0
0
mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 13:43:41 +00:00

Compare commits

...

53 Commits

Author SHA1 Message Date
ines
6ea366c031
Merge pull request #89 from VEGO-Engine/v0-2-0
Some checks failed
/ deploy (push) Has been cancelled
release 0.2 merge
2024-11-17 12:45:36 +01:00
6751b3e12c Merge branch 'dev' 2024-11-13 13:12:09 +01:00
Benedikt Galbavy
c19171328d
Merge pull request #84 from VEGO-Engine/tmxlite
Added support for .tmx maps
2024-11-05 19:50:56 +01:00
Benedikt Galbavy
21f970cb19
Merge pull request #85 from VEGO-Engine/remove-assets
Removed assets and startscreen from engine
2024-11-05 19:47:22 +01:00
23c750c409 Implemented requested changes 2024-11-05 19:45:24 +01:00
7c82ee5beb Removed all assets* from Engine 2024-11-05 19:35:31 +01:00
d7f11e7ebd Readded animations 2024-11-05 16:14:35 +01:00
476d24e930 Code clean-up 2024-11-05 16:14:22 +01:00
ba8dca8abc added loading of tmx files 2024-11-04 23:27:26 +01:00
Benedikt Galbavy
0179a27aaf
Merge pull request #77 from VEGO-Engine/#69-delete-gameobject
refactor: remove obsolete code
2024-10-17 19:21:21 +02:00
Freezarite
a5c3ec3683
Merge pull request #82 from VEGO-Engine/#81-zindex
Added z-Index based render order
2024-10-16 13:59:55 +02:00
074d285aff Adjusted for loop 2024-10-16 13:57:23 +02:00
686ebbb97f Added documentation 2024-10-16 13:38:20 +02:00
b48d5d7183 Added z-Index base render order 2024-10-15 23:42:32 +02:00
d3a1daf383 refactor: remove obsolete code 2024-10-14 20:47:11 +02:00
e493960fe0 Merge branch 'ref/healthcomponent' into separation-refactor 2024-06-25 12:17:35 +02:00
a5123b866c Merge branch 'ref/remove-teams' into separation-refactor 2024-06-25 11:53:01 +02:00
2ef373dd2c fix(PR) + cleaned up some dead code 2024-06-25 11:42:12 +02:00
Nanogamer7
5a1e7986d3
Merge pull request #65 from VEGO-Engine/ref/sound
Sound
2024-06-24 23:23:17 +02:00
6bf460d483 ref(teams): removed teams from engine 2024-06-24 23:03:18 +02:00
ineslelin
f78cd2c3f1 added some tweaks to playSound 2024-06-24 22:53:13 +02:00
160ba5a2d9 #66 removed UI elements from HealthComponent 2024-06-24 22:38:01 +02:00
ineslelin
24e69b73a2 updated SoundManager to incorporate requested changes 2024-06-24 22:21:18 +02:00
a8e046ce07 #58 added exception for missing game implementation 2024-06-24 18:27:04 +02:00
3d639b89d0 #58 Replaced map based game factory with simpler implementation 2024-06-24 16:03:46 +02:00
ineslelin
247d6cc173 removed stray music test in GameInternal.cpp 2024-06-18 19:39:51 +02:00
ineslelin
c4c8be5829 Merge remote-tracking branch 'origin/separation-refactor' into ref/sound 2024-06-18 19:23:07 +02:00
ineslelin
b321051ac5 added channels to sound 2024-06-16 19:37:07 +02:00
ineslelin
cb1b5af358 finished sound
- implemented fade in + fade out
- implemented pause for sound + music
- implemented unpausing/restarting sound + music
2024-06-16 19:20:39 +02:00
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
Sara Varga
5dfe42195f Merge branch 'ref/sara' into separation-refactor 2024-05-27 18:31:25 +02:00
ineslelin
6373afe3a2 working volume control 2024-05-27 12:40:51 +02:00
ineslelin
70c4d3c030 added ability to play music 2024-05-27 12:04:09 +02:00
ineslelin
db44d4d619 updated SoundManager
- created constexpr for the options to play a sound once or loop it infinitely
- removed SoundTypes enum, changed playSound() to accept a string and a bool => allows for playSound() to be used more universally
2024-05-27 11:36:02 +02:00
Sara Varga
aa83280b6a #32 KeyboardController: movement working
projectiles need adjustments
2024-05-26 22:54:50 +02:00
ineslelin
cb01c54968 updated SoundManager
- loading music from sound file now possible
- looping sound effects is possible now
2024-05-26 19:06:52 +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
737fd70851 ref(addTile): adding tiles for the tilemap is now on the dev side 2024-05-02 21:50:22 +02:00
Sara Varga
2e7a1b45cf refactor: removed Components.h file
consisted of includes of all components -> components included when not necessary
TODO: had to add 3 component includes in Entity.h because of template function; move if possible
2024-05-01 13:47:42 +02:00
Sara Varga
5dc61e6230 refactor: moved input polling from KeyboardController to input class 2024-05-01 13:07:48 +02:00
e3852379e4 ref(Powerups): move powerup adding functionality to gamedev side 2024-04-30 01:20:40 +02:00
cffe1bdc31 ref(TransformComponent): extracted entity move collision function 2024-04-29 23:46:25 +02:00
6744f519c5 ref(popup window): remove popup window code from main.cpp and game.cpp 2024-04-29 23:00:20 +02:00
8e0c76457e fix(CMakeLists.txt): fix MinGW compilation issues 2024-04-29 22:15:38 +02:00
1b571a6a46 MOVE: Game::update 2024-04-13 17:14:04 +02:00
b031e74756 Added compile commands copy function to CMake 2024-04-13 15:58:15 +02:00
b6854c79ec Added interface for game functions 2024-04-11 15:23:19 +02:00
efd8cc6616 Removed all instances of static data in Game class
see Issue #27
2024-04-10 11:15:23 +02:00
99 changed files with 1178 additions and 1256 deletions

3
.gitmodules vendored
View File

@ -14,6 +14,9 @@
path = extern/SDL_ttf
url = https://github.com/libsdl-org/SDL_ttf.git
branch = release-2.22.x
[submodule "extern/tmxlite"]
path = extern/tmxlite
url = https://github.com/fallahn/tmxlite.git
[submodule "docs/doxygen-awesome-css"]
path = docs/doxygen-awesome-css
url = https://github.com/jothepro/doxygen-awesome-css.git

View File

@ -1,13 +1,13 @@
cmake_minimum_required(VERSION 3.15)
project(SDL_Minigame)
project(engine)
set(CMAKE_CXX_STANDARD 20)
set(CMAKE_CXX_STANDARD_REQUIRED ON)
set(PROJECT_SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR})
set(PROJECT_INCLUDE_DIR ${PROJECT_SOURCE_DIR}/include)
set(PROJECT_BINARY_DIR ${CMAKE_CURRENT_BINARY_DIR})
set(ENGINE_SOURCE_DIR ${CMAKE_CURRENT_SOURCE_DIR})
set(ENGINE_INCLUDE_DIR ${PROJECT_SOURCE_DIR}/include)
set(ENGINE_BINARY_DIR ${CMAKE_CURRENT_BINARY_DIR})
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
set(BUILD_SHARED_LIBS FALSE)
@ -15,22 +15,28 @@ set(BUILD_SHARED_LIBS FALSE)
set(SDL2MIXER_VENDORED ON)
set(SDL2TTF_VENDORED ON)
set(SDL2_SOURCE_DIR ${ENGINE_SOURCE_DIR}/extern/SDL”)
set(TMXLITE_STATIC_LIB TRUE)
add_subdirectory(extern/SDL EXCLUDE_FROM_ALL)
add_subdirectory(extern/SDL_image EXCLUDE_FROM_ALL)
add_subdirectory(extern/SDL_mixer EXCLUDE_FROM_ALL)
add_subdirectory(extern/SDL_ttf EXCLUDE_FROM_ALL)
add_subdirectory(extern/tmxlite/tmxlite EXCLUDE_FROM_ALL)
file(GLOB_RECURSE SOURCES ${PROJECT_SOURCE_DIR}/src/*.cpp)
add_executable(${PROJECT_NAME} ${SOURCES})
file(GLOB_RECURSE SOURCES ${ENGINE_SOURCE_DIR}/src/*.cpp)
add_library(${PROJECT_NAME} ${SOURCES})
target_include_directories(${PROJECT_NAME} PRIVATE ${PROJECT_INCLUDE_DIR})
target_include_directories(${PROJECT_NAME} PUBLIC ${ENGINE_INCLUDE_DIR})
target_link_libraries(${PROJECT_NAME} PRIVATE
target_link_libraries(${PROJECT_NAME} PUBLIC # should be private when all SDL functionality has a wrapper
SDL2::SDL2main
SDL2::SDL2-static
SDL2_image::SDL2_image-static
SDL2_mixer::SDL2_mixer-static
SDL2_ttf::SDL2_ttf-static
tmxlite
)
if(CMAKE_BUILD_TYPE MATCHES "Debug")
@ -38,5 +44,11 @@ if(CMAKE_BUILD_TYPE MATCHES "Debug")
#target_link_libraries(${PROJECT_NAME} PRIVATE "-fsanitize=address")
endif()
file(COPY ${PROJECT_SOURCE_DIR}/assets DESTINATION ${PROJECT_BINARY_DIR})
# link/copy compile commands to root dir
if(EXISTS ${PROJECT_BINARY_DIR}/compile_commands.json)
file(CREATE_LINK
${PROJECT_BINARY_DIR}/compile_commands.json
${PROJECT_SOURCE_DIR}/compile_commands.json
COPY_ON_ERROR SYMBOLIC
)
endif()

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -1,106 +0,0 @@
{ "frames": [
{
"filename": "MapNew.aseprite",
"frame": { "x": 0, "y": 0, "w": 32, "h": 32 },
"rotated": false,
"trimmed": false,
"spriteSourceSize": { "x": 0, "y": 0, "w": 32, "h": 32 },
"sourceSize": { "w": 32, "h": 32 },
"duration": 100
},
{
"filename": "MapNew.aseprite",
"frame": { "x": 32, "y": 0, "w": 32, "h": 32 },
"rotated": false,
"trimmed": false,
"spriteSourceSize": { "x": 0, "y": 0, "w": 32, "h": 32 },
"sourceSize": { "w": 32, "h": 32 },
"duration": 100
},
{
"filename": "MapNew.aseprite",
"frame": { "x": 64, "y": 0, "w": 32, "h": 32 },
"rotated": false,
"trimmed": false,
"spriteSourceSize": { "x": 0, "y": 0, "w": 32, "h": 32 },
"sourceSize": { "w": 32, "h": 32 },
"duration": 100
},
{
"filename": "MapNew.aseprite",
"frame": { "x": 96, "y": 0, "w": 32, "h": 32 },
"rotated": false,
"trimmed": false,
"spriteSourceSize": { "x": 0, "y": 0, "w": 32, "h": 32 },
"sourceSize": { "w": 32, "h": 32 },
"duration": 100
},
{
"filename": "MapNew.aseprite",
"frame": { "x": 128, "y": 0, "w": 32, "h": 32 },
"rotated": false,
"trimmed": false,
"spriteSourceSize": { "x": 0, "y": 0, "w": 32, "h": 32 },
"sourceSize": { "w": 32, "h": 32 },
"duration": 100
},
{
"filename": "MapNew.aseprite",
"frame": { "x": 160, "y": 0, "w": 32, "h": 32 },
"rotated": false,
"trimmed": false,
"spriteSourceSize": { "x": 0, "y": 0, "w": 32, "h": 32 },
"sourceSize": { "w": 32, "h": 32 },
"duration": 100
},
{
"filename": "MapNew.aseprite",
"frame": { "x": 192, "y": 0, "w": 32, "h": 32 },
"rotated": false,
"trimmed": false,
"spriteSourceSize": { "x": 0, "y": 0, "w": 32, "h": 32 },
"sourceSize": { "w": 32, "h": 32 },
"duration": 100
},
{
"filename": "MapNew.aseprite",
"frame": { "x": 224, "y": 0, "w": 32, "h": 32 },
"rotated": false,
"trimmed": false,
"spriteSourceSize": { "x": 0, "y": 0, "w": 32, "h": 32 },
"sourceSize": { "w": 32, "h": 32 },
"duration": 100
},
{
"filename": "MapNew.aseprite",
"frame": { "x": 256, "y": 0, "w": 32, "h": 32 },
"rotated": false,
"trimmed": false,
"spriteSourceSize": { "x": 0, "y": 0, "w": 32, "h": 32 },
"sourceSize": { "w": 32, "h": 32 },
"duration": 100
},
{
"filename": "MapNew.aseprite",
"frame": { "x": 288, "y": 0, "w": 32, "h": 32 },
"rotated": false,
"trimmed": false,
"spriteSourceSize": { "x": 0, "y": 0, "w": 32, "h": 32 },
"sourceSize": { "w": 32, "h": 32 },
"duration": 100
}
],
"meta": {
"app": "https://www.aseprite.org/",
"version": "1.3.2-x64",
"format": "RGBA8888",
"size": { "w": 320, "h": 32 },
"scale": "1",
"frameTags": [
],
"layers": [
],
"slices": [
]
}
}

Binary file not shown.

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 7.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 7.3 KiB

View File

@ -1,20 +0,0 @@
3,3,3,3,3,3,3,3,3,3,7,1,1,1,9,3,3,3,3,3,3,3,3,3,3
3,3,3,3,3,3,3,3,3,3,7,1,1,1,9,3,3,3,3,3,3,3,2,3,3
3,3,3,3,3,3,3,3,3,3,7,1,1,1,9,3,3,3,3,3,3,2,2,2,3
3,3,3,2,3,3,3,3,2,3,7,1,1,1,9,3,3,3,3,3,3,3,2,2,3
3,3,2,2,3,3,3,3,3,3,7,1,1,1,9,3,3,3,3,3,3,3,3,3,3
3,3,2,2,2,3,3,3,3,3,7,1,1,1,9,3,3,2,3,3,3,3,3,3,3
3,3,2,2,2,3,3,3,3,3,7,1,1,1,9,3,3,3,3,3,3,3,3,3,3
3,3,3,2,2,3,3,3,3,3,7,1,1,1,9,3,3,3,3,3,3,3,3,3,3
3,3,3,3,2,3,3,3,3,3,7,1,1,1,9,3,3,3,3,3,3,3,3,3,3
3,3,3,3,3,3,3,3,3,3,7,1,1,1,9,3,3,3,3,3,3,3,3,3,3
3,3,3,3,3,3,3,3,3,3,7,1,1,1,9,3,3,3,3,3,3,3,3,3,3
3,3,3,3,3,3,3,3,3,3,7,1,1,1,9,3,3,3,3,3,2,3,3,3,3
3,3,3,2,2,3,3,3,3,3,7,1,1,1,9,3,3,3,3,2,2,3,3,3,3
3,3,3,3,3,3,3,3,3,3,7,1,1,1,9,3,3,3,3,2,2,2,3,3,3
3,3,3,3,3,3,3,3,3,3,7,1,1,1,9,3,3,3,3,2,2,3,3,3,3
3,3,3,3,3,3,3,2,3,3,7,1,1,1,9,3,2,3,3,2,3,3,3,3,3
3,3,3,3,3,3,3,3,3,3,7,1,1,1,9,3,2,3,3,3,3,3,3,3,3
2,2,3,3,3,3,3,3,3,3,7,1,1,1,9,3,3,3,3,3,3,3,3,3,3
3,2,2,3,3,3,3,3,3,3,7,1,1,1,9,3,3,3,3,3,3,3,3,3,3
3,3,3,3,3,3,3,3,3,3,7,1,1,1,9,3,3,3,3,3,3,3,3,3,3

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 571 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 407 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 18 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.4 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.9 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 751 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 913 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 836 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 847 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.4 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.6 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.8 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 5.3 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 877 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 271 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 943 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1011 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 279 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 550 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 3.1 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 643 B

Binary file not shown.

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 35 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 279 B

Binary file not shown.

Before

Width:  |  Height:  |  Size: 33 KiB

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 914 B

Binary file not shown.

Binary file not shown.

Before

Width:  |  Height:  |  Size: 1.2 KiB

1
extern/tmxlite vendored Submodule

@ -0,0 +1 @@
Subproject commit fcef1a28ade8406e290d5fd168a8950e6996844f

View File

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

View File

@ -3,6 +3,7 @@
#include <SDL_mixer.h>
#include <map>
#include <string>
#include <functional>
#include "Entity.h"
@ -23,8 +24,8 @@ public:
AssetManager(Manager* manager);
~AssetManager();
void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity::TeamLabel teamLabel);
void createPowerup(Vector2D pos, PowerupType type);
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);
Vector2D calculateSpawnPosition();
PowerupType calculateType();
@ -35,12 +36,16 @@ public:
// sound management
void addSoundEffect(std::string id, const char* path);
void addMusic(std::string id, const char* path);
SDL_Texture* getTexture(std::string id);
Mix_Chunk* getSound(std::string id);
Mix_Music* getMusic(std::string id);
private:
Manager* man;
std::map<std::string, SDL_Texture*> textures;
std::map<std::string, Mix_Chunk*> soundEffects;
std::map<std::string, Mix_Music*> music;
};

View File

@ -50,8 +50,7 @@ public:
// temporary function, remove once game.cpp cleaned up
std::vector<ColliderComponent*> getColliders(
std::initializer_list<Entity::GroupLabel> const& groupLabels,
std::initializer_list<Entity::TeamLabel> const& teamLabels = {},
bool negateTeam = false);
std::initializer_list<Entity*> const& excludedEntities = {});
/*!
*
@ -72,8 +71,7 @@ public:
Entity* entity,
Vector2D posMod = {},
std::initializer_list<Entity::GroupLabel> const& groupLabels = {},
std::initializer_list<Entity::TeamLabel> const& teamLabels = {},
bool negateTeam = false);
std::initializer_list<Entity*> const& excludedEntities = {});
void update();
};

View File

@ -9,7 +9,6 @@ public:
virtual void init() {}
virtual void update() {}
virtual void draw() {}
virtual ~Component() = default;
};

View File

@ -1,13 +0,0 @@
#pragma once
#include "ECS.h"
#include "Component.h"
#include "Manager.h"
#include "Entity.h"
#include "TransformComponent.h"
#include "SpriteComponent.h"
#include "KeyboardController.h"
#include "ColliderComponent.h"
#include "TileComponent.h"
#include "ProjectileComponent.h"
#include "HealthComponent.h"

View File

@ -3,7 +3,6 @@
#include <cstddef>
using Group = std::size_t;
using Team = std::size_t;
constexpr int CHARACTER_COUNT = 4;
@ -24,7 +23,8 @@ constexpr int MAP_SIZE_Y = 20;
constexpr int SPAWN_ATTEMPTS = 20;
constexpr int BUFF_DURATION = 240;
constexpr int PLAY_LOOPED = -1;
constexpr int PLAY_ONCE = 0;
constexpr int BUFF_VALUE = 1;
constexpr int MAX_VOLUME = 128;

View File

@ -9,6 +9,12 @@
#include "ECS.h"
#include "Constants.h"
// TODO: remove here if possible
// temporary fix: addComponent function template doesnt know TransformComponent -> error undefined type
#include "InputComponent.h"
#include "TransformComponent.h"
#include "SpriteComponent.h"
class Manager;
class Component;
@ -47,16 +53,6 @@ public:
POWERUPS //!< \todo Document
};
/*!
* \brief Allows grouping entities by team association for hits, win conditions, etc.
*/
enum class TeamLabel
{
NONE, //!< No team, should be skipped in any checks
BLUE, //!< Team blue
RED //!< Team red
};
/*!
* \todo Document
*/
@ -64,9 +60,6 @@ public:
manager(mManager) { };
void update() const; //!< Call each frame to update all components
//! Call after update to render components.
//! \sa SpriteComponent::draw()
void draw() const;
bool isActive() const { return this->active; } //!< \sa destroy()
//! Mark for destruction for Manager::refresh() and disables collision
@ -85,9 +78,6 @@ public:
//! \sa GroupLabel
std::bitset<MAX_GROUPS> getGroupBitSet();
void setTeam(TeamLabel teamLabel); //!< \sa TeamLabel
TeamLabel getTeam(); //!< \sa TeamLabel
//! \sa Manager
Manager& getManager() { return manager; };
@ -126,5 +116,4 @@ private:
ComponentArray componentArray = {};
ComponentBitSet componentBitSet;
GroupBitSet groupBitSet;
TeamLabel teamLabel;
};

View File

@ -1,49 +1,18 @@
#pragma once
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_mixer.h>
#include <vector>
class GameInternal;
#include "Vector2D.h"
#include "Entity.h"
class AssetManager;
class CollisionHandler;
class TextureManager;
class SoundManager;
class Game
{
// TODO: add managers here
class Game {
public:
Game();
~Game();
virtual ~Game() {}
void init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen);
void selectCharacters(const char* &playerSprite, const char* &enemySprite);
virtual void init() = 0;
virtual void update() = 0;
void handleEvents();
void update();
void render();
void clean();
bool running() const;
static void addTile(unsigned long id, int x, int y);
static SDL_Renderer* renderer;
static SDL_Event event;
static CollisionHandler* collisionHandler;
static AssetManager* assets;
static TextureManager* textureManager;
static SoundManager* soundManager;
void refreshPlayers();
Entity::TeamLabel getWinner() const;
private:
void setWinner(Entity::TeamLabel winningTeam);
int counter = 0;
bool isRunning = false;
SDL_Window* window;
Entity::TeamLabel winner;
GameInternal* gameInternal; //!< \deprecated
};
// game factory include to simplify imports in implementation
#include "GameFactory.h"

39
include/GameFactory.h Normal file
View File

@ -0,0 +1,39 @@
#pragma once
#include <cassert>
#include <iostream>
#include <map>
#include <functional>
#include <string>
#include <stdexcept>
#include "Game.h"
class GameInternal;
class GameFactory {
public:
using CreateFunc = std::function<Game*()>;
static GameFactory& instance() {
static GameFactory factory;
return factory;
}
void registerClass(CreateFunc createFunc) {
this->creatorFunc = createFunc;
}
Game* create(GameInternal* gameInternal) {
if (this->creatorFunc == nullptr) {
throw std::runtime_error("No game implementation registered!");
return nullptr;
}
Game* game = (this->creatorFunc)();
game->gameInternal = gameInternal;
return game;
}
private:
CreateFunc creatorFunc = nullptr;
};

66
include/GameInternal.h Normal file
View File

@ -0,0 +1,66 @@
#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"
#include "RenderManager.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 handleEvents();
void update();
void render();
void clean();
bool isRunning() const;
void setRunning(bool running); // TODO: should be private/not accesible for game dev
void stopGame();
/* static */ SDL_Renderer* renderer = nullptr;
/* static */ SDL_Event event;
/* static */ CollisionHandler* collisionHandler;
/* static */ AssetManager* assets;
/* static */ TextureManager* textureManager;
/* static */ SoundManager* soundManager;
Manager manager;
RenderManager renderManager;
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();
private:
Game* gameInstance;
int counter = 0;
bool running = true;
SDL_Window* window;
};

View File

@ -1,21 +0,0 @@
#pragma once
#include <SDL.h>
class GameObject
{
public:
GameObject(const char* texturesheet, int x, int y);
~GameObject() = default;
void update();
void render();
private:
int xPos;
int yPos;
SDL_Texture* objTexture;
SDL_Rect srcRect;
SDL_Rect destRect;
};

View File

@ -0,0 +1,24 @@
#pragma once
#include "GameFactory.h"
namespace vego {
template<typename T>
class GameRegistryHelper {
public:
[[deprecated("GameRegistryHelper() does not take a className anymore")]]
GameRegistryHelper(const std::string& className) {
static_assert(std::is_base_of<Game, T>::value, "Your class must inherit from Game");
GameFactory::instance().registerClass(
[]() -> Game* { return new T; }
);
};
GameRegistryHelper() {
static_assert(std::is_base_of<Game, T>::value, "Your class must inherit from Game");
GameFactory::instance().registerClass(
[]() -> Game* { return new T; }
);
};
};
}

View File

@ -1,5 +1,8 @@
#pragma once
#include <string>
#include <vector>
#include "Direction.h"
#include "Component.h"
@ -9,7 +12,7 @@ class HealthComponent : public Component
{
public:
HealthComponent(int health, Direction side) : health(health), side(side) {}
HealthComponent(int health) : health(health) {}
~HealthComponent() {}
void modifyHealth(int health = -1);
@ -25,5 +28,4 @@ public:
private:
int health;
Direction side;
};

106
include/InputComponent.h Normal file
View File

@ -0,0 +1,106 @@
#pragma once
#include <SDL.h>
#include <map>
#include "Component.h"
enum class Key
{
UP,
DOWN,
LEFT,
RIGHT,
SPACE,
ENTER,
ESCAPE,
TAB,
BACKSPACE,
DELETE,
HOME,
END,
PAGE_UP,
PAGE_DOWN,
INSERT,
CAPS_LOCK,
LEFT_SHIFT,
RIGHT_SHIFT,
LEFT_CTRL,
RIGHT_CTRL,
LEFT_ALT,
RIGHT_ALT,
F1,
F2,
F3,
F4,
F5,
F6,
F7,
F8,
F9,
F10,
F11,
F12,
A,
B,
C,
D,
E,
F,
G,
H,
I,
J,
K,
L,
M,
N,
O,
P,
Q,
R,
S,
T,
U,
V,
W,
X,
Y,
Z,
NUM_0,
NUM_1,
NUM_2,
NUM_3,
NUM_4,
NUM_5,
NUM_6,
NUM_7,
NUM_8,
NUM_9,
LEFT_BRACKET,
RIGHT_BRACKET,
SEMICOLON,
APOSTROPHE,
COMMA,
PERIOD,
SLASH,
BACKSLASH,
GRAVE
};
class InputComponent : public Component
{
public:
InputComponent();
~InputComponent();
void init() override;
void update() override;
bool isKeyDown(Key key);
private:
const Uint8* m_keyStates;
SDL_Scancode mapKeyToSDL(Key key);
std::map<Key, SDL_Scancode> m_keyMappings;
void InitKeyMappings();
};

View File

@ -1,44 +0,0 @@
#pragma once
#include <SDL.h>
#include "Component.h"
#include "Vector2D.h"
#include "Constants.h"
#include "SoundManager.h"
class TransformComponent;
class SpriteComponent;
class KeyboardController : public Component
{
public:
TransformComponent* transform;
const uint8_t* keystates = SDL_GetKeyboardState(NULL);
SDL_Scancode up;
SDL_Scancode down;
SDL_Scancode left;
SDL_Scancode right;
SDL_Scancode fire;
SpriteComponent* sprite;
//for attack cooldown in between shots
uint32_t lastFireTime = 0;
uint32_t fireCooldown = 1000; //in ms can be adjusted to change possible attack-speed
KeyboardController() = default;
KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity);
~KeyboardController() = default;
void init() override;
void update() override;
void modifyAtkSpeed(int8_t modifier);
private:
//for creation of projectiles
TransformComponent* player; //for starting position of projectile
Vector2D fireVelocity; //decide source of projectile and flying direction
// SoundManager* soundEffect = Game::assets->getSound;
//SoundManager* soundEffect = new SoundManager();
};

View File

@ -1,5 +1,7 @@
#pragma once
#include <iostream>
#include <array>
#include <memory>
#include <vector>
@ -7,6 +9,7 @@
#include "Constants.h"
#include "Entity.h"
class GameInternal;
/*!
*
* \brief Is responsible for managing all entities
@ -19,8 +22,9 @@
class Manager
{
public:
Manager(GameInternal* game) : game(game) {};
void update(); //!< \sa Entity::update()
void draw(); //!< \sa Entity::draw()
//! Disables all functionality of entities marked for destruction
//! \sa Entity::destroy()
void refresh();
@ -28,15 +32,14 @@ public:
void addToGroup(Entity* mEntity, Group mGroup); //!< \todo `friend` to Entity
std::vector<Entity*>& getGroup(Group mGroup); //!< \returns std::vector containing all entities in group Entity::GroupLabel
void addToTeam(Entity* mEntity, Team mTeam); //!< \todo `friend` to Entity
std::vector<Entity*>& getTeam(Team mTeam); //!< \returns std::vector containing all entities in team Entity::TeamLabel
std::vector<Entity*> getAll(); //!< \returns std::vector containing all entities
Entity& addEntity(); //!< Creates and returns a new, empty entity
GameInternal* getGame() { return this->game; };
private:
GameInternal* game;
std::vector<std::unique_ptr<Entity>> entities;
std::array<std::vector<Entity*>, MAX_GROUPS> entitiesByGroup;
std::array<std::vector<Entity*>, MAX_TEAMS> entitiesByTeam;
};

View File

@ -1,13 +1,16 @@
#pragma once
#include <tmxlite/Types.hpp>
#include <map>
#include <string>
class GameInternal;
class Map
{
public:
Map() = default;
~Map() = default;
// code comment below is a test for doxygen - do not remove
/*!
*
* \brief
@ -17,5 +20,17 @@ public:
* \return Boolean for success
*
*/
static bool loadMap(const char* path, int sizeX, int sizeY);
[[deprecated("ID based text files are not supported anymore, use .txm maps instead")]]
static void loadMap(const char* path, int sizeX, int sizeY, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict /* backreference */);
[[deprecated]]
static void addTile(unsigned long id, int x, int y, GameInternal* game, const std::map<int, std::pair<std::string, bool>>* textureDict);
/*!
* \brief Loads a .tmx map
* \param path Path to the `.tmx` map file
*
*/
static void loadMapTmx(const char* path);
private:
static void addTile(float x, float y, const tmx::Vector2u& mapTileSize, int u, int v, int zIndex, const char* texturePath);
};

View File

@ -1,28 +0,0 @@
#pragma once
#include <SDL.h>
#include <SDL_ttf.h>
#include <string>
#include "Entity.h"
class Game;
class PopupWindow {
public:
PopupWindow(const char* title, const std::string& message);
~PopupWindow();
void handleWinnerEvents();
bool shouldContinue() const;
bool interacted;
void renderWinnerPopup(Entity::TeamLabel winner);
private:
SDL_Renderer* renderer;
SDL_Window* window;
SDL_Texture* texture;
bool continueGame;
};

View File

@ -1,19 +1,16 @@
#pragma once
#include <functional>
#include "Component.h"
#include "AssetManager.h"
class PowerupComponent : public Component
{
public:
PowerupComponent(PowerupType type);
PowerupComponent(std::function<void (Entity*)> func);
~PowerupComponent() {};
void update() override;
void heartEffect(Entity* player);
void movementSpeedEffect(Entity* player);
void atkSpeedEffect(Entity* player);
private:
void (PowerupComponent::*pickupFunc)(Entity* player);
std::function<void (Entity*)> pickupFunc;
};

View File

@ -11,7 +11,8 @@ class ProjectileComponent : public Component
//can maybe be split in separate .cpp file
public:
ProjectileComponent(int range, int speed, Vector2D direction) : range(range), speed(speed), direction(direction) {}
ProjectileComponent(int range, int speed, Vector2D direction, Entity* owner)
: range(range), speed(speed), direction(direction), owner(owner) {}
~ProjectileComponent() {}
void init() override;
@ -24,5 +25,7 @@ private:
int speed = 0;
int distance = 0;
Entity* owner = nullptr;
Vector2D direction;
};

29
include/RenderManager.h Normal file
View File

@ -0,0 +1,29 @@
#pragma once
#include <vector>
#include "RenderObject.h"
class RenderManager {
public:
RenderManager() {};
/*
* Remove an object from the list of objects to be rendered
* \param renderObject The object to be removed
* \sa RenderObject
*/
void remove(RenderObject* obj);
/*
* Add an object to be rendered
* \param renderObject The object to be rendered
* \sa RenderObject
*/
void add(RenderObject* obj);
void renderAll(); //!< Render all objects. If the list has been modified, sorts it based on z-index first
private:
std::vector<RenderObject*> renderObjects;
bool isSorted;
};

27
include/RenderObject.h Normal file
View File

@ -0,0 +1,27 @@
#pragma once
class RenderManager;
class RenderObject
{
public:
virtual void draw() = 0;
RenderObject(int zIndex, RenderManager& renderManager);
~RenderObject();
int getZIndex() { return this->zIndex; };
//! Comparitor to compare two ptr based on z-index
struct ZIndexComparator {
bool operator()(RenderObject const *lhs, RenderObject const *rhs ) const {
return lhs->zIndex < rhs->zIndex;
}
};
private:
int zIndex = 0;
protected:
RenderManager& renderManager;
};

View File

@ -4,14 +4,17 @@
#include <map>
#include <vector>
#include "ECS.h"
#include "TextureManager.h"
class GameInternal;
enum SoundTypes
{
STEPS,
THROW_EGG,
};
/*!
*
* \brief Handles music and sound.
* \details SoundManager handles loading in music and sound effects from files, playing music and sound effects and toggling the audio volume.
*
*/
class SoundManager
{
public:
@ -20,13 +23,55 @@ class SoundManager
for (auto& it : this->sound_cache) {
Mix_FreeChunk(it.second);
}
for (auto& it : this->music_cache) {
Mix_FreeMusic(it.second);
}
}
SoundManager(SoundManager const&) = delete;
void operator=(SoundManager const&) = delete;
std::map<const char*, Mix_Music*> music_cache;
std::map<const char*, Mix_Chunk*> sound_cache;
/*!
* \brief Loads music from a file (mp3)
* \returns a pointer to Mix_Music
* \sa AssetManager::AddMusic(std::string id, const char* path)
*/
Mix_Music* loadMusic(const char* fileName);
/*!
* \brief Loads sound effects from a file (wav)
* \returns a pointer to Mix_Chunk
* \sa AssetManager::AddSound(std::string id, const char* path)
*/
Mix_Chunk* loadSound(const char* fileName);
static void playSound(SoundTypes sound);
/*!
* \brief Handles playing of sound effects
*
* Handles if sounds can overlap, how often they can loop, as well as the volume at which the specified sound effect should play
* and on which channel the soundeffect should play.
*/
static void playSound(GameInternal* game, std::string sound, bool canOverlap, int loops, int volume, int channel);
/*!
* \brief Handles playing of music
*
* Handles how often track can loop, as well as the volume at which the specified track should play and if it fades in.
*/
static void playMusic(GameInternal* game, std::string sound, int loops, int volume, int ms);
static void setSoundVolume(int volume, int channel); //!< Volume handling for sound effects (either all or on a specific channel)
static void setMusicVolume(int volume); //!< Volume handling for music track
static void pauseSound(int channel); //!< Handles pausing sound effects (either all or on a specific channel)
static void pauseMusic(); //!< Handles pausing music track
static void restartSound(int channel); //!< Handles resuming sound effects (either all or on a specific channel)
static void restartMusic(); //!< Handles resuming music track
static void fadeOutMusic(int ms); //!< Handles fading out a music track
private:
};

View File

@ -3,34 +3,46 @@
#include <map>
#include <SDL_render.h>
#include <memory>
#include <string>
#include "AnimationHandler.h"
#include "Component.h"
#include "Direction.h"
#include "RenderObject.h"
class TransformComponent;
class SpriteComponent : public Component
class SpriteComponent : public Component, public RenderObject
{
public:
int animationIndex = 0;
std::map<AnimationType, std::unique_ptr<Animation>> animations;
std::map<std::string, std::unique_ptr<Animation>>* animations = nullptr;
private:
TransformComponent* transform;
SDL_Texture* texture;
SDL_Rect srcRect, destRect;
const char* texturePath;
bool animated = false;
uint8_t frames = 0;
uint8_t speed = 100;
bool flipped = false;
int textureXOffset;
int textureYOffset;
public:
SpriteComponent() = default;
SpriteComponent(const char* path);
SpriteComponent(const char* path, bool isAnimated);
SpriteComponent(const char* path, int zIndex);
SpriteComponent(const char* path, int xOffset, int yOffset, int zIndex);
SpriteComponent(
const char* path,
bool isAnimated,
std::map<std::string, std::unique_ptr<Animation>>* animationList,
std::string defaultAnimation,
int zIndex);
~SpriteComponent();
void setTexture(const char* path);
@ -38,6 +50,6 @@ public:
void init() override;
void update() override;
void draw() override;
void playAnimation(AnimationType type);
void playAnimation(std::string type);
void setDirection(Direction direction);
};

View File

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

View File

@ -1,24 +0,0 @@
#pragma once
#include <map>
#include <string>
#include "AssetManager.h"
class TextureDict
{
public:
const std::map<int, std::string> tileDictionary = {
{1, "assets/water.png"},
{2, "assets/dirt.png"},
{3, "assets/grass.png"},
{7, "assets/grass_water_left.png"},
{9, "assets/grass_water_right.png"}
};
std::map<PowerupType, std::string> powerupDictionary = {
{PowerupType::HEART, "assets/heart_powerup.png"},
{PowerupType::WALKINGSPEED, "assets/movement_speed_powerup.png"},
{PowerupType::SHOOTINGSPEED, "assets/atk_speed_powerup.png"}
};
};

View File

@ -1,5 +1,6 @@
#pragma once
#include "ECS.h"
#include <SDL_render.h>
#include <map>
#include <memory>
@ -9,7 +10,7 @@
class TextureManager
{
public:
TextureManager() {}
TextureManager(Manager* manager) : manager(manager) {}
~TextureManager() {
for (auto& it : this->texture_cache) {
SDL_DestroyTexture(it.second);
@ -20,5 +21,7 @@ class TextureManager
SDL_Texture* loadTexture(const char* fileName);
static std::vector<SDL_Rect> splitSpriteSheet(SDL_Texture* spriteSheet, int width, int height, int spritesOnSheet);
static void draw(SDL_Texture* texture, SDL_Rect src, SDL_Rect dest, bool flipped = false);
static void draw(SDL_Renderer* renderer, SDL_Texture* texture, SDL_Rect src, SDL_Rect dest, bool flipped = false);
private:
Manager* manager;
};

View File

@ -1,9 +1,10 @@
#pragma once
#include <SDL.h>
#include <string>
#include <map>
#include "Component.h"
#include "TextureDict.h"
class SpriteComponent;
class TransformComponent;
@ -13,15 +14,20 @@ class TileComponent : public Component
public:
TransformComponent* transform;
SpriteComponent* sprite;
TextureDict textureDict;
SDL_Rect tileRect;
int tileID;
const char* path;
TileComponent() = default;
TileComponent(int x, int y, int w, int h, int id);
TileComponent(int x, int y, int w, int h, int id, const std::map<int, std::pair<std::string, bool>>* textureDict);
~TileComponent() = default;
void init() override;
bool hasCollision(){return this->collision;}
std::string getName(){return this->tileName;}
private:
bool collision;
std::string tileName;
};

View File

@ -7,14 +7,15 @@
class TransformComponent : public Component
{
public:
Vector2D position; // TODO: change to int to safe CPU time -> possibly subpixel coordinates
Vector2D position; // TODO: change to int to save CPU time -> possibly subpixel coordinates
Vector2D direction;
int height = 32;
int width = 32;
int scale = 1;
int speed = 3;
int getSpeed() { return speed + speedMod; };
void resetSpeedMod() { speedMod = 0; };
TransformComponent();
explicit TransformComponent(int scale);
@ -25,5 +26,10 @@ public:
void init() override;
/*! TODO: document usage of collision handler */
void update() override;
void setPositionAfterCollision(Vector2D& positionChange);
void modifySpeed(int8_t modifier);
private:
int speed = 3;
int speedMod = 0;
};

9
include/VEGO.h Normal file
View File

@ -0,0 +1,9 @@
#include "GameInternal.h"
namespace vego {
extern GameInternal* game;
}
inline GameInternal& VEGO_Game() {
return *vego::game;
};

View File

@ -2,8 +2,8 @@
#include "TextureManager.h"
#include "SoundManager.h"
#include "Components.h"
#include "Game.h"
#include "ProjectileComponent.h"
#include "GameInternal.h"
#include "TransformComponent.h"
@ -11,7 +11,6 @@
#include "ColliderComponent.h"
#include "Constants.h"
#include "Entity.h"
#include "Game.h"
#include "Vector2D.h"
#include "PowerupComponent.h"
#include <iostream>
@ -21,12 +20,17 @@ AssetManager::AssetManager(Manager* manager) : man(manager) {}
AssetManager::~AssetManager() {}
void AssetManager::addTexture(std::string id, const char* path) {
textures.emplace(id, Game::textureManager->loadTexture(path));
textures.emplace(id, this->man->getGame()->textureManager->loadTexture(path));
}
void AssetManager::addSoundEffect(std::string id, const char* path)
{
soundEffects.emplace(id, Game::soundManager->loadSound(path));
soundEffects.emplace(id, this->man->getGame()->soundManager->loadSound(path));
}
void AssetManager::addMusic(std::string id, const char* path)
{
music.emplace(id, this->man->getGame()->soundManager->loadMusic(path));
}
SDL_Texture* AssetManager::getTexture(std::string id) {
@ -37,36 +41,35 @@ Mix_Chunk* AssetManager::getSound(std::string id) {
return soundEffects.at(id);
}
void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity::TeamLabel teamLabel) {
Mix_Music* AssetManager::getMusic(std::string id)
{
return music.at(id);
}
void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, int speed, const char* texturePath, Entity* owner) {
auto& projectile(man->addEntity());
projectile.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, scale); //32x32 is standard size for objects
projectile.addComponent<SpriteComponent>(texturePath);
projectile.addComponent<ProjectileComponent>(range, speed, velocity);
projectile.addComponent<SpriteComponent>(texturePath, 4);
projectile.addComponent<ProjectileComponent>(range, speed, velocity, owner);
projectile.addComponent<ColliderComponent>("projectile", 0.6f);
projectile.addGroup((size_t)Entity::GroupLabel::PROJECTILE);
projectile.setTeam(teamLabel);
}
void AssetManager::createPowerup(Vector2D pos, PowerupType type) {
TextureDict textureDict;
void AssetManager::createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, std::string texturePath) {
auto& powerups(man->addEntity());
powerups.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, 1); //32x32 is standard size for objects
auto it = textureDict.powerupDictionary.find(type);
if (it == textureDict.powerupDictionary.end()) {
std::cout << "it end" << std::endl;
}
try {
powerups.addComponent<SpriteComponent>(it->second.data());
powerups.addComponent<SpriteComponent>(texturePath.c_str(), 3);
}
catch (std::runtime_error e) {
std::cout << e.what() << std::endl;
}
powerups.addComponent<ColliderComponent>("powerup", 0.6f);
powerups.addComponent<PowerupComponent>(type);
powerups.addComponent<PowerupComponent>(pickupFunc);
powerups.addGroup((size_t)Entity::GroupLabel::POWERUPS);
}
@ -81,7 +84,7 @@ Vector2D AssetManager::calculateSpawnPosition()
spawnRect.x = rand() % (SCREEN_SIZE_WIDTH - spawnRect.w);
spawnRect.y = rand() % (SCREEN_SIZE_HEIGHT - spawnRect.h);
conflict = false;
for (auto cc : Game::collisionHandler->getColliders({ Entity::GroupLabel::MAPTILES }))
for (auto cc : this->man->getGame()->collisionHandler->getColliders({ Entity::GroupLabel::MAPTILES }))
{
if (SDL_HasIntersection(&spawnRect, &cc->collider) && strcmp(cc->tag, "projectile"))
{

View File

@ -2,7 +2,7 @@
#include "CollisionHandler.h"
#include "Entity.h"
#include "Game.h"
#include "GameInternal.h"
#include "TransformComponent.h"
#include <iostream>
@ -31,7 +31,6 @@ void ColliderComponent::init()
}
transform = &entity->getComponent<TransformComponent>();
//Game::collisionHandler->add(this);
this->update();
}

View File

@ -87,8 +87,7 @@ IntersectionBitSet CollisionHandler::getIntersectionWithBounds(Entity* entity, V
std::vector<ColliderComponent*> CollisionHandler::getColliders(
std::initializer_list<Entity::GroupLabel> const& groupLabels,
std::initializer_list<Entity::TeamLabel> const& teamLabels,
bool negateTeam)
std::initializer_list<Entity*> const& excludedEntities)
{
std::vector<ColliderComponent*> colliders;
@ -97,16 +96,11 @@ std::vector<ColliderComponent*> CollisionHandler::getColliders(
groupBitSet.set((size_t) groupLabel);
}
std::bitset<MAX_TEAMS> teamBitSet;
for (auto& teamLabel : teamLabels) {
teamBitSet.set((size_t) teamLabel);
}
for (auto& entity : manager.getAll()) {
if ((groupBitSet & entity->getGroupBitSet()).none())
continue;
if (teamBitSet.any() && negateTeam != (teamBitSet.test((size_t) entity->getTeam())))
continue;
if (std::ranges::find(excludedEntities, entity) != excludedEntities.end())
continue;
if (!entity->hasComponent<ColliderComponent>())
continue;
colliders.emplace_back(&entity->getComponent<ColliderComponent>());
@ -131,12 +125,11 @@ IntersectionBitSet CollisionHandler::getAnyIntersection<IntersectionBitSet>(
Entity* entity,
Vector2D posMod,
std::initializer_list<Entity::GroupLabel> const& groupLabels,
std::initializer_list<Entity::TeamLabel> const& teamLabels,
bool negateTeam)
std::initializer_list<Entity*> const& excludedEntities)
{
if (!entity->hasComponent<ColliderComponent>()) return std::bitset<DIRECTION_C>();
IntersectionBitSet intersections;
for (auto& collider : getColliders(groupLabels, teamLabels)) {
for (auto& collider : getColliders(groupLabels, excludedEntities)) {
intersections |= getIntersection(entity, collider->entity, posMod);
}
return intersections;
@ -154,11 +147,10 @@ Entity* CollisionHandler::getAnyIntersection<Entity*>(
Entity* entity,
Vector2D posMod,
std::initializer_list<Entity::GroupLabel> const& groupLabels,
std::initializer_list<Entity::TeamLabel> const& teamLabels,
bool negateTeam)
std::initializer_list<Entity*> const& excludedEntities)
{
if (!entity->hasComponent<ColliderComponent>()) return nullptr;
for (auto& collider : getColliders(groupLabels, teamLabels)) {
for (auto& collider : getColliders(groupLabels, excludedEntities)) {
SDL_Rect rect = entity->getComponent<ColliderComponent>().collider + posMod;
if (SDL_HasIntersection(&rect, &collider->collider)) {
return collider->entity;
@ -178,11 +170,10 @@ bool CollisionHandler::getAnyIntersection<bool>(
Entity* entity,
Vector2D posMod,
std::initializer_list<Entity::GroupLabel> const& groupLabels,
std::initializer_list<Entity::TeamLabel> const& teamLabels,
bool negateTeam)
std::initializer_list<Entity*> const& excludedEntities)
{
if (!entity->hasComponent<ColliderComponent>()) return false;
for (auto& collider : getColliders(groupLabels, teamLabels)) {
for (auto& collider : getColliders(groupLabels, excludedEntities)) {
SDL_Rect rect = entity->getComponent<ColliderComponent>().collider + posMod;
if (SDL_HasIntersection(&rect, &collider->collider)) {
return true;

View File

@ -9,11 +9,6 @@ void Entity::update() const
for (auto const& c : components) c->update();
}
void Entity::draw() const
{
for (auto const& c : components) c->draw();
}
bool Entity::hasGroup(Group mGroup)
{
return groupBitSet[mGroup];
@ -30,18 +25,7 @@ void Entity::delGroup(Group mGroup)
groupBitSet[mGroup] = false;
}
std::bitset<MAX_GROUPS> Entity::getGroupBitSet()
std::bitset<MAX_GROUPS> Entity::getGroupBitSet()
{
return groupBitSet;
}
void Entity::setTeam(Entity::TeamLabel teamLabel)
{
this->teamLabel = teamLabel;
manager.addToTeam(this, (size_t) teamLabel);
}
Entity::TeamLabel Entity::getTeam()
{
return teamLabel;
}

View File

@ -1,390 +0,0 @@
#include "Game.h"
#include <SDL_error.h>
#include "CollisionHandler.h"
#include "Components.h"
#include "AssetManager.h"
#include "Direction.h"
#include "Entity.h"
#include "HealthComponent.h"
#include "Map.h"
#include "TextureManager.h"
#include "StatEffectsComponent.h"
#include "Constants.h"
Map* map;
Manager manager;
AssetManager* Game::assets = new AssetManager(&manager);
TextureManager* Game::textureManager = new TextureManager();
SoundManager* Game::soundManager = new SoundManager();
CollisionHandler* Game::collisionHandler = new CollisionHandler(manager);
SDL_Renderer* Game::renderer = nullptr;
SDL_Event Game::event;
auto& player1(manager.addEntity());
auto& player2(manager.addEntity());
auto& wall(manager.addEntity());
Game::Game() = default;
Game::~Game() = default;
void Game::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
{
int flags = 0;
if (fullscreen)
{
flags = SDL_WINDOW_FULLSCREEN;
}
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
std::cout << "ERROR. Subsystem couldnt be initialized! " << SDL_GetError() << std::endl;
SDL_ClearError();
return;
}
if (Mix_Init(MIX_INIT_MP3) != MIX_INIT_MP3) {
std::cout << "ERROR. Subsystem couldnt be initialized!" << std::endl;
return;
}
window = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
if (!window)
{
std::cout << "ERROR: Window couldnt be created! " << SDL_GetError() << std::endl;
SDL_ClearError();
return;
}
SDL_Surface* icon = SDL_LoadBMP("assets/iconImage.bmp");
if(!icon)
{
std::cout << "ERROR: Couldn't create icon!" << std::endl;
return;
}
SDL_SetWindowIcon(window, icon);
renderer = SDL_CreateRenderer(window, -1, 0);
if (!renderer)
{
std::cout << "ERROR: Renderer couldnt be created! " << SDL_GetError() << std::endl;
SDL_ClearError();
return;
}
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_Texture* backgroundTexture = Game::textureManager->loadTexture("assets/startscreen.png");
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
SDL_RenderPresent(renderer);
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0)
{
std::cout << "ERROR: Mixer couldnt be initialized! " << SDL_GetError() << std::endl;
SDL_ClearError();
return;
}
Mix_Volume(-1, MIX_MAX_VOLUME);
Mix_AllocateChannels(16);
//SDL_Event event;
bool hasQuit = false;
while (!hasQuit)
{
SDL_PollEvent(&event);
if (event.type == SDL_QUIT)
{
hasQuit = true;
break;
}
if (event.type == SDL_KEYDOWN)
{
if (event.key.keysym.scancode == SDL_SCANCODE_RETURN)
{
std::cout << "Enter pressed > Game start..." << std::endl;
break;
}
if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE)
{
std::cout << "Escape pressed > Game quit..." << std::endl;
hasQuit = true;
}
}
}
if (hasQuit)
{
this->isRunning = false;
return;
}
// character selection
const char* player1Sprite;
const char* player2Sprite;
selectCharacters(player1Sprite, player2Sprite);
if (this->isRunning == false) return;
map = new Map();
if (!map->loadMap("assets/SDL_map_test.txt", 25, 20)) {
std::cout << "ERROR: Map couldnt be loaded! " << SDL_GetError() << std::endl;
SDL_ClearError();
};
//adding textures to the library in AssetManager
/*
assets->addTexture("player1", "assets/chicken_neutral_knight.png");
assets->addTexture("player2", "assets/chicken_neutral.png");
assets->addTexture("egg", "assets/egg.png");
*/
// loading sounds
assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
assets->addSoundEffect("steps", "assets/sound/steps.wav");
//ecs implementation
player1.setTeam(Entity::TeamLabel::BLUE);
player1.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
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<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
player1.addComponent<HealthComponent>(5, Direction::LEFT);
player1.addComponent<StatEffectsComponent>();
player1.addGroup((size_t) Entity::GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
player2.setTeam(Entity::TeamLabel::RED);
player2.addComponent<TransformComponent>(600, 500, 2);
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<ColliderComponent>("enemy", 0.8f);
player2.addComponent<HealthComponent>(5, Direction::RIGHT);
player2.addComponent<StatEffectsComponent>();
player2.addGroup((size_t) Entity::GroupLabel::PLAYERS);
}
void Game::selectCharacters(const char* &playerSprite, const char* &enemySprite)
{
// TODO: move this whereever it makes sense (maybe game as a member)
std::map<int, std::pair<const char*, const char*>> characterSprites;
characterSprites[0] = std::make_pair("assets/chicken_neutral_knight.png", "assets/chicken_knight_spritesheet.png");
characterSprites[1] = std::make_pair("assets/chicken_neutral.png", "assets/chicken_spritesheet.png");
characterSprites[2] = std::make_pair("assets/chicken_neutral_wizard.png", "assets/chicken_wizard_spritesheet.png");
characterSprites[3] = std::make_pair("assets/chicken_neutral_mlady.png", "assets/chicken_mlady_spritesheet.png");
SDL_Rect playerCharacterRects[CHARACTER_COUNT];
SDL_Rect enemyCharacterRects[CHARACTER_COUNT];
SDL_Texture* characterTextures[CHARACTER_COUNT];
int playerSelection = 0;
int enemySelection = 0;
// load textures
for (int i = 0; i < CHARACTER_COUNT; ++i)
{
characterTextures[i] = IMG_LoadTexture(renderer, characterSprites.find(i)->second.first);
}
// set up initial positions for character rects
for (int i = 0; i < CHARACTER_COUNT; ++i)
{
playerCharacterRects[i] = { 134 + (i % 2) * 118, 272 + ((i >= 2) ? 114 : 0), 64, 64 };
enemyCharacterRects[i] = { 485 + (i % 2) * 118, 273 + ((i >= 2) ? 114 : 0), 64, 64 };
}
bool hasQuit = false;
while (!hasQuit)
{
SDL_PollEvent(&event);
if (event.type == SDL_QUIT)
{
hasQuit = true;
}
if (event.type == SDL_KEYDOWN)
{
if (event.key.keysym.scancode == SDL_SCANCODE_RETURN)
{
break;
}
switch (event.key.keysym.scancode)
{
case SDL_SCANCODE_A:
playerSelection = (playerSelection - 1 + CHARACTER_COUNT) % CHARACTER_COUNT;
break;
case SDL_SCANCODE_D:
playerSelection = (playerSelection + 1) % CHARACTER_COUNT;
break;
case SDL_SCANCODE_LEFT:
enemySelection = (enemySelection - 1 + CHARACTER_COUNT) % CHARACTER_COUNT;
break;
case SDL_SCANCODE_RIGHT:
enemySelection = (enemySelection + 1) % CHARACTER_COUNT;
break;
default:
break;
}
}
SDL_Texture* backgroundTexture = Game::textureManager->loadTexture("assets/characterSelection.png");
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
for (int i = 0; i < CHARACTER_COUNT; ++i)
{
SDL_RenderCopy(renderer, characterTextures[i], nullptr, &playerCharacterRects[i]);
SDL_RenderCopy(renderer, characterTextures[i], nullptr, &enemyCharacterRects[i]);
}
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
SDL_RenderDrawRect(renderer, &playerCharacterRects[playerSelection]);
SDL_RenderDrawRect(renderer, &enemyCharacterRects[enemySelection]);
SDL_RenderPresent(renderer);
}
if (hasQuit)
{
this->isRunning = false;
return;
}
playerSprite = characterSprites.find(playerSelection)->second.second;
enemySprite = characterSprites.find(enemySelection)->second.second;
this->isRunning = true;
}
auto& tiles(manager.getGroup((size_t)Entity::GroupLabel::MAPTILES));
auto& players(manager.getGroup((size_t)Entity::GroupLabel::PLAYERS));
auto& projectiles(manager.getGroup((size_t)Entity::GroupLabel::PROJECTILE));
auto& hearts(manager.getGroup((size_t)Entity::GroupLabel::HEARTS));
auto& powerups(manager.getGroup((size_t)Entity::GroupLabel::POWERUPS));
void Game::handleEvents()
{
SDL_PollEvent(&event);
switch (event.type)
{
case SDL_QUIT: this->isRunning = false;
break;
default:
break;
}
}
void Game::update()
{
Vector2D playerPos = player1.getComponent<TransformComponent>().position;
Vector2D enemyPos = player2.getComponent<TransformComponent>().position;
int powerupSpawn = rand() % 500;
manager.refresh();
manager.update();
if (powerupSpawn == 0)
{
assets->createPowerup(assets->calculateSpawnPosition(), assets->calculateType());
}
// needs to be in game.cpp to have access to internal functions
for (auto& player : manager.getGroup((size_t) Entity::GroupLabel::PLAYERS)) {
if (player->getComponent<HealthComponent>().getHealth() <= 0) {
this->setWinner(player->getTeam());
}
}
}
void Game::render()
{
SDL_RenderClear(renderer);
for (auto& t : tiles)
t->draw();
for (auto& p : powerups)
p->draw();
for (auto& p : players)
p->draw();
for (auto& p : projectiles)
p->draw();
for (auto& h : hearts)
h->draw();
SDL_RenderPresent(renderer);
}
void Game::clean()
{
delete(textureManager);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
std::cout << "Game Cleaned!" << std::endl;
}
void Game::addTile(unsigned long id, int x, int y)
{
auto& tile(manager.addEntity());
tile.addComponent<TileComponent>(x, y, TILE_SIZE, TILE_SIZE, id);
if (id == 1) tile.addComponent<ColliderComponent>("water");
tile.addGroup((size_t)Entity::GroupLabel::MAPTILES);
}
bool Game::running() const
{
return isRunning;
}
void Game::setWinner(Entity::TeamLabel winningTeam)
{
this->winner = winningTeam;
this->isRunning = false;
}
Entity::TeamLabel Game::getWinner() const
{
return this->winner;
}
void Game::refreshPlayers() {
for(auto& p : projectiles) {
p->destroy();
}
player1.getComponent<TransformComponent>().position = Vector2D(80, 80);
player2.getComponent<TransformComponent>().position = Vector2D(600, 500);
player1.getComponent<HealthComponent>().setHealth(5);
player2.getComponent<HealthComponent>().setHealth(5);
isRunning = true;
update();
}

159
src/GameInternal.cpp Normal file
View File

@ -0,0 +1,159 @@
#include "GameInternal.h"
#include <SDL_error.h>
#include "CollisionHandler.h"
#include "AssetManager.h"
#include "RenderManager.h"
#include "SDL_mixer.h"
#include "SoundManager.h"
#include "TileComponent.h"
#include "Direction.h"
#include "Entity.h"
#include "HealthComponent.h"
#include "Map.h"
#include "TextureManager.h"
#include "StatEffectsComponent.h"
#include "Constants.h"
#include "Game.h"
#include "GameFactory.h"
GameInternal::GameInternal() :
manager(this),
renderManager(),
tiles(manager.getGroup((size_t)Entity::GroupLabel::MAPTILES)),
players(manager.getGroup((size_t)Entity::GroupLabel::PLAYERS)),
projectiles(manager.getGroup((size_t)Entity::GroupLabel::PROJECTILE)),
hearts(manager.getGroup((size_t)Entity::GroupLabel::HEARTS)),
powerups(manager.getGroup((size_t)Entity::GroupLabel::POWERUPS))
{};
GameInternal::~GameInternal() = default;
void GameInternal::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
{
GameInternal::assets = new AssetManager(&manager);
GameInternal::textureManager = new TextureManager(&manager);
GameInternal::soundManager = new SoundManager();
GameInternal::collisionHandler = new CollisionHandler(manager); // why does this use a referrence, but AssetManager a pointer?
int flags = 0;
if (fullscreen)
{
flags = SDL_WINDOW_FULLSCREEN;
}
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
std::cout << "ERROR. Subsystem couldnt be initialized! " << SDL_GetError() << std::endl;
SDL_ClearError();
return;
}
if (Mix_Init(MIX_INIT_MP3) != MIX_INIT_MP3) {
std::cout << "ERROR. Subsystem couldnt be initialized!" << std::endl;
return;
}
window = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
if (!window)
{
std::cout << "ERROR: Window couldnt be created! " << SDL_GetError() << std::endl;
SDL_ClearError();
return;
}
// bad
SDL_Surface* icon;
if((icon = SDL_LoadBMP("assets/iconImage.bmp")))
{
SDL_SetWindowIcon(window, icon);
}
SDL_SetWindowIcon(window, icon);
renderer = SDL_CreateRenderer(window, -1, 0);
if (!renderer)
{
std::cout << "ERROR: Renderer couldnt be created! " << SDL_GetError() << std::endl;
SDL_ClearError();
return;
}
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0)
{
std::cout << "ERROR: Mixer couldnt be initialized! " << SDL_GetError() << std::endl;
SDL_ClearError();
return;
}
Mix_Volume(-1, MIX_MAX_VOLUME);
Mix_AllocateChannels(16);
map = new Map();
// loading sounds
// assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
// assets->addSoundEffect("steps", "assets/sound/steps.wav");
// loading music
// assets->addMusic("background_music", "assets/sound/background_music.mp3");
this->gameInstance = GameFactory::instance().create(this);
this->gameInstance->init();
}
void GameInternal::handleEvents()
{
SDL_PollEvent(&event);
switch (event.type)
{
case SDL_QUIT: this->setRunning(false);
break;
default:
break;
}
}
void GameInternal::update()
{
manager.refresh();
manager.update();
this->gameInstance->update(); // TODO: this might have to be split up into two update functions, before and after manager...
}
void GameInternal::render()
{
SDL_RenderClear(renderer);
this->renderManager.renderAll();
SDL_RenderPresent(renderer);
}
void GameInternal::clean()
{
delete(textureManager);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
std::cout << "Game Cleaned!" << std::endl;
}
bool GameInternal::isRunning() const
{
return running;
}
void GameInternal::setRunning(bool running) //TODO: might be depracted
{
this->running = running;
}
void GameInternal::stopGame()
{
this->running = false;
}

View File

@ -1,32 +0,0 @@
#include "GameObject.h"
#include "TextureManager.h"
#include "Game.h"
GameObject::GameObject(const char* texturesheet, int x, int y)
{
this->objTexture = Game::textureManager->loadTexture(texturesheet);
this->xPos = x;
this->yPos = y;
}
void GameObject::update()
{
xPos++;
yPos++;
srcRect.h = 32;
srcRect.w = 32;
srcRect.x = 0;
srcRect.y = 0;
destRect.h = srcRect.h *2;
destRect.w = srcRect.w *2;
destRect.x = xPos;
destRect.y = yPos;
}
void GameObject::render()
{
SDL_RenderCopy(Game::renderer, objTexture, &srcRect, &destRect);
}

View File

@ -1,64 +1,19 @@
#include "HealthComponent.h"
#include "Components.h"
#include "Direction.h"
#include "Entity.h"
#include "Game.h"
#include "GameInternal.h"
#include <cstdio>
void HealthComponent::init()
{
refreshHearts();
}
{}
void HealthComponent::modifyHealth(int health)
{
this->health += health;
this->refreshHearts();
}
void HealthComponent::setHealth(int health)
{
this->health = health;
this->refreshHearts();
}
void HealthComponent::refreshHearts()
{
// clear hearts if exist
for (auto& heart : this->entity->getManager().getGroup((size_t) Entity::GroupLabel::HEARTS)) {
if (heart->getTeam() == this->entity->getTeam()) {
heart->destroy();
}
}
int x; //starting position for first health icon
if(side == Direction::LEFT) {
x = 10;
} else {
x = 730;
}
for(int i = 0; i < health; i++) {
//checks for player side
if (side == Direction::LEFT) {
createHeartComponents(x);
x += 50;
continue;
}
createHeartComponents(x);
x -= 50;
}
}
void HealthComponent::createHeartComponents(int x)
{
auto& heart(this->entity->getManager().addEntity());
heart.addComponent<TransformComponent>(x,5,2);
heart.addComponent<SpriteComponent>("assets/heart.png");
heart.addGroup((size_t)Entity::GroupLabel::HEARTS);
heart.setTeam(this->entity->getTeam());
}

117
src/InputComponent.cpp Normal file
View File

@ -0,0 +1,117 @@
#include "InputComponent.h"
InputComponent::InputComponent()
{
m_keyStates = SDL_GetKeyboardState(NULL);
InitKeyMappings();
}
InputComponent::~InputComponent() = default;
void InputComponent::init(){}
void InputComponent::update()
{
SDL_PumpEvents();
}
bool InputComponent::isKeyDown(Key key)
{
return m_keyStates[mapKeyToSDL(key)];
}
SDL_Scancode InputComponent::mapKeyToSDL(Key key)
{
auto it = m_keyMappings.find(key);
if (it == m_keyMappings.end())
{
return SDL_SCANCODE_UNKNOWN;
}
return it->second;
}
void InputComponent::InitKeyMappings()
{
m_keyMappings =
{
{Key::UP, SDL_SCANCODE_UP},
{Key::DOWN, SDL_SCANCODE_DOWN},
{Key::LEFT, SDL_SCANCODE_LEFT},
{Key::RIGHT, SDL_SCANCODE_RIGHT},
{Key::SPACE, SDL_SCANCODE_SPACE},
{Key::ENTER, SDL_SCANCODE_RETURN},
{Key::ESCAPE, SDL_SCANCODE_ESCAPE},
{Key::TAB, SDL_SCANCODE_TAB},
{Key::BACKSPACE, SDL_SCANCODE_BACKSPACE},
{Key::DELETE, SDL_SCANCODE_DELETE},
{Key::HOME, SDL_SCANCODE_HOME},
{Key::END, SDL_SCANCODE_END},
{Key::PAGE_UP, SDL_SCANCODE_PAGEUP},
{Key::PAGE_DOWN, SDL_SCANCODE_PAGEDOWN},
{Key::INSERT, SDL_SCANCODE_INSERT},
{Key::CAPS_LOCK, SDL_SCANCODE_CAPSLOCK},
{Key::LEFT_SHIFT, SDL_SCANCODE_LSHIFT},
{Key::RIGHT_SHIFT, SDL_SCANCODE_RSHIFT},
{Key::LEFT_CTRL, SDL_SCANCODE_LCTRL},
{Key::RIGHT_CTRL, SDL_SCANCODE_RCTRL},
{Key::LEFT_ALT, SDL_SCANCODE_LALT},
{Key::RIGHT_ALT, SDL_SCANCODE_RALT},
{Key::F1, SDL_SCANCODE_F1},
{Key::F2, SDL_SCANCODE_F2},
{Key::F3, SDL_SCANCODE_F3},
{Key::F4, SDL_SCANCODE_F4},
{Key::F5, SDL_SCANCODE_F5},
{Key::F6, SDL_SCANCODE_F6},
{Key::F7, SDL_SCANCODE_F7},
{Key::F8, SDL_SCANCODE_F8},
{Key::F9, SDL_SCANCODE_F9},
{Key::F10, SDL_SCANCODE_F10},
{Key::F11, SDL_SCANCODE_F11},
{Key::F12, SDL_SCANCODE_F12},
{Key::A, SDL_SCANCODE_A},
{Key::B, SDL_SCANCODE_B},
{Key::C, SDL_SCANCODE_C},
{Key::D, SDL_SCANCODE_D},
{Key::E, SDL_SCANCODE_E},
{Key::F, SDL_SCANCODE_F},
{Key::G, SDL_SCANCODE_G},
{Key::H, SDL_SCANCODE_H},
{Key::I, SDL_SCANCODE_I},
{Key::J, SDL_SCANCODE_J},
{Key::K, SDL_SCANCODE_K},
{Key::L, SDL_SCANCODE_L},
{Key::M, SDL_SCANCODE_M},
{Key::N, SDL_SCANCODE_N},
{Key::O, SDL_SCANCODE_O},
{Key::P, SDL_SCANCODE_P},
{Key::Q, SDL_SCANCODE_Q},
{Key::R, SDL_SCANCODE_R},
{Key::S, SDL_SCANCODE_S},
{Key::T, SDL_SCANCODE_T},
{Key::U, SDL_SCANCODE_U},
{Key::V, SDL_SCANCODE_V},
{Key::W, SDL_SCANCODE_W},
{Key::X, SDL_SCANCODE_X},
{Key::Y, SDL_SCANCODE_Y},
{Key::Z, SDL_SCANCODE_Z},
{Key::NUM_0, SDL_SCANCODE_0},
{Key::NUM_1, SDL_SCANCODE_1},
{Key::NUM_2, SDL_SCANCODE_2},
{Key::NUM_3, SDL_SCANCODE_3},
{Key::NUM_4, SDL_SCANCODE_4},
{Key::NUM_5, SDL_SCANCODE_5},
{Key::NUM_6, SDL_SCANCODE_6},
{Key::NUM_7, SDL_SCANCODE_7},
{Key::NUM_8, SDL_SCANCODE_8},
{Key::NUM_9, SDL_SCANCODE_9},
{Key::LEFT_BRACKET, SDL_SCANCODE_LEFTBRACKET},
{Key::RIGHT_BRACKET, SDL_SCANCODE_RIGHTBRACKET},
{Key::SEMICOLON, SDL_SCANCODE_SEMICOLON},
{Key::APOSTROPHE, SDL_SCANCODE_APOSTROPHE},
{Key::COMMA, SDL_SCANCODE_COMMA},
{Key::PERIOD, SDL_SCANCODE_PERIOD},
{Key::SLASH, SDL_SCANCODE_SLASH},
{Key::BACKSLASH, SDL_SCANCODE_BACKSLASH},
{Key::GRAVE, SDL_SCANCODE_GRAVE}
};
}

View File

@ -1,82 +0,0 @@
#include "KeyboardController.h"
#include "Game.h"
#include "Components.h"
#include "AssetManager.h"
#include "SpriteComponent.h"
KeyboardController::KeyboardController(SDL_Scancode up, SDL_Scancode down, SDL_Scancode left, SDL_Scancode right, SDL_Scancode fire, Vector2D fireVelocity)
{
this->up = up;
this->down = down;
this->left = left;
this->right = right;
this->fire = fire;
this->fireVelocity = fireVelocity;
}
void KeyboardController::init()
{
sprite = &entity->getComponent<SpriteComponent>();
transform = &entity->getComponent<TransformComponent>();
}
void KeyboardController::update()
{
transform->direction.x = 0;
transform->direction.y = 0;
sprite->playAnimation(IDLE);
if (keystates[this->up]) {
transform->direction.y = -1;
sprite->playAnimation(WALK);
SoundManager::playSound(STEPS);
}
if (keystates[this->left]) {
transform->direction.x = -1;
sprite->playAnimation(WALK);
sprite->setDirection(Direction::LEFT);
SoundManager::playSound(STEPS);
}
if (keystates[this->down]) {
transform->direction.y = 1;
sprite->playAnimation(WALK);
SoundManager::playSound(STEPS);
}
if (keystates[this->right]) {
transform->direction.x = 1;
sprite->playAnimation(WALK);
sprite->setDirection(Direction::RIGHT);
SoundManager::playSound(STEPS);
}
if (keystates[this->fire]) {
Uint32 currentTicks = SDL_GetTicks();
if (currentTicks - lastFireTime >= fireCooldown) {
player = &entity->getComponent<TransformComponent>();
//checks player source via the firing velocity
//TODO: adding actual projectile textures
if (fireVelocity.x > 0) {
sprite->setDirection(Direction::RIGHT);
Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
1, 180, 2, "assets/egg.png", this->entity->getTeam());
}
else {
sprite->setDirection(Direction::LEFT);
Game::assets->createProjectile(Vector2D(player->position.x, player->position.y), fireVelocity,
1, 180, 2, "assets/egg.png", this->entity->getTeam());
}
lastFireTime = currentTicks;
}
}
}
void KeyboardController::modifyAtkSpeed(int8_t modifier)
{
this->fireCooldown -= modifier * 400;
}

View File

@ -6,11 +6,6 @@
#include "Constants.h"
#include "Entity.h"
void Manager::draw()
{
for (auto& e : entities) e->draw();
}
void Manager::refresh()
{
for (auto i(0u); i < MAX_GROUPS; i++)
@ -24,17 +19,6 @@ void Manager::refresh()
}), std::end(v));
}
for (auto i(0u); i < MAX_TEAMS; i++)
{
auto& v(entitiesByTeam[i]);
v.erase(
std::remove_if(std::begin(v), std::end(v),
[i](Entity* mEntity)
{
return !mEntity->isActive() || (size_t)(mEntity->getTeam()) != i;
}), std::end(v));
}
entities.erase(std::remove_if(std::begin(entities), std::end(entities),
[](const std::unique_ptr<Entity>& mEntity)
{
@ -58,16 +42,6 @@ std::vector<Entity*>& Manager::getGroup(Group mGroup)
return entitiesByGroup.at(mGroup);
}
void Manager::addToTeam(Entity* mEntity, Team mTeam)
{
entitiesByTeam.at(mTeam).emplace_back(mEntity); //
}
std::vector<Entity*>& Manager::getTeam(Team mTeam)
{
return entitiesByTeam.at(mTeam);
}
std::vector<Entity*> Manager::getAll()
{
std::vector<Entity*> entity_vec;

View File

@ -1,15 +1,32 @@
#include "Map.h"
#include <algorithm>
#include <cctype>
#include <cstdio>
#include <iostream>
#include <fstream>
#include <string>
#include <type_traits>
#include <utility>
#include <vector>
#include <SDL_error.h>
#include <SDL_render.h>
#include <tmxlite/Layer.hpp>
#include <tmxlite/Map.hpp>
#include <tmxlite/Tileset.hpp>
#include <tmxlite/Property.hpp>
#include <tmxlite/TileLayer.hpp>
#include "Constants.h"
#include "Game.h"
#include "SDL_error.h"
#include "GameInternal.h"
#include "SpriteComponent.h"
#include "TextureManager.h"
#include "TileComponent.h"
#include "VEGO.h"
#include "tmxlite/Types.hpp"
bool Map::loadMap(const char* path, int sizeX, int sizeY)
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;
char singleChar = 0;
@ -18,23 +35,24 @@ bool Map::loadMap(const char* path, int sizeX, int sizeY)
if (!mapFile.is_open()) {
SDL_SetError("Error loading map: Couldn't open map file!");
return false;
std::cout << "ERROR: Map couldnt be loaded! " << SDL_GetError() << std::endl;
SDL_ClearError();
}
int x = 0, y = 0; // needed outside for-loop for error handling
bool success = true;
for (; !mapFile.eof(); mapFile.get(singleChar))
{
if (singleChar == ',' || singleChar == '\n') {
if (tileIDstr.empty())
continue;
Game::addTile(std::stoi(tileIDstr), x * TILE_SIZE, y * TILE_SIZE);
Map::addTile(std::stoi(tileIDstr), x * TILE_SIZE, y * TILE_SIZE, game, textureDict);
tileIDstr.clear();
x++;
if (singleChar == '\n') {
if (x != sizeX) {
SDL_SetError("Error loading map: specified x size doesn't match map file!");
success = false;
std::cout << "ERROR: Map couldnt be loaded! " << SDL_GetError() << std::endl;
SDL_ClearError();
}
x = 0;
y++;
@ -47,10 +65,107 @@ bool Map::loadMap(const char* path, int sizeX, int sizeY)
}
if (y != sizeY) {
SDL_SetError("Error loading map: specified y size doesn't match map file!");
success = false;
std::cout << "ERROR: Map couldnt be loaded! " << SDL_GetError() << std::endl;
SDL_ClearError();
}
mapFile.close();
return success;
}
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());
tile.addComponent<TileComponent>(x, y, TILE_SIZE, TILE_SIZE, id, textureDict);
if(tile.getComponent<TileComponent>().hasCollision()) tile.addComponent<ColliderComponent>("tile"/*tile.getComponent<TileComponent>().getName().data()*/);
tile.addGroup((size_t)Entity::GroupLabel::MAPTILES);
}
void Map::loadMapTmx(const char* path)
{
tmx::Map map;
if (!map.load(path)) {
// TODO: log to console
}
const std::vector<tmx::Tileset>& tileSets = map.getTilesets();
const std::vector<tmx::Layer::Ptr>& mapLayers = map.getLayers();
const auto mapSize = map.getTileCount();
const auto mapTileSize = map.getTileSize();
std::vector<std::string> texturePaths = {};
for (auto tileSet : tileSets) {
texturePaths.emplace_back(tileSet.getImagePath());
}
for (auto& layer : mapLayers) {
if (layer->getType() == tmx::Layer::Type::Tile) {
auto& tileLayer = layer->getLayerAs<tmx::TileLayer>();
int zIndex = 0;
const std::vector<tmx::Property>& properties = layer->getProperties();
auto zIndexIterator = std::find_if(properties.begin(), properties.end(), [](const tmx::Property& property) {
return property.getName() == "zIndex";
});
if (zIndexIterator != properties.end() && std::is_nothrow_convertible<decltype(zIndexIterator->getType()), int>::value) {
zIndex = zIndexIterator->getIntValue();
}
const auto& tiles = tileLayer.getTiles();
for (auto i = 0u; i < tileSets.size(); i++) {
auto tilesetTexture = VEGO_Game().textureManager->loadTexture(texturePaths.at(i).c_str());
tmx::Vector2i textureSize;
SDL_QueryTexture(tilesetTexture, nullptr, nullptr, &(textureSize.x), &(textureSize.y));
const auto tileCountX = textureSize.x / mapTileSize.x;
const auto tileCountY = textureSize.y / mapTileSize.y;
for (auto idx = 0ul; idx < mapSize.x * mapSize.y; idx++) {
if (idx >= tiles.size() || tiles[idx].ID < tileSets.at(i).getFirstGID()
|| tiles[idx].ID >= (tileSets.at(i).getFirstGID() + tileSets.at(i).getTileCount())) {
continue;
}
const auto x = idx % mapSize.x;
const auto y = idx / mapSize.x;
auto idIndex = (tiles[idx].ID - tileSets.at(i).getFirstGID());
int u = idIndex % tileCountX;
int v = idIndex / tileCountY;
u *= mapTileSize.x; //TODO we should be using the tile set size, as this may be different from the map's grid size
v *= mapTileSize.y;
//normalise the UV
u /= textureSize.x;
v /= textureSize.y;
//vert pos
const float tilePosX = static_cast<float>(x) * mapTileSize.x;
const float tilePosY = (static_cast<float>(y) * mapTileSize.y);
Map::addTile(tilePosX, tilePosY, mapTileSize, u, v, zIndex, texturePaths.at(i).c_str());
}
}
if (layer->getType() == tmx::Layer::Type::Object) {
// spawn objects
continue;
}
}
}
}
void Map::addTile(float x, float y, const tmx::Vector2u& mapTileSize, int u, int v, int zIndex, const char* texturePath)
{
auto& tile(VEGO_Game().manager.addEntity());
tile.addComponent<TransformComponent>(x, y, mapTileSize.x, mapTileSize.y, 1);
tile.addComponent<SpriteComponent>(texturePath, v, u, zIndex); // why does uv need to be reversed?
}

View File

@ -1,85 +0,0 @@
#include <iostream>
#include <SDL_image.h>
#include "Entity.h"
#include "PopupWindow.h"
#include "TextureManager.h"
#include "Game.h"
PopupWindow::PopupWindow(const char* title, const std::string &message) :
continueGame(false), interacted(false) {
this->window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, 400, 250, 0);
//font = TTF_OpenFont("assets/Trajan.ttf", 24); // Change the path and size as needed
this->renderer = SDL_CreateRenderer(window, -1, 0);
SDL_SetRenderDrawColor(this->renderer, 255, 255, 255, 255);
//SDL_Surface* surface = TTF_RenderText_Blended(font, message.c_str(), {255, 255, 255});
//texture = SDL_CreateTextureFromSurface(renderer, surface);
//SDL_FreeSurface(surface);
}
PopupWindow::~PopupWindow() {
SDL_DestroyTexture(this->texture);
SDL_DestroyRenderer(this->renderer);
SDL_DestroyWindow(this->window);
}
void PopupWindow::handleWinnerEvents() {
SDL_Event e;
while (SDL_PollEvent(&e))
{
if (e.type == SDL_QUIT)
{
continueGame = false;
interacted = true;
return;
}
if(e.type != SDL_KEYDOWN)
continue;
switch (e.key.keysym.sym) {
case SDLK_q: {
continueGame = false;
interacted = true;
break;
}
case SDLK_c: {
continueGame = true;
interacted = true;
break;
}
}
}
}
bool PopupWindow::shouldContinue() const {
return continueGame;
}
void PopupWindow::renderWinnerPopup(Entity::TeamLabel winner) {
SDL_RenderClear(this->renderer);
//Maybe use texture manager (changes need to be made that it does not use game::renderer automatically, but receives one instead)
this->texture = winner == Entity::TeamLabel::BLUE ?
IMG_LoadTexture(this->renderer, "assets/Player1Victory.png") :
IMG_LoadTexture(this->renderer, "assets/Player2Victory.png");
SDL_RenderCopy(this->renderer, this->texture, NULL, NULL);
SDL_RenderPresent(this->renderer);
//Error handling for debugging
const char* sdlError = SDL_GetError();
if (*sdlError != '\0') {
std::cerr << "SDL Error: " << sdlError << std::endl;
SDL_ClearError();
}
}

View File

@ -1,5 +1,5 @@
#include "PowerupComponent.h"
#include "Game.h"
#include "GameInternal.h"
#include "CollisionHandler.h"
#include "Entity.h"
#include "HealthComponent.h"
@ -7,51 +7,20 @@
#include "Constants.h"
#include <cstdint>
PowerupComponent::PowerupComponent(PowerupType type)
PowerupComponent::PowerupComponent(std::function<void (Entity*)> func)
{
switch (type)
{
case PowerupType::HEART:
this->pickupFunc = (&PowerupComponent::heartEffect);
break;
case PowerupType::WALKINGSPEED:
this->pickupFunc = (&PowerupComponent::movementSpeedEffect);
break;
case PowerupType::SHOOTINGSPEED:
this->pickupFunc = (&PowerupComponent::atkSpeedEffect);
break;
default:
break;
}
this->pickupFunc = func;
}
void PowerupComponent::update()
{
Entity* player;
if ((player = Game::collisionHandler->getAnyIntersection<Entity*>(
if ((player = this->entity->getManager().getGame()->collisionHandler->getAnyIntersection<Entity*>(
entity,
Vector2D(0, 0),
{ Entity::GroupLabel::PLAYERS },
{},
true)) != nullptr)
{ Entity::GroupLabel::PLAYERS })) != nullptr)
{
(this->*pickupFunc)(player);
(this->pickupFunc)(player);
this->entity->destroy();
}
}
void PowerupComponent::heartEffect(Entity* player)
{
if(player->getComponent<HealthComponent>().getHealth() < 5)
player->getComponent<HealthComponent>().modifyHealth(1);
}
void PowerupComponent::movementSpeedEffect(Entity* player)
{
player->getComponent<StatEffectsComponent>().modifyStatDur(Stats::MOVEMENT_SPEED, BUFF_DURATION);
}
void PowerupComponent::atkSpeedEffect(Entity* player)
{
player->getComponent<StatEffectsComponent>().modifyStatDur(Stats::ATTACK_SPEED, BUFF_DURATION);
}

View File

@ -1,9 +1,10 @@
#include "ProjectileComponent.h"
#include "CollisionHandler.h"
#include "Components.h"
#include "SoundManager.h"
#include "TransformComponent.h"
#include "Entity.h"
#include "Game.h"
#include "GameInternal.h"
#include "HealthComponent.h"
#include "Vector2D.h"
#include <cassert>
@ -13,14 +14,14 @@ void ProjectileComponent::init()
{
transformComponent = &entity->getComponent<TransformComponent>();
transformComponent->direction = direction;
SoundManager::playSound(THROW_EGG);
SoundManager::playSound(this->entity->getManager().getGame(), "throw_egg", true, PLAY_ONCE, MAX_VOLUME, -1);
}
void ProjectileComponent::update()
{
distance += speed;
IntersectionBitSet boundsIntersection = Game::collisionHandler->getIntersectionWithBounds(entity);
IntersectionBitSet boundsIntersection = this->entity->getManager().getGame()->collisionHandler->getIntersectionWithBounds(entity);
if ((boundsIntersection | IntersectionBitSet("1100")).all() || (boundsIntersection | IntersectionBitSet("0011")).all()) {
this->entity->destroy();
@ -31,12 +32,11 @@ void ProjectileComponent::update()
}
Entity* player;
if ((player = Game::collisionHandler->getAnyIntersection<Entity*>(
if ((player = this->entity->getManager().getGame()->collisionHandler->getAnyIntersection<Entity*>(
entity,
Vector2D(0,0),
{Entity::GroupLabel::PLAYERS},
{entity->getTeam()},
true)) != nullptr) {
{this->owner})) != nullptr) {
player->getComponent<HealthComponent>().modifyHealth();
this->entity->destroy();
}

24
src/RenderManager.cpp Normal file
View File

@ -0,0 +1,24 @@
#include "RenderManager.h"
#include "RenderObject.h"
#include <algorithm>
void RenderManager::renderAll()
{
if (!this->isSorted) {
std::ranges::sort(this->renderObjects, RenderObject::ZIndexComparator());
}
for (RenderObject* obj : this->renderObjects) {
obj->draw();
}
}
void RenderManager::add(RenderObject* renderObject) {
this->renderObjects.emplace_back(renderObject);
this->isSorted = false;
}
void RenderManager::remove(RenderObject* renderObject)
{
this->renderObjects.erase(std::remove(this->renderObjects.begin(), this->renderObjects.end(), renderObject), this->renderObjects.end());
this->isSorted = false;
}

10
src/RenderObject.cpp Normal file
View File

@ -0,0 +1,10 @@
#include "RenderObject.h"
#include "RenderManager.h"
RenderObject::RenderObject(int zIndex, RenderManager& renderManager) : zIndex(zIndex), renderManager(renderManager) {
renderManager.add(this);
}
RenderObject::~RenderObject() {
this->renderManager.remove(this);
}

View File

@ -4,9 +4,29 @@
#include <string>
#include <iostream>
#include "Game.h"
#include "GameInternal.h"
#include "AssetManager.h"
Mix_Music* SoundManager::loadMusic(const char* fileName)
{
auto it = this->music_cache.find(fileName);
if (it != this->music_cache.end()) {
return it->second;
}
auto music = Mix_LoadMUS(fileName);
if (music == NULL)
std::cerr << "Couldn't load music '" << fileName << "'" << std::endl;
this->music_cache.emplace(fileName, music);
std::cout << "Loaded music at " << fileName << std::endl;
return music;
}
Mix_Chunk* SoundManager::loadSound(const char* fileName)
{
auto it = this->sound_cache.find(fileName);
@ -18,33 +38,98 @@ Mix_Chunk* SoundManager::loadSound(const char* fileName)
auto sound = Mix_LoadWAV(fileName);
if (sound == NULL)
throw std::runtime_error(std::string("Couldn't load sound '") + fileName + "'");
std::cerr << "Couldn't load sound '" << fileName << "'" << std::endl;
this->sound_cache.emplace(fileName, sound);
printf("Loaded sound at '%s'\n", fileName);
std::cout << "Loaded sound at " << fileName << std::endl;
return sound;
}
void SoundManager::playSound(SoundTypes sound)
void SoundManager::playSound(GameInternal* game, std::string sound, bool canOverlap, int loops, int volume, int channel)
{
switch (sound)
if(!canOverlap)
{
case SoundTypes::STEPS:
if (Mix_Playing(-1) != 0)
break;
// dev needs to specify a channel for this check to work, if they set it to -1 and let sdl pick the first available
// channel mix_getchunk() won't work
if (Mix_Playing(channel) != 0 &&
Mix_GetChunk(channel) == game->assets->getSound(sound) &&
channel != -1)
{
return;
}
Mix_HaltChannel(channel);
}
if (Mix_PlayChannel(-1, Game::assets->getSound("steps"), 0) == -1) {
std::cerr << "Error playing sound 'steps': " << Mix_GetError() << std::endl;
}
break;
if(Mix_VolumeChunk(game->assets->getSound(sound), volume) == -1)
{
std::cerr << "Error adjusting volume: " << Mix_GetError() << std::endl;
}
case SoundTypes::THROW_EGG:
if (Mix_PlayChannel(-1, Game::assets->getSound("throw_egg"), 0) == -1) {
std::cerr << "Error playing sound 'throw_egg': " << Mix_GetError() << std::endl;
}
break;
if (Mix_PlayChannel(channel, game->assets->getSound(sound), loops) == -1)
{
std::cerr << "Error playing sound '" << sound << "': " << Mix_GetError() << std::endl;
}
}
void SoundManager::playMusic(GameInternal* game, std::string music, int loops, int volume, int ms)
{
if (Mix_PlayingMusic() != 0 || Mix_Fading() == Mix_Fading::MIX_FADING_IN)
return;
if(ms > 0)
{
Mix_FadeInMusic(game->assets->getMusic(music), loops, ms);
return;
}
if(Mix_VolumeMusic(volume) == -1)
{
std::cerr << "Error adjusting volume: " << Mix_GetError() << std::endl;
}
if (Mix_PlayMusic(game->assets->getMusic(music), loops) == -1)
{
std::cerr << "Error playing music '" << music << "': " << Mix_GetError() << std::endl;
}
}
void SoundManager::setSoundVolume(int volume, int channel)
{
Mix_Volume(channel, volume);
}
void SoundManager::setMusicVolume(int volume)
{
Mix_VolumeMusic(volume);
}
void SoundManager::pauseSound(int channel)
{
Mix_Pause(channel);
}
void SoundManager::pauseMusic()
{
Mix_PauseMusic();
}
void SoundManager::restartSound(int channel)
{
Mix_Resume(channel);
}
void SoundManager::restartMusic()
{
Mix_ResumeMusic();
}
void SoundManager::fadeOutMusic(int ms)
{
if(Mix_Fading() == Mix_Fading::MIX_FADING_OUT)
return;
Mix_FadeOutMusic(ms);
}

View File

@ -1,60 +1,75 @@
#include "SpriteComponent.h"
#include <SDL_timer.h>
#include <cstring>
#include <memory>
#include "AnimationHandler.h"
#include "Direction.h"
#include "ProjectileComponent.h"
#include "RenderObject.h"
#include "TextureManager.h"
#include "Entity.h"
#include "TransformComponent.h"
#include "Game.h"
#include "GameInternal.h"
#include "Manager.h"
#include "VEGO.h"
SpriteComponent::SpriteComponent(const char* path)
SpriteComponent::SpriteComponent(const char* path, int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager), textureXOffset(0), textureYOffset(0)
{
setTexture(path);
this->texturePath = path;
}
SpriteComponent::SpriteComponent(const char* path, bool isAnimated)
SpriteComponent::SpriteComponent(const char* path, int xOffset, int yOffset, int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager), textureXOffset(xOffset), textureYOffset(yOffset)
{
this->texturePath = path;
}
SpriteComponent::SpriteComponent(
const char* path,
bool isAnimated,
std::map<std::string, std::unique_ptr<Animation>>* animationMap,
std::string defaultAnimation,
int zIndex) : RenderObject(zIndex, VEGO_Game().renderManager), textureXOffset(0), textureYOffset(0)
{
animated = isAnimated;
animations.emplace(IDLE, std::make_unique<Animation>((uint8_t)AnimationType::IDLE, 2, 200));
animations.emplace(WALK, std::make_unique<Animation>((uint8_t)AnimationType::WALK, 2, 200));
animations = animationMap;
playAnimation(IDLE);
playAnimation(defaultAnimation);
setTexture(path);
this->texturePath = path;
}
SpriteComponent::~SpriteComponent()
{
// SDL_DestroyTexture(this->texture);
}
SpriteComponent::~SpriteComponent() {}
void SpriteComponent::setTexture(const char* path)
{
this->texture = Game::textureManager->loadTexture(path);
this->texture = VEGO_Game().textureManager->loadTexture(path);
}
void SpriteComponent::init()
{
setTexture(this->texturePath);
this->transform = &entity->getComponent<TransformComponent>();
this->srcRect.x = this->srcRect.y = 0;
this->srcRect.w = transform->width;
this->srcRect.h = transform->height;
this->srcRect.x = this->textureXOffset * this->srcRect.w;
this->srcRect.y = this->textureYOffset * this->srcRect.h;;
this->update();
}
void SpriteComponent::update()
{
// This code is not compatible for animated tiles
if (animated) {
srcRect.x = srcRect.w * static_cast<int>((SDL_GetTicks() / speed) % frames);
}
srcRect.y = animationIndex * transform->height;
srcRect.y = animationIndex * transform->height;
}
this->destRect.x = this->transform->position.x;
this->destRect.y = this->transform->position.y;
@ -64,17 +79,17 @@ void SpriteComponent::update()
void SpriteComponent::draw()
{
Game::textureManager->draw(this->texture, this->srcRect, this->destRect, this->animated && this->flipped);
this->entity->getManager().getGame()->textureManager->draw(VEGO_Game().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->frames = animations.at(type)->frames;
this->speed = animations.at(type)->speed;
this->animationIndex = animations->at(type)->index;
this->frames = animations->at(type)->frames;
this->speed = animations->at(type)->speed;
}
void SpriteComponent::setDirection(Direction direction)
void SpriteComponent::setDirection(Direction direction)
{
this->flipped = direction == Direction::RIGHT;
}

View File

@ -1,7 +1,7 @@
#include "StatEffectsComponent.h"
#include "Entity.h"
#include "TransformComponent.h"
#include "KeyboardController.h"
// #include "KeyboardController.h"
#include <algorithm>
#include <iostream>
@ -15,15 +15,15 @@ void StatEffectsComponent::update()
if (this->buffs.at(i) == 0) continue;
if (this->buffs.at(i) - 1 == 0)
{
this->modifyStatValue((Stats)i, BUFF_VALUE * -1);
this->resetStatValue((Stats)i);
}
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;
}
@ -35,7 +35,21 @@ void StatEffectsComponent::modifyStatValue(Stats stat, int modifier) //modifier
this->entity->getComponent<TransformComponent>().modifySpeed(modifier);
break;
case Stats::ATTACK_SPEED:
this->entity->getComponent<KeyboardController>().modifyAtkSpeed(modifier);
// this->entity->getComponent<KeyboardController>().modifyAtkSpeed(modifier);
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;
}

View File

@ -4,7 +4,7 @@
#include <stdexcept>
#include <string>
#include "Game.h"
#include "GameInternal.h"
SDL_Texture* TextureManager::loadTexture(const char* fileName)
{
@ -12,15 +12,15 @@ SDL_Texture* TextureManager::loadTexture(const char* fileName)
if (it != this->texture_cache.end()) {
return it->second;
}
auto texture = IMG_LoadTexture(Game::renderer, fileName);
auto texture = IMG_LoadTexture(this->manager->getGame()->renderer, fileName);
if (texture == NULL) throw std::runtime_error(std::string("Couldn't load texture '") + fileName + "'");
this->texture_cache.emplace(std::string(fileName), texture);
printf("Loaded texture at '%s'\n", fileName);
return texture;
}
void TextureManager::draw(SDL_Texture* texture, SDL_Rect src, SDL_Rect dest, bool flipped)
void TextureManager::draw(SDL_Renderer* renderer, SDL_Texture* texture, SDL_Rect src, SDL_Rect dest, bool flipped)
{
SDL_RendererFlip flip = flipped ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE;
SDL_RenderCopyEx(Game::renderer, texture, &src, &dest, 0, NULL, flip);
SDL_RenderCopyEx(renderer, texture, &src, &dest, 0, NULL, flip);
}

View File

@ -7,7 +7,7 @@
#include "SpriteComponent.h"
#include "TileComponent.h"
TileComponent::TileComponent(int x, int y, int w, int h, int id)
TileComponent::TileComponent(int x, int y, int w, int h, int id, const std::map<int, std::pair<std::string, bool>>* textureDict)
{
this->tileRect.x = x;
this->tileRect.y = y;
@ -15,12 +15,15 @@ TileComponent::TileComponent(int x, int y, int w, int h, int id)
this->tileRect.h = h;
tileID = id;
auto it = textureDict.tileDictionary.find(tileID); //every id has its own distinct texture (in texturedict.h)
if (it == textureDict.tileDictionary.end()) {
auto it = textureDict->find(tileID); //every id has its own distinct texture (in texturedict.h)
if (it == textureDict->end()) {
std::cout << "it end" << std::endl;
return;
}
this->path = it->second.data();
this->collision = it->second.second;
this->tileName = it->second.first;
this->path = it->second.first.data();
}
void TileComponent::init()
@ -28,7 +31,7 @@ void TileComponent::init()
this->entity->addComponent<TransformComponent>(this->tileRect.x, this->tileRect.y, this->tileRect.w, this->tileRect.h, 1);
this->transform = &entity->getComponent<TransformComponent>();
this->entity->addComponent<SpriteComponent>(this->path);
this->entity->addComponent<SpriteComponent>(this->path, 0);
this->sprite = &entity->getComponent<SpriteComponent>();
}

View File

@ -4,7 +4,7 @@
#include "ColliderComponent.h"
#include "Constants.h"
#include "Entity.h"
#include "Game.h"
#include "GameInternal.h"
#include "Vector2D.h"
#include <cstdio>
#include <initializer_list>
@ -52,33 +52,14 @@ void TransformComponent::init()
void TransformComponent::update()
{
// if(velocity.x != 0 && velocity.y != 0)
float multiplier = direction.x != 0 && direction.y != 0 ? 0.707 : 1; // normalizes vector; only works if directions are in increments of 45°
Vector2D positionChange(
direction.x * speed * multiplier,
direction.y * speed * multiplier
direction.x * this->getSpeed() * multiplier,
direction.y * this->getSpeed() * multiplier
);
// TODO: move to separate functions
if (this->entity->hasGroup((size_t)Entity::GroupLabel::PLAYERS)) {
// [getAnyIntersection example code]
IntersectionBitSet intersections =
(CollisionHandler::getIntersectionWithBounds(entity, Vector2D(positionChange.x, 0)) |
(Game::collisionHandler->getAnyIntersection<IntersectionBitSet>(entity, Vector2D(positionChange.x, 0), { Entity::GroupLabel::MAPTILES, Entity::GroupLabel::COLLIDERS })) &
IntersectionBitSet("0011")) |
(CollisionHandler::getIntersectionWithBounds(entity, Vector2D(0, positionChange.y)) |
(Game::collisionHandler->getAnyIntersection<IntersectionBitSet>(entity, Vector2D(0, positionChange.y), { Entity::GroupLabel::MAPTILES, Entity::GroupLabel::COLLIDERS })) &
IntersectionBitSet("1100"));
if (intersections.test((size_t)Direction::LEFT) || intersections.test((size_t)Direction::RIGHT))
positionChange.x = 0;
if (intersections.test((size_t)Direction::UP) || intersections.test((size_t)Direction::DOWN))
positionChange.y = 0;
// [getAnyIntersection example code]
if (this->entity->hasGroup((size_t)Entity::GroupLabel::PLAYERS)){
this->setPositionAfterCollision(positionChange);
}
position += positionChange;
@ -86,5 +67,27 @@ void TransformComponent::update()
void TransformComponent::modifySpeed(int8_t modifier)
{
this->speed += modifier;
this->speedMod += modifier;
}
void TransformComponent::setPositionAfterCollision(Vector2D& positionChange)
{
std::initializer_list<Entity::GroupLabel> colliders = { Entity::GroupLabel::MAPTILES, Entity::GroupLabel::COLLIDERS };
// [getAnyIntersection example code]
IntersectionBitSet intersections =
(CollisionHandler::getIntersectionWithBounds(entity, Vector2D(positionChange.x, 0)) |
(this->entity->getManager()
.getGame()->collisionHandler->getAnyIntersection<IntersectionBitSet>(entity, Vector2D(positionChange.x, 0), colliders)) &
IntersectionBitSet("0011")) |
(CollisionHandler::getIntersectionWithBounds(entity, Vector2D(0, positionChange.y)) |
(this->entity->getManager()
.getGame()->collisionHandler->getAnyIntersection<IntersectionBitSet>(entity, Vector2D(0, positionChange.y), colliders)) &
IntersectionBitSet("1100"));
if (intersections.test((size_t)Direction::LEFT) || intersections.test((size_t)Direction::RIGHT))
positionChange.x = 0;
if (intersections.test((size_t)Direction::UP) || intersections.test((size_t)Direction::DOWN))
positionChange.y = 0;
// [getAnyIntersection example code]
}

View File

@ -1,12 +1,12 @@
#include <iostream>
#include <ctime>
#include "VEGO.h"
#include "Entity.h"
#include "Game.h"
#include "GameInternal.h"
#include "Constants.h"
#include "PopupWindow.h"
Game* game = nullptr;
GameInternal* vego::game = nullptr;
int main(int argc, char* argv[])
{
@ -18,16 +18,15 @@ int main(int argc, char* argv[])
Uint32 frameStart;
int frameTime;
game = new Game();
vego::game = new GameInternal();
game->init("No_Name_Chicken_Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, false);
while(playing) {
while (game->running()) {
vego::game->init("No_Name_Chicken_Game", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_SIZE_WIDTH, SCREEN_SIZE_HEIGHT, false);
while (vego::game->isRunning()) {
frameStart = SDL_GetTicks();
game->handleEvents();
game->update();
game->render();
vego::game->handleEvents();
vego::game->update();
vego::game->render();
frameTime = SDL_GetTicks() - frameStart;
@ -35,23 +34,8 @@ int main(int argc, char* argv[])
SDL_Delay(frameDelay - frameTime);
}
}
Entity::TeamLabel winner = game->getWinner();
PopupWindow popupWindow("Game over", winner == Entity::TeamLabel::BLUE ?
"Player1 won! Press 'C' to continue or 'Q' to quit." :
"Player2 won! Press 'C' to continue or 'Q' to quit.");
popupWindow.renderWinnerPopup(winner);
while (!popupWindow.interacted) {
popupWindow.handleWinnerEvents();
SDL_Delay(10);
}
playing = popupWindow.shouldContinue();
game->refreshPlayers();
}
game->clean();
vego::game->clean();
return 0;
}