diff --git a/include/AnimationHandler.h b/include/AnimationHandler.h index 069fc2f..b05a1d6 100644 --- a/include/AnimationHandler.h +++ b/include/AnimationHandler.h @@ -16,11 +16,5 @@ struct Animation } }; -enum AnimationType //TODO enum class -{ - IDLE = 0, - WALK = 1 -}; - diff --git a/include/Components.h b/include/Components.h deleted file mode 100644 index b6f506f..0000000 --- a/include/Components.h +++ /dev/null @@ -1,13 +0,0 @@ -#pragma once - -#include "ECS.h" -#include "Component.h" -#include "Manager.h" -#include "Entity.h" -#include "TransformComponent.h" -#include "SpriteComponent.h" -#include "KeyboardController.h" -#include "ColliderComponent.h" -#include "TileComponent.h" -#include "ProjectileComponent.h" -#include "HealthComponent.h" diff --git a/include/Constants.h b/include/Constants.h index 8a89933..b54b4ce 100644 --- a/include/Constants.h +++ b/include/Constants.h @@ -24,10 +24,6 @@ constexpr int MAP_SIZE_Y = 20; constexpr int SPAWN_ATTEMPTS = 20; -constexpr int BUFF_DURATION = 240; - -constexpr int BUFF_VALUE = 1; - constexpr int PLAY_LOOPED = -1; constexpr int PLAY_ONCE = 0; diff --git a/include/Entity.h b/include/Entity.h index 82ed6a5..8f56b2f 100644 --- a/include/Entity.h +++ b/include/Entity.h @@ -9,6 +9,13 @@ #include "ECS.h" #include "Constants.h" +// 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 "SpriteComponent.h" + class Manager; class Component; diff --git a/include/Game.h b/include/Game.h index 1edbada..c1b1aa3 100644 --- a/include/Game.h +++ b/include/Game.h @@ -1,76 +1,18 @@ #pragma once -#include -#include -#include -#include -#include +class GameInternal; -#include "Manager.h" -#include "Vector2D.h" -#include "Entity.h" - -typedef std::function gamefunction; - -class AssetManager; -class CollisionHandler; -class TextureManager; -class SoundManager; -class Map; - -namespace engine { - extern gamefunction init; - extern gamefunction update; - - extern Game* game; // this is a temporary fix to remove artifacts of chicken_game from the engine while the API is not yet finalized -} - -class Game -{ +// TODO: add managers here +class Game { public: - Game(); - ~Game(); + virtual ~Game() {} - void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen); - void selectCharacters(const char* &playerSprite, const char* &enemySprite); + virtual void init() = 0; + virtual void update() = 0; - void handleEvents(); - void update(); - void render(); - void clean(); - bool running() const; - - /* static */ SDL_Renderer* renderer = nullptr; - /* static */ SDL_Event event; - /* static */ CollisionHandler* collisionHandler; - /* static */ AssetManager* assets; - /* static */ TextureManager* textureManager; - /* static */ SoundManager* soundManager; - - // moved globals - Manager manager; - Map* map; // game specific, might not be needed for all types of games - - Entity& player1; - Entity& player2; - - Entity& wall; - - std::vector& tiles; - std::vector& players; - std::vector& projectiles; - std::vector& hearts; - std::vector& powerups; - // end moved globals - - void refreshPlayers(); - Entity::TeamLabel getWinner() const; - void setWinner(Entity::TeamLabel winningTeam); - -private: - - int counter = 0; - bool isRunning = false; - SDL_Window* window; - Entity::TeamLabel winner; + GameInternal* gameInternal; //!< \deprecated }; + + +// game factory include to simplify imports in implementation +#include "GameFactory.h" \ No newline at end of file diff --git a/include/GameFactory.h b/include/GameFactory.h new file mode 100644 index 0000000..443a2d6 --- /dev/null +++ b/include/GameFactory.h @@ -0,0 +1,59 @@ +#pragma once + +#include +#include +#include +#include +#include + +#include "Game.h" + +class GameInternal; + +class GameFactory { +public: + using CreateFunc = std::function; + + static GameFactory& instance() { + static GameFactory factory; + return factory; + } + + /*Game* get() { + assert(this->gameInstance != nullptr); + return this->gameInstance; + }*/ + + /*Game* create(GameInternal* gameInternal) { + Game* game = this->gameInstance == nullptr ? this->creator() : this->gameInstance; // TODO: error handling + game->gameInternal = gameInternal; + this->gameInstance = game; + return game; + }*/ + + void registerClass(const std::string& className, CreateFunc createFunc) { + this->creators[className] = createFunc; + } + + Game* create(const std::string& className, GameInternal* gameInternal) { + auto it = this->creators.find(className); + if (it != creators.end()) { + Game* game = it->second(); + game->gameInternal = gameInternal; + return game; + } + return nullptr; + } + +private: + CreateFunc creator; + std::map creators; +}; + +/* +#define REGISTER_GAME(className) \ + static bool registered_##className = []() { \ + GameFactory::instance().registerClass(#className, []() -> Game* { return new className; }); \ + return true; \ + }(); +*/ diff --git a/include/GameInternal.h b/include/GameInternal.h new file mode 100644 index 0000000..fc6957e --- /dev/null +++ b/include/GameInternal.h @@ -0,0 +1,68 @@ +#pragma once + +#include +#include +#include +#include +#include + +#include "Manager.h" +#include "Vector2D.h" +#include "Entity.h" + +typedef std::function gamefunction; + +class AssetManager; +class CollisionHandler; +class TextureManager; +class SoundManager; +class Map; +class Game; + +class GameInternal +{ +public: + GameInternal(); + ~GameInternal(); + + void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen); + void selectCharacters(const char* &playerSprite, const char* &enemySprite); + + void handleEvents(); + void update(); + void render(); + void clean(); + bool isRunning() const; + void setRunning(bool running); + + /* static */ SDL_Renderer* renderer = nullptr; + /* static */ SDL_Event event; + /* static */ CollisionHandler* collisionHandler; + /* static */ AssetManager* assets; + /* static */ TextureManager* textureManager; + /* static */ SoundManager* soundManager; + + // moved globals + Manager manager; + Map* map; // game specific, might not be needed for all types of games + + std::vector& tiles; + std::vector& players; + std::vector& projectiles; + std::vector& hearts; + std::vector& powerups; + // end moved globals + + void refreshPlayers(); + Entity::TeamLabel getWinner() const; + void setWinner(Entity::TeamLabel winningTeam); + +private: + + Game* gameInstance; + + int counter = 0; + bool running = false; + SDL_Window* window; + Entity::TeamLabel winner; +}; diff --git a/include/GameRegistryHelper.h b/include/GameRegistryHelper.h new file mode 100644 index 0000000..b980d70 --- /dev/null +++ b/include/GameRegistryHelper.h @@ -0,0 +1,17 @@ +#pragma once + +#include "GameFactory.h" + +namespace vego { + template + class GameRegistryHelper { + public: + GameRegistryHelper(const std::string& className) { + static_assert(std::is_base_of::value, "Your class must inherit from Game"); + GameFactory::instance().registerClass( + className, + []() -> Game* { return new T; } + ); + }; + }; +} \ No newline at end of file diff --git a/include/HealthComponent.h b/include/HealthComponent.h index fad7a23..1d57330 100644 --- a/include/HealthComponent.h +++ b/include/HealthComponent.h @@ -1,5 +1,6 @@ #pragma once +#include #include "Direction.h" #include "Component.h" @@ -9,7 +10,7 @@ class HealthComponent : public Component { public: - HealthComponent(int health, Direction side) : health(health), side(side) {} + HealthComponent(int health, Direction side, std::string healthTexture) : health(health), side(side), healthTexture(healthTexture) {} ~HealthComponent() {} void modifyHealth(int health = -1); @@ -26,4 +27,5 @@ private: int health; Direction side; + std::string healthTexture; }; \ No newline at end of file diff --git a/include/InputComponent.h b/include/InputComponent.h new file mode 100644 index 0000000..f9c235a --- /dev/null +++ b/include/InputComponent.h @@ -0,0 +1,107 @@ +#pragma once +#include +#include + +#include "Component.h" + +enum class Key +{ + UP, + DOWN, + LEFT, + RIGHT, + SPACE, + ENTER, + ESCAPE, + TAB, + BACKSPACE, + DELETE, + HOME, + END, + PAGE_UP, + PAGE_DOWN, + INSERT, + CAPS_LOCK, + LEFT_SHIFT, + RIGHT_SHIFT, + LEFT_CTRL, + RIGHT_CTRL, + LEFT_ALT, + RIGHT_ALT, + F1, + F2, + F3, + F4, + F5, + F6, + F7, + F8, + F9, + F10, + F11, + F12, + A, + B, + C, + D, + E, + F, + G, + H, + I, + J, + K, + L, + M, + N, + O, + P, + Q, + R, + S, + T, + U, + V, + W, + X, + Y, + Z, + NUM_0, + NUM_1, + NUM_2, + NUM_3, + NUM_4, + NUM_5, + NUM_6, + NUM_7, + NUM_8, + NUM_9, + LEFT_BRACKET, + RIGHT_BRACKET, + SEMICOLON, + APOSTROPHE, + COMMA, + PERIOD, + SLASH, + BACKSLASH, + GRAVE +}; + +class InputComponent : public Component +{ +public: + InputComponent(); + ~InputComponent(); + + void init() override; + void update() override; + + // void pollEvents(); + bool isKeyDown(Key key); + +private: + const Uint8* m_keyStates; + SDL_Scancode mapKeyToSDL(Key key); + std::map m_keyMappings; + void InitKeyMappings(); +}; diff --git a/include/KeyboardController.h b/include/KeyboardController.h deleted file mode 100644 index 9079b73..0000000 --- a/include/KeyboardController.h +++ /dev/null @@ -1,44 +0,0 @@ -#pragma once -#include - -#include "Component.h" -#include "Vector2D.h" -#include "Constants.h" -#include "SoundManager.h" - -class TransformComponent; -class SpriteComponent; - -class KeyboardController : public Component -{ -public: - TransformComponent* transform; - const uint8_t* keystates = SDL_GetKeyboardState(NULL); - SDL_Scancode up; - SDL_Scancode down; - SDL_Scancode left; - SDL_Scancode right; - SDL_Scancode fire; - - SpriteComponent* sprite; - - //for attack cooldown in between shots - uint32_t lastFireTime = 0; - uint32_t fireCooldown = 1000; //in ms can be adjusted to change possible attack-speed - - KeyboardController() = default; - KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity); - ~KeyboardController() = default; - - void init() override; - void update() override; - - void modifyAtkSpeed(int8_t modifier); - -private: - //for creation of projectiles - TransformComponent* player; //for starting position of projectile - Vector2D fireVelocity; //decide source of projectile and flying direction - // SoundManager* soundEffect = Game::assets->getSound; - //SoundManager* soundEffect = new SoundManager(); -}; diff --git a/include/Manager.h b/include/Manager.h index 2497667..ea549db 100644 --- a/include/Manager.h +++ b/include/Manager.h @@ -9,11 +9,11 @@ #include "Constants.h" #include "Entity.h" -class Game; +class GameInternal; class Manager { public: - Manager(Game* game) : game(game) {}; + Manager(GameInternal* game) : game(game) {}; void update(); void draw(); @@ -29,10 +29,10 @@ public: Entity& addEntity(); - Game* getGame() { return this->game; }; + GameInternal* getGame() { return this->game; }; private: - Game* game; + GameInternal* game; std::vector> entities; std::array, MAX_GROUPS> entitiesByGroup; std::array, MAX_TEAMS> entitiesByTeam; diff --git a/include/Map.h b/include/Map.h index 09f46b6..4c1bc3b 100644 --- a/include/Map.h +++ b/include/Map.h @@ -3,7 +3,7 @@ #include #include -class Game; +class GameInternal; class Map { public: @@ -21,6 +21,6 @@ public: * \return Boolean for success * */ - static void loadMap(const char* path, int sizeX, int sizeY, Game* game, const std::map>* textureDict /* backreference */); - static void addTile(unsigned long id, int x, int y, Game* game, const std::map>* textureDict); + static void loadMap(const char* path, int sizeX, int sizeY, GameInternal* game, const std::map>* textureDict /* backreference */); + static void addTile(unsigned long id, int x, int y, GameInternal* game, const std::map>* textureDict); }; diff --git a/include/PopupWindow.h b/include/PopupWindow.h index ccd01f6..464ab28 100644 --- a/include/PopupWindow.h +++ b/include/PopupWindow.h @@ -5,7 +5,7 @@ #include "Entity.h" -class Game; +class GameInternal; class PopupWindow { diff --git a/include/SoundManager.h b/include/SoundManager.h index 34e20db..f1dd7e7 100644 --- a/include/SoundManager.h +++ b/include/SoundManager.h @@ -13,7 +13,9 @@ // THROW_EGG, // }; -class Game; +// class Game; + +class GameInternal; /*! * @@ -48,9 +50,9 @@ class SoundManager //! \returns a pointer to Mix_Chunk, which is added to a map in the AssetManager //! \sa AssetManager::AddSound(std::string id, const char* path) - static void playSound(Game* game, std::string sound, bool canOverlap, int loops, int volume, int channel); //!< Plays sound effects + static void playSound(GameInternal* game, std::string sound, bool canOverlap, int loops, int volume, int channel); //!< Plays sound effects //! handles if sounds can overlap, how often they can loop, as well as the volume at which the specified sound effect should play - static void playMusic(Game* game, std::string sound, int loops, int volume, int ms); // #include #include +#include #include "AnimationHandler.h" #include "Component.h" @@ -15,7 +16,7 @@ class SpriteComponent : public Component public: int animationIndex = 0; - std::map> animations; + std::map>* animations = nullptr; private: TransformComponent* transform; @@ -32,7 +33,11 @@ private: public: SpriteComponent() = default; SpriteComponent(const char* path); - SpriteComponent(const char* path, bool isAnimated); + SpriteComponent( + const char* path, + bool isAnimated, + std::map>* animationList, + std::string defaultAnimation); ~SpriteComponent(); void setTexture(const char* path); @@ -40,6 +45,6 @@ public: void init() override; void update() override; void draw() override; - void playAnimation(AnimationType type); + void playAnimation(std::string type); void setDirection(Direction direction); }; diff --git a/include/StatEffectsComponent.h b/include/StatEffectsComponent.h index 9daa19d..bc93f2b 100644 --- a/include/StatEffectsComponent.h +++ b/include/StatEffectsComponent.h @@ -18,9 +18,10 @@ public: void init() override; void update() override; - void modifyStatDur(Stats stat, int duration); + void modifyStatDur(Stats stat, int duration, int value); void modifyStatValue(Stats stat, int modifier); + void resetStatValue(Stats stat); private: std::array buffs = { 0 }; diff --git a/include/TransformComponent.h b/include/TransformComponent.h index c88a81d..14afe87 100644 --- a/include/TransformComponent.h +++ b/include/TransformComponent.h @@ -14,7 +14,8 @@ public: int width = 32; int scale = 1; - int speed = 3; + int getSpeed() { return speed + speedMod; }; + void resetSpeedMod() { speedMod = 0; }; TransformComponent(); explicit TransformComponent(int scale); @@ -26,4 +27,8 @@ public: void update() override; void setPositionAfterCollision(Vector2D& positionChange); void modifySpeed(int8_t modifier); + +private: + int speed = 3; + int speedMod = 0; }; diff --git a/src/AssetManager.cpp b/src/AssetManager.cpp index 703b095..fb45af7 100644 --- a/src/AssetManager.cpp +++ b/src/AssetManager.cpp @@ -2,8 +2,8 @@ #include "TextureManager.h" #include "SoundManager.h" -#include "Components.h" -#include "Game.h" +#include "ProjectileComponent.h" +#include "GameInternal.h" #include "TransformComponent.h" @@ -11,7 +11,6 @@ #include "ColliderComponent.h" #include "Constants.h" #include "Entity.h" -#include "Game.h" #include "Vector2D.h" #include "PowerupComponent.h" #include diff --git a/src/ColliderComponent.cpp b/src/ColliderComponent.cpp index 08475d0..aeca234 100644 --- a/src/ColliderComponent.cpp +++ b/src/ColliderComponent.cpp @@ -2,7 +2,7 @@ #include "CollisionHandler.h" #include "Entity.h" -#include "Game.h" +#include "GameInternal.h" #include "TransformComponent.h" #include diff --git a/src/Entity.cpp b/src/Entity.cpp index 7ed2f32..2f2075f 100644 --- a/src/Entity.cpp +++ b/src/Entity.cpp @@ -30,7 +30,7 @@ void Entity::delGroup(Group mGroup) groupBitSet[mGroup] = false; } -std::bitset Entity::getGroupBitSet() +std::bitset Entity::getGroupBitSet() { return groupBitSet; } diff --git a/src/Game.cpp b/src/GameInternal.cpp similarity index 67% rename from src/Game.cpp rename to src/GameInternal.cpp index f77a908..641cd23 100644 --- a/src/Game.cpp +++ b/src/GameInternal.cpp @@ -1,10 +1,12 @@ -#include "Game.h" +#include "GameInternal.h" #include #include "CollisionHandler.h" -#include "Components.h" #include "AssetManager.h" +#include "SoundManager.h" +// #include "KeyboardController.h" +#include "TileComponent.h" #include "Direction.h" #include "Entity.h" #include "HealthComponent.h" @@ -12,31 +14,28 @@ #include "TextureManager.h" #include "StatEffectsComponent.h" #include "Constants.h" +#include "Game.h" +#include "GameFactory.h" -Game* engine::game = nullptr; // will be initialized in constructor - -Game::Game() : +GameInternal::GameInternal() : manager(this), - tiles(manager.getGroup((size_t)Entity::GroupLabel::MAPTILES)), + tiles(manager.getGroup((size_t)Entity::GroupLabel::MAPTILES)), players(manager.getGroup((size_t)Entity::GroupLabel::PLAYERS)), projectiles(manager.getGroup((size_t)Entity::GroupLabel::PROJECTILE)), hearts(manager.getGroup((size_t)Entity::GroupLabel::HEARTS)), - powerups(manager.getGroup((size_t)Entity::GroupLabel::POWERUPS)), - player1(manager.addEntity()), - player2(manager.addEntity()), - wall(manager.addEntity()) -{ - engine::game = this; -}; + powerups(manager.getGroup((size_t)Entity::GroupLabel::POWERUPS)) + //player1(manager.addEntity()), + //player2(manager.addEntity()) +{}; -Game::~Game() = default; +GameInternal::~GameInternal() = default; -void Game::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen) +void GameInternal::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen) { - Game::assets = new AssetManager(&manager); - Game::textureManager = new TextureManager(&manager); - Game::soundManager = new SoundManager(); - Game::collisionHandler = new CollisionHandler(manager); // why does this use a referrence, but AssetManager a pointer? + GameInternal::assets = new AssetManager(&manager); + GameInternal::textureManager = new TextureManager(&manager); + GameInternal::soundManager = new SoundManager(); + GameInternal::collisionHandler = new CollisionHandler(manager); // why does this use a referrence, but AssetManager a pointer? int flags = 0; if (fullscreen) @@ -82,7 +81,7 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo } SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); - SDL_Texture* backgroundTexture = Game::textureManager->loadTexture("assets/startscreen.png"); + SDL_Texture* backgroundTexture = GameInternal::textureManager->loadTexture("assets/startscreen.png"); SDL_RenderClear(renderer); SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL); @@ -104,7 +103,7 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo while (!hasQuit) { SDL_PollEvent(&event); - + if (event.type == SDL_QUIT) { hasQuit = true; @@ -129,18 +128,18 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo if (hasQuit) { - this->isRunning = false; + this->setRunning(false); return; } - engine::init(); + // engine::init(); // temporarily moved down to access groups at engine init call // character selection const char* player1Sprite; const char* player2Sprite; selectCharacters(player1Sprite, player2Sprite); - if (this->isRunning == false) return; + if (this->isRunning() == false) return; map = new Map(); @@ -161,27 +160,30 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo //ecs implementation - player1.setTeam(Entity::TeamLabel::BLUE); - player1.addComponent(80,80,2); //posx, posy, scale - player1.addComponent(player1Sprite, true); //adds sprite (32x32px), path needed - player1.addComponent(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("player", 0.8f); //adds tag (for further use, reference tag) - player1.addComponent(5, Direction::LEFT); - player1.addComponent(); - player1.addGroup((size_t) Entity::GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order + // player1.setTeam(Entity::TeamLabel::BLUE); + // player1.addComponent(80,80,2); //posx, posy, scale + // player1.addComponent(player1Sprite, true); //adds sprite (32x32px), path needed + // player1.addComponent(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("player", 0.8f); //adds tag (for further use, reference tag) + // player1.addComponent(5, Direction::LEFT, "assets/heart.png"); + // player1.addComponent(); + // player1.addGroup((size_t) Entity::GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order - player2.setTeam(Entity::TeamLabel::RED); - player2.addComponent(600, 500, 2); - player2.addComponent(player2Sprite, true); - player2.addComponent(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-2, 0)); - player2.addComponent("enemy", 0.8f); - player2.addComponent(5, Direction::RIGHT); - player2.addComponent(); - player2.addGroup((size_t) Entity::GroupLabel::PLAYERS); + // player2.setTeam(Entity::TeamLabel::RED); + // player2.addComponent(600, 500, 2); + // player2.addComponent(player2Sprite, true); + // player2.addComponent(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-2, 0)); + // player2.addComponent("enemy", 0.8f); + // player2.addComponent(5, Direction::RIGHT, "assets/heart.png"); + // player2.addComponent(); + // player2.addGroup((size_t) Entity::GroupLabel::PLAYERS); + + this->gameInstance = GameFactory::instance().create("Chickengame", this); //!< \todo Should be specified via a config file + this->gameInstance->init(); } -void Game::selectCharacters(const char* &playerSprite, const char* &enemySprite) +void GameInternal::selectCharacters(const char* &playerSprite, const char* &enemySprite) { // TODO: move this whereever it makes sense (maybe game as a member) std::map> characterSprites; @@ -249,7 +251,7 @@ void Game::selectCharacters(const char* &playerSprite, const char* &enemySprite) } } - SDL_Texture* backgroundTexture = Game::textureManager->loadTexture("assets/characterSelection.png"); + SDL_Texture* backgroundTexture = GameInternal::textureManager->loadTexture("assets/characterSelection.png"); SDL_RenderClear(renderer); SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL); @@ -268,22 +270,22 @@ void Game::selectCharacters(const char* &playerSprite, const char* &enemySprite) if (hasQuit) { - this->isRunning = false; + this->setRunning(false); return; } playerSprite = characterSprites.find(playerSelection)->second.second; enemySprite = characterSprites.find(enemySelection)->second.second; - this->isRunning = true; + this->setRunning(true); } -void Game::handleEvents() +void GameInternal::handleEvents() { SDL_PollEvent(&event); switch (event.type) { - case SDL_QUIT: this->isRunning = false; + case SDL_QUIT: this->setRunning(false); break; default: @@ -291,15 +293,15 @@ void Game::handleEvents() } } -void Game::update() +void GameInternal::update() { manager.refresh(); manager.update(); - engine::update(); // TODO: this might have to be split up into two update functions, before and after manager... + this->gameInstance->update(); // TODO: this might have to be split up into two update functions, before and after manager... } -void Game::render() +void GameInternal::render() { SDL_RenderClear(renderer); for (auto& t : tiles) @@ -310,7 +312,7 @@ void Game::render() for (auto& p : players) p->draw(); - + for (auto& p : projectiles) p->draw(); @@ -320,7 +322,7 @@ void Game::render() SDL_RenderPresent(renderer); } -void Game::clean() +void GameInternal::clean() { delete(textureManager); SDL_DestroyRenderer(renderer); @@ -329,18 +331,23 @@ void Game::clean() std::cout << "Game Cleaned!" << std::endl; } -bool Game::running() const +bool GameInternal::isRunning() const { - return isRunning; + return running; } -void Game::setWinner(Entity::TeamLabel winningTeam) +void GameInternal::setRunning(bool running) +{ + this->running = running; +} + +void GameInternal::setWinner(Entity::TeamLabel winningTeam) { this->winner = winningTeam; - this->isRunning = false; + this->setRunning(false); } -Entity::TeamLabel Game::getWinner() const +Entity::TeamLabel GameInternal::getWinner() const { return this->winner; } diff --git a/src/GameObject.cpp b/src/GameObject.cpp index b94c03a..2b065c2 100644 --- a/src/GameObject.cpp +++ b/src/GameObject.cpp @@ -2,7 +2,7 @@ #include "SDL_error.h" #include "TextureManager.h" -#include "Game.h" +#include "GameInternal.h" GameObject::GameObject(const char* texturesheet, int x, int y) { diff --git a/src/HealthComponent.cpp b/src/HealthComponent.cpp index 7bbaa60..6294e97 100644 --- a/src/HealthComponent.cpp +++ b/src/HealthComponent.cpp @@ -1,9 +1,8 @@ #include "HealthComponent.h" -#include "Components.h" #include "Direction.h" #include "Entity.h" -#include "Game.h" +#include "GameInternal.h" #include void HealthComponent::init() @@ -58,7 +57,7 @@ void HealthComponent::createHeartComponents(int x) { auto& heart(this->entity->getManager().addEntity()); heart.addComponent(x,5,2); - heart.addComponent("assets/heart.png"); + heart.addComponent(this->healthTexture.data()); heart.addGroup((size_t)Entity::GroupLabel::HEARTS); heart.setTeam(this->entity->getTeam()); } \ No newline at end of file diff --git a/src/InputComponent.cpp b/src/InputComponent.cpp new file mode 100644 index 0000000..538ad93 --- /dev/null +++ b/src/InputComponent.cpp @@ -0,0 +1,121 @@ +#include "InputComponent.h" + +InputComponent::InputComponent() +{ + m_keyStates = SDL_GetKeyboardState(NULL); + InitKeyMappings(); +} + +InputComponent::~InputComponent() = default; + +void InputComponent::init() +{ + // m_keyStates = SDL_GetKeyboardState(NULL); + // InitKeyMappings(); +} + +void InputComponent::update() +{ + SDL_PumpEvents(); +} + +bool InputComponent::isKeyDown(Key key) +{ + return m_keyStates[mapKeyToSDL(key)]; +} + +SDL_Scancode InputComponent::mapKeyToSDL(Key key) +{ + auto it = m_keyMappings.find(key); + if (it == m_keyMappings.end()) + { + return SDL_SCANCODE_UNKNOWN; + } + return it->second; +} + +void InputComponent::InitKeyMappings() +{ + m_keyMappings = + { + {Key::UP, SDL_SCANCODE_UP}, + {Key::DOWN, SDL_SCANCODE_DOWN}, + {Key::LEFT, SDL_SCANCODE_LEFT}, + {Key::RIGHT, SDL_SCANCODE_RIGHT}, + {Key::SPACE, SDL_SCANCODE_SPACE}, + {Key::ENTER, SDL_SCANCODE_RETURN}, + {Key::ESCAPE, SDL_SCANCODE_ESCAPE}, + {Key::TAB, SDL_SCANCODE_TAB}, + {Key::BACKSPACE, SDL_SCANCODE_BACKSPACE}, + {Key::DELETE, SDL_SCANCODE_DELETE}, + {Key::HOME, SDL_SCANCODE_HOME}, + {Key::END, SDL_SCANCODE_END}, + {Key::PAGE_UP, SDL_SCANCODE_PAGEUP}, + {Key::PAGE_DOWN, SDL_SCANCODE_PAGEDOWN}, + {Key::INSERT, SDL_SCANCODE_INSERT}, + {Key::CAPS_LOCK, SDL_SCANCODE_CAPSLOCK}, + {Key::LEFT_SHIFT, SDL_SCANCODE_LSHIFT}, + {Key::RIGHT_SHIFT, SDL_SCANCODE_RSHIFT}, + {Key::LEFT_CTRL, SDL_SCANCODE_LCTRL}, + {Key::RIGHT_CTRL, SDL_SCANCODE_RCTRL}, + {Key::LEFT_ALT, SDL_SCANCODE_LALT}, + {Key::RIGHT_ALT, SDL_SCANCODE_RALT}, + {Key::F1, SDL_SCANCODE_F1}, + {Key::F2, SDL_SCANCODE_F2}, + {Key::F3, SDL_SCANCODE_F3}, + {Key::F4, SDL_SCANCODE_F4}, + {Key::F5, SDL_SCANCODE_F5}, + {Key::F6, SDL_SCANCODE_F6}, + {Key::F7, SDL_SCANCODE_F7}, + {Key::F8, SDL_SCANCODE_F8}, + {Key::F9, SDL_SCANCODE_F9}, + {Key::F10, SDL_SCANCODE_F10}, + {Key::F11, SDL_SCANCODE_F11}, + {Key::F12, SDL_SCANCODE_F12}, + {Key::A, SDL_SCANCODE_A}, + {Key::B, SDL_SCANCODE_B}, + {Key::C, SDL_SCANCODE_C}, + {Key::D, SDL_SCANCODE_D}, + {Key::E, SDL_SCANCODE_E}, + {Key::F, SDL_SCANCODE_F}, + {Key::G, SDL_SCANCODE_G}, + {Key::H, SDL_SCANCODE_H}, + {Key::I, SDL_SCANCODE_I}, + {Key::J, SDL_SCANCODE_J}, + {Key::K, SDL_SCANCODE_K}, + {Key::L, SDL_SCANCODE_L}, + {Key::M, SDL_SCANCODE_M}, + {Key::N, SDL_SCANCODE_N}, + {Key::O, SDL_SCANCODE_O}, + {Key::P, SDL_SCANCODE_P}, + {Key::Q, SDL_SCANCODE_Q}, + {Key::R, SDL_SCANCODE_R}, + {Key::S, SDL_SCANCODE_S}, + {Key::T, SDL_SCANCODE_T}, + {Key::U, SDL_SCANCODE_U}, + {Key::V, SDL_SCANCODE_V}, + {Key::W, SDL_SCANCODE_W}, + {Key::X, SDL_SCANCODE_X}, + {Key::Y, SDL_SCANCODE_Y}, + {Key::Z, SDL_SCANCODE_Z}, + {Key::NUM_0, SDL_SCANCODE_0}, + {Key::NUM_1, SDL_SCANCODE_1}, + {Key::NUM_2, SDL_SCANCODE_2}, + {Key::NUM_3, SDL_SCANCODE_3}, + {Key::NUM_4, SDL_SCANCODE_4}, + {Key::NUM_5, SDL_SCANCODE_5}, + {Key::NUM_6, SDL_SCANCODE_6}, + {Key::NUM_7, SDL_SCANCODE_7}, + {Key::NUM_8, SDL_SCANCODE_8}, + {Key::NUM_9, SDL_SCANCODE_9}, + {Key::LEFT_BRACKET, SDL_SCANCODE_LEFTBRACKET}, + {Key::RIGHT_BRACKET, SDL_SCANCODE_RIGHTBRACKET}, + {Key::SEMICOLON, SDL_SCANCODE_SEMICOLON}, + {Key::APOSTROPHE, SDL_SCANCODE_APOSTROPHE}, + {Key::COMMA, SDL_SCANCODE_COMMA}, + {Key::PERIOD, SDL_SCANCODE_PERIOD}, + {Key::SLASH, SDL_SCANCODE_SLASH}, + {Key::BACKSLASH, SDL_SCANCODE_BACKSLASH}, + {Key::GRAVE, SDL_SCANCODE_GRAVE} + }; +} diff --git a/src/KeyboardController.cpp b/src/KeyboardController.cpp deleted file mode 100644 index b3ef7ed..0000000 --- a/src/KeyboardController.cpp +++ /dev/null @@ -1,85 +0,0 @@ -#include "KeyboardController.h" - -#include "Game.h" -#include "Components.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) -{ - this->up = up; - this->down = down; - this->left = left; - this->right = right; - this->fire = fire; - this->fireVelocity = fireVelocity; -} - -void KeyboardController::init() -{ - sprite = &entity->getComponent(); - transform = &entity->getComponent(); -} - -void KeyboardController::update() -{ - // TODO: move this, this is definitely the wrong place to put this but i wanted to put it somewhere to test it - SoundManager::playMusic(this->entity->getManager().getGame(), "background_music", PLAY_LOOPED, 10, 15000); - - transform->direction.x = 0; - transform->direction.y = 0; - sprite->playAnimation(IDLE); - - if (keystates[this->up]) { - transform->direction.y = -1; - sprite->playAnimation(WALK); - SoundManager::playSound(this->entity->getManager().getGame(), "steps", false, PLAY_ONCE, MAX_VOLUME, -1); - } - if (keystates[this->left]) { - transform->direction.x = -1; - sprite->playAnimation(WALK); - sprite->setDirection(Direction::LEFT); - SoundManager::playSound(this->entity->getManager().getGame(), "steps", false, PLAY_ONCE, MAX_VOLUME, -1); - } - if (keystates[this->down]) { - transform->direction.y = 1; - sprite->playAnimation(WALK); - SoundManager::playSound(this->entity->getManager().getGame(), "steps", false, PLAY_ONCE, MAX_VOLUME, -1); - } - if (keystates[this->right]) { - transform->direction.x = 1; - sprite->playAnimation(WALK); - sprite->setDirection(Direction::RIGHT); - SoundManager::playSound(this->entity->getManager().getGame(), "steps", false, PLAY_ONCE, MAX_VOLUME, -1); - } - - if (keystates[this->fire]) { - - Uint32 currentTicks = SDL_GetTicks(); - - if (currentTicks - lastFireTime >= fireCooldown) { - - player = &entity->getComponent(); - - //checks player source via the firing velocity - //TODO: adding actual projectile textures - if (fireVelocity.x > 0) { - sprite->setDirection(Direction::RIGHT); - this->entity->getManager().getGame()->assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity, - 1, 180, 2, "assets/egg.png", this->entity->getTeam()); - } - else { - sprite->setDirection(Direction::LEFT); - this->entity->getManager().getGame()->assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity, - 1, 180, 2, "assets/egg.png", this->entity->getTeam()); - } - - lastFireTime = currentTicks; - } - } -} - -void KeyboardController::modifyAtkSpeed(int8_t modifier) -{ - this->fireCooldown -= modifier * 400; -} \ No newline at end of file diff --git a/src/Map.cpp b/src/Map.cpp index 125f029..5689d9e 100644 --- a/src/Map.cpp +++ b/src/Map.cpp @@ -6,11 +6,11 @@ #include #include "Constants.h" -#include "Game.h" +#include "GameInternal.h" #include "SDL_error.h" #include "TileComponent.h" -void Map::loadMap(const char* path, int sizeX, int sizeY, Game* game, const std::map>* textureDict /* backreference */) +void Map::loadMap(const char* path, int sizeX, int sizeY, GameInternal* game, const std::map>* textureDict /* backreference */) { std::string tileIDstr; char singleChar = 0; @@ -56,7 +56,7 @@ void Map::loadMap(const char* path, int sizeX, int sizeY, Game* game, const std: mapFile.close(); } -void Map::addTile(unsigned long id, int x, int y, Game* game, const std::map>* textureDict) // tile entity +void Map::addTile(unsigned long id, int x, int y, GameInternal* game, const std::map>* textureDict) // tile entity { auto& tile(game->manager.addEntity()); tile.addComponent(x, y, TILE_SIZE, TILE_SIZE, id, textureDict); diff --git a/src/PopupWindow.cpp b/src/PopupWindow.cpp index 5912eaf..39362a9 100644 --- a/src/PopupWindow.cpp +++ b/src/PopupWindow.cpp @@ -4,7 +4,7 @@ #include "Entity.h" #include "PopupWindow.h" #include "TextureManager.h" -#include "Game.h" +#include "GameInternal.h" PopupWindow::PopupWindow(const char* title, const std::string &message) : continueGame(false), interacted(false) { diff --git a/src/PowerupComponent.cpp b/src/PowerupComponent.cpp index 48de1be..7d4ce0a 100644 --- a/src/PowerupComponent.cpp +++ b/src/PowerupComponent.cpp @@ -1,5 +1,5 @@ #include "PowerupComponent.h" -#include "Game.h" +#include "GameInternal.h" #include "CollisionHandler.h" #include "Entity.h" #include "HealthComponent.h" diff --git a/src/ProjectileComponent.cpp b/src/ProjectileComponent.cpp index 9c0087a..5399b54 100644 --- a/src/ProjectileComponent.cpp +++ b/src/ProjectileComponent.cpp @@ -1,9 +1,10 @@ #include "ProjectileComponent.h" #include "CollisionHandler.h" -#include "Components.h" +#include "SoundManager.h" +#include "TransformComponent.h" #include "Entity.h" -#include "Game.h" +#include "GameInternal.h" #include "HealthComponent.h" #include "Vector2D.h" #include diff --git a/src/SoundManager.cpp b/src/SoundManager.cpp index bc93785..3219c30 100644 --- a/src/SoundManager.cpp +++ b/src/SoundManager.cpp @@ -4,7 +4,7 @@ #include #include -#include "Game.h" +#include "GameInternal.h" #include "AssetManager.h" Mix_Music* SoundManager::loadMusic(const char* fileName) @@ -48,7 +48,7 @@ Mix_Chunk* SoundManager::loadSound(const char* fileName) } // TODO: using a string here is probably... a less than stellar method, figure out how to change this -void SoundManager::playSound(Game* game, std::string sound, bool canOverlap, int loops, int volume, int channel) +void SoundManager::playSound(GameInternal* game, std::string sound, bool canOverlap, int loops, int volume, int channel) { if(!canOverlap) { @@ -67,7 +67,7 @@ void SoundManager::playSound(Game* game, std::string sound, bool canOverlap, int } } -void SoundManager::playMusic(Game* game, std::string music, int loops, int volume, int ms) +void SoundManager::playMusic(GameInternal* game, std::string music, int loops, int volume, int ms) { if (Mix_PlayingMusic() != 0 || Mix_Fading() == Mix_Fading::MIX_FADING_IN) return; diff --git a/src/SpriteComponent.cpp b/src/SpriteComponent.cpp index ab40f25..845dfd1 100644 --- a/src/SpriteComponent.cpp +++ b/src/SpriteComponent.cpp @@ -9,7 +9,7 @@ #include "TextureManager.h" #include "Entity.h" #include "TransformComponent.h" -#include "Game.h" +#include "GameInternal.h" #include "Manager.h" SpriteComponent::SpriteComponent(const char* path) @@ -17,14 +17,17 @@ SpriteComponent::SpriteComponent(const char* path) this->texturePath = path; } -SpriteComponent::SpriteComponent(const char* path, bool isAnimated) +SpriteComponent::SpriteComponent( + const char* path, + bool isAnimated, + std::map>* animationMap, + std::string defaultAnimation) { animated = isAnimated; - animations.emplace(IDLE, std::make_unique((uint8_t)AnimationType::IDLE, 2, 200)); - animations.emplace(WALK, std::make_unique((uint8_t)AnimationType::WALK, 2, 200)); + animations = animationMap; - playAnimation(IDLE); + playAnimation(defaultAnimation); this->texturePath = path; } @@ -71,14 +74,14 @@ void SpriteComponent::draw() this->entity->getManager().getGame()->textureManager->draw(this->entity->getManager().getGame()->renderer, this->texture, this->srcRect, this->destRect, this->animated && this->flipped); } -void SpriteComponent::playAnimation(AnimationType type) +void SpriteComponent::playAnimation(std::string type) { - this->animationIndex = animations.at(type)->index; - this->frames = animations.at(type)->frames; - this->speed = animations.at(type)->speed; + this->animationIndex = animations->at(type)->index; + this->frames = animations->at(type)->frames; + this->speed = animations->at(type)->speed; } -void SpriteComponent::setDirection(Direction direction) +void SpriteComponent::setDirection(Direction direction) { this->flipped = direction == Direction::RIGHT; } \ No newline at end of file diff --git a/src/StatEffectsComponent.cpp b/src/StatEffectsComponent.cpp index 6c06263..c66e206 100644 --- a/src/StatEffectsComponent.cpp +++ b/src/StatEffectsComponent.cpp @@ -1,7 +1,7 @@ #include "StatEffectsComponent.h" #include "Entity.h" #include "TransformComponent.h" -#include "KeyboardController.h" +// #include "KeyboardController.h" #include #include @@ -15,15 +15,15 @@ void StatEffectsComponent::update() if (this->buffs.at(i) == 0) continue; if (this->buffs.at(i) - 1 == 0) { - this->modifyStatValue((Stats)i, BUFF_VALUE * -1); + this->resetStatValue((Stats)i); } this->buffs.at(i) -= 1; } } -void StatEffectsComponent::modifyStatDur(Stats stat, int duration) +void StatEffectsComponent::modifyStatDur(Stats stat, int duration, int value) { - if(this->buffs.at((uint8_t)stat) == 0) this->modifyStatValue(stat, BUFF_VALUE); + if(this->buffs.at((uint8_t)stat) == 0) this->modifyStatValue(stat, value); this->buffs.at((uint8_t)stat) += duration; } @@ -35,7 +35,21 @@ void StatEffectsComponent::modifyStatValue(Stats stat, int modifier) //modifier this->entity->getComponent().modifySpeed(modifier); break; case Stats::ATTACK_SPEED: - this->entity->getComponent().modifyAtkSpeed(modifier); + // this->entity->getComponent().modifyAtkSpeed(modifier); + break; + default: break; + } +} + +void StatEffectsComponent::resetStatValue(Stats stat) +{ + switch (stat) + { + case Stats::MOVEMENT_SPEED: + this->entity->getComponent().resetSpeedMod(); + break; + case Stats::ATTACK_SPEED: + // this->entity->getComponent().resetAtkSpeedMod(); break; default: break; } diff --git a/src/TextureManager.cpp b/src/TextureManager.cpp index 6d56c35..3e46d46 100644 --- a/src/TextureManager.cpp +++ b/src/TextureManager.cpp @@ -4,7 +4,7 @@ #include #include -#include "Game.h" +#include "GameInternal.h" SDL_Texture* TextureManager::loadTexture(const char* fileName) { diff --git a/src/TransformComponent.cpp b/src/TransformComponent.cpp index 3175968..07db8f3 100644 --- a/src/TransformComponent.cpp +++ b/src/TransformComponent.cpp @@ -4,7 +4,7 @@ #include "ColliderComponent.h" #include "Constants.h" #include "Entity.h" -#include "Game.h" +#include "GameInternal.h" #include "Vector2D.h" #include #include @@ -56,8 +56,8 @@ void TransformComponent::update() float multiplier = direction.x != 0 && direction.y != 0 ? 0.707 : 1; // normalizes vector; only works if directions are in increments of 45° Vector2D positionChange( - direction.x * speed * multiplier, - direction.y * speed * multiplier + direction.x * this->getSpeed() * multiplier, + direction.y * this->getSpeed() * multiplier ); if (this->entity->hasGroup((size_t)Entity::GroupLabel::PLAYERS)){ @@ -69,7 +69,7 @@ void TransformComponent::update() void TransformComponent::modifySpeed(int8_t modifier) { - this->speed += modifier; + this->speedMod += modifier; } void TransformComponent::setPositionAfterCollision(Vector2D& positionChange) diff --git a/src/main.cpp b/src/main.cpp index ce47941..3546600 100644 --- a/src/main.cpp +++ b/src/main.cpp @@ -2,11 +2,11 @@ #include #include "Entity.h" -#include "Game.h" +#include "GameInternal.h" #include "Constants.h" #include "PopupWindow.h" -Game* game = nullptr; +GameInternal* game = nullptr; int main(int argc, char* argv[]) { @@ -18,10 +18,10 @@ int main(int argc, char* argv[]) Uint32 frameStart; int frameTime; - game = new Game(); + game = new GameInternal(); game->init("No_Name_Chicken_Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, false); - while (game->running()) { + while (game->isRunning()) { frameStart = SDL_GetTicks(); game->handleEvents();