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https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 09:03:42 +00:00
Character selection working
After enter gets pressed on the start screen, a character selection screen gets displayed. P1 can choose a character via 'a' and 'd' - P2 via 'arrow left' and 'arrow right'. Selections get locked in upon pressing enter. Code is currently working, but in need of improvements.
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extern/libpng
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extern/libpng
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@ -0,0 +1 @@
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Subproject commit 71b9b5e16ef751d973a3935284382bc344ff9941
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extern/zlib
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extern/zlib
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Subproject commit 09155eaa2f9270dc4ed1fa13e2b4b2613e6e4851
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@ -14,6 +14,7 @@ public:
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~Game();
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void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen);
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void selectCharacters(const char* &playerSprite, const char* &enemySprite);
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void handleEvents();
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void update();
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112
src/Game.cpp
112
src/Game.cpp
@ -61,7 +61,7 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
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SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
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SDL_RenderPresent(renderer);
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SDL_Event event;
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//SDL_Event event;
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bool hasQuit = false;
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while (!hasQuit)
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@ -96,7 +96,12 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
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return;
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}
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this->isRunning = true;
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// character selection
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const char* playerSprite;
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const char* enemySprite;
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selectCharacters(playerSprite, enemySprite);
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if (this->isRunning == false) return;
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map = new Map();
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map->loadMap("assets/SDL_map_test.txt", 25, 20);
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@ -111,14 +116,14 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
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//ecs implementation
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player.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
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player.addComponent<SpriteComponent>("assets/chicken_knight_spritesheet.png", true); //adds sprite (32x32px), path needed
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player.addComponent<SpriteComponent>(playerSprite, true); //adds sprite (32x32px), path needed
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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
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player.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
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player.addComponent<HealthComponent>(5, &manager, true);
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player.addGroup((size_t)GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
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enemy.addComponent<TransformComponent>(600, 500, 2);
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enemy.addComponent<SpriteComponent>("assets/chicken_spritesheet.png", true);
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enemy.addComponent<SpriteComponent>(enemySprite, true);
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enemy.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-1, 0));
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enemy.addComponent<ColliderComponent>("enemy", 0.8f);
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enemy.addComponent<HealthComponent>(5, &manager, false);
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@ -126,6 +131,103 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
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}
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void Game::selectCharacters(const char* &playerSprite, const char* &enemySprite)
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{
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constexpr int CHARACTER_COUNT = 3;
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// TODO: move this whereever it makes sense (maybe game as a member)
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std::map<int, std::pair<const char*, const char*>> characterSprites;
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characterSprites[0] = std::make_pair("assets/chicken_neutral_knight.png", "assets/chicken_knight_spritesheet.png");
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characterSprites[1] = std::make_pair("assets/chicken_neutral.png", "assets/chicken_spritesheet.png");
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characterSprites[2] = std::make_pair("assets/chicken_neutral_knight.png", "assets/chicken_knight_spritesheet.png");
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SDL_Rect playerCharacterRects[CHARACTER_COUNT];
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SDL_Rect enemyCharacterRects[CHARACTER_COUNT];
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SDL_Texture* characterTextures[CHARACTER_COUNT];
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int playerSelection = 0;
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int enemySelection = 0;
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// load textures
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for (int i = 0; i < CHARACTER_COUNT; ++i)
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{
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characterTextures[i] = IMG_LoadTexture(renderer, characterSprites.find(i)->second.first);
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}
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// set up initial positions for character rects
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for (int i = 0; i < CHARACTER_COUNT; ++i)
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{
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playerCharacterRects[i] = { 50 + i * 100, 200, 64, 64 };
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enemyCharacterRects[i] = { 450 + i * 100, 200, 64, 64 };
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}
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bool hasQuit = false;
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while (!hasQuit)
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{
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SDL_PollEvent(&event);
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if (event.type == SDL_QUIT)
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{
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hasQuit = true;
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}
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if (event.type == SDL_KEYDOWN)
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{
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if (event.key.keysym.scancode == SDL_SCANCODE_RETURN)
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{
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break;
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}
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switch (event.key.keysym.scancode)
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{
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case SDL_SCANCODE_A:
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playerSelection = (playerSelection - 1 + CHARACTER_COUNT) % CHARACTER_COUNT;
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break;
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case SDL_SCANCODE_D:
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playerSelection = (playerSelection + 1) % CHARACTER_COUNT;
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break;
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case SDL_SCANCODE_LEFT:
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enemySelection = (enemySelection - 1 + CHARACTER_COUNT) % CHARACTER_COUNT;
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break;
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case SDL_SCANCODE_RIGHT:
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enemySelection = (enemySelection + 1) % CHARACTER_COUNT;
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break;
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default:
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break;
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}
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}
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_RenderClear(renderer);
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for (int i = 0; i < CHARACTER_COUNT; ++i)
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{
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SDL_RenderCopy(renderer, characterTextures[i], nullptr, &playerCharacterRects[i]);
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SDL_RenderCopy(renderer, characterTextures[i], nullptr, &enemyCharacterRects[i]);
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}
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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SDL_RenderDrawRect(renderer, &playerCharacterRects[playerSelection]);
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SDL_RenderDrawRect(renderer, &enemyCharacterRects[enemySelection]);
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SDL_RenderPresent(renderer);
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}
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if (hasQuit)
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{
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this->isRunning = false;
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return;
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}
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playerSprite = characterSprites.find(playerSelection)->second.second;
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enemySprite = characterSprites.find(enemySelection)->second.second;
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this->isRunning = true;
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}
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auto& tiles(manager.getGroup((size_t)GroupLabel::MAP));
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auto& players(manager.getGroup((size_t)GroupLabel::PLAYERS));
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auto& enemies(manager.getGroup((size_t)GroupLabel::ENEMIES));
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@ -261,4 +363,4 @@ bool Game::running() const
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bool Game::getWinner() {
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return this->winner;
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}
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}
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