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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 12:33:43 +00:00
SDL_Minigame/src/PickupManager.cpp
Nimac0 325f6e8e8d ref: powerup component now pickup component, assetmanager removed
assetmanager was redundant therefore any traces and usages were removed
2025-03-22 12:45:28 +01:00

65 lines
1.9 KiB
C++

#include "PickupManager.h"
#include "TextureManager.h"
#include "SoundManager.h"
#include "ProjectileComponent.h"
#include "GameInternal.h"
#include "TransformComponent.h"
#include "CollisionHandler.h"
#include "ColliderComponent.h"
#include "Constants.h"
#include "Entity.h"
#include "Vector2D.h"
#include "PickupComponent.h"
#include <iostream>
#include <VEGO.h>
#include "Textures.h"
PickupManager::PickupManager(Manager* manager) : man(manager) {}
PickupManager::~PickupManager() {}
void PickupManager::createPowerup(Vector2D pos, std::function<void (Entity*)> pickupFunc, Textures texture) {
auto& powerups(man->addEntity());
powerups.addComponent<TransformComponent>(pos.x, pos.y, 32, 32, 1); //32x32 is standard size for objects
try {
powerups.addComponent<SpriteComponent>(texture, 3);
}
catch (std::runtime_error e) {
std::cout << e.what() << std::endl;
}
powerups.addComponent<ColliderComponent>("powerup", 0.6f);
powerups.addComponent<PickupComponent>(pickupFunc);
powerups.addGroup((size_t)Entity::GroupLabel::POWERUPS);
}
Vector2D PickupManager::calculateSpawnPosition()
{
Vector2D spawnPos = Vector2D(-1, -1);
bool conflict = false;
for (int i = 0; i <= SPAWN_ATTEMPTS; i++)
{
SDL_Rect spawnRect;
spawnRect.h = spawnRect.w = 32;
spawnRect.x = rand() % (VEGO_Game().config->getFinalConfig().at("screen_width").get<int>() - spawnRect.w);
spawnRect.y = rand() % (VEGO_Game().config->getFinalConfig().at("screen_height").get<int>() - spawnRect.h);
conflict = false;
for (auto cc : this->man->getGame()->collisionHandler->getColliders({ Entity::GroupLabel::MAPTILES }))
{
if (SDL_HasRectIntersection(&spawnRect, &cc->collider) && strcmp(cc->tag, "projectile"))
{
conflict = true;
break;
}
}
if (conflict) continue;
spawnPos = Vector2D(spawnRect.x, spawnRect.y);
}
return spawnPos;
}