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Copy pathmenu.h
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374 lines (343 loc) · 13.2 KB
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#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
#include <iostream>
#include <ctime>
#include"maze.h"
using namespace sf;
using namespace std;
//==============Constant number of Menu and stars ==========
const int Max_item = 4;
const int numStars = 100;
//============= Menu Class ==============================
// inialization of variables and funtion calling
class Menu
{
private:
int menuSelected;
Font font;
Text menuOption[Max_item];
Texture texture;
Sprite backgroundImage;
Texture bg_texture;
Clock colorClock;
Vector2f starPositions[numStars];
Color starColors[numStars];
void updateStarColors();
public:
///Menu();
Menu(float width, float height, bool isLevelMenu);
void draw(RenderWindow& window);
void MoveUp();
void MoveDown();
int getMenuSelected() { return menuSelected; }
};
//============== Initialization of menu options and stars ==============
Menu::Menu(float width, float height, bool isLevelMenu)
{
if (!font.loadFromFile("img/mine1bold.otf"))
{
cout << "Failed to load font file!" << endl;
}
if (!bg_texture.loadFromFile("img/titlescreen.png"))
{
cout << "Failed to load backgound file!" << endl;
}
backgroundImage.setTexture(bg_texture);
// Initialize stars and their colors
/*for (int i = 0; i < numStars; ++i)
{
int x = rand() % 800;
int y = rand() % 120;
starPositions[i] = Vector2f(x, y);
int r = rand() % 256;
int g = rand() % 256;
int b = rand() % 256;
starColors[i] = Color(r, g, b);
}*/
menuSelected = 0;
// Initialize menu options differently based on whether it's a level menu or not
if (isLevelMenu) {
menuOption[0].setFont(font);
menuOption[0].setFillColor(Color::White);
menuOption[0].setString("Level 1");
menuOption[0].setCharacterSize(25);
menuOption[0].setPosition(280.f, 295.f);
menuOption[1].setFont(font);
menuOption[1].setFillColor(Color::Blue);
menuOption[1].setString("Level 2");
menuOption[1].setCharacterSize(25);
menuOption[1].setPosition(280.f, 345.f);
menuOption[2].setFont(font);
menuOption[2].setFillColor(Color::Blue);
menuOption[2].setString("Level 3");
menuOption[2].setCharacterSize(25);
menuOption[2].setPosition(280.f, 397.f);
menuOption[3].setFont(font);
menuOption[3].setFillColor(Color::Blue);
menuOption[3].setString("Back");
menuOption[3].setCharacterSize(25);
menuOption[3].setPosition(304.f, 447.f);
}
else {
// Initialize menu options for the main menu
menuOption[0].setFont(font);
menuOption[0].setFillColor(Color::White);
menuOption[0].setString("Start New Game");
menuOption[0].setCharacterSize(25);
menuOption[0].setPosition(220.f, 295.f);
menuOption[1].setFont(font);
menuOption[1].setFillColor(Color::Blue);
menuOption[1].setString("High Scores");
menuOption[1].setCharacterSize(25);
menuOption[1].setPosition(247.f, 345.f);
menuOption[2].setFont(font);
menuOption[2].setFillColor(Color::Blue);
menuOption[2].setString("Help");
menuOption[2].setCharacterSize(25);
menuOption[2].setPosition(300.f, 397.f);
menuOption[3].setFont(font);
menuOption[3].setFillColor(Color::Blue);
menuOption[3].setString("Quit");
menuOption[3].setCharacterSize(25);
menuOption[3].setPosition(300.f, 447.f);
}
}
//============== Printing Menu and Stars ===============
void Menu::draw(RenderWindow& window)
{
//updateStarColors();
window.draw(backgroundImage);
// Draw menu options
for (int i = 0; i < Max_item; i++)
{
window.draw(menuOption[i]);
}
// Draw stars
for (int i = 0; i < numStars; i++)
{
Text star("*", font, 30);
star.setPosition(starPositions[i]);
star.setFillColor(starColors[i]);
window.draw(star);
}
}
// ============= generate random star by setting clock ===============
void Menu::updateStarColors()
{
if (colorClock.getElapsedTime().asSeconds() >= 1)
{
colorClock.restart();
for (int i = 0; i < numStars; i++)
{
// Generate new random color for each star
int r = rand() % 256;
int g = rand() % 256;
int b = rand() % 256;
starColors[i] = Color(r, g, b);
}
}
}
// ============= key board setup to select menu option for move up ===
void Menu::MoveUp()
{
if (menuSelected > 0)
{
menuOption[menuSelected].setFillColor(Color::Blue);
menuSelected--;
menuOption[menuSelected].setFillColor(Color::White);
}
else
{
menuOption[menuSelected].setFillColor(Color::Blue);
menuSelected = Max_item - 1;
menuOption[menuSelected].setFillColor(Color::White);
}
}
// ============= key board setup to select menu option for move down ===
void Menu::MoveDown()
{
if (menuSelected < Max_item - 1)
{
menuOption[menuSelected].setFillColor(Color::Blue);
menuSelected++;
menuOption[menuSelected].setFillColor(Color::White);
}
else
{
menuOption[menuSelected].setFillColor(Color::Blue);
menuSelected = 0;
menuOption[menuSelected].setFillColor(Color::White);
}
}
// =============Main function of menu for render window & draw and calling maze class===
void drawmenu(RenderWindow& window, Menu& menu)
{
// Clear the window
window.clear();
Music music;
if (music.openFromFile("img/minecraft_audio.ogg"))
{
music.play();
music.setLoop(1);
}
else
{
cout << "Failed to load music file!" << endl;
}
Sprite instructions; // Help sprite
Texture ins_texture;
ins_texture.loadFromFile("img/instructions.png");
instructions.setTexture(ins_texture);
Sprite highpng;
Texture highscores_texture;
if (!highscores_texture.loadFromFile("img/highscores.png"))
{
cout << "Failed to load font file!" << endl;
}
highpng.setTexture(highscores_texture);
Font highScoresFont;
if (!highScoresFont.loadFromFile("img/mine1bold.otf"))
{
cout << "Failed to load font file!" << endl;
}
while (window.isOpen()) {
//mouse position in window
//cout << "Mouse pos: " << Mouse::getPosition(window).x << " " << Mouse::getPosition(window).y << endl;
Event event;
while (window.pollEvent(event)) {
if (event.type == Event::Closed)
window.close();
else if (event.type == Event::KeyReleased) {
if (event.key.code == Keyboard::Escape)
window.close();
else if (event.key.code == Keyboard::Up)
menu.MoveUp();
else if (event.key.code == Keyboard::Down)
menu.MoveDown();
else if (event.key.code == Keyboard::Return) {
switch (menu.getMenuSelected()) {
case 0:
{
// If "Start New Game" is selected, open a new window for level selection
RenderWindow levelWindow(VideoMode(660, 660), "Select Level");
Menu levelMenu(window.getSize().x, window.getSize().y, 1); // Create a menu for level selection
levelWindow.clear();
while (levelWindow.isOpen()) {
Event levelEvent;
while (levelWindow.pollEvent(levelEvent)) {
if (levelEvent.type == Event::Closed)
levelWindow.close();
else if (levelEvent.type == Event::KeyReleased)
{
if (levelEvent.key.code == Keyboard::Up)
levelMenu.MoveUp(); // Move up in level selection menu
else if (levelEvent.key.code == Keyboard::Down)
levelMenu.MoveDown(); // Move down in level selection menu
else if (levelEvent.key.code == Keyboard::Return) {
// Draw maze based on the selected level
switch (levelMenu.getMenuSelected()) {
case 0:
music.pause();
drawmaze(10); // Draw maze for level 1
break;
case 1:
music.pause();
drawmaze(15); // Draw maze for level 2
break;
case 2:
music.pause();
drawmaze(20); // Draw maze for level 3
break;
case 3:
music.pause();
levelWindow.close(); // Draw maze for level 4
break;
}
}
}
}
levelMenu.draw(levelWindow); // Draw level selection menu
levelWindow.display();
}
break;
}
case 1:
{
//highscores
int highscores[5];
string players[5];
fstream inputf("img/highscores.txt", ios::in);
for (int i = 0; i < 5; i++)
{
getline(inputf, players[i], ':');
inputf >> highscores[i];
inputf.ignore();
}
inputf.close();
RenderWindow highScoresWindow(VideoMode(660, 660), "High Scores");
Text highScoresText;
highScoresText.setFont(highScoresFont);
highScoresText.setFillColor(Color::Black);
highScoresText.setCharacterSize(20);
highScoresText.setPosition(385.f, 153.f);
string highScoresString;
for (int i = 0; i < 5; i++)
{
highScoresString += players[i] + ": " + to_string(highscores[i]) + "\n";
}
highScoresText.setString(highScoresString);
//window for diaplaying highscores
while (highScoresWindow.isOpen())
{
Event hsEvent;
while (highScoresWindow.pollEvent(hsEvent))
{
if (hsEvent.type == Event::Closed)
highScoresWindow.close();
if (hsEvent.type == Event::KeyReleased)
{
if (hsEvent.key.code == Keyboard::Escape)
highScoresWindow.close();
}
}
highScoresWindow.clear();
highScoresWindow.draw(highpng);
highScoresWindow.draw(highScoresText);
highScoresWindow.display();
}
break;
}
case 2:
{
//help menu
RenderWindow ins(VideoMode(660, 660), "help");
while (ins.isOpen())
{
Event insEvent;
while (ins.pollEvent(insEvent))
{
if (insEvent.type == Event::Closed)
ins.close();
if (insEvent.type == Event::KeyReleased)
{
if (insEvent.key.code == Keyboard::Escape)
ins.close();
}
}
ins.clear();
ins.draw(instructions);
ins.display();
}
break;
}
case 3:
window.close();
break;
}
}
}
}
menu.draw(window);
window.display();
}
}