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#include <iostream>
#include <print>
#include <string>
#include <vector>
#include <variant>
#include <cctype>
class Tile
{
public:
Tile() = default;
enum class VariableName
{
BaseLayerTile,
CharacterTile,
HasCollision
};
using VariableType = std::variant<char, bool>;
VariableType GetVariable(VariableName variable) const
{
switch (variable)
{
case VariableName::BaseLayerTile: return mBaseLayerTile;
case VariableName::CharacterTile: return mCharacterLayerTile;
case VariableName::HasCollision: return mHasCollision;
}
return {}; // Should never reach here
}
void SetVariable(VariableName variable, char newTile = '\0', bool newState = false)
{
switch (variable)
{
case VariableName::BaseLayerTile:
mBaseLayerTile = newTile;
break;
case VariableName::CharacterTile:
mCharacterLayerTile = newTile;
break;
case VariableName::HasCollision:
mHasCollision = newState;
break;
}
}
void ClearCharacterLayer()
{
mCharacterLayerTile = '\0'; // Clears the character after rendering
}
private:
char mBaseLayerTile{ '.' };
char mCharacterLayerTile{ '\0' };
bool mHasCollision{ false };
};
class Map
{
public:
Map(int height, int width, char tile)
: mHeight(height), mWidth(width), mTile(tile), mMap(mHeight, std::vector<Tile>(mWidth, Tile()))
{
}
enum class VariableName
{
Height,
Width,
Tile
};
using VariableType = std::variant<int, char>;
VariableType GetVariable(VariableName variable) const
{
switch (variable)
{
case VariableName::Height: return mHeight;
case VariableName::Width: return mWidth;
case VariableName::Tile: return mTile;
}
return {}; // Should never reach here
}
void Draw()
{
for (int y = 0; y < mHeight; ++y)
{
for (int x = 0; x < mWidth; ++x)
{
Tile& tile = mMap[y][x];
if (std::get<char>(tile.GetVariable(Tile::VariableName::CharacterTile)) != '\0')
{
std::print("{} ", std::get<char>(tile.GetVariable(Tile::VariableName::CharacterTile)));
}
else if (std::get<bool>(tile.GetVariable(Tile::VariableName::HasCollision)))
{
std::print("X ");
}
else
{
std::print("{} ", std::get<char>(tile.GetVariable(Tile::VariableName::BaseLayerTile)));
}
}
std::print("\n");
}
// Clear character layer after drawing so it doesn't remain permanently
for (auto& row : mMap)
{
for (auto& tile : row)
{
tile.ClearCharacterLayer();
}
}
}
void SetCharacterAt(int y, int x, char character)
{
if (IsInBounds(y, x))
{
mMap[y][x].SetVariable(Tile::VariableName::CharacterTile, character);
}
}
void SetCollision(int y, int x, bool hasCollision)
{
if (IsInBounds(y, x))
{
mMap[y][x].SetVariable(Tile::VariableName::HasCollision, {}, hasCollision);
}
}
bool CheckCollision(int y, int x) const
{
return IsInBounds(y, x) && std::get<bool>(mMap[y][x].GetVariable(Tile::VariableName::HasCollision));
}
bool IsInBounds(int y, int x) const
{
return y >= 0 && y < mHeight && x >= 0 && x < mWidth;
}
private:
int mHeight{};
int mWidth{};
char mTile{};
std::vector<std::vector<Tile>> mMap;
};
class Character
{
public:
Character(char sprite, int startY, int startX)
: mSprite(sprite), mPositionY(startY), mPositionX(startX)
{
}
void Move(Map& map, char direction)
{
int nextY = mPositionY;
int nextX = mPositionX;
switch (direction)
{
case 'w': --nextY; break;
case 's': ++nextY; break;
case 'a': --nextX; break;
case 'd': ++nextX; break;
default:
std::print("Invalid input!\n");
return;
}
if (!map.IsInBounds(nextY, nextX))
{
std::print("Can't move out of bounds!\n");
return;
}
if (map.CheckCollision(nextY, nextX))
{
std::print("You can't move there! It's blocked.\n");
return;
}
mPositionY = nextY;
mPositionX = nextX;
}
void PlaceOnMap(Map& map)
{
map.SetCharacterAt(mPositionY, mPositionX, mSprite);
}
private:
int mPositionY{};
int mPositionX{};
char mSprite{};
};
int main()
{
Map test(10, 10, '.');
Character player('O', 4, 4);
test.SetCollision(5, 5, true); // Set a wall at (5,5)
test.SetCollision(2, 2, true); // Another collision tile for testing
bool gameOver{ false };
while (!gameOver)
{
player.PlaceOnMap(test);
test.Draw();
std::print("\n{}\n\n", "Move Where?");
std::print("\n{}\n", "W). Up");
std::print("{}\n", "S). Down");
std::print("{}\n", "A). Left");
std::print("{}\n", "D). Right");
char input{};
std::cin >> input;
input = std::tolower(input);
player.Move(test, input);
}
}
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