mirror of
https://github.com/Nimac0/SDL_Minigame
synced 2026-01-12 13:43:41 +00:00
344 lines
8.8 KiB
C++
344 lines
8.8 KiB
C++
#include "Game.h"
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#include <SDL_error.h>
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#include "CollisionHandler.h"
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#include "Components.h"
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#include "AssetManager.h"
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#include "Direction.h"
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#include "Entity.h"
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#include "HealthComponent.h"
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#include "Map.h"
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#include "TextureManager.h"
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#include "Constants.h"
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Map* map;
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Manager manager;
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AssetManager* Game::assets = new AssetManager(&manager);
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CollisionHandler* Game::collisionHandler = new CollisionHandler(manager);
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SDL_Renderer* Game::renderer = nullptr;
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SDL_Event Game::event;
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auto& player1(manager.addEntity());
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auto& player2(manager.addEntity());
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auto& wall(manager.addEntity());
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//auto& projectile (manager.addEntity());
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Game::Game() = default;
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Game::~Game() = default;
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void Game::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
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{
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int flags = 0;
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if (fullscreen)
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{
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flags = SDL_WINDOW_FULLSCREEN;
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}
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if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
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{
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std::cout << "ERROR. Subsystem couldnt be initialized! " << SDL_GetError() << std::endl;
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return;
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}
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if (Mix_Init(MIX_INIT_MP3) != MIX_INIT_MP3) {
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std::cout << "ERROR. Subsystem couldnt be initialized!" << std::endl;
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return;
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}
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window = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
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if (!window)
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{
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std::cout << "ERROR: Window couldnt be created! " << SDL_GetError() << std::endl;
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return;
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}
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renderer = SDL_CreateRenderer(window, -1, 0);
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if (!renderer)
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{
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std::cout << "ERROR: Renderer couldnt be created! " << SDL_GetError() << std::endl;
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return;
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}
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SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
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SDL_Texture* backgroundTexture = TextureManager::get().loadTexture("assets/startscreen.png");
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
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SDL_RenderPresent(renderer);
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if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0)
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{
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std::cout << "ERROR: Mixer couldnt be initialized!" << std::endl;
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return;
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}
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Mix_Volume(-1, MIX_MAX_VOLUME);
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Mix_AllocateChannels(16);
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//SDL_Event event;
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bool hasQuit = false;
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while (!hasQuit)
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{
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SDL_PollEvent(&event);
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if (event.type == SDL_QUIT)
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{
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hasQuit = true;
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break;
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}
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if (event.type == SDL_KEYDOWN)
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{
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if (event.key.keysym.scancode == SDL_SCANCODE_RETURN)
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{
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std::cout << "Enter pressed > Game start..." << std::endl;
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break;
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}
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if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE)
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{
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std::cout << "Escape pressed > Game quit..." << std::endl;
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hasQuit = true;
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}
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}
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}
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if (hasQuit)
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{
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this->isRunning = false;
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return;
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}
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// character selection
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const char* playerSprite;
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const char* enemySprite;
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selectCharacters(playerSprite, enemySprite);
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if (this->isRunning == false) return;
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map = new Map();
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map->loadMap("assets/SDL_map_test.txt", 25, 20);
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//adding textures to the library in AssetManager
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assets->addTexture("player1", "assets/chicken_neutral_knight.png");
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assets->addTexture("player2", "assets/chicken_neutral.png");
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assets->addTexture("egg", "assets/egg.png");
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// loading sounds
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assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
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assets->addSoundEffect("steps", "assets/sound/steps.wav");
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//ecs implementation
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player1.setTeam(TeamLabel::BLUE);
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player1.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
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player1.addComponent<SpriteComponent>("assets/chicken_knight_spritesheet.png", true); //adds sprite (32x32px), path needed
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player1.addComponent<KeyboardController>(SDL_SCANCODE_W, SDL_SCANCODE_S, SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_SCANCODE_E, Vector2D(1, 0));//custom keycontrols can be added
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player1.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
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player1.addComponent<HealthComponent>(5, Direction::LEFT);
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player1.addGroup((size_t) GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
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player2.setTeam(TeamLabel::RED);
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player2.addComponent<TransformComponent>(600, 500, 2);
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player2.addComponent<SpriteComponent>("assets/chicken_spritesheet.png", true);
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player2.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-1, 0));
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player2.addComponent<ColliderComponent>("enemy", 0.8f);
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player2.addComponent<HealthComponent>(5, Direction::RIGHT);
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player2.addGroup((size_t) GroupLabel::PLAYERS);
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}
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void Game::selectCharacters(const char* &playerSprite, const char* &enemySprite)
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{
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// TODO: move this whereever it makes sense (maybe game as a member)
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std::map<int, std::pair<const char*, const char*>> characterSprites;
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characterSprites[0] = std::make_pair("assets/chicken_neutral_knight.png", "assets/chicken_knight_spritesheet.png");
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characterSprites[1] = std::make_pair("assets/chicken_neutral.png", "assets/chicken_spritesheet.png");
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characterSprites[2] = std::make_pair("assets/chicken_neutral_wizard.png", "assets/chicken_wizard_spritesheet.png");
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characterSprites[3] = std::make_pair("assets/chicken_neutral_mlady.png", "assets/chicken_mlady_spritesheet.png");
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SDL_Rect playerCharacterRects[CHARACTER_COUNT];
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SDL_Rect enemyCharacterRects[CHARACTER_COUNT];
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SDL_Texture* characterTextures[CHARACTER_COUNT];
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int playerSelection = 0;
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int enemySelection = 0;
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// load textures
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for (int i = 0; i < CHARACTER_COUNT; ++i)
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{
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characterTextures[i] = IMG_LoadTexture(renderer, characterSprites.find(i)->second.first);
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}
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// set up initial positions for character rects
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for (int i = 0; i < CHARACTER_COUNT; ++i)
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{
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playerCharacterRects[i] = { 134 + (i % 2) * 118, 272 + ((i >= 2) ? 114 : 0), 64, 64 };
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enemyCharacterRects[i] = { 485 + (i % 2) * 118, 273 + ((i >= 2) ? 114 : 0), 64, 64 };
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}
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bool hasQuit = false;
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while (!hasQuit)
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{
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SDL_PollEvent(&event);
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if (event.type == SDL_QUIT)
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{
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hasQuit = true;
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}
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if (event.type == SDL_KEYDOWN)
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{
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if (event.key.keysym.scancode == SDL_SCANCODE_RETURN)
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{
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break;
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}
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switch (event.key.keysym.scancode)
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{
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case SDL_SCANCODE_A:
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playerSelection = (playerSelection - 1 + CHARACTER_COUNT) % CHARACTER_COUNT;
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break;
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case SDL_SCANCODE_D:
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playerSelection = (playerSelection + 1) % CHARACTER_COUNT;
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break;
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case SDL_SCANCODE_LEFT:
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enemySelection = (enemySelection - 1 + CHARACTER_COUNT) % CHARACTER_COUNT;
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break;
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case SDL_SCANCODE_RIGHT:
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enemySelection = (enemySelection + 1) % CHARACTER_COUNT;
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break;
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default:
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break;
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}
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}
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SDL_Texture* backgroundTexture = TextureManager::get().loadTexture("assets/characterSelection.png");
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
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for (int i = 0; i < CHARACTER_COUNT; ++i)
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{
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SDL_RenderCopy(renderer, characterTextures[i], nullptr, &playerCharacterRects[i]);
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SDL_RenderCopy(renderer, characterTextures[i], nullptr, &enemyCharacterRects[i]);
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}
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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SDL_RenderDrawRect(renderer, &playerCharacterRects[playerSelection]);
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SDL_RenderDrawRect(renderer, &enemyCharacterRects[enemySelection]);
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SDL_RenderPresent(renderer);
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}
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if (hasQuit)
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{
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this->isRunning = false;
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return;
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}
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playerSprite = characterSprites.find(playerSelection)->second.second;
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enemySprite = characterSprites.find(enemySelection)->second.second;
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this->isRunning = true;
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}
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auto& tiles(manager.getGroup((size_t)GroupLabel::MAPTILES));
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auto& players(manager.getGroup((size_t)GroupLabel::PLAYERS));
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auto& projectiles(manager.getGroup((size_t)GroupLabel::PROJECTILE));
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auto& hearts(manager.getGroup((size_t)GroupLabel::HEARTS));
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void Game::handleEvents()
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{
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SDL_PollEvent(&event);
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switch (event.type)
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{
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case SDL_QUIT: this->isRunning = false;
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break;
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default:
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break;
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}
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}
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void Game::update()
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{
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Vector2D playerPos = player1.getComponent<TransformComponent>().position;
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Vector2D enemyPos = player2.getComponent<TransformComponent>().position;
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manager.refresh();
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manager.update();
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// needs to be in game.cpp to have access to internal functions
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for (auto& player : manager.getGroup((size_t) GroupLabel::PLAYERS)) {
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if (player->getComponent<HealthComponent>().getHealth() <= 0) {
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this->setWinner(player->getTeam());
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}
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}
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}
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void Game::render()
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{
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SDL_RenderClear(renderer);
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for (auto& t : tiles)
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{
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t->draw();
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}
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for (auto& p : players)
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{
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p->draw();
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}
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for (auto& p : projectiles)
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p->draw();
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for (auto& h : hearts)
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h->draw();
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SDL_RenderPresent(renderer);
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}
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void Game::clean()
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{
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SDL_DestroyWindow(window);
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SDL_DestroyRenderer(renderer);
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SDL_Quit();
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std::cout << "Game Cleaned!" << std::endl;
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}
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void Game::addTile(unsigned long id, int x, int y)
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{
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auto& tile(manager.addEntity());
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tile.addComponent<TileComponent>(x, y, TILE_SIZE, TILE_SIZE, id);
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if (id == 1) tile.addComponent<ColliderComponent>("water");
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tile.addGroup((size_t)GroupLabel::MAPTILES);
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}
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bool Game::running() const
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{
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return isRunning;
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}
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void Game::setWinner(TeamLabel winningTeam)
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{
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this->winner = winningTeam;
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this->isRunning = false;
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}
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TeamLabel Game::getWinner()
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{
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return this->winner;
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}
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