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//============================================================================
// Name : Console Game
// Author : Chay Hawk
// Version : 0.1.0.19
// Version Date : March 31th 2023 @ 4:52 PM
// Date Created :
// Lines of Code : 264
// Description :
//============================================================================
#include <iostream>
#include <vector>
#include <string>
#include <random>
#include <chrono>
class MapGenerator;
class Character
{
public:
Character(const std::string& name, char character, int posX, int posY) : mName(name), mCharacter(character), mPosX(posX), mPosY(posY) {}
enum class Direction
{
UP = 1, DOWN = 2, LEFT = 3, RIGHT = 4
};
int GetPositionX() const
{
return mPosX;
}
int GetPositionY() const
{
return mPosY;
}
char GetCharacter() const
{
return mCharacter;
}
std::string GetName() const
{
return mName;
}
void Movement(Character::Direction choice, MapGenerator& mapGenerator);
private:
std::string mName{ "Character" };
const char mCharacter{ 'C' };
int mPosX{ };
int mPosY{ };
};
class Player : public Character
{
public:
Player(const std::string& name, char character, int posX, int posY) : Character{name, character, posX, posY}
{}
private:
};
class Enemy : public Character
{
public:
Enemy(const std::string& name, char character, int posX, int posY): Character{name, character, posX, posY}
{}
void Move(std::mt19937& mt, MapGenerator& mapGenerator)
{
//Randomize directions
std::uniform_int_distribution<> moveEnemy{ 1, 4};
Movement(static_cast<Character::Direction>(moveEnemy(mt)), mapGenerator);
}
private:
};
class MapGenerator
{
public:
MapGenerator(const std::string& mapName, int mapRows, int mapColumns, char mapTile) :
mMapName(mapName), mMapRows(mapRows), mMapColumns(mapColumns), mMapTile(mapTile) {}
//void InitializeMap(const Character& character)
//{
// mGameMap.assign(mMapRows, std::vector<char>(mMapColumns, mMapTile));
// mGameMap[character.GetPositionY()][character.GetPositionX()] = character.GetCharacter();
//}
void InitializeMap(const std::vector<Character>& characters)
{
mGameMap.assign(mMapRows, std::vector<char>(mMapColumns, mMapTile));
for (const auto& character : characters)
{
const int row{ character.GetPositionY() };
const int col{ character.GetPositionX() };
const char ch{ character.GetCharacter() };
mGameMap[row][col] = ch;
}
}
void DrawMap() const
{
for (const auto& row : mGameMap)
{
for (const auto& column : row)
{
std::cout << column;
}
std::cout << '\n';
}
}
void Update(size_t oldX, size_t oldY, size_t newX, size_t newY, char character)
{
mGameMap[oldY][oldX] = mMapTile;
mGameMap[newY][newX] = character;
}
size_t MaxRows() const
{
return mGameMap.size();
}
size_t MaxColumns() const
{
return !mGameMap.empty() ? mGameMap[0].size() : 0;
}
void DrawObjects(std::mt19937& mt, char object, int amountToPlace, const Character& character)
{
std::uniform_int_distribution<> rows{0, 19};
std::uniform_int_distribution<> columns{0, 49};
for (int i{ }; i < amountToPlace; ++i)
{
//Do not draw over player
if (rows(mt) != character.GetPositionX() && rows(mt) != character.GetPositionY() || columns(mt) != character.GetPositionX() && columns(mt) != character.GetPositionY())
{
mGameMap[rows(mt)][columns(mt)] = object;
}
}
}
private:
const std::string mMapName{ "Map Name" };
int mMapRows{ 5 };
int mMapColumns{ 5 };
const char mMapTile{ '+' };
std::vector<std::vector<char>> mGameMap;
char mTransitionTile{ 'H' };
char mObject{ '#'};
};
int main()
{
std::mt19937 mt{ static_cast<unsigned int>(std::chrono::steady_clock::now().time_since_epoch().count()) };
std::vector<Character> characterContainer;
Player Hero("Hero", 'O', 5, 5);
Enemy Goblin("Goblin", 'X', 15, 15);
MapGenerator Field("Field", 20, 50, '-');
characterContainer.push_back(Hero);
characterContainer.push_back(Goblin);
Field.InitializeMap(characterContainer);
//Field.InitializeMap(Goblin);
//Field.DrawObjects(mt, '&', 10, Hero);
while (true)
{
Field.DrawMap();
Goblin.Move(mt, Field);
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";
int choice{ };
std::cin >> choice;
Hero.Movement(static_cast<Player::Direction>(choice), Field);
}
}
void Character::Movement(Character::Direction choice, MapGenerator& mapGenerator)
{
switch (choice)
{
case Direction::UP:
if (mPosY)
{
//Initialize and set mPosY to the oldY. It can be used in the update
//function
const auto oldY{ mPosY-- }; //This
//Is the same exact thing as this:
//const auto oldY{ mPosY };
//mPosY--;
mapGenerator.Update(mPosX, oldY, mPosX, mPosY, mCharacter);
return;
}
break;
case Direction::DOWN:
if (mPosY < mapGenerator.MaxRows() - 1)
{
const auto oldY{ mPosY++ };
mapGenerator.Update(mPosX, oldY, mPosX, mPosY, mCharacter);
return;
}
break;
case Direction::LEFT:
if (mPosX)
{
const auto oldX{ mPosX-- };
mapGenerator.Update(oldX, mPosY, mPosX, mPosY, mCharacter);
return;
}
break;
case Direction::RIGHT:
if (mPosX < mapGenerator.MaxColumns() - 1)
{
const auto oldX{ mPosX++ };
mapGenerator.Update(oldX, mPosY, mPosX, mPosY, mCharacter);
mapGenerator.Update(oldX, mPosY, mPosX, mPosY, mCharacter);
return;
}
break;
default:
std::cout << "Invalid Input\n";
return;
}
std::cout << "Cannot go any further in this direction\n";
std::cout << GetName() << " tried to go " << " but couldnt!\n";
}
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