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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 22:23:43 +00:00

#32 KeyboardController: movement working

projectiles need adjustments
This commit is contained in:
Sara Varga 2024-05-26 22:54:50 +02:00
parent 2e7a1b45cf
commit aa83280b6a
7 changed files with 38 additions and 147 deletions

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@ -11,8 +11,9 @@
// TODO: remove here if possible
// temporary fix: addComponent function template doesnt know TransformComponent -> error undefined type
// #include "KeyboardController.h"
#include "InputComponent.h"
#include "TransformComponent.h"
#include "KeyboardController.h"
#include "SpriteComponent.h"
class Manager;

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@ -1,13 +1,16 @@
#pragma once
#include <SDL.h>
#include <map>
#include "Component.h"
enum class Key
{
UP,
DOWN,
LEFT,
RIGHT,
FIRE,
SPACE,
ENTER,
ESCAPE,
TAB,
@ -84,13 +87,16 @@ enum class Key
GRAVE
};
class Input
class InputComponent : public Component
{
public:
Input();
~Input();
InputComponent();
~InputComponent();
void pollEvents();
void init() override;
void update() override;
// void pollEvents();
bool isKeyDown(Key key);
private:

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@ -1,40 +0,0 @@
#pragma once
#include <SDL.h>
#include "Component.h"
#include "Vector2D.h"
#include "Constants.h" // TODO: change so gamespecific constants are in own file
#include "SoundManager.h"
#include "Input.h"
class TransformComponent;
class SpriteComponent;
class KeyboardController : public Component
{
public:
KeyboardController(Input* input, Key up, Key down, Key left, Key right, Key fire, Vector2D fireVelocity);
~KeyboardController() = default;
void init() override;
void update() override;
void modifyAtkSpeed(int8_t modifier);
private:
Input* m_input;
Key m_up;
Key m_down;
Key m_left;
Key m_right;
Key m_fire;
TransformComponent* m_transform;
SpriteComponent* m_sprite;
TransformComponent* m_player; //for starting position of projectile
Vector2D m_fireVelocity; //decide source of projectile and flying direction
//for attack cooldown in between shots
uint32_t m_lastFireTime = 0;
uint32_t m_fireCooldown = 1000; //in ms can be adjusted to change possible attack-speed
};

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@ -5,7 +5,7 @@
#include "CollisionHandler.h"
#include "AssetManager.h"
#include "SoundManager.h"
#include "KeyboardController.h"
// #include "KeyboardController.h"
#include "TileComponent.h"
#include "Direction.h"
#include "Entity.h"
@ -135,7 +135,7 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
return;
}
engine::init();
// engine::init(); // temporarily moved down to access groups at engine init call
// character selection
const char* player1Sprite;
@ -167,7 +167,8 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
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<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<InputComponent>();
player1.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
player1.addComponent<HealthComponent>(5, Direction::LEFT);
player1.addComponent<StatEffectsComponent>();
@ -177,11 +178,14 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
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<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-2, 0));
player2.addComponent<InputComponent>();
player2.addComponent<ColliderComponent>("enemy", 0.8f);
player2.addComponent<HealthComponent>(5, Direction::RIGHT);
player2.addComponent<StatEffectsComponent>();
player2.addGroup((size_t) Entity::GroupLabel::PLAYERS);
engine::init();
}
void Game::selectCharacters(const char* &playerSprite, const char* &enemySprite)

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@ -1,24 +1,30 @@
#include "Input.h"
#include "InputComponent.h"
Input::Input()
InputComponent::InputComponent()
{
m_keyStates = SDL_GetKeyboardState(NULL);
InitKeyMappings();
}
Input::~Input() = default;
InputComponent::~InputComponent() = default;
void Input::pollEvents()
void InputComponent::init()
{
// m_keyStates = SDL_GetKeyboardState(NULL);
// InitKeyMappings();
}
void InputComponent::update()
{
SDL_PumpEvents();
}
bool Input::isKeyDown(Key key)
bool InputComponent::isKeyDown(Key key)
{
return m_keyStates[mapKeyToSDL(key)];
}
SDL_Scancode Input::mapKeyToSDL(Key key)
SDL_Scancode InputComponent::mapKeyToSDL(Key key)
{
auto it = m_keyMappings.find(key);
if (it == m_keyMappings.end())
@ -28,7 +34,7 @@ SDL_Scancode Input::mapKeyToSDL(Key key)
return it->second;
}
void Input::InitKeyMappings()
void InputComponent::InitKeyMappings()
{
m_keyMappings =
{
@ -36,7 +42,7 @@ void Input::InitKeyMappings()
{Key::DOWN, SDL_SCANCODE_DOWN},
{Key::LEFT, SDL_SCANCODE_LEFT},
{Key::RIGHT, SDL_SCANCODE_RIGHT},
{Key::FIRE, SDL_SCANCODE_SPACE},
{Key::SPACE, SDL_SCANCODE_SPACE},
{Key::ENTER, SDL_SCANCODE_RETURN},
{Key::ESCAPE, SDL_SCANCODE_ESCAPE},
{Key::TAB, SDL_SCANCODE_TAB},
@ -112,4 +118,4 @@ void Input::InitKeyMappings()
{Key::BACKSLASH, SDL_SCANCODE_BACKSLASH},
{Key::GRAVE, SDL_SCANCODE_GRAVE}
};
}
}

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@ -1,86 +0,0 @@
#include "KeyboardController.h"
#include "Game.h"
#include "TransformComponent.h"
#include "AssetManager.h"
#include "SpriteComponent.h"
KeyboardController::KeyboardController(Input* input, Key up, Key down, Key left, Key right, Key fire, Vector2D fireVelocity)
: m_input(input), m_up(up), m_down(down), m_left(left), m_right(right), m_fire(fire) {}
void KeyboardController::init()
{
m_sprite = &entity->getComponent<SpriteComponent>();
m_transform = &entity->getComponent<TransformComponent>();
}
void KeyboardController::update()
{
m_transform->direction.x = 0;
m_transform->direction.y = 0;
m_sprite->playAnimation(IDLE);
if (m_input->isKeyDown(m_left))
{
m_transform->direction.x = -1;
m_sprite->playAnimation(WALK);
m_sprite->setDirection(Direction::LEFT);
SoundManager::playSound(this->entity->getManager().getGame(), STEPS);
}
if (m_input->isKeyDown(m_right))
{
m_transform->direction.x = 1;
m_sprite->playAnimation(WALK);
m_sprite->setDirection(Direction::RIGHT);
SoundManager::playSound(this->entity->getManager().getGame(), STEPS);
}
if (m_input->isKeyDown(m_up))
{
m_transform->direction.y = -1;
m_sprite->playAnimation(WALK);
SoundManager::playSound(this->entity->getManager().getGame(), STEPS);
}
if (m_input->isKeyDown(m_down))
{
m_transform->direction.y = 1;
m_sprite->playAnimation(WALK);
SoundManager::playSound(this->entity->getManager().getGame(), STEPS);
}
if (m_input->isKeyDown(m_fire))
{
Uint32 currentTicks = SDL_GetTicks();
if (currentTicks - m_lastFireTime >= m_fireCooldown)
{
m_player = &entity->getComponent<TransformComponent>();
//checks player source via the firing velocity
//TODO: adding actual projectile textures
if (m_fireVelocity.x > 0)
{
m_sprite->setDirection(Direction::RIGHT);
this->entity->getManager().getGame()->assets->createProjectile(Vector2D(m_player->position.x, m_player->position.y), m_fireVelocity,
1, 180, 2, "assets/egg.png", this->entity->getTeam());
}
else
{
m_sprite->setDirection(Direction::LEFT);
this->entity->getManager().getGame()->assets->createProjectile(Vector2D(m_player->position.x, m_player->position.y), m_fireVelocity,
1, 180, 2, "assets/egg.png", this->entity->getTeam());
}
m_lastFireTime = currentTicks;
}
}
}
void KeyboardController::modifyAtkSpeed(int8_t modifier)
{
this->m_fireCooldown -= modifier * 400;
}

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@ -1,7 +1,7 @@
#include "StatEffectsComponent.h"
#include "Entity.h"
#include "TransformComponent.h"
#include "KeyboardController.h"
// #include "KeyboardController.h"
#include <algorithm>
#include <iostream>
@ -35,7 +35,7 @@ void StatEffectsComponent::modifyStatValue(Stats stat, int modifier) //modifier
this->entity->getComponent<TransformComponent>().modifySpeed(modifier);
break;
case Stats::ATTACK_SPEED:
this->entity->getComponent<KeyboardController>().modifyAtkSpeed(modifier);
// this->entity->getComponent<KeyboardController>().modifyAtkSpeed(modifier);
break;
default: break;
}