mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 15:53:42 +00:00
new main logic & new time keeping
This commit is contained in:
parent
625ac98a57
commit
25414524a0
@ -24,7 +24,7 @@ public:
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AssetManager(Manager* manager);
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AssetManager(Manager* manager);
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~AssetManager();
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~AssetManager();
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void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity* owner);
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void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, float speed, const char* texturePath, Entity* owner);
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void createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath);
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void createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath);
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Vector2D calculateSpawnPosition();
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Vector2D calculateSpawnPosition();
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@ -22,7 +22,7 @@ public:
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ColliderComponent(const char* tag, float hitboxScale);
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ColliderComponent(const char* tag, float hitboxScale);
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void init() override;
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void init() override;
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void update() override;
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void update(uint_fast16_t diffTime) override;
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void removeCollision();
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void removeCollision();
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void handleCollision(Vector2D& characterPos, SDL_Rect& characterCollider, SDL_Rect& componentCollider);
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void handleCollision(Vector2D& characterPos, SDL_Rect& characterCollider, SDL_Rect& componentCollider);
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@ -1,5 +1,6 @@
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#pragma once
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#pragma once
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#include <stdint.h>
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class Entity;
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class Entity;
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class Component
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class Component
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@ -8,7 +9,7 @@ public:
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Entity* entity;
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Entity* entity;
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virtual void init() {}
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virtual void init() {}
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virtual void update() {}
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virtual void update(uint_fast16_t diffTime) {}
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virtual ~Component() = default;
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virtual ~Component() = default;
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};
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};
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@ -59,7 +59,7 @@ public:
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explicit Entity(Manager& mManager) :
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explicit Entity(Manager& mManager) :
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manager(mManager) { };
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manager(mManager) { };
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void update() const; //!< Call each frame to update all components
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void update(uint_fast16_t diffTime) const; //!< Call each frame to update all components
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bool isActive() const { return this->active; } //!< \sa destroy()
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bool isActive() const { return this->active; } //!< \sa destroy()
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//! Mark for destruction for Manager::refresh() and disables collision
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//! Mark for destruction for Manager::refresh() and disables collision
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@ -8,7 +8,7 @@ public:
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virtual ~Game() {}
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virtual ~Game() {}
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virtual void init() = 0;
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virtual void init() = 0;
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virtual void update() = 0;
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virtual void update(uint_fast16_t diffTime) = 0;
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GameInternal* gameInternal; //!< \deprecated
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GameInternal* gameInternal; //!< \deprecated
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};
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};
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@ -3,6 +3,7 @@
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#include <SDL3/SDL.h>
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_mixer/SDL_mixer.h>
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#include <SDL3_mixer/SDL_mixer.h>
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#include <cstdint>
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#include <functional>
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#include <functional>
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#include <vector>
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#include <vector>
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@ -26,10 +27,10 @@ public:
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GameInternal();
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GameInternal();
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~GameInternal();
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~GameInternal();
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void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen);
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SDL_AppResult init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen);
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void handleEvents();
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void handleEvents();
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void update();
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void update(Uint64 frameTime);
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void render();
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void render();
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void clean();
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void clean();
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bool isRunning() const;
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bool isRunning() const;
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@ -63,4 +64,6 @@ private:
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int counter = 0;
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int counter = 0;
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bool running = true;
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bool running = true;
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SDL_Window* window;
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SDL_Window* window;
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Uint64 lastFrameTime = 0;
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};
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};
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@ -94,7 +94,7 @@ public:
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~InputComponent();
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~InputComponent();
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void init() override;
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void init() override;
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void update() override;
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void update(uint_fast16_t diffTime) override;
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bool isKeyDown(Key key);
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bool isKeyDown(Key key);
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@ -24,7 +24,7 @@ class Manager
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public:
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public:
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Manager(GameInternal* game) : game(game) {};
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Manager(GameInternal* game) : game(game) {};
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void update(); //!< \sa Entity::update()
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void update(uint_fast16_t diffTime); //!< \sa Entity::update()
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//! Disables all functionality of entities marked for destruction
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//! Disables all functionality of entities marked for destruction
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//! \sa Entity::destroy()
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//! \sa Entity::destroy()
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void refresh();
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void refresh();
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@ -9,7 +9,7 @@ public:
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PowerupComponent(std::function<void (Entity*)> func);
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PowerupComponent(std::function<void (Entity*)> func);
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~PowerupComponent() {};
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~PowerupComponent() {};
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void update() override;
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void update(uint_fast16_t diffTime) override;
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private:
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private:
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std::function<void (Entity*)> pickupFunc;
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std::function<void (Entity*)> pickupFunc;
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@ -16,14 +16,14 @@ public:
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~ProjectileComponent() {}
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~ProjectileComponent() {}
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void init() override;
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void init() override;
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void update() override;
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void update(uint_fast16_t diffTime) override;
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private:
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private:
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TransformComponent* transformComponent;
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TransformComponent* transformComponent;
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int range = 0;
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int range = 0;
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int speed = 0;
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float speed = 0;
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int distance = 0;
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float distance = 0;
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Entity* owner = nullptr;
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Entity* owner = nullptr;
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@ -48,7 +48,7 @@ public:
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void setTexture(const char* path);
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void setTexture(const char* path);
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void init() override;
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void init() override;
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void update() override;
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void update(uint_fast16_t diffTime) override;
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void draw() override;
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void draw() override;
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void playAnimation(std::string type);
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void playAnimation(std::string type);
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void setDirection(Direction direction);
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void setDirection(Direction direction);
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@ -16,7 +16,7 @@ public:
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~StatEffectsComponent() {};
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~StatEffectsComponent() {};
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void init() override;
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void init() override;
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void update() override;
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void update(uint_fast16_t diffTime) override;
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void modifyStatDur(Stats stat, int duration, int value);
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void modifyStatDur(Stats stat, int duration, int value);
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@ -25,11 +25,11 @@ public:
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void init() override;
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void init() override;
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/*! TODO: document usage of collision handler */
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/*! TODO: document usage of collision handler */
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void update() override;
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void update(uint_fast16_t diffTime) override;
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void setPositionAfterCollision(Vector2D& positionChange);
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void setPositionAfterCollision(Vector2D& positionChange);
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void modifySpeed(int8_t modifier);
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void modifySpeed(int8_t modifier);
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private:
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private:
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int speed = 3;
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int speed = 180;
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int speedMod = 0;
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int speedMod = 0;
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};
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};
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@ -46,7 +46,7 @@ Mix_Music* AssetManager::getMusic(std::string id)
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return music.at(id);
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return music.at(id);
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}
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}
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void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity* owner) {
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void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, float speed, const char* texturePath, Entity* owner) {
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auto& projectile(man->addEntity());
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auto& projectile(man->addEntity());
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projectile.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, scale); //32x32 is standard size for objects
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projectile.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, scale); //32x32 is standard size for objects
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@ -31,10 +31,10 @@ void ColliderComponent::init()
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}
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}
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transform = &entity->getComponent<TransformComponent>();
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transform = &entity->getComponent<TransformComponent>();
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this->update();
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this->update(0);
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}
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}
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void ColliderComponent::update()
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void ColliderComponent::update(uint_fast16_t diffTime)
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{
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{
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collider.x = transform->position.x - (transform->width - transform->width * transform->scale * this->hitboxScale) / 2;
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collider.x = transform->position.x - (transform->width - transform->width * transform->scale * this->hitboxScale) / 2;
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collider.y = transform->position.y - (transform->width - transform->width * transform->scale * this->hitboxScale) / 2;
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collider.y = transform->position.y - (transform->width - transform->width * transform->scale * this->hitboxScale) / 2;
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@ -4,9 +4,9 @@
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#include "Component.h"
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#include "Component.h"
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#include <cstddef>
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#include <cstddef>
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void Entity::update() const
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void Entity::update(uint_fast16_t diffTime) const
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{
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{
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for (auto const& c : components) c->update();
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for (auto const& c : components) c->update(diffTime);
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}
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}
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bool Entity::hasGroup(Group mGroup)
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bool Entity::hasGroup(Group mGroup)
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@ -13,6 +13,8 @@
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#include "Game.h"
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#include "Game.h"
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#include "GameFactory.h"
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#include "GameFactory.h"
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#include <VEGO.h>
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GameInternal::GameInternal() :
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GameInternal::GameInternal() :
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manager(this),
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manager(this),
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renderManager(),
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renderManager(),
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@ -25,7 +27,7 @@ GameInternal::GameInternal() :
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GameInternal::~GameInternal() = default;
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GameInternal::~GameInternal() = default;
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void GameInternal::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
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SDL_AppResult GameInternal::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
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{
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{
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GameInternal::assets = new AssetManager(&manager);
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GameInternal::assets = new AssetManager(&manager);
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GameInternal::textureManager = new TextureManager(&manager);
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GameInternal::textureManager = new TextureManager(&manager);
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@ -42,12 +44,12 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
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{
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{
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std::cout << "ERROR. Subsystem couldnt be initialized! " << SDL_GetError() << std::endl;
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std::cout << "ERROR. Subsystem couldnt be initialized! " << SDL_GetError() << std::endl;
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SDL_ClearError();
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SDL_ClearError();
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return;
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return SDL_APP_FAILURE;
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}
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}
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if (Mix_Init(MIX_INIT_MP3) != MIX_INIT_MP3) {
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if (Mix_Init(MIX_INIT_MP3) != MIX_INIT_MP3) {
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std::cout << "ERROR. Subsystem couldnt be initialized!" << std::endl;
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std::cout << "ERROR. Subsystem couldnt be initialized!" << std::endl;
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return;
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return SDL_APP_FAILURE;
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}
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}
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window = SDL_CreateWindow(title, width, height, flags);
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window = SDL_CreateWindow(title, width, height, flags);
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@ -55,7 +57,7 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
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{
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{
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std::cout << "ERROR: Window couldnt be created! " << SDL_GetError() << std::endl;
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std::cout << "ERROR: Window couldnt be created! " << SDL_GetError() << std::endl;
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SDL_ClearError();
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SDL_ClearError();
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return;
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return SDL_APP_FAILURE;
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}
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}
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// bad
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// bad
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@ -72,7 +74,7 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
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{
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{
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std::cout << "ERROR: Renderer couldnt be created! " << SDL_GetError() << std::endl;
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std::cout << "ERROR: Renderer couldnt be created! " << SDL_GetError() << std::endl;
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SDL_ClearError();
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SDL_ClearError();
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return;
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return SDL_APP_FAILURE;
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}
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}
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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@ -80,7 +82,7 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
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{
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{
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std::cout << "ERROR: Mixer couldnt be initialized! " << SDL_GetError() << std::endl;
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std::cout << "ERROR: Mixer couldnt be initialized! " << SDL_GetError() << std::endl;
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SDL_ClearError();
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SDL_ClearError();
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return;
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return SDL_APP_FAILURE;
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}
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}
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Mix_Volume(-1, MIX_MAX_VOLUME);
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Mix_Volume(-1, MIX_MAX_VOLUME);
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@ -95,6 +97,8 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
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this->gameInstance = GameFactory::instance().create(this);
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this->gameInstance = GameFactory::instance().create(this);
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this->gameInstance->init();
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this->gameInstance->init();
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return SDL_APP_CONTINUE;
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}
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}
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void GameInternal::handleEvents()
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void GameInternal::handleEvents()
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@ -111,12 +115,16 @@ void GameInternal::handleEvents()
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}
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}
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}
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}
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void GameInternal::update()
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void GameInternal::update(Uint64 frameTime)
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{
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{
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manager.refresh();
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manager.refresh();
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manager.update();
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this->gameInstance->update(); // TODO: this might have to be split up into two update functions, before and after manager...
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uint_fast16_t diffTime = frameTime - this->lastFrameTime;
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manager.update(diffTime);
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this->gameInstance->update(diffTime); // TODO: this might have to be split up into two update functions, before and after manager...
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this->lastFrameTime = frameTime;
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}
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}
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void GameInternal::render()
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void GameInternal::render()
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@ -10,7 +10,7 @@ InputComponent::~InputComponent() = default;
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void InputComponent::init(){}
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void InputComponent::init(){}
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void InputComponent::update()
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void InputComponent::update(uint_fast16_t diffTime)
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{
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{
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SDL_PumpEvents();
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SDL_PumpEvents();
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}
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}
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@ -27,9 +27,9 @@ void Manager::refresh()
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std::end(entities));
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std::end(entities));
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}
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}
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void Manager::update()
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void Manager::update(uint_fast16_t diffTime)
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{
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{
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for (auto& e : entities) e->update();
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for (auto& e : entities) e->update(diffTime);
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}
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}
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void Manager::addToGroup(Entity* mEntity, Group mGroup)
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void Manager::addToGroup(Entity* mEntity, Group mGroup)
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@ -12,7 +12,7 @@ PowerupComponent::PowerupComponent(std::function<void (Entity*)> func)
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this->pickupFunc = func;
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this->pickupFunc = func;
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}
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}
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void PowerupComponent::update()
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void PowerupComponent::update(uint_fast16_t diffTime)
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{
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{
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Entity* player;
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Entity* player;
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if ((player = this->entity->getManager().getGame()->collisionHandler->getAnyIntersection<Entity*>(
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if ((player = this->entity->getManager().getGame()->collisionHandler->getAnyIntersection<Entity*>(
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@ -17,9 +17,9 @@ void ProjectileComponent::init()
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SoundManager::playSound(this->entity->getManager().getGame(), "throw_egg", true, PLAY_ONCE, MAX_VOLUME, -1);
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SoundManager::playSound(this->entity->getManager().getGame(), "throw_egg", true, PLAY_ONCE, MAX_VOLUME, -1);
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}
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}
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void ProjectileComponent::update()
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void ProjectileComponent::update(uint_fast16_t diffTime)
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{
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{
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distance += speed;
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distance += speed * diffTime * (1.f/1000);
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IntersectionBitSet boundsIntersection = this->entity->getManager().getGame()->collisionHandler->getIntersectionWithBounds(entity);
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IntersectionBitSet boundsIntersection = this->entity->getManager().getGame()->collisionHandler->getIntersectionWithBounds(entity);
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@ -27,7 +27,7 @@ void ProjectileComponent::update()
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this->entity->destroy();
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this->entity->destroy();
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}
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}
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if (distance > range) {
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if (distance > range && false) {
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this->entity->destroy();
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this->entity->destroy();
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}
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}
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@ -1,6 +1,5 @@
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#include "SoundManager.h"
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#include "SoundManager.h"
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#include <stdexcept>
|
|
||||||
#include <string>
|
#include <string>
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
|
||||||
|
|||||||
@ -59,14 +59,14 @@ void SpriteComponent::init()
|
|||||||
this->srcRect.x = this->textureXOffset * this->srcRect.w;
|
this->srcRect.x = this->textureXOffset * this->srcRect.w;
|
||||||
this->srcRect.y = this->textureYOffset * this->srcRect.h;;
|
this->srcRect.y = this->textureYOffset * this->srcRect.h;;
|
||||||
|
|
||||||
this->update();
|
this->update(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
void SpriteComponent::update()
|
void SpriteComponent::update(uint_fast16_t diffTime)
|
||||||
{
|
{
|
||||||
// This code is not compatible for animated tiles
|
// This code is not compatible for animated tiles
|
||||||
if (animated) {
|
if (animated) {
|
||||||
srcRect.x = srcRect.w * static_cast<int>((SDL_GetTicks() / speed) % frames);
|
srcRect.x = srcRect.w * static_cast<int>((SDL_GetTicks() / speed) % frames); // TODO: should not call SDL_GetTicks() but use diffTime
|
||||||
|
|
||||||
srcRect.y = animationIndex * transform->height;
|
srcRect.y = animationIndex * transform->height;
|
||||||
}
|
}
|
||||||
|
|||||||
@ -8,16 +8,16 @@
|
|||||||
void StatEffectsComponent::init()
|
void StatEffectsComponent::init()
|
||||||
{}
|
{}
|
||||||
|
|
||||||
void StatEffectsComponent::update()
|
void StatEffectsComponent::update(uint_fast16_t diffTime)
|
||||||
{
|
{
|
||||||
for (int i = 0; i < MAX_STATS; i++)
|
for (int i = 0; i < MAX_STATS; i++)
|
||||||
{
|
{
|
||||||
if (this->buffs.at(i) == 0) continue;
|
if (this->buffs.at(i) <= 0) continue;
|
||||||
if (this->buffs.at(i) - 1 == 0)
|
if (this->buffs.at(i) - diffTime <= 0)
|
||||||
{
|
{
|
||||||
this->resetStatValue((Stats)i);
|
this->resetStatValue((Stats)i);
|
||||||
}
|
}
|
||||||
this->buffs.at(i) -= 1;
|
this->buffs.at(i) -= diffTime;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -32,7 +32,7 @@ void StatEffectsComponent::modifyStatValue(Stats stat, int modifier) //modifier
|
|||||||
switch (stat)
|
switch (stat)
|
||||||
{
|
{
|
||||||
case Stats::MOVEMENT_SPEED:
|
case Stats::MOVEMENT_SPEED:
|
||||||
this->entity->getComponent<TransformComponent>().modifySpeed(modifier);
|
this->entity->getComponent<TransformComponent>().modifySpeed(modifier * 60);
|
||||||
break;
|
break;
|
||||||
case Stats::ATTACK_SPEED:
|
case Stats::ATTACK_SPEED:
|
||||||
// this->entity->getComponent<KeyboardController>().modifyAtkSpeed(modifier);
|
// this->entity->getComponent<KeyboardController>().modifyAtkSpeed(modifier);
|
||||||
|
|||||||
@ -50,12 +50,12 @@ void TransformComponent::init()
|
|||||||
direction.zero();
|
direction.zero();
|
||||||
}
|
}
|
||||||
|
|
||||||
void TransformComponent::update()
|
void TransformComponent::update(uint_fast16_t diffTime)
|
||||||
{
|
{
|
||||||
float multiplier = direction.x != 0 && direction.y != 0 ? 0.707 : 1; // normalizes vector; only works if directions are in increments of 45°
|
float multiplier = direction.x != 0 && direction.y != 0 ? 0.707 : 1; // normalizes vector; only works if directions are in increments of 45°
|
||||||
Vector2D positionChange(
|
Vector2D positionChange(
|
||||||
direction.x * this->getSpeed() * multiplier,
|
direction.x * this->getSpeed() * multiplier * diffTime * (1.f/1000),
|
||||||
direction.y * this->getSpeed() * multiplier
|
direction.y * this->getSpeed() * multiplier * diffTime * (1.f/1000)
|
||||||
);
|
);
|
||||||
|
|
||||||
if (this->entity->hasGroup((size_t)Entity::GroupLabel::PLAYERS)){
|
if (this->entity->hasGroup((size_t)Entity::GroupLabel::PLAYERS)){
|
||||||
|
|||||||
48
src/_Init.cpp
Normal file
48
src/_Init.cpp
Normal file
@ -0,0 +1,48 @@
|
|||||||
|
#include "SDL3/SDL_init.h"
|
||||||
|
#include <cstdint>
|
||||||
|
#define SDL_MAIN_USE_CALLBACKS
|
||||||
|
#include <SDL3/SDL_main.h>
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
#include <ctime>
|
||||||
|
|
||||||
|
#include "VEGO.h"
|
||||||
|
#include "Entity.h"
|
||||||
|
#include "GameInternal.h"
|
||||||
|
#include "Constants.h"
|
||||||
|
|
||||||
|
GameInternal* vego::game = nullptr;
|
||||||
|
|
||||||
|
SDL_AppResult SDL_AppInit(void **appstate, int argc, char **argv) {
|
||||||
|
srand(time(NULL));
|
||||||
|
bool playing = true;
|
||||||
|
|
||||||
|
*appstate = vego::game = new GameInternal();
|
||||||
|
|
||||||
|
return vego::game->init("No_Name_Chicken_Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, false);
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_AppResult SDL_AppIterate(void *appstate) {
|
||||||
|
if (!vego::game->isRunning()) {
|
||||||
|
return SDL_APP_SUCCESS;
|
||||||
|
}
|
||||||
|
|
||||||
|
vego::game->handleEvents(); // bad
|
||||||
|
|
||||||
|
Uint64 frameStart = SDL_GetTicks();
|
||||||
|
|
||||||
|
vego::game->update(frameStart);
|
||||||
|
vego::game->render();
|
||||||
|
|
||||||
|
int frameTime = SDL_GetTicks() - frameStart;
|
||||||
|
|
||||||
|
return SDL_APP_CONTINUE;
|
||||||
|
}
|
||||||
|
|
||||||
|
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) {
|
||||||
|
return SDL_APP_CONTINUE;
|
||||||
|
}
|
||||||
|
|
||||||
|
void SDL_AppQuit(void *appstate, SDL_AppResult result) {
|
||||||
|
vego::game->clean();
|
||||||
|
}
|
||||||
42
src/main.cpp
42
src/main.cpp
@ -1,42 +0,0 @@
|
|||||||
#include <iostream>
|
|
||||||
#include <ctime>
|
|
||||||
#include <SDL3/SDL_main.h>
|
|
||||||
|
|
||||||
#include "VEGO.h"
|
|
||||||
#include "Entity.h"
|
|
||||||
#include "GameInternal.h"
|
|
||||||
#include "Constants.h"
|
|
||||||
|
|
||||||
GameInternal* vego::game = nullptr;
|
|
||||||
|
|
||||||
int main(int argc, char* argv[])
|
|
||||||
{
|
|
||||||
srand(time(NULL));
|
|
||||||
bool playing = true;
|
|
||||||
|
|
||||||
const int frameDelay = 1000 / FPS;
|
|
||||||
|
|
||||||
Uint32 frameStart;
|
|
||||||
int frameTime;
|
|
||||||
|
|
||||||
vego::game = new GameInternal();
|
|
||||||
|
|
||||||
vego::game->init("No_Name_Chicken_Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, false);
|
|
||||||
while (vego::game->isRunning()) {
|
|
||||||
frameStart = SDL_GetTicks();
|
|
||||||
|
|
||||||
vego::game->handleEvents();
|
|
||||||
vego::game->update();
|
|
||||||
vego::game->render();
|
|
||||||
|
|
||||||
frameTime = SDL_GetTicks() - frameStart;
|
|
||||||
|
|
||||||
if (frameDelay > frameTime) {
|
|
||||||
SDL_Delay(frameDelay - frameTime);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
vego::game->clean();
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
Loading…
x
Reference in New Issue
Block a user