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16 changed files with 147 additions and 208 deletions

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@ -12,10 +12,10 @@ set(ENGINE_BINARY_DIR ${CMAKE_CURRENT_BINARY_DIR})
set(CMAKE_EXPORT_COMPILE_COMMANDS ON)
set(BUILD_SHARED_LIBS FALSE)
set(SDLMIXER_VENDORED ON)
set(SDLTTF_VENDORED ON)
set(SDL2MIXER_VENDORED ON)
set(SDL2TTF_VENDORED ON)
set(SDL_SOURCE_DIR ${ENGINE_SOURCE_DIR}/extern/SDL”)
set(SDL2_SOURCE_DIR ${ENGINE_SOURCE_DIR}/extern/SDL”)
set(TMXLITE_STATIC_LIB TRUE)

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@ -6,7 +6,6 @@
#include <functional>
#include "Entity.h"
#include "SoundEffects.h"
class Vector2D;
class Manager;
@ -25,13 +24,24 @@ public:
AssetManager(Manager* manager);
~AssetManager();
void createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, float speed, Textures textureEnum, Entity* owner);
void createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, Textures texture);
Vector2D calculateSpawnPosition();
PowerupType calculateType();
// sound management
void addSoundEffect(std::string id, const char* path);
void addMusic(std::string id, const char* path);
Mix_Chunk* getSound(std::string id);
Mix_Music* getMusic(std::string id);
private:
Manager* man;
std::map<std::string, Mix_Chunk*> soundEffects;
std::map<std::string, Mix_Music*> music;
};

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@ -1,3 +0,0 @@
#pragma once
enum class BackgroundMusic;

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@ -1,38 +0,0 @@
#pragma once
#include <map>
#include <any>
#include <string>
#include <optional>
#include "Component.h"
class DataComponent : public Component
{
public:
DataComponent() {};
~DataComponent() {};
/**
* @brief Set a key-value pair of any type in the data map
* @details e.g. setEntry("speed", 180); in this case the key is "speed" and the value is set to an integer of 180
* @param key The name to store the value under
* @param value The value to store of type T
*/
template <typename T>
void setEntry(const std::string& key, const T& value) { dataMap.insert_or_assign(key, value); }
/**
* @brief Get a value of type T from the data map
* @details e.g. getEntry<int>("speed"); in this case the key is "speed" and the value is returned as an integer
* @param key The name to retrieve the value from
* @return An optional of type T containing the value if it exists and matches in typeid, otherwise std::nullopt
*/
template<typename T>
std::optional<T> getEntry(std::string key) const {
if (!this->dataMap.contains(key)) return std::nullopt;
const std::any& value = this->dataMap.at(key);
if (value.type() != typeid(T)) { return std::nullopt; }
return std::any_cast<T>(value);
}
private:
std::map<std::string, std::any> dataMap;
};

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@ -102,7 +102,7 @@ public:
return *c;
};
template <typename T> T& getComponent() const //!< \todo: rewrite to use optionals
template <typename T> T& getComponent() const //! \returns Component of type T
{
auto ptr(componentArray[getComponentTypeID<T>()]);
return *static_cast<T*>(ptr);

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@ -6,10 +6,6 @@
class PowerupComponent : public Component
{
public:
/**
* @brief Construct a new Powerup Component object
* @param func The function to be called when the powerup is picked up
*/
PowerupComponent(std::function<void (Entity*)> func);
~PowerupComponent() {};

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@ -3,7 +3,6 @@
#include "Component.h"
#include "Vector2D.h"
#include "Constants.h"
#include "SoundEffects.h"
class TransformComponent;
@ -12,8 +11,8 @@ class ProjectileComponent : public Component
//can maybe be split in separate .cpp file
public:
ProjectileComponent(int range, int speed, Vector2D direction, Entity* owner, SoundEffects soundEffect)
: range(range), speed(speed), direction(direction), owner(owner), soundEffect(soundEffect) {}
ProjectileComponent(int range, int speed, Vector2D direction, Entity* owner)
: range(range), speed(speed), direction(direction), owner(owner) {}
~ProjectileComponent() {}
void init() override;
@ -29,6 +28,4 @@ private:
Entity* owner = nullptr;
Vector2D direction;
SoundEffects soundEffect;
};

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@ -1,3 +0,0 @@
#pragma once
enum class SoundEffects;

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@ -6,8 +6,6 @@
#include "ECS.h"
#include "TextureManager.h"
#include "BackgroundMusic.h"
#include "SoundEffects.h"
class GameInternal;
@ -19,17 +17,8 @@ class GameInternal;
*/
class SoundManager
{
public:
SoundManager() {
if (this_instance == nullptr) {
this_instance = this;
}
else {
throw std::runtime_error("SoundManager instance already exists!");
}
}
SoundManager() {}
~SoundManager() {
for (auto& it : this->sound_cache) {
Mix_FreeChunk(it.second);
@ -43,32 +32,35 @@ class SoundManager
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);
*/
/*!
* \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(SoundEffects sound, bool canOverlap, int loops, int volume, int channel);
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(BackgroundMusic sound, int loops, int volume, int milliseconds);
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
@ -81,29 +73,5 @@ class SoundManager
static void fadeOutMusic(int ms); //!< Handles fading out a music track
/*!
* \brief Initializes sound-effects and adds them to a cache
*
*/
static void addSoundEffects(const std::map<SoundEffects, const char*> &effects);
/*!
* \brief Initializes background-music and adds them to a cache
*
*/
static void addBackgroundMusic(const std::map<BackgroundMusic, const char*> &backgroundMusic);
static SoundManager* getInstance() {
return this_instance;
}
private:
std::map<BackgroundMusic, Mix_Music*> music_cache;
std::map<SoundEffects, Mix_Chunk*> sound_cache;
static SoundManager* this_instance;
static void addSingleBackgroundMusic(BackgroundMusic backgroundMusic, const char* path);
static void addSingleSoundEffect(SoundEffects soundEffect, const char* path);
};

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@ -3,15 +3,11 @@
#include "Constants.h"
#include <cstdint>
#include <array>
#include <functional>
/**
* @brief Struct to hold the duration, reset function and start time of a stat effect
*/
struct StatEffect {
uint32_t duration; //!< Duration of the effect in milliseconds
std::function<void()> resetFunction; //!< Function to reset the effect, will be called on expiry of duration
uint32_t startTime;
enum class Stats
{
MOVEMENT_SPEED,
ATTACK_SPEED
};
class StatEffectsComponent : public Component{
@ -21,13 +17,12 @@ public:
void init() override;
void update(uint_fast16_t diffTime) override;
/**
* @brief Add a stat effect to the entity
* @param duration The duration of the effect in milliseconds
* @param resetFunction The function to reset the effect, will be called on expiry of duration
*/
void addEffect(uint32_t duration, std::function<void()> resetFunction);
void modifyStatDur(Stats stat, int duration, int value);
void modifyStatValue(Stats stat, int modifier);
void resetStatValue(Stats stat);
private:
std::vector<StatEffect> effects = {};
std::array<int, MAX_STATS> buffs = { 0 };
};

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@ -3,7 +3,6 @@
#include "Component.h"
#include "Vector2D.h"
#include "Constants.h"
#include "DataComponent.h"
class TransformComponent : public Component
{
@ -15,14 +14,22 @@ public:
int width = 32;
int scale = 1;
explicit TransformComponent(int scale = 1);
TransformComponent(float x, float y, int scale = 1);
TransformComponent(float x, float y, int w, int h, int scale = 1);
int getSpeed() { return speed + speedMod; };
void resetSpeedMod() { speedMod = 0; };
TransformComponent();
explicit TransformComponent(int scale);
TransformComponent(float x, float y);
TransformComponent(float x, float y, int scale);
TransformComponent(float x, float y, int w, int h, int scale);
void init() override;
/*! TODO: document usage of collision handler */
void update(uint_fast16_t diffTime) override;
void setPositionAfterCollision(Vector2D& positionChange);
int getSpeed();
void modifySpeed(int8_t modifier);
private:
int speed = 180;
int speedMod = 0;
};

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@ -22,6 +22,36 @@ AssetManager::AssetManager(Manager* manager) : man(manager) {}
AssetManager::~AssetManager() {}
void AssetManager::addSoundEffect(std::string id, const char* 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));
}
Mix_Chunk* AssetManager::getSound(std::string id) {
return soundEffects.at(id);
}
Mix_Music* AssetManager::getMusic(std::string id)
{
return music.at(id);
}
void AssetManager::createProjectile(Vector2D pos, Vector2D velocity, int scale, int range, float speed, Textures textureEnum, 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>(textureEnum, 4);
projectile.addComponent<ProjectileComponent>(range, speed, velocity, owner);
projectile.addComponent<ColliderComponent>("projectile", 0.6f);
projectile.addGroup((size_t)Entity::GroupLabel::PROJECTILE);
}
void AssetManager::createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, Textures texture) {
auto& powerups(man->addEntity());

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@ -14,7 +14,7 @@ void ProjectileComponent::init()
{
transformComponent = &entity->getComponent<TransformComponent>();
transformComponent->direction = direction;
SoundManager::playSound(this->soundEffect, true, PLAY_ONCE, MAX_VOLUME, -1);
SoundManager::playSound(this->entity->getManager().getGame(), "throw_egg", true, PLAY_ONCE, MAX_VOLUME, -1);
}
void ProjectileComponent::update(uint_fast16_t diffTime)

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@ -8,10 +8,9 @@
#include "GameInternal.h"
#include "AssetManager.h"
/*
Mix_Music* SoundManager::loadMusic(const char* fileName)
{
//auto it = this->music_cache.find(fileName);
auto it = this->music_cache.find(fileName);
if (it != this->music_cache.end()) {
return it->second;
@ -49,21 +48,14 @@ Mix_Chunk* SoundManager::loadSound(const char* fileName)
return sound;
}
*/
void SoundManager::playSound(SoundEffects sound, bool canOverlap, int loops, int volume, int channel)
void SoundManager::playSound(GameInternal* game, std::string sound, bool canOverlap, int loops, int volume, int channel)
{
if (!this_instance->sound_cache.contains(sound)) {
std::cerr << "Error playing Sound-Effect: sound effect not found" << std::endl;
return;
}
if(!canOverlap)
{
// 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) == this_instance->sound_cache.at(sound) &&
Mix_GetChunk(channel) == game->assets->getSound(sound) &&
channel != -1)
{
return;
@ -72,30 +64,25 @@ void SoundManager::playSound(SoundEffects sound, bool canOverlap, int loops, int
Mix_HaltChannel(channel);
}
if(Mix_VolumeChunk(this_instance->sound_cache.at(sound), volume) == -1)
if(Mix_VolumeChunk(game->assets->getSound(sound), volume) == -1)
{
std::cerr << "Error adjusting volume: " << SDL_GetError() << std::endl;
}
if (Mix_PlayChannel(channel, this_instance->sound_cache.at(sound), loops) == -1)
if (Mix_PlayChannel(channel, game->assets->getSound(sound), loops) == -1)
{
std::cerr << "Error playing sound " << ": " << SDL_GetError() << std::endl;
std::cerr << "Error playing sound '" << sound << "': " << SDL_GetError() << std::endl;
}
}
void SoundManager::playMusic(BackgroundMusic music, int loops, int volume, int milliseconds)
void SoundManager::playMusic(GameInternal* game, std::string music, int loops, int volume, int ms)
{
if (!this_instance->music_cache.contains(music)) {
std::cerr << "Error playing music: music not found" << std::endl;
return;
}
if (Mix_PlayingMusic() != 0 || Mix_Fading() == Mix_Fading::MIX_FADING_IN)
return;
if(milliseconds > 0)
if(ms > 0)
{
Mix_FadeInMusic(this_instance->music_cache.at(music), loops, milliseconds);
Mix_FadeInMusic(game->assets->getMusic(music), loops, ms);
return;
}
@ -103,6 +90,11 @@ void SoundManager::playMusic(BackgroundMusic music, int loops, int volume, int m
{
std::cerr << "Error adjusting volume: " << SDL_GetError() << std::endl;
}
if (Mix_PlayMusic(game->assets->getMusic(music), loops) == -1)
{
std::cerr << "Error playing music '" << music << "': " << SDL_GetError() << std::endl;
}
}
void SoundManager::setSoundVolume(int volume, int channel)
@ -142,51 +134,3 @@ void SoundManager::fadeOutMusic(int ms)
Mix_FadeOutMusic(ms);
}
void SoundManager::addSingleSoundEffect(SoundEffects soundEffect, const char *path) {
if (this_instance->sound_cache.contains(soundEffect)) {
std::cerr << "Error when adding Sound-Effect: sound-effect with that key already in cache" << std::endl;
return;
}
Mix_Chunk* sound = Mix_LoadWAV(path);
if (sound == nullptr) {
std::cerr << "Error when loading Sound-Effect: could not load sound effect from " << path << std::endl;
return;
}
this_instance->sound_cache.emplace(soundEffect, sound);
}
void SoundManager::addSingleBackgroundMusic(BackgroundMusic backgroundMusic, const char *path) {
if (this_instance->music_cache.contains(backgroundMusic)) {
std::cerr << "Error when adding Sound-Effect: sound-effect with that key already in cache" << std::endl;
return;
}
Mix_Music* music = Mix_LoadMUS(path);
if (music == nullptr) {
std::cerr << "Error when loading Sound-Effect: could not load sound effect from " << path << std::endl;
return;
}
this_instance->music_cache.emplace(backgroundMusic, music);
}
void SoundManager::addSoundEffects(const std::map<SoundEffects, const char *> &effects) {
for (auto effect : effects)
addSingleSoundEffect(effect.first, effect.second);
}
void SoundManager::addBackgroundMusic(const std::map<BackgroundMusic, const char *> &backgroundMusic) {
for (auto track : backgroundMusic)
addSingleBackgroundMusic(track.first, track.second);
}
SoundManager* SoundManager::this_instance = nullptr;

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@ -1,6 +1,7 @@
#include "StatEffectsComponent.h"
#include "Entity.h"
#include "TransformComponent.h"
// #include "KeyboardController.h"
#include <algorithm>
#include <iostream>
@ -9,18 +10,45 @@ void StatEffectsComponent::init()
void StatEffectsComponent::update(uint_fast16_t diffTime)
{
for (auto it = effects.begin(); it != effects.end(); ) {
it->duration -= diffTime;
if (it->duration <= 0) {
it->resetFunction();
it = effects.erase(it);
continue;
for (int i = 0; i < MAX_STATS; i++)
{
this->buffs.at(i) -= diffTime;
if (this->buffs.at(i) <= 0) {
this->resetStatValue((Stats)i);
}
it++;
}
}
}
void StatEffectsComponent::addEffect(uint32_t duration, std::function<void()> resetFunction) {
effects.push_back({duration, resetFunction});
void StatEffectsComponent::modifyStatDur(Stats stat, int duration, int value)
{
if(this->buffs.at((uint8_t)stat) == 0) this->modifyStatValue(stat, value);
this->buffs.at((uint8_t)stat) += duration;
}
void StatEffectsComponent::modifyStatValue(Stats stat, int modifier) //modifier is basically there so the modifyfuncs in the components know if stats should be increased or decreased
{
switch (stat)
{
case Stats::MOVEMENT_SPEED:
this->entity->getComponent<TransformComponent>().modifySpeed(modifier);
break;
case Stats::ATTACK_SPEED:
// 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;
}
}

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@ -9,16 +9,26 @@
#include <cstdio>
#include <initializer_list>
#include <iostream>
#include <optional>
#include "SoundManager.h"
TransformComponent::TransformComponent()
{
position.zero();
}
TransformComponent::TransformComponent(int scale)
{
position.zero();
this->scale = scale;
}
TransformComponent::TransformComponent(float x, float y)
{
this->position.x = x;
this->position.y = y;
}
TransformComponent::TransformComponent(float x, float y, int scale)
{
this->position.x = x;
@ -55,11 +65,9 @@ void TransformComponent::update(uint_fast16_t diffTime)
position += positionChange;
}
int TransformComponent::getSpeed()
{
return (this->entity->hasComponent<DataComponent>()
? this->entity->getComponent<DataComponent>().getEntry<int>("speed").value_or(0)
: 0);
void TransformComponent::modifySpeed(int8_t modifier)
{
this->speedMod += modifier;
}
void TransformComponent::setPositionAfterCollision(Vector2D& positionChange)