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#ifndef GAME_H_E6F1396E
#define GAME_H_E6F1396E
#include <set>
#include <range/v3/all.hpp>
#include <vector>
#include <memory>
#include "sprite.h"
#include "map.h"
#include "consts.h"
#include "transform_system.h"
struct Input {
bool left = false;
bool right = false;
bool up = false;
bool down = false;
};
class Game {
public:
Game() : transform_(*this) {}
int addSprite(Sprite sprite);
const Sprite& getSprite(int id) const {
return sprites_.at(id);
}
Sprite& getSprite(int id) {
return sprites_.at(id);
}
const std::vector<int>& getSprites() {
return spriteIds_;
}
auto spriteView() const {
return ranges::views::transform([&] (int id) -> const Sprite& {
return sprites_.at(id);
});
}
TransformSystem& getTransformSystem() { return transform_; }
void setSpriteState(int id, std::string state) {
sprites_[id].setState(std::move(state));
}
void setSpriteDirection(int id, Direction dir) {
sprites_[id].setDirection(dir);
}
void tickSpriteAnim() {
for (Sprite& sprite : sprites_) {
sprite.tickAnim();
}
}
void setMap(std::unique_ptr<Map> map) { map_ = std::move(map); }
const Map& getMap() const { return *map_; }
// Camera
const vec2i& getCameraPosition() const { return cameraPos_; }
const vec2i& getFieldOfView() const { return cameraFov_; }
void setFollowingSprite(int spriteId) { followingSprite_ = spriteId; }
void lockCamera() { cameraLocked_ = true; }
void unlockCamera() { cameraLocked_ = false; }
void tick();
private:
TransformSystem transform_;
std::vector<int> spriteIds_;
std::vector<Sprite> sprites_;
std::unique_ptr<Map> map_;
// Camera
vec2i cameraPos_;
vec2i cameraFov_ { CANVAS_WIDTH, CANVAS_HEIGHT };
int followingSprite_;
bool cameraLocked_ = true;
};
#endif /* end of include guard: GAME_H_E6F1396E */
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