This commit is contained in:
2026-05-02 15:18:39 +02:00
parent 8be2cea49a
commit 56d567b77d
19 changed files with 634 additions and 94 deletions

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@@ -1,19 +1,37 @@
#include <game/agame/background.hpp>
#include <game/agame/player.hpp>
#include <window/window.hpp>
#include <object/camera.hpp>
#include <algorithm>
#include <utils.hpp>
namespace Game::AGame {
void Background::start() {
mSeaTex = std::make_shared<Game::Renderer::Texture>("../resources/l3sea.png", SDL_GetRenderer(Window::Window::getSDLWindowBackend()), "seaTex");
mEnemyTex = std::make_shared<Game::Renderer::Texture>("../resources/l3enemy.png", SDL_GetRenderer(Window::Window::getSDLWindowBackend()), "enemyTex");
mTrashTex = std::make_shared<Game::Renderer::Texture>("../resources/l3trash.png", SDL_GetRenderer(Window::Window::getSDLWindowBackend()), "trashTex");
mFriendlyTex = std::make_shared<Game::Renderer::Texture>("../resources/l3friendly.png", SDL_GetRenderer(Window::Window::getSDLWindowBackend()), "friendlyTex");
GameManager::setSharedData("enemyActiveCount", 0);
GameManager::setSharedData("trashActiveCount", 0);
GameManager::setSharedData("friendlyActiveCount", 0);
GameManager::setSharedData("gameStage", 1);
GameManager::setSharedData("gameWon", false);
GameManager::setSharedData("gameLost", false);
mZIndex = -1; // Ensure background renders behind other entities
mTex->setTiled(true); // Set the background texture to be tiled
if (mSeaTex) {
mSeaTex->setTiled(true);
}
mTiledScale = 0.5f;
SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &mW, &mH);
// Land boundary: left 1/3 of map in centered coordinates
// For 1280px window: -640 (left) + 426.67 (1/3) = -213.33
mLandBoundaryX = -static_cast<float>(mW) / 2.f + static_cast<float>(mW) / 3.f;
GameManager::setSharedData("terrainLandBoundaryX", mLandBoundaryX);
GameManager::setSharedData("enemyRevealRadius", 260.f);
mTransform.scaleX *= 10.f;
mTransform.scaleY *= 10.f;
@@ -21,72 +39,147 @@ namespace Game::AGame {
mTransform.y -= mTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
LOG("W: " << mW << " H: " << mH);
spawnLevel(1);
}
mTransform.x = mW / 2.f - (mW / 3.f);
mTransform.y = -mH;
void Background::render(Game::Renderer::Renderer* renderer, Game::Renderer::RendererConfig config) {
if (!renderer || !mTex || !mSeaTex) {
return;
}
const float worldLeft = -static_cast<float>(mW) / 2.f;
const float worldRight = static_cast<float>(mW) / 2.f;
const float worldTop = -static_cast<float>(mH) / 2.f;
const float worldBottom = static_cast<float>(mH) / 2.f;
const float landLeft = worldLeft;
const float landRight = mLandBoundaryX;
const float seaLeft = mLandBoundaryX;
const float seaRight = worldRight;
auto drawSection = [&](const std::shared_ptr<Game::Renderer::Texture>& tex, float startX, float endX) {
if (!tex) {
return;
}
float tileW = 0.f;
float tileH = 0.f;
SDL_GetTextureSize(tex->getSDLTexture(), &tileW, &tileH);
tileW *= mTiledScale;
tileH *= mTiledScale;
if (tileW <= 0.f || tileH <= 0.f) {
return;
}
const float screenStartX = startX - config.camX + config.screenW / 2.f;
const float screenEndX = endX - config.camX + config.screenW / 2.f;
const float screenStartY = worldTop - config.camY + config.screenH / 2.f;
const float screenEndY = worldBottom - config.camY + config.screenH / 2.f;
for (float x = screenStartX; x < screenEndX; x += tileW) {
for (float y = screenStartY; y < screenEndY; y += tileH) {
SDL_FRect dst{ x, y, tileW, tileH };
SDL_RenderTexture(renderer->getSDLRenderer(), tex->getSDLTexture(), nullptr, &dst);
}
}
};
drawSection(mTex, landLeft, landRight);
drawSection(mSeaTex, seaLeft, seaRight);
}
void Background::spawnFriendly(int stage, int count) {
const float viewLeft = -mW / 2.f;
const float viewTop = -mH / 2.f;
const float viewBottom = mH / 2.f;
Object::Transform tS;
tS.rotation = 0.f;
tS.scaleX = 6.f;
tS.scaleY = 6.f;
const float halfFriendlyW = mFriendlyTex->getWidth() * tS.adjustedScaleX() / 2.f;
const float halfFriendlyH = mFriendlyTex->getHeight() * tS.adjustedScaleY() / 2.f;
for (int i = 0; i < count; ++i) {
tS.x = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(viewLeft + halfFriendlyW + 25.f), static_cast<int>(mLandBoundaryX - halfFriendlyW - 25.f)));
tS.y = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(viewTop + halfFriendlyH + 100.f), static_cast<int>(viewBottom - halfFriendlyH - 100.f)));
GameManager::instantiateEntity(std::make_unique<AGame::Friendly>("Friendly" + std::to_string(stage) + "_" + std::to_string(i + 1), mFriendlyTex, tS));
}
}
void Background::spawnLevel(int stage) {
const float viewLeft = -mW / 2.f;
const float viewRight = mW / 2.f;
const float viewTop = -mH / 2.f;
const float viewBottom = mH / 2.f;
const int enemyCount = 2 + stage * 2;
const int trashCount = 4 + stage * 3;
const int friendlyCount = 1 + (stage - 1);
GameManager::setSharedData("gameStage", stage);
GameManager::setSharedData("enemyActiveCount", enemyCount);
GameManager::setSharedData("trashActiveCount", trashCount);
GameManager::setSharedData("friendlyActiveCount", friendlyCount);
if (stage > 1) {
auto* player = GameManager::getEntityByName<Player>("Player");
if (player) {
player->respawnRandomSea(mLandBoundaryX);
}
}
Object::Transform tS;
tS.rotation = 0.f;
tS.scaleX = 7.f;
tS.scaleY = 7.f;
const float halfEnemyW = mEnemyTex->getWidth() * tS.adjustedScaleX() / 2.f;
const float halfEnemyH = mEnemyTex->getHeight() * tS.adjustedScaleY() / 2.f;
for (int i = 0; i < enemyCount; ++i) {
tS.x = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(viewLeft + halfEnemyW + 25.f), static_cast<int>(mLandBoundaryX - halfEnemyW - 25.f)));
tS.y = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(viewTop + halfEnemyH + 100.f), static_cast<int>(viewBottom - halfEnemyH - 100.f)));
GameManager::instantiateEntity(std::make_unique<AGame::Enemy>("Enemy" + std::to_string(stage) + "_" + std::to_string(i + 1), mEnemyTex, tS));
}
tS.scaleX = 5.5f;
tS.scaleY = 5.5f;
const float halfTrashW = mTrashTex->getWidth() * tS.adjustedScaleX() / 2.f;
const float halfTrashH = mTrashTex->getHeight() * tS.adjustedScaleY() / 2.f;
for (int i = 0; i < trashCount; ++i) {
tS.x = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(mLandBoundaryX + halfTrashW + 25.f), static_cast<int>(viewRight - halfTrashW - 25.f)));
tS.y = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(viewTop + halfTrashH + 100.f), static_cast<int>(viewBottom - halfTrashH - 100.f)));
GameManager::instantiateEntity(std::make_unique<AGame::Trash>("Trash" + std::to_string(stage) + "_" + std::to_string(i + 1), mTrashTex, tS));
}
spawnFriendly(stage, friendlyCount);
}
void Background::update(float deltaTime) {
mEnemySpawnTimer += deltaTime;
(void)deltaTime;
int cnt = GameManager::getSharedData<int>("enemyActiveCount");
if (mEnemySpawnTimer >= mTimeToSpawn && cnt < 5) {
mEnemySpawnTimer = 0.f; // RESET
GameManager::setSharedData("enemyActiveCount", cnt + 1);
// Spawn Enemy on grass
Object::Transform tS;
tS.scaleY = 7.f;
tS.scaleX = 7.f;
tS.rotation = 0.f;
const int enemyCount = GameManager::getSharedData<int>("enemyActiveCount");
const int trashCount = GameManager::getSharedData<int>("trashActiveCount");
const int stage = GameManager::getSharedData<int>("gameStage");
float camX, camY;
Object::Camera::getInstance().getPosition(camX, camY);
const float halfEnemyW = mEnemyTex->getWidth() * tS.adjustedScaleX() / 2.f;
const float halfEnemyH = mEnemyTex->getHeight() * tS.adjustedScaleY() / 2.f;
const float viewLeft = camX - (mW / 2.f);
const float viewRight = camX + (mW / 2.f);
const float viewTop = camY - (mH / 2.f);
const float viewBottom = camY + (mH / 2.f);
// Right 1/3 of the currently visible screen, in world coordinates.
int spawnMinX = static_cast<int>(viewLeft + (2.f * mW / 3.f) + halfEnemyW);
int spawnMaxX = static_cast<int>(viewRight - halfEnemyW - 25.f);
int spawnMinY = static_cast<int>(viewTop + halfEnemyH + 100.f);
int spawnMaxY = static_cast<int>(viewBottom - halfEnemyH - 100.f);
// Safety for tiny windows / huge sprites.
if (spawnMinX > spawnMaxX) spawnMinX = spawnMaxX = static_cast<int>(camX);
if (spawnMinY > spawnMaxY) spawnMinY = spawnMaxY = static_cast<int>(camY);
tS.x = static_cast<float>(Utils::getUtils().rirng32(spawnMinX, spawnMaxX));
tS.y = static_cast<float>(Utils::getUtils().rirng32(spawnMinY, spawnMaxY));
GameManager::instantiateEntity(std::make_unique<AGame::Enemy>("Enemy" + std::to_string(cnt + 1), mEnemyTex, tS));
// Spawn Trash at shoreline
tS.scaleX = 5.5f;
tS.scaleY = 5.5f;
tS.rotation = 0.f;
tS.x = mTransform.x - 75.f;
tS.y = static_cast<float>(Utils::getUtils().rirng32(spawnMinY, spawnMaxY));
GameManager::instantiateEntity(std::make_unique<AGame::Trash>("Trash" + std::to_string(cnt + 1), mTrashTex, tS));
if (mPendingLevelSpawn) {
if (enemyCount <= 0 && trashCount <= 0) {
GameManager::processPendingEntityRemovals();
mPendingLevelSpawn = false;
spawnLevel(mPendingLevelStage);
}
return;
}
/*const bool* state = SDL_GetKeyboardState(nullptr);
if (state[SDL_SCANCODE_P]) {
mTransform.scaleX *= 2.f;
mTransform.scaleY *= 2.f;
if (enemyCount <= 0 && trashCount <= 0) {
if (stage < mMaxLevels) {
mPendingLevelSpawn = true;
mPendingLevelStage = stage + 1;
} else if (!GameManager::getSharedData<bool>("gameWon")) {
GameManager::setSharedData("gameWon", true);
LOG("All levels cleared");
}
}
if (state[SDL_SCANCODE_L]) {
mTransform.scaleX *= 0.5f;
mTransform.scaleY *= 0.5f;
}*/
//mTransform.rotation += 1.f; // Rotate clockwise for testing
//mTransform.scaleX = 1.f + 1.f * std::sin(RUNNING_TIME() / 0.5f); // Pulsate scale for testing
//mTransform.scaleY = 1.f + 0.5f * std::cos(RUNNING_TIME() / 0.5f); // Pulsate scale for testing
//Object::Camera::getInstance().move(1.f, 0.f);
}
void Background::onWindowResized(int newWidth, int newHeight) {

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@@ -1,22 +1,129 @@
#include <game/agame/enemy.hpp>
#include <object/components/boxcollider.hpp>
#include <game/agame/player.hpp>
#include <state/gamestate.hpp>
#include <algorithm>
#include <cmath>
#include <utils.hpp>
#include <game/gamemanager.hpp>
#include <window/window.hpp>
namespace Game::AGame {
void Enemy::start() {
mZIndex = 20;
addComponent<Object::Components::BoxCollider>();
LOG("Enemy started: " << getName());
// Initialize random movement
const float angle = static_cast<float>(Utils::getUtils().rirng32(0, 360)) * 3.14159f / 180.f;
const float speed = 20.f + static_cast<float>(Utils::getUtils().rirng32(0, 30));
mMoveSpeedX = std::cos(angle) * speed;
mMoveSpeedY = std::sin(angle) * speed;
mDirectionChangeTimer = 0.f;
}
void Enemy::update(float deltaTime) {
return;
(void)deltaTime;
auto* player = GameManager::getEntityByName<Player>("Player");
if (!player) {
mIsVisible = false;
return;
}
// Enemies are always visible
mIsVisible = true;
// Semi-random movement with periodic direction changes
mDirectionChangeTimer += deltaTime;
if (mDirectionChangeTimer > 2.0f) {
const float angle = static_cast<float>(Utils::getUtils().rirng32(0, 360)) * 3.14159f / 180.f;
const float speed = 20.f + static_cast<float>(Utils::getUtils().rirng32(0, 30));
mMoveSpeedX = std::cos(angle) * speed;
mMoveSpeedY = std::sin(angle) * speed;
mDirectionChangeTimer = 0.f;
}
// Move enemy
mTransform.x += mMoveSpeedX * deltaTime;
mTransform.y += mMoveSpeedY * deltaTime;
// Clamp to land section
const float landBoundaryX = GameManager::getSharedData<float>("terrainLandBoundaryX");
const float entityWidth = getTexture() ? getTexture()->getWidth() * mTransform.adjustedScaleX() : 0.f;
const float entityHeight = getTexture() ? getTexture()->getHeight() * mTransform.adjustedScaleY() : 0.f;
const float halfWidth = entityWidth / 2.f;
const float halfHeight = entityHeight / 2.f;
// Get window dimensions for boundary calculations
int w = 0, h = 0;
SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &w, &h);
const float leftEdge = -w / 2.f + 25.f;
if (mTransform.x - halfWidth < leftEdge) {
mTransform.x = leftEdge + halfWidth;
mMoveSpeedX = std::abs(mMoveSpeedX);
}
if (mTransform.x + halfWidth > landBoundaryX - 25.f) {
mTransform.x = landBoundaryX - 25.f - halfWidth;
mMoveSpeedX = -std::abs(mMoveSpeedX);
}
if (mTransform.y - halfHeight < -h / 2.f + 25.f) {
mTransform.y = -h / 2.f + 25.f + halfHeight;
mMoveSpeedY = std::abs(mMoveSpeedY);
}
if (mTransform.y + halfHeight > h / 2.f - 25.f) {
mTransform.y = h / 2.f - 25.f - halfHeight;
mMoveSpeedY = -std::abs(mMoveSpeedY);
}
}
bool Enemy::hasAdjacentEnemy() {
if (!getTexture()) return false;
const float detectionRadius = 40.f;
const float enemyWidth = getTexture()->getWidth() * mTransform.adjustedScaleX();
const float enemyHeight = getTexture()->getHeight() * mTransform.adjustedScaleY();
const float centerX = mTransform.x + enemyWidth / 2.f;
const float centerY = mTransform.y + enemyHeight / 2.f;
auto entities = GameManager::getEntityByName<Object::Entity>("Dummy");
if (!entities) {
auto snapshot = State::GameState::getInstance().getEntitiesSnapshot();
for (auto* other : snapshot) {
if (!other || other == this || !dynamic_cast<Enemy*>(other)) continue;
auto* otherEnemy = dynamic_cast<Enemy*>(other);
if (!otherEnemy || !otherEnemy->getTexture()) continue;
const float otherWidth = otherEnemy->getTexture()->getWidth() * otherEnemy->getTransform()->adjustedScaleX();
const float otherHeight = otherEnemy->getTexture()->getHeight() * otherEnemy->getTransform()->adjustedScaleY();
const float otherCenterX = otherEnemy->getTransform()->x + otherWidth / 2.f;
const float otherCenterY = otherEnemy->getTransform()->y + otherHeight / 2.f;
const float dx = centerX - otherCenterX;
const float dy = centerY - otherCenterY;
if (dx * dx + dy * dy <= detectionRadius * detectionRadius) {
return true;
}
}
}
return false;
}
void Enemy::onCollisionEnter(Object::Entity* other) {
LOG("Enemy '" << getName() << "' collided with '" << other->getName() << "' (onCollisionEnter); Killing myself now!");
GameManager::setSharedData("enemyActiveCount", GameManager::getSharedData<int>("enemyActiveCount") - 1);
// Find in state
auto* player = dynamic_cast<Player*>(other);
if (!player || !mIsVisible) {
return;
}
if (hasAdjacentEnemy()) {
LOG("Player collided with a strong group of polluters; game over!");
GameManager::setSharedData("gameLost", true);
GameManager::destroyEntity(player);
return;
}
LOG("Enemy '" << getName() << "' collided with player; removing polluter and awarding points");
GameManager::setSharedData("enemyActiveCount", std::max(0, GameManager::getSharedData<int>("enemyActiveCount") - 1));
GameManager::setSharedData("gameScore", GameManager::getSharedData<int>("gameScore") + 100);
GameManager::destroyEntity(this);
}
}

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@@ -0,0 +1,81 @@
#include <game/agame/friendly.hpp>
#include <game/gamemanager.hpp>
#include <game/agame/player.hpp>
#include <object/components/boxcollider.hpp>
#include <algorithm>
#include <cmath>
#include <utils.hpp>
#include <window/window.hpp>
namespace Game::AGame {
void Friendly::start() {
mZIndex = 20;
addComponent<Object::Components::BoxCollider>();
LOG("Friendly started: " << getName());
// Initialize random movement
const float angle = static_cast<float>(Utils::getUtils().rirng32(0, 360)) * 3.14159f / 180.f;
const float speed = 20.f + static_cast<float>(Utils::getUtils().rirng32(0, 30));
mMoveSpeedX = std::cos(angle) * speed;
mMoveSpeedY = std::sin(angle) * speed;
mDirectionChangeTimer = 0.f;
}
void Friendly::update(float deltaTime) {
(void)deltaTime;
// Semi-random movement with periodic direction changes
mDirectionChangeTimer += deltaTime;
if (mDirectionChangeTimer > 2.0f) {
const float angle = static_cast<float>(Utils::getUtils().rirng32(0, 360)) * 3.14159f / 180.f;
const float speed = 20.f + static_cast<float>(Utils::getUtils().rirng32(0, 30));
mMoveSpeedX = std::cos(angle) * speed;
mMoveSpeedY = std::sin(angle) * speed;
mDirectionChangeTimer = 0.f;
}
// Move friendly
mTransform.x += mMoveSpeedX * deltaTime;
mTransform.y += mMoveSpeedY * deltaTime;
// Clamp to land section
const float landBoundaryX = GameManager::getSharedData<float>("terrainLandBoundaryX");
const float entityWidth = getTexture() ? getTexture()->getWidth() * mTransform.adjustedScaleX() : 0.f;
const float entityHeight = getTexture() ? getTexture()->getHeight() * mTransform.adjustedScaleY() : 0.f;
const float halfWidth = entityWidth / 2.f;
const float halfHeight = entityHeight / 2.f;
// Get window dimensions for boundary calculations
int w = 0, h = 0;
SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &w, &h);
const float leftEdge = -w / 2.f + 25.f;
if (mTransform.x - halfWidth < leftEdge) {
mTransform.x = leftEdge + halfWidth;
mMoveSpeedX = std::abs(mMoveSpeedX);
}
if (mTransform.x + halfWidth > landBoundaryX - 25.f) {
mTransform.x = landBoundaryX - 25.f - halfWidth;
mMoveSpeedX = -std::abs(mMoveSpeedX);
}
if (mTransform.y - halfHeight < -h / 2.f + 25.f) {
mTransform.y = -h / 2.f + 25.f + halfHeight;
mMoveSpeedY = std::abs(mMoveSpeedY);
}
if (mTransform.y + halfHeight > h / 2.f - 25.f) {
mTransform.y = h / 2.f - 25.f - halfHeight;
mMoveSpeedY = -std::abs(mMoveSpeedY);
}
}
void Friendly::onCollisionEnter(Object::Entity* other) {
auto* player = dynamic_cast<Player*>(other);
if (!player) {
return;
}
GameManager::setSharedData("friendlyActiveCount", std::max(0, GameManager::getSharedData<int>("friendlyActiveCount") - 1));
GameManager::setSharedData("gameScore", GameManager::getSharedData<int>("gameScore") - 50);
GameManager::destroyEntity(this);
}
}

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@@ -0,0 +1,56 @@
#include <game/agame/hudtext.hpp>
#include <game/gamemanager.hpp>
#include <window/window.hpp>
#include <sstream>
namespace Game::AGame {
void HUDText::start() {
mZIndex = 1000;
Object::UIText::start();
setText("Level 1 | Score 0 | Trash 0 | Polluters 0");
}
void HUDText::update(float deltaTime) {
(void)deltaTime;
int windowW = 0;
int windowH = 0;
SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &windowW, &windowH);
float camX = 0.f;
float camY = 0.f;
Object::Camera::getInstance().getPosition(camX, camY);
auto anchorTopRight = [&]() {
if (!mTex) {
return;
}
const float marginX = 24.f;
const float marginY = 24.f;
const float textWidth = mTex->getWidth() * mTransform.adjustedScaleX();
mTransform.x = camX + windowW / 2.f - marginX - textWidth;
mTransform.y = camY - windowH / 2.f + marginY;
};
if (GameManager::getSharedData<bool>("gameLost")) {
setText("You Died!");
anchorTopRight();
return;
}
if (GameManager::getSharedData<bool>("gameWon")) {
setText("You Won!");
anchorTopRight();
return;
}
std::stringstream stream;
stream << "Level " << GameManager::getSharedData<int>("gameStage")
<< " | Točke " << GameManager::getSharedData<int>("gameScore")
<< " | Smeti " << GameManager::getSharedData<int>("trashActiveCount")
<< " | Sovražniki " << GameManager::getSharedData<int>("enemyActiveCount");
setText(stream.str());
anchorTopRight();
}
}

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@@ -3,8 +3,60 @@
#include <cmath>
#include <game/input.hpp>
#include <game/gamemanager.hpp>
#include <utils.hpp>
namespace Game::AGame {
void Player::setShipTexture(std::shared_ptr<Game::Renderer::Texture> tex) {
mShipTex = std::move(tex);
if (mIsShipMode && mShipTex) {
setTexture(mShipTex);
}
}
void Player::setGroundTexture(std::shared_ptr<Game::Renderer::Texture> tex) {
mGroundTex = std::move(tex);
if (!mIsShipMode && mGroundTex) {
setTexture(mGroundTex);
}
}
void Player::respawnRandomSea(float landBoundaryX) {
auto spawnTex = mShipTex ? mShipTex : mTex;
if (!spawnTex) {
return;
}
int w = 0;
int h = 0;
SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &w, &h);
const float halfWidth = spawnTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
const float halfHeight = spawnTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
const float minCenterX = landBoundaryX + mShoreMargin + halfWidth;
const float maxCenterX = w / 2.f - halfWidth - 10.f;
const float minCenterY = -h / 2.f + halfHeight;
const float maxCenterY = h / 2.f - halfHeight;
float centerX = minCenterX;
if (maxCenterX > minCenterX) {
centerX = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(minCenterX), static_cast<int>(maxCenterX)));
}
float centerY = 0.f;
if (maxCenterY > minCenterY) {
centerY = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(minCenterY), static_cast<int>(maxCenterY)));
}
mTransform.x = centerX - halfWidth;
mTransform.y = centerY - halfHeight;
mIsShipMode = true;
if (mShipTex) {
setTexture(mShipTex);
}
}
void Player::start() {
//mSound = Object::Sound("../resources/example.wav", Object::Format::WAV);
//mSound.play();
@@ -12,15 +64,41 @@ namespace Game::AGame {
Game::GameManager::setSharedData("gameStage", 1);
Game::GameManager::setSharedData("gameScore", 0);
int w, h;
SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &w, &h);
mTransform.scaleX = 8.f;
mTransform.scaleY = 8.f;
if (!mShipTex) {
mShipTex = mTex;
}
if (!mGroundTex) {
mGroundTex = mTex;
}
int w = 0;
int h = 0;
SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &w, &h);
const float halfWidth = mTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
const float halfHeight = mTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
const float minX = -w / 2.f + halfWidth;
const float maxX = w / 2.f - halfWidth;
const float minY = -h / 2.f + halfHeight;
const float maxY = h / 2.f - halfHeight;
const float landBoundaryX = Game::GameManager::getSharedData<float>("terrainLandBoundaryX");
mTransform.x = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(minX), static_cast<int>(maxX)));
mTransform.y = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(minY), static_cast<int>(maxY)));
mIsShipMode = (mTransform.x + halfWidth) >= landBoundaryX;
mTransform.x -= mTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
mTransform.y -= mTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
if (mIsShipMode && mShipTex) {
setTexture(mShipTex);
} else if (!mIsShipMode && mGroundTex) {
setTexture(mGroundTex);
}
LOG("W: " << w << " H: " << h);
//mSound.~Sound();
}
@@ -31,11 +109,41 @@ namespace Game::AGame {
//mTransform.scaleY = 1.f + 0.5f * std::cos(RUNNING_TIME() / 0.5f); // Pulsate scale for testing
//Object::Camera::getInstance().move(1.f, 0.f);
const float landBoundaryX = Game::GameManager::getSharedData<float>("terrainLandBoundaryX");
const float halfWidth = mTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
if (Input::isKeyPressed(SDL_SCANCODE_E)) {
const bool nearShore = std::abs((mTransform.x + halfWidth) - landBoundaryX) <= mShoreMargin;
if (nearShore) {
mIsShipMode = !mIsShipMode;
}
}
// Simple movement
if (Input::isKeyPressed(SDL_SCANCODE_W)) { mTransform.y -= mSpeed * deltaTime; }
if (Input::isKeyPressed(SDL_SCANCODE_S)) { mTransform.y += mSpeed * deltaTime; }
if (Input::isKeyPressed(SDL_SCANCODE_A)) { mTransform.x -= mSpeed * deltaTime; mIsFlipped = false; }
if (Input::isKeyPressed(SDL_SCANCODE_D)) { mTransform.x += mSpeed * deltaTime; mIsFlipped = true; }
mSpeed = Input::isKeyPressed(SDL_SCANCODE_LSHIFT) ? 400.f : 200.f;
if (mIsShipMode && (mTransform.x + halfWidth) < landBoundaryX + mShoreMargin) {
mTransform.x = landBoundaryX + mShoreMargin - halfWidth;
}
if (!mIsShipMode && (mTransform.x + halfWidth) > landBoundaryX - mShoreMargin) {
mTransform.x = landBoundaryX - mShoreMargin - halfWidth;
}
if (mIsShipMode && mShipTex) {
setTexture(mShipTex);
} else if (!mIsShipMode && mGroundTex) {
setTexture(mGroundTex);
}
}
void Player::onCollisionEnter(Object::Entity* other) {
(void)other;
if (GameManager::getSharedData<bool>("gameLost")) {
GameManager::destroyEntity(this);
}
}
}

View File

@@ -1,11 +1,27 @@
#include <game/agame/trash.hpp>
#include <game/agame/player.hpp>
#include <object/components/boxcollider.hpp>
#include <algorithm>
namespace Game::AGame {
void Trash::start() {
mZIndex = 20;
addComponent<Object::Components::BoxCollider>();
}
void Trash::update(float deltaTime) {
(void)deltaTime;
return;
}
void Trash::onCollisionEnter(Object::Entity* other) {
auto* player = dynamic_cast<Player*>(other);
if (!player || !player->isShipMode()) {
return;
}
GameManager::setSharedData("trashActiveCount", std::max(0, GameManager::getSharedData<int>("trashActiveCount") - 1));
GameManager::setSharedData("gameScore", GameManager::getSharedData<int>("gameScore") + 25);
GameManager::destroyEntity(this);
}
}