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

Merge branch 'origin/Projectiles' into 'main'

This commit is contained in:
Benedikt Galbavy 2024-01-23 19:34:29 +01:00
commit 7bc17eb8b9
16 changed files with 327 additions and 27 deletions

27
include/AssetManager.h Normal file
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@ -0,0 +1,27 @@
#include <map>
#include <string>
#include "TextureManager.h"
#include "Vector2D.h"
#include "Components.h"
#include "ECS.h"
class AssetManager {
public:
AssetManager(Manager* manager);
~AssetManager();
void createProjectile(Vector2D pos, Vector2D velocity, bool source, int scale, int range, int speed, const char* texturePath);
//texture management
void addTexture(std::string id, const char* path);
SDL_Texture* getTexture(std::string id);
private:
Manager* man;
std::map<std::string, SDL_Texture*> textures;
};

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@ -10,9 +10,11 @@ public:
SDL_Rect collider;
const char* tag;
TransformComponent* transform;
bool hasCollision; //added for removing collision of destroyed projectiles
ColliderComponent(const char* tag);
void init() override;
void update() override;
void removeCollision();
};

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@ -2,6 +2,16 @@
class Entity;
enum class GroupLabel
{
MAP,
PLAYERS,
ENEMIES,
COLLIDERS,
PROJECTILE,
HEARTS
};
class Component
{
public:

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@ -8,4 +8,5 @@
#include "KeyboardController.h"
#include "ColliderComponent.h"
#include "TileComponent.h"
#include "ProjectileComponent.h"
#include "HealthComponent.h"

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@ -8,6 +8,7 @@
#include <array>
#include "Constants.h"
class Component;
class Entity;
class Manager;

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@ -6,6 +6,8 @@
#include <vector>
#include <string.h>
class AssetManager;
class ColliderComponent;
class Game
@ -26,9 +28,15 @@ class Game
static SDL_Renderer* renderer;
static SDL_Event event;
static std::vector<ColliderComponent*> colliders;
static AssetManager* assets;
bool getWinner();
private:
int counter = 0;
bool isRunning = false;
SDL_Window* window;
//true for player1 win / false for player2 win;
bool winner;
};

65
include/HealthComponent.h Normal file
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@ -0,0 +1,65 @@
#include "Components.h"
class HealthComponent : public Component {
public:
HealthComponent(int health, Manager* manager, bool player) : health(health), manager(manager), player(player) {}
~HealthComponent() {}
void getDamage() {
this->health--;
}
int getHealth() {
return this->health;
}
void init() override
{
createAllHearts();
}
void createAllHearts() {
int x; //starting position for first health icon
if(player) {
x = 10;
} else {
x = 750;
}
for(int i = 0; i < health; i++) {
//checks for player side
if(player) {
createHeartComponents(x);
x += 50;
continue;
}
createHeartComponents(x);
x -= 50;
}
}
void createHeartComponents(int x) {
auto& heart(manager->addEntity());
heart.addComponent<TransformComponent>(x,5,1);
heart.addComponent<SpriteComponent>("assets/chicken_neutral_knight.png");
heart.addGroup((size_t)GroupLabel::HEARTS);
}
private:
int health;
Manager* manager;
bool player; //true if player1 / false if player2
};

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@ -1,6 +1,7 @@
#pragma once
#include "SDL.h"
#include "Component.h"
#include "Vector2D.h"
class TransformComponent;
@ -13,12 +14,21 @@ public:
SDL_Scancode down;
SDL_Scancode left;
SDL_Scancode right;
//SDL_Scancode action;
SDL_Scancode fire;
//for attack cooldown in between shots
Uint32 lastFireTime;
Uint32 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 action*/);
KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity);
~KeyboardController() = default;
void init() override;
void update() override;
private:
//for creation of projectiles
TransformComponent* player; //for starting position of projectile
Vector2D fireVelocity; //decide source of projectile and flying direction
};

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@ -1,6 +1,7 @@
#pragma once
#include <iostream>
#include <array>
#include <memory>
#include <vector>
#include "Constants.h"

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@ -0,0 +1,53 @@
#pragma once
#include "ECS.h"
#include "Components.h"
#include "Vector2D.h"
class ProjectileComponent : public Component {
//can maybe be split in separate .cpp file
public:
ProjectileComponent(int range, int speed, Vector2D velocity, bool source) : range(range), speed(speed), velocity(velocity), source(source) {
}
~ProjectileComponent() {}
void init() override {
transformComponent = &entity->getComponent<TransformComponent>();
}
void update() override {
transformComponent->velocity = velocity;
distance += speed;
if (distance > range) {
entity->destroy();
entity->getComponent<ColliderComponent>().removeCollision();
//std::cout << "out of range" << std::endl;
}
}
bool getSource() {
return this->source;
}
private:
TransformComponent* transformComponent;
int range = 0;
int speed = 0;
int distance = 0;
const bool source; //true if from player1 / false if from player2
Vector2D velocity;
};

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@ -1,6 +1,6 @@
#pragma once
#include "SDL.h"
#include "Component.h"
#include "Game.h"
class TransformComponent;

28
src/AssetManager.cpp Normal file
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@ -0,0 +1,28 @@
#include "AssetManager.h"
#include "Component.h"
#include "Components.h"
#include <cstddef>
AssetManager::AssetManager(Manager* manager) : man(manager) {
}
AssetManager::~AssetManager() {}
void AssetManager::addTexture(std::string id, const char* path) {
textures.emplace(id, TextureManager::get().loadTexture(path));
}
SDL_Texture* AssetManager::getTexture(std::string id) {
return textures.at(id);
}
void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, bool source, int scale, int range, int speed, const char* texturePath) {
auto& projectile(man->addEntity());
projectile.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, scale); //32x32 is standard size for objects
projectile.addComponent<SpriteComponent>(texturePath);
projectile.addComponent<ProjectileComponent>(range, speed, velocity, source);
projectile.addComponent<ColliderComponent>("projectile");
projectile.addGroup((size_t)GroupLabel::PROJECTILE);
}

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@ -6,6 +6,7 @@
ColliderComponent::ColliderComponent(const char* tag)
{
this->tag = tag;
this->hasCollision = true;
}
void ColliderComponent::init()
@ -26,3 +27,8 @@ void ColliderComponent::update()
collider.w = transform->width * transform->scale;
collider.h = transform->height * transform->scale;
}
void ColliderComponent::removeCollision()
{
this->hasCollision = false;
}

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@ -9,10 +9,13 @@
#include "ColliderComponent.h"
#include "SpriteComponent.h"
#include "KeyboardController.h"
#include "AssetManager.h"
Map* map;
Manager manager;
AssetManager* Game::assets = new AssetManager(&manager);
SDL_Renderer* Game::renderer = nullptr;
SDL_Event Game::event;
@ -22,14 +25,7 @@ std::vector<ColliderComponent*> Game::colliders;
auto& player(manager.addEntity());
auto& enemy(manager.addEntity());
auto& wall(manager.addEntity());
enum class GroupLabel
{
MAP,
PLAYERS,
ENEMIES,
COLLIDERS
};
//auto& projectile (manager.addEntity());
Game::Game() = default;
@ -68,22 +64,37 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
map = new Map();
map->loadMap("assets/SDL_map_test.txt", 25, 20);
//adding textures to the library in AssetManager
assets->addTexture("player1", "assets/chicken_neutral_knight.png");
assets->addTexture("player2", "assets/chicken_neutral.png");
assets->addTexture("bigEgg", "assets/bigger_egg.png");
//ecs implementation
player.addComponent<TransformComponent>(0,0,2); //posx, posy, scale
player.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
player.addComponent<SpriteComponent>("assets/chicken_neutral_knight.png"); //adds sprite (32x32px), path needed
player.addComponent<KeyboardController>(SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_A, SDL_SCANCODE_D);//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<HealthComponent>(5, &manager, true);
player.addGroup((size_t)GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
enemy.addComponent<TransformComponent>(600, 500, 2);
enemy.addComponent<SpriteComponent>("assets/chicken_neutral.png");
enemy.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT);
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<HealthComponent>(5, &manager, false);
enemy.addGroup((size_t)GroupLabel::ENEMIES);
}
auto& tiles(manager.getGroup((size_t)GroupLabel::MAP));
auto& players(manager.getGroup((size_t)GroupLabel::PLAYERS));
auto& enemies(manager.getGroup((size_t)GroupLabel::ENEMIES));
auto& projectiles(manager.getGroup((size_t)GroupLabel::PROJECTILE));
auto& hearts(manager.getGroup((size_t)GroupLabel::HEARTS));
void Game::handleEvents()
{
SDL_PollEvent(&event);
@ -108,20 +119,63 @@ void Game::update()
for (auto cc : colliders)
{
if (SDL_HasIntersection(&player.getComponent<ColliderComponent>().collider, &cc->collider) && strcmp(cc->tag, "player"))
if (SDL_HasIntersection(&player.getComponent<ColliderComponent>().collider, &cc->collider) && strcmp(cc->tag, "player") && cc->hasCollision)
{
player.getComponent<TransformComponent>().position = playerPos;
}
if (SDL_HasIntersection(&enemy.getComponent<ColliderComponent>().collider, &cc->collider) && strcmp(cc->tag, "enemy"))
if (SDL_HasIntersection(&enemy.getComponent<ColliderComponent>().collider, &cc->collider) && strcmp(cc->tag, "enemy") && cc->hasCollision)
{
enemy.getComponent<TransformComponent>().position = enemyPos;
}
}
}
auto& tiles(manager.getGroup((size_t)GroupLabel::MAP));
auto& players(manager.getGroup((size_t)GroupLabel::PLAYERS));
auto& enemies(manager.getGroup((size_t)GroupLabel::ENEMIES));
//checking if projectiles hit player1 or player2
for (auto& p : projectiles) {
if(SDL_HasIntersection(&enemy.getComponent<ColliderComponent>().collider, &p->getComponent<ColliderComponent>().collider)
&& (p->getComponent<ColliderComponent>().hasCollision) && !p->getComponent<ProjectileComponent>().getSource()) {
//std::cout << "Enemy hit!";
p->getComponent<ColliderComponent>().removeCollision();
p->destroy();
enemy.getComponent<HealthComponent>().getDamage();
//display updated health | pretty scuffed but works ig
for(auto h : hearts)
h->destroy();
player.getComponent<HealthComponent>().createAllHearts();
enemy.getComponent<HealthComponent>().createAllHearts();
if(enemy.getComponent<HealthComponent>().getHealth() < 1) {
std::cout << "Player1 wins!" << std::endl;
winner = true;
isRunning = false;
}
}
if(SDL_HasIntersection(&player.getComponent<ColliderComponent>().collider, &p->getComponent<ColliderComponent>().collider)
&& (p->getComponent<ColliderComponent>().hasCollision) && p->getComponent<ProjectileComponent>().getSource()) {
//std::cout << "Player hit!";
p->getComponent<ColliderComponent>().removeCollision();
p->destroy();
player.getComponent<HealthComponent>().getDamage();
//display updated health
for(auto h : hearts)
h->destroy();
player.getComponent<HealthComponent>().createAllHearts();
enemy.getComponent<HealthComponent>().createAllHearts();
if(player.getComponent<HealthComponent>().getHealth() < 1) {
std::cout << "Player2 wins!" << std::endl;
winner = false;
isRunning = false;
}
}
}
}
void Game::render()
{
@ -138,6 +192,12 @@ void Game::render()
{
e->draw();
}
for (auto& p : projectiles)
p->draw();
for (auto& h : hearts)
h->draw();
SDL_RenderPresent(renderer);
}
@ -153,10 +213,7 @@ void Game::addTile(int id, int x, int y)
{
auto& tile(manager.addEntity());
tile.addComponent<TileComponent>(x, y, TILE_SIZE, TILE_SIZE, id);
if (id == 1)
{
tile.addComponent<ColliderComponent>("water");
}
if (id == 1) tile.addComponent<ColliderComponent>("water");
tile.addGroup((size_t)GroupLabel::MAP);
}
@ -164,3 +221,7 @@ bool Game::running() const
{
return isRunning;
}
bool Game::getWinner() {
return this->winner;
}

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@ -1,13 +1,16 @@
#include "KeyboardController.h"
#include "TransformComponent.h"
#include "Entity.h"
#include "AssetManager.h"
KeyboardController::KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right)
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;
}
void KeyboardController::init()
@ -32,4 +35,28 @@ void KeyboardController::update()
if (keystates[this->right]) {
transform->velocity.x = 1;
}
if (keystates[this->fire]) {
Uint32 currentTicks = SDL_GetTicks();
if (currentTicks - lastFireTime >= fireCooldown) {
player = &entity->getComponent<TransformComponent>();
//checks player source via the firing velocity
//TODO: adding actual projectile textures
if(fireVelocity.x > 0) {
Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
false,1, 180, 1, "assets/chicken_neutral_knight.png");
}
else {
Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
true,1, 180, 1, "assets/chicken_neutral_knight.png");
}
lastFireTime = currentTicks;
}
}
}

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@ -10,7 +10,7 @@ SpriteComponent::SpriteComponent(const char* path)
SpriteComponent::~SpriteComponent()
{
SDL_DestroyTexture(this->texture);
// SDL_DestroyTexture(this->texture);
}
void SpriteComponent::setTexture(const char* path)