mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 09:03:42 +00:00
Merge 8c5c5c7215e835ea8d6e08c008b4b648fe86743d into 5dfe42195f98364f43cfb136351bbbaa837a0421
This commit is contained in:
commit
fb27460c9d
@ -1,76 +1,18 @@
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#pragma once
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#include <SDL.h>
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#include <SDL_image.h>
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#include <SDL_mixer.h>
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#include <functional>
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#include <vector>
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class GameInternal;
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#include "Manager.h"
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#include "Vector2D.h"
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#include "Entity.h"
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typedef std::function<void()> gamefunction;
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class AssetManager;
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class CollisionHandler;
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class TextureManager;
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class SoundManager;
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class Map;
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namespace engine {
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extern gamefunction init;
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extern gamefunction update;
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extern Game* game; // this is a temporary fix to remove artifacts of chicken_game from the engine while the API is not yet finalized
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}
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class Game
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{
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// TODO: add managers here
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class Game {
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public:
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Game();
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~Game();
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virtual ~Game() {}
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void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen);
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void selectCharacters(const char* &playerSprite, const char* &enemySprite);
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virtual void init() = 0;
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virtual void update() = 0;
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void handleEvents();
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void update();
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void render();
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void clean();
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bool running() const;
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/* static */ SDL_Renderer* renderer = nullptr;
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/* static */ SDL_Event event;
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/* static */ CollisionHandler* collisionHandler;
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/* static */ AssetManager* assets;
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/* static */ TextureManager* textureManager;
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/* static */ SoundManager* soundManager;
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// moved globals
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Manager manager;
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Map* map; // game specific, might not be needed for all types of games
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Entity& player1;
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Entity& player2;
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Entity& wall;
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std::vector<Entity*>& tiles;
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std::vector<Entity*>& players;
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std::vector<Entity*>& projectiles;
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std::vector<Entity*>& hearts;
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std::vector<Entity*>& powerups;
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// end moved globals
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void refreshPlayers();
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Entity::TeamLabel getWinner() const;
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void setWinner(Entity::TeamLabel winningTeam);
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private:
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int counter = 0;
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bool isRunning = false;
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SDL_Window* window;
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Entity::TeamLabel winner;
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GameInternal* gameInternal; //!< \deprecated
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};
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// game factory include to simplify imports in implementation
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#include "GameFactory.h"
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59
include/GameFactory.h
Normal file
59
include/GameFactory.h
Normal file
@ -0,0 +1,59 @@
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#pragma once
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#include <cassert>
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#include <iostream>
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#include <map>
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#include <functional>
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#include <string>
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#include "Game.h"
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class GameInternal;
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class GameFactory {
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public:
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using CreateFunc = std::function<Game*()>;
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static GameFactory& instance() {
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static GameFactory factory;
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return factory;
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}
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/*Game* get() {
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assert(this->gameInstance != nullptr);
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return this->gameInstance;
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}*/
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/*Game* create(GameInternal* gameInternal) {
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Game* game = this->gameInstance == nullptr ? this->creator() : this->gameInstance; // TODO: error handling
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game->gameInternal = gameInternal;
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this->gameInstance = game;
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return game;
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}*/
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void registerClass(const std::string& className, CreateFunc createFunc) {
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this->creators[className] = createFunc;
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}
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Game* create(const std::string& className, GameInternal* gameInternal) {
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auto it = this->creators.find(className);
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if (it != creators.end()) {
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Game* game = it->second();
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game->gameInternal = gameInternal;
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return game;
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}
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return nullptr;
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}
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private:
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CreateFunc creator;
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std::map<std::string, CreateFunc> creators;
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};
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/*
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#define REGISTER_GAME(className) \
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static bool registered_##className = []() { \
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GameFactory::instance().registerClass(#className, []() -> Game* { return new className; }); \
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return true; \
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}();
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*/
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72
include/GameInternal.h
Normal file
72
include/GameInternal.h
Normal file
@ -0,0 +1,72 @@
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#pragma once
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#include <SDL.h>
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#include <SDL_image.h>
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#include <SDL_mixer.h>
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#include <functional>
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#include <vector>
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#include "Manager.h"
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#include "Vector2D.h"
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#include "Entity.h"
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typedef std::function<void()> gamefunction;
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class AssetManager;
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class CollisionHandler;
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class TextureManager;
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class SoundManager;
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class Map;
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class Game;
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class GameInternal
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{
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public:
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GameInternal();
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~GameInternal();
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void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen);
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void selectCharacters(const char* &playerSprite, const char* &enemySprite);
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void handleEvents();
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void update();
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void render();
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void clean();
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bool running() const;
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/* static */ SDL_Renderer* renderer = nullptr;
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/* static */ SDL_Event event;
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/* static */ CollisionHandler* collisionHandler;
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/* static */ AssetManager* assets;
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/* static */ TextureManager* textureManager;
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/* static */ SoundManager* soundManager;
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// moved globals
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Manager manager;
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Map* map; // game specific, might not be needed for all types of games
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Entity& player1;
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Entity& player2;
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Entity& wall;
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std::vector<Entity*>& tiles;
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std::vector<Entity*>& players;
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std::vector<Entity*>& projectiles;
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std::vector<Entity*>& hearts;
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std::vector<Entity*>& powerups;
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// end moved globals
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void refreshPlayers();
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Entity::TeamLabel getWinner() const;
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void setWinner(Entity::TeamLabel winningTeam);
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private:
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Game* gameInstance;
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int counter = 0;
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bool isRunning = false;
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SDL_Window* window;
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Entity::TeamLabel winner;
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};
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17
include/GameRegistryHelper.h
Normal file
17
include/GameRegistryHelper.h
Normal file
@ -0,0 +1,17 @@
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#pragma once
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#include "GameFactory.h"
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namespace vego {
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template<typename T>
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class GameRegistryHelper {
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public:
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GameRegistryHelper(const std::string& className) {
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static_assert(std::is_base_of<Game, T>::value, "Your class must inherit from Game");
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GameFactory::instance().registerClass(
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className,
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[]() -> Game* { return new T; }
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);
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};
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};
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}
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@ -9,11 +9,11 @@
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#include "Constants.h"
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#include "Entity.h"
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class Game;
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class GameInternal;
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class Manager
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{
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public:
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Manager(Game* game) : game(game) {};
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Manager(GameInternal* game) : game(game) {};
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void update();
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void draw();
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@ -29,10 +29,10 @@ public:
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Entity& addEntity();
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Game* getGame() { return this->game; };
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GameInternal* getGame() { return this->game; };
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private:
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Game* game;
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GameInternal* game;
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std::vector<std::unique_ptr<Entity>> entities;
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std::array<std::vector<Entity*>, MAX_GROUPS> entitiesByGroup;
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std::array<std::vector<Entity*>, MAX_TEAMS> entitiesByTeam;
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@ -3,7 +3,7 @@
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#include <map>
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#include <string>
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class Game;
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class GameInternal;
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class Map
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{
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public:
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@ -21,6 +21,6 @@ public:
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* \return Boolean for success
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*
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*/
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static void loadMap(const char* path, int sizeX, int sizeY, Game* game, const std::map<int, std::pair<std::string, bool>>* textureDict /* backreference */);
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static void addTile(unsigned long id, int x, int y, Game* game, const std::map<int, std::pair<std::string, bool>>* textureDict);
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static void loadMap(const char* path, int sizeX, int sizeY, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict /* backreference */);
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static void addTile(unsigned long id, int x, int y, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict);
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};
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@ -5,7 +5,7 @@
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#include "Entity.h"
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class Game;
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class GameInternal;
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class PopupWindow {
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@ -13,7 +13,7 @@ enum SoundTypes
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THROW_EGG,
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};
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class Game;
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class GameInternal;
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class SoundManager
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{
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public:
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@ -30,6 +30,6 @@ class SoundManager
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std::map<const char*, Mix_Chunk*> sound_cache;
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Mix_Chunk* loadSound(const char* fileName);
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static void playSound(Game* game, SoundTypes sound);
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static void playSound(GameInternal* game, SoundTypes sound);
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private:
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};
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@ -3,7 +3,7 @@
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#include "TextureManager.h"
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#include "SoundManager.h"
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#include "ProjectileComponent.h"
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#include "Game.h"
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#include "GameInternal.h"
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#include "TransformComponent.h"
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@ -11,7 +11,6 @@
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#include "ColliderComponent.h"
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#include "Constants.h"
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#include "Entity.h"
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#include "Game.h"
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#include "Vector2D.h"
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#include "PowerupComponent.h"
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#include <iostream>
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@ -2,7 +2,7 @@
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#include "CollisionHandler.h"
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#include "Entity.h"
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#include "Game.h"
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#include "GameInternal.h"
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#include "TransformComponent.h"
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#include <iostream>
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@ -1,4 +1,4 @@
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#include "Game.h"
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#include "GameInternal.h"
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#include <SDL_error.h>
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@ -14,10 +14,10 @@
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#include "TextureManager.h"
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#include "StatEffectsComponent.h"
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#include "Constants.h"
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#include "Game.h"
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#include "GameFactory.h"
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Game* engine::game = nullptr; // will be initialized in constructor
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Game::Game() :
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GameInternal::GameInternal() :
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manager(this),
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tiles(manager.getGroup((size_t)Entity::GroupLabel::MAPTILES)),
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players(manager.getGroup((size_t)Entity::GroupLabel::PLAYERS)),
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@ -27,18 +27,16 @@ Game::Game() :
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player1(manager.addEntity()),
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player2(manager.addEntity()),
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wall(manager.addEntity())
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{
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engine::game = this;
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};
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{};
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Game::~Game() = default;
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GameInternal::~GameInternal() = default;
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void Game::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
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void GameInternal::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
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{
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Game::assets = new AssetManager(&manager);
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Game::textureManager = new TextureManager(&manager);
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Game::soundManager = new SoundManager();
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Game::collisionHandler = new CollisionHandler(manager); // why does this use a referrence, but AssetManager a pointer?
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GameInternal::assets = new AssetManager(&manager);
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GameInternal::textureManager = new TextureManager(&manager);
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GameInternal::soundManager = new SoundManager();
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GameInternal::collisionHandler = new CollisionHandler(manager); // why does this use a referrence, but AssetManager a pointer?
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int flags = 0;
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if (fullscreen)
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@ -84,7 +82,7 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
|
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}
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
|
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|
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SDL_Texture* backgroundTexture = Game::textureManager->loadTexture("assets/startscreen.png");
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SDL_Texture* backgroundTexture = GameInternal::textureManager->loadTexture("assets/startscreen.png");
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|
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SDL_RenderClear(renderer);
|
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SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
|
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@ -181,10 +179,11 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
|
||||
player2.addComponent<StatEffectsComponent>();
|
||||
player2.addGroup((size_t) Entity::GroupLabel::PLAYERS);
|
||||
|
||||
engine::init();
|
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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<int, std::pair<const char*, const char*>> characterSprites;
|
||||
@ -252,7 +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);
|
||||
|
||||
@ -280,7 +279,7 @@ void Game::selectCharacters(const char* &playerSprite, const char* &enemySprite)
|
||||
this->isRunning = true;
|
||||
}
|
||||
|
||||
void Game::handleEvents()
|
||||
void GameInternal::handleEvents()
|
||||
{
|
||||
SDL_PollEvent(&event);
|
||||
|
||||
@ -294,15 +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)
|
||||
@ -323,7 +322,7 @@ void Game::render()
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
|
||||
void Game::clean()
|
||||
void GameInternal::clean()
|
||||
{
|
||||
delete(textureManager);
|
||||
SDL_DestroyRenderer(renderer);
|
||||
@ -332,18 +331,18 @@ void Game::clean()
|
||||
std::cout << "Game Cleaned!" << std::endl;
|
||||
}
|
||||
|
||||
bool Game::running() const
|
||||
bool GameInternal::running() const
|
||||
{
|
||||
return isRunning;
|
||||
}
|
||||
|
||||
void Game::setWinner(Entity::TeamLabel winningTeam)
|
||||
void GameInternal::setWinner(Entity::TeamLabel winningTeam)
|
||||
{
|
||||
this->winner = winningTeam;
|
||||
this->isRunning = false;
|
||||
}
|
||||
|
||||
Entity::TeamLabel Game::getWinner() const
|
||||
Entity::TeamLabel GameInternal::getWinner() const
|
||||
{
|
||||
return this->winner;
|
||||
}
|
||||
@ -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)
|
||||
{
|
||||
|
||||
@ -2,7 +2,7 @@
|
||||
|
||||
#include "Direction.h"
|
||||
#include "Entity.h"
|
||||
#include "Game.h"
|
||||
#include "GameInternal.h"
|
||||
#include <cstdio>
|
||||
|
||||
void HealthComponent::init()
|
||||
|
||||
@ -6,11 +6,11 @@
|
||||
#include <utility>
|
||||
|
||||
#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<int, std::pair<std::string, bool>>* textureDict /* backreference */)
|
||||
void Map::loadMap(const char* path, int sizeX, int sizeY, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* 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<int, std::pair<std::string, bool>>* textureDict) // tile entity
|
||||
void Map::addTile(unsigned long id, int x, int y, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict) // tile entity
|
||||
{
|
||||
auto& tile(game->manager.addEntity());
|
||||
tile.addComponent<TileComponent>(x, y, TILE_SIZE, TILE_SIZE, id, textureDict);
|
||||
|
||||
@ -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) {
|
||||
|
||||
@ -1,5 +1,5 @@
|
||||
#include "PowerupComponent.h"
|
||||
#include "Game.h"
|
||||
#include "GameInternal.h"
|
||||
#include "CollisionHandler.h"
|
||||
#include "Entity.h"
|
||||
#include "HealthComponent.h"
|
||||
|
||||
@ -4,7 +4,7 @@
|
||||
#include "SoundManager.h"
|
||||
#include "TransformComponent.h"
|
||||
#include "Entity.h"
|
||||
#include "Game.h"
|
||||
#include "GameInternal.h"
|
||||
#include "HealthComponent.h"
|
||||
#include "Vector2D.h"
|
||||
#include <cassert>
|
||||
|
||||
@ -4,7 +4,7 @@
|
||||
#include <string>
|
||||
#include <iostream>
|
||||
|
||||
#include "Game.h"
|
||||
#include "GameInternal.h"
|
||||
#include "AssetManager.h"
|
||||
|
||||
Mix_Chunk* SoundManager::loadSound(const char* fileName)
|
||||
@ -27,7 +27,7 @@ Mix_Chunk* SoundManager::loadSound(const char* fileName)
|
||||
return sound;
|
||||
}
|
||||
|
||||
void SoundManager::playSound(Game* game, SoundTypes sound)
|
||||
void SoundManager::playSound(GameInternal* game, SoundTypes sound)
|
||||
{
|
||||
switch (sound)
|
||||
{
|
||||
|
||||
@ -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)
|
||||
|
||||
@ -4,7 +4,7 @@
|
||||
#include <stdexcept>
|
||||
#include <string>
|
||||
|
||||
#include "Game.h"
|
||||
#include "GameInternal.h"
|
||||
|
||||
SDL_Texture* TextureManager::loadTexture(const char* fileName)
|
||||
{
|
||||
|
||||
@ -4,7 +4,7 @@
|
||||
#include "ColliderComponent.h"
|
||||
#include "Constants.h"
|
||||
#include "Entity.h"
|
||||
#include "Game.h"
|
||||
#include "GameInternal.h"
|
||||
#include "Vector2D.h"
|
||||
#include <cstdio>
|
||||
#include <initializer_list>
|
||||
|
||||
@ -2,11 +2,11 @@
|
||||
#include <ctime>
|
||||
|
||||
#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[])
|
||||
{
|
||||
@ -18,7 +18,7 @@ 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()) {
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user