diff --git a/include/Input.h b/include/Input.h new file mode 100644 index 0000000..3fc6f80 --- /dev/null +++ b/include/Input.h @@ -0,0 +1,101 @@ +#include +#include + +class Input +{ +public: + Input(); + ~Input(); + + void pollEvents(); + bool isKeyDown(Key key); + +private: + const Uint8* m_keyStates; + SDL_Scancode mapKeyToSDL(Key key); + std::map m_keyMappings; + void InitKeyMappings(); +}; + +enum class Key +{ + UP, + DOWN, + LEFT, + RIGHT, + FIRE, + ENTER, + ESCAPE, + TAB, + BACKSPACE, + DELETE, + HOME, + END, + PAGE_UP, + PAGE_DOWN, + INSERT, + CAPS_LOCK, + LEFT_SHIFT, + RIGHT_SHIFT, + LEFT_CTRL, + RIGHT_CTRL, + LEFT_ALT, + RIGHT_ALT, + F1, + F2, + F3, + F4, + F5, + F6, + F7, + F8, + F9, + F10, + F11, + F12, + A, + B, + C, + D, + E, + F, + G, + H, + I, + J, + K, + L, + M, + N, + O, + P, + Q, + R, + S, + T, + U, + V, + W, + X, + Y, + Z, + NUM_0, + NUM_1, + NUM_2, + NUM_3, + NUM_4, + NUM_5, + NUM_6, + NUM_7, + NUM_8, + NUM_9, + LEFT_BRACKET, + RIGHT_BRACKET, + SEMICOLON, + APOSTROPHE, + COMMA, + PERIOD, + SLASH, + BACKSLASH, + GRAVE +}; diff --git a/include/KeyboardController.h b/include/KeyboardController.h index 9079b73..1d1fbd3 100644 --- a/include/KeyboardController.h +++ b/include/KeyboardController.h @@ -3,8 +3,9 @@ #include "Component.h" #include "Vector2D.h" -#include "Constants.h" +#include "Constants.h" // TODO: change so gamespecific constants are in own file #include "SoundManager.h" +#include "Input.h" class TransformComponent; class SpriteComponent; @@ -12,33 +13,28 @@ class SpriteComponent; class KeyboardController : public Component { public: - TransformComponent* transform; - const uint8_t* keystates = SDL_GetKeyboardState(NULL); - SDL_Scancode up; - SDL_Scancode down; - SDL_Scancode left; - SDL_Scancode right; - SDL_Scancode fire; - - SpriteComponent* sprite; - - //for attack cooldown in between shots - uint32_t lastFireTime = 0; - 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); + KeyboardController(Input* input, Key up, Key down, Key left, Key right, Key fire, Vector2D fireVelocity); ~KeyboardController() = default; - + void init() override; void update() override; - void modifyAtkSpeed(int8_t modifier); private: - //for creation of projectiles - TransformComponent* player; //for starting position of projectile - Vector2D fireVelocity; //decide source of projectile and flying direction - // SoundManager* soundEffect = Game::assets->getSound; - //SoundManager* soundEffect = new SoundManager(); + Input* m_input; + Key m_up; + Key m_down; + Key m_left; + Key m_right; + Key m_fire; + + TransformComponent* m_transform; + SpriteComponent* m_sprite; + + TransformComponent* m_player; //for starting position of projectile + Vector2D m_fireVelocity; //decide source of projectile and flying direction + + //for attack cooldown in between shots + uint32_t m_lastFireTime = 0; + uint32_t m_fireCooldown = 1000; //in ms can be adjusted to change possible attack-speed }; diff --git a/src/Input.cpp b/src/Input.cpp new file mode 100644 index 0000000..737c976 --- /dev/null +++ b/src/Input.cpp @@ -0,0 +1,115 @@ +#include "Input.h" + +Input::Input() +{ + m_keyStates = SDL_GetKeyboardState(NULL); + InitKeyMappings(); +} + +Input::~Input() = default; + +void Input::pollEvents() +{ + SDL_PumpEvents(); +} + +bool Input::isKeyDown(Key key) +{ + return m_keyStates[mapKeyToSDL(key)]; +} + +SDL_Scancode Input::mapKeyToSDL(Key key) +{ + auto it = m_keyMappings.find(key); + if (it == m_keyMappings.end()) + { + return SDL_SCANCODE_UNKNOWN; + } + return it->second; +} + +void Input::InitKeyMappings() +{ + m_keyMappings = + { + {Key::UP, SDL_SCANCODE_UP}, + {Key::DOWN, SDL_SCANCODE_DOWN}, + {Key::LEFT, SDL_SCANCODE_LEFT}, + {Key::RIGHT, SDL_SCANCODE_RIGHT}, + {Key::FIRE, SDL_SCANCODE_SPACE}, + {Key::ENTER, SDL_SCANCODE_RETURN}, + {Key::ESCAPE, SDL_SCANCODE_ESCAPE}, + {Key::TAB, SDL_SCANCODE_TAB}, + {Key::BACKSPACE, SDL_SCANCODE_BACKSPACE}, + {Key::DELETE, SDL_SCANCODE_DELETE}, + {Key::HOME, SDL_SCANCODE_HOME}, + {Key::END, SDL_SCANCODE_END}, + {Key::PAGE_UP, SDL_SCANCODE_PAGEUP}, + {Key::PAGE_DOWN, SDL_SCANCODE_PAGEDOWN}, + {Key::INSERT, SDL_SCANCODE_INSERT}, + {Key::CAPS_LOCK, SDL_SCANCODE_CAPSLOCK}, + {Key::LEFT_SHIFT, SDL_SCANCODE_LSHIFT}, + {Key::RIGHT_SHIFT, SDL_SCANCODE_RSHIFT}, + {Key::LEFT_CTRL, SDL_SCANCODE_LCTRL}, + {Key::RIGHT_CTRL, SDL_SCANCODE_RCTRL}, + {Key::LEFT_ALT, SDL_SCANCODE_LALT}, + {Key::RIGHT_ALT, SDL_SCANCODE_RALT}, + {Key::F1, SDL_SCANCODE_F1}, + {Key::F2, SDL_SCANCODE_F2}, + {Key::F3, SDL_SCANCODE_F3}, + {Key::F4, SDL_SCANCODE_F4}, + {Key::F5, SDL_SCANCODE_F5}, + {Key::F6, SDL_SCANCODE_F6}, + {Key::F7, SDL_SCANCODE_F7}, + {Key::F8, SDL_SCANCODE_F8}, + {Key::F9, SDL_SCANCODE_F9}, + {Key::F10, SDL_SCANCODE_F10}, + {Key::F11, SDL_SCANCODE_F11}, + {Key::F12, SDL_SCANCODE_F12}, + {Key::A, SDL_SCANCODE_A}, + {Key::B, SDL_SCANCODE_B}, + {Key::C, SDL_SCANCODE_C}, + {Key::D, SDL_SCANCODE_D}, + {Key::E, SDL_SCANCODE_E}, + {Key::F, SDL_SCANCODE_F}, + {Key::G, SDL_SCANCODE_G}, + {Key::H, SDL_SCANCODE_H}, + {Key::I, SDL_SCANCODE_I}, + {Key::J, SDL_SCANCODE_J}, + {Key::K, SDL_SCANCODE_K}, + {Key::L, SDL_SCANCODE_L}, + {Key::M, SDL_SCANCODE_M}, + {Key::N, SDL_SCANCODE_N}, + {Key::O, SDL_SCANCODE_O}, + {Key::P, SDL_SCANCODE_P}, + {Key::Q, SDL_SCANCODE_Q}, + {Key::R, SDL_SCANCODE_R}, + {Key::S, SDL_SCANCODE_S}, + {Key::T, SDL_SCANCODE_T}, + {Key::U, SDL_SCANCODE_U}, + {Key::V, SDL_SCANCODE_V}, + {Key::W, SDL_SCANCODE_W}, + {Key::X, SDL_SCANCODE_X}, + {Key::Y, SDL_SCANCODE_Y}, + {Key::Z, SDL_SCANCODE_Z}, + {Key::NUM_0, SDL_SCANCODE_0}, + {Key::NUM_1, SDL_SCANCODE_1}, + {Key::NUM_2, SDL_SCANCODE_2}, + {Key::NUM_3, SDL_SCANCODE_3}, + {Key::NUM_4, SDL_SCANCODE_4}, + {Key::NUM_5, SDL_SCANCODE_5}, + {Key::NUM_6, SDL_SCANCODE_6}, + {Key::NUM_7, SDL_SCANCODE_7}, + {Key::NUM_8, SDL_SCANCODE_8}, + {Key::NUM_9, SDL_SCANCODE_9}, + {Key::LEFT_BRACKET, SDL_SCANCODE_LEFTBRACKET}, + {Key::RIGHT_BRACKET, SDL_SCANCODE_RIGHTBRACKET}, + {Key::SEMICOLON, SDL_SCANCODE_SEMICOLON}, + {Key::APOSTROPHE, SDL_SCANCODE_APOSTROPHE}, + {Key::COMMA, SDL_SCANCODE_COMMA}, + {Key::PERIOD, SDL_SCANCODE_PERIOD}, + {Key::SLASH, SDL_SCANCODE_SLASH}, + {Key::BACKSLASH, SDL_SCANCODE_BACKSLASH}, + {Key::GRAVE, SDL_SCANCODE_GRAVE} + }; +} \ No newline at end of file diff --git a/src/KeyboardController.cpp b/src/KeyboardController.cpp index df1d193..48d2b82 100644 --- a/src/KeyboardController.cpp +++ b/src/KeyboardController.cpp @@ -1,82 +1,86 @@ #include "KeyboardController.h" #include "Game.h" -#include "Components.h" +#include "TransformComponent.h" #include "AssetManager.h" #include "SpriteComponent.h" -KeyboardController::KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity) -{ - this->up = up; - this->down = down; - this->left = left; - this->right = right; - this->fire = fire; - this->fireVelocity = fireVelocity; -} +KeyboardController::KeyboardController(Input* input, Key up, Key down, Key left, Key right, Key fire, Vector2D fireVelocity) + : m_input(input), m_up(up), m_down(down), m_left(left), m_right(right), m_fire(fire) {} void KeyboardController::init() { - sprite = &entity->getComponent(); - transform = &entity->getComponent(); + m_sprite = &entity->getComponent(); + m_transform = &entity->getComponent(); } void KeyboardController::update() { - transform->direction.x = 0; - transform->direction.y = 0; - sprite->playAnimation(IDLE); + m_transform->direction.x = 0; + m_transform->direction.y = 0; + m_sprite->playAnimation(IDLE); - if (keystates[this->up]) { - transform->direction.y = -1; - sprite->playAnimation(WALK); - SoundManager::playSound(this->entity->getManager().getGame(), STEPS); - } - if (keystates[this->left]) { - transform->direction.x = -1; - sprite->playAnimation(WALK); - sprite->setDirection(Direction::LEFT); - SoundManager::playSound(this->entity->getManager().getGame(), STEPS); - } - if (keystates[this->down]) { - transform->direction.y = 1; - sprite->playAnimation(WALK); - SoundManager::playSound(this->entity->getManager().getGame(), STEPS); - } - if (keystates[this->right]) { - transform->direction.x = 1; - sprite->playAnimation(WALK); - sprite->setDirection(Direction::RIGHT); + if (m_input->isKeyDown(m_left)) + { + m_transform->direction.x = -1; + m_sprite->playAnimation(WALK); + m_sprite->setDirection(Direction::LEFT); SoundManager::playSound(this->entity->getManager().getGame(), STEPS); } - if (keystates[this->fire]) { + if (m_input->isKeyDown(m_right)) + { + m_transform->direction.x = 1; + m_sprite->playAnimation(WALK); + m_sprite->setDirection(Direction::RIGHT); + SoundManager::playSound(this->entity->getManager().getGame(), STEPS); + } + if (m_input->isKeyDown(m_up)) + { + m_transform->direction.y = -1; + m_sprite->playAnimation(WALK); + SoundManager::playSound(this->entity->getManager().getGame(), STEPS); + } + + if (m_input->isKeyDown(m_down)) + { + m_transform->direction.y = 1; + m_sprite->playAnimation(WALK); + SoundManager::playSound(this->entity->getManager().getGame(), STEPS); + } + + if (m_input->isKeyDown(m_fire)) + { Uint32 currentTicks = SDL_GetTicks(); - if (currentTicks - lastFireTime >= fireCooldown) { + if (currentTicks - m_lastFireTime >= m_fireCooldown) + { - player = &entity->getComponent(); + m_player = &entity->getComponent(); //checks player source via the firing velocity //TODO: adding actual projectile textures - if (fireVelocity.x > 0) { - sprite->setDirection(Direction::RIGHT); - this->entity->getManager().getGame()->assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity, - 1, 180, 2, "assets/egg.png", this->entity->getTeam()); - } - else { - sprite->setDirection(Direction::LEFT); - this->entity->getManager().getGame()->assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity, + if (m_fireVelocity.x > 0) + { + m_sprite->setDirection(Direction::RIGHT); + this->entity->getManager().getGame()->assets->createProjectile(Vector2D(m_player->position.x, m_player->position.y), m_fireVelocity, 1, 180, 2, "assets/egg.png", this->entity->getTeam()); } - lastFireTime = currentTicks; + else + { + m_sprite->setDirection(Direction::LEFT); + this->entity->getManager().getGame()->assets->createProjectile(Vector2D(m_player->position.x, m_player->position.y), m_fireVelocity, + 1, 180, 2, "assets/egg.png", this->entity->getTeam()); + } + + m_lastFireTime = currentTicks; } } } void KeyboardController::modifyAtkSpeed(int8_t modifier) { - this->fireCooldown -= modifier * 400; + this->m_fireCooldown -= modifier * 400; } \ No newline at end of file