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game_state_shop.cpp
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#include "game_state_shop.hpp"
#include "label_player_settings.hpp"
#include "sprite_factory.hpp"
game_state_shop::game_state_shop(sf::RenderWindow& window,
state & state_t,
unsigned int width,
unsigned int height,
std::vector<std::string> & unlocked_players,
game_settings & gameSettings,
sound_class & the_sound_class_shop
):
drawable(window,{0,0}, {0,0}),
gameSettings(gameSettings),
state_t(state_t),
unlocked_players(unlocked_players),
the_sound_class_shop(the_sound_class_shop)
{
click_sound.setBuffer(the_sound_class_shop.get_sound_buffer("click_sound"));
sprite_factory sprite_reader = sprite_factory::get_instance();
std::shared_ptr<window_part> shop_window = std::make_shared<window_part>(window,
vector2f_from_unsigned_ints(0,0),
sprite_reader.filenames["shop"]);
shop_window->rescale({width/1023.f, height/665.f});
std::shared_ptr<buttons> quit_gamewindow = std::make_shared<buttons>(window,
50,
vector2f_from_unsigned_ints(60,30),
[&](){if(gameSettings.sound){click_sound.play();player_equip_sound.stop();} save(unlocked_players, gameSettings) ;window.close();},
"Quit",
sf::Color(163 , 235 , 177));
std::shared_ptr<buttons> back_to_menu_from_gamewindow = std::make_shared<buttons>(window,
50,
vector2f_from_unsigned_ints(60, 120),
[&](){if(gameSettings.sound){click_sound.play();player_equip_sound.stop();} save(unlocked_players, gameSettings); state_t = MENU;},
"Menu",
sf::Color(163 , 235 , 177));
std::shared_ptr<label_player_settings_coins> display_coins_shop = std::make_shared<label_player_settings_coins>(window,
sf::Vector2f(float(width) - 250.f, 50),
"Coins " + std::to_string(gameSettings.coins),
25,
sf::Color(163 , 235 , 177),
gameSettings);
// Shop buttons
std::shared_ptr<buttons> previeus_player_button = std::make_shared<buttons>(window,
50,
vector2f_from_unsigned_ints(width/10.f, height - 200.f),
[&](){if(gameSettings.sound){click_sound.play();}if(player_scrolling_int <= 0){
player_scrolling_int = players.size()-1;
}
else{player_scrolling_int--;
}
sf::sleep(sf::milliseconds(200));
},
"prev",
sf::Color(163 , 235 , 177));
std::shared_ptr<buttons> buy = std::make_shared<buttons>(window,
50,
vector2f_from_unsigned_ints(width/3 - 110, height - 200),
[&](){if(gameSettings.sound){click_sound.play();} if(gameSettings.coins >= 100){
unlocked_players.push_back(all_players[player_scrolling_int]);
gameSettings.coins -= 100;
}
sf::sleep(sf::milliseconds(200));
},
"Buy 100",
sf::Color(163 , 235 , 177));
std::shared_ptr<buttons> equip = std::make_shared<buttons>(window,
50,
vector2f_from_unsigned_ints(width/3 - 80, height - 200),
[&](){if(gameSettings.sound){click_sound.play();
player_equip_sound.setBuffer(the_sound_class_shop.get_sound_buffer(all_players[player_scrolling_int]));
player_equip_sound.play();}
gameSettings.player = all_players[player_scrolling_int];
sf::sleep(sf::milliseconds(200));
},
"Equip",
sf::Color(163 , 235 , 177));
std::shared_ptr<label> equipped = std::make_shared<label>(window,
vector2f_from_unsigned_ints(width/3 - 150, height - 200),
"Equipped",
50,
sf::Color(163 , 235 , 177));
std::shared_ptr<buttons> next_player_button = std::make_shared<buttons>(window,
50,
vector2f_from_unsigned_ints(width/2,height - 200),
[&](){if(gameSettings.sound){click_sound.play();} if(player_scrolling_int >= players.size()-1){
player_scrolling_int = 0;
}
else{player_scrolling_int++;
}
sf::sleep(sf::milliseconds(200));
},
"next",
sf::Color(163 , 235 , 177));
//Steeds players toevoegen aan deze lijst. Deze komen in een vector. Door deze loop je steeds
sf::Vector2f player_layout_position = vector2f_from_unsigned_ints(width/3 - 180, 400);
std::shared_ptr<window_part> chicken = std::make_shared<window_part>(window, player_layout_position, sprite_reader.filenames[all_players[0]+"_shop"]);
std::shared_ptr<window_part> cow = std::make_shared<window_part>(window, player_layout_position, sprite_reader.filenames[all_players[1]+"_shop"]);
std::shared_ptr<window_part> pig = std::make_shared<window_part>(window, player_layout_position, sprite_reader.filenames[all_players[2]+"_shop"]);
std::shared_ptr<window_part> slime = std::make_shared<window_part>(window, player_layout_position, sprite_reader.filenames[all_players[3]+"_shop"]);
std::shared_ptr<window_part> pacman = std::make_shared<window_part>(window, player_layout_position, sprite_reader.filenames[all_players[4]+"_shop"]);
std::shared_ptr<window_part> beta_player = std::make_shared<window_part>(window, player_layout_position, sprite_reader.filenames[all_players[5]+"_shop"]);
objects = {shop_window,quit_gamewindow,back_to_menu_from_gamewindow, previeus_player_button, next_player_button, display_coins_shop};
players = {chicken, cow, pig, slime, pacman , beta_player};
equip_button = equip;
buy_button = buy;
equiped_label = equipped;
}
bool game_state_shop::check_functie_unlocked(){
if(unlocked_players.empty()){
return false;
}
else {
for(unsigned int i = 0; i <= unlocked_players.size(); i++) {
if (all_players[player_scrolling_int] == unlocked_players[i]) {
return true;
}
}
}
return false;
}
void game_state_shop::draw() {
for(auto &object : objects){
object->draw();
}
if(check_functie_unlocked()) {
if(all_players[player_scrolling_int] == gameSettings.player) {
equiped_label->draw();
}
else{
equip_button->draw();
}
}
else {
buy_button->draw();
}
players[player_scrolling_int]->draw();
}
void game_state_shop::update() {
for(auto &object: objects){
object->update();
}
if(check_functie_unlocked()) {
if(all_players[player_scrolling_int] == gameSettings.player) {
equiped_label->update();
}
else{
equip_button->update();
}
}
else {
buy_button->update();
}
sf::Event event{};
while (window.pollEvent(event)) {}
}