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mirror of https://github.com/Nimac0/SDL_Minigame synced 2026-01-12 10:13:42 +00:00
SDL_Minigame/src/Game.cpp
2024-01-28 20:14:12 +01:00

390 lines
10 KiB
C++

#include "Game.h"
#include "Components.h"
#include "AssetManager.h"
#include "Map.h"
#include "TextureManager.h"
#include "Constants.h"
Map* map;
Manager manager;
AssetManager* Game::assets = new AssetManager(&manager);
SDL_Renderer* Game::renderer = nullptr;
SDL_Event Game::event;
std::vector<ColliderComponent*> Game::colliders;
auto& player(manager.addEntity());
auto& enemy(manager.addEntity());
auto& wall(manager.addEntity());
//auto& projectile (manager.addEntity());
Game::Game() = default;
Game::~Game() = default;
void Game::init(const char* title, int xpos, int ypos, int width, int height, bool fullscreen)
{
int flags = 0;
if (fullscreen)
{
flags = SDL_WINDOW_FULLSCREEN;
}
if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
{
std::cout << "ERROR. Subsystem couldnt be initialized!" << std::endl;
return;
}
window = SDL_CreateWindow(title, xpos, ypos, width, height, flags);
if (!window)
{
std::cout << "ERROR: Window couldnt be created!" << std::endl;
return;
}
renderer = SDL_CreateRenderer(window, -1, 0);
if (!renderer)
{
std::cout << "ERROR: Renderer couldnt be created!" << std::endl;
return;
}
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_Texture* backgroundTexture = TextureManager::get().loadTexture("assets/startscreen.png");
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
SDL_RenderPresent(renderer);
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0)
{
std::cout << "ERROR: Mixer couldnt be initialized!" << std::endl;
return;
}
//SDL_Event event;
bool hasQuit = false;
while (!hasQuit)
{
SDL_PollEvent(&event);
if (event.type == SDL_QUIT)
{
hasQuit = true;
break;
}
if (event.type == SDL_KEYDOWN)
{
if (event.key.keysym.scancode == SDL_SCANCODE_RETURN)
{
std::cout << "Enter pressed > Game start..." << std::endl;
break;
}
if (event.key.keysym.scancode == SDL_SCANCODE_ESCAPE)
{
std::cout << "Escape pressed > Game quit..." << std::endl;
hasQuit = true;
}
}
}
if (hasQuit)
{
this->isRunning = false;
return;
}
// character selection
const char* playerSprite;
const char* enemySprite;
selectCharacters(playerSprite, enemySprite);
if (this->isRunning == false) return;
map = new Map();
map->loadMap("assets/SDL_map_test.txt", 25, 20);
//adding textures to the library in AssetManager
assets->addTexture("player1", "assets/chicken_neutral_knight.png");
assets->addTexture("player2", "assets/chicken_neutral.png");
assets->addTexture("egg", "assets/egg.png");
// loading sounds
assets->addSoundEffect("throw_egg", "assets/sound/throw_egg.wav");
assets->addSoundEffect("steps", "assets/sound/steps.wav");
//ecs implementation
player.addComponent<TransformComponent>(80,80,2); //posx, posy, scale
player.addComponent<SpriteComponent>(playerSprite, true); //adds sprite (32x32px), path needed
player.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
player.addComponent<ColliderComponent>("player", 0.8f); //adds tag (for further use, reference tag)
player.addComponent<HealthComponent>(5, &manager, true);
player.addGroup((size_t)GroupLabel::PLAYERS); //tell programm what group it belongs to for rendering order
enemy.addComponent<TransformComponent>(600, 500, 2);
enemy.addComponent<SpriteComponent>(enemySprite, true);
enemy.addComponent<KeyboardController>(SDL_SCANCODE_UP, SDL_SCANCODE_DOWN, SDL_SCANCODE_LEFT, SDL_SCANCODE_RIGHT, SDL_SCANCODE_RCTRL, Vector2D(-1, 0));
enemy.addComponent<ColliderComponent>("enemy", 0.8f);
enemy.addComponent<HealthComponent>(5, &manager, false);
enemy.addGroup((size_t)GroupLabel::ENEMIES);
}
void Game::selectCharacters(const char* &playerSprite, const char* &enemySprite)
{
// TODO: move this whereever it makes sense (maybe game as a member)
std::map<int, std::pair<const char*, const char*>> characterSprites;
characterSprites[0] = std::make_pair("assets/chicken_neutral_knight.png", "assets/chicken_knight_spritesheet.png");
characterSprites[1] = std::make_pair("assets/chicken_neutral.png", "assets/chicken_spritesheet.png");
characterSprites[2] = std::make_pair("assets/chicken_neutral_wizard.png", "assets/chicken_wizard_spritesheet.png");
characterSprites[3] = std::make_pair("assets/chicken_neutral_mlady.png", "assets/chicken_mlady_spritesheet.png");
SDL_Rect playerCharacterRects[CHARACTER_COUNT];
SDL_Rect enemyCharacterRects[CHARACTER_COUNT];
SDL_Texture* characterTextures[CHARACTER_COUNT];
int playerSelection = 0;
int enemySelection = 0;
// load textures
for (int i = 0; i < CHARACTER_COUNT; ++i)
{
characterTextures[i] = IMG_LoadTexture(renderer, characterSprites.find(i)->second.first);
}
// set up initial positions for character rects
for (int i = 0; i < CHARACTER_COUNT; ++i)
{
playerCharacterRects[i] = { 134 + (i % 2) * 118, 272 + ((i >= 2) ? 114 : 0), 64, 64 };
enemyCharacterRects[i] = { 485 + (i % 2) * 118, 273 + ((i >= 2) ? 114 : 0), 64, 64 };
}
bool hasQuit = false;
while (!hasQuit)
{
SDL_PollEvent(&event);
if (event.type == SDL_QUIT)
{
hasQuit = true;
}
if (event.type == SDL_KEYDOWN)
{
if (event.key.keysym.scancode == SDL_SCANCODE_RETURN)
{
break;
}
switch (event.key.keysym.scancode)
{
case SDL_SCANCODE_A:
playerSelection = (playerSelection - 1 + CHARACTER_COUNT) % CHARACTER_COUNT;
break;
case SDL_SCANCODE_D:
playerSelection = (playerSelection + 1) % CHARACTER_COUNT;
break;
case SDL_SCANCODE_LEFT:
enemySelection = (enemySelection - 1 + CHARACTER_COUNT) % CHARACTER_COUNT;
break;
case SDL_SCANCODE_RIGHT:
enemySelection = (enemySelection + 1) % CHARACTER_COUNT;
break;
default:
break;
}
}
SDL_Texture* backgroundTexture = TextureManager::get().loadTexture("assets/characterSelection.png");
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, backgroundTexture, NULL, NULL);
for (int i = 0; i < CHARACTER_COUNT; ++i)
{
SDL_RenderCopy(renderer, characterTextures[i], nullptr, &playerCharacterRects[i]);
SDL_RenderCopy(renderer, characterTextures[i], nullptr, &enemyCharacterRects[i]);
}
SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
SDL_RenderDrawRect(renderer, &playerCharacterRects[playerSelection]);
SDL_RenderDrawRect(renderer, &enemyCharacterRects[enemySelection]);
SDL_RenderPresent(renderer);
}
if (hasQuit)
{
this->isRunning = false;
return;
}
playerSprite = characterSprites.find(playerSelection)->second.second;
enemySprite = characterSprites.find(enemySelection)->second.second;
this->isRunning = true;
}
auto& tiles(manager.getGroup((size_t)GroupLabel::MAP));
auto& players(manager.getGroup((size_t)GroupLabel::PLAYERS));
auto& enemies(manager.getGroup((size_t)GroupLabel::ENEMIES));
auto& projectiles(manager.getGroup((size_t)GroupLabel::PROJECTILE));
auto& hearts(manager.getGroup((size_t)GroupLabel::HEARTS));
void Game::handleEvents()
{
SDL_PollEvent(&event);
switch (event.type)
{
case SDL_QUIT: this->isRunning = false;
break;
default:
break;
}
}
void Game::update()
{
Vector2D playerPos = player.getComponent<TransformComponent>().position;
Vector2D enemyPos = enemy.getComponent<TransformComponent>().position;
manager.refresh();
manager.update();
for (auto cc : colliders)
{
if (SDL_HasIntersection(&player.getComponent<ColliderComponent>().collider, &cc->collider) && strcmp(cc->tag, "player") && cc->hasCollision)
{
if (!cc->isProjectile)
{
player.getComponent<ColliderComponent>().handleCollision(player.getComponent<TransformComponent>().position, player.getComponent<ColliderComponent>().collider, cc->collider);
}
else
{
player.getComponent<TransformComponent>().position = playerPos;
}
}
if (SDL_HasIntersection(&enemy.getComponent<ColliderComponent>().collider, &cc->collider) && strcmp(cc->tag, "enemy") && cc->hasCollision)
{
if (!cc->isProjectile)
{
enemy.getComponent<ColliderComponent>().handleCollision(enemy.getComponent<TransformComponent>().position, enemy.getComponent<ColliderComponent>().collider, cc->collider);
}
else
{
enemy.getComponent<TransformComponent>().position = enemyPos;
}
}
}
//checking if projectiles hit player1 or player2
for (auto& p : projectiles) {
if(SDL_HasIntersection(&enemy.getComponent<ColliderComponent>().collider, &p->getComponent<ColliderComponent>().collider)
&& (p->getComponent<ColliderComponent>().hasCollision) && !p->getComponent<ProjectileComponent>().getSource()) {
//std::cout << "Enemy hit!";
p->getComponent<ColliderComponent>().removeCollision();
p->destroy();
enemy.getComponent<HealthComponent>().getDamage();
//display updated health | pretty scuffed but works ig
for(auto h : hearts)
h->destroy();
player.getComponent<HealthComponent>().createAllHearts();
enemy.getComponent<HealthComponent>().createAllHearts();
if(enemy.getComponent<HealthComponent>().getHealth() < 1) {
std::cout << "Player1 wins!" << std::endl;
winner = true;
isRunning = false;
}
}
if(SDL_HasIntersection(&player.getComponent<ColliderComponent>().collider, &p->getComponent<ColliderComponent>().collider)
&& (p->getComponent<ColliderComponent>().hasCollision) && p->getComponent<ProjectileComponent>().getSource()) {
//std::cout << "Player hit!";
p->getComponent<ColliderComponent>().removeCollision();
p->destroy();
player.getComponent<HealthComponent>().getDamage();
//display updated health
for(auto h : hearts)
h->destroy();
player.getComponent<HealthComponent>().createAllHearts();
enemy.getComponent<HealthComponent>().createAllHearts();
if(player.getComponent<HealthComponent>().getHealth() < 1) {
std::cout << "Player2 wins!" << std::endl;
winner = false;
isRunning = false;
}
}
}
}
void Game::render()
{
SDL_RenderClear(renderer);
for (auto& t : tiles)
{
t->draw();
}
for (auto& p : players)
{
p->draw();
}
for (auto& e : enemies)
{
e->draw();
}
for (auto& p : projectiles)
p->draw();
for (auto& h : hearts)
h->draw();
SDL_RenderPresent(renderer);
}
void Game::clean()
{
SDL_DestroyWindow(window);
SDL_DestroyRenderer(renderer);
SDL_Quit();
std::cout << "Game Cleaned!" << std::endl;
}
void Game::addTile(int id, int x, int y)
{
auto& tile(manager.addEntity());
tile.addComponent<TileComponent>(x, y, TILE_SIZE, TILE_SIZE, id);
if (id == 1) tile.addComponent<ColliderComponent>("water");
tile.addGroup((size_t)GroupLabel::MAP);
}
bool Game::running() const
{
return isRunning;
}
bool Game::getWinner() {
return this->winner;
}