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https://github.com/Nimac0/SDL_Minigame
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29743d11b0
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29743d11b0 | ||
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7e088594ae |
@ -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 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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void createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath);
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Vector2D calculateSpawnPosition(int width, int height);
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/*!
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template <typename T> T calculateType(int amount);
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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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//texture management
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void addTexture(std::string id, const char* path);
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void addTexture(std::string id, const char* path);
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@ -74,17 +74,19 @@ 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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powerups.addGroup((size_t)Entity::GroupLabel::POWERUPS);
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}
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}
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Vector2D AssetManager::calculateSpawnPosition(int width, int height)
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Vector2D AssetManager::calculateSpawnPosition(Vector2D size, Vector2D spawnArea)
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{
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{
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Vector2D spawnPos = Vector2D(-1, -1);
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Vector2D spawnPos = Vector2D(-1, -1);
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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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{
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SDL_Rect spawnRect = {
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SDL_Rect spawnRect = {
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rand() % (SCREEN_SIZE_WIDTH - width),
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rand() % (int)(spawnArea.x - size.x),
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rand() % (SCREEN_SIZE_HEIGHT - height),
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rand() % (int)(spawnArea.y - size.y),
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width,
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size.x,
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height
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size.y
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};
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};
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std::vector<ColliderComponent*> colliders = this->man->getGame()->collisionHandler->getColliders({Entity::GroupLabel::MAPTILES});
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std::vector<ColliderComponent*> colliders = this->man->getGame()->collisionHandler->getColliders({Entity::GroupLabel::MAPTILES});
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@ -103,7 +105,7 @@ Vector2D AssetManager::calculateSpawnPosition(int width, int height)
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}
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}
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template <typename T>
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template <typename T>
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T AssetManager::calculateType(int amount)
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T AssetManager::calculateRandomType(int amount)
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{
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{
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T type = T(rand() % amount);
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T type = T(rand() % amount);
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return type;
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return type;
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