reformatted inconsistent code and optimized imports
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Before Width: | Height: | Size: 81 KiB After Width: | Height: | Size: 69 KiB |
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Before Width: | Height: | Size: 52 KiB After Width: | Height: | Size: 44 KiB |
1
docs/diagrams/load_map_example_sequence.svg
Normal file
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After Width: | Height: | Size: 19 KiB |
@ -1,13 +1,12 @@
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|||||||
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#include <SDL_render.h>
|
||||||
#include <map>
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#include <map>
|
||||||
#include <string>
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#include <string>
|
||||||
|
|
||||||
#include "TextureManager.h"
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class Vector2D;
|
||||||
#include "Vector2D.h"
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class Manager;
|
||||||
#include "Components.h"
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|
||||||
#include "ECS.h"
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|
||||||
|
|
||||||
class AssetManager {
|
|
||||||
|
|
||||||
|
class AssetManager
|
||||||
|
{
|
||||||
public:
|
public:
|
||||||
|
|
||||||
AssetManager(Manager* manager);
|
AssetManager(Manager* manager);
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||||||
|
|||||||
@ -1,5 +1,7 @@
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|||||||
#pragma once
|
#pragma once
|
||||||
#include "SDL.h"
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|
||||||
|
#include <SDL.h>
|
||||||
|
|
||||||
#include "Component.h"
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#include "Component.h"
|
||||||
|
|
||||||
class TransformComponent;
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class TransformComponent;
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||||||
|
|||||||
@ -17,20 +17,9 @@ class Component
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|||||||
public:
|
public:
|
||||||
Entity* entity;
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Entity* entity;
|
||||||
|
|
||||||
virtual void init()
|
virtual void init() {}
|
||||||
{
|
virtual void update() {}
|
||||||
// implementation in derived classes (when neccessary)
|
virtual void draw() {}
|
||||||
}
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|
||||||
|
|
||||||
virtual void update()
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|
||||||
{
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|
||||||
// implementation in derived classes (when neccessary)
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|
||||||
}
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|
||||||
|
|
||||||
virtual void draw()
|
|
||||||
{
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|
||||||
// implementation in derived classes (when neccessary)
|
|
||||||
}
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|
||||||
|
|
||||||
virtual ~Component() = default;
|
virtual ~Component() = default;
|
||||||
};
|
};
|
||||||
@ -1,4 +1,5 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "ECS.h"
|
#include "ECS.h"
|
||||||
#include "Component.h"
|
#include "Component.h"
|
||||||
#include "Manager.h"
|
#include "Manager.h"
|
||||||
|
|||||||
@ -1,5 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include <iostream>
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|
||||||
|
#include <cstddef>
|
||||||
|
|
||||||
using Group = std::size_t;
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using Group = std::size_t;
|
||||||
|
|
||||||
|
|||||||
@ -1,14 +1,8 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <iostream>
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#include "Component.h"
|
||||||
#include <vector>
|
|
||||||
#include <memory>
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|
||||||
#include <algorithm>
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|
||||||
#include <bitset>
|
|
||||||
#include <array>
|
|
||||||
#include "Constants.h"
|
#include "Constants.h"
|
||||||
|
|
||||||
|
|
||||||
class Component;
|
class Component;
|
||||||
class Entity;
|
class Entity;
|
||||||
class Manager;
|
class Manager;
|
||||||
|
|||||||
@ -1,13 +1,15 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <array>
|
#include <array>
|
||||||
#include <vector>
|
#include <memory>
|
||||||
#include <bitset>
|
#include <bitset>
|
||||||
#include "Constants.h"
|
#include <vector>
|
||||||
#include "Component.h"
|
|
||||||
#include "SpriteComponent.h"
|
|
||||||
#include "ECS.h"
|
#include "ECS.h"
|
||||||
|
#include "Constants.h"
|
||||||
|
|
||||||
class Manager;
|
class Manager;
|
||||||
|
class Component;
|
||||||
|
|
||||||
using ComponentBitSet = std::bitset<MAX_COMPONENTS>;
|
using ComponentBitSet = std::bitset<MAX_COMPONENTS>;
|
||||||
using GroupBitSet = std::bitset<MAX_GROUPS>;
|
using GroupBitSet = std::bitset<MAX_GROUPS>;
|
||||||
|
|||||||
@ -1,18 +1,15 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include <stdio.h>
|
|
||||||
#include <iostream>
|
|
||||||
#include <SDL.h>
|
#include <SDL.h>
|
||||||
#include <SDL_image.h>
|
#include <SDL_image.h>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
#include <string.h>
|
|
||||||
|
|
||||||
|
|
||||||
class AssetManager;
|
class AssetManager;
|
||||||
class ColliderComponent;
|
class ColliderComponent;
|
||||||
|
|
||||||
class Game
|
class Game
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
Game();
|
Game();
|
||||||
~Game();
|
~Game();
|
||||||
|
|
||||||
@ -32,7 +29,7 @@ class Game
|
|||||||
|
|
||||||
bool getWinner();
|
bool getWinner();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
int counter = 0;
|
int counter = 0;
|
||||||
bool isRunning = false;
|
bool isRunning = false;
|
||||||
SDL_Window* window;
|
SDL_Window* window;
|
||||||
|
|||||||
@ -3,14 +3,14 @@
|
|||||||
|
|
||||||
class GameObject
|
class GameObject
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
GameObject(const char* texturesheet, int x, int y);
|
GameObject(const char* texturesheet, int x, int y);
|
||||||
~GameObject() = default;
|
~GameObject() = default;
|
||||||
|
|
||||||
void update();
|
void update();
|
||||||
void render();
|
void render();
|
||||||
|
|
||||||
private:
|
private:
|
||||||
int xPos;
|
int xPos;
|
||||||
int yPos;
|
int yPos;
|
||||||
|
|
||||||
|
|||||||
@ -1,65 +1,29 @@
|
|||||||
#include "Components.h"
|
#pragma once
|
||||||
|
|
||||||
class HealthComponent : public Component {
|
#include "Component.h"
|
||||||
|
|
||||||
|
class Manager;
|
||||||
|
|
||||||
|
class HealthComponent : public Component
|
||||||
|
{
|
||||||
public:
|
public:
|
||||||
|
|
||||||
HealthComponent(int health, Manager* manager, bool player) : health(health), manager(manager), player(player) {}
|
HealthComponent(int health, Manager* manager, bool player) : health(health), manager(manager), player(player) {}
|
||||||
|
|
||||||
~HealthComponent() {}
|
~HealthComponent() {}
|
||||||
|
|
||||||
void getDamage() {
|
void getDamage() { this->health--; }
|
||||||
this->health--;
|
int getHealth() { return this->health; }
|
||||||
}
|
|
||||||
|
|
||||||
int getHealth() {
|
void init() override;
|
||||||
return this->health;
|
|
||||||
}
|
|
||||||
|
|
||||||
void init() override
|
void createAllHearts();
|
||||||
{
|
void createHeartComponents(int x);
|
||||||
createAllHearts();
|
|
||||||
}
|
|
||||||
|
|
||||||
void createAllHearts() {
|
|
||||||
|
|
||||||
int x; //starting position for first health icon
|
|
||||||
|
|
||||||
if(player) {
|
|
||||||
x = 10;
|
|
||||||
} else {
|
|
||||||
x = 730;
|
|
||||||
}
|
|
||||||
|
|
||||||
for(int i = 0; i < health; i++) {
|
|
||||||
|
|
||||||
//checks for player side
|
|
||||||
if(player) {
|
|
||||||
createHeartComponents(x);
|
|
||||||
x += 50;
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
createHeartComponents(x);
|
|
||||||
x -= 50;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void createHeartComponents(int x) {
|
|
||||||
|
|
||||||
auto& heart(manager->addEntity());
|
|
||||||
heart.addComponent<TransformComponent>(x,5,2);
|
|
||||||
heart.addComponent<SpriteComponent>("assets/heart.png");
|
|
||||||
heart.addGroup((size_t)GroupLabel::HEARTS);
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
||||||
int health;
|
int health;
|
||||||
|
|
||||||
Manager* manager;
|
Manager* manager;
|
||||||
|
|
||||||
bool player; //true if player1 / false if player2
|
bool player; //true if player1 / false if player2
|
||||||
|
|
||||||
};
|
};
|
||||||
@ -1,5 +1,6 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include <SDL.h>
|
#include <SDL.h>
|
||||||
|
|
||||||
#include "Component.h"
|
#include "Component.h"
|
||||||
#include "Vector2D.h"
|
#include "Vector2D.h"
|
||||||
|
|
||||||
|
|||||||
@ -3,6 +3,7 @@
|
|||||||
#include <array>
|
#include <array>
|
||||||
#include <memory>
|
#include <memory>
|
||||||
#include <vector>
|
#include <vector>
|
||||||
|
|
||||||
#include "Constants.h"
|
#include "Constants.h"
|
||||||
|
|
||||||
class Entity;
|
class Entity;
|
||||||
|
|||||||
@ -1,46 +1,24 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include "ECS.h"
|
#include "Component.h"
|
||||||
#include "Components.h"
|
|
||||||
#include "Vector2D.h"
|
#include "Vector2D.h"
|
||||||
|
|
||||||
class ProjectileComponent : public Component {
|
class TransformComponent;
|
||||||
|
|
||||||
|
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 velocity, bool source) : range(range), speed(speed), velocity(velocity), source(source) {}
|
||||||
ProjectileComponent(int range, int speed, Vector2D velocity, bool source) : range(range), speed(speed), velocity(velocity), source(source) {
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
~ProjectileComponent() {}
|
~ProjectileComponent() {}
|
||||||
|
|
||||||
void init() override {
|
void init() override;
|
||||||
transformComponent = &entity->getComponent<TransformComponent>();
|
void update() override;
|
||||||
}
|
|
||||||
|
|
||||||
void update() override {
|
|
||||||
|
|
||||||
transformComponent->velocity = velocity;
|
|
||||||
|
|
||||||
distance += speed;
|
|
||||||
|
|
||||||
if (distance > range) {
|
|
||||||
entity->destroy();
|
|
||||||
entity->getComponent<ColliderComponent>().removeCollision();
|
|
||||||
//std::cout << "out of range" << std::endl;
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
bool getSource() {
|
|
||||||
return this->source;
|
|
||||||
}
|
|
||||||
|
|
||||||
|
bool getSource() { return this->source; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
|
|
||||||
TransformComponent* transformComponent;
|
TransformComponent* transformComponent;
|
||||||
|
|
||||||
int range = 0;
|
int range = 0;
|
||||||
|
|||||||
@ -1,19 +1,21 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
|
#include <map>
|
||||||
|
#include <SDL_render.h>
|
||||||
|
|
||||||
#include "AnimationHandler.h"
|
#include "AnimationHandler.h"
|
||||||
#include "Component.h"
|
#include "Component.h"
|
||||||
#include "Game.h"
|
|
||||||
#include <map>
|
|
||||||
|
|
||||||
class TransformComponent;
|
class TransformComponent;
|
||||||
|
|
||||||
class SpriteComponent : public Component
|
class SpriteComponent : public Component
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
int animationIndex = 0;
|
int animationIndex = 0;
|
||||||
|
|
||||||
std::map<AnimationType, Animation*> animations;
|
std::map<AnimationType, Animation*> animations;
|
||||||
|
|
||||||
private:
|
private:
|
||||||
TransformComponent* transform;
|
TransformComponent* transform;
|
||||||
SDL_Texture* texture;
|
SDL_Texture* texture;
|
||||||
SDL_Rect srcRect, destRect;
|
SDL_Rect srcRect, destRect;
|
||||||
@ -22,7 +24,7 @@ class SpriteComponent : public Component
|
|||||||
int frames = 0;
|
int frames = 0;
|
||||||
int speed = 100;
|
int speed = 100;
|
||||||
|
|
||||||
public:
|
public:
|
||||||
SpriteComponent() = default;
|
SpriteComponent() = default;
|
||||||
SpriteComponent(const char* path);
|
SpriteComponent(const char* path);
|
||||||
SpriteComponent(const char* path, bool isAnimated);
|
SpriteComponent(const char* path, bool isAnimated);
|
||||||
|
|||||||
@ -1,12 +1,12 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
|
|
||||||
#include <map>
|
#include <map>
|
||||||
#include <string>
|
#include <string>
|
||||||
|
|
||||||
class TextureDict
|
class TextureDict
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
const std::map<int, std::string> textureDictionary =
|
const std::map<int, std::string> textureDictionary = {
|
||||||
{
|
|
||||||
{1, "assets/water.png"},
|
{1, "assets/water.png"},
|
||||||
{2, "assets/dirt.png"},
|
{2, "assets/dirt.png"},
|
||||||
{3, "assets/grass.png"},
|
{3, "assets/grass.png"},
|
||||||
|
|||||||
@ -1,5 +1,7 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include "SDL.h"
|
|
||||||
|
#include <SDL.h>
|
||||||
|
|
||||||
#include "Component.h"
|
#include "Component.h"
|
||||||
#include "TextureDict.h"
|
#include "TextureDict.h"
|
||||||
|
|
||||||
|
|||||||
@ -1,11 +1,11 @@
|
|||||||
#pragma once
|
#pragma once
|
||||||
#include "Vector2D.h"
|
|
||||||
#include "Component.h"
|
#include "Component.h"
|
||||||
|
#include "Vector2D.h"
|
||||||
|
|
||||||
class TransformComponent : public Component
|
class TransformComponent : public Component
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
|
|
||||||
Vector2D position;
|
Vector2D position;
|
||||||
Vector2D velocity;
|
Vector2D velocity;
|
||||||
|
|
||||||
|
|||||||
@ -2,7 +2,7 @@
|
|||||||
|
|
||||||
class Vector2D
|
class Vector2D
|
||||||
{
|
{
|
||||||
public:
|
public:
|
||||||
float x;
|
float x;
|
||||||
float y;
|
float y;
|
||||||
|
|
||||||
|
|||||||
@ -1,11 +1,9 @@
|
|||||||
#include "AssetManager.h"
|
#include "AssetManager.h"
|
||||||
#include "Component.h"
|
|
||||||
|
#include "TextureManager.h"
|
||||||
#include "Components.h"
|
#include "Components.h"
|
||||||
#include <cstddef>
|
|
||||||
|
|
||||||
AssetManager::AssetManager(Manager* manager) : man(manager) {
|
AssetManager::AssetManager(Manager* manager) : man(manager) {}
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
AssetManager::~AssetManager() {}
|
AssetManager::~AssetManager() {}
|
||||||
|
|
||||||
|
|||||||
@ -1,7 +1,8 @@
|
|||||||
#include "ColliderComponent.h"
|
#include "ColliderComponent.h"
|
||||||
#include "TransformComponent.h"
|
|
||||||
#include "Entity.h"
|
#include "Entity.h"
|
||||||
#include "Game.h"
|
#include "Game.h"
|
||||||
|
#include "TransformComponent.h"
|
||||||
|
|
||||||
ColliderComponent::ColliderComponent(const char* tag)
|
ColliderComponent::ColliderComponent(const char* tag)
|
||||||
{
|
{
|
||||||
@ -11,10 +12,10 @@ ColliderComponent::ColliderComponent(const char* tag)
|
|||||||
|
|
||||||
void ColliderComponent::init()
|
void ColliderComponent::init()
|
||||||
{
|
{
|
||||||
if (!entity->hasComponent<TransformComponent>())
|
if (!entity->hasComponent<TransformComponent>()) {
|
||||||
{
|
|
||||||
entity->addComponent<TransformComponent>();
|
entity->addComponent<TransformComponent>();
|
||||||
}
|
}
|
||||||
|
|
||||||
transform = &entity->getComponent<TransformComponent>();
|
transform = &entity->getComponent<TransformComponent>();
|
||||||
Game::colliders.push_back(this);
|
Game::colliders.push_back(this);
|
||||||
}
|
}
|
||||||
|
|||||||
@ -1,5 +1,5 @@
|
|||||||
#pragma once
|
|
||||||
#include "Entity.h"
|
#include "Entity.h"
|
||||||
|
|
||||||
#include "Manager.h"
|
#include "Manager.h"
|
||||||
#include "Component.h"
|
#include "Component.h"
|
||||||
|
|
||||||
|
|||||||
15
src/Game.cpp
@ -1,15 +1,10 @@
|
|||||||
#include "Game.h"
|
#include "Game.h"
|
||||||
#include "TextureManager.h"
|
|
||||||
#include "Manager.h"
|
#include "Components.h"
|
||||||
#include "Map.h"
|
|
||||||
#include "Entity.h"
|
|
||||||
#include "Component.h"
|
|
||||||
#include "TransformComponent.h"
|
|
||||||
#include "TileComponent.h"
|
|
||||||
#include "ColliderComponent.h"
|
|
||||||
#include "SpriteComponent.h"
|
|
||||||
#include "KeyboardController.h"
|
|
||||||
#include "AssetManager.h"
|
#include "AssetManager.h"
|
||||||
|
#include "Map.h"
|
||||||
|
#include "TextureManager.h"
|
||||||
|
|
||||||
Map* map;
|
Map* map;
|
||||||
Manager manager;
|
Manager manager;
|
||||||
|
|||||||
@ -1,4 +1,5 @@
|
|||||||
#include "GameObject.h"
|
#include "GameObject.h"
|
||||||
|
|
||||||
#include "TextureManager.h"
|
#include "TextureManager.h"
|
||||||
#include "Game.h"
|
#include "Game.h"
|
||||||
|
|
||||||
|
|||||||
40
src/HealthComponent.cpp
Normal file
@ -0,0 +1,40 @@
|
|||||||
|
#include "HealthComponent.h"
|
||||||
|
|
||||||
|
#include "Components.h"
|
||||||
|
|
||||||
|
void HealthComponent::init()
|
||||||
|
{
|
||||||
|
createAllHearts();
|
||||||
|
}
|
||||||
|
|
||||||
|
void HealthComponent::createAllHearts()
|
||||||
|
{
|
||||||
|
int x; //starting position for first health icon
|
||||||
|
|
||||||
|
if(player) {
|
||||||
|
x = 10;
|
||||||
|
} else {
|
||||||
|
x = 730;
|
||||||
|
}
|
||||||
|
|
||||||
|
for(int i = 0; i < health; i++) {
|
||||||
|
|
||||||
|
//checks for player side
|
||||||
|
if(player) {
|
||||||
|
createHeartComponents(x);
|
||||||
|
x += 50;
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
createHeartComponents(x);
|
||||||
|
x -= 50;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void HealthComponent::createHeartComponents(int x)
|
||||||
|
{
|
||||||
|
auto& heart(manager->addEntity());
|
||||||
|
heart.addComponent<TransformComponent>(x,5,2);
|
||||||
|
heart.addComponent<SpriteComponent>("assets/heart.png");
|
||||||
|
heart.addGroup((size_t)GroupLabel::HEARTS);
|
||||||
|
}
|
||||||
@ -1,8 +1,8 @@
|
|||||||
#include "KeyboardController.h"
|
#include "KeyboardController.h"
|
||||||
#include "TransformComponent.h"
|
|
||||||
#include "Entity.h"
|
#include "Game.h"
|
||||||
|
#include "Components.h"
|
||||||
#include "AssetManager.h"
|
#include "AssetManager.h"
|
||||||
#include "SpriteComponent.h"
|
|
||||||
|
|
||||||
KeyboardController::KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity)
|
KeyboardController::KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity)
|
||||||
{
|
{
|
||||||
|
|||||||
@ -1,4 +1,7 @@
|
|||||||
#include "Manager.h"
|
#include "Manager.h"
|
||||||
|
|
||||||
|
#include <algorithm>
|
||||||
|
|
||||||
#include "Entity.h"
|
#include "Entity.h"
|
||||||
|
|
||||||
void Manager::update()
|
void Manager::update()
|
||||||
|
|||||||
@ -1,5 +1,7 @@
|
|||||||
#include "Map.h"
|
#include "Map.h"
|
||||||
|
|
||||||
#include <fstream>
|
#include <fstream>
|
||||||
|
|
||||||
#include "Constants.h"
|
#include "Constants.h"
|
||||||
#include "Game.h"
|
#include "Game.h"
|
||||||
|
|
||||||
|
|||||||
21
src/ProjectileComponent.cpp
Normal file
@ -0,0 +1,21 @@
|
|||||||
|
#include "ProjectileComponent.h"
|
||||||
|
|
||||||
|
#include "Components.h"
|
||||||
|
|
||||||
|
void ProjectileComponent::init()
|
||||||
|
{
|
||||||
|
transformComponent = &entity->getComponent<TransformComponent>();
|
||||||
|
}
|
||||||
|
|
||||||
|
void ProjectileComponent::update()
|
||||||
|
{
|
||||||
|
transformComponent->velocity = velocity;
|
||||||
|
|
||||||
|
distance += speed;
|
||||||
|
|
||||||
|
if (distance > range) {
|
||||||
|
entity->destroy();
|
||||||
|
entity->getComponent<ColliderComponent>().removeCollision();
|
||||||
|
//std::cout << "out of range" << std::endl;
|
||||||
|
}
|
||||||
|
}
|
||||||
@ -1,7 +1,10 @@
|
|||||||
#include "AnimationHandler.h"
|
#include "SpriteComponent.h"
|
||||||
#include "TransformComponent.h"
|
|
||||||
#include "Entity.h"
|
#include <SDL_timer.h>
|
||||||
|
|
||||||
#include "TextureManager.h"
|
#include "TextureManager.h"
|
||||||
|
#include "Entity.h"
|
||||||
|
#include "TransformComponent.h"
|
||||||
|
|
||||||
SpriteComponent::SpriteComponent(const char* path)
|
SpriteComponent::SpriteComponent(const char* path)
|
||||||
{
|
{
|
||||||
|
|||||||
@ -1,7 +1,8 @@
|
|||||||
#include "TextureManager.h"
|
#include "TextureManager.h"
|
||||||
#include <cstdio>
|
|
||||||
#include <stdexcept>
|
#include <stdexcept>
|
||||||
#include <string>
|
#include <string>
|
||||||
|
|
||||||
#include "Game.h"
|
#include "Game.h"
|
||||||
|
|
||||||
SDL_Texture* TextureManager::loadTexture(const char* fileName)
|
SDL_Texture* TextureManager::loadTexture(const char* fileName)
|
||||||
|
|||||||
@ -1,6 +1,11 @@
|
|||||||
#include "TileComponent.h"
|
#include "TileComponent.h"
|
||||||
|
|
||||||
|
#include <iostream>
|
||||||
|
|
||||||
#include "Entity.h"
|
#include "Entity.h"
|
||||||
#include "TransformComponent.h"
|
#include "TransformComponent.h"
|
||||||
|
#include "SpriteComponent.h"
|
||||||
|
#include "TileComponent.h"
|
||||||
|
|
||||||
TileComponent::TileComponent(int x, int y, int w, int h, int id)
|
TileComponent::TileComponent(int x, int y, int w, int h, int id)
|
||||||
{
|
{
|
||||||
@ -11,8 +16,7 @@ TileComponent::TileComponent(int x, int y, int w, int h, int id)
|
|||||||
tileID = id;
|
tileID = id;
|
||||||
|
|
||||||
auto it = textureDict.textureDictionary.find(tileID); //every id has its own distinct texture (in texturedict.h)
|
auto it = textureDict.textureDictionary.find(tileID); //every id has its own distinct texture (in texturedict.h)
|
||||||
if (it == textureDict.textureDictionary.end())
|
if (it == textureDict.textureDictionary.end()) {
|
||||||
{
|
|
||||||
std::cout << "it end" << std::endl;
|
std::cout << "it end" << std::endl;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
|
|||||||