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84 lines
2.9 KiB
C++
84 lines
2.9 KiB
C++
#pragma once
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#include <string>
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#include <iostream>
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#include "world.hpp"
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using std::string;
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using std::cout;
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using std::endl;
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/**
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* Move the console cursor up by one line.
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* Used to overwrite the previous line.
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*/
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void jumpBackOneLine() {
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std::cout << "\033[1A";
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}
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/**
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* Renders the current state of the game world and player onto the console.
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* It prints the world's blocks with their respective colors and encodings (characters).
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* On positions that overlap with the player texture, the relevant character of the player's texture is printed instead.
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*
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* @param world Reference to the World object representing the current world.
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* @param player Reference to the Player object representing the player's state.
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*/
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void render(World &world, vector<vector<char>> playerTexture) {
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vector<vector<Block>> canvas = world.getFieldState();
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for (unsigned int y = 0; y <= world.getMaxY(); y++) {
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for (unsigned int x = 0; x <= world.getMaxX(); x++) {
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if (!world.getBlockAt(BlockPos(x, y)).getSettings().isPushable()
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&& playerTexture.size() > y && playerTexture.at(y).size() > x && playerTexture.at(y).at(x) != ' ') {
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cout << Color::BRIGHT_YELLOW << playerTexture.at(y).at(x);
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}
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else if (canvas.size() > y && canvas.at(y).size() > x) {
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cout << canvas.at(y).at(x).getColor() << canvas.at(y).at(x).getEncoding();
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}
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else cout << ' ';
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}
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cout << endl;
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}
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}
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/**
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* Redraws the game world and player state on the console.
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* This function first moves the console cursor up by the number of lines
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* equivalent to the world's height, effectively clearing previous output.
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* It then calls the render function to display the current state of the world
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* and the player.
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*
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* @param world Reference to the World object representing the current world.
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* @param player Reference to the Player object representing the player's state.
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*/
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void redraw(World &world, vector<vector<char>> playerTexture) {
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for (unsigned int y = 0; y <= world.getMaxY(); y++) {
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jumpBackOneLine();
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}
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render(world, playerTexture);
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}
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/**
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* Prints a guide for the player, explaining what each block in the game
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* represents.
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*/
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void printGuide() {
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// We use a vector here instead of a map, because we want to keep this order
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std::vector<std::pair<string, Color>> guide = {
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{"- Plattform", Color::RESET},
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{"H Leiter", Color::BRIGHT_MAGENTA},
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{"S Start", Color::RESET},
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{"O Ziel", Color::BRIGHT_GREEN},
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{"0 Wand", Color::RESET},
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{"^ Stacheln", Color::BRIGHT_RED},
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{"~ Wasser", Color::BRIGHT_BLUE},
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{"x Kiste", Color::BRIGHT_CYAN},
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{"* Sand", Color::BRIGHT_YELLOW}
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};
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for (std::pair<string, Color> p : guide) {
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cout << p.second << p.first << endl;
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}
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cout << endl << Color::RESET << "WASD + Enter -> Spiel starten" << endl;
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} |