Files
OLCCodeJam2020-The-Great-Ma…/The Great Machine/Dungeon.cpp
2020-09-06 18:38:34 +01:00

762 lines
25 KiB
C++

#include "Dungeon.hpp"
#include <algorithm>
#include <sstream>
#include "olcPixelGameEngine.hpp"
#include "olcPGEX_AnimatedSprite.hpp"
#include "Collisions.hpp"
#include "Things.hpp"
#include "Camera.hpp"
#include "Logger.hpp"
void PerlinNoise1D(int nCount, float *fSeed, int nOctaves, float fBias, float *fOutput)
{
for (int x = 0; x < nCount; x++)
{
float fNoise = 0.0f;
float fScaleAcc = 0.0f;
float fScale = 1.0f / fBias;
for (int o = 0; o < nOctaves; o++)
{
int nPitch = nCount >> o;
int nSample1 = (x / nPitch) * nPitch;
int nSample2 = (nSample1 + nPitch) % nCount;
float fBlend = (float)(x - nSample1) / (float)nPitch;
float fSample = (1.0f - fBlend) * fSeed[nSample1] + fBlend * fSeed[nSample2];
fScaleAcc += fScale;
fNoise += fSample * fScale;
// fScale = fScale / fBias;
}
// Scale to seed range
fOutput[x] = fNoise / fScaleAcc;
}
}
static int perlinSize = 10000;
static float* perlinSeed;
static float* perlinOutput;
void SetupPerlin()
{
perlinSeed = (float*)malloc(sizeof(float) * perlinSize);
perlinOutput = (float*)malloc(sizeof(float) * perlinSize);
for (int i = 0; i < perlinSize; i++)
perlinSeed[i] = static_cast<float>(rand()) / static_cast<float>(RAND_MAX);
PerlinNoise1D(perlinSize, perlinSeed, 8, 2.0f, perlinOutput);
}
float GetNextPerlin()
{
static int i = 0;
i++;
if (i > perlinSize)
i = 0;
return perlinOutput[i];
}
Dungeon::Dungeon()
: _Logger(Logger::getInstance())
{
SetupPerlin();
ActiveCamera = new Camera();
ActiveCamera->Coords = { 0, 0 };
ActiveCamera->ViewPort = { 1280, 720 };
Player = new Playable();
Player->Coords = { 2, 2 };
Player->Type = EEntity::Type::Player;
// Relative to player TL corner
// not really used ? lol
Player->HitBox = new Collider{ 0, 0, 28, 36 };
Lives = new olc::Renderable();
Lives->Load("res/heart.png");
EnemyRenderable = new olc::Renderable();
EnemyRenderable->Load("res/player.png");
EnemyAnimator = new olc::AnimatedSprite();
EnemyAnimator->mode = olc::AnimatedSprite::SPRITE_MODE::SINGLE;
EnemyAnimator->type = olc::AnimatedSprite::SPRITE_TYPE::DECAL;
EnemyAnimator->spriteSheet = EnemyRenderable;
EnemyAnimator->SetSpriteSize({28, 36});
EnemyAnimator->AddState("idle", 0.127f, olc::AnimatedSprite::PLAY_MODE::LOOP, std::vector<olc::vi2d>{
{28, 0}
});
EnemyAnimator->SetState("idle");
Player->Renderable = new olc::Renderable();
Player->Renderable->Load("res/player.png");
Player->Animator = new olc::AnimatedSprite();
Player->Animator->mode = olc::AnimatedSprite::SPRITE_MODE::SINGLE;
Player->Animator->type = olc::AnimatedSprite::SPRITE_TYPE::DECAL;
Player->Animator->spriteSheet = Player->Renderable;
Player->Animator->SetSpriteSize({28, 36});
Player->Animator->AddState("idle", 0.127f, olc::AnimatedSprite::PLAY_MODE::LOOP, std::vector<olc::vi2d>{
{28, 0}
});
Player->Animator->AddState("north", 0.127f, olc::AnimatedSprite::PLAY_MODE::LOOP, std::vector<olc::vi2d>{
{0, 110},
{28, 110},
{56, 110},
{84, 110}
});
Player->Animator->AddState("east", 0.127f, olc::AnimatedSprite::PLAY_MODE::LOOP, std::vector<olc::vi2d>{
{0, 36},
{28, 36},
{56, 36},
{84, 36}
});
Player->Animator->AddState("south", 0.127f, olc::AnimatedSprite::PLAY_MODE::LOOP, std::vector<olc::vi2d>{
{0, 0},
{28, 0},
{56, 0},
{84, 0}
});
Player->Animator->AddState("west", 0.127f, olc::AnimatedSprite::PLAY_MODE::LOOP, std::vector<olc::vi2d>{
{0, 72},
{28, 72},
{56, 72},
{84, 72}
});
Player->Animator->SetState("idle");
ActiveCamera->TrackEntity(Player);
ActiveCamera->Update(0.0f);
TileSetDictionary = new TileDictionary();
TileSetDictionary->Register();
TileSet = new olc::Renderable();
TileSet->Load("res/dungeon_tileset.png");
_Logger.Debug("Texture Loaded: ", TileSet, " ", TileSet->Sprite()->width, " ", TileSet->Sprite()->height);
FireOverlay = new olc::Renderable();
FireOverlay->Load("res/torch.png");
SoundBufferFireLighting.loadFromFile("res/fire_start.wav");
SoundFireLighting.setBuffer(SoundBufferFireLighting);
SoundFireLighting.setLoop(false);
SoundFireLighting.setVolume(50.f);
SoundBufferFire.loadFromFile("res/fire.wav");
SoundFire.setBuffer(SoundBufferFire);
SoundFire.setLoop(true);
SoundFire.setVolume(100.f);
SoundBufferAmbient.loadFromFile("res/ambient.ogg");
SoundAmbient.setBuffer(SoundBufferAmbient);
SoundAmbient.setLoop(true);
SoundAmbient.play();
SoundBufferFootsteps.loadFromFile("res/run.ogg");
SoundFootsteps.setBuffer(SoundBufferFootsteps);
SoundFootsteps.setLoop(true);
SoundFootsteps.setVolume(20.f);
SoundBufferHit.loadFromFile("res/hit.wav");
SoundHit.setBuffer(SoundBufferHit);
SoundHit.setLoop(false);
SoundHit.setVolume(40.f);
}
void Dungeon::Generate()
{
srand(time(NULL));
DungeonWidth = 0;
DungeonHeight = 0;
// Generate a dungeon
// Loosely follows the algorithm in section 3.3 "Agent Based Growing"
// http://pcgbook.com/wp-content/uploads/chapter03.pdf
struct Room
{
int x, y, w, h;
};
auto randomRoom = [](int x, int y)
{ return new Room{ x, y, (rand() % 7) + 3, (rand() % 7) + 3 }; };
std::vector<olc::vi2d> tiles;
// Starting at 0,0
int directionChance = 5;
int roomChance = 5;
int dungeonMinSize = 5000;
struct Agent
{
// 0 up 1 right 2 down 3 left
int x, y, direction;
};
Agent* agent = new Agent();
agent->x = 0; agent->y = 0;
agent->direction = rand() % 4;
_Logger.Debug("Agent ", agent->x, " ", agent->y, " ", agent->direction);
auto addTile = [&](int x, int y) {
for (auto i : tiles)
if (i.x == x && i.y == y)
return;
tiles.push_back({ x, y });
};
addTile(0, 0);
while (tiles.size() < dungeonMinSize)
{
switch (agent->direction)
{
case 0: agent->y -= 1; break;
case 1: agent->x += 1; break;
case 2: agent->y += 1; break;
case 3: agent->x -= 1; break;
}
addTile(agent->x, agent->y);
if (rand() % 200 < directionChance)
{
agent->direction = rand() % 4;
directionChance = 0;
}
else
{
directionChance += 5;
}
if (rand() % 300 < roomChance)
{
Room* room = randomRoom(agent->x, agent->y);
for (int x = room->x; x < room->w + room->x; x++)
for (int y = room->y; y < room->h + room->y; y++)
addTile(x, y);
delete room;
roomChance = 0;
}
else
{
roomChance += 5;
}
}
for (auto& tile : tiles)
{
if (DungeonWidth <= tile.x) DungeonWidth = tile.x;
if (DungeonHeight <= tile.y) DungeonHeight = tile.y;
ETile::Type tileType = rand() % 100 > 1 ? ETile::Type::Floor : ETile::Type::FloorV1;
auto DoesTileExist = [&](olc::vi2d tile)
{
return std::find(tiles.begin(), tiles.end(), tile) != tiles.end();
};
bool tileBelow = DoesTileExist({ tile.x, tile.y + 1 });
bool tileAbove = DoesTileExist({ tile.x, tile.y - 1 });
bool tileLeft = DoesTileExist({ tile.x - 1, tile.y });
bool tileRight = DoesTileExist({ tile.x + 1, tile.y });
// Order here is very important! stop fucking it up
if (!tileAbove)
tileType = ETile::Type::WallU;
if (!tileRight)
tileType = ETile::Type::WallR;
if (!tileBelow)
tileType = ETile::Type::WallD;
if (!tileLeft)
tileType = ETile::Type::WallL;
if (!tileAbove && !tileBelow)
tileType = ETile::Type::PathAcross;
if (!tileRight && !tileLeft)
tileType = ETile::Type::PathUp;
if (!tileAbove && !tileLeft)
tileType = ETile::Type::WallTLCorner;
if (!tileAbove && !tileRight)
tileType = ETile::Type::WallTRCorner;
if (!tileBelow && !tileLeft)
tileType = ETile::Type::WallBLCorner;
if (!tileBelow && !tileRight)
tileType = ETile::Type::WallBRCorner;
if (!tileAbove && !tileBelow && !tileRight)
tileType = ETile::Type::PathRight;
if (!tileAbove && !tileBelow && !tileLeft)
tileType = ETile::Type::PathLeft;
if (!tileRight && !tileLeft && !tileAbove)
tileType = ETile::Type::PathTop;
if (!tileRight && !tileLeft && !tileBelow)
tileType = ETile::Type::PathBottom;
// Is the tile below free? if so, make it 3D
if (!tileBelow)
{
Tile* psuedo3DTile = new Tile({ tile.x, tile.y + 1 },
ETile::Type::ThreeDStandard, ETile::State::Default);
DungeonTiles[psuedo3DTile->Coords] = psuedo3DTile;
}
Tile* t = new Tile(tile, tileType, ETile::State::Default);
DungeonTiles[t->Coords] = t;
}
}
void Dungeon::Input(olc::PixelGameEngine* engine, float fTime)
{
olc::vf2d oldCoords = Player->Coords;
static std::string state = "idle";
static std::string lastState = "idle";
static bool WasMoving = false;
bool IsMoving = false;
if (engine->GetKey(olc::W).bHeld)
{
Player->Coords.y -= static_cast<float>(TileSize) * (fTime * Player->Speed);
if (state != "north")
state = "north";
IsMoving = true;
}
if (engine->GetKey(olc::A).bHeld)
{
Player->Coords.x -= static_cast<float>(TileSize) * (fTime * Player->Speed);
if (state != "west")
state = "west";
IsMoving = true;
}
if (engine->GetKey(olc::S).bHeld)
{
Player->Coords.y += static_cast<float>(TileSize) * (fTime * Player->Speed);
if (state != "south")
state = "south";
IsMoving = true;
}
if (engine->GetKey(olc::D).bHeld)
{
Player->Coords.x += static_cast<float>(TileSize) * (fTime * Player->Speed);
if (state != "east")
state = "east";
IsMoving = true;
}
if (engine->GetKey(olc::W).bHeld && engine->GetKey(olc::A).bHeld)
{
Player->Coords.y += static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
Player->Coords.x += static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
if (state != "west")
state = "west";
}
if (engine->GetKey(olc::W).bHeld && engine->GetKey(olc::D).bHeld)
{
Player->Coords.y += static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
Player->Coords.x -= static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
if (state != "east")
state = "east";
}
if (engine->GetKey(olc::S).bHeld && engine->GetKey(olc::D).bHeld)
{
Player->Coords.y -= static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
Player->Coords.x -= static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
if (state != "east")
state = "east";
}
if (engine->GetKey(olc::S).bHeld && engine->GetKey(olc::A).bHeld)
{
Player->Coords.y -= static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
Player->Coords.x += static_cast<float>(TileSize) * (fTime * (Player->Speed / 3.0f));
if (state != "west")
state = "west";
}
if (!WasMoving && IsMoving)
{
SoundFootsteps.setPlayingOffset(sf::seconds(0.05f));
SoundFootsteps.play();
}
if (WasMoving && !IsMoving)
{
SoundFootsteps.stop();
}
WasMoving = IsMoving;
if (oldCoords == Player->Coords)
{
state = "idle";
SoundFootsteps.pause();
}
if (state != lastState)
Player->Animator->SetState(state);
lastState = state;
// Map collisions
olc::vi2d currentTile = { static_cast<int>(Player->Coords.x / TileSize), static_cast<int>(Player->Coords.y / TileSize) };
static olc::vi2d lastTile;
if (lastTile != currentTile)
_Logger.Debug("Player Tile: ", currentTile.x, " ", currentTile.y);
auto IsMapMember = [&] (int x, int y) {
std::unordered_map<olc::vi2d, Tile*>::const_iterator found = DungeonTiles.find({x, y});
return found != DungeonTiles.end();
};
auto IsNeighbouringMapMember = [&] (int x, int y) {
if (IsMapMember(x + 1, y)) return true;
if (IsMapMember(x - 1, y)) return true;
if (IsMapMember(x, y + 1)) return true;
if (IsMapMember(x, y - 1)) return true;
return false;
};
// get nearby collidables
std::vector<Tile*> nearbyCollidables;
for (int x = currentTile.x - 1; x <= currentTile.x + 1; x++)
for (int y = currentTile.y - 1; y <= currentTile.y + 1; y++)
{
//_Logger.Debug("IsMapMember ", x, " ", y, " ", IsMapMember(x,y));
//_Logger.Debug("IsNeighbouringMapMember ", x, " ", y, " ", IsNeighbouringMapMember(x,y));
// If isnt in the map but borders a map tile, add a void type for collision
if (IsMapMember(x,y))
{
nearbyCollidables.push_back(DungeonTiles[{x, y}]);
} else
{
if (IsNeighbouringMapMember(x,y))
nearbyCollidables.push_back(new Tile({x, y}, ETile::Type::Void, ETile::State::Default));
}
}
// Passes ownership back
CollisionInfo collisionInfo;
bool colliding = EntityCollideDungeon(Player, nearbyCollidables, TileSize, &collisionInfo, engine);
// collision response
if (colliding)
Player->Coords = oldCoords;
//if (collisionInfo.CollidingY)
//Player->Coords.y = oldCoords.y;
//if (collisionInfo.CollidingX)
//Player->Coords.x = oldCoords.x;
// delete nearbyCollidables that are void
for (int i = 0; i < nearbyCollidables.size(); i++)
{
if (nearbyCollidables[i]->Type == ETile::Type::Void)
delete nearbyCollidables[i];
}
lastTile = currentTile;
}
template<typename T>
float vecDistance(T v1, T v2)
{
return sqrt(pow(v2.x - v1.x, 2.0f) + pow(v2.y - v1.y, 2.0f) * 1.0f);
}
void Dungeon::Update(olc::PixelGameEngine* engine, float fTime)
{
ActiveCamera->Update(fTime);
CollisionTick(engine);
if (!HasBegun || !IsAlive || HasWon) return;
engine->SetDrawTarget(1);
int enemyBoundsLeft = static_cast<int>(Player->Coords.x - (1280.0f / 2.0f));
int enemyBoundsTop = static_cast<int>(Player->Coords.y - (720.0f / 2.0f));
int enemyBoundsRight = enemyBoundsLeft + 1280.0f;
int enemyBoundsBottom = enemyBoundsTop + 720.0f;
// spawn enemies
if (rand() % 100 < 1 && Enemies.size() < 20)
{
Enemy* enemy = new Enemy();
enemy->Type = EEntity::Type::Enemy;
enemy->Renderable = EnemyRenderable;
enemy->Animator = EnemyAnimator;
// This is naive I KNOW. fuck off
// stops integer divisions by 0
if (enemyBoundsLeft == 0) enemyBoundsLeft = 1;
if (enemyBoundsTop == 0) enemyBoundsTop = 1;
auto rangedRand = [](float min, float max) -> int {
return static_cast<int>(min) + rand() % ((static_cast<int>(max) + 1) - static_cast<int>(min));
};
enemy->Coords = { static_cast<float>(rangedRand(enemyBoundsLeft, enemyBoundsRight)), static_cast<float>(rangedRand(enemyBoundsTop, enemyBoundsBottom) ) };
enemy->dxdy = { static_cast<float>(rand() % 10 - 5), static_cast<float>(rand() % 10 - 5) };
float distanceFromPlayer = vecDistance(Player->Coords, enemy->Coords);
_Logger.Debug(enemy->Coords.x, " ", enemy->Coords.y, " ", distanceFromPlayer);
if (distanceFromPlayer > 300.0f)
{
enemy->HitBox = new Collider{ 0, 0, 28, 36 };
Enemies.push_back(enemy);
StartedSpawning = true;
}
else
{
delete enemy;
}
}
olc::vf2d desiredLocation = Player->Coords;
for (int i = 0; i < Enemies.size(); i++)
{
Enemy* enemy = Enemies[i];
enemy->dxdy = static_cast<float>(TileSize) * (fTime * (Player->Speed / 1.5f) * olc::vf2d(desiredLocation - enemy->Coords).norm());
enemy->Coords += enemy->dxdy;
float distanceFromPlayer = vecDistance(Player->Coords, enemy->Coords);
if (distanceFromPlayer > 550.0f)
{
Enemies.erase(Enemies.begin() + i);
delete enemy->HitBox;
delete enemy;
continue;
}
bool colliding = EntityCollide(Player, enemy, engine);
if (!colliding) continue;
SoundHit.play();
Player->Life--;
Enemies.erase(Enemies.begin() + i);
delete enemy->HitBox;
delete enemy;
}
if (StartedSpawning != true) return;
if (Player->Life <= 0)
{
IsAlive = false;
_Logger.Info("Died, health ", Player->Life);
return;
}
if(Enemies.size() == 0)
{
HasWon = true;
_Logger.Info("Won, health ", Player->Life);
return;
}
}
olc::Pixel pixelMultiply(const int x, const int y, const olc::Pixel& pSource, const olc::Pixel& pDest)
{
olc::Pixel ret;
ret.r = pDest.r * pSource.r;
ret.g = pDest.g * pSource.g;
ret.b = pDest.b * pSource.b;
ret.a = pDest.a * pSource.a;
return ret;
}
void Dungeon::Draw(olc::PixelGameEngine* engine, float fTime)
{
// Maps not gonna be big enough for me to care about optimistaion
// maybe i should care? i don't
// Dungeon Layer
engine->SetDrawTarget(4);
engine->SetPixelMode(olc::Pixel::ALPHA);
for (std::pair<olc::vi2d, Tile*> tile : DungeonTiles)
engine->DrawPartialDecal({ static_cast<float>((tile.first.x * TileSize) - ActiveCamera->Coords.x), static_cast<float>((tile.first.y * TileSize) - ActiveCamera->Coords.y) },
{ static_cast<float>(TileSize), static_cast<float>(TileSize) }, TileSet->Decal(), TileSetDictionary->Dictionary[tile.second->Type], { 16, 16 });
// Entity Layer
engine->SetDrawTarget(3);
// Draw character
Player->Animator->Draw(fTime, {Player->Coords.x - ActiveCamera->Coords.x, Player->Coords.y - ActiveCamera->Coords.y});
for (int i = 0; i < Enemies.size(); i++)
{
Enemies[i]->Animator->SetState("idle");
Enemies[i]->Animator->Draw(fTime, {Enemies[i]->Coords.x - ActiveCamera->Coords.x, Enemies[i]->Coords.y - ActiveCamera->Coords.y});
}
// Lighting layers
engine->SetDrawTarget(2);
static bool WasFireLit = false;
static bool HasFireLit = false;
static float FireAccumilator = 0.0f;
if (engine->GetKey(olc::F).bPressed) IsFireLit = true;
if (!IsLightOn && !HasFireLit)
{
engine->FillRectDecal({0.0f, 0.0f}, {static_cast<float>(engine->ScreenWidth()), static_cast<float>(engine->ScreenHeight())}, olc::Pixel(0,0,0));
}
if (!IsFireLit) return;
// Wait for fire to get going to render
if (WasFireLit != IsFireLit)
{
SoundFireLighting.setPlayingOffset(sf::seconds(0.3f));
SoundFireLighting.play();
}
WasFireLit = true;
static bool LastPlayFire = false;
static bool PlayFire = false;
FireAccumilator += fTime;
if (FireAccumilator > 1.4f)
PlayFire = true;
if (FireAccumilator < 1.4f)
return;
if (LastPlayFire != PlayFire)
{
SoundFire.play();
LastPlayFire = true;
IsLightOn = true;
HasFireLit = true;
}
HasBegun = true;
static std::function<olc::Pixel(const int x, const int y, const olc::Pixel& pSource, const olc::Pixel& pDest)> fPixelMultiply = pixelMultiply;
// loads to make it more chaotic
float lightScale = 1.2f + GetNextPerlin(); GetNextPerlin(); GetNextPerlin(); GetNextPerlin(); GetNextPerlin();
float lightX = static_cast<float>(Player->Coords.x - ActiveCamera->Coords.x) - ((FireOverlay->Sprite()->width * lightScale) / 2.0f) + static_cast<float>(Player->HitBox->w) / 2.0f;
float lightY = static_cast<float>(Player->Coords.y - ActiveCamera->Coords.y) - ((FireOverlay->Sprite()->height * lightScale) / 2.0f) + static_cast<float>(Player->HitBox->h) / 2.0f;
float lightLeft = lightX + 1.0f;
float lightRight = lightX + FireOverlay->Sprite()->width * lightScale - 1.0f;
float lightTop = lightY + 1.0f;
float lightBottom = lightY + FireOverlay->Sprite()->height * lightScale - 1.0f;
// orange tint
engine->FillRectDecal({0.0f, 0.0f}, {static_cast<float>(engine->ScreenWidth()), static_cast<float>(engine->ScreenHeight())}, olc::Pixel(255, 123, 0, 30));
engine->SetPixelMode(fPixelMultiply);
engine->DrawDecal({ lightX, lightY }, FireOverlay->Decal(), {lightScale, lightScale}, olc::RED);
engine->SetPixelMode(olc::Pixel::ALPHA);
// top
engine->FillRectDecal({0.0f, 0.0f}, {static_cast<float>(engine->ScreenWidth()), lightTop}, olc::BLACK);
// right
engine->FillRectDecal({lightRight, 0.0f}, {static_cast<float>(engine->ScreenWidth()) - lightRight, static_cast<float>(engine->ScreenHeight())}, olc::BLACK);
// bottom
engine->FillRectDecal({0.0f, lightBottom}, {static_cast<float>(engine->ScreenWidth()), static_cast<float>(engine->ScreenHeight()) - lightBottom}, olc::BLACK);
// left
engine->FillRectDecal({0.0f, 0.0f}, {lightLeft, static_cast<float>(engine->ScreenHeight())}, olc::BLACK);
// UI Layer
engine->SetDrawTarget(1);
engine->DrawString({15, 15}, std::to_string(Enemies.size()), olc::WHITE, 5);
for (int i = 1; i <= Player->Life; i++)
engine->DrawDecal({static_cast<float>(engine->ScreenWidth() - (static_cast<float>(i) * Lives->Sprite()->width)) ,0.0f}, Lives->Decal());
if (!IsAlive)
{
SoundFire.stop();
engine->SetDrawTarget(uint8_t(0));
engine->Clear({38, 36, 40});
engine->DrawString({15, engine->ScreenHeight() / 2 - 76}, "your demons overran you", olc::WHITE, 4);
engine->DrawString({15, engine->ScreenHeight() / 2 - 38}, "the machine's manifestations won", olc::WHITE, 4);
engine->DrawString({15, engine->ScreenHeight() / 2}, "you are nothing to them", olc::WHITE, 4);
engine->DrawString({15, engine->ScreenHeight() / 2 + 38}, "you never were", olc::WHITE, 4);
return;
}
if (HasWon)
{
IsFireLit = false;
SoundFire.stop();
engine->SetDrawTarget(uint8_t(0));
engine->Clear({38, 36, 40});
engine->DrawString({15, engine->ScreenHeight() / 2 - 76}, "you did it..", olc::WHITE, 4);
engine->DrawString({15, engine->ScreenHeight() / 2 - 38}, "you outran all your demons", olc::WHITE, 4);
engine->DrawString({15, engine->ScreenHeight() / 2}, "but your demons never really leave", olc::WHITE, 4);
engine->DrawString({15, engine->ScreenHeight() / 2 + 76}, "welcome to the great machine", olc::WHITE, 4);
engine->DrawString({5, engine->ScreenHeight() - 15}, "Press enter to enter the great machine", olc::WHITE);
if (engine->GetKey(olc::ENTER).bPressed)
{
_Logger.Info("Restart");
Player->Life = 7;
Player->Coords = { 5.0f, 5.0f };
ActiveCamera->TrackEntity(Player);
IsFireLit = true;
StartedSpawning = false;
IsAlive = true;
HasBegun = false;
HasWon = false;
FireAccumilator = 0.0f;
WasFireLit = false;
HasFireLit = false;
LastPlayFire = false;
PlayFire = false;
IsLightOn = false;
}
return;
}
}
Dungeon::~Dungeon()
{
delete Player->HitBox;
delete Player->Renderable;
delete Player->Animator;
delete Player;
delete ActiveCamera;
delete TileSetDictionary;
delete TileSet;
for (std::pair<olc::vi2d, Tile*> tile : DungeonTiles)
delete tile.second;
for (auto enemy : Enemies)
{
delete enemy->HitBox;
delete enemy;
}
free(perlinSeed);
free(perlinOutput);
}