Merge branch 'powerups'
BIN
assets/atk_speed_powerup.png
Normal file
|
After Width: | Height: | Size: 571 B |
|
Before Width: | Height: | Size: 18 KiB After Width: | Height: | Size: 18 KiB |
BIN
assets/heart_powerup.png
Normal file
|
After Width: | Height: | Size: 550 B |
BIN
assets/movement_speed_powerup.png
Normal file
|
After Width: | Height: | Size: 643 B |
|
Before Width: | Height: | Size: 33 KiB After Width: | Height: | Size: 35 KiB |
@ -1,5 +1,5 @@
|
||||
#pragma once
|
||||
#include <stdint.h>
|
||||
#include <cstdint>
|
||||
struct Animation
|
||||
{
|
||||
uint8_t index;
|
||||
|
||||
@ -1,13 +1,21 @@
|
||||
#include "Entity.h"
|
||||
|
||||
#pragma once
|
||||
#include <SDL_render.h>
|
||||
#include <SDL_mixer.h>
|
||||
#include <map>
|
||||
#include <string>
|
||||
|
||||
#include "Entity.h"
|
||||
|
||||
class Vector2D;
|
||||
class Manager;
|
||||
|
||||
enum class PowerupType
|
||||
{
|
||||
HEART,
|
||||
WALKINGSPEED,
|
||||
SHOOTINGSPEED
|
||||
};
|
||||
|
||||
class AssetManager
|
||||
{
|
||||
public:
|
||||
@ -16,6 +24,10 @@ public:
|
||||
~AssetManager();
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||||
|
||||
void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, TeamLabel teamLabel);
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||||
void createPowerup(Vector2D pos, PowerupType type);
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||||
|
||||
Vector2D calculateSpawnPosition();
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||||
PowerupType calculateType();
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||||
|
||||
//texture management
|
||||
void addTexture(std::string id, const char* path);
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||||
|
||||
@ -9,7 +9,8 @@ constexpr int CHARACTER_COUNT = 4;
|
||||
|
||||
constexpr std::size_t MAX_COMPONENTS = 32;
|
||||
constexpr std::size_t MAX_GROUPS = 32;
|
||||
constexpr std::size_t MAX_TEAMS = 8; //
|
||||
constexpr std::size_t MAX_STATS = 8;
|
||||
constexpr std::size_t MAX_TEAMS = 8;
|
||||
|
||||
constexpr int SCREEN_SIZE_HEIGHT = 640;
|
||||
constexpr int SCREEN_SIZE_WIDTH = 800;
|
||||
@ -20,3 +21,10 @@ constexpr int TILE_SIZE = 32;
|
||||
|
||||
constexpr int MAP_SIZE_X = 25;
|
||||
constexpr int MAP_SIZE_Y = 20;
|
||||
|
||||
constexpr int SPAWN_ATTEMPTS = 20;
|
||||
|
||||
constexpr int BUFF_DURATION = 6000;
|
||||
|
||||
constexpr int BUFF_VALUE = 1;
|
||||
|
||||
|
||||
@ -23,7 +23,8 @@ enum class GroupLabel
|
||||
ENEMIES,
|
||||
COLLIDERS,
|
||||
PROJECTILE,
|
||||
HEARTS
|
||||
HEARTS,
|
||||
POWERUPS
|
||||
};
|
||||
|
||||
enum class TeamLabel
|
||||
|
||||
@ -3,6 +3,7 @@
|
||||
|
||||
#include "Component.h"
|
||||
#include "Vector2D.h"
|
||||
#include "Constants.h"
|
||||
#include "SoundManager.h"
|
||||
|
||||
class TransformComponent;
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||||
@ -23,7 +24,7 @@ public:
|
||||
|
||||
//for attack cooldown in between shots
|
||||
uint32_t lastFireTime = 0;
|
||||
uint32_t fireCooldown = 800; //in ms can be adjusted to change possible attack-speed
|
||||
uint32_t fireCooldown = 1000; //in ms can be adjusted to change possible attack-speed
|
||||
|
||||
KeyboardController() = default;
|
||||
KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity);
|
||||
@ -32,6 +33,8 @@ public:
|
||||
void init() override;
|
||||
void update() override;
|
||||
|
||||
void modifyAtkSpeed(int8_t modifier);
|
||||
|
||||
private:
|
||||
//for creation of projectiles
|
||||
TransformComponent* player; //for starting position of projectile
|
||||
|
||||
19
include/PowerupComponent.h
Normal file
@ -0,0 +1,19 @@
|
||||
#pragma once
|
||||
|
||||
#include "Component.h"
|
||||
#include "AssetManager.h"
|
||||
|
||||
class PowerupComponent : public Component
|
||||
{
|
||||
public:
|
||||
PowerupComponent(PowerupType type);
|
||||
~PowerupComponent() {};
|
||||
|
||||
void update() override;
|
||||
void heartEffect(Entity* player);
|
||||
void movementSpeedEffect(Entity* player);
|
||||
void atkSpeedEffect(Entity* player);
|
||||
|
||||
private:
|
||||
void (PowerupComponent::*pickupFunc)(Entity* player);
|
||||
};
|
||||
@ -2,6 +2,7 @@
|
||||
|
||||
#include "Component.h"
|
||||
#include "Vector2D.h"
|
||||
#include "Constants.h"
|
||||
|
||||
class TransformComponent;
|
||||
|
||||
|
||||
27
include/StatEffectsComponent.h
Normal file
@ -0,0 +1,27 @@
|
||||
#pragma once
|
||||
#include "Component.h"
|
||||
#include "Constants.h"
|
||||
#include <cstdint>
|
||||
#include <array>
|
||||
|
||||
enum class Stats
|
||||
{
|
||||
MOVEMENT_SPEED,
|
||||
ATTACK_SPEED
|
||||
};
|
||||
|
||||
class StatEffectsComponent : public Component{
|
||||
public:
|
||||
StatEffectsComponent() {};
|
||||
~StatEffectsComponent() {};
|
||||
|
||||
void init() override;
|
||||
void update() override;
|
||||
|
||||
void modifyStatDur(Stats stat, uint8_t duration);
|
||||
|
||||
void modifyStatValue(Stats stat, int modifier);
|
||||
|
||||
private:
|
||||
std::array<int8_t, MAX_STATS> buffs = { 0 };
|
||||
};
|
||||
@ -2,15 +2,23 @@
|
||||
|
||||
#include <map>
|
||||
#include <string>
|
||||
#include "AssetManager.h"
|
||||
|
||||
class TextureDict
|
||||
{
|
||||
public:
|
||||
const std::map<int, std::string> textureDictionary = {
|
||||
const std::map<int, std::string> tileDictionary = {
|
||||
{1, "assets/water.png"},
|
||||
{2, "assets/dirt.png"},
|
||||
{3, "assets/grass.png"},
|
||||
{7, "assets/grass_water_left.png"},
|
||||
{9, "assets/grass_water_right.png"}
|
||||
};
|
||||
|
||||
|
||||
std::map<PowerupType, std::string> powerupDictionary = {
|
||||
{PowerupType::HEART, "assets/heart_powerup.png"},
|
||||
{PowerupType::WALKINGSPEED, "assets/movement_speed_powerup.png"},
|
||||
{PowerupType::SHOOTINGSPEED, "assets/atk_speed_powerup.png"}
|
||||
};
|
||||
};
|
||||
|
||||
@ -2,15 +2,10 @@
|
||||
|
||||
#include <SDL_render.h>
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
struct cmp_str
|
||||
{
|
||||
bool operator()(char const *a, char const *b) const {
|
||||
return strcmp(a, b) < 0;
|
||||
}
|
||||
};
|
||||
|
||||
class TextureManager
|
||||
{
|
||||
public:
|
||||
@ -21,7 +16,7 @@ class TextureManager
|
||||
}
|
||||
}
|
||||
|
||||
std::map<const char*, SDL_Texture*, cmp_str> texture_cache;
|
||||
std::map<std::string, SDL_Texture*> texture_cache;
|
||||
|
||||
SDL_Texture* loadTexture(const char* fileName);
|
||||
static std::vector<SDL_Rect> splitSpriteSheet(SDL_Texture* spriteSheet, int width, int height, int spritesOnSheet);
|
||||
|
||||
@ -2,6 +2,7 @@
|
||||
|
||||
#include "Component.h"
|
||||
#include "Vector2D.h"
|
||||
#include "Constants.h"
|
||||
|
||||
class TransformComponent : public Component
|
||||
{
|
||||
@ -23,4 +24,5 @@ public:
|
||||
|
||||
void init() override;
|
||||
void update() override;
|
||||
void modifySpeed(int8_t modifier);
|
||||
};
|
||||
|
||||
@ -1,11 +1,21 @@
|
||||
#include "AssetManager.h"
|
||||
|
||||
#include "Entity.h"
|
||||
#include "TextureManager.h"
|
||||
#include "SoundManager.h"
|
||||
#include "Components.h"
|
||||
#include "Game.h"
|
||||
|
||||
#include "TransformComponent.h"
|
||||
|
||||
#include "CollisionHandler.h"
|
||||
#include "ColliderComponent.h"
|
||||
#include "Constants.h"
|
||||
#include "Entity.h"
|
||||
#include "Game.h"
|
||||
#include "Vector2D.h"
|
||||
#include "PowerupComponent.h"
|
||||
#include <iostream>
|
||||
|
||||
AssetManager::AssetManager(Manager* manager) : man(manager) {}
|
||||
|
||||
AssetManager::~AssetManager() {}
|
||||
@ -37,3 +47,56 @@ void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale,
|
||||
projectile.addGroup((size_t)GroupLabel::PROJECTILE);
|
||||
projectile.setTeam(teamLabel);
|
||||
}
|
||||
|
||||
void AssetManager::createPowerup(Vector2D pos, PowerupType type) {
|
||||
TextureDict textureDict;
|
||||
|
||||
auto& powerups(man->addEntity());
|
||||
powerups.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, 1); //32x32 is standard size for objects
|
||||
auto it = textureDict.powerupDictionary.find(type);
|
||||
if (it == textureDict.powerupDictionary.end()) {
|
||||
std::cout << "it end" << std::endl;
|
||||
}
|
||||
|
||||
try {
|
||||
powerups.addComponent<SpriteComponent>(it->second.data());
|
||||
}
|
||||
catch (std::runtime_error e) {
|
||||
std::cout << e.what() << std::endl;
|
||||
}
|
||||
|
||||
powerups.addComponent<ColliderComponent>("powerup", 0.6f);
|
||||
powerups.addComponent<PowerupComponent>(type);
|
||||
powerups.addGroup((size_t)GroupLabel::POWERUPS);
|
||||
}
|
||||
|
||||
Vector2D AssetManager::calculateSpawnPosition()
|
||||
{
|
||||
Vector2D spawnPos = Vector2D(-1, -1);
|
||||
bool conflict = false;
|
||||
for (int i = 0; i <= SPAWN_ATTEMPTS; i++)
|
||||
{
|
||||
SDL_Rect spawnRect;
|
||||
spawnRect.h = spawnRect.w = 32;
|
||||
spawnRect.x = rand() % (SCREEN_SIZE_WIDTH - spawnRect.w);
|
||||
spawnRect.y = rand() % (SCREEN_SIZE_HEIGHT - spawnRect.h);
|
||||
conflict = false;
|
||||
for (auto cc : Game::collisionHandler->getColliders({ GroupLabel::MAPTILES }))
|
||||
{
|
||||
if (SDL_HasIntersection(&spawnRect, &cc->collider) && strcmp(cc->tag, "projectile"))
|
||||
{
|
||||
conflict = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (conflict) continue;
|
||||
spawnPos = Vector2D(spawnRect.x, spawnRect.y);
|
||||
}
|
||||
return spawnPos;
|
||||
}
|
||||
|
||||
PowerupType AssetManager::calculateType()
|
||||
{
|
||||
PowerupType type = PowerupType(rand() % 3);
|
||||
return type;
|
||||
}
|
||||
27
src/Game.cpp
@ -10,6 +10,7 @@
|
||||
#include "HealthComponent.h"
|
||||
#include "Map.h"
|
||||
#include "TextureManager.h"
|
||||
#include "StatEffectsComponent.h"
|
||||
#include "Constants.h"
|
||||
|
||||
Map* map;
|
||||
@ -29,7 +30,6 @@ auto& player1(manager.addEntity());
|
||||
auto& player2(manager.addEntity());
|
||||
|
||||
auto& wall(manager.addEntity());
|
||||
//auto& projectile (manager.addEntity());
|
||||
|
||||
Game::Game() = default;
|
||||
|
||||
@ -153,18 +153,20 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
|
||||
player1.setTeam(TeamLabel::BLUE);
|
||||
player1.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
|
||||
player1.addComponent<SpriteComponent>("assets/chicken_knight_spritesheet.png", true); //adds sprite (32x32px), path needed
|
||||
player1.addComponent<KeyboardController>(SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_SCANCODE_E, Vector2D(1, 0));//custom keycontrols can be added
|
||||
player1.addComponent<KeyboardController>(SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_SCANCODE_E, Vector2D(2, 0));//custom keycontrols can be added
|
||||
player1.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
|
||||
player1.addComponent<HealthComponent>(5, Direction::LEFT);
|
||||
player1.addComponent<StatEffectsComponent>();
|
||||
player1.addGroup((size_t) GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
|
||||
|
||||
|
||||
player2.setTeam(TeamLabel::RED);
|
||||
player2.addComponent<TransformComponent>(600, 500, 2);
|
||||
player2.addComponent<SpriteComponent>("assets/chicken_spritesheet.png", true);
|
||||
player2.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-1, 0));
|
||||
player2.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-2, 0));
|
||||
player2.addComponent<ColliderComponent>("enemy", 0.8f);
|
||||
player2.addComponent<HealthComponent>(5, Direction::RIGHT);
|
||||
player2.addComponent<StatEffectsComponent>();
|
||||
player2.addGroup((size_t) GroupLabel::PLAYERS);
|
||||
|
||||
}
|
||||
@ -269,6 +271,7 @@ auto& tiles(manager.getGroup((size_t)GroupLabel::MAPTILES));
|
||||
auto& players(manager.getGroup((size_t)GroupLabel::PLAYERS));
|
||||
auto& projectiles(manager.getGroup((size_t)GroupLabel::PROJECTILE));
|
||||
auto& hearts(manager.getGroup((size_t)GroupLabel::HEARTS));
|
||||
auto& powerups(manager.getGroup((size_t)GroupLabel::POWERUPS));
|
||||
|
||||
void Game::handleEvents()
|
||||
{
|
||||
@ -289,9 +292,16 @@ void Game::update()
|
||||
Vector2D playerPos = player1.getComponent<TransformComponent>().position;
|
||||
Vector2D enemyPos = player2.getComponent<TransformComponent>().position;
|
||||
|
||||
int powerupSpawn = rand() % 500;
|
||||
|
||||
manager.refresh();
|
||||
manager.update();
|
||||
|
||||
if (powerupSpawn == 0)
|
||||
{
|
||||
assets->createPowerup(assets->calculateSpawnPosition(), assets->calculateType());
|
||||
}
|
||||
|
||||
// needs to be in game.cpp to have access to internal functions
|
||||
for (auto& player : manager.getGroup((size_t) GroupLabel::PLAYERS)) {
|
||||
if (player->getComponent<HealthComponent>().getHealth() <= 0) {
|
||||
@ -304,13 +314,14 @@ void Game::render()
|
||||
{
|
||||
SDL_RenderClear(renderer);
|
||||
for (auto& t : tiles)
|
||||
{
|
||||
t->draw();
|
||||
}
|
||||
for (auto& p : players)
|
||||
{
|
||||
|
||||
for (auto& p : powerups)
|
||||
p->draw();
|
||||
}
|
||||
|
||||
for (auto& p : players)
|
||||
p->draw();
|
||||
|
||||
for (auto& p : projectiles)
|
||||
p->draw();
|
||||
|
||||
|
||||
@ -63,15 +63,20 @@ void KeyboardController::update()
|
||||
if (fireVelocity.x > 0) {
|
||||
sprite->setDirection(Direction::RIGHT);
|
||||
Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
|
||||
1, 180, 1, "assets/egg.png", this->entity->getTeam());
|
||||
1, 180, 2, "assets/egg.png", this->entity->getTeam());
|
||||
}
|
||||
else {
|
||||
sprite->setDirection(Direction::LEFT);
|
||||
Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
|
||||
1, 180, 1, "assets/egg.png", this->entity->getTeam());
|
||||
1, 180, 2, "assets/egg.png", this->entity->getTeam());
|
||||
}
|
||||
|
||||
lastFireTime = currentTicks;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void KeyboardController::modifyAtkSpeed(int8_t modifier)
|
||||
{
|
||||
this->fireCooldown -= modifier * 400;
|
||||
}
|
||||
57
src/PowerupComponent.cpp
Normal file
@ -0,0 +1,57 @@
|
||||
#include "PowerupComponent.h"
|
||||
#include "Game.h"
|
||||
#include "CollisionHandler.h"
|
||||
#include "Entity.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "StatEffectsComponent.h"
|
||||
#include "Constants.h"
|
||||
#include <cstdint>
|
||||
|
||||
PowerupComponent::PowerupComponent(PowerupType type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case PowerupType::HEART:
|
||||
this->pickupFunc = (&PowerupComponent::heartEffect);
|
||||
break;
|
||||
case PowerupType::WALKINGSPEED:
|
||||
this->pickupFunc = (&PowerupComponent::movementSpeedEffect);
|
||||
break;
|
||||
case PowerupType::SHOOTINGSPEED:
|
||||
this->pickupFunc = (&PowerupComponent::atkSpeedEffect);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void PowerupComponent::update()
|
||||
{
|
||||
Entity* player;
|
||||
if ((player = Game::collisionHandler->getAnyIntersection<Entity*>(
|
||||
entity,
|
||||
Vector2D(0, 0),
|
||||
{ GroupLabel::PLAYERS },
|
||||
{},
|
||||
true)) != nullptr)
|
||||
{
|
||||
(this->*pickupFunc)(player);
|
||||
this->entity->destroy();
|
||||
}
|
||||
}
|
||||
|
||||
void PowerupComponent::heartEffect(Entity* player)
|
||||
{
|
||||
if(player->getComponent<HealthComponent>().getHealth() < 5)
|
||||
player->getComponent<HealthComponent>().modifyHealth(1);
|
||||
}
|
||||
|
||||
void PowerupComponent::movementSpeedEffect(Entity* player)
|
||||
{
|
||||
player->getComponent<StatEffectsComponent>().modifyStatDur(Stats::MOVEMENT_SPEED, (uint8_t) BUFF_DURATION);
|
||||
}
|
||||
|
||||
void PowerupComponent::atkSpeedEffect(Entity* player)
|
||||
{
|
||||
player->getComponent<StatEffectsComponent>().modifyStatDur(Stats::ATTACK_SPEED, (uint8_t) BUFF_DURATION);
|
||||
}
|
||||
@ -76,10 +76,5 @@ void SpriteComponent::playAnimation(AnimationType type)
|
||||
|
||||
void SpriteComponent::setDirection(Direction direction)
|
||||
{
|
||||
if (direction == Direction::RIGHT) {
|
||||
this->flipped = true;
|
||||
return;
|
||||
}
|
||||
|
||||
this->flipped = false;
|
||||
this->flipped = direction == Direction::RIGHT;
|
||||
}
|
||||
42
src/StatEffectsComponent.cpp
Normal file
@ -0,0 +1,42 @@
|
||||
#include "StatEffectsComponent.h"
|
||||
#include "Entity.h"
|
||||
#include "TransformComponent.h"
|
||||
#include "KeyboardController.h"
|
||||
#include <algorithm>
|
||||
#include <iostream>
|
||||
|
||||
void StatEffectsComponent::init()
|
||||
{}
|
||||
|
||||
void StatEffectsComponent::update()
|
||||
{
|
||||
for (int i = 0; i < MAX_STATS; i++)
|
||||
{
|
||||
if (this->buffs.at(i) == 0) continue;
|
||||
if (this->buffs.at(i) - 1 == 0)
|
||||
{
|
||||
this->modifyStatValue((Stats)i, BUFF_VALUE * -1);
|
||||
}
|
||||
this->buffs.at(i) -= 1;
|
||||
}
|
||||
}
|
||||
|
||||
void StatEffectsComponent::modifyStatDur(Stats stat, uint8_t duration)
|
||||
{
|
||||
if(this->buffs.at((uint8_t)stat) == 0) this->modifyStatValue(stat, BUFF_VALUE);
|
||||
this->buffs.at((uint8_t)stat) += duration;
|
||||
}
|
||||
|
||||
void StatEffectsComponent::modifyStatValue(Stats stat, int modifier) //modifier is basically there so the modifyfuncs in the components know if stats should be increased or decreased
|
||||
{
|
||||
switch (stat)
|
||||
{
|
||||
case Stats::MOVEMENT_SPEED:
|
||||
this->entity->getComponent<TransformComponent>().modifySpeed(modifier);
|
||||
break;
|
||||
case Stats::ATTACK_SPEED:
|
||||
this->entity->getComponent<KeyboardController>().modifyAtkSpeed(modifier);
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
@ -1,5 +1,6 @@
|
||||
#include "TextureManager.h"
|
||||
|
||||
#include <memory>
|
||||
#include <stdexcept>
|
||||
#include <string>
|
||||
|
||||
@ -13,7 +14,7 @@ SDL_Texture* TextureManager::loadTexture(const char* fileName)
|
||||
}
|
||||
auto texture = IMG_LoadTexture(Game::renderer, fileName);
|
||||
if (texture == NULL) throw std::runtime_error(std::string("Couldn't load texture '") + fileName + "'");
|
||||
this->texture_cache.emplace(fileName, texture);
|
||||
this->texture_cache.emplace(std::string(fileName), texture);
|
||||
printf("Loaded texture at '%s'\n", fileName);
|
||||
return texture;
|
||||
}
|
||||
|
||||
@ -15,13 +15,11 @@ TileComponent::TileComponent(int x, int y, int w, int h, int id)
|
||||
this->tileRect.h = h;
|
||||
tileID = id;
|
||||
|
||||
auto it = textureDict.textureDictionary.find(tileID); //every id has its own distinct texture (in texturedict.h)
|
||||
if (it == textureDict.textureDictionary.end()) {
|
||||
auto it = textureDict.tileDictionary.find(tileID); //every id has its own distinct texture (in texturedict.h)
|
||||
if (it == textureDict.tileDictionary.end()) {
|
||||
std::cout << "it end" << std::endl;
|
||||
return;
|
||||
}
|
||||
bool test = it == textureDict.textureDictionary.end();
|
||||
// std::cout << it->second.data() << std::endl;
|
||||
this->path = it->second.data();
|
||||
}
|
||||
|
||||
|
||||
@ -62,21 +62,26 @@ void TransformComponent::update()
|
||||
|
||||
// TODO: move to separate functions
|
||||
|
||||
if (this->entity->hasGroup((size_t) GroupLabel::PLAYERS)) {
|
||||
if (this->entity->hasGroup((size_t)GroupLabel::PLAYERS)) {
|
||||
IntersectionBitSet intersections =
|
||||
(CollisionHandler::getIntersectionWithBounds(entity, Vector2D(positionChange.x, 0)) |
|
||||
(Game::collisionHandler->getAnyIntersection<IntersectionBitSet>(entity, Vector2D(positionChange.x, 0), {GroupLabel::MAPTILES, GroupLabel::COLLIDERS})) &
|
||||
(Game::collisionHandler->getAnyIntersection<IntersectionBitSet>(entity, Vector2D(positionChange.x, 0), { GroupLabel::MAPTILES, GroupLabel::COLLIDERS })) &
|
||||
IntersectionBitSet("0011")) |
|
||||
(CollisionHandler::getIntersectionWithBounds(entity, Vector2D(0, positionChange.y)) |
|
||||
(Game::collisionHandler->getAnyIntersection<IntersectionBitSet>(entity, Vector2D(0, positionChange.y), {GroupLabel::MAPTILES, GroupLabel::COLLIDERS})) &
|
||||
(Game::collisionHandler->getAnyIntersection<IntersectionBitSet>(entity, Vector2D(0, positionChange.y), { GroupLabel::MAPTILES, GroupLabel::COLLIDERS })) &
|
||||
IntersectionBitSet("1100"));
|
||||
|
||||
if (intersections.test((size_t) direction::LEFT) || intersections.test((size_t) direction::RIGHT))
|
||||
if (intersections.test((size_t)direction::LEFT) || intersections.test((size_t)direction::RIGHT))
|
||||
positionChange.x = 0;
|
||||
|
||||
if (intersections.test((size_t) direction::UP) || intersections.test((size_t) direction::DOWN))
|
||||
if (intersections.test((size_t)direction::UP) || intersections.test((size_t)direction::DOWN))
|
||||
positionChange.y = 0;
|
||||
}
|
||||
|
||||
position += positionChange;
|
||||
};
|
||||
}
|
||||
|
||||
void TransformComponent::modifySpeed(int8_t modifier)
|
||||
{
|
||||
this->speed += modifier;
|
||||
}
|
||||
@ -1,10 +1,12 @@
|
||||
#include "Game.h"
|
||||
#include "Constants.h"
|
||||
#include <ctime>
|
||||
|
||||
Game* game = nullptr;
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
srand(time(NULL));
|
||||
const int frameDelay = 1000 / FPS;
|
||||
|
||||
Uint32 frameStart;
|
||||
|
||||