Prise en charge des nouveaux blocs dans le chargeur
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@ -3,7 +3,10 @@
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#include "player.hpp"
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#include "block.hpp"
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#include "gravity_block.hpp"
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#include "finish_block.hpp"
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#include "kill_block.hpp"
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#include <boost/filesystem.hpp>
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#include <iostream>
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#include <arpa/inet.h>
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#include <cstring>
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#include <functional>
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@ -32,7 +35,9 @@ const unsigned int VERSION_NUMBER = 0;
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std::map<unsigned int, std::function<Object::Ptr(std::ifstream&)>> object_type_map = {
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{Player::TYPE_ID, Player::load},
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{Block::TYPE_ID, Block::load},
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{GravityBlock::TYPE_ID, GravityBlock::load}
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{GravityBlock::TYPE_ID, GravityBlock::load},
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{FinishBlock::TYPE_ID, FinishBlock::load},
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{KillBlock::TYPE_ID, KillBlock::load}
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};
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/**
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@ -158,7 +163,6 @@ sf::String Level::getLevelName(std::string path) {
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void Level::load() {
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// métadonnées par défaut
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name = sf::String("Nouveau niveau");
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current_file = "";
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total_time = 30;
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// zone de jeu par défaut
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@ -176,29 +180,25 @@ void Level::load() {
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// TODO: ajouter quelques objets par défaut
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}
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void Level::load(std::string filename) {
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std::string full_path = getResourceManager().getLevelPath(filename);
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void Level::load(std::string path) {
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// si le fichier n'existe pas, on utilise le niveau par défaut
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if (!boost::filesystem::exists(full_path)) {
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if (!boost::filesystem::exists(path)) {
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load();
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current_path = path;
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return;
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}
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loadLevel(
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full_path, name, total_time,
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path, name, total_time,
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zone, background, music,
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std::bind(&Level::addObject, this, std::placeholders::_1)
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);
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current_file = filename;
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current_path = path;
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}
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void Level::save(std::string filename) {
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void Level::save(std::string path) {
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std::ofstream file;
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file.open(
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getResourceManager().getLevelPath(filename),
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std::ios::binary | std::ios::out
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);
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file.open(path, std::ios::binary | std::ios::out);
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// on vérifie que le fichier ait correctement été ouvert en lecture
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if (file.fail()) {
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@ -254,10 +254,12 @@ void Level::save(std::string filename) {
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// écriture de l'objet
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objects[i]->save(file);
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}
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std::cout << "Sauvegardé : " << path << std::endl;
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}
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void Level::save() {
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save(current_file);
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save(current_path);
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}
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void Level::begin() {
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