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https://github.com/Nimac0/SDL_Minigame
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Merge remote-tracking branch 'origin/Animations'
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commit
cd4c6d7339
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@ -19,5 +19,9 @@ struct Animation
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enum AnimationType
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{
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IDLE = 0,
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WALK = 1
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WALK_R = 1,
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WALK_L = 2
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};
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@ -20,9 +20,9 @@ public:
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SpriteComponent* sprite;
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//for attack cooldown in between shots
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Uint32 lastFireTime;
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Uint32 fireCooldown = 1000; //in ms can be adjusted to change possible attack-speed
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//for attack cooldown in between shots
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Uint32 lastFireTime;
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Uint32 fireCooldown = 1000; //in ms can be adjusted to change possible attack-speed
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KeyboardController() = default;
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KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity);
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@ -32,7 +32,7 @@ public:
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void update() override;
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private:
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//for creation of projectiles
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TransformComponent* player; //for starting position of projectile
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Vector2D fireVelocity; //decide source of projectile and flying direction
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//for creation of projectiles
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TransformComponent* player; //for starting position of projectile
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Vector2D fireVelocity; //decide source of projectile and flying direction
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};
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@ -10,8 +10,8 @@ KeyboardController::KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_S
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this->down = down;
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this->left = left;
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this->right = right;
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this->fire = fire;
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this->fireVelocity = fireVelocity;
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this->fire = fire;
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this->fireVelocity = fireVelocity;
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}
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void KeyboardController::init()
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@ -28,42 +28,42 @@ void KeyboardController::update()
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if (keystates[this->up]) {
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transform->velocity.y = -1;
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sprite->play(WALK);
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sprite->play(WALK_R);
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}
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if (keystates[this->left]) {
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transform->velocity.x = -1;
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sprite->play(WALK);
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sprite->play(WALK_L);
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}
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if (keystates[this->down]) {
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transform->velocity.y = 1;
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sprite->play(WALK);
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sprite->play(WALK_R);
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}
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if (keystates[this->right]) {
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transform->velocity.x = 1;
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sprite->play(WALK);
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sprite->play(WALK_R);
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}
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if (keystates[this->fire]) {
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if (keystates[this->fire]) {
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Uint32 currentTicks = SDL_GetTicks();
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Uint32 currentTicks = SDL_GetTicks();
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if (currentTicks - lastFireTime >= fireCooldown) {
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if (currentTicks - lastFireTime >= fireCooldown) {
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player = &entity->getComponent<TransformComponent>();
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player = &entity->getComponent<TransformComponent>();
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//checks player source via the firing velocity
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//TODO: adding actual projectile textures
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if(fireVelocity.x > 0) {
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Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
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false,1, 180, 1, "assets/egg.png");
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}
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else {
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Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
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true,1, 180, 1, "assets/egg.png");
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}
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//checks player source via the firing velocity
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//TODO: adding actual projectile textures
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if (fireVelocity.x > 0) {
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Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
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false, 1, 180, 1, "assets/egg.png");
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}
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else {
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Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
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true, 1, 180, 1, "assets/egg.png");
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}
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lastFireTime = currentTicks;
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}
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lastFireTime = currentTicks;
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}
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}
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}
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}
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@ -16,10 +16,12 @@ SpriteComponent::SpriteComponent(const char* path, bool isAnimated)
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animated = isAnimated;
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Animation* idle = new Animation((int)AnimationType::IDLE, 2, 200);
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Animation* walk = new Animation((int)AnimationType::WALK, 2, 200);
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Animation* walkR = new Animation((int)AnimationType::WALK_R, 2, 200);
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Animation* walkL = new Animation((int)AnimationType::WALK_L, 2, 200);
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animations.emplace(IDLE, idle);
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animations.emplace(WALK, walk);
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animations.emplace(WALK_R, walkR);
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animations.emplace(WALK_L, walkL);
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play(IDLE);
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