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#include "Map.h"
#include "Player.h"
#include <iostream>
#include <cstdlib>
#include <string>
#include <fstream>
#include <windows.h>
Map::Map(int pN):
pObj(5,5),
ptObj(15,15) //player TWO object
{
}
void Map::SSP() //calls player function
{
pObj.SetStartPos('B',map);
ptObj.SetStartPos('O',map);
}
void Map::InputChoice(int pN) //player NUMBER
{
/* i didnt know how to access the player class outside without making another object to player, so i just made a function that
calls the object, i need this seperate because i need to call input, THEN cls(), then refresh, in that specific order. Comment if you think i should
move the refresh function into map aswell to make some giant function that handles it. Problem is i feel like im stuffing to much stuff into Map.h and
.cpp */
switch(pN){
case 1:
pObj.InputChoice('B',map,bgmap); //calls player functions
break;
case 2:
ptObj.InputChoice('O',map,bgmap);
break;
}
}
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
void Map::RefreshScreen() //reprint array
{
cls();
for( int nrow = 0; nrow < nrows; nrow++){
for(int ncol = 0; ncol < ncols;ncol++)
std::cout << map[nrow][ncol] << " ";
std::cout << std::endl;
}
}
void Map::cls() //windows h function to replace screen with nulls
{
DWORD n;
DWORD size;
COORD coord = {0};
CONSOLE_SCREEN_BUFFER_INFO csbi;
HANDLE h = GetStdHandle ( STD_OUTPUT_HANDLE );
GetConsoleScreenBufferInfo ( h, &csbi );
size = csbi.dwSize.X * csbi.dwSize.Y;
FillConsoleOutputCharacter ( h, TEXT ( ' ' ), size, coord, &n );
GetConsoleScreenBufferInfo ( h, &csbi );
FillConsoleOutputAttribute ( h, csbi.wAttributes, size, coord, &n );
SetConsoleCursorPosition ( h, coord );
}
void Map::callFire(int pN)
{
switch(pN){
case 1:
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
pObj.FireG(RefreshScreen, cls, map, bgmap, pObj.getx(), pObj.gety()); //ERRORS HERE!
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
break;
case 2:
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
ptObj.FireG(RefreshScreen, cls, map, bgmap,ptObj.getx(),ptObj.gety()); //ERRORS HERE!
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
break;
}
}
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
//-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
void Map::createmap() { //read map in from "Map.txt" file
using namespace std;
ifstream MapStruct("Map.txt");
while(!MapStruct.eof()){
for( int nrow = 0; nrow < nrows; nrow++){
for(int ncol = 0; ncol < ncols;ncol++){
MapStruct >> map[nrow][ncol];
bgmap[nrow][ncol] = map[nrow][ncol];
}
}
}
MapStruct.close(); //close file to prevent leaks
}
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