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

Merge pull request #16 from Nimac0/bounding-box

implemented bounding box
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Nanogamer7 2024-01-27 18:20:50 +01:00 committed by GitHub
commit 42858da5fc
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10 changed files with 53 additions and 33 deletions

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@ -1,22 +1,22 @@
#pragma once #pragma once
#include <stdint.h>
struct Animation struct Animation
{ {
int index; uint8_t index;
int frames; uint8_t frames;
int speed; uint8_t speed;
Animation() {} Animation() {}
Animation(int i, int f, int s) Animation(uint8_t index, uint8_t frames, uint8_t speed)
{ {
index = i; this->index = index;
frames = f; this->frames = frames;
speed = s; this->speed = speed;
} }
}; };
enum AnimationType enum AnimationType //TODO enum class
{ {
IDLE = 0, IDLE = 0,
WALK_R = 1, WALK_R = 1,

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@ -13,8 +13,10 @@ public:
const char* tag; const char* tag;
TransformComponent* transform; TransformComponent* transform;
bool hasCollision; //added for removing collision of destroyed projectiles bool hasCollision; //added for removing collision of destroyed projectiles
float hitboxScale; //adds a seperate variable for the scale of the hitbox (not the sprite) so each sprite can have a different hitbox size if needed
ColliderComponent(const char* tag); ColliderComponent(const char* tag);
ColliderComponent(const char* tag, float hitboxScale);
void init() override; void init() override;
void update() override; void update() override;

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@ -11,7 +11,7 @@ class KeyboardController : public Component
{ {
public: public:
TransformComponent* transform; TransformComponent* transform;
const Uint8* keystates = SDL_GetKeyboardState(NULL); const uint8_t* keystates = SDL_GetKeyboardState(NULL);
SDL_Scancode up; SDL_Scancode up;
SDL_Scancode down; SDL_Scancode down;
SDL_Scancode left; SDL_Scancode left;
@ -21,8 +21,8 @@ public:
SpriteComponent* sprite; SpriteComponent* sprite;
//for attack cooldown in between shots //for attack cooldown in between shots
Uint32 lastFireTime; uint32_t lastFireTime;
Uint32 fireCooldown = 1000; //in ms can be adjusted to change possible attack-speed uint32_t fireCooldown = 800; //in ms can be adjusted to change possible attack-speed
KeyboardController() = default; KeyboardController() = default;
KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity); KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity);

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@ -21,8 +21,8 @@ private:
SDL_Rect srcRect, destRect; SDL_Rect srcRect, destRect;
bool animated = false; bool animated = false;
int frames = 0; uint8_t frames = 0;
int speed = 100; uint8_t speed = 100;
public: public:
SpriteComponent() = default; SpriteComponent() = default;

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@ -21,6 +21,6 @@ void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, bool source
projectile.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, scale); //32x32 is standard size for objects projectile.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, scale); //32x32 is standard size for objects
projectile.addComponent<SpriteComponent>(texturePath); projectile.addComponent<SpriteComponent>(texturePath);
projectile.addComponent<ProjectileComponent>(range, speed, velocity, source); projectile.addComponent<ProjectileComponent>(range, speed, velocity, source);
projectile.addComponent<ColliderComponent>("projectile"); projectile.addComponent<ColliderComponent>("projectile", 0.6f);
projectile.addGroup((size_t)GroupLabel::PROJECTILE); projectile.addGroup((size_t)GroupLabel::PROJECTILE);
} }

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@ -3,11 +3,20 @@
#include "Entity.h" #include "Entity.h"
#include "Game.h" #include "Game.h"
#include "TransformComponent.h" #include "TransformComponent.h"
#include <iostream>
ColliderComponent::ColliderComponent(const char* tag) ColliderComponent::ColliderComponent(const char* tag)
{ {
this->tag = tag; this->tag = tag;
this->hasCollision = true; this->hasCollision = true;
this->hitboxScale = 1;
}
ColliderComponent::ColliderComponent(const char* tag, float hitboxScale) //adding hitboxScale helps scaling hitbox and texture/entity seperately
{
this->tag = tag;
this->hitboxScale = hitboxScale;
this->hasCollision = true;
} }
void ColliderComponent::init() void ColliderComponent::init()
@ -25,8 +34,9 @@ void ColliderComponent::update()
collider.x = transform->position.x; collider.x = transform->position.x;
collider.y = transform->position.y; collider.y = transform->position.y;
collider.w = transform->width * transform->scale;
collider.h = transform->height * transform->scale; collider.w = (transform->width * transform->scale) * this->hitboxScale;
collider.h = (transform->height * transform->scale) * this->hitboxScale;
} }
void ColliderComponent::removeCollision() void ColliderComponent::removeCollision()

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@ -113,14 +113,14 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
player.addComponent<TransformComponent>(80,80,2); //posx, posy, scale player.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
player.addComponent<SpriteComponent>("assets/chicken_knight_spritesheet.png", true); //adds sprite (32x32px), path needed player.addComponent<SpriteComponent>("assets/chicken_knight_spritesheet.png", true); //adds sprite (32x32px), path needed
player.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 player.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
player.addComponent<ColliderComponent>("player"); //adds tag (for further use, reference tag) player.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
player.addComponent<HealthComponent>(5, &manager, true); player.addComponent<HealthComponent>(5, &manager, true);
player.addGroup((size_t)GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order player.addGroup((size_t)GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
enemy.addComponent<TransformComponent>(600, 500, 2); enemy.addComponent<TransformComponent>(600, 500, 2);
enemy.addComponent<SpriteComponent>("assets/chicken_spritesheet.png", true); enemy.addComponent<SpriteComponent>("assets/chicken_spritesheet.png", true);
enemy.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-1, 0)); enemy.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-1, 0));
enemy.addComponent<ColliderComponent>("enemy"); enemy.addComponent<ColliderComponent>("enemy", 0.8f);
enemy.addComponent<HealthComponent>(5, &manager, false); enemy.addComponent<HealthComponent>(5, &manager, false);
enemy.addGroup((size_t)GroupLabel::ENEMIES); enemy.addGroup((size_t)GroupLabel::ENEMIES);

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@ -15,9 +15,9 @@ SpriteComponent::SpriteComponent(const char* path, bool isAnimated)
{ {
animated = isAnimated; animated = isAnimated;
Animation* idle = new Animation((int)AnimationType::IDLE, 2, 200); Animation* idle = new Animation((uint8_t)AnimationType::IDLE, 2, 200);
Animation* walkR = new Animation((int)AnimationType::WALK_R, 2, 200); Animation* walkR = new Animation((uint8_t)AnimationType::WALK_R, 2, 200);
Animation* walkL = new Animation((int)AnimationType::WALK_L, 2, 200); Animation* walkL = new Animation((uint8_t)AnimationType::WALK_L, 2, 200);
animations.emplace(IDLE, idle); animations.emplace(IDLE, idle);
animations.emplace(WALK_R, walkR); animations.emplace(WALK_R, walkR);
@ -68,7 +68,7 @@ void SpriteComponent::draw()
void SpriteComponent::play(AnimationType type) void SpriteComponent::play(AnimationType type)
{ {
animationIndex = animations.at(type)->index; this->animationIndex = animations.at(type)->index;
frames = animations.at(type)->frames; this->frames = animations.at(type)->frames;
speed = animations.at(type)->speed; this->speed = animations.at(type)->speed;
} }

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@ -1,4 +1,5 @@
#include "TransformComponent.h" #include "TransformComponent.h"
#include "Constants.h"
TransformComponent::TransformComponent() TransformComponent::TransformComponent()
{ {
@ -41,7 +42,14 @@ void TransformComponent::init()
void TransformComponent::update() void TransformComponent::update()
{ {
// if(velocity.x != 0 && velocity.y != 0) // if(velocity.x != 0 && velocity.y != 0)
double multiplier = velocity.x != 0 && velocity.y != 0 ? 0.707 : 1; //normalizes vector
position.x += velocity.x * speed * multiplier; float multiplier = velocity.x != 0 && velocity.y != 0 ? 0.707 : 1; //normalizes vector
position.y += velocity.y * speed * multiplier; Vector2D newPos(
position.x + velocity.x * speed * multiplier,
position.y + velocity.y * speed * multiplier
);
if (newPos.x < 0 || newPos.x + (this->width * this->scale) > SCREEN_SIZE_WIDTH || newPos.y < 0 || newPos.y + (this->height * this->scale) > SCREEN_SIZE_HEIGHT)
return;
position = newPos;
} }

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@ -12,7 +12,7 @@ int main(int argc, char* argv[])
game = new Game(); game = new Game();
game->init("RPG_Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, false); game->init("No_Name_Chicken_Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, false);
while (game->running()) while (game->running())
{ {
frameStart = SDL_GetTicks(); frameStart = SDL_GetTicks();