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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-13 12:33:42 +00:00

startscreen implemented

This commit is contained in:
ezveee 2024-01-24 07:48:51 +01:00
parent 317dc9d3bc
commit 643e312983
2 changed files with 90 additions and 48 deletions

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assets/startscreen.png Normal file

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@ -59,16 +59,58 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
return; return;
} }
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_Texture* backgroundTexture = TextureManager::get().loadTexture("assets/startscreen.png");
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
SDL_RenderPresent(renderer);
SDL_Event event;
bool hasQuit = false;
while (!hasQuit)
{
SDL_PollEvent(&event);
if (event.type == SDL_QUIT)
{
hasQuit = true;
break;
}
if (event.type == SDL_KEYDOWN)
{
if (event.key.keysym.scancode == SDL_SCANCODE_RETURN)
{
std::cout << "Enter pressed > Game start..." << std::endl;
break;
}
if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE)
{
std::cout << "Escape pressed > Game quit..." << std::endl;
hasQuit = true;
}
}
}
if (hasQuit)
{
this->isRunning = false;
return;
}
this->isRunning = true; this->isRunning = true;
map = new Map(); map = new Map();
map->loadMap("assets/SDL_map_test.txt", 25, 20); map->loadMap("assets/SDL_map_test.txt", 25, 20);
//adding textures to the library in AssetManager //adding textures to the library in AssetManager
assets->addTexture("player1", "assets/chicken_neutral_knight.png"); assets->addTexture("player1", "assets/chicken_neutral_knight.png");
assets->addTexture("player2", "assets/chicken_neutral.png"); assets->addTexture("player2", "assets/chicken_neutral.png");
assets->addTexture("bigEgg", "assets/bigger_egg.png"); //assets->addTexture("bigEgg", "assets/bigger_egg.png"); // commented out cause png wasn't in assets
//ecs implementation //ecs implementation
@ -77,14 +119,14 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
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"); //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");
enemy.addComponent<HealthComponent>(5, &manager, false); enemy.addComponent<HealthComponent>(5, &manager, false);
enemy.addGroup((size_t)GroupLabel::ENEMIES); enemy.addGroup((size_t)GroupLabel::ENEMIES);
} }
@ -129,52 +171,52 @@ void Game::update()
} }
} }
//checking if projectiles hit player1 or player2 //checking if projectiles hit player1 or player2
for (auto& p : projectiles) { for (auto& p : projectiles) {
if(SDL_HasIntersection(&enemy.getComponent<ColliderComponent>().collider, &p->getComponent<ColliderComponent>().collider) if(SDL_HasIntersection(&enemy.getComponent<ColliderComponent>().collider, &p->getComponent<ColliderComponent>().collider)
&& (p->getComponent<ColliderComponent>().hasCollision) && !p->getComponent<ProjectileComponent>().getSource()) { && (p->getComponent<ColliderComponent>().hasCollision) && !p->getComponent<ProjectileComponent>().getSource()) {
//std::cout << "Enemy hit!"; //std::cout << "Enemy hit!";
p->getComponent<ColliderComponent>().removeCollision(); p->getComponent<ColliderComponent>().removeCollision();
p->destroy(); p->destroy();
enemy.getComponent<HealthComponent>().getDamage(); enemy.getComponent<HealthComponent>().getDamage();
//display updated health | pretty scuffed but works ig //display updated health | pretty scuffed but works ig
for(auto h : hearts) for(auto h : hearts)
h->destroy(); h->destroy();
player.getComponent<HealthComponent>().createAllHearts(); player.getComponent<HealthComponent>().createAllHearts();
enemy.getComponent<HealthComponent>().createAllHearts(); enemy.getComponent<HealthComponent>().createAllHearts();
if(enemy.getComponent<HealthComponent>().getHealth() < 1) { if(enemy.getComponent<HealthComponent>().getHealth() < 1) {
std::cout << "Player1 wins!" << std::endl; std::cout << "Player1 wins!" << std::endl;
winner = true; winner = true;
isRunning = false; isRunning = false;
} }
} }
if(SDL_HasIntersection(&player.getComponent<ColliderComponent>().collider, &p->getComponent<ColliderComponent>().collider) if(SDL_HasIntersection(&player.getComponent<ColliderComponent>().collider, &p->getComponent<ColliderComponent>().collider)
&& (p->getComponent<ColliderComponent>().hasCollision) && p->getComponent<ProjectileComponent>().getSource()) { && (p->getComponent<ColliderComponent>().hasCollision) && p->getComponent<ProjectileComponent>().getSource()) {
//std::cout << "Player hit!"; //std::cout << "Player hit!";
p->getComponent<ColliderComponent>().removeCollision(); p->getComponent<ColliderComponent>().removeCollision();
p->destroy(); p->destroy();
player.getComponent<HealthComponent>().getDamage(); player.getComponent<HealthComponent>().getDamage();
//display updated health //display updated health
for(auto h : hearts) for(auto h : hearts)
h->destroy(); h->destroy();
player.getComponent<HealthComponent>().createAllHearts(); player.getComponent<HealthComponent>().createAllHearts();
enemy.getComponent<HealthComponent>().createAllHearts(); enemy.getComponent<HealthComponent>().createAllHearts();
if(player.getComponent<HealthComponent>().getHealth() < 1) { if(player.getComponent<HealthComponent>().getHealth() < 1) {
std::cout << "Player2 wins!" << std::endl; std::cout << "Player2 wins!" << std::endl;
winner = false; winner = false;
isRunning = false; isRunning = false;
} }
} }
} }
} }
void Game::render() void Game::render()
@ -192,11 +234,11 @@ void Game::render()
{ {
e->draw(); e->draw();
} }
for (auto& p : projectiles) for (auto& p : projectiles)
p->draw(); p->draw();
for (auto& h : hearts) for (auto& h : hearts)
h->draw(); h->draw();
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} }
@ -223,5 +265,5 @@ bool Game::running() const
} }
bool Game::getWinner() { bool Game::getWinner() {
return this->winner; return this->winner;
} }