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7 Commits

Author SHA1 Message Date
58e2bb0d30 Merge branch 'ref/nicole' into separation-refactor 2024-06-14 00:46:19 +02:00
7ffda89c9d Merge branch 'ref/beni' into separation-refactor 2024-06-14 00:00:48 +02:00
8c5c5c7215 removed define marco 2024-06-13 23:22:21 +02:00
5182312887 implemented GameFactory to instance an implementation of game 2024-05-29 10:02:14 +02:00
68a3e48131 rename Game->GameInternal 2024-05-29 09:07:54 +02:00
31d7f42a31 ref(Animations, ECS impl):
dehardcoded Animations and moved ECS implementation + moved select screen function to chickengame
2024-05-20 21:05:20 +02:00
1f27d24de3 ref(Healthcomp, Stateffects) 2024-05-02 23:50:28 +02:00
30 changed files with 293 additions and 187 deletions

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@ -16,11 +16,5 @@ struct Animation
} }
}; };
enum AnimationType //TODO enum class
{
IDLE = 0,
WALK = 1
};

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@ -24,7 +24,3 @@ constexpr int MAP_SIZE_Y = 20;
constexpr int SPAWN_ATTEMPTS = 20; constexpr int SPAWN_ATTEMPTS = 20;
constexpr int BUFF_DURATION = 240;
constexpr int BUFF_VALUE = 1;

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@ -1,76 +1,18 @@
#pragma once #pragma once
#include <SDL.h> class GameInternal;
#include <SDL_image.h>
#include <SDL_mixer.h>
#include <functional>
#include <vector>
#include "Manager.h" // TODO: add managers here
#include "Vector2D.h" class Game {
#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
{
public: public:
Game(); virtual ~Game() {}
~Game();
void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen); virtual void init() = 0;
void selectCharacters(const char* &playerSprite, const char* &enemySprite); virtual void update() = 0;
void handleEvents(); GameInternal* gameInternal; //!< \deprecated
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;
}; };
// 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; \
}();
*/

68
include/GameInternal.h Normal file
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@ -0,0 +1,68 @@
#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 isRunning() const;
void setRunning(bool running);
/* 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
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 running = 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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@ -1,5 +1,6 @@
#pragma once #pragma once
#include <string>
#include "Direction.h" #include "Direction.h"
#include "Component.h" #include "Component.h"
@ -9,7 +10,7 @@ class HealthComponent : public Component
{ {
public: public:
HealthComponent(int health, Direction side) : health(health), side(side) {} HealthComponent(int health, Direction side, std::string healthTexture) : health(health), side(side), healthTexture(healthTexture) {}
~HealthComponent() {} ~HealthComponent() {}
void modifyHealth(int health = -1); void modifyHealth(int health = -1);
@ -26,4 +27,5 @@ private:
int health; int health;
Direction side; Direction side;
std::string healthTexture;
}; };

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@ -9,11 +9,11 @@
#include "Constants.h" #include "Constants.h"
#include "Entity.h" #include "Entity.h"
class Game; class GameInternal;
class Manager class Manager
{ {
public: public:
Manager(Game* game) : game(game) {}; Manager(GameInternal* game) : game(game) {};
void update(); void update();
void draw(); void draw();
@ -29,10 +29,10 @@ public:
Entity& addEntity(); Entity& addEntity();
Game* getGame() { return this->game; }; GameInternal* getGame() { return this->game; };
private: private:
Game* game; GameInternal* game;
std::vector<std::unique_ptr<Entity>> entities; std::vector<std::unique_ptr<Entity>> entities;
std::array<std::vector<Entity*>, MAX_GROUPS> entitiesByGroup; std::array<std::vector<Entity*>, MAX_GROUPS> entitiesByGroup;
std::array<std::vector<Entity*>, MAX_TEAMS> entitiesByTeam; std::array<std::vector<Entity*>, MAX_TEAMS> entitiesByTeam;

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@ -3,7 +3,7 @@
#include <map> #include <map>
#include <string> #include <string>
class Game; class GameInternal;
class Map class Map
{ {
public: public:
@ -21,6 +21,6 @@ public:
* \return Boolean for success * \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 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, Game* game, const std::map<int, std::pair<std::string, bool>>* textureDict); 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" #include "Entity.h"
class Game; class GameInternal;
class PopupWindow { class PopupWindow {

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

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@ -3,6 +3,7 @@
#include <map> #include <map>
#include <SDL_render.h> #include <SDL_render.h>
#include <memory> #include <memory>
#include <string>
#include "AnimationHandler.h" #include "AnimationHandler.h"
#include "Component.h" #include "Component.h"
@ -15,7 +16,7 @@ class SpriteComponent : public Component
public: public:
int animationIndex = 0; int animationIndex = 0;
std::map<AnimationType, std::unique_ptr<Animation>> animations; std::map<std::string, std::unique_ptr<Animation>>* animations = nullptr;
private: private:
TransformComponent* transform; TransformComponent* transform;
@ -32,7 +33,11 @@ private:
public: public:
SpriteComponent() = default; SpriteComponent() = default;
SpriteComponent(const char* path); SpriteComponent(const char* path);
SpriteComponent(const char* path, bool isAnimated); SpriteComponent(
const char* path,
bool isAnimated,
std::map<std::string, std::unique_ptr<Animation>>* animationList,
std::string defaultAnimation);
~SpriteComponent(); ~SpriteComponent();
void setTexture(const char* path); void setTexture(const char* path);
@ -40,6 +45,6 @@ public:
void init() override; void init() override;
void update() override; void update() override;
void draw() override; void draw() override;
void playAnimation(AnimationType type); void playAnimation(std::string type);
void setDirection(Direction direction); void setDirection(Direction direction);
}; };

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@ -18,9 +18,10 @@ public:
void init() override; void init() override;
void update() override; void update() override;
void modifyStatDur(Stats stat, int duration); void modifyStatDur(Stats stat, int duration, int value);
void modifyStatValue(Stats stat, int modifier); void modifyStatValue(Stats stat, int modifier);
void resetStatValue(Stats stat);
private: private:
std::array<int, MAX_STATS> buffs = { 0 }; std::array<int, MAX_STATS> buffs = { 0 };

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@ -14,7 +14,8 @@ public:
int width = 32; int width = 32;
int scale = 1; int scale = 1;
int speed = 3; int getSpeed() { return speed + speedMod; };
void resetSpeedMod() { speedMod = 0; };
TransformComponent(); TransformComponent();
explicit TransformComponent(int scale); explicit TransformComponent(int scale);
@ -26,4 +27,8 @@ public:
void update() override; void update() override;
void setPositionAfterCollision(Vector2D& positionChange); void setPositionAfterCollision(Vector2D& positionChange);
void modifySpeed(int8_t modifier); void modifySpeed(int8_t modifier);
private:
int speed = 3;
int speedMod = 0;
}; };

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@ -3,7 +3,7 @@
#include "TextureManager.h" #include "TextureManager.h"
#include "SoundManager.h" #include "SoundManager.h"
#include "ProjectileComponent.h" #include "ProjectileComponent.h"
#include "Game.h" #include "GameInternal.h"
#include "TransformComponent.h" #include "TransformComponent.h"
@ -11,7 +11,6 @@
#include "ColliderComponent.h" #include "ColliderComponent.h"
#include "Constants.h" #include "Constants.h"
#include "Entity.h" #include "Entity.h"
#include "Game.h"
#include "Vector2D.h" #include "Vector2D.h"
#include "PowerupComponent.h" #include "PowerupComponent.h"
#include <iostream> #include <iostream>

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

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@ -1,4 +1,4 @@
#include "Game.h" #include "GameInternal.h"
#include <SDL_error.h> #include <SDL_error.h>
@ -14,31 +14,28 @@
#include "TextureManager.h" #include "TextureManager.h"
#include "StatEffectsComponent.h" #include "StatEffectsComponent.h"
#include "Constants.h" #include "Constants.h"
#include "Game.h"
#include "GameFactory.h"
Game* engine::game = nullptr; // will be initialized in constructor GameInternal::GameInternal() :
Game::Game() :
manager(this), manager(this),
tiles(manager.getGroup((size_t)Entity::GroupLabel::MAPTILES)), tiles(manager.getGroup((size_t)Entity::GroupLabel::MAPTILES)),
players(manager.getGroup((size_t)Entity::GroupLabel::PLAYERS)), players(manager.getGroup((size_t)Entity::GroupLabel::PLAYERS)),
projectiles(manager.getGroup((size_t)Entity::GroupLabel::PROJECTILE)), projectiles(manager.getGroup((size_t)Entity::GroupLabel::PROJECTILE)),
hearts(manager.getGroup((size_t)Entity::GroupLabel::HEARTS)), hearts(manager.getGroup((size_t)Entity::GroupLabel::HEARTS)),
powerups(manager.getGroup((size_t)Entity::GroupLabel::POWERUPS)), powerups(manager.getGroup((size_t)Entity::GroupLabel::POWERUPS))
player1(manager.addEntity()), //player1(manager.addEntity()),
player2(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); GameInternal::assets = new AssetManager(&manager);
Game::textureManager = new TextureManager(&manager); GameInternal::textureManager = new TextureManager(&manager);
Game::soundManager = new SoundManager(); GameInternal::soundManager = new SoundManager();
Game::collisionHandler = new CollisionHandler(manager); // why does this use a referrence, but AssetManager a pointer? GameInternal::collisionHandler = new CollisionHandler(manager); // why does this use a referrence, but AssetManager a pointer?
int flags = 0; int flags = 0;
if (fullscreen) if (fullscreen)
@ -84,7 +81,7 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
} }
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); 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_RenderClear(renderer);
SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL); SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
@ -131,7 +128,7 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
if (hasQuit) if (hasQuit)
{ {
this->isRunning = false; this->setRunning(false);
return; return;
} }
@ -142,7 +139,7 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
const char* player2Sprite; const char* player2Sprite;
selectCharacters(player1Sprite, player2Sprite); selectCharacters(player1Sprite, player2Sprite);
if (this->isRunning == false) return; if (this->isRunning() == false) return;
map = new Map(); map = new Map();
@ -160,31 +157,30 @@ void Game::init(const char* title, int xpos, int ypos, int width, int height, bo
//ecs implementation //ecs implementation
player1.setTeam(Entity::TeamLabel::BLUE); // player1.setTeam(Entity::TeamLabel::BLUE);
player1.addComponent<TransformComponent>(80,80,2); //posx, posy, scale // player1.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
player1.addComponent<SpriteComponent>(player1Sprite, true); //adds sprite (32x32px), path needed // player1.addComponent<SpriteComponent>(player1Sprite, true); //adds sprite (32x32px), path needed
// player1.addComponent<KeyboardController>(SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_SCANCODE_E, Vector2D(2, 0));//custom keycontrols can be added // player1.addComponent<KeyboardController>(SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_SCANCODE_E, Vector2D(2, 0));//custom keycontrols can be added
player1.addComponent<InputComponent>(); // player1.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
player1.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag) // player1.addComponent<HealthComponent>(5, Direction::LEFT, "assets/heart.png");
player1.addComponent<HealthComponent>(5, Direction::LEFT); // player1.addComponent<StatEffectsComponent>();
player1.addComponent<StatEffectsComponent>(); // player1.addGroup((size_t) Entity::GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
player1.addGroup((size_t) Entity::GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
player2.setTeam(Entity::TeamLabel::RED); // player2.setTeam(Entity::TeamLabel::RED);
player2.addComponent<TransformComponent>(600, 500, 2); // player2.addComponent<TransformComponent>(600, 500, 2);
player2.addComponent<SpriteComponent>(player2Sprite, true); // player2.addComponent<SpriteComponent>(player2Sprite, true);
// player2.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-2, 0)); // player2.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-2, 0));
player2.addComponent<InputComponent>(); // player2.addComponent<ColliderComponent>("enemy", 0.8f);
player2.addComponent<ColliderComponent>("enemy", 0.8f); // player2.addComponent<HealthComponent>(5, Direction::RIGHT, "assets/heart.png");
player2.addComponent<HealthComponent>(5, Direction::RIGHT); // player2.addComponent<StatEffectsComponent>();
player2.addComponent<StatEffectsComponent>(); // player2.addGroup((size_t) Entity::GroupLabel::PLAYERS);
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) // TODO: move this whereever it makes sense (maybe game as a member)
std::map<int, std::pair<const char*, const char*>> characterSprites; std::map<int, std::pair<const char*, const char*>> characterSprites;
@ -252,7 +248,7 @@ 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_RenderClear(renderer);
SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL); SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
@ -271,22 +267,22 @@ void Game::selectCharacters(const char* &playerSprite, const char* &enemySprite)
if (hasQuit) if (hasQuit)
{ {
this->isRunning = false; this->setRunning(false);
return; return;
} }
playerSprite = characterSprites.find(playerSelection)->second.second; playerSprite = characterSprites.find(playerSelection)->second.second;
enemySprite = characterSprites.find(enemySelection)->second.second; enemySprite = characterSprites.find(enemySelection)->second.second;
this->isRunning = true; this->setRunning(true);
} }
void Game::handleEvents() void GameInternal::handleEvents()
{ {
SDL_PollEvent(&event); SDL_PollEvent(&event);
switch (event.type) switch (event.type)
{ {
case SDL_QUIT: this->isRunning = false; case SDL_QUIT: this->setRunning(false);
break; break;
default: default:
@ -294,15 +290,15 @@ void Game::handleEvents()
} }
} }
void Game::update() void GameInternal::update()
{ {
manager.refresh(); manager.refresh();
manager.update(); 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); SDL_RenderClear(renderer);
for (auto& t : tiles) for (auto& t : tiles)
@ -323,7 +319,7 @@ void Game::render()
SDL_RenderPresent(renderer); SDL_RenderPresent(renderer);
} }
void Game::clean() void GameInternal::clean()
{ {
delete(textureManager); delete(textureManager);
SDL_DestroyRenderer(renderer); SDL_DestroyRenderer(renderer);
@ -332,18 +328,23 @@ void Game::clean()
std::cout << "Game Cleaned!" << std::endl; std::cout << "Game Cleaned!" << std::endl;
} }
bool Game::running() const bool GameInternal::isRunning() const
{ {
return isRunning; return running;
} }
void Game::setWinner(Entity::TeamLabel winningTeam) void GameInternal::setRunning(bool running)
{
this->running = running;
}
void GameInternal::setWinner(Entity::TeamLabel winningTeam)
{ {
this->winner = winningTeam; this->winner = winningTeam;
this->isRunning = false; this->setRunning(false);
} }
Entity::TeamLabel Game::getWinner() const Entity::TeamLabel GameInternal::getWinner() const
{ {
return this->winner; return this->winner;
} }

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@ -2,7 +2,7 @@
#include "SDL_error.h" #include "SDL_error.h"
#include "TextureManager.h" #include "TextureManager.h"
#include "Game.h" #include "GameInternal.h"
GameObject::GameObject(const char* texturesheet, int x, int y) GameObject::GameObject(const char* texturesheet, int x, int y)
{ {

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@ -2,7 +2,7 @@
#include "Direction.h" #include "Direction.h"
#include "Entity.h" #include "Entity.h"
#include "Game.h" #include "GameInternal.h"
#include <cstdio> #include <cstdio>
void HealthComponent::init() void HealthComponent::init()
@ -57,7 +57,7 @@ void HealthComponent::createHeartComponents(int x)
{ {
auto& heart(this->entity->getManager().addEntity()); auto& heart(this->entity->getManager().addEntity());
heart.addComponent<TransformComponent>(x,5,2); heart.addComponent<TransformComponent>(x,5,2);
heart.addComponent<SpriteComponent>("assets/heart.png"); heart.addComponent<SpriteComponent>(this->healthTexture.data());
heart.addGroup((size_t)Entity::GroupLabel::HEARTS); heart.addGroup((size_t)Entity::GroupLabel::HEARTS);
heart.setTeam(this->entity->getTeam()); heart.setTeam(this->entity->getTeam());
} }

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@ -6,11 +6,11 @@
#include <utility> #include <utility>
#include "Constants.h" #include "Constants.h"
#include "Game.h" #include "GameInternal.h"
#include "SDL_error.h" #include "SDL_error.h"
#include "TileComponent.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; std::string tileIDstr;
char singleChar = 0; char singleChar = 0;
@ -56,7 +56,7 @@ void Map::loadMap(const char* path, int sizeX, int sizeY, Game* game, const std:
mapFile.close(); 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()); auto& tile(game->manager.addEntity());
tile.addComponent<TileComponent>(x, y, TILE_SIZE, TILE_SIZE, id, textureDict); tile.addComponent<TileComponent>(x, y, TILE_SIZE, TILE_SIZE, id, textureDict);

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@ -4,7 +4,7 @@
#include "Entity.h" #include "Entity.h"
#include "PopupWindow.h" #include "PopupWindow.h"
#include "TextureManager.h" #include "TextureManager.h"
#include "Game.h" #include "GameInternal.h"
PopupWindow::PopupWindow(const char* title, const std::string &message) : PopupWindow::PopupWindow(const char* title, const std::string &message) :
continueGame(false), interacted(false) { continueGame(false), interacted(false) {

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

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@ -4,7 +4,7 @@
#include "SoundManager.h" #include "SoundManager.h"
#include "TransformComponent.h" #include "TransformComponent.h"
#include "Entity.h" #include "Entity.h"
#include "Game.h" #include "GameInternal.h"
#include "HealthComponent.h" #include "HealthComponent.h"
#include "Vector2D.h" #include "Vector2D.h"
#include <cassert> #include <cassert>

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@ -4,7 +4,7 @@
#include <string> #include <string>
#include <iostream> #include <iostream>
#include "Game.h" #include "GameInternal.h"
#include "AssetManager.h" #include "AssetManager.h"
Mix_Chunk* SoundManager::loadSound(const char* fileName) Mix_Chunk* SoundManager::loadSound(const char* fileName)
@ -27,7 +27,7 @@ Mix_Chunk* SoundManager::loadSound(const char* fileName)
return sound; return sound;
} }
void SoundManager::playSound(Game* game, SoundTypes sound) void SoundManager::playSound(GameInternal* game, SoundTypes sound)
{ {
switch (sound) switch (sound)
{ {

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@ -9,7 +9,7 @@
#include "TextureManager.h" #include "TextureManager.h"
#include "Entity.h" #include "Entity.h"
#include "TransformComponent.h" #include "TransformComponent.h"
#include "Game.h" #include "GameInternal.h"
#include "Manager.h" #include "Manager.h"
SpriteComponent::SpriteComponent(const char* path) SpriteComponent::SpriteComponent(const char* path)
@ -17,14 +17,17 @@ SpriteComponent::SpriteComponent(const char* path)
this->texturePath = path; this->texturePath = path;
} }
SpriteComponent::SpriteComponent(const char* path, bool isAnimated) SpriteComponent::SpriteComponent(
const char* path,
bool isAnimated,
std::map<std::string, std::unique_ptr<Animation>>* animationMap,
std::string defaultAnimation)
{ {
animated = isAnimated; animated = isAnimated;
animations.emplace(IDLE, std::make_unique<Animation>((uint8_t)AnimationType::IDLE, 2, 200)); animations = animationMap;
animations.emplace(WALK, std::make_unique<Animation>((uint8_t)AnimationType::WALK, 2, 200));
playAnimation(IDLE); playAnimation(defaultAnimation);
this->texturePath = path; this->texturePath = path;
} }
@ -71,11 +74,11 @@ void SpriteComponent::draw()
this->entity->getManager().getGame()->textureManager->draw(this->entity->getManager().getGame()->renderer, this->texture, this->srcRect, this->destRect, this->animated && this->flipped); this->entity->getManager().getGame()->textureManager->draw(this->entity->getManager().getGame()->renderer, this->texture, this->srcRect, this->destRect, this->animated && this->flipped);
} }
void SpriteComponent::playAnimation(AnimationType type) void SpriteComponent::playAnimation(std::string type)
{ {
this->animationIndex = animations.at(type)->index; this->animationIndex = animations->at(type)->index;
this->frames = animations.at(type)->frames; this->frames = animations->at(type)->frames;
this->speed = animations.at(type)->speed; this->speed = animations->at(type)->speed;
} }
void SpriteComponent::setDirection(Direction direction) void SpriteComponent::setDirection(Direction direction)

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@ -15,15 +15,15 @@ void StatEffectsComponent::update()
if (this->buffs.at(i) == 0) continue; if (this->buffs.at(i) == 0) continue;
if (this->buffs.at(i) - 1 == 0) if (this->buffs.at(i) - 1 == 0)
{ {
this->modifyStatValue((Stats)i, BUFF_VALUE * -1); this->resetStatValue((Stats)i);
} }
this->buffs.at(i) -= 1; this->buffs.at(i) -= 1;
} }
} }
void StatEffectsComponent::modifyStatDur(Stats stat, int duration) void StatEffectsComponent::modifyStatDur(Stats stat, int duration, int value)
{ {
if(this->buffs.at((uint8_t)stat) == 0) this->modifyStatValue(stat, BUFF_VALUE); if(this->buffs.at((uint8_t)stat) == 0) this->modifyStatValue(stat, value);
this->buffs.at((uint8_t)stat) += duration; this->buffs.at((uint8_t)stat) += duration;
} }
@ -40,3 +40,17 @@ void StatEffectsComponent::modifyStatValue(Stats stat, int modifier) //modifier
default: break; default: break;
} }
} }
void StatEffectsComponent::resetStatValue(Stats stat)
{
switch (stat)
{
case Stats::MOVEMENT_SPEED:
this->entity->getComponent<TransformComponent>().resetSpeedMod();
break;
case Stats::ATTACK_SPEED:
// this->entity->getComponent<KeyboardController>().resetAtkSpeedMod();
break;
default: break;
}
}

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

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@ -4,7 +4,7 @@
#include "ColliderComponent.h" #include "ColliderComponent.h"
#include "Constants.h" #include "Constants.h"
#include "Entity.h" #include "Entity.h"
#include "Game.h" #include "GameInternal.h"
#include "Vector2D.h" #include "Vector2D.h"
#include <cstdio> #include <cstdio>
#include <initializer_list> #include <initializer_list>
@ -56,8 +56,8 @@ void TransformComponent::update()
float multiplier = direction.x != 0 && direction.y != 0 ? 0.707 : 1; // normalizes vector; only works if directions are in increments of 45° float multiplier = direction.x != 0 && direction.y != 0 ? 0.707 : 1; // normalizes vector; only works if directions are in increments of 45°
Vector2D positionChange( Vector2D positionChange(
direction.x * speed * multiplier, direction.x * this->getSpeed() * multiplier,
direction.y * speed * multiplier direction.y * this->getSpeed() * multiplier
); );
if (this->entity->hasGroup((size_t)Entity::GroupLabel::PLAYERS)){ if (this->entity->hasGroup((size_t)Entity::GroupLabel::PLAYERS)){
@ -69,7 +69,7 @@ void TransformComponent::update()
void TransformComponent::modifySpeed(int8_t modifier) void TransformComponent::modifySpeed(int8_t modifier)
{ {
this->speed += modifier; this->speedMod += modifier;
} }
void TransformComponent::setPositionAfterCollision(Vector2D& positionChange) void TransformComponent::setPositionAfterCollision(Vector2D& positionChange)

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@ -2,11 +2,11 @@
#include <ctime> #include <ctime>
#include "Entity.h" #include "Entity.h"
#include "Game.h" #include "GameInternal.h"
#include "Constants.h" #include "Constants.h"
#include "PopupWindow.h" #include "PopupWindow.h"
Game* game = nullptr; GameInternal* game = nullptr;
int main(int argc, char* argv[]) int main(int argc, char* argv[])
{ {
@ -18,10 +18,10 @@ int main(int argc, char* argv[])
Uint32 frameStart; Uint32 frameStart;
int frameTime; 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); game->init("No_Name_Chicken_Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, false);
while (game->running()) { while (game->isRunning()) {
frameStart = SDL_GetTicks(); frameStart = SDL_GetTicks();
game->handleEvents(); game->handleEvents();