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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 12:33:43 +00:00
SDL_Minigame/include/GameInternal.h

69 lines
1.5 KiB
C++

#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"
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 selectCharacters(const char* &playerSprite, const char* &enemySprite);
void handleEvents();
void update();
void render();
void clean();
bool isRunning() const;
void setRunning(bool running);
/* static */ SDL_Renderer* renderer = nullptr;
/* static */ SDL_Event event;
/* static */ CollisionHandler* collisionHandler;
/* static */ AssetManager* assets;
/* static */ TextureManager* textureManager;
/* static */ SoundManager* soundManager;
// moved globals
Manager manager;
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();
Entity::TeamLabel getWinner() const;
void setWinner(Entity::TeamLabel winningTeam);
private:
Game* gameInstance;
int counter = 0;
bool running = false;
SDL_Window* window;
Entity::TeamLabel winner;
};