#include <iostream> #include <SFML/Graphics.hpp> #include <SFML/Window.hpp> #include <cmath> #include <zmq.hpp> #include "GameObject.hpp" #include "Platforms.hpp" #include "Player.hpp" #include "HiddenObjects.hpp" #include "EventManager.hpp" #include "Thread.hpp" #include "Timeline.hpp" #include "Client.hpp" #include "Projectiles.hpp" #include "Enemy.hpp" // Global window size int WINDOW_WIDTH = 300; int WINDOW_HEIGHT = 400; Timeline gameTime = Timeline(1); std::vector<GameObject*> objects; std::vector<sf::Drawable*> drawObjects; std::vector<PlayerClient> playerClients; std::vector<SpawnPoint*> spawnPoints; std::vector<sf::FloatRect> deathZoneBounds; std::vector<PlayerProjectile*> playerProjectiles; std::vector<PlayerProjectile*> projectilesToRemove; std::vector<EnemyProjectile*> enemyProjectiles; std::vector<EnemyProjectile*> enemyProjectilesToRemove; std::vector<Enemy*> enemies; std::vector<Enemy*> col1; std::vector<Enemy*> col2; std::vector<Enemy*> col3; std::vector<Enemy*> col4; std::vector<Enemy*> col5; std::vector<Enemy*> col6; std::vector<Enemy*> col7; std::vector<Enemy*> col8; std::vector<int> currentColumns{1, 2, 3, 4, 5, 6, 7, 8}; /** * @brief Get the Random Spawn Point object from the spawnPoints vector * * @return sf::Vector2f spawn point location */ sf::Vector2f getRandomSpawnPoint() { srand(time(NULL)); int randomIndex = rand() % spawnPoints.size(); return spawnPoints.at(randomIndex)->getSpawnPointLocation(); } void initializeEnemies() { // Row 1 // -=-=-=-=-=-=-=-=-=-=-=-=-=- Enemy* enemy1_1 = new Enemy(26.f, 141.f, 1, "Enemy1.png"); enemy1_1->setCollisionEnabled(true); drawObjects.push_back(enemy1_1); enemies.push_back(enemy1_1); col1.push_back(enemy1_1); Enemy* enemy1_2 = new Enemy(59.f, 141.f, 2, "Enemy1.png"); enemy1_2->setCollisionEnabled(true); drawObjects.push_back(enemy1_2); enemies.push_back(enemy1_2); col2.push_back(enemy1_2); Enemy* enemy1_3 = new Enemy(91.f, 141.f, 3, "Enemy1.png"); enemy1_3->setCollisionEnabled(true); drawObjects.push_back(enemy1_3); enemies.push_back(enemy1_3); col3.push_back(enemy1_3); Enemy* enemy1_4 = new Enemy(123.f, 141.f, 4, "Enemy1.png"); enemy1_4->setCollisionEnabled(true); drawObjects.push_back(enemy1_4); enemies.push_back(enemy1_4); col4.push_back(enemy1_4); Enemy* enemy1_5 = new Enemy(155.f, 141.f, 5, "Enemy1.png"); enemy1_5->setCollisionEnabled(true); drawObjects.push_back(enemy1_5); enemies.push_back(enemy1_5); col5.push_back(enemy1_5); Enemy* enemy1_6 = new Enemy(187.f, 141.f, 6, "Enemy1.png"); enemy1_6->setCollisionEnabled(true); drawObjects.push_back(enemy1_6); enemies.push_back(enemy1_6); col6.push_back(enemy1_6); Enemy* enemy1_7 = new Enemy(220.f, 141.f, 7, "Enemy1.png"); enemy1_7->setCollisionEnabled(true); drawObjects.push_back(enemy1_7); enemies.push_back(enemy1_7); col7.push_back(enemy1_7); Enemy* enemy1_8 = new Enemy(253.f, 141.f, 8, "Enemy1.png"); enemy1_8->setCollisionEnabled(true); drawObjects.push_back(enemy1_8); enemies.push_back(enemy1_8); col8.push_back(enemy1_8); // Row 2 // -=-=-=-=-=-=-=-=-=-=-=-=-=- Enemy* enemy2_1 = new Enemy(26.f, 115.f, 1, "Enemy1.png"); enemy2_1->setCollisionEnabled(true); drawObjects.push_back(enemy2_1); enemies.push_back(enemy2_1); col1.push_back(enemy2_1); Enemy* enemy2_2 = new Enemy(59.f, 115.f, 2, "Enemy1.png"); enemy2_2->setCollisionEnabled(true); drawObjects.push_back(enemy2_2); enemies.push_back(enemy2_2); col2.push_back(enemy2_2); Enemy* enemy2_3 = new Enemy(91.f, 115.f, 3, "Enemy1.png"); enemy2_3->setCollisionEnabled(true); drawObjects.push_back(enemy2_3); enemies.push_back(enemy2_3); col3.push_back(enemy2_3); Enemy* enemy2_4 = new Enemy(123.f, 115.f, 4, "Enemy1.png"); enemy2_4->setCollisionEnabled(true); drawObjects.push_back(enemy2_4); enemies.push_back(enemy2_4); col4.push_back(enemy2_4); Enemy* enemy2_5 = new Enemy(155.f, 115.f, 5, "Enemy1.png"); enemy2_5->setCollisionEnabled(true); drawObjects.push_back(enemy2_5); enemies.push_back(enemy2_5); col5.push_back(enemy2_5); Enemy* enemy2_6 = new Enemy(187.f, 115.f, 6, "Enemy1.png"); enemy2_6->setCollisionEnabled(true); drawObjects.push_back(enemy2_6); enemies.push_back(enemy2_6); col6.push_back(enemy2_6); Enemy* enemy2_7 = new Enemy(220.f, 115.f, 7, "Enemy1.png"); enemy2_7->setCollisionEnabled(true); drawObjects.push_back(enemy2_7); enemies.push_back(enemy2_7); col7.push_back(enemy2_7); Enemy* enemy2_8 = new Enemy(253.f, 115.f, 8, "Enemy1.png"); enemy2_8->setCollisionEnabled(true); drawObjects.push_back(enemy2_8); enemies.push_back(enemy2_8); col8.push_back(enemy2_8); // Row 3 // -=-=-=-=-=-=-=-=-=-=-=-=-=- Enemy* enemy3_1 = new Enemy(26.f, 86.f, 1, "Enemy2.png"); enemy3_1->setCollisionEnabled(true); drawObjects.push_back(enemy3_1); enemies.push_back(enemy3_1); col1.push_back(enemy3_1); Enemy* enemy3_2 = new Enemy(59.f, 86.f, 2, "Enemy2.png"); enemy3_2->setCollisionEnabled(true); drawObjects.push_back(enemy3_2); enemies.push_back(enemy3_2); col2.push_back(enemy3_2); Enemy* enemy3_3 = new Enemy(91.f, 86.f, 3, "Enemy2.png"); enemy3_3->setCollisionEnabled(true); drawObjects.push_back(enemy3_3); enemies.push_back(enemy3_3); col3.push_back(enemy3_3); Enemy* enemy3_4 = new Enemy(123.f, 86.f, 4, "Enemy2.png"); enemy3_4->setCollisionEnabled(true); drawObjects.push_back(enemy3_4); enemies.push_back(enemy3_4); col4.push_back(enemy3_4); Enemy* enemy3_5 = new Enemy(155.f, 86.f, 5, "Enemy2.png"); enemy3_5->setCollisionEnabled(true); drawObjects.push_back(enemy3_5); enemies.push_back(enemy3_5); col5.push_back(enemy3_5); Enemy* enemy3_6 = new Enemy(187.f, 86.f, 6, "Enemy2.png"); enemy3_6->setCollisionEnabled(true); drawObjects.push_back(enemy3_6); enemies.push_back(enemy3_6); col6.push_back(enemy3_6); Enemy* enemy3_7 = new Enemy(220.f, 86.f, 7, "Enemy2.png"); enemy3_7->setCollisionEnabled(true); drawObjects.push_back(enemy3_7); enemies.push_back(enemy3_7); col7.push_back(enemy3_7); Enemy* enemy3_8 = new Enemy(253.f, 86.f, 8, "Enemy2.png"); enemy3_8->setCollisionEnabled(true); drawObjects.push_back(enemy3_8); enemies.push_back(enemy3_8); col8.push_back(enemy3_8); // Row 4 // -=-=-=-=-=-=-=-=-=-=-=-=-=- Enemy* enemy4_1 = new Enemy(26.f, 59.f, 1, "Enemy2.png"); enemy4_1->setCollisionEnabled(true); drawObjects.push_back(enemy4_1); enemies.push_back(enemy4_1); col1.push_back(enemy4_1); Enemy* enemy4_2 = new Enemy(59.f, 59.f, 2, "Enemy2.png"); enemy4_2->setCollisionEnabled(true); drawObjects.push_back(enemy4_2); enemies.push_back(enemy4_2); col2.push_back(enemy4_2); Enemy* enemy4_3 = new Enemy(91.f, 59.f, 3, "Enemy2.png"); enemy4_3->setCollisionEnabled(true); drawObjects.push_back(enemy4_3); enemies.push_back(enemy4_3); col3.push_back(enemy4_3); Enemy* enemy4_4 = new Enemy(123.f, 59.f, 4, "Enemy2.png"); enemy4_4->setCollisionEnabled(true); drawObjects.push_back(enemy4_4); enemies.push_back(enemy4_4); col4.push_back(enemy4_4); Enemy* enemy4_5 = new Enemy(155.f, 59.f, 5, "Enemy2.png"); enemy4_5->setCollisionEnabled(true); drawObjects.push_back(enemy4_5); enemies.push_back(enemy4_5); col5.push_back(enemy4_5); Enemy* enemy4_6 = new Enemy(187.f, 59.f, 6, "Enemy2.png"); enemy4_6->setCollisionEnabled(true); drawObjects.push_back(enemy4_6); enemies.push_back(enemy4_6); col6.push_back(enemy4_6); Enemy* enemy4_7 = new Enemy(220.f, 59.f, 7, "Enemy2.png"); enemy4_7->setCollisionEnabled(true); drawObjects.push_back(enemy4_7); enemies.push_back(enemy4_7); col7.push_back(enemy4_7); Enemy* enemy4_8 = new Enemy(253.f, 59.f, 8, "Enemy2.png"); enemy4_8->setCollisionEnabled(true); drawObjects.push_back(enemy4_8); enemies.push_back(enemy4_8); col8.push_back(enemy4_8); // Row 5 // -=-=-=-=-=-=-=-=-=-=-=-=-=- Enemy* enemy5_1 = new Enemy(26.f, 30.f, 1, "Enemy3.png"); enemy5_1->setCollisionEnabled(true); drawObjects.push_back(enemy5_1); enemies.push_back(enemy5_1); col1.push_back(enemy5_1); Enemy* enemy5_2 = new Enemy(59.f, 30.f, 2, "Enemy3.png"); enemy5_2->setCollisionEnabled(true); drawObjects.push_back(enemy5_2); enemies.push_back(enemy5_2); col2.push_back(enemy5_2); Enemy* enemy5_3 = new Enemy(91.f, 30.f, 3, "Enemy3.png"); enemy5_3->setCollisionEnabled(true); drawObjects.push_back(enemy5_3); enemies.push_back(enemy5_3); col3.push_back(enemy5_3); Enemy* enemy5_4 = new Enemy(123.f, 30.f, 4, "Enemy3.png"); enemy5_4->setCollisionEnabled(true); drawObjects.push_back(enemy5_4); enemies.push_back(enemy5_4); col4.push_back(enemy5_4); Enemy* enemy5_5 = new Enemy(155.f, 30.f, 5, "Enemy3.png"); enemy5_5->setCollisionEnabled(true); drawObjects.push_back(enemy5_5); enemies.push_back(enemy5_5); col5.push_back(enemy5_5); Enemy* enemy5_6 = new Enemy(187.f, 30.f, 6, "Enemy3.png"); enemy5_6->setCollisionEnabled(true); drawObjects.push_back(enemy5_6); enemies.push_back(enemy5_6); col6.push_back(enemy5_6); Enemy* enemy5_7 = new Enemy(220.f, 30.f, 7, "Enemy3.png"); enemy5_7->setCollisionEnabled(true); drawObjects.push_back(enemy5_7); enemies.push_back(enemy5_7); col7.push_back(enemy5_7); Enemy* enemy5_8 = new Enemy(253.f, 30.f, 8, "Enemy3.png"); enemy5_8->setCollisionEnabled(true); drawObjects.push_back(enemy5_8); enemies.push_back(enemy5_8); col8.push_back(enemy5_8); } void clearEnv() { drawObjects.clear(); enemies.clear(); projectilesToRemove.clear(); playerProjectiles.clear(); enemyProjectilesToRemove.clear(); enemyProjectiles.clear(); col1.clear(); col2.clear(); col3.clear(); col4.clear(); col5.clear(); col6.clear(); col7.clear(); col8.clear(); } void restart() { clearEnv(); currentColumns = {1, 2, 3, 4, 5, 6, 7, 8}; initializeEnemies(); } /** * @brief Jayden Sansom, jksanso2 * HW 5 Part 2 * * @return int exit code */ int main() { srand (time(NULL)); // Mutex to handle locking, condition variable to handle notifications between threads std::mutex m; std::condition_variable cv; // Keys pressed to be passed to the thread update KeysPressed keysPressed; EventManager eventManager; // Create window sf::RenderWindow window(sf::VideoMode(WINDOW_WIDTH, WINDOW_HEIGHT), "CSC 481 Game Engine Foundations HW 5 Part 2"); // Get running desktop and set window to be positioned in the middle of the screen sf::VideoMode desktop = sf::VideoMode::getDesktopMode(); window.setPosition(sf::Vector2i(desktop.width / 2 - window.getSize().x / 2, desktop.height / 2 - window.getSize().y / 2)); window.setVerticalSyncEnabled(false); window.setFramerateLimit(60); // Create sidebar left Platform* sidebar1 = new Platform(0.f, 0.f, 15.f, WINDOW_HEIGHT, sf::Color(0, 0, 0, 0)); sidebar1->setCollisionEnabled(true); GameObject sidebar1Obj = GameObject("sidebar1", sidebar1); objects.push_back(&sidebar1Obj); drawObjects.push_back(sidebar1); // Create sidebar right Platform* sidebar2 = new Platform(WINDOW_WIDTH - 15.f, 0.f, 15.f, WINDOW_HEIGHT, sf::Color(0, 0, 0, 0)); sidebar2->setCollisionEnabled(true); GameObject sidebar2Obj = GameObject("sidebar2", sidebar2); objects.push_back(&sidebar2Obj); drawObjects.push_back(sidebar2); // Create Player Player* player = new Player(WINDOW_WIDTH, WINDOW_HEIGHT, "player.png", (WINDOW_WIDTH / 2) - 22.f, WINDOW_HEIGHT - 40.f, 100.f, 50.f, 300.f, 1.f, 1.f); player->setCollisionEnabled(true); drawObjects.push_back(player); PlayerClient playerClient = {"One", player, true}; Client client(&playerClient, &playerClients); client.requesterFunction(&playerClient); Thread subscriberThread = Thread(0, nullptr, &m, &cv, [&]() { client.subscriberFunction(&objects, &eventManager); }); std::thread runReplier(run_wrapper, &subscriberThread); initializeEnemies(); // Set up time variables float previousTime = gameTime.getTime(); float currentTime, elapsed; float timeUntilCanShoot = 0.f; float moveDownTimer = 0.f; int previousMovement = 0; int enemyMovement = 1; float enemyShootTimer = 3.f; bool won = false; bool endUIShow = false; bool enemyReached = false; int lives = 3; sf::Texture lifeTexture; sf::Sprite life1; life1.setPosition(sf::Vector2f(5.f, 388.f)); sf::Sprite life2; life2.setPosition(sf::Vector2f(32.f, 388.f)); sf::Sprite life3; life3.setPosition(sf::Vector2f(59.f, 388.f)); // Load and set texture if (lifeTexture.loadFromFile("player.png")) { life1.setTexture(lifeTexture); life2.setTexture(lifeTexture); life3.setTexture(lifeTexture); } sf::Texture wonTexture; sf::Texture loseTexture; sf::Sprite loseUI; loseUI.setPosition(sf::Vector2f(77.f, 170.f)); sf::Sprite winUI; winUI.setPosition(sf::Vector2f(77.f, 170.f)); // Load and set texture if (wonTexture.loadFromFile("WinTextUI.png")) { winUI.setTexture(wonTexture); } if (loseTexture.loadFromFile("LoseTextUI.png")) { loseUI.setTexture(loseTexture); } // While open loop while(window.isOpen()) { sf::Event event; while (window.pollEvent(event)) { if (event.type == sf::Event::Closed) { window.close(); playerClient.isActive = false; client.requesterFunction(&playerClient); } } if(gameTime.isPaused()) { elapsed = 0.f; // It just works "¯\_(ツ)_/¯ " } else { currentTime = gameTime.getTime(); elapsed = (currentTime - previousTime) / 1000.f; } if(timeUntilCanShoot > 0.f) { timeUntilCanShoot -= elapsed; } if(moveDownTimer > 0.f) { moveDownTimer -= elapsed; } if(enemyShootTimer > 0.f) { enemyShootTimer -= elapsed; } if(window.hasFocus()) { if (sf::Keyboard::isKeyPressed(sf::Keyboard::Slash) && sf::Keyboard::isKeyPressed(sf::Keyboard::R)) { restart(); enemyReached = false; won = false; endUIShow = false; lives = 3; drawObjects.push_back(player); player->setPosition((WINDOW_WIDTH / 2) - 22.f, WINDOW_HEIGHT - 40.f); timeUntilCanShoot = 0.f; moveDownTimer = 0.f; enemyShootTimer = 4.f; enemyMovement = 1; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left) || sf::Keyboard::isKeyPressed(sf::Keyboard::A)) { keysPressed.Left = true; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right) || sf::Keyboard::isKeyPressed(sf::Keyboard::D)) { keysPressed.Right = true; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::Space) && timeUntilCanShoot <= 0.f) { PlayerProjectile* bullet = new PlayerProjectile(player->getPosition().x + 11, player->getPosition().y - 10.f); bullet->setCollisionEnabled(true); drawObjects.push_back(bullet); playerProjectiles.push_back(bullet); timeUntilCanShoot = 1.75f; } } if(player->checkCollision(sidebar1->getGlobalBounds())) { player->setPosition(15.f, player->getPosition().y); } else if(player->checkCollision(sidebar2->getGlobalBounds())) { player->setPosition(WINDOW_WIDTH - 15.f - 22.f, player->getPosition().y); } if(!endUIShow) { eventManager.registerEvent(new EventInputHandler(&eventManager, new EventInput(player, &keysPressed, elapsed))); eventManager.raise(); client.requesterFunction(&playerClient); window.clear(sf::Color(0, 0, 0)); eventManager.raise(); for(EnemyProjectile* projectile : enemyProjectiles) { if(player->checkCollision(projectile->getGlobalBounds())) { enemyProjectilesToRemove.push_back(projectile); lives--; break; } } if(lives <= 0) { clearEnv(); endUIShow = true; won = false; } if(enemyShootTimer <= 0.f) { int randomColumnIndex = rand() % currentColumns.size(); int randomColumn = currentColumns.at(randomColumnIndex); float spawnX = 0.f; float spawnY = 0.f; if(randomColumn == 1) { spawnX = col1.front()->getPosition().x; spawnY = col1.front()->getPosition().y; } else if(randomColumn == 2) { spawnX = col2.front()->getPosition().x; spawnY = col2.front()->getPosition().y; } else if(randomColumn == 3) { spawnX = col3.front()->getPosition().x; spawnY = col3.front()->getPosition().y; } else if(randomColumn == 4) { spawnX = col4.front()->getPosition().x; spawnY = col4.front()->getPosition().y; } else if(randomColumn == 5) { spawnX = col5.front()->getPosition().x; spawnY = col5.front()->getPosition().y; } else if(randomColumn == 6) { spawnX = col6.front()->getPosition().x; spawnY = col6.front()->getPosition().y; } else if(randomColumn == 7) { spawnX = col7.front()->getPosition().x; spawnY = col7.front()->getPosition().y; } else if(randomColumn == 8) { spawnX = col8.front()->getPosition().x; spawnY = col8.front()->getPosition().y; } EnemyProjectile* enemyBullet = new EnemyProjectile(spawnX + 10.f, spawnY + 15.f); enemyBullet->setCollisionEnabled(true); drawObjects.push_back(enemyBullet); enemyProjectiles.push_back(enemyBullet); enemyShootTimer = 3.f; } if(enemyMovement == 1) { // Move left if(currentColumns.front() == 1) { if(col1.front()->getPosition().x <= 15.f) { previousMovement = enemyMovement; enemyMovement = 3; moveDownTimer = 1.f; } } else if(currentColumns.front() == 2) { if(col2.front()->getPosition().x <= 15.f) { previousMovement = enemyMovement; enemyMovement = 3; moveDownTimer = 1.f; } } else if(currentColumns.front() == 3) { if(col3.front()->getPosition().x <= 15.f) { previousMovement = enemyMovement; enemyMovement = 3; moveDownTimer = 1.f; } } else if(currentColumns.front() == 4) { if(col4.front()->getPosition().x <= 15.f) { previousMovement = enemyMovement; enemyMovement = 3; moveDownTimer = 1.f; } } else if(currentColumns.front() == 5) { if(col5.front()->getPosition().x <= 15.f) { previousMovement = enemyMovement; enemyMovement = 3; moveDownTimer = 1.f; } } else if(currentColumns.front() == 6) { if(col6.front()->getPosition().x <= 15.f) { previousMovement = enemyMovement; enemyMovement = 3; moveDownTimer = 1.f; } } else if(currentColumns.front() == 7) { if(col7.front()->getPosition().x <= 15.f) { previousMovement = enemyMovement; enemyMovement = 3; moveDownTimer = 1.f; } } else if(currentColumns.front() == 8) { if(col8.front()->getPosition().x <= 15.f) { previousMovement = enemyMovement; enemyMovement = 3; moveDownTimer = 1.f; } } } else if(enemyMovement == 2) { // Move right if(currentColumns.back() == 8) { if(col8.front()->getPosition().x >= WINDOW_WIDTH - 35.f) { previousMovement = enemyMovement; enemyMovement = 3; moveDownTimer = 1.f; } } else if(currentColumns.back() == 7) { if(col7.front()->getPosition().x >= WINDOW_WIDTH - 35.f) { previousMovement = enemyMovement; enemyMovement = 3; moveDownTimer = 1.f; } } else if(currentColumns.back() == 6) { if(col6.front()->getPosition().x >= WINDOW_WIDTH - 35.f) { previousMovement = enemyMovement; enemyMovement = 3; moveDownTimer = 1.f; } } else if(currentColumns.back() == 5) { if(col5.front()->getPosition().x >= WINDOW_WIDTH - 35.f) { previousMovement = enemyMovement; enemyMovement = 3; moveDownTimer = 1.f; } } else if(currentColumns.back() == 4) { if(col4.front()->getPosition().x >= WINDOW_WIDTH - 35.f) { previousMovement = enemyMovement; enemyMovement = 3; moveDownTimer = 1.f; } } else if(currentColumns.back() == 3) { if(col3.front()->getPosition().x >= WINDOW_WIDTH - 35.f) { previousMovement = enemyMovement; enemyMovement = 3; moveDownTimer = 1.f; } } else if(currentColumns.back() == 2) { if(col2.front()->getPosition().x >= WINDOW_WIDTH - 35.f) { previousMovement = enemyMovement; enemyMovement = 3; moveDownTimer = 1.f; } } else if(currentColumns.back() == 1) { if(col1.front()->getPosition().x >= WINDOW_WIDTH - 35.f) { previousMovement = enemyMovement; enemyMovement = 3; moveDownTimer = 1.f; } } } else if(enemyMovement == 3) { // Move down if(moveDownTimer <= 0.f) { if(previousMovement == 1) { enemyMovement = 2; } else { enemyMovement = 1; } } } for(Enemy* enemy: enemies) { if(enemy->getPosition().y >= 345) { enemyReached = true; } bool enemyShot = false; for(PlayerProjectile* projectile : playerProjectiles) { if(enemy->checkCollision(projectile->getGlobalBounds())) { projectilesToRemove.push_back(projectile); enemyShot = true; break; } } if(!enemyShot) { enemy->update(elapsed, enemyMovement); } else { drawObjects.erase(std::remove(drawObjects.begin(), drawObjects.end(), enemy), drawObjects.end()); enemies.erase(std::remove(enemies.begin(), enemies.end(), enemy), enemies.end()); int column = enemy->getColumn(); if(column == 1) { col1.erase(std::remove(col1.begin(), col1.end(), enemy), col1.end()); if(col1.empty()) { currentColumns.erase(std::remove(currentColumns.begin(), currentColumns.end(), 1), currentColumns.end()); } } else if(column == 2) { col2.erase(std::remove(col2.begin(), col2.end(), enemy), col2.end()); if(col2.empty()) { currentColumns.erase(std::remove(currentColumns.begin(), currentColumns.end(), 2), currentColumns.end()); } } else if(column == 3) { col3.erase(std::remove(col3.begin(), col3.end(), enemy), col3.end()); if(col3.empty()) { currentColumns.erase(std::remove(currentColumns.begin(), currentColumns.end(), 3), currentColumns.end()); } } else if(column == 4) { col4.erase(std::remove(col4.begin(), col4.end(), enemy), col4.end()); if(col4.empty()) { currentColumns.erase(std::remove(currentColumns.begin(), currentColumns.end(), 4), currentColumns.end()); } } else if(column == 5) { col5.erase(std::remove(col5.begin(), col5.end(), enemy), col5.end()); if(col5.empty()) { currentColumns.erase(std::remove(currentColumns.begin(), currentColumns.end(), 5), currentColumns.end()); } } else if(column == 6) { col6.erase(std::remove(col6.begin(), col6.end(), enemy), col6.end()); if(col6.empty()) { currentColumns.erase(std::remove(currentColumns.begin(), currentColumns.end(), 6), currentColumns.end()); } } else if(column == 7) { col7.erase(std::remove(col7.begin(), col7.end(), enemy), col7.end()); if(col7.empty()) { currentColumns.erase(std::remove(currentColumns.begin(), currentColumns.end(), 7), currentColumns.end()); } } else if(column == 8) { col8.erase(std::remove(col8.begin(), col8.end(), enemy), col8.end()); if(col8.empty()) { currentColumns.erase(std::remove(currentColumns.begin(), currentColumns.end(), 8), currentColumns.end()); } } } } if(enemyReached) { clearEnv(); endUIShow = true; won = false; } if(!endUIShow && enemies.size() <= 0) { clearEnv(); endUIShow = true; won = true; } for(PlayerProjectile* projectile : playerProjectiles) { if(projectile->getPosition().y <= 0.f) { // Despawn and delete if out of frame projectilesToRemove.push_back(projectile); } else { projectile->update(elapsed); } } // Remove projectiles outside of the loop for (PlayerProjectile* projectileToRemove : projectilesToRemove) { drawObjects.erase(std::remove(drawObjects.begin(), drawObjects.end(), projectileToRemove), drawObjects.end()); playerProjectiles.erase(std::remove(playerProjectiles.begin(), playerProjectiles.end(), projectileToRemove), playerProjectiles.end()); } projectilesToRemove.clear(); for(EnemyProjectile* projectile : enemyProjectiles) { if(projectile->getPosition().y >= WINDOW_HEIGHT) { // Despawn and delete if out of frame enemyProjectilesToRemove.push_back(projectile); } else { projectile->update(elapsed); } } // Remove projectiles outside of the loop for (EnemyProjectile* projectileToRemove : enemyProjectilesToRemove) { drawObjects.erase(std::remove(drawObjects.begin(), drawObjects.end(), projectileToRemove), drawObjects.end()); enemyProjectiles.erase(std::remove(enemyProjectiles.begin(), enemyProjectiles.end(), projectileToRemove), enemyProjectiles.end()); } projectilesToRemove.clear(); // Draw scene objects for(sf::Drawable* object : drawObjects) { window.draw(*object); } for(PlayerClient playerClient : playerClients) { if(playerClient.isActive) { Player* currentPlayer = playerClient.player; window.draw(*currentPlayer); } } if(lives >= 1) { window.draw(life1); } if(lives >= 2) { window.draw(life2); } if(lives >= 3) { window.draw(life3); } } if(endUIShow) { if(won) { window.draw(winUI); } else { window.draw(loseUI); } } window.display(); previousTime = currentTime; keysPressed.Left = false; keysPressed.Right = false; } return 0; // Return on end }