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#include <iostream>
#include <vector>
#include <string>
#include <map>
void DirectionalError();
class Map;
//Can promote to a character class when i learn virtual, then inherit from there.
class Player {
public:
enum class Direction { UP = 1, DOWN = 2, LEFT = 3, RIGHT = 4 };
Player(char player, size_t posX, size_t posY) : mPlayer(player), mPosX(posX), mPosY(posY) {}
size_t GetPositionX() const {
return mPosX;
}
size_t GetPositionY() const {
return mPosY;
}
char GetPlayer() const {
return mPlayer;
}
void Movement(Player::Direction, Map& m);
private:
const char mPlayer { 'O' };
size_t mPosX { };
size_t mPosY { };
};
class Map {
public:
Map(const std::string& mapName, size_t mapRows, size_t mapColumns, char mapTile) :
mMapName(mapName), mMapRows(mapRows), mMapColumns(mapColumns), mMapTile(mapTile) {}
//Comment this out for now so we don't mess up the working code while testing
void InitializeMap(const Player& p) {
mGameMap.assign(mMapRows, std::vector<char>(mMapColumns, mMapTile));
mGameMap[p.GetPositionY()][p.GetPositionX()] = p.GetPlayer();
}
void update(size_t oldx, size_t oldy, size_t newx, size_t newy, char player) {
mGameMap[oldy][oldx] = mMapTile;
mGameMap[newy][newx] = player;
}
void DrawMap() const {
for (const auto& cl : mGameMap) {
for (const auto& el : cl)
std::cout << el;
std::cout << '\n';
}
}
size_t MaxRows() const {
return mGameMap.size();
}
size_t MaxColumns() const {
return !mGameMap.empty() ? mGameMap[0].size() : 0;
}
private:
const std::string mMapName { "Map Name" };
size_t mMapRows { 5 };
size_t mMapColumns { 5 };
const char mMapTile { '+' };
std::vector<std::vector<char>> mGameMap;
};
void Player::Movement(Player::Direction choice, Map& map) {
switch (choice) {
case Direction::UP:
if (mPosY) {
const auto oldy { mPosY-- };
map.update(mPosX, oldy, mPosX, mPosY, mPlayer);
return;
}
break;
case Direction::DOWN:
if (mPosY < map.MaxRows() - 1) {
const auto oldy { mPosY++ };
map.update(mPosX, oldy, mPosX, mPosY, mPlayer);
return;
}
break;
case Direction::LEFT:
if (mPosX) {
const auto oldx { mPosX-- };
map.update(oldx, mPosY, mPosX, mPosY, mPlayer);
return;
}
break;
case Direction::RIGHT:
if (mPosX < map.MaxColumns() - 1) {
const auto oldx { mPosX++ };
map.update(oldx, mPosY, mPosX, mPosY, mPlayer);
return;
}
break;
default:
std::cout << "Invalid Input\n";
return;
}
DirectionalError();
}
void DirectionalError() {
std::cout << "Cannot go any further in this direction\n";
}
int main() {
Player Hero('O', 7, 5);
Map Field("Field", 20, 50, '-');
//Courtyard.InitializeMap();
Field.InitializeMap(Hero);
while (true) {
Field.DrawMap();
std::cout << "X: " << Hero.GetPositionX() << " Y: " << Hero.GetPositionY() << "\n\n";
std::cout << "What do you want to do?\n\n";
std::cout << "1) Move Up\n";
std::cout << "2) Move Down\n";
std::cout << "3) Move Left\n";
std::cout << "4) Move Right\n";
std::cout << "Enter choice: ";
int choice { };
std::cin >> choice;
Hero.Movement(static_cast<Player::Direction>(choice), Field);
}
}
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