0
0
mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 13:43:41 +00:00

Merge pull request #94 from VEGO-Engine/helper-functions
Some checks failed
/ deploy (push) Has been cancelled

Helper functions
This commit is contained in:
ines 2024-12-17 23:04:58 +01:00 committed by GitHub
commit 2b411c5f6e
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
2 changed files with 41 additions and 28 deletions

View File

@ -27,8 +27,14 @@ public:
void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity* owner); void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity* owner);
void createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath); void createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath);
Vector2D calculateSpawnPosition(); /*!
PowerupType calculateType(); * \brief Calculates a random spawn position for an object within a given area
* \param size The size (collision box) of the object
* \param spawnArea The area within which a spawn position will be calculated
* \returns Spawn Coordinates for the object
*/
Vector2D calculateSpawnPosition(Vector2D size, Vector2D spawnArea);
template <typename T> [[deprecated]] T calculateRandomType(int amount);
//texture management //texture management
void addTexture(std::string id, const char* path); void addTexture(std::string id, const char* path);

View File

@ -14,6 +14,7 @@
#include "Vector2D.h" #include "Vector2D.h"
#include "PowerupComponent.h" #include "PowerupComponent.h"
#include <iostream> #include <iostream>
#include <algorithm>
AssetManager::AssetManager(Manager* manager) : man(manager) {} AssetManager::AssetManager(Manager* manager) : man(manager) {}
@ -73,33 +74,39 @@ void AssetManager::createPowerup(Vector2D pos, std::function<void (Entity*)> pic
powerups.addGroup((size_t)Entity::GroupLabel::POWERUPS); powerups.addGroup((size_t)Entity::GroupLabel::POWERUPS);
} }
Vector2D AssetManager::calculateSpawnPosition()
Vector2D AssetManager::calculateSpawnPosition(Vector2D size, Vector2D spawnArea)
{ {
Vector2D spawnPos = Vector2D(-1, -1); Vector2D spawnPos = Vector2D(-1, -1);
bool conflict = false;
for (int i = 0; i <= SPAWN_ATTEMPTS; i++) for(int i = 0; i <= SPAWN_ATTEMPTS; i++)
{ {
SDL_Rect spawnRect;
spawnRect.h = spawnRect.w = 32; SDL_Rect spawnRect = {
spawnRect.x = rand() % (SCREEN_SIZE_WIDTH - spawnRect.w); rand() % (int)(spawnArea.x - size.x),
spawnRect.y = rand() % (SCREEN_SIZE_HEIGHT - spawnRect.h); rand() % (int)(spawnArea.y - size.y),
conflict = false; size.x,
for (auto cc : this->man->getGame()->collisionHandler->getColliders({ Entity::GroupLabel::MAPTILES })) size.y
{ };
if (SDL_HasIntersection(&spawnRect, &cc->collider) && strcmp(cc->tag, "projectile"))
{ std::vector<ColliderComponent*> colliders = this->man->getGame()->collisionHandler->getColliders({Entity::GroupLabel::MAPTILES});
conflict = true; bool conflict = std::any_of(colliders.begin(), colliders.end(),
break; [&](const auto& cc) {
} return SDL_HasIntersection(&spawnRect, &cc->collider);} );
}
if (conflict) continue; if(!conflict)
spawnPos = Vector2D(spawnRect.x, spawnRect.y); {
} spawnPos = Vector2D(spawnRect.x, spawnRect.y);
return spawnPos; break;
}
}
return spawnPos;
} }
PowerupType AssetManager::calculateType() template <typename T>
T AssetManager::calculateRandomType(int amount)
{ {
PowerupType type = PowerupType(rand() % 3); T type = T(rand() % amount);
return type; return type;
} }