mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 07:53:43 +00:00
Merge branch 'ref/nicole' into separation-refactor
This commit is contained in:
commit
58e2bb0d30
@ -16,11 +16,5 @@ struct Animation
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}
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};
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enum AnimationType //TODO enum class
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{
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IDLE = 0,
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WALK = 1
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};
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@ -24,7 +24,3 @@ constexpr int MAP_SIZE_Y = 20;
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constexpr int SPAWN_ATTEMPTS = 20;
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constexpr int BUFF_DURATION = 240;
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constexpr int BUFF_VALUE = 1;
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@ -32,7 +32,8 @@ public:
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void update();
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void render();
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void clean();
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bool running() const;
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bool isRunning() const;
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void setRunning(bool running);
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/* static */ SDL_Renderer* renderer = nullptr;
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/* static */ SDL_Event event;
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@ -45,11 +46,6 @@ public:
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Manager manager;
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Map* map; // game specific, might not be needed for all types of games
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Entity& player1;
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Entity& player2;
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Entity& wall;
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std::vector<Entity*>& tiles;
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std::vector<Entity*>& players;
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std::vector<Entity*>& projectiles;
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@ -66,7 +62,7 @@ private:
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Game* gameInstance;
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int counter = 0;
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bool isRunning = false;
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bool running = false;
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SDL_Window* window;
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Entity::TeamLabel winner;
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};
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@ -1,5 +1,6 @@
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#pragma once
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#include <string>
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#include "Direction.h"
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#include "Component.h"
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@ -9,7 +10,7 @@ class HealthComponent : public Component
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{
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public:
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HealthComponent(int health, Direction side) : health(health), side(side) {}
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HealthComponent(int health, Direction side, std::string healthTexture) : health(health), side(side), healthTexture(healthTexture) {}
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~HealthComponent() {}
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void modifyHealth(int health = -1);
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@ -26,4 +27,5 @@ private:
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int health;
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Direction side;
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std::string healthTexture;
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};
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@ -3,6 +3,7 @@
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#include <map>
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#include <SDL_render.h>
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#include <memory>
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#include <string>
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#include "AnimationHandler.h"
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#include "Component.h"
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@ -15,7 +16,7 @@ class SpriteComponent : public Component
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public:
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int animationIndex = 0;
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std::map<AnimationType, std::unique_ptr<Animation>> animations;
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std::map<std::string, std::unique_ptr<Animation>>* animations = nullptr;
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private:
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TransformComponent* transform;
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@ -32,7 +33,11 @@ private:
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public:
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SpriteComponent() = default;
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SpriteComponent(const char* path);
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SpriteComponent(const char* path, bool isAnimated);
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SpriteComponent(
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const char* path,
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bool isAnimated,
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std::map<std::string, std::unique_ptr<Animation>>* animationList,
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std::string defaultAnimation);
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~SpriteComponent();
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void setTexture(const char* path);
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@ -40,6 +45,6 @@ public:
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void init() override;
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void update() override;
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void draw() override;
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void playAnimation(AnimationType type);
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void playAnimation(std::string type);
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void setDirection(Direction direction);
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};
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@ -18,9 +18,10 @@ public:
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void init() override;
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void update() override;
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void modifyStatDur(Stats stat, int duration);
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void modifyStatDur(Stats stat, int duration, int value);
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void modifyStatValue(Stats stat, int modifier);
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void resetStatValue(Stats stat);
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private:
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std::array<int, MAX_STATS> buffs = { 0 };
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@ -14,7 +14,8 @@ public:
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int width = 32;
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int scale = 1;
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int speed = 3;
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int getSpeed() { return speed + speedMod; };
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void resetSpeedMod() { speedMod = 0; };
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TransformComponent();
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explicit TransformComponent(int scale);
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@ -26,4 +27,8 @@ public:
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void update() override;
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void setPositionAfterCollision(Vector2D& positionChange);
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void modifySpeed(int8_t modifier);
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private:
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int speed = 3;
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int speedMod = 0;
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};
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@ -30,7 +30,7 @@ void Entity::delGroup(Group mGroup)
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groupBitSet[mGroup] = false;
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}
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std::bitset<MAX_GROUPS> Entity::getGroupBitSet()
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std::bitset<MAX_GROUPS> Entity::getGroupBitSet()
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{
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return groupBitSet;
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}
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@ -19,14 +19,13 @@
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GameInternal::GameInternal() :
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manager(this),
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tiles(manager.getGroup((size_t)Entity::GroupLabel::MAPTILES)),
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tiles(manager.getGroup((size_t)Entity::GroupLabel::MAPTILES)),
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players(manager.getGroup((size_t)Entity::GroupLabel::PLAYERS)),
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projectiles(manager.getGroup((size_t)Entity::GroupLabel::PROJECTILE)),
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hearts(manager.getGroup((size_t)Entity::GroupLabel::HEARTS)),
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powerups(manager.getGroup((size_t)Entity::GroupLabel::POWERUPS)),
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player1(manager.addEntity()),
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player2(manager.addEntity()),
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wall(manager.addEntity())
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powerups(manager.getGroup((size_t)Entity::GroupLabel::POWERUPS))
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//player1(manager.addEntity()),
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//player2(manager.addEntity())
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{};
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GameInternal::~GameInternal() = default;
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@ -104,7 +103,7 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
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while (!hasQuit)
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{
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SDL_PollEvent(&event);
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if (event.type == SDL_QUIT)
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{
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hasQuit = true;
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@ -129,7 +128,7 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
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if (hasQuit)
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{
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this->isRunning = false;
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this->setRunning(false);
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return;
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}
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@ -140,7 +139,7 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
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const char* player2Sprite;
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selectCharacters(player1Sprite, player2Sprite);
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if (this->isRunning == false) return;
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if (this->isRunning() == false) return;
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map = new Map();
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@ -158,26 +157,24 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
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//ecs implementation
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player1.setTeam(Entity::TeamLabel::BLUE);
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player1.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
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player1.addComponent<SpriteComponent>(player1Sprite, true); //adds sprite (32x32px), path needed
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// player1.setTeam(Entity::TeamLabel::BLUE);
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// player1.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
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// player1.addComponent<SpriteComponent>(player1Sprite, true); //adds sprite (32x32px), path needed
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// 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
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player1.addComponent<InputComponent>();
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player1.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
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player1.addComponent<HealthComponent>(5, Direction::LEFT);
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player1.addComponent<StatEffectsComponent>();
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player1.addGroup((size_t) Entity::GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
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// player1.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
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// player1.addComponent<HealthComponent>(5, Direction::LEFT, "assets/heart.png");
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// player1.addComponent<StatEffectsComponent>();
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// player1.addGroup((size_t) Entity::GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
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player2.setTeam(Entity::TeamLabel::RED);
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player2.addComponent<TransformComponent>(600, 500, 2);
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player2.addComponent<SpriteComponent>(player2Sprite, true);
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// player2.setTeam(Entity::TeamLabel::RED);
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// player2.addComponent<TransformComponent>(600, 500, 2);
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// player2.addComponent<SpriteComponent>(player2Sprite, true);
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// player2.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-2, 0));
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player2.addComponent<InputComponent>();
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player2.addComponent<ColliderComponent>("enemy", 0.8f);
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player2.addComponent<HealthComponent>(5, Direction::RIGHT);
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player2.addComponent<StatEffectsComponent>();
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player2.addGroup((size_t) Entity::GroupLabel::PLAYERS);
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// player2.addComponent<ColliderComponent>("enemy", 0.8f);
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// player2.addComponent<HealthComponent>(5, Direction::RIGHT, "assets/heart.png");
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// player2.addComponent<StatEffectsComponent>();
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// player2.addGroup((size_t) Entity::GroupLabel::PLAYERS);
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this->gameInstance = GameFactory::instance().create("Chickengame", this); //!< \todo Should be specified via a config file
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this->gameInstance->init();
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@ -270,13 +267,13 @@ void GameInternal::selectCharacters(const char* &playerSprite, const char* &enem
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if (hasQuit)
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{
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this->isRunning = false;
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this->setRunning(false);
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return;
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}
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playerSprite = characterSprites.find(playerSelection)->second.second;
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enemySprite = characterSprites.find(enemySelection)->second.second;
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this->isRunning = true;
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this->setRunning(true);
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}
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void GameInternal::handleEvents()
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@ -285,7 +282,7 @@ void GameInternal::handleEvents()
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switch (event.type)
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{
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case SDL_QUIT: this->isRunning = false;
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case SDL_QUIT: this->setRunning(false);
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break;
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default:
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@ -312,7 +309,7 @@ void GameInternal::render()
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for (auto& p : players)
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p->draw();
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for (auto& p : projectiles)
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p->draw();
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@ -331,15 +328,20 @@ void GameInternal::clean()
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std::cout << "Game Cleaned!" << std::endl;
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}
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bool GameInternal::running() const
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bool GameInternal::isRunning() const
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{
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return isRunning;
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return running;
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}
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void GameInternal::setRunning(bool running)
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{
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this->running = running;
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}
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void GameInternal::setWinner(Entity::TeamLabel winningTeam)
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{
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this->winner = winningTeam;
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this->isRunning = false;
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this->setRunning(false);
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}
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Entity::TeamLabel GameInternal::getWinner() const
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@ -57,7 +57,7 @@ void HealthComponent::createHeartComponents(int x)
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{
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auto& heart(this->entity->getManager().addEntity());
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heart.addComponent<TransformComponent>(x,5,2);
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heart.addComponent<SpriteComponent>("assets/heart.png");
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heart.addComponent<SpriteComponent>(this->healthTexture.data());
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heart.addGroup((size_t)Entity::GroupLabel::HEARTS);
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heart.setTeam(this->entity->getTeam());
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}
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@ -17,14 +17,17 @@ SpriteComponent::SpriteComponent(const char* path)
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this->texturePath = path;
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}
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SpriteComponent::SpriteComponent(const char* path, bool isAnimated)
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SpriteComponent::SpriteComponent(
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const char* path,
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bool isAnimated,
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std::map<std::string, std::unique_ptr<Animation>>* animationMap,
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std::string defaultAnimation)
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{
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animated = isAnimated;
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animations.emplace(IDLE, std::make_unique<Animation>((uint8_t)AnimationType::IDLE, 2, 200));
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animations.emplace(WALK, std::make_unique<Animation>((uint8_t)AnimationType::WALK, 2, 200));
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animations = animationMap;
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playAnimation(IDLE);
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playAnimation(defaultAnimation);
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this->texturePath = path;
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}
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@ -71,14 +74,14 @@ void SpriteComponent::draw()
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this->entity->getManager().getGame()->textureManager->draw(this->entity->getManager().getGame()->renderer, this->texture, this->srcRect, this->destRect, this->animated && this->flipped);
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}
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void SpriteComponent::playAnimation(AnimationType type)
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void SpriteComponent::playAnimation(std::string type)
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{
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this->animationIndex = animations.at(type)->index;
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this->frames = animations.at(type)->frames;
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this->speed = animations.at(type)->speed;
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this->animationIndex = animations->at(type)->index;
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this->frames = animations->at(type)->frames;
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this->speed = animations->at(type)->speed;
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}
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void SpriteComponent::setDirection(Direction direction)
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void SpriteComponent::setDirection(Direction direction)
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{
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this->flipped = direction == Direction::RIGHT;
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}
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@ -15,15 +15,15 @@ void StatEffectsComponent::update()
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if (this->buffs.at(i) == 0) continue;
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if (this->buffs.at(i) - 1 == 0)
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{
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this->modifyStatValue((Stats)i, BUFF_VALUE * -1);
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this->resetStatValue((Stats)i);
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}
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this->buffs.at(i) -= 1;
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}
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}
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void StatEffectsComponent::modifyStatDur(Stats stat, int duration)
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void StatEffectsComponent::modifyStatDur(Stats stat, int duration, int value)
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{
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if(this->buffs.at((uint8_t)stat) == 0) this->modifyStatValue(stat, BUFF_VALUE);
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if(this->buffs.at((uint8_t)stat) == 0) this->modifyStatValue(stat, value);
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this->buffs.at((uint8_t)stat) += duration;
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}
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@ -39,4 +39,18 @@ void StatEffectsComponent::modifyStatValue(Stats stat, int modifier) //modifier
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break;
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default: break;
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}
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}
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void StatEffectsComponent::resetStatValue(Stats stat)
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{
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switch (stat)
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{
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case Stats::MOVEMENT_SPEED:
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this->entity->getComponent<TransformComponent>().resetSpeedMod();
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break;
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case Stats::ATTACK_SPEED:
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// this->entity->getComponent<KeyboardController>().resetAtkSpeedMod();
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break;
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default: break;
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}
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}
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@ -56,8 +56,8 @@ void TransformComponent::update()
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float multiplier = direction.x != 0 && direction.y != 0 ? 0.707 : 1; // normalizes vector; only works if directions are in increments of 45°
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Vector2D positionChange(
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direction.x * speed * multiplier,
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direction.y * speed * multiplier
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direction.x * this->getSpeed() * multiplier,
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direction.y * this->getSpeed() * multiplier
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);
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if (this->entity->hasGroup((size_t)Entity::GroupLabel::PLAYERS)){
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@ -69,7 +69,7 @@ void TransformComponent::update()
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void TransformComponent::modifySpeed(int8_t modifier)
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{
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this->speed += modifier;
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this->speedMod += modifier;
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}
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void TransformComponent::setPositionAfterCollision(Vector2D& positionChange)
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@ -21,7 +21,7 @@ int main(int argc, char* argv[])
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game = new GameInternal();
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game->init("No_Name_Chicken_Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, false);
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while (game->running()) {
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while (game->isRunning()) {
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frameStart = SDL_GetTicks();
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game->handleEvents();
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