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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 07:53:43 +00:00
SDL_Minigame/include/AssetManager.h
2024-12-17 22:56:58 +01:00

58 lines
1.5 KiB
C++

#pragma once
#include <SDL_render.h>
#include <SDL_mixer.h>
#include <map>
#include <string>
#include <functional>
#include "Entity.h"
class Vector2D;
class Manager;
enum class PowerupType
{
HEART,
WALKINGSPEED,
SHOOTINGSPEED
};
class AssetManager
{
public:
AssetManager(Manager* manager);
~AssetManager();
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);
/*!
* \brief Calculates a random spawn position for an object within a given area
* \param size The size (collision box) of the object
* \param spawnArea The area within which a spawn position will be calculated
* \returns Spawn Coordinates for the object
*/
Vector2D calculateSpawnPosition(Vector2D size, Vector2D spawnArea);
template <typename T> [[deprecated]] T calculateRandomType(int amount);
//texture management
void addTexture(std::string id, const char* path);
// 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;
};