//random number used to determine which enemies are created.
int rand = random()%100;
notSpawned = false;
int startX = 40;
int startY = 60;
if (curTime <= 1500) {
if (rand <=90)
newEnemy = new Enemy("Goldfish", startX, startY);
else
newEnemy = new Enemy("Seahorse", startX, startY);
}
else if (curTime <= 2000 && curTime < 4000)
if (rand <= 20)
newEnemy = new Enemy("Goldfish", startX, startY);
else if (rand <= 40)
newEnemy = new Enemy("Seahorse", startX, startY);
else
newEnemy = new Enemy("Shark", startX, startY);
else if (curTime <= 4000 && curTime < 6000)
if (rand <=10)
newEnemy = new Enemy("Goldfish", startX, startY);
else if (rand <=30)
newEnemy = new Enemy("Seahorse", startX, startY);
else if (rand <= 60)
newEnemy = new Enemy ("Shark", startX, startY);
else
newEnemy = new Enemy("Octopus", startX, startY);
else if (curTime <= 6000 && curTime < 8000)
if (rand <= 5)
newEnemy = new Enemy("Goldfish", startX, startY);
else if (rand <= 15)
newEnemy = new Enemy ("Seahorse", startX, startY);
else if (rand <= 40)
newEnemy = new Enemy ("Shark", startX, startY);
else if (rand <= 70)
newEnemy = new Enemy ("Octopus", startX, startY);
else
newEnemy = new Enemy("Triton", startX, startY);
else if (curTime <= 8000 && curTime < 10000)
if (rand <= 3)
newEnemy = new Enemy ("Goldfish", startX, startY);
else if (rand <= 10)
newEnemy = new Enemy("Seahorse", startX, startY);
else if (rand <= 20)
newEnemy = new Enemy("Shark", startX, startY);
else if (rand <= 50)
newEnemy = new Enemy("Octopus", startX, startY);
else
newEnemy = new Enemy("Triton", startX, startY);
if(newEnemy != NULL){
//makes the initial enemy movement so it is displayed on the screen.
newEnemy->moveTo(20, 100);
//newEnemy is appended to the enemy vector.
EnemyManager::enemyAr.push_back( newEnemy );
}
}
}