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Building.cpp
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Building.cpp
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#include "Building.h"
Building::Building(BuildingType type, sf::Vector2i position, map<string, sf::Texture> &textures, sf::Vector2i tileSize, BuildingStats buildingStats):
type_(type), moneyPerMinute_(buildingStats.moneyPerMinute), damagePerSecond_(buildingStats.damagePerSecond), hp_(buildingStats.maxHp), slowing_(buildingStats.slowing), position_(position), lifeBar_(textures["assets/pix.png"])
{
sprite_=sf::Sprite(textures["assets/buildings.png"]);
sprite_.setTextureRect(sf::IntRect(getTilesetPosition(type_).x*tileSize.x, getTilesetPosition(type_).y*tileSize.y, getRect(type_, position_).width*tileSize.x, getRect(type_, position_).height*tileSize.y));
sprite_.setPosition(position_.x*tileSize.x, position_.y*tileSize.y);
lifeBar_.setPosition(sprite_.getPosition());
lifeBar_.setScale(getRect(type_, position_).width*tileSize.x, 5);
lifeBar_.setColor(sf::Color(255, 0, 0));
tileSize_=tileSize;
}
sf::IntRect Building::getRect(BuildingType type, sf::Vector2i position)
{
switch(type)
{
case TownCenter:
return sf::IntRect(position.x, position.y, 3, 3);
break;
case House:
return sf::IntRect(position.x, position.y, 2, 2);
break;
case Wall:
return sf::IntRect(position.x, position.y, 3, 1);
break;
case Turret:
return sf::IntRect(position.x, position.y, 1, 1);
break;
case Bank:
return sf::IntRect(position.x, position.y, 4, 4);
break;
default:
return sf::IntRect(-1, -1, -1, -1);
break;
}
}
sf::Vector2i Building::getTilesetPosition(BuildingType type)
{
switch(type)
{
case TownCenter:
return sf::Vector2i(0, 1);
break;
case House:
return sf::Vector2i(3, 0);
break;
case Wall:
return sf::Vector2i(0, 0);
break;
case Turret:
return sf::Vector2i(3, 2);
break;
case Bank:
return sf::Vector2i(0, 4);
break;
default:
return sf::Vector2i(-1, -1);
break;
}
}
Building::BuildingType Building::getType()
{
return type_;
}
int Building::getMoney()
{
return moneyPerMinute_;
}
void Building::setMoney(int amount)
{
moneyPerMinute_=amount;
}
int Building::getDamagePerSecond()
{
return damagePerSecond_;
}
void Building::setDamagePerSecond(int amount)
{
damagePerSecond_=amount;
}
int Building::decreaseHp(int amount, int maxHp)
{
hp_-=amount;
float percent=(float)hp_/(float)maxHp;
lifeBar_.setScale(percent*getRect(type_, position_).width*tileSize_.x, 5);
return hp_;
}
float Building::getSlowing()
{
return slowing_;
}
void Building::setSlowing(float amount)
{
slowing_=amount;
}
sf::Vector2i Building::getPosition()
{
return position_;
}
void Building::draw(sf::RenderWindow &window)
{
window.draw(sprite_);
window.draw(lifeBar_);
}