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Copy pathUI.cpp
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146 lines (140 loc) · 4.72 KB
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// #include "UI.h"
// #include "Utils.h"
// #include "data/DataCenter.h"
// #include "data/ImageCenter.h"
// #include "data/FontCenter.h"
// #include <algorithm>
// #include <allegro5/allegro_primitives.h>
// #include <allegro5/allegro_ttf.h>
// #include "shapes/Point.h"
// #include "shapes/Rectangle.h"
// #include "Player.h"
// #include "Level.h"
// // fixed settings
// constexpr char love_img_path[] = "./assets/image/love.png";
// constexpr int love_img_padding = 5;
// constexpr int tower_img_left_padding = 30;
// constexpr int tower_img_top_padding = 30;
// void
// UI_game::init() {
// // DataCenter *DC = DataCenter::get_instance();
// ImageCenter *IC = ImageCenter::get_instance();
// love = IC->get(love_img_path);
// // int tl_x = DC->game_field_length + tower_img_left_padding;
// // int tl_y = tower_img_top_padding;
// // int max_height = 0;
// // arrange tower shop
// debug_log("<UI_game> state: change to HALT\n");
// state = STATE::HALT;
// on_item = -1;
// }
// void
// UI_game::update() {
// DataCenter *DC = DataCenter::get_instance();
// const Point &mouse = DC->mouse;
// switch(state) {
// case STATE::HALT: {
// for(size_t i = 0; i < tower_items.size(); ++i) {
// auto &[bitmap, p, price] = tower_items[i];
// int w = al_get_bitmap_width(bitmap);
// int h = al_get_bitmap_height(bitmap);
// // hover on a shop tower item
// if(mouse.overlap(Rectangle{p.x, p.y, p.x+w, p.y+h})) {
// on_item = i;
// debug_log("<UI_game> state: change to HOVER\n");
// state = STATE::HOVER;
// break;
// }
// }
// break;
// } case STATE::HOVER: {
// auto &[bitmap, p, price] = tower_items[on_item];
// int w = al_get_bitmap_width(bitmap);
// int h = al_get_bitmap_height(bitmap);
// if(!mouse.overlap(Rectangle{p.x, p.y, p.x+w, p.y+h})) {
// on_item = -1;
// debug_log("<UI_game> state: change to HALT\n");
// state = STATE::HALT;
// break;
// }
// // click mouse left button
// if(DC->mouse_state[1] && !DC->prev_mouse_state[1]) {
// // no money
// if(price > DC->player->coin) {
// debug_log("<UI_game> Not enough money to buy tower %d.\n", on_item);
// break;
// }
// debug_log("<UI_game> state: change to SELECT\n");
// state = STATE::SELECT;
// }
// break;
// } case STATE::SELECT: {
// // click mouse left button: place
// if(DC->mouse_state[1] && !DC->prev_mouse_state[1]) {
// debug_log("<UI_game> state: change to PLACE\n");
// state = STATE::PLACE;
// }
// // click mouse right button: cancel
// if(DC->mouse_state[2] && !DC->prev_mouse_state[2]) {
// on_item = -1;
// debug_log("<UI_game> state: change to HALT\n");
// state = STATE::HALT;
// }
// break;
// } case STATE::PLACE: {
// // check placement legality
// }
// }
// }
// void
// UI_game::draw() {
// // DataCenter *DC = DataCenter::get_instance();
// FontCenter *FC = FontCenter::get_instance();
// // const Point &mouse = DC->mouse;
// // draw HP
// // const int &game_field_length = DC->game_field_length;
// // const int &player_HP = DC->player->HP;
// // int love_width = al_get_bitmap_width(love);
// // for(int i = 1; i <= player_HP; ++i) {
// // al_draw_bitmap(love, game_field_length - (love_width + love_img_padding) * i, love_img_padding, 0);
// // }
// // draw coin
// // const int &player_coin = DC->player->coin;
// // al_draw_textf(
// // FC->courier_new[FontSize::MEDIUM], al_map_rgb(0, 0, 0),
// // game_field_length+love_img_padding, love_img_padding,
// // ALLEGRO_ALIGN_LEFT, "coin: %5d", player_coin);
// // draw tower shop items
// for(auto &[bitmap, p, price] : tower_items) {
// int w = al_get_bitmap_width(bitmap);
// int h = al_get_bitmap_height(bitmap);
// al_draw_bitmap(bitmap, p.x, p.y, 0);
// al_draw_rectangle(
// p.x - 1, p.y - 1,
// p.x + w + 1, p.y + h + 1,
// al_map_rgb(0, 0, 0), 1);
// al_draw_textf(
// FC->courier_new[FontSize::MEDIUM], al_map_rgb(0, 0, 0),
// p.x + w / 2, p.y + h,
// ALLEGRO_ALIGN_CENTRE, "%d", price);
// }
// switch(state) {
// case STATE::HALT: {
// // No tower should be selected for HALT state.
// break;
// } case STATE::HOVER: {
// auto &[bitmap, p, price] = tower_items[on_item];
// int w = al_get_bitmap_width(bitmap);
// int h = al_get_bitmap_height(bitmap);
// // Create a semitransparent mask covered on the hovered tower.
// al_draw_filled_rectangle(p.x, p.y, p.x + w, p.y + h, al_map_rgba(50, 50, 50, 64));
// break;
// }
// case STATE::SELECT: {
// // If a tower is selected, we new a corresponding tower for previewing purpose.
// }
// case STATE::PLACE: {
// // If we select a tower from menu, we need to preview where the tower will be built and its attack range.
// }
// }
// }