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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 07:53:43 +00:00

Revert "Helper functions"

This commit is contained in:
Benedikt Galbavy 2024-12-17 23:06:32 +01:00 committed by GitHub
parent 2b411c5f6e
commit b9aeb9dcc4
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GPG Key ID: B5690EEEBB952194
2 changed files with 28 additions and 41 deletions

View File

@ -27,14 +27,8 @@ public:
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);
/*!
* \brief Calculates a random spawn position for an object within a given area
* \param size The size (collision box) of the object
* \param spawnArea The area within which a spawn position will be calculated
* \returns Spawn Coordinates for the object
*/
Vector2D calculateSpawnPosition(Vector2D size, Vector2D spawnArea);
template <typename T> [[deprecated]] T calculateRandomType(int amount);
Vector2D calculateSpawnPosition();
PowerupType calculateType();
//texture management
void addTexture(std::string id, const char* path);

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@ -14,7 +14,6 @@
#include "Vector2D.h"
#include "PowerupComponent.h"
#include <iostream>
#include <algorithm>
AssetManager::AssetManager(Manager* manager) : man(manager) {}
@ -74,39 +73,33 @@ void AssetManager::createPowerup(Vector2D pos, std::function<void (Entity*)> pic
powerups.addGroup((size_t)Entity::GroupLabel::POWERUPS);
}
Vector2D AssetManager::calculateSpawnPosition(Vector2D size, Vector2D spawnArea)
Vector2D AssetManager::calculateSpawnPosition()
{
Vector2D spawnPos = Vector2D(-1, -1);
for(int i = 0; i <= SPAWN_ATTEMPTS; i++)
bool conflict = false;
for (int i = 0; i <= SPAWN_ATTEMPTS; i++)
{
SDL_Rect spawnRect = {
rand() % (int)(spawnArea.x - size.x),
rand() % (int)(spawnArea.y - size.y),
size.x,
size.y
};
std::vector<ColliderComponent*> colliders = this->man->getGame()->collisionHandler->getColliders({Entity::GroupLabel::MAPTILES});
bool conflict = std::any_of(colliders.begin(), colliders.end(),
[&](const auto& cc) {
return SDL_HasIntersection(&spawnRect, &cc->collider);} );
if(!conflict)
SDL_Rect spawnRect;
spawnRect.h = spawnRect.w = 32;
spawnRect.x = rand() % (SCREEN_SIZE_WIDTH - spawnRect.w);
spawnRect.y = rand() % (SCREEN_SIZE_HEIGHT - spawnRect.h);
conflict = false;
for (auto cc : this->man->getGame()->collisionHandler->getColliders({ Entity::GroupLabel::MAPTILES }))
{
spawnPos = Vector2D(spawnRect.x, spawnRect.y);
if (SDL_HasIntersection(&spawnRect, &cc->collider) && strcmp(cc->tag, "projectile"))
{
conflict = true;
break;
}
}
if (conflict) continue;
spawnPos = Vector2D(spawnRect.x, spawnRect.y);
}
return spawnPos;
}
template <typename T>
T AssetManager::calculateRandomType(int amount)
PowerupType AssetManager::calculateType()
{
T type = T(rand() % amount);
PowerupType type = PowerupType(rand() % 3);
return type;
}