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https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 13:43:41 +00:00
Cleanup of legacy code booleans
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parent
9a01a19385
commit
e979b4aa88
@ -15,7 +15,7 @@ public:
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AssetManager(Manager* manager);
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AssetManager(Manager* manager);
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~AssetManager();
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~AssetManager();
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void createProjectile(Vector2D pos, Vector2D velocity, bool source, int scale, int range, int speed, const char* texturePath, TeamLabel teamLabel);
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void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, TeamLabel teamLabel);
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//texture management
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//texture management
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void addTexture(std::string id, const char* path);
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void addTexture(std::string id, const char* path);
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@ -17,13 +17,11 @@ public:
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void init() override;
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void init() override;
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void resetHearts();
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void refreshHearts();
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void createHeartComponents(int x);
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void createHeartComponents(int x);
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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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Direction side;
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bool player; //true if player1 / false if player2
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};
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};
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@ -10,14 +10,12 @@ class ProjectileComponent : public Component
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//can maybe be split in separate .cpp file
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//can maybe be split in separate .cpp file
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public:
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public:
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ProjectileComponent(int range, int speed, Vector2D direction, bool source) : range(range), speed(speed), direction(direction), source(source) {}
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ProjectileComponent(int range, int speed, Vector2D direction) : range(range), speed(speed), direction(direction) {}
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~ProjectileComponent() {}
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~ProjectileComponent() {}
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void init() override;
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void init() override;
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void update() override;
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void update() override;
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bool getSource() { return this->source; }
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private:
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private:
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TransformComponent* transformComponent;
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TransformComponent* transformComponent;
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@ -25,7 +23,5 @@ private:
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int speed = 0;
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int speed = 0;
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int distance = 0;
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int distance = 0;
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const bool source; //true if from player1 / false if from player2
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Vector2D direction;
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Vector2D direction;
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};
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};
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@ -26,12 +26,12 @@ Mix_Chunk* AssetManager::getSound(std::string id) {
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return soundEffects.at(id);
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return soundEffects.at(id);
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}
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}
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void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, bool source, int scale, int range, int speed, const char* texturePath, TeamLabel teamLabel) {
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void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, TeamLabel teamLabel) {
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auto& projectile(man->addEntity());
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auto& projectile(man->addEntity());
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projectile.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, scale); //32x32 is standard size for objects
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projectile.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, scale); //32x32 is standard size for objects
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projectile.addComponent<SpriteComponent>(texturePath);
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projectile.addComponent<SpriteComponent>(texturePath);
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projectile.addComponent<ProjectileComponent>(range, speed, velocity, source);
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projectile.addComponent<ProjectileComponent>(range, speed, velocity);
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projectile.addComponent<ColliderComponent>("projectile", 0.6f);
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projectile.addComponent<ColliderComponent>("projectile", 0.6f);
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projectile.addGroup((size_t)GroupLabel::PROJECTILE);
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projectile.addGroup((size_t)GroupLabel::PROJECTILE);
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projectile.setTeam(teamLabel);
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projectile.setTeam(teamLabel);
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@ -8,16 +8,16 @@
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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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resetHearts();
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refreshHearts();
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}
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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->resetHearts();
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this->refreshHearts();
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}
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}
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void HealthComponent::resetHearts()
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void HealthComponent::refreshHearts()
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{
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{
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// clear hearts if exist
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// clear hearts if exist
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for (auto& heart : this->entity->getManager().getGroup((size_t) GroupLabel::HEARTS)) {
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for (auto& heart : this->entity->getManager().getGroup((size_t) GroupLabel::HEARTS)) {
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@ -63,12 +63,12 @@ void KeyboardController::update()
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if (fireVelocity.x > 0) {
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if (fireVelocity.x > 0) {
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sprite->setDirection(Direction::RIGHT);
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sprite->setDirection(Direction::RIGHT);
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Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
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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", this->entity->getTeam());
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1, 180, 1, "assets/egg.png", this->entity->getTeam());
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}
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}
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else {
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else {
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sprite->setDirection(Direction::LEFT);
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sprite->setDirection(Direction::LEFT);
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Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
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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", this->entity->getTeam());
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1, 180, 1, "assets/egg.png", this->entity->getTeam());
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}
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}
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lastFireTime = currentTicks;
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lastFireTime = currentTicks;
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