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https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 15:53:42 +00:00
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5 Commits
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2b411c5f6e
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2b411c5f6e | ||
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1cd604e1f0 |
@ -27,8 +27,14 @@ public:
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void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity* owner);
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void createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath);
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Vector2D calculateSpawnPosition();
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PowerupType calculateType();
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/*!
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* \brief Calculates a random spawn position for an object within a given area
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* \param size The size (collision box) of the object
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* \param spawnArea The area within which a spawn position will be calculated
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* \returns Spawn Coordinates for the object
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*/
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Vector2D calculateSpawnPosition(Vector2D size, Vector2D spawnArea);
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template <typename T> [[deprecated]] T calculateRandomType(int amount);
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//texture management
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void addTexture(std::string id, const char* path);
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@ -14,6 +14,7 @@
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#include "Vector2D.h"
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#include "PowerupComponent.h"
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#include <iostream>
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#include <algorithm>
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AssetManager::AssetManager(Manager* manager) : man(manager) {}
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@ -73,33 +74,39 @@ void AssetManager::createPowerup(Vector2D pos, std::function<void (Entity*)> pic
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powerups.addGroup((size_t)Entity::GroupLabel::POWERUPS);
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}
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Vector2D AssetManager::calculateSpawnPosition()
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Vector2D AssetManager::calculateSpawnPosition(Vector2D size, Vector2D spawnArea)
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{
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Vector2D spawnPos = Vector2D(-1, -1);
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bool conflict = false;
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for (int i = 0; i <= SPAWN_ATTEMPTS; i++)
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for(int i = 0; i <= SPAWN_ATTEMPTS; i++)
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{
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SDL_Rect spawnRect;
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spawnRect.h = spawnRect.w = 32;
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spawnRect.x = rand() % (SCREEN_SIZE_WIDTH - spawnRect.w);
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spawnRect.y = rand() % (SCREEN_SIZE_HEIGHT - spawnRect.h);
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conflict = false;
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for (auto cc : this->man->getGame()->collisionHandler->getColliders({ Entity::GroupLabel::MAPTILES }))
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SDL_Rect spawnRect = {
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rand() % (int)(spawnArea.x - size.x),
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rand() % (int)(spawnArea.y - size.y),
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size.x,
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size.y
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};
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std::vector<ColliderComponent*> colliders = this->man->getGame()->collisionHandler->getColliders({Entity::GroupLabel::MAPTILES});
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bool conflict = std::any_of(colliders.begin(), colliders.end(),
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[&](const auto& cc) {
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return SDL_HasIntersection(&spawnRect, &cc->collider);} );
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if(!conflict)
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{
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if (SDL_HasIntersection(&spawnRect, &cc->collider) && strcmp(cc->tag, "projectile"))
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{
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conflict = true;
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spawnPos = Vector2D(spawnRect.x, spawnRect.y);
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break;
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}
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}
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if (conflict) continue;
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spawnPos = Vector2D(spawnRect.x, spawnRect.y);
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}
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return spawnPos;
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}
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PowerupType AssetManager::calculateType()
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template <typename T>
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T AssetManager::calculateRandomType(int amount)
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{
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PowerupType type = PowerupType(rand() % 3);
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T type = T(rand() % amount);
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return type;
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}
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