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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 07:53:43 +00:00

fix(PR) + cleaned up some dead code

This commit is contained in:
Nimac0 2024-06-25 11:42:12 +02:00
parent 6bf460d483
commit 2ef373dd2c
17 changed files with 3 additions and 341 deletions

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@ -11,7 +11,6 @@
// TODO: remove here if possible
// temporary fix: addComponent function template doesnt know TransformComponent -> error undefined type
// #include "KeyboardController.h"
#include "InputComponent.h"
#include "TransformComponent.h"
#include "SpriteComponent.h"
@ -39,13 +38,6 @@ public:
POWERUPS
};
//enum class TeamLabel
//{
// NONE, //!< No team
// BLUE, //!< Team blue
// RED //!< Team red
//};
explicit Entity(Manager& mManager) :
manager(mManager) { };
@ -65,9 +57,6 @@ public:
void delGroup(Group mGroup);
std::bitset<MAX_GROUPS> getGroupBitSet();
//void setTeam(TeamLabel teamLabel);
//TeamLabel getTeam();
Manager& getManager() { return manager; };
template <typename T> bool hasComponent() const
@ -103,5 +92,4 @@ private:
ComponentArray componentArray = {};
ComponentBitSet componentBitSet;
GroupBitSet groupBitSet;
//TeamLabel teamLabel;
};

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@ -20,18 +20,6 @@ public:
return factory;
}
/*Game* get() {
assert(this->gameInstance != nullptr);
return this->gameInstance;
}*/
/*Game* create(GameInternal* gameInternal) {
Game* game = this->gameInstance == nullptr ? this->creator() : this->gameInstance; // TODO: error handling
game->gameInternal = gameInternal;
this->gameInstance = game;
return game;
}*/
void registerClass(CreateFunc createFunc) {
this->creatorFunc = createFunc;
}
@ -49,11 +37,3 @@ public:
private:
CreateFunc creatorFunc = nullptr;
};
/*
#define REGISTER_GAME(className) \
static bool registered_##className = []() { \
GameFactory::instance().registerClass(#className, []() -> Game* { return new className; }); \
return true; \
}();
*/

View File

@ -26,7 +26,6 @@ public:
~GameInternal();
void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen);
//void selectCharacters(const char* &playerSprite, const char* &enemySprite);
void handleEvents();
void update();
@ -55,8 +54,6 @@ public:
// end moved globals
void refreshPlayers();
//Entity::TeamLabel getWinner() const;
//void setWinner(Entity::TeamLabel winningTeam);
private:
@ -65,5 +62,4 @@ private:
int counter = 0;
bool running = true;
SDL_Window* window;
//Entity::TeamLabel winner;
};

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@ -96,7 +96,6 @@ public:
void init() override;
void update() override;
// void pollEvents();
bool isKeyDown(Key key);
private:

View File

@ -22,9 +22,6 @@ public:
void addToGroup(Entity* mEntity, Group mGroup);
std::vector<Entity*>& getGroup(Group mGroup);
//void addToTeam(Entity* mEntity, Team mTeam);
//std::vector<Entity*>& getTeam(Team mTeam);
std::vector<Entity*> getAll();
Entity& addEntity();
@ -35,5 +32,4 @@ private:
GameInternal* game;
std::vector<std::unique_ptr<Entity>> entities;
std::array<std::vector<Entity*>, MAX_GROUPS> entitiesByGroup;
//std::array<std::vector<Entity*>, MAX_TEAMS> entitiesByTeam;
};

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@ -1,32 +0,0 @@
#pragma once
#include <SDL.h>
#include <SDL_ttf.h>
#include <string>
#include "Entity.h"
/*
class GameInternal;
class PopupWindow {
public:
PopupWindow(const char* title, const std::string& message);
~PopupWindow();
void handleWinnerEvents();
bool shouldContinue() const;
bool interacted;
void renderWinnerPopup(Entity::TeamLabel winner);
private:
SDL_Renderer* renderer;
SDL_Window* window;
SDL_Texture* texture;
bool continueGame;
};
*/

View File

@ -7,7 +7,7 @@
class TransformComponent : public Component
{
public:
Vector2D position; // TODO: change to int to safe CPU time -> possibly subpixel coordinates
Vector2D position; // TODO: change to int to save CPU time -> possibly subpixel coordinates
Vector2D direction;
int height = 32;

View File

@ -31,7 +31,6 @@ void ColliderComponent::init()
}
transform = &entity->getComponent<TransformComponent>();
//Game::collisionHandler->add(this);
this->update();
}

View File

@ -34,14 +34,3 @@ std::bitset<MAX_GROUPS> Entity::getGroupBitSet()
{
return groupBitSet;
}
//void Entity::setTeam(Entity::TeamLabel teamLabel)
//{
// this->teamLabel = teamLabel;
// manager.addToTeam(this, (size_t) teamLabel);
//}
//
//Entity::TeamLabel Entity::getTeam()
//{
// return teamLabel;
//}

View File

@ -5,7 +5,6 @@
#include "CollisionHandler.h"
#include "AssetManager.h"
#include "SoundManager.h"
// #include "KeyboardController.h"
#include "TileComponent.h"
#include "Direction.h"
#include "Entity.h"
@ -24,8 +23,6 @@ GameInternal::GameInternal() :
projectiles(manager.getGroup((size_t)Entity::GroupLabel::PROJECTILE)),
hearts(manager.getGroup((size_t)Entity::GroupLabel::HEARTS)),
powerups(manager.getGroup((size_t)Entity::GroupLabel::POWERUPS))
//player1(manager.addEntity()),
//player2(manager.addEntity())
{};
GameInternal::~GameInternal() = default;
@ -132,13 +129,6 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
return;
}
// engine::init(); // temporarily moved down to access groups at engine init call
// character selection
//const char* player1Sprite;
//const char* player2Sprite;
//selectCharacters(player1Sprite, player2Sprite);
if (this->isRunning() == false) return;
map = new Map();
@ -151,102 +141,6 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
this->gameInstance->init();
}
//void GameInternal::selectCharacters(const char* &playerSprite, const char* &enemySprite)
//{
// // TODO: move this whereever it makes sense (maybe game as a member)
// std::map<int, std::pair<const char*, const char*>> characterSprites;
// characterSprites[0] = std::make_pair("assets/chicken_neutral_knight.png", "assets/chicken_knight_spritesheet.png");
// characterSprites[1] = std::make_pair("assets/chicken_neutral.png", "assets/chicken_spritesheet.png");
// characterSprites[2] = std::make_pair("assets/chicken_neutral_wizard.png", "assets/chicken_wizard_spritesheet.png");
// characterSprites[3] = std::make_pair("assets/chicken_neutral_mlady.png", "assets/chicken_mlady_spritesheet.png");
//
// SDL_Rect playerCharacterRects[CHARACTER_COUNT];
// SDL_Rect enemyCharacterRects[CHARACTER_COUNT];
// SDL_Texture* characterTextures[CHARACTER_COUNT];
//
// int playerSelection = 0;
// int enemySelection = 0;
//
// // load textures
// for (int i = 0; i < CHARACTER_COUNT; ++i)
// {
// characterTextures[i] = IMG_LoadTexture(renderer, characterSprites.find(i)->second.first);
// }
//
// // set up initial positions for character rects
// for (int i = 0; i < CHARACTER_COUNT; ++i)
// {
// playerCharacterRects[i] = { 134 + (i % 2) * 118, 272 + ((i >= 2) ? 114 : 0), 64, 64 };
// enemyCharacterRects[i] = { 485 + (i % 2) * 118, 273 + ((i >= 2) ? 114 : 0), 64, 64 };
// }
//
// bool hasQuit = false;
//
// while (!hasQuit)
// {
// SDL_PollEvent(&event);
//
// if (event.type == SDL_QUIT)
// {
// hasQuit = true;
// }
//
// if (event.type == SDL_KEYDOWN)
// {
// if (event.key.keysym.scancode == SDL_SCANCODE_RETURN)
// {
// break;
// }
//
// switch (event.key.keysym.scancode)
// {
// case SDL_SCANCODE_A:
// playerSelection = (playerSelection - 1 + CHARACTER_COUNT) % CHARACTER_COUNT;
// break;
// case SDL_SCANCODE_D:
// playerSelection = (playerSelection + 1) % CHARACTER_COUNT;
// break;
//
// case SDL_SCANCODE_LEFT:
// enemySelection = (enemySelection - 1 + CHARACTER_COUNT) % CHARACTER_COUNT;
// break;
// case SDL_SCANCODE_RIGHT:
// enemySelection = (enemySelection + 1) % CHARACTER_COUNT;
// break;
//
// default:
// break;
// }
// }
//
// SDL_Texture* backgroundTexture = GameInternal::textureManager->loadTexture("assets/characterSelection.png");
// SDL_RenderClear(renderer);
// SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
//
// for (int i = 0; i < CHARACTER_COUNT; ++i)
// {
// SDL_RenderCopy(renderer, characterTextures[i], nullptr, &playerCharacterRects[i]);
// SDL_RenderCopy(renderer, characterTextures[i], nullptr, &enemyCharacterRects[i]);
// }
//
// SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
// SDL_RenderDrawRect(renderer, &playerCharacterRects[playerSelection]);
// SDL_RenderDrawRect(renderer, &enemyCharacterRects[enemySelection]);
//
// SDL_RenderPresent(renderer);
// }
//
// if (hasQuit)
// {
// this->setRunning(false);
// return;
// }
//
// playerSprite = characterSprites.find(playerSelection)->second.second;
// enemySprite = characterSprites.find(enemySelection)->second.second;
// this->setRunning(true);
//}
void GameInternal::handleEvents()
{
SDL_PollEvent(&event);
@ -313,30 +207,4 @@ void GameInternal::stopGame()
{
this->running = false;
}
//void GameInternal::setWinner(Entity::TeamLabel winningTeam)
//{
// this->winner = winningTeam;
// this->setRunning(false);
//}
//
//Entity::TeamLabel GameInternal::getWinner() const
//{
// return this->winner;
//}
//void Game::refreshPlayers() {
//
// for(auto& p : projectiles) {
// p->destroy();
// }
//
// player1.getComponent<TransformComponent>().position = Vector2D(80, 80);
// player2.getComponent<TransformComponent>().position = Vector2D(600, 500);
//
// player1.getComponent<HealthComponent>().setHealth(5);
// player2.getComponent<HealthComponent>().setHealth(5);
//
// isRunning = true;
//
// update();
//}

View File

@ -9,7 +9,6 @@ GameObject::GameObject(const char* texturesheet, int x, int y)
// seems not to be used, and was using deprecated functionality
SDL_SetError("GameObject not implemented");
// this->objTexture = Game::textureManager->loadTexture(texturesheet);
this->xPos = x;
this->yPos = y;
}

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@ -8,11 +8,7 @@ InputComponent::InputComponent()
InputComponent::~InputComponent() = default;
void InputComponent::init()
{
// m_keyStates = SDL_GetKeyboardState(NULL);
// InitKeyMappings();
}
void InputComponent::init(){}
void InputComponent::update()
{

View File

@ -24,17 +24,6 @@ void Manager::refresh()
}), std::end(v));
}
//for (auto i(0u); i < MAX_TEAMS; i++)
//{
// auto& v(entitiesByTeam[i]);
// v.erase(
// std::remove_if(std::begin(v), std::end(v),
// [i](Entity* mEntity)
// {
// return !mEntity->isActive() || (size_t)(mEntity->getTeam()) != i;
// }), std::end(v));
//}
entities.erase(std::remove_if(std::begin(entities), std::end(entities),
[](const std::unique_ptr<Entity>& mEntity)
{
@ -58,16 +47,6 @@ std::vector<Entity*>& Manager::getGroup(Group mGroup)
return entitiesByGroup.at(mGroup);
}
//void Manager::addToTeam(Entity* mEntity, Team mTeam)
//{
// entitiesByTeam.at(mTeam).emplace_back(mEntity); //
//}
//
//std::vector<Entity*>& Manager::getTeam(Team mTeam)
//{
// return entitiesByTeam.at(mTeam);
//}
std::vector<Entity*> Manager::getAll()
{
std::vector<Entity*> entity_vec;

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@ -1,89 +0,0 @@
#include <iostream>
#include <SDL_image.h>
#include "Entity.h"
#include "PopupWindow.h"
#include "TextureManager.h"
#include "GameInternal.h"
/*
PopupWindow::PopupWindow(const char* title, const std::string &message) :
continueGame(false), interacted(false) {
this->window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 400, 250, 0);
//font = TTF_OpenFont("assets/Trajan.ttf", 24); // Change the path and size as needed
this->renderer = SDL_CreateRenderer(window, -1, 0);
SDL_SetRenderDrawColor(this->renderer, 255, 255, 255, 255);
//SDL_Surface* surface = TTF_RenderText_Blended(font, message.c_str(), {255, 255, 255});
//texture = SDL_CreateTextureFromSurface(renderer, surface);
//SDL_FreeSurface(surface);
}
PopupWindow::~PopupWindow() {
SDL_DestroyTexture(this->texture);
SDL_DestroyRenderer(this->renderer);
SDL_DestroyWindow(this->window);
}
void PopupWindow::handleWinnerEvents() {
SDL_Event e;
while (SDL_PollEvent(&e))
{
if (e.type == SDL_QUIT)
{
continueGame = false;
interacted = true;
return;
}
if(e.type != SDL_KEYDOWN)
continue;
switch (e.key.keysym.sym) {
case SDLK_q: {
continueGame = false;
interacted = true;
break;
}
case SDLK_c: {
continueGame = true;
interacted = true;
break;
}
}
}
}
bool PopupWindow::shouldContinue() const {
return continueGame;
}
void PopupWindow::renderWinnerPopup(Entity::TeamLabel winner) {
SDL_RenderClear(this->renderer);
//Maybe use texture manager (changes need to be made that it does not use game::renderer automatically, but receives one instead)
this->texture = winner == Entity::TeamLabel::BLUE ?
IMG_LoadTexture(this->renderer, "assets/Player1Victory.png") :
IMG_LoadTexture(this->renderer, "assets/Player2Victory.png");
SDL_RenderCopy(this->renderer, this->texture, NULL, NULL);
SDL_RenderPresent(this->renderer);
//Error handling for debugging
const char* sdlError = SDL_GetError();
if (*sdlError != '\0') {
std::cerr << "SDL Error: " << sdlError << std::endl;
SDL_ClearError();
}
}
*/

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@ -32,10 +32,7 @@ SpriteComponent::SpriteComponent(
this->texturePath = path;
}
SpriteComponent::~SpriteComponent()
{
// SDL_DestroyTexture(this->texture);
}
SpriteComponent::~SpriteComponent() {}
void SpriteComponent::setTexture(const char* path)
{

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@ -52,8 +52,6 @@ void TransformComponent::init()
void TransformComponent::update()
{
// if(velocity.x != 0 && velocity.y != 0)
float multiplier = direction.x != 0 && direction.y != 0 ? 0.707 : 1; // normalizes vector; only works if directions are in increments of 45°
Vector2D positionChange(
direction.x * this->getSpeed() * multiplier,

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@ -4,7 +4,6 @@
#include "Entity.h"
#include "GameInternal.h"
#include "Constants.h"
#include "PopupWindow.h"
GameInternal* game = nullptr;