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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 15:53:42 +00:00

Merge branch 'ref/remove-teams' into separation-refactor

This commit is contained in:
Nimac0 2024-06-25 11:53:01 +02:00
commit a5123b866c
27 changed files with 36 additions and 398 deletions

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@ -24,7 +24,7 @@ public:
AssetManager(Manager* manager); AssetManager(Manager* manager);
~AssetManager(); ~AssetManager();
void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity::TeamLabel teamLabel); void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity* owner);
void createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath); void createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath);
Vector2D calculateSpawnPosition(); Vector2D calculateSpawnPosition();

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@ -44,16 +44,14 @@ public:
// temporary function, remove once game.cpp cleaned up // temporary function, remove once game.cpp cleaned up
std::vector<ColliderComponent*> getColliders( std::vector<ColliderComponent*> getColliders(
std::initializer_list<Entity::GroupLabel> const& groupLabels, std::initializer_list<Entity::GroupLabel> const& groupLabels,
std::initializer_list<Entity::TeamLabel> const& teamLabels = {}, std::initializer_list<Entity*> const& excludedEntities = {});
bool negateTeam = false);
template<typename T> template<typename T>
T getAnyIntersection( T getAnyIntersection(
Entity* entity, Entity* entity,
Vector2D posMod = {}, Vector2D posMod = {},
std::initializer_list<Entity::GroupLabel> const& groupLabels = {}, std::initializer_list<Entity::GroupLabel> const& groupLabels = {},
std::initializer_list<Entity::TeamLabel> const& teamLabels = {}, std::initializer_list<Entity*> const& excludedEntities = {});
bool negateTeam = false);
void update(); void update();
}; };

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@ -3,7 +3,6 @@
#include <cstddef> #include <cstddef>
using Group = std::size_t; using Group = std::size_t;
using Team = std::size_t;
constexpr int CHARACTER_COUNT = 4; constexpr int CHARACTER_COUNT = 4;

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@ -11,7 +11,6 @@
// TODO: remove here if possible // TODO: remove here if possible
// temporary fix: addComponent function template doesnt know TransformComponent -> error undefined type // temporary fix: addComponent function template doesnt know TransformComponent -> error undefined type
// #include "KeyboardController.h"
#include "InputComponent.h" #include "InputComponent.h"
#include "TransformComponent.h" #include "TransformComponent.h"
#include "SpriteComponent.h" #include "SpriteComponent.h"
@ -39,13 +38,6 @@ public:
POWERUPS POWERUPS
}; };
enum class TeamLabel
{
NONE, //!< No team
BLUE, //!< Team blue
RED //!< Team red
};
explicit Entity(Manager& mManager) : explicit Entity(Manager& mManager) :
manager(mManager) { }; manager(mManager) { };
@ -65,9 +57,6 @@ public:
void delGroup(Group mGroup); void delGroup(Group mGroup);
std::bitset<MAX_GROUPS> getGroupBitSet(); std::bitset<MAX_GROUPS> getGroupBitSet();
void setTeam(TeamLabel teamLabel);
TeamLabel getTeam();
Manager& getManager() { return manager; }; Manager& getManager() { return manager; };
template <typename T> bool hasComponent() const template <typename T> bool hasComponent() const
@ -103,5 +92,4 @@ private:
ComponentArray componentArray = {}; ComponentArray componentArray = {};
ComponentBitSet componentBitSet; ComponentBitSet componentBitSet;
GroupBitSet groupBitSet; GroupBitSet groupBitSet;
TeamLabel teamLabel;
}; };

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@ -20,18 +20,6 @@ public:
return factory; return factory;
} }
/*Game* get() {
assert(this->gameInstance != nullptr);
return this->gameInstance;
}*/
/*Game* create(GameInternal* gameInternal) {
Game* game = this->gameInstance == nullptr ? this->creator() : this->gameInstance; // TODO: error handling
game->gameInternal = gameInternal;
this->gameInstance = game;
return game;
}*/
void registerClass(CreateFunc createFunc) { void registerClass(CreateFunc createFunc) {
this->creatorFunc = createFunc; this->creatorFunc = createFunc;
} }
@ -49,11 +37,3 @@ public:
private: private:
CreateFunc creatorFunc = nullptr; CreateFunc creatorFunc = nullptr;
}; };
/*
#define REGISTER_GAME(className) \
static bool registered_##className = []() { \
GameFactory::instance().registerClass(#className, []() -> Game* { return new className; }); \
return true; \
}();
*/

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@ -26,14 +26,14 @@ public:
~GameInternal(); ~GameInternal();
void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen); void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen);
void selectCharacters(const char* &playerSprite, const char* &enemySprite);
void handleEvents(); void handleEvents();
void update(); void update();
void render(); void render();
void clean(); void clean();
bool isRunning() const; bool isRunning() const;
void setRunning(bool running); void setRunning(bool running); // TODO: should be private/not accesible for game dev
void stopGame();
/* static */ SDL_Renderer* renderer = nullptr; /* static */ SDL_Renderer* renderer = nullptr;
/* static */ SDL_Event event; /* static */ SDL_Event event;
@ -54,15 +54,12 @@ public:
// end moved globals // end moved globals
void refreshPlayers(); void refreshPlayers();
Entity::TeamLabel getWinner() const;
void setWinner(Entity::TeamLabel winningTeam);
private: private:
Game* gameInstance; Game* gameInstance;
int counter = 0; int counter = 0;
bool running = false; bool running = true;
SDL_Window* window; SDL_Window* window;
Entity::TeamLabel winner;
}; };

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@ -1,6 +1,8 @@
#pragma once #pragma once
#include <string> #include <string>
#include <vector>
#include "Direction.h" #include "Direction.h"
#include "Component.h" #include "Component.h"
@ -28,4 +30,6 @@ private:
int health; int health;
Direction side; Direction side;
std::string healthTexture; std::string healthTexture;
std::vector<Entity*> heartElements;
}; };

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@ -96,7 +96,6 @@ public:
void init() override; void init() override;
void update() override; void update() override;
// void pollEvents();
bool isKeyDown(Key key); bool isKeyDown(Key key);
private: private:

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@ -22,9 +22,6 @@ public:
void addToGroup(Entity* mEntity, Group mGroup); void addToGroup(Entity* mEntity, Group mGroup);
std::vector<Entity*>& getGroup(Group mGroup); std::vector<Entity*>& getGroup(Group mGroup);
void addToTeam(Entity* mEntity, Team mTeam);
std::vector<Entity*>& getTeam(Team mTeam);
std::vector<Entity*> getAll(); std::vector<Entity*> getAll();
Entity& addEntity(); Entity& addEntity();
@ -35,5 +32,4 @@ private:
GameInternal* game; GameInternal* game;
std::vector<std::unique_ptr<Entity>> entities; std::vector<std::unique_ptr<Entity>> entities;
std::array<std::vector<Entity*>, MAX_GROUPS> entitiesByGroup; std::array<std::vector<Entity*>, MAX_GROUPS> entitiesByGroup;
std::array<std::vector<Entity*>, MAX_TEAMS> entitiesByTeam;
}; };

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@ -1,28 +0,0 @@
#pragma once
#include <SDL.h>
#include <SDL_ttf.h>
#include <string>
#include "Entity.h"
class GameInternal;
class PopupWindow {
public:
PopupWindow(const char* title, const std::string& message);
~PopupWindow();
void handleWinnerEvents();
bool shouldContinue() const;
bool interacted;
void renderWinnerPopup(Entity::TeamLabel winner);
private:
SDL_Renderer* renderer;
SDL_Window* window;
SDL_Texture* texture;
bool continueGame;
};

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@ -11,7 +11,8 @@ class ProjectileComponent : public Component
//can maybe be split in separate .cpp file //can maybe be split in separate .cpp file
public: public:
ProjectileComponent(int range, int speed, Vector2D direction) : range(range), speed(speed), direction(direction) {} ProjectileComponent(int range, int speed, Vector2D direction, Entity* owner)
: range(range), speed(speed), direction(direction), owner(owner) {}
~ProjectileComponent() {} ~ProjectileComponent() {}
void init() override; void init() override;
@ -24,5 +25,7 @@ private:
int speed = 0; int speed = 0;
int distance = 0; int distance = 0;
Entity* owner = nullptr;
Vector2D direction; Vector2D direction;
}; };

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@ -7,7 +7,7 @@
class TransformComponent : public Component class TransformComponent : public Component
{ {
public: public:
Vector2D position; // TODO: change to int to safe CPU time -> possibly subpixel coordinates Vector2D position; // TODO: change to int to save CPU time -> possibly subpixel coordinates
Vector2D direction; Vector2D direction;
int height = 32; int height = 32;

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@ -46,15 +46,14 @@ Mix_Music* AssetManager::getMusic(std::string id)
return music.at(id); return music.at(id);
} }
void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity::TeamLabel teamLabel) { void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity* owner) {
auto& projectile(man->addEntity()); auto& projectile(man->addEntity());
projectile.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, scale); //32x32 is standard size for objects projectile.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, scale); //32x32 is standard size for objects
projectile.addComponent<SpriteComponent>(texturePath); projectile.addComponent<SpriteComponent>(texturePath);
projectile.addComponent<ProjectileComponent>(range, speed, velocity); projectile.addComponent<ProjectileComponent>(range, speed, velocity, owner);
projectile.addComponent<ColliderComponent>("projectile", 0.6f); projectile.addComponent<ColliderComponent>("projectile", 0.6f);
projectile.addGroup((size_t)Entity::GroupLabel::PROJECTILE); projectile.addGroup((size_t)Entity::GroupLabel::PROJECTILE);
projectile.setTeam(teamLabel);
} }
void AssetManager::createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath) { void AssetManager::createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath) {

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@ -31,7 +31,6 @@ void ColliderComponent::init()
} }
transform = &entity->getComponent<TransformComponent>(); transform = &entity->getComponent<TransformComponent>();
//Game::collisionHandler->add(this);
this->update(); this->update();
} }

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@ -87,8 +87,7 @@ IntersectionBitSet CollisionHandler::getIntersectionWithBounds(Entity* entity, V
std::vector<ColliderComponent*> CollisionHandler::getColliders( std::vector<ColliderComponent*> CollisionHandler::getColliders(
std::initializer_list<Entity::GroupLabel> const& groupLabels, std::initializer_list<Entity::GroupLabel> const& groupLabels,
std::initializer_list<Entity::TeamLabel> const& teamLabels, std::initializer_list<Entity*> const& excludedEntities)
bool negateTeam)
{ {
std::vector<ColliderComponent*> colliders; std::vector<ColliderComponent*> colliders;
@ -97,16 +96,11 @@ std::vector<ColliderComponent*> CollisionHandler::getColliders(
groupBitSet.set((size_t) groupLabel); groupBitSet.set((size_t) groupLabel);
} }
std::bitset<MAX_TEAMS> teamBitSet;
for (auto& teamLabel : teamLabels) {
teamBitSet.set((size_t) teamLabel);
}
for (auto& entity : manager.getAll()) { for (auto& entity : manager.getAll()) {
if ((groupBitSet & entity->getGroupBitSet()).none()) if ((groupBitSet & entity->getGroupBitSet()).none())
continue; continue;
if (teamBitSet.any() && negateTeam != (teamBitSet.test((size_t) entity->getTeam()))) if (std::ranges::find(excludedEntities, entity) != excludedEntities.end())
continue; continue;
if (!entity->hasComponent<ColliderComponent>()) if (!entity->hasComponent<ColliderComponent>())
continue; continue;
colliders.emplace_back(&entity->getComponent<ColliderComponent>()); colliders.emplace_back(&entity->getComponent<ColliderComponent>());
@ -120,11 +114,10 @@ IntersectionBitSet CollisionHandler::getAnyIntersection<IntersectionBitSet>(
Entity* entity, Entity* entity,
Vector2D posMod, Vector2D posMod,
std::initializer_list<Entity::GroupLabel> const& groupLabels, std::initializer_list<Entity::GroupLabel> const& groupLabels,
std::initializer_list<Entity::TeamLabel> const& teamLabels, std::initializer_list<Entity*> const& excludedEntities)
bool negateTeam)
{ {
IntersectionBitSet intersections; IntersectionBitSet intersections;
for (auto& collider : getColliders(groupLabels, teamLabels)) { for (auto& collider : getColliders(groupLabels, excludedEntities)) {
intersections |= getIntersection(entity, collider->entity, posMod); intersections |= getIntersection(entity, collider->entity, posMod);
} }
return intersections; return intersections;
@ -135,10 +128,9 @@ Entity* CollisionHandler::getAnyIntersection<Entity*>(
Entity* entity, Entity* entity,
Vector2D posMod, Vector2D posMod,
std::initializer_list<Entity::GroupLabel> const& groupLabels, std::initializer_list<Entity::GroupLabel> const& groupLabels,
std::initializer_list<Entity::TeamLabel> const& teamLabels, std::initializer_list<Entity*> const& excludedEntities)
bool negateTeam)
{ {
for (auto& collider : getColliders(groupLabels, teamLabels)) { for (auto& collider : getColliders(groupLabels, excludedEntities)) {
SDL_Rect rect = entity->getComponent<ColliderComponent>().collider + posMod; SDL_Rect rect = entity->getComponent<ColliderComponent>().collider + posMod;
if (SDL_HasIntersection(&rect, &collider->collider)) { if (SDL_HasIntersection(&rect, &collider->collider)) {
return collider->entity; return collider->entity;

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@ -34,14 +34,3 @@ std::bitset<MAX_GROUPS> Entity::getGroupBitSet()
{ {
return groupBitSet; return groupBitSet;
} }
void Entity::setTeam(Entity::TeamLabel teamLabel)
{
this->teamLabel = teamLabel;
manager.addToTeam(this, (size_t) teamLabel);
}
Entity::TeamLabel Entity::getTeam()
{
return teamLabel;
}

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@ -5,7 +5,6 @@
#include "CollisionHandler.h" #include "CollisionHandler.h"
#include "AssetManager.h" #include "AssetManager.h"
#include "SoundManager.h" #include "SoundManager.h"
// #include "KeyboardController.h"
#include "TileComponent.h" #include "TileComponent.h"
#include "Direction.h" #include "Direction.h"
#include "Entity.h" #include "Entity.h"
@ -24,8 +23,6 @@ GameInternal::GameInternal() :
projectiles(manager.getGroup((size_t)Entity::GroupLabel::PROJECTILE)), projectiles(manager.getGroup((size_t)Entity::GroupLabel::PROJECTILE)),
hearts(manager.getGroup((size_t)Entity::GroupLabel::HEARTS)), hearts(manager.getGroup((size_t)Entity::GroupLabel::HEARTS)),
powerups(manager.getGroup((size_t)Entity::GroupLabel::POWERUPS)) powerups(manager.getGroup((size_t)Entity::GroupLabel::POWERUPS))
//player1(manager.addEntity()),
//player2(manager.addEntity())
{}; {};
GameInternal::~GameInternal() = default; GameInternal::~GameInternal() = default;
@ -132,25 +129,10 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
return; return;
} }
// engine::init(); // temporarily moved down to access groups at engine init call
// character selection
const char* player1Sprite;
const char* player2Sprite;
selectCharacters(player1Sprite, player2Sprite);
if (this->isRunning() == false) return; if (this->isRunning() == false) return;
map = new Map(); map = new Map();
//adding textures to the library in AssetManager
/*
assets->addTexture("player1", "assets/chicken_neutral_knight.png");
assets->addTexture("player2", "assets/chicken_neutral.png");
assets->addTexture("egg", "assets/egg.png");
*/
// loading sounds // loading sounds
// assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav"); // assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
// assets->addSoundEffect("steps", "assets/sound/steps.wav"); // assets->addSoundEffect("steps", "assets/sound/steps.wav");
@ -158,127 +140,10 @@ void GameInternal::init(const char* title, int xpos, int ypos, int width, int he
// loading music // loading music
// assets->addMusic("background_music", "assets/sound/background_music.mp3"); // assets->addMusic("background_music", "assets/sound/background_music.mp3");
//ecs implementation
// player1.setTeam(Entity::TeamLabel::BLUE);
// player1.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
// player1.addComponent<SpriteComponent>(player1Sprite, true); //adds sprite (32x32px), path needed
// 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
// player1.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
// player1.addComponent<HealthComponent>(5, Direction::LEFT, "assets/heart.png");
// player1.addComponent<StatEffectsComponent>();
// player1.addGroup((size_t) Entity::GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
// player2.setTeam(Entity::TeamLabel::RED);
// player2.addComponent<TransformComponent>(600, 500, 2);
// player2.addComponent<SpriteComponent>(player2Sprite, true);
// player2.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-2, 0));
// player2.addComponent<ColliderComponent>("enemy", 0.8f);
// player2.addComponent<HealthComponent>(5, Direction::RIGHT, "assets/heart.png");
// player2.addComponent<StatEffectsComponent>();
// player2.addGroup((size_t) Entity::GroupLabel::PLAYERS);
this->gameInstance = GameFactory::instance().create(this); this->gameInstance = GameFactory::instance().create(this);
this->gameInstance->init(); this->gameInstance->init();
} }
void GameInternal::selectCharacters(const char* &playerSprite, const char* &enemySprite)
{
// TODO: move this whereever it makes sense (maybe game as a member)
std::map<int, std::pair<const char*, const char*>> characterSprites;
characterSprites[0] = std::make_pair("assets/chicken_neutral_knight.png", "assets/chicken_knight_spritesheet.png");
characterSprites[1] = std::make_pair("assets/chicken_neutral.png", "assets/chicken_spritesheet.png");
characterSprites[2] = std::make_pair("assets/chicken_neutral_wizard.png", "assets/chicken_wizard_spritesheet.png");
characterSprites[3] = std::make_pair("assets/chicken_neutral_mlady.png", "assets/chicken_mlady_spritesheet.png");
SDL_Rect playerCharacterRects[CHARACTER_COUNT];
SDL_Rect enemyCharacterRects[CHARACTER_COUNT];
SDL_Texture* characterTextures[CHARACTER_COUNT];
int playerSelection = 0;
int enemySelection = 0;
// load textures
for (int i = 0; i < CHARACTER_COUNT; ++i)
{
characterTextures[i] = IMG_LoadTexture(renderer, characterSprites.find(i)->second.first);
}
// set up initial positions for character rects
for (int i = 0; i < CHARACTER_COUNT; ++i)
{
playerCharacterRects[i] = { 134 + (i % 2) * 118, 272 + ((i >= 2) ? 114 : 0), 64, 64 };
enemyCharacterRects[i] = { 485 + (i % 2) * 118, 273 + ((i >= 2) ? 114 : 0), 64, 64 };
}
bool hasQuit = false;
while (!hasQuit)
{
SDL_PollEvent(&event);
if (event.type == SDL_QUIT)
{
hasQuit = true;
}
if (event.type == SDL_KEYDOWN)
{
if (event.key.keysym.scancode == SDL_SCANCODE_RETURN)
{
break;
}
switch (event.key.keysym.scancode)
{
case SDL_SCANCODE_A:
playerSelection = (playerSelection - 1 + CHARACTER_COUNT) % CHARACTER_COUNT;
break;
case SDL_SCANCODE_D:
playerSelection = (playerSelection + 1) % CHARACTER_COUNT;
break;
case SDL_SCANCODE_LEFT:
enemySelection = (enemySelection - 1 + CHARACTER_COUNT) % CHARACTER_COUNT;
break;
case SDL_SCANCODE_RIGHT:
enemySelection = (enemySelection + 1) % CHARACTER_COUNT;
break;
default:
break;
}
}
SDL_Texture* backgroundTexture = GameInternal::textureManager->loadTexture("assets/characterSelection.png");
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
for (int i = 0; i < CHARACTER_COUNT; ++i)
{
SDL_RenderCopy(renderer, characterTextures[i], nullptr, &playerCharacterRects[i]);
SDL_RenderCopy(renderer, characterTextures[i], nullptr, &enemyCharacterRects[i]);
}
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
SDL_RenderDrawRect(renderer, &playerCharacterRects[playerSelection]);
SDL_RenderDrawRect(renderer, &enemyCharacterRects[enemySelection]);
SDL_RenderPresent(renderer);
}
if (hasQuit)
{
this->setRunning(false);
return;
}
playerSprite = characterSprites.find(playerSelection)->second.second;
enemySprite = characterSprites.find(enemySelection)->second.second;
this->setRunning(true);
}
void GameInternal::handleEvents() void GameInternal::handleEvents()
{ {
SDL_PollEvent(&event); SDL_PollEvent(&event);
@ -336,35 +201,13 @@ bool GameInternal::isRunning() const
return running; return running;
} }
void GameInternal::setRunning(bool running) void GameInternal::setRunning(bool running) //TODO: might be depracted
{ {
this->running = running; this->running = running;
} }
void GameInternal::setWinner(Entity::TeamLabel winningTeam) void GameInternal::stopGame()
{ {
this->winner = winningTeam; this->running = false;
this->setRunning(false);
} }
Entity::TeamLabel GameInternal::getWinner() const
{
return this->winner;
}
//void Game::refreshPlayers() {
//
// for(auto& p : projectiles) {
// p->destroy();
// }
//
// player1.getComponent<TransformComponent>().position = Vector2D(80, 80);
// player2.getComponent<TransformComponent>().position = Vector2D(600, 500);
//
// player1.getComponent<HealthComponent>().setHealth(5);
// player2.getComponent<HealthComponent>().setHealth(5);
//
// isRunning = true;
//
// update();
//}

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@ -9,7 +9,6 @@ GameObject::GameObject(const char* texturesheet, int x, int y)
// seems not to be used, and was using deprecated functionality // seems not to be used, and was using deprecated functionality
SDL_SetError("GameObject not implemented"); SDL_SetError("GameObject not implemented");
// this->objTexture = Game::textureManager->loadTexture(texturesheet);
this->xPos = x; this->xPos = x;
this->yPos = y; this->yPos = y;
} }

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@ -25,12 +25,12 @@ void HealthComponent::setHealth(int health)
void HealthComponent::refreshHearts() void HealthComponent::refreshHearts()
{ {
// clear hearts if exist // clear hearts if exist
for (auto& heart : this->entity->getManager().getGroup((size_t) Entity::GroupLabel::HEARTS)) { for (auto& heart : this->heartElements) {
if (heart->getTeam() == this->entity->getTeam()) { heart->destroy();
heart->destroy();
}
} }
this->heartElements.clear();
int x; //starting position for first health icon int x; //starting position for first health icon
if(side == Direction::LEFT) { if(side == Direction::LEFT) {
@ -59,5 +59,5 @@ void HealthComponent::createHeartComponents(int x)
heart.addComponent<TransformComponent>(x,5,2); heart.addComponent<TransformComponent>(x,5,2);
heart.addComponent<SpriteComponent>(this->healthTexture.data()); heart.addComponent<SpriteComponent>(this->healthTexture.data());
heart.addGroup((size_t)Entity::GroupLabel::HEARTS); heart.addGroup((size_t)Entity::GroupLabel::HEARTS);
heart.setTeam(this->entity->getTeam()); this->heartElements.emplace_back(&heart);
} }

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@ -8,11 +8,7 @@ InputComponent::InputComponent()
InputComponent::~InputComponent() = default; InputComponent::~InputComponent() = default;
void InputComponent::init() void InputComponent::init(){}
{
// m_keyStates = SDL_GetKeyboardState(NULL);
// InitKeyMappings();
}
void InputComponent::update() void InputComponent::update()
{ {

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@ -24,17 +24,6 @@ void Manager::refresh()
}), std::end(v)); }), std::end(v));
} }
for (auto i(0u); i < MAX_TEAMS; i++)
{
auto& v(entitiesByTeam[i]);
v.erase(
std::remove_if(std::begin(v), std::end(v),
[i](Entity* mEntity)
{
return !mEntity->isActive() || (size_t)(mEntity->getTeam()) != i;
}), std::end(v));
}
entities.erase(std::remove_if(std::begin(entities), std::end(entities), entities.erase(std::remove_if(std::begin(entities), std::end(entities),
[](const std::unique_ptr<Entity>& mEntity) [](const std::unique_ptr<Entity>& mEntity)
{ {
@ -58,16 +47,6 @@ std::vector<Entity*>& Manager::getGroup(Group mGroup)
return entitiesByGroup.at(mGroup); return entitiesByGroup.at(mGroup);
} }
void Manager::addToTeam(Entity* mEntity, Team mTeam)
{
entitiesByTeam.at(mTeam).emplace_back(mEntity); //
}
std::vector<Entity*>& Manager::getTeam(Team mTeam)
{
return entitiesByTeam.at(mTeam);
}
std::vector<Entity*> Manager::getAll() std::vector<Entity*> Manager::getAll()
{ {
std::vector<Entity*> entity_vec; std::vector<Entity*> entity_vec;

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@ -1,85 +0,0 @@
#include <iostream>
#include <SDL_image.h>
#include "Entity.h"
#include "PopupWindow.h"
#include "TextureManager.h"
#include "GameInternal.h"
PopupWindow::PopupWindow(const char* title, const std::string &message) :
continueGame(false), interacted(false) {
this->window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 400, 250, 0);
//font = TTF_OpenFont("assets/Trajan.ttf", 24); // Change the path and size as needed
this->renderer = SDL_CreateRenderer(window, -1, 0);
SDL_SetRenderDrawColor(this->renderer, 255, 255, 255, 255);
//SDL_Surface* surface = TTF_RenderText_Blended(font, message.c_str(), {255, 255, 255});
//texture = SDL_CreateTextureFromSurface(renderer, surface);
//SDL_FreeSurface(surface);
}
PopupWindow::~PopupWindow() {
SDL_DestroyTexture(this->texture);
SDL_DestroyRenderer(this->renderer);
SDL_DestroyWindow(this->window);
}
void PopupWindow::handleWinnerEvents() {
SDL_Event e;
while (SDL_PollEvent(&e))
{
if (e.type == SDL_QUIT)
{
continueGame = false;
interacted = true;
return;
}
if(e.type != SDL_KEYDOWN)
continue;
switch (e.key.keysym.sym) {
case SDLK_q: {
continueGame = false;
interacted = true;
break;
}
case SDLK_c: {
continueGame = true;
interacted = true;
break;
}
}
}
}
bool PopupWindow::shouldContinue() const {
return continueGame;
}
void PopupWindow::renderWinnerPopup(Entity::TeamLabel winner) {
SDL_RenderClear(this->renderer);
//Maybe use texture manager (changes need to be made that it does not use game::renderer automatically, but receives one instead)
this->texture = winner == Entity::TeamLabel::BLUE ?
IMG_LoadTexture(this->renderer, "assets/Player1Victory.png") :
IMG_LoadTexture(this->renderer, "assets/Player2Victory.png");
SDL_RenderCopy(this->renderer, this->texture, NULL, NULL);
SDL_RenderPresent(this->renderer);
//Error handling for debugging
const char* sdlError = SDL_GetError();
if (*sdlError != '\0') {
std::cerr << "SDL Error: " << sdlError << std::endl;
SDL_ClearError();
}
}

View File

@ -18,9 +18,7 @@ void PowerupComponent::update()
if ((player = this->entity->getManager().getGame()->collisionHandler->getAnyIntersection<Entity*>( if ((player = this->entity->getManager().getGame()->collisionHandler->getAnyIntersection<Entity*>(
entity, entity,
Vector2D(0, 0), Vector2D(0, 0),
{ Entity::GroupLabel::PLAYERS }, { Entity::GroupLabel::PLAYERS })) != nullptr)
{},
true)) != nullptr)
{ {
(this->pickupFunc)(player); (this->pickupFunc)(player);
this->entity->destroy(); this->entity->destroy();

View File

@ -36,8 +36,7 @@ void ProjectileComponent::update()
entity, entity,
Vector2D(0,0), Vector2D(0,0),
{Entity::GroupLabel::PLAYERS}, {Entity::GroupLabel::PLAYERS},
{entity->getTeam()}, {this->owner})) != nullptr) {
true)) != nullptr) {
player->getComponent<HealthComponent>().modifyHealth(); player->getComponent<HealthComponent>().modifyHealth();
this->entity->destroy(); this->entity->destroy();
} }

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@ -32,10 +32,7 @@ SpriteComponent::SpriteComponent(
this->texturePath = path; this->texturePath = path;
} }
SpriteComponent::~SpriteComponent() SpriteComponent::~SpriteComponent() {}
{
// SDL_DestroyTexture(this->texture);
}
void SpriteComponent::setTexture(const char* path) void SpriteComponent::setTexture(const char* path)
{ {

View File

@ -52,8 +52,6 @@ void TransformComponent::init()
void TransformComponent::update() void TransformComponent::update()
{ {
// if(velocity.x != 0 && velocity.y != 0)
float multiplier = direction.x != 0 && direction.y != 0 ? 0.707 : 1; // normalizes vector; only works if directions are in increments of 45° float multiplier = direction.x != 0 && direction.y != 0 ? 0.707 : 1; // normalizes vector; only works if directions are in increments of 45°
Vector2D positionChange( Vector2D positionChange(
direction.x * this->getSpeed() * multiplier, direction.x * this->getSpeed() * multiplier,

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@ -4,7 +4,6 @@
#include "Entity.h" #include "Entity.h"
#include "GameInternal.h" #include "GameInternal.h"
#include "Constants.h" #include "Constants.h"
#include "PopupWindow.h"
GameInternal* game = nullptr; GameInternal* game = nullptr;