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https://github.com/Nimac0/SDL_Minigame
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Merge branch 'ref/healthcomponent' into separation-refactor
This commit is contained in:
commit
e493960fe0
@ -12,7 +12,7 @@ class HealthComponent : public Component
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{
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{
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public:
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public:
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HealthComponent(int health, Direction side, std::string healthTexture) : health(health), side(side), healthTexture(healthTexture) {}
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HealthComponent(int health) : health(health) {}
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~HealthComponent() {}
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~HealthComponent() {}
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void modifyHealth(int health = -1);
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void modifyHealth(int health = -1);
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@ -28,8 +28,4 @@ public:
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private:
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private:
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int health;
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int health;
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Direction side;
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std::string healthTexture;
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std::vector<Entity*> heartElements;
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};
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};
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@ -6,58 +6,14 @@
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#include <cstdio>
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#include <cstdio>
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void HealthComponent::init()
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void HealthComponent::init()
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{
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{}
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refreshHearts();
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}
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void HealthComponent::modifyHealth(int health)
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void HealthComponent::modifyHealth(int health)
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{
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{
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this->health += health;
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this->health += health;
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this->refreshHearts();
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}
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}
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void HealthComponent::setHealth(int health)
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void HealthComponent::setHealth(int health)
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{
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{
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this->health = health;
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this->health = health;
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this->refreshHearts();
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}
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void HealthComponent::refreshHearts()
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{
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// clear hearts if exist
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for (auto& heart : this->heartElements) {
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heart->destroy();
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}
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this->heartElements.clear();
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int x; //starting position for first health icon
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if(side == Direction::LEFT) {
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x = 10;
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} else {
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x = 730;
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}
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for(int i = 0; i < health; i++) {
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//checks for player side
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if (side == Direction::LEFT) {
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createHeartComponents(x);
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x += 50;
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continue;
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}
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createHeartComponents(x);
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x -= 50;
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}
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}
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void HealthComponent::createHeartComponents(int x)
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{
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auto& heart(this->entity->getManager().addEntity());
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heart.addComponent<TransformComponent>(x,5,2);
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heart.addComponent<SpriteComponent>(this->healthTexture.data());
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heart.addGroup((size_t)Entity::GroupLabel::HEARTS);
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this->heartElements.emplace_back(&heart);
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}
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}
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