mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 10:13:42 +00:00
Implemented powerups
This commit is contained in:
parent
a9f9931101
commit
c49ce18ed0
@ -1,5 +1,5 @@
|
||||
#pragma once
|
||||
#include <stdint.h>
|
||||
#include <cstdint>
|
||||
struct Animation
|
||||
{
|
||||
uint8_t index;
|
||||
|
||||
@ -1,14 +1,20 @@
|
||||
#include "Entity.h"
|
||||
|
||||
#pragma once
|
||||
#include <SDL_render.h>
|
||||
#include <map>
|
||||
#include <string>
|
||||
|
||||
#include "Powerup.h"
|
||||
#include "Entity.h"
|
||||
|
||||
class Vector2D;
|
||||
class Manager;
|
||||
|
||||
enum class PowerupType
|
||||
{
|
||||
HEART,
|
||||
WALKINGSPEED,
|
||||
SHOOTINGSPEED
|
||||
};
|
||||
|
||||
class AssetManager
|
||||
{
|
||||
public:
|
||||
@ -19,6 +25,9 @@ public:
|
||||
void createProjectile(Vector2D pos, Vector2D velocity, bool source, int scale, int range, int speed, const char* texturePath, TeamLabel teamLabel);
|
||||
void createPowerup(Vector2D pos, PowerupType type);
|
||||
|
||||
Vector2D calculateSpawnPosition();
|
||||
PowerupType calculateType();
|
||||
|
||||
//texture management
|
||||
void addTexture(std::string id, const char* path);
|
||||
|
||||
|
||||
@ -7,6 +7,7 @@ using Team = std::size_t;
|
||||
|
||||
constexpr std::size_t MAX_COMPONENTS = 32;
|
||||
constexpr std::size_t MAX_GROUPS = 32;
|
||||
constexpr std::size_t MAX_STATS = 32;
|
||||
constexpr std::size_t MAX_TEAMS = 8; //
|
||||
|
||||
constexpr int SCREEN_SIZE_HEIGHT = 640;
|
||||
@ -21,3 +22,7 @@ constexpr int MAP_SIZE_Y = 20;
|
||||
|
||||
constexpr int SPAWN_ATTEMPTS = 30;
|
||||
|
||||
constexpr int BUFF_DURATION = 5000;
|
||||
|
||||
constexpr int BUFF_VALUE = 1;
|
||||
|
||||
|
||||
@ -3,6 +3,7 @@
|
||||
|
||||
#include "Component.h"
|
||||
#include "Vector2D.h"
|
||||
#include "Constants.h"
|
||||
|
||||
class TransformComponent;
|
||||
class SpriteComponent;
|
||||
@ -31,6 +32,8 @@ public:
|
||||
void init() override;
|
||||
void update() override;
|
||||
|
||||
void modifyAtkSpeed(int8_t modifier);
|
||||
|
||||
private:
|
||||
//for creation of projectiles
|
||||
TransformComponent* player; //for starting position of projectile
|
||||
|
||||
@ -1,26 +0,0 @@
|
||||
#pragma once
|
||||
|
||||
#include "Component.h"
|
||||
#include "Manager.h"
|
||||
#include "Vector2D.h"
|
||||
#include <map>
|
||||
|
||||
enum class PowerupType
|
||||
{
|
||||
HEART,
|
||||
WALKINGSPEED,
|
||||
SHOOTINGSPEED
|
||||
};
|
||||
|
||||
class Powerup
|
||||
{
|
||||
public:
|
||||
Powerup(){}
|
||||
~Powerup(){}
|
||||
|
||||
static Vector2D calculateSpawnPosition();
|
||||
static PowerupType calculateType();
|
||||
|
||||
private:
|
||||
Manager* manager;
|
||||
};
|
||||
19
include/PowerupComponent.h
Normal file
19
include/PowerupComponent.h
Normal file
@ -0,0 +1,19 @@
|
||||
#pragma once
|
||||
|
||||
#include "Component.h"
|
||||
#include "AssetManager.h"
|
||||
|
||||
class PowerupComponent : public Component
|
||||
{
|
||||
public:
|
||||
PowerupComponent(PowerupType type);
|
||||
~PowerupComponent() {};
|
||||
|
||||
void update() override;
|
||||
void heartEffect(Entity* player);
|
||||
void movementSpeedEffect(Entity* player);
|
||||
void atkSpeedEffect(Entity* player);
|
||||
|
||||
private:
|
||||
void (PowerupComponent::*pickupFunc)(Entity* player);
|
||||
};
|
||||
@ -2,6 +2,7 @@
|
||||
|
||||
#include "Component.h"
|
||||
#include "Vector2D.h"
|
||||
#include "Constants.h"
|
||||
|
||||
class TransformComponent;
|
||||
|
||||
|
||||
27
include/StatEffectsComponent.h
Normal file
27
include/StatEffectsComponent.h
Normal file
@ -0,0 +1,27 @@
|
||||
#pragma once
|
||||
#include "Component.h"
|
||||
#include "Constants.h"
|
||||
#include <cstdint>
|
||||
#include <array>
|
||||
|
||||
enum class Stats
|
||||
{
|
||||
MOVEMENT_SPEED,
|
||||
ATTACK_SPEED
|
||||
};
|
||||
|
||||
class StatEffectsComponent : public Component{
|
||||
public:
|
||||
StatEffectsComponent() {};
|
||||
~StatEffectsComponent() {};
|
||||
|
||||
void init() override;
|
||||
void update() override;
|
||||
|
||||
void modifyStatDur(Stats stat, uint8_t duration);
|
||||
|
||||
void modifyStatValue(Stats stat, int modifier);
|
||||
|
||||
private:
|
||||
std::array<int8_t, MAX_STATS> buffs = { 0 };
|
||||
};
|
||||
@ -2,7 +2,7 @@
|
||||
|
||||
#include <map>
|
||||
#include <string>
|
||||
#include "Powerup.h"
|
||||
#include "AssetManager.h"
|
||||
|
||||
class TextureDict
|
||||
{
|
||||
|
||||
@ -2,6 +2,7 @@
|
||||
|
||||
#include "Component.h"
|
||||
#include "Vector2D.h"
|
||||
#include "Constants.h"
|
||||
|
||||
class TransformComponent : public Component
|
||||
{
|
||||
@ -23,4 +24,5 @@ public:
|
||||
|
||||
void init() override;
|
||||
void update() override;
|
||||
void modifySpeed(int8_t modifier);
|
||||
};
|
||||
|
||||
@ -1,9 +1,19 @@
|
||||
#include "AssetManager.h"
|
||||
|
||||
#include "Entity.h"
|
||||
#include "TextureManager.h"
|
||||
#include "Components.h"
|
||||
|
||||
#include "TransformComponent.h"
|
||||
|
||||
#include "CollisionHandler.h"
|
||||
#include "ColliderComponent.h"
|
||||
#include "Constants.h"
|
||||
#include "Entity.h"
|
||||
#include "Game.h"
|
||||
#include "Vector2D.h"
|
||||
#include "PowerupComponent.h"
|
||||
#include <iostream>
|
||||
|
||||
AssetManager::AssetManager(Manager* manager) : man(manager) {}
|
||||
|
||||
AssetManager::~AssetManager() {}
|
||||
@ -45,5 +55,37 @@ void AssetManager::createPowerup(Vector2D pos, PowerupType type) {
|
||||
}
|
||||
|
||||
powerups.addComponent<ColliderComponent>("powerup", 0.6f);
|
||||
powerups.addComponent<PowerupComponent>(type);
|
||||
powerups.addGroup((size_t)GroupLabel::POWERUPS);
|
||||
}
|
||||
|
||||
Vector2D AssetManager::calculateSpawnPosition()
|
||||
{
|
||||
Vector2D spawnPos = Vector2D(-1, -1);
|
||||
bool conflict = false;
|
||||
for (int i = 0; i <= SPAWN_ATTEMPTS; i++)
|
||||
{
|
||||
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 : Game::collisionHandler->getColliders({ GroupLabel::MAPTILES }))
|
||||
{
|
||||
if (SDL_HasIntersection(&spawnRect, &cc->collider) && strcmp(cc->tag, "projectile"))
|
||||
{
|
||||
conflict = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (conflict) continue;
|
||||
spawnPos = Vector2D(spawnRect.x, spawnRect.y);
|
||||
}
|
||||
return spawnPos;
|
||||
}
|
||||
|
||||
PowerupType AssetManager::calculateType()
|
||||
{
|
||||
PowerupType type = PowerupType(rand() % 3);
|
||||
return type;
|
||||
}
|
||||
@ -9,7 +9,7 @@
|
||||
#include "HealthComponent.h"
|
||||
#include "Map.h"
|
||||
#include "TextureManager.h"
|
||||
#include "Powerup.h"
|
||||
#include "StatEffectsComponent.h"
|
||||
|
||||
Map* map;
|
||||
Manager manager;
|
||||
@ -122,6 +122,7 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
|
||||
player1.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
|
||||
player1.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
|
||||
player1.addComponent<HealthComponent>(5, Direction::LEFT);
|
||||
player1.addComponent<StatEffectsComponent>();
|
||||
player1.addGroup((size_t) GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
|
||||
|
||||
|
||||
@ -131,6 +132,7 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
|
||||
player2.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-1, 0));
|
||||
player2.addComponent<ColliderComponent>("enemy", 0.8f);
|
||||
player2.addComponent<HealthComponent>(5, Direction::RIGHT);
|
||||
player2.addComponent<StatEffectsComponent>();
|
||||
player2.addGroup((size_t) GroupLabel::PLAYERS);
|
||||
|
||||
}
|
||||
@ -167,7 +169,7 @@ void Game::update()
|
||||
|
||||
if (powerupSpawn == 0)
|
||||
{
|
||||
assets->createPowerup(Powerup::calculateSpawnPosition(), Powerup::calculateType());
|
||||
assets->createPowerup(assets->calculateSpawnPosition(), assets->calculateType());
|
||||
}
|
||||
|
||||
// needs to be in game.cpp to have access to internal functions
|
||||
|
||||
@ -72,3 +72,9 @@ void KeyboardController::update()
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void KeyboardController::modifyAtkSpeed(int8_t modifier)
|
||||
{
|
||||
this->fireCooldown -= modifier * 500;
|
||||
std::cout << "curr fire cooldown: " << this->fireCooldown << std::endl;
|
||||
}
|
||||
@ -1,40 +0,0 @@
|
||||
#include "Powerup.h"
|
||||
|
||||
#include "CollisionHandler.h"
|
||||
#include "Entity.h"
|
||||
#include "TextureDict.h"
|
||||
#include <SDL.h>
|
||||
#include "Constants.h"
|
||||
#include "Game.h"
|
||||
#include "ColliderComponent.h"
|
||||
|
||||
Vector2D Powerup::calculateSpawnPosition()
|
||||
{
|
||||
Vector2D spawnPos = Vector2D(-1,-1);
|
||||
bool conflict = false;
|
||||
for (int i = 0; i <= SPAWN_ATTEMPTS; i++)
|
||||
{
|
||||
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 : Game::collisionHandler->getColliders(GroupLabel::MAPTILES))
|
||||
{
|
||||
if (SDL_HasIntersection(&spawnRect, &cc->collider) && strcmp(cc->tag, "projectile"))
|
||||
{
|
||||
conflict = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (conflict) continue;
|
||||
spawnPos = Vector2D(spawnRect.x, spawnRect.y);
|
||||
}
|
||||
return spawnPos;
|
||||
}
|
||||
|
||||
PowerupType Powerup::calculateType()
|
||||
{
|
||||
PowerupType type = PowerupType(rand() % 3);
|
||||
return type;
|
||||
}
|
||||
56
src/PowerupComponent.cpp
Normal file
56
src/PowerupComponent.cpp
Normal file
@ -0,0 +1,56 @@
|
||||
#include "PowerupComponent.h"
|
||||
#include "Game.h"
|
||||
#include "CollisionHandler.h"
|
||||
#include "Entity.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "StatEffectsComponent.h"
|
||||
#include "Constants.h"
|
||||
|
||||
PowerupComponent::PowerupComponent(PowerupType type)
|
||||
{
|
||||
switch (type)
|
||||
{
|
||||
case PowerupType::HEART:
|
||||
this->pickupFunc = (&PowerupComponent::heartEffect);
|
||||
break;
|
||||
case PowerupType::WALKINGSPEED:
|
||||
this->pickupFunc = (&PowerupComponent::movementSpeedEffect);
|
||||
break;
|
||||
case PowerupType::SHOOTINGSPEED:
|
||||
this->pickupFunc = (&PowerupComponent::atkSpeedEffect);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void PowerupComponent::update()
|
||||
{
|
||||
Entity* player;
|
||||
if ((player = Game::collisionHandler->getAnyIntersection<Entity*>(
|
||||
entity,
|
||||
Vector2D(0, 0),
|
||||
{ GroupLabel::PLAYERS },
|
||||
{},
|
||||
true)) != nullptr)
|
||||
{
|
||||
std::cout << "collided with powerup" << std::endl;
|
||||
(this->*pickupFunc)(player);
|
||||
this->entity->destroy();
|
||||
}
|
||||
}
|
||||
|
||||
void PowerupComponent::heartEffect(Entity* player)
|
||||
{
|
||||
player->getComponent<HealthComponent>().modifyHealth(1);
|
||||
}
|
||||
|
||||
void PowerupComponent::movementSpeedEffect(Entity* player)
|
||||
{
|
||||
player->getComponent<StatEffectsComponent>().modifyStatDur(Stats::MOVEMENT_SPEED, BUFF_DURATION);
|
||||
}
|
||||
|
||||
void PowerupComponent::atkSpeedEffect(Entity* player)
|
||||
{
|
||||
player->getComponent<StatEffectsComponent>().modifyStatDur(Stats::ATTACK_SPEED, BUFF_DURATION);
|
||||
}
|
||||
54
src/StatEffectsComponent.cpp
Normal file
54
src/StatEffectsComponent.cpp
Normal file
@ -0,0 +1,54 @@
|
||||
#include "StatEffectsComponent.h"
|
||||
#include "Entity.h"
|
||||
#include "TransformComponent.h"
|
||||
#include "KeyboardController.h"
|
||||
#include <algorithm>
|
||||
#include <iostream>
|
||||
|
||||
void StatEffectsComponent::init()
|
||||
{}
|
||||
|
||||
void StatEffectsComponent::update()
|
||||
{
|
||||
/*int i = 0;
|
||||
std::transform(this->buffs.begin(), this->buffs.end(), this->buffs.begin(),
|
||||
[this, &i](uint8_t statDuration) {
|
||||
i++;
|
||||
uint8_t newDur = statDuration - 1;
|
||||
if (statDuration > 0 && newDur == 0) {
|
||||
if (statDuration > 1)
|
||||
std::cout << (int) statDuration << (int) newDur << std::endl;
|
||||
this->modifyStatValue((Stats)i, BUFF_VALUE * -1);
|
||||
}
|
||||
return newDur;
|
||||
});*/
|
||||
for (int i = 0; i < MAX_STATS; i++)
|
||||
{
|
||||
if (this->buffs.at(i) == 0) continue;
|
||||
if (this->buffs.at(i) - 1 == 0)
|
||||
{
|
||||
this->modifyStatValue((Stats)i, BUFF_VALUE * -1);
|
||||
}
|
||||
this->buffs.at(i) -= 1;
|
||||
}
|
||||
}
|
||||
|
||||
void StatEffectsComponent::modifyStatDur(Stats stat, uint8_t duration)
|
||||
{
|
||||
if(this->buffs.at((uint8_t)stat) == 0) this->modifyStatValue(stat, BUFF_VALUE);
|
||||
this->buffs.at((uint8_t)stat) += duration;
|
||||
}
|
||||
|
||||
void StatEffectsComponent::modifyStatValue(Stats stat, int modifier)
|
||||
{
|
||||
switch (stat)
|
||||
{
|
||||
case Stats::MOVEMENT_SPEED:
|
||||
this->entity->getComponent<TransformComponent>().modifySpeed(modifier);
|
||||
break;
|
||||
case Stats::ATTACK_SPEED:
|
||||
this->entity->getComponent<KeyboardController>().modifyAtkSpeed(modifier);
|
||||
break;
|
||||
default: break;
|
||||
}
|
||||
}
|
||||
@ -60,21 +60,26 @@ void TransformComponent::update()
|
||||
|
||||
// TODO: move to separate functions
|
||||
|
||||
if (this->entity->hasGroup((size_t) GroupLabel::PLAYERS)) {
|
||||
if (this->entity->hasGroup((size_t)GroupLabel::PLAYERS)) {
|
||||
IntersectionBitSet intersections =
|
||||
(CollisionHandler::getIntersectionWithBounds(entity, Vector2D(positionChange.x, 0)) |
|
||||
(Game::collisionHandler->getAnyIntersection<IntersectionBitSet>(entity, Vector2D(positionChange.x, 0), {GroupLabel::MAPTILES, GroupLabel::COLLIDERS})) &
|
||||
(Game::collisionHandler->getAnyIntersection<IntersectionBitSet>(entity, Vector2D(positionChange.x, 0), { GroupLabel::MAPTILES, GroupLabel::COLLIDERS })) &
|
||||
IntersectionBitSet("0011")) |
|
||||
(CollisionHandler::getIntersectionWithBounds(entity, Vector2D(0, positionChange.y)) |
|
||||
(Game::collisionHandler->getAnyIntersection<IntersectionBitSet>(entity, Vector2D(0, positionChange.y), {GroupLabel::MAPTILES, GroupLabel::COLLIDERS})) &
|
||||
(Game::collisionHandler->getAnyIntersection<IntersectionBitSet>(entity, Vector2D(0, positionChange.y), { GroupLabel::MAPTILES, GroupLabel::COLLIDERS })) &
|
||||
IntersectionBitSet("1100"));
|
||||
|
||||
if (intersections.test((size_t) direction::LEFT) || intersections.test((size_t) direction::RIGHT))
|
||||
if (intersections.test((size_t)direction::LEFT) || intersections.test((size_t)direction::RIGHT))
|
||||
positionChange.x = 0;
|
||||
|
||||
if (intersections.test((size_t) direction::UP) || intersections.test((size_t) direction::DOWN))
|
||||
if (intersections.test((size_t)direction::UP) || intersections.test((size_t)direction::DOWN))
|
||||
positionChange.y = 0;
|
||||
}
|
||||
|
||||
position += positionChange;
|
||||
};
|
||||
}
|
||||
|
||||
void TransformComponent::modifySpeed(int8_t modifier)
|
||||
{
|
||||
this->speed += modifier * 2;
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user