basic movement
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24
include/object/camera.hpp
Normal file
24
include/object/camera.hpp
Normal file
@@ -0,0 +1,24 @@
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#pragma once
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#include <utils.hpp>
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#include <mutex>
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namespace Game::Object {
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class Camera {
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public:
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Camera() = default;
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DISABLE_COPY_AND_MOVE(Camera)
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~Camera() = default;
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static Camera& getInstance();
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void setPosition(float x, float y);
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void getPosition(float& x, float& y) const;
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void move(float deltaX, float deltaY);
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private:
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mutable std::mutex mMutex;
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float mX = 0.0f;
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float mY = 0.0f;
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};
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}
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@@ -7,6 +7,7 @@
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#include <SDL3_image/SDL_image.h>
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#include <utility>
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#include <memory>
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#include <renderer/renderer.hpp>
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namespace Game::Renderer {
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class Renderer;
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@@ -24,9 +25,12 @@ namespace Game::Object {
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Entity& operator=(Entity&&) noexcept;
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virtual ~Entity() = 0;
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// Start is called when the entity is spawned
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virtual void start() = 0;
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// Update is called every update cycle; deltaTime is the time (in seconds) since the last update call
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virtual void update(float deltaTime) = 0;
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void render(Game::Renderer::Renderer* renderer);
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virtual void onWindowResized(int newWidth, int newHeight) {} // Called when the window is resized, with the new width and height in pixels
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void render(Game::Renderer::Renderer* renderer, Game::Renderer::RendererConfig config);
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// Setters and getters
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void setTexture(std::shared_ptr<Game::Renderer::Texture> tex) { mTex = tex; }
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@@ -37,12 +41,15 @@ namespace Game::Object {
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std::string getName() { return mName; }
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Transform* getTransform() { return &mTransform; }
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bool isActive() { return mIsActive; }
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int getZIndex() const { return mZIndex; }
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protected:
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std::string mName;
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std::shared_ptr<Game::Renderer::Texture> mTex;
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Transform mTransform;
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bool mIsActive;
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int mZIndex = 0; // For rendering order; higher zIndex renders on top of lower zIndex
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float mTiledScale = 1.f; // Only used if the texture is tiled, to determine how much to scale the texture when rendering (since the entire texture is rendered as a single tile, this is necessary to be able to have different sized tiles)
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private:
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float mScaleConstant = 0.25f;
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};
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}
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@@ -5,6 +5,8 @@ namespace Game::Object {
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float x, y;
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float rotation; // In degrees, clockwise
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float scaleX, scaleY;
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float adjustedScaleX() const { return scaleX * UNIVERSAL_SCALE_COEFFICIENT; }
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float adjustedScaleY() const { return scaleY * UNIVERSAL_SCALE_COEFFICIENT; }
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} Transform;
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constexpr Transform DEFAULT_TRANSFORM{0.f, 0.f, 0.f, 1.f, 1.f};
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