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StudentWorld.cpp
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#include "StudentWorld.h"
#include "GameConstants.h"
#include <string>
#include "Actor.h"
#include <sstream>
#include "Level.h"
using namespace std;
GameWorld* createStudentWorld(string assetPath)
{
return new StudentWorld(assetPath);
}
// Students: Add code to this file, StudentWorld.h, Actor.h, and Actor.cpp
StudentWorld::StudentWorld(string assetPath)
: GameWorld(assetPath)
{
}
int StudentWorld::init()
{
string levelText = "level--.txt";
int level = getLevel();
levelText.at(5) = '0' + level/10;
levelText.at(6) = '0' + level%10;
Level lev(assetPath());
Level::LoadResult result = lev.loadLevel(levelText);
if (result == Level::load_fail_file_not_found)
return GWSTATUS_LEVEL_ERROR;
else if (result == Level::load_fail_bad_format)
return GWSTATUS_LEVEL_ERROR;
else if (result == Level::load_success)
{
cerr << "Successfully loaded level" << endl;
Level::GridEntry ge;
for (int i = 0; i < GRID_WIDTH; i++)
{
for(int j = 0; j < GRID_HEIGHT; j++)
{
ge = lev.getContentsOf(i, j);
switch (ge)
{
case Level::empty:
break;
case Level::koopa:
m_actors.push_back(new Koopa(*this, i*SPRITE_WIDTH,j*SPRITE_HEIGHT));
break;
case Level::goomba:
m_actors.push_back(new Goomba(*this, i*SPRITE_WIDTH,j*SPRITE_HEIGHT));
break;
case Level::peach:
peach = new Peach(*this, i*SPRITE_WIDTH,j*SPRITE_HEIGHT);
m_actors.push_back(peach);
break;
case Level::flag:
m_actors.push_back(new Flag(*this, i*SPRITE_WIDTH,j*SPRITE_HEIGHT));
break;
case Level::block:
m_actors.push_back(new Block(*this, i*SPRITE_WIDTH,j*SPRITE_HEIGHT));
break;
case Level::star_goodie_block:
m_actors.push_back(new StarBlock(*this, i*SPRITE_WIDTH,j*SPRITE_HEIGHT));
break;
case Level::piranha:
m_actors.push_back(new Piranha(*this, i*SPRITE_WIDTH,j*SPRITE_HEIGHT));
break;
case Level::mushroom_goodie_block:
m_actors.push_back(new MushroomBlock(*this, i*SPRITE_WIDTH,j*SPRITE_HEIGHT));
break;
case Level::flower_goodie_block:
m_actors.push_back(new FlowerBlock(*this, i*SPRITE_WIDTH,j*SPRITE_HEIGHT));
break;
case Level::pipe:
m_actors.push_back(new Pipe(*this, i*SPRITE_WIDTH,j*SPRITE_HEIGHT));
break;
case Level::mario:
m_actors.push_back(new Mario(*this, i*SPRITE_WIDTH,j*SPRITE_HEIGHT));
break;
}
}
}
}
return GWSTATUS_CONTINUE_GAME;
}
int StudentWorld::move()
{
status = GWSTATUS_CONTINUE_GAME;
for (int i = 0; i < m_actors.size(); i++)
{
m_actors.at(i)->doSomething();
}
int i = 0;
while (i < m_actors.size())
{
Actor* tempAct = m_actors.at(i);
if (!(tempAct->isAlive()))
{
vector<Actor*>::iterator vi = m_actors.begin();
vi +=i;
m_actors.erase(vi);
delete tempAct;
}
else
i++;
}
ostringstream statusText;
statusText << "Lives: " << getLives() << " Level: " << getLevel() << " Points: " << getScore();
if(peach->getStarPow())
statusText << " StarPower!";
if(peach->getShootPow())
statusText << " ShootPower!";
if(peach->getJumpPow())
statusText << " JumpPower!";
string displayText = statusText.str();
setGameStatText(displayText);
return status;
}
void StudentWorld::cleanUp()
{
while (m_actors.size() != 0)
{
delete m_actors.back();
m_actors.pop_back();
}
}
StudentWorld::~StudentWorld()
{
cleanUp();
}
bool StudentWorld::hasOverlap(int startX, int startY, Actor* act)
{
int startXEnd = startX + SPRITE_WIDTH;
int startYEnd = startY + SPRITE_HEIGHT;
int vSize = m_actors.size();
for(int i = 0; i < vSize; i++)
{
Actor* tempAct = m_actors.at(i);
if (tempAct == act)
continue;
int otherX = tempAct->getX();
int otherXEnd = otherX + SPRITE_WIDTH;
int otherY = tempAct->getY();
int otherYEnd = otherY + SPRITE_HEIGHT;
if (otherYEnd > startY && otherY < startYEnd && otherXEnd > startX && otherX < startXEnd)
return true;
}
return false;
}
bool StudentWorld::overlapsPeach(int startX, int startY, Actor* act)
{
int startXEnd = startX + SPRITE_WIDTH;
int startYEnd = startY + SPRITE_HEIGHT;
int vSize = m_actors.size();
for(int i = 0; i < vSize; i++)
{
Actor* tempAct = m_actors.at(i);
if (tempAct == act)
continue;
int otherX = tempAct->getX();
int otherXEnd = otherX + SPRITE_WIDTH;
int otherY = tempAct->getY();
int otherYEnd = otherY + SPRITE_HEIGHT;
if (otherYEnd > startY && otherY < startYEnd && otherXEnd > startX && otherX < startXEnd)
if(tempAct == peach)
return true;
}
return false;
}
vector<Actor*> StudentWorld::actorsOverlaping(int startX, int startY, Actor* act)
{
vector<Actor*> av;
int startXEnd = startX + SPRITE_WIDTH;
int startYEnd = startY + SPRITE_HEIGHT;
int vSize = m_actors.size();
for(int i = 0; i < vSize; i++)
{
Actor* tempAct = m_actors.at(i);
if (tempAct == act)
continue;
int otherX = tempAct->getX();
int otherXEnd = otherX + SPRITE_WIDTH;
int otherY = tempAct->getY();
int otherYEnd = otherY + SPRITE_HEIGHT;
if (otherYEnd > startY && otherY < startYEnd && otherXEnd > startX && otherX < startXEnd)
if(tempAct->isAlive())
av.push_back(tempAct);
}
return av;
}
void StudentWorld::addActor(Actor* a)
{
cerr << "added an actor" << endl;
m_actors.push_back(a);
}
bool StudentWorld::peachYOverlap(int y)
{
int yEnd = y + SPRITE_HEIGHT;
int pStart = peach->getY();
int pEnd = pStart + SPRITE_HEIGHT;
if(yEnd > pStart && y < pEnd)
return true;
else
return false;
}