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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 15:53:42 +00:00

Merge 8c5c5c7215e835ea8d6e08c008b4b648fe86743d into 5dfe42195f98364f43cfb136351bbbaa837a0421

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Nanogamer7 2024-06-13 21:22:35 +00:00 committed by GitHub
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22 changed files with 211 additions and 123 deletions

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@ -1,76 +1,18 @@
#pragma once
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_mixer.h>
#include <functional>
#include <vector>
class GameInternal;
#include "Manager.h"
#include "Vector2D.h"
#include "Entity.h"
typedef std::function<void()> 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<Entity*>& tiles;
std::vector<Entity*>& players;
std::vector<Entity*>& projectiles;
std::vector<Entity*>& hearts;
std::vector<Entity*>& 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"

59
include/GameFactory.h Normal file
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@ -0,0 +1,59 @@
#pragma once
#include <cassert>
#include <iostream>
#include <map>
#include <functional>
#include <string>
#include "Game.h"
class GameInternal;
class GameFactory {
public:
using CreateFunc = std::function<Game*()>;
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<std::string, CreateFunc> creators;
};
/*
#define REGISTER_GAME(className) \
static bool registered_##className = []() { \
GameFactory::instance().registerClass(#className, []() -> Game* { return new className; }); \
return true; \
}();
*/

72
include/GameInternal.h Normal file
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@ -0,0 +1,72 @@
#pragma once
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_mixer.h>
#include <functional>
#include <vector>
#include "Manager.h"
#include "Vector2D.h"
#include "Entity.h"
typedef std::function<void()> 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 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<Entity*>& tiles;
std::vector<Entity*>& players;
std::vector<Entity*>& projectiles;
std::vector<Entity*>& hearts;
std::vector<Entity*>& powerups;
// end moved globals
void refreshPlayers();
Entity::TeamLabel getWinner() const;
void setWinner(Entity::TeamLabel winningTeam);
private:
Game* gameInstance;
int counter = 0;
bool isRunning = false;
SDL_Window* window;
Entity::TeamLabel winner;
};

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@ -0,0 +1,17 @@
#pragma once
#include "GameFactory.h"
namespace vego {
template<typename T>
class GameRegistryHelper {
public:
GameRegistryHelper(const std::string& className) {
static_assert(std::is_base_of<Game, T>::value, "Your class must inherit from Game");
GameFactory::instance().registerClass(
className,
[]() -> Game* { return new T; }
);
};
};
}

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@ -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<std::unique_ptr<Entity>> entities;
std::array<std::vector<Entity*>, MAX_GROUPS> entitiesByGroup;
std::array<std::vector<Entity*>, MAX_TEAMS> entitiesByTeam;

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@ -3,7 +3,7 @@
#include <map>
#include <string>
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<int, std::pair<std::string, bool>>* textureDict /* backreference */);
static void addTile(unsigned long id, int x, int y, Game* game, const std::map<int, std::pair<std::string, bool>>* textureDict);
static void loadMap(const char* path, int sizeX, int sizeY, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict /* backreference */);
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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@ -5,7 +5,7 @@
#include "Entity.h"
class Game;
class GameInternal;
class PopupWindow {

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@ -13,7 +13,7 @@ enum SoundTypes
THROW_EGG,
};
class Game;
class GameInternal;
class SoundManager
{
public:
@ -30,6 +30,6 @@ class SoundManager
std::map<const char*, Mix_Chunk*> sound_cache;
Mix_Chunk* loadSound(const char* fileName);
static void playSound(Game* game, SoundTypes sound);
static void playSound(GameInternal* game, SoundTypes sound);
private:
};

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@ -3,7 +3,7 @@
#include "TextureManager.h"
#include "SoundManager.h"
#include "ProjectileComponent.h"
#include "Game.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 <iostream>

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@ -2,7 +2,7 @@
#include "CollisionHandler.h"
#include "Entity.h"
#include "Game.h"
#include "GameInternal.h"
#include "TransformComponent.h"
#include <iostream>

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@ -1,4 +1,4 @@
#include "Game.h"
#include "GameInternal.h"
#include <SDL_error.h>
@ -14,10 +14,10 @@
#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)),
players(manager.getGroup((size_t)Entity::GroupLabel::PLAYERS)),
@ -27,18 +27,16 @@ Game::Game() :
player1(manager.addEntity()),
player2(manager.addEntity()),
wall(manager.addEntity())
{
engine::game = this;
};
{};
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)
@ -84,7 +82,7 @@ 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);
@ -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();
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;
}

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@ -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)
{

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@ -2,7 +2,7 @@
#include "Direction.h"
#include "Entity.h"
#include "Game.h"
#include "GameInternal.h"
#include <cstdio>
void HealthComponent::init()

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@ -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);

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@ -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) {

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@ -1,5 +1,5 @@
#include "PowerupComponent.h"
#include "Game.h"
#include "GameInternal.h"
#include "CollisionHandler.h"
#include "Entity.h"
#include "HealthComponent.h"

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@ -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>

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@ -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)
{

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@ -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)

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@ -4,7 +4,7 @@
#include <stdexcept>
#include <string>
#include "Game.h"
#include "GameInternal.h"
SDL_Texture* TextureManager::loadTexture(const char* fileName)
{

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@ -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>

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@ -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()) {