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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

This commit is contained in:
ineslelin 2024-01-27 18:30:12 +01:00
commit fb88128f37
7 changed files with 19 additions and 16 deletions

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@ -13,8 +13,10 @@ public:
const char* tag;
TransformComponent* transform;
bool hasCollision; //added for removing collision of destroyed projectiles
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
ColliderComponent(const char* tag);
ColliderComponent(const char* tag, float hitboxScale);
void init() override;
void update() override;

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@ -20,8 +20,8 @@ public:
SpriteComponent* sprite;
//for attack cooldown in between shots
uint32_t lastFireTime;
//for attack cooldown in between shots
uint32_t lastFireTime;
uint32_t fireCooldown = 800; //in ms can be adjusted to change possible attack-speed
KeyboardController() = default;

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@ -21,6 +21,6 @@ void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, bool source
projectile.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, scale); //32x32 is standard size for objects
projectile.addComponent<SpriteComponent>(texturePath);
projectile.addComponent<ProjectileComponent>(range, speed, velocity, source);
projectile.addComponent<ColliderComponent>("projectile");
projectile.addComponent<ColliderComponent>("projectile", 0.6f);
projectile.addGroup((size_t)GroupLabel::PROJECTILE);
}

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@ -8,15 +8,16 @@
ColliderComponent::ColliderComponent(const char* tag)
{
this->tag = tag;
this->hasCollision = true;
this->hasCollision = true;
this->hitboxScale = 1;
}
/*ColliderComponent::ColliderComponent(const char* tag, float hitboxScale) //adding hitboxScale helps scaling hitbox and texture/entity seperately
ColliderComponent::ColliderComponent(const char* tag, float hitboxScale) //adding hitboxScale helps scaling hitbox and texture/entity seperately
{
this->tag = tag;
this->hitboxScale
this->hitboxScale = hitboxScale;
this->hasCollision = true;
}*/
}
void ColliderComponent::init()
{
@ -34,11 +35,11 @@ void ColliderComponent::update()
collider.y = transform->position.y;
collider.w = transform->width * transform->scale;
collider.h = transform->height * transform->scale;
collider.w = (transform->width * transform->scale) * this->hitboxScale;
collider.h = (transform->height * transform->scale) * this->hitboxScale;
}
void ColliderComponent::removeCollision()
{
this->hasCollision = false;
this->hasCollision = false;
}

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@ -113,14 +113,14 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
player.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
player.addComponent<SpriteComponent>("assets/chicken_knight_spritesheet.png", true); //adds sprite (32x32px), path needed
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
player.addComponent<ColliderComponent>("player"); //adds tag (for further use, reference tag)
player.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
player.addComponent<HealthComponent>(5, &manager, true);
player.addGroup((size_t)GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
enemy.addComponent<TransformComponent>(600, 500, 2);
enemy.addComponent<SpriteComponent>("assets/chicken_spritesheet.png", true);
enemy.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-1, 0));
enemy.addComponent<ColliderComponent>("enemy");
enemy.addComponent<ColliderComponent>("enemy", 0.8f);
enemy.addComponent<HealthComponent>(5, &manager, false);
enemy.addGroup((size_t)GroupLabel::ENEMIES);

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@ -48,7 +48,7 @@ void TransformComponent::update()
position.x + velocity.x * speed * multiplier,
position.y + velocity.y * speed * multiplier
);
if (newPos.x < 0 || newPos.x > SCREEN_SIZE_WIDTH || newPos.y < 0 || newPos.y > SCREEN_SIZE_HEIGHT)
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)
return;
position = newPos;

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@ -12,7 +12,7 @@ int main(int argc, char* argv[])
game = new Game();
game->init("RPG_Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, false);
game->init("No_Name_Chicken_Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, false);
while (game->running())
{
frameStart = SDL_GetTicks();