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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 22:23:43 +00:00

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2 Commits

Author SHA1 Message Date
ineslelin
29743d11b0 add documentation to calculateSpawnPosition 2024-12-17 22:56:58 +01:00
ineslelin
7e088594ae incorporate requests into code 2024-12-17 22:48:49 +01:00
2 changed files with 16 additions and 8 deletions

View File

@ -27,8 +27,14 @@ 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); /*!
template <typename T> T calculateType(int amount); * \brief Calculates a random spawn position for an object within a given area
* \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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@ -74,17 +74,19 @@ 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() % (SCREEN_SIZE_WIDTH - width), rand() % (int)(spawnArea.x - size.x),
rand() % (SCREEN_SIZE_HEIGHT - height), rand() % (int)(spawnArea.y - size.y),
width, size.x,
height size.y
}; };
std::vector<ColliderComponent*> colliders = this->man->getGame()->collisionHandler->getColliders({Entity::GroupLabel::MAPTILES}); std::vector<ColliderComponent*> colliders = this->man->getGame()->collisionHandler->getColliders({Entity::GroupLabel::MAPTILES});
@ -103,7 +105,7 @@ Vector2D AssetManager::calculateSpawnPosition(int width, int height)
} }
template <typename T> template <typename T>
T AssetManager::calculateType(int amount) T AssetManager::calculateRandomType(int amount)
{ {
T type = T(rand() % amount); T type = T(rand() % amount);
return type; return type;