mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 10:13:42 +00:00
Merge branch 'Collision' of https://github.com/Nimac0/SDL_Minigame into Collision
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commit
fb88128f37
@ -13,8 +13,10 @@ public:
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const char* tag;
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TransformComponent* transform;
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bool hasCollision; //added for removing collision of destroyed projectiles
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float hitboxScale; //adds a seperate variable for the scale of the hitbox (not the sprite) so each sprite can have a different hitbox size if needed
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ColliderComponent(const char* tag);
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ColliderComponent(const char* tag, float hitboxScale);
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void init() override;
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void update() override;
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@ -20,8 +20,8 @@ public:
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SpriteComponent* sprite;
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//for attack cooldown in between shots
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uint32_t lastFireTime;
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//for attack cooldown in between shots
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uint32_t lastFireTime;
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uint32_t fireCooldown = 800; //in ms can be adjusted to change possible attack-speed
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KeyboardController() = default;
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@ -21,6 +21,6 @@ void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, bool source
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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<ProjectileComponent>(range, speed, velocity, source);
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projectile.addComponent<ColliderComponent>("projectile");
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projectile.addComponent<ColliderComponent>("projectile", 0.6f);
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projectile.addGroup((size_t)GroupLabel::PROJECTILE);
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}
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@ -8,15 +8,16 @@
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ColliderComponent::ColliderComponent(const char* tag)
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{
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this->tag = tag;
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this->hasCollision = true;
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this->hasCollision = true;
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this->hitboxScale = 1;
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}
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/*ColliderComponent::ColliderComponent(const char* tag, float hitboxScale) //adding hitboxScale helps scaling hitbox and texture/entity seperately
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ColliderComponent::ColliderComponent(const char* tag, float hitboxScale) //adding hitboxScale helps scaling hitbox and texture/entity seperately
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{
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this->tag = tag;
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this->hitboxScale
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this->hitboxScale = hitboxScale;
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this->hasCollision = true;
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}*/
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}
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void ColliderComponent::init()
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{
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@ -34,11 +35,11 @@ void ColliderComponent::update()
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collider.y = transform->position.y;
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collider.w = transform->width * transform->scale;
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collider.h = transform->height * transform->scale;
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collider.w = (transform->width * transform->scale) * this->hitboxScale;
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collider.h = (transform->height * transform->scale) * this->hitboxScale;
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}
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void ColliderComponent::removeCollision()
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{
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this->hasCollision = false;
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this->hasCollision = false;
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}
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@ -113,14 +113,14 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
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player.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
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player.addComponent<SpriteComponent>("assets/chicken_knight_spritesheet.png", true); //adds sprite (32x32px), path needed
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player.addComponent<KeyboardController>(SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_SCANCODE_E, Vector2D(1, 0));//custom keycontrols can be added
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player.addComponent<ColliderComponent>("player"); //adds tag (for further use, reference tag)
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player.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
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player.addComponent<HealthComponent>(5, &manager, true);
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player.addGroup((size_t)GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
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enemy.addComponent<TransformComponent>(600, 500, 2);
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enemy.addComponent<SpriteComponent>("assets/chicken_spritesheet.png", true);
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enemy.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-1, 0));
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enemy.addComponent<ColliderComponent>("enemy");
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enemy.addComponent<ColliderComponent>("enemy", 0.8f);
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enemy.addComponent<HealthComponent>(5, &manager, false);
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enemy.addGroup((size_t)GroupLabel::ENEMIES);
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@ -48,7 +48,7 @@ void TransformComponent::update()
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position.x + velocity.x * speed * multiplier,
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position.y + velocity.y * speed * multiplier
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);
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if (newPos.x < 0 || newPos.x > SCREEN_SIZE_WIDTH || newPos.y < 0 || newPos.y > SCREEN_SIZE_HEIGHT)
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if (newPos.x < 0 || newPos.x + (this->width * this->scale) > SCREEN_SIZE_WIDTH || newPos.y < 0 || newPos.y + (this->height * this->scale) > SCREEN_SIZE_HEIGHT)
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return;
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position = newPos;
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@ -12,7 +12,7 @@ int main(int argc, char* argv[])
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game = new Game();
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game->init("RPG_Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, false);
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game->init("No_Name_Chicken_Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, false);
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while (game->running())
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{
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frameStart = SDL_GetTicks();
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