mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 13:43:41 +00:00
Merge 27a80d9766f71328244e69d46ba26c85e47eeddb into a8052b4bbbbaa72b5832bdd4e689bdeb14c41edf
This commit is contained in:
commit
98f5d65c7b
3
.gitmodules
vendored
3
.gitmodules
vendored
@ -20,3 +20,6 @@
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[submodule "docs/doxygen-awesome-css"]
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path = docs/doxygen-awesome-css
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url = https://github.com/jothepro/doxygen-awesome-css.git
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[submodule "extern/magic_enum"]
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path = extern/magic_enum
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url = https://github.com/Neargye/magic_enum.git
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@ -24,6 +24,7 @@ add_subdirectory(extern/SDL_image EXCLUDE_FROM_ALL)
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add_subdirectory(extern/SDL_mixer EXCLUDE_FROM_ALL)
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add_subdirectory(extern/SDL_ttf EXCLUDE_FROM_ALL)
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add_subdirectory(extern/tmxlite/tmxlite EXCLUDE_FROM_ALL)
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add_subdirectory(extern/magic_enum EXCLUDE_FROM_ALL)
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file(GLOB_RECURSE SOURCES ${ENGINE_SOURCE_DIR}/src/*.cpp)
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add_library(${PROJECT_NAME} ${SOURCES})
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@ -36,6 +37,7 @@ target_link_libraries(${PROJECT_NAME} PUBLIC # should be private when all SDL fu
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SDL2_image::SDL2_image-static
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SDL2_mixer::SDL2_mixer-static
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SDL2_ttf::SDL2_ttf-static
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magic_enum::magic_enum
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tmxlite
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)
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1
extern/magic_enum
vendored
Submodule
1
extern/magic_enum
vendored
Submodule
@ -0,0 +1 @@
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Subproject commit a72a0536c716fdef4f029fb43e1fd7e7b3d9ac9b
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@ -24,14 +24,12 @@ public:
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AssetManager(Manager* manager);
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~AssetManager();
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void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity* owner);
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void createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath);
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void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, Textures textureEnum, Entity* owner);
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void createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, Textures texture);
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Vector2D calculateSpawnPosition();
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PowerupType calculateType();
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//texture management
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void addTexture(std::string id, const char* path);
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// sound management
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void addSoundEffect(std::string id, const char* path);
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@ -5,6 +5,7 @@
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#include <memory>
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#include <string>
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#include "TextureEnumBase.h"
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#include "AnimationHandler.h"
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#include "Component.h"
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#include "Direction.h"
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@ -24,7 +25,7 @@ private:
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SDL_Texture* texture;
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SDL_Rect srcRect, destRect;
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const char* texturePath;
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Textures textureEnum;
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bool animated = false;
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uint8_t frames = 0;
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@ -34,18 +35,22 @@ private:
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int textureXOffset;
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int textureYOffset;
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//should be changed in the future as this is only for the tiles
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const char* path;
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public:
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SpriteComponent(const char* path, int zIndex);
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SpriteComponent(Textures texture, int zIndex);
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SpriteComponent(Textures texture, int xOffset, int yOffset, int zIndex);
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SpriteComponent(const char* path, int xOffset, int yOffset, int zIndex);
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SpriteComponent(
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const char* path,
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Textures texture,
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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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int zIndex);
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~SpriteComponent();
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void setTexture(const char* path);
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void setTexture(Textures texture);
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void init() override;
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void update() override;
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3
include/TextureEnumBase.h
Normal file
3
include/TextureEnumBase.h
Normal file
@ -0,0 +1,3 @@
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#pragma once
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enum class Textures;
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@ -6,6 +6,7 @@
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#include <memory>
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#include <string>
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#include <vector>
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#include "TextureEnumBase.h"
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class TextureManager
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{
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@ -17,11 +18,16 @@ class TextureManager
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}
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}
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std::map<std::string, SDL_Texture*> texture_cache;
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SDL_Texture* loadTexture(const char* fileName);
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void addSingleTexture(Textures texture, const char* filePath);
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void addTextures(const std::map<Textures, const char*>& textures);
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SDL_Texture* loadTexture(Textures texture);
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static std::vector<SDL_Rect> splitSpriteSheet(SDL_Texture* spriteSheet, int width, int height, int spritesOnSheet);
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static void draw(SDL_Renderer* renderer, SDL_Texture* texture, SDL_Rect src, SDL_Rect dest, bool flipped = false);
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SDL_Texture* loadMapTileTexture(const char* path);
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private:
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Manager* manager;
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std::map<Textures, SDL_Texture*> texture_cache;
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std::map<std::string, SDL_Texture*> mapTile_texture_cache;
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};
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@ -3,8 +3,10 @@
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#include <SDL.h>
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#include <string>
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#include <map>
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#include <magic_enum/magic_enum.hpp>
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#include "Component.h"
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#include "TextureEnumBase.h"
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class SpriteComponent;
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class TransformComponent;
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@ -17,17 +19,27 @@ public:
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SDL_Rect tileRect;
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int tileID;
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const char* path;
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Textures texture;
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TileComponent() = default;
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TileComponent(int x, int y, int w, int h, int id, const std::map<int, std::pair<std::string, bool>>* textureDict);
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TileComponent(int x, int y, int w, int h, int id, const std::map<int, std::pair<Textures, bool>>* textureDict);
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~TileComponent() = default;
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void init() override;
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bool hasCollision(){return this->collision;}
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std::string getName(){return this->tileName;}
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bool hasCollision() {
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return this->collision;
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}
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std::string getName() {
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#ifdef TEXTURE_ENUM_DEFINED
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return std::string(magic_enum::enum_name(this->texture));
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#else
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return "Undefined Enum";
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#endif
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}
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private:
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bool collision;
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std::string tileName;
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};
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@ -15,14 +15,12 @@
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#include "PowerupComponent.h"
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#include <iostream>
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#include "TextureEnumBase.h"
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AssetManager::AssetManager(Manager* manager) : man(manager) {}
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AssetManager::~AssetManager() {}
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void AssetManager::addTexture(std::string id, const char* path) {
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textures.emplace(id, this->man->getGame()->textureManager->loadTexture(path));
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}
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void AssetManager::addSoundEffect(std::string id, const char* path)
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{
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soundEffects.emplace(id, this->man->getGame()->soundManager->loadSound(path));
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@ -46,23 +44,23 @@ Mix_Music* AssetManager::getMusic(std::string id)
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return music.at(id);
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}
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void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity* owner) {
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void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, Textures textureEnum, Entity* owner) {
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auto& projectile(man->addEntity());
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projectile.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, scale); //32x32 is standard size for objects
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projectile.addComponent<SpriteComponent>(texturePath, 4);
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projectile.addComponent<SpriteComponent>(textureEnum, 4);
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projectile.addComponent<ProjectileComponent>(range, speed, velocity, owner);
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projectile.addComponent<ColliderComponent>("projectile", 0.6f);
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projectile.addGroup((size_t)Entity::GroupLabel::PROJECTILE);
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}
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void AssetManager::createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath) {
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void AssetManager::createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, Textures texture) {
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auto& powerups(man->addEntity());
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powerups.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, 1); //32x32 is standard size for objects
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try {
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powerups.addComponent<SpriteComponent>(texturePath.c_str(), 3);
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powerups.addComponent<SpriteComponent>(texture, 3);
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}
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catch (std::runtime_error e) {
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std::cout << e.what() << std::endl;
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@ -104,7 +104,7 @@ void Map::loadTileLayer(const tmx::TileLayer& layer)
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tmx::Vector2i textureSize;
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SDL_QueryTexture(
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VEGO_Game().textureManager->loadTexture(texturePath),
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VEGO_Game().textureManager->loadMapTileTexture(texturePath),
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nullptr,
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nullptr,
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&(textureSize.x),
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@ -170,6 +170,7 @@ void Map::addTile(float x, float y, const tmx::Vector2u& mapTileSize, int u, int
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tile.addComponent<TransformComponent>(x, y, mapTileSize.x, mapTileSize.y, 1);
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tile.addComponent<SpriteComponent>(texturePath.c_str(), v, u, zIndex); // why does uv need to be reversed?
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//TODO: also implement updated map stuff for this
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if (hasCollision) {
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// tag currently does not have a clear purposes, TODO: figure out appropriate tag name
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@ -15,18 +15,23 @@
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#include "Manager.h"
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#include "VEGO.h"
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SpriteComponent::SpriteComponent(const char* path, int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager), textureXOffset(0), textureYOffset(0)
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SpriteComponent::SpriteComponent(Textures texture, int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager), textureXOffset(0), textureYOffset(0)
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{
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this->texturePath = path;
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this->textureEnum = texture;
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}
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SpriteComponent::SpriteComponent(const char* path, int xOffset, int yOffset, int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager), textureXOffset(xOffset), textureYOffset(yOffset)
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SpriteComponent::SpriteComponent(Textures texture, int xOffset, int yOffset, int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager), textureXOffset(xOffset), textureYOffset(yOffset)
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{
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this->texturePath = path;
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this->textureEnum = texture;
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}
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SpriteComponent::SpriteComponent(const char* path, int xOffset, int yOffset, int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager), textureXOffset(xOffset), textureYOffset(yOffset) {
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this->path = path;
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}
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SpriteComponent::SpriteComponent(
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const char* path,
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Textures texture,
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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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@ -38,19 +43,19 @@ SpriteComponent::SpriteComponent(
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playAnimation(defaultAnimation);
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this->texturePath = path;
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this->textureEnum = texture;
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}
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SpriteComponent::~SpriteComponent() {}
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void SpriteComponent::setTexture(const char* path)
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void SpriteComponent::setTexture(Textures texture)
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{
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this->texture = VEGO_Game().textureManager->loadTexture(path);
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this->texture = VEGO_Game().textureManager->loadTexture(texture);
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}
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void SpriteComponent::init()
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{
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setTexture(this->texturePath);
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setTexture(this->textureEnum);
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this->transform = &entity->getComponent<TransformComponent>();
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@ -3,20 +3,37 @@
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#include <memory>
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#include <stdexcept>
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#include <string>
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#include <VEGO.h>
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#include <linux/soundcard.h>
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#include "GameInternal.h"
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SDL_Texture* TextureManager::loadTexture(const char* fileName)
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{
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auto it = this->texture_cache.find(fileName);
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if (it != this->texture_cache.end()) {
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return it->second;
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void TextureManager::addSingleTexture(Textures texture, const char* filePath) {
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auto sdlTexture = IMG_LoadTexture(VEGO_Game().renderer, filePath);
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if (sdlTexture == nullptr)
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throw std::runtime_error(std::string("Couldn't load texture '") + filePath + "'");
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this->texture_cache.emplace(texture, sdlTexture);
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std::cout << "Loaded texture at " << filePath << std::endl;
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}
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void TextureManager::addTextures(const std::map<Textures, const char*> &textures) {
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for (auto texture : textures) {
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addSingleTexture(texture.first, texture.second);
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}
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auto texture = IMG_LoadTexture(this->manager->getGame()->renderer, fileName);
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if (texture == NULL) throw std::runtime_error(std::string("Couldn't load texture '") + fileName + "'");
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this->texture_cache.emplace(std::string(fileName), texture);
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printf("Loaded texture at '%s'\n", fileName);
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return texture;
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}
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SDL_Texture* TextureManager::loadTexture(Textures texture) {
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auto it = this->texture_cache.find(texture);
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if (it != this->texture_cache.end())
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return it->second;
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std::cout << "ERROR: Couldn't load texture!" << std::endl;
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return nullptr;
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}
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void TextureManager::draw(SDL_Renderer* renderer, SDL_Texture* texture, SDL_Rect src, SDL_Rect dest, bool flipped)
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@ -24,3 +41,16 @@ void TextureManager::draw(SDL_Renderer* renderer, SDL_Texture* texture, SDL_Rect
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SDL_RendererFlip flip = flipped ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
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SDL_RenderCopyEx(renderer, texture, &src, &dest, 0, NULL, flip);
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}
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SDL_Texture* TextureManager::loadMapTileTexture(const char *path) {
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//returns tile if it exists already
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if(mapTile_texture_cache.contains(std::string(path)))
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return mapTile_texture_cache.at(std::string(path));
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auto newTexture = IMG_LoadTexture(VEGO_Game().renderer, path);
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this->mapTile_texture_cache.emplace(std::string(path), newTexture);
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return newTexture;
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}
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@ -7,7 +7,9 @@
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#include "SpriteComponent.h"
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#include "TileComponent.h"
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TileComponent::TileComponent(int x, int y, int w, int h, int id, const std::map<int, std::pair<std::string, bool>>* textureDict)
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#include "TextureEnumBase.h"
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TileComponent::TileComponent(int x, int y, int w, int h, int id, const std::map<int, std::pair<Textures, bool>>* textureDict)
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{
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this->tileRect.x = x;
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this->tileRect.y = y;
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@ -22,8 +24,7 @@ TileComponent::TileComponent(int x, int y, int w, int h, int id, const std::map<
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}
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this->collision = it->second.second;
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this->tileName = it->second.first;
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this->path = it->second.first.data();
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this->texture = it->second.first;
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}
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void TileComponent::init()
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@ -31,7 +32,7 @@ void TileComponent::init()
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this->entity->addComponent<TransformComponent>(this->tileRect.x, this->tileRect.y, this->tileRect.w, this->tileRect.h, 1);
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this->transform = &entity->getComponent<TransformComponent>();
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this->entity->addComponent<SpriteComponent>(this->path, 0);
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this->entity->addComponent<SpriteComponent>(this->texture, 0);
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this->sprite = &entity->getComponent<SpriteComponent>();
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}
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||||
|
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