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2 changed files with 8 additions and 16 deletions

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@ -27,14 +27,8 @@ public:
void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity* owner); void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity* owner);
void createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath); void createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath);
/*! Vector2D calculateSpawnPosition(int width, int height);
* \brief Calculates a random spawn position for an object within a given area template <typename T> T calculateType(int amount);
* \param size The size (collision box) of the object
* \param spawnArea The area within which a spawn position will be calculated
* \returns Spawn Coordinates for the object
*/
Vector2D calculateSpawnPosition(Vector2D size, Vector2D spawnArea);
template <typename T> [[deprecated]] T calculateRandomType(int amount);
//texture management //texture management
void addTexture(std::string id, const char* path); void addTexture(std::string id, const char* path);

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@ -74,19 +74,17 @@ void AssetManager::createPowerup(Vector2D pos, std::function<void (Entity*)> pic
powerups.addGroup((size_t)Entity::GroupLabel::POWERUPS); powerups.addGroup((size_t)Entity::GroupLabel::POWERUPS);
} }
Vector2D AssetManager::calculateSpawnPosition(int width, int height)
Vector2D AssetManager::calculateSpawnPosition(Vector2D size, Vector2D spawnArea)
{ {
Vector2D spawnPos = Vector2D(-1, -1); Vector2D spawnPos = Vector2D(-1, -1);
for(int i = 0; i <= SPAWN_ATTEMPTS; i++) for(int i = 0; i <= SPAWN_ATTEMPTS; i++)
{ {
SDL_Rect spawnRect = { SDL_Rect spawnRect = {
rand() % (int)(spawnArea.x - size.x), rand() % (SCREEN_SIZE_WIDTH - width),
rand() % (int)(spawnArea.y - size.y), rand() % (SCREEN_SIZE_HEIGHT - height),
size.x, width,
size.y height
}; };
std::vector<ColliderComponent*> colliders = this->man->getGame()->collisionHandler->getColliders({Entity::GroupLabel::MAPTILES}); std::vector<ColliderComponent*> colliders = this->man->getGame()->collisionHandler->getColliders({Entity::GroupLabel::MAPTILES});
@ -105,7 +103,7 @@ Vector2D AssetManager::calculateSpawnPosition(Vector2D size, Vector2D spawnArea)
} }
template <typename T> template <typename T>
T AssetManager::calculateRandomType(int amount) T AssetManager::calculateType(int amount)
{ {
T type = T(rand() % amount); T type = T(rand() % amount);
return type; return type;