dodatna logika
This commit is contained in:
@@ -14,6 +14,9 @@ GAME_ENTITY(Background)
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public:
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void render(Game::Renderer::Renderer* renderer, Game::Renderer::RendererConfig config) override;
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void onWindowResized(int newWidth, int newHeight) override;
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// Spawn a single trash at the given transform. If seaOnly is true the trash
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// will be clamped to the sea side of the land boundary.
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void spawnTrashAt(const Object::Transform& tS, bool seaOnly = false);
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private:
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void spawnLevel(int stage);
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void spawnFriendly(int stage, int count);
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@@ -22,6 +25,9 @@ GAME_ENTITY(Background)
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float mLandBoundaryX = 0.f;
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bool mPendingLevelSpawn = false;
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int mPendingLevelStage = 0;
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// Periodic friendly spawn settings
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float mFriendlySpawnAvgInterval = 6.f; // average seconds between spawns
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int mMaxAutoFriendlies = 7; // hard cap for total active friendlies
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std::shared_ptr<Game::Renderer::Texture> mSeaTex;
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std::shared_ptr<Game::Renderer::Texture> mEnemyTex;
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std::shared_ptr<Game::Renderer::Texture> mTrashTex;
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@@ -15,5 +15,6 @@ namespace Game::AGame {
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float mMoveSpeedX = 0.f;
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float mMoveSpeedY = 0.f;
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float mDirectionChangeTimer = 0.f;
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float mShoreSpawnCooldown = 0.f;
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END_GAME_ENTITY()
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}
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@@ -14,5 +14,8 @@ namespace Game::AGame {
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GAME_ENTITY(Trash)
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public:
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void onCollisionEnter(Object::Entity* other) override;
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void setSeaOnly(bool v) { mSeaOnly = v; }
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private:
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bool mSeaOnly = false;
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END_GAME_ENTITY()
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}
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@@ -21,10 +21,13 @@ namespace Game::Object::Components {
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void start(Object::Entity* thisEntity) override;
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void update(float deltaTime, Object::Entity* thisEntity) override;
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void setScale(float scale) { mScale = scale; }
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float getScale() const { return mScale; }
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BoxColliderBounds getBounds() const { return mBounds; }
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bool isColliding() const { return !mCollidingWith.empty(); }
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private:
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float mScale = 1.f;
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BoxColliderBounds mBounds{0.f, 0.f, 0.f, 0.f};
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std::unordered_set<Object::Entity*> mCollidingWith; // Track collisions per-entity so enter/stay/exit callbacks remain correct with multiple colliders
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};
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@@ -1,10 +1,43 @@
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#include <game/agame/background.hpp>
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#include <game/agame/player.hpp>
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#include <window/window.hpp>
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#include <state/gamestate.hpp>
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#include <object/camera.hpp>
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#include <object/components/boxcollider.hpp>
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#include <algorithm>
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#include <chrono>
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#include <ctime>
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#include <fstream>
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#include <iomanip>
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#include <utils.hpp>
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namespace {
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void writeFinalScoreFile(int score) {
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std::ofstream file("score.txt", std::ios::trunc);
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if (!file.is_open()) {
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WARN("Failed to open score.txt for writing");
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return;
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}
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const auto now = std::chrono::system_clock::now();
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const std::time_t nowTime = std::chrono::system_clock::to_time_t(now);
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std::tm localTime{};
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#if defined(_WIN32)
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localtime_s(&localTime, &nowTime);
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#else
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localtime_r(&nowTime, &localTime);
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#endif
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std::string playerName = Game::GameManager::getSharedData<std::string>("playerName");
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if (playerName.empty()) playerName = "Player";
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file << "Končna statistika igre:\n";
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file << "Igralec: " << playerName << "\n";
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file << "Točke: " << score << "\n";
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file << "Datum: " << std::put_time(&localTime, "%Y-%m-%d %H:%M:%S") << "\n";
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}
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}
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namespace Game::AGame {
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void Background::start() {
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mSeaTex = std::make_shared<Game::Renderer::Texture>("../resources/l3sea.png", SDL_GetRenderer(Window::Window::getSDLWindowBackend()), "seaTex");
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@@ -90,6 +123,7 @@ namespace Game::AGame {
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void Background::spawnFriendly(int stage, int count) {
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const float viewLeft = -mW / 2.f;
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const float viewRight = mW / 2.f;
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const float viewTop = -mH / 2.f;
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const float viewBottom = mH / 2.f;
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@@ -100,10 +134,38 @@ namespace Game::AGame {
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const float halfFriendlyW = mFriendlyTex->getWidth() * tS.adjustedScaleX() / 2.f;
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const float halfFriendlyH = mFriendlyTex->getHeight() * tS.adjustedScaleY() / 2.f;
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for (int i = 0; i < count; ++i) {
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// Split friendlies: most on land, a smaller number may appear on sea
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// Decide how many friendlies appear on the sea.
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// For stage 1 keep them on land; for later stages allow at least one on sea
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int seaCount = 0;
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if (stage > 1) {
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seaCount = std::max(1, count / 3); // roughly one third on sea for later stages
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}
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int landCount = count - seaCount;
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// Spawn land friendlies (left side)
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for (int i = 0; i < landCount; ++i) {
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tS.x = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(viewLeft + halfFriendlyW + 25.f), static_cast<int>(mLandBoundaryX - halfFriendlyW - 25.f)));
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tS.y = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(viewTop + halfFriendlyH + 100.f), static_cast<int>(viewBottom - halfFriendlyH - 100.f)));
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GameManager::instantiateEntity(std::make_unique<AGame::Friendly>("Friendly" + std::to_string(stage) + "_" + std::to_string(i + 1), mFriendlyTex, tS));
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auto* friendly = State::GameState::getInstance().addEntity(std::make_unique<AGame::Friendly>("Friendly" + std::to_string(stage) + "_L" + std::to_string(i + 1), mFriendlyTex, tS));
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if (friendly) {
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if (auto* collider = friendly->getComponent<Object::Components::BoxCollider>()) {
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collider->setScale(0.75f);
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}
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}
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}
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// Spawn a smaller number of friendlies on the sea (right side)
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for (int i = 0; i < seaCount; ++i) {
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tS.x = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(mLandBoundaryX + halfFriendlyW + 25.f), static_cast<int>(viewRight - halfFriendlyW - 25.f)));
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tS.y = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(viewTop + halfFriendlyH + 100.f), static_cast<int>(viewBottom - halfFriendlyH - 100.f)));
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auto* friendly = State::GameState::getInstance().addEntity(std::make_unique<AGame::Friendly>("Friendly" + std::to_string(stage) + "_S" + std::to_string(i + 1), mFriendlyTex, tS));
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if (friendly) {
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if (auto* collider = friendly->getComponent<Object::Components::BoxCollider>()) {
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collider->setScale(0.75f);
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}
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}
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}
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}
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@@ -155,6 +217,34 @@ namespace Game::AGame {
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spawnFriendly(stage, friendlyCount);
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}
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void Background::spawnTrashAt(const Object::Transform& tS, bool seaOnly) {
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// Prepare transform and ensure sea-only pop is placed on the sea side
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Object::Transform t = tS;
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t.rotation = 0.f;
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t.scaleX = 5.5f;
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t.scaleY = 5.5f;
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const float halfTrashW = mTrashTex->getWidth() * t.adjustedScaleX() / 2.f;
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if (seaOnly) {
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const float minSeaX = mLandBoundaryX + halfTrashW + 25.f;
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if (t.x < minSeaX) t.x = minSeaX;
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}
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// Create a unique-ish name for the auto-spawned trash
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const int id = Utils::getUtils().rirng32(0, 1000000);
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const std::string name = "Trash_Auto_" + std::to_string(id);
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GameManager::instantiateEntity(std::make_unique<AGame::Trash>(name, mTrashTex, t));
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// If requested, mark the spawned trash as sea-only
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if (seaOnly) {
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auto* tr = GameManager::getEntityByName<AGame::Trash>(name);
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if (tr) tr->setSeaOnly(true);
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}
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GameManager::setSharedData("trashActiveCount", GameManager::getSharedData<int>("trashActiveCount") + 1);
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}
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void Background::update(float deltaTime) {
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(void)deltaTime;
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@@ -162,6 +252,52 @@ namespace Game::AGame {
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const int trashCount = GameManager::getSharedData<int>("trashActiveCount");
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const int stage = GameManager::getSharedData<int>("gameStage");
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// Periodically spawn a friendly on land or sea with a small probability
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// evaluated each update using deltaTime so the average interval is respected.
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const int activeFriendlies = GameManager::getSharedData<int>("friendlyActiveCount");
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if (activeFriendlies < mMaxAutoFriendlies) {
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// Compute chance = deltaTime / avgInterval
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const float chance = deltaTime / std::max(0.0001f, mFriendlySpawnAvgInterval);
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const int thresh = static_cast<int>(chance * 10000.f);
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if (thresh > 0) {
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const int roll = Utils::getUtils().rirng32(0, 9999);
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if (roll < thresh) {
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// Decide side: sea probability increases with stage
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float seaProb = (stage > 1) ? 0.3f : 0.1f;
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const int sideRoll = Utils::getUtils().rirng32(0, 99);
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const bool spawnSea = sideRoll < static_cast<int>(seaProb * 100.f);
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Object::Transform tS;
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tS.rotation = 0.f;
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tS.scaleX = 6.f;
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tS.scaleY = 6.f;
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const float viewLeft = -mW / 2.f;
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const float viewRight = mW / 2.f;
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const float viewTop = -mH / 2.f;
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const float viewBottom = mH / 2.f;
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const float halfFriendlyW = mFriendlyTex->getWidth() * tS.adjustedScaleX() / 2.f;
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const float halfFriendlyH = mFriendlyTex->getHeight() * tS.adjustedScaleY() / 2.f;
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if (!spawnSea) {
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tS.x = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(viewLeft + halfFriendlyW + 25.f), static_cast<int>(mLandBoundaryX - halfFriendlyW - 25.f)));
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} else {
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tS.x = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(mLandBoundaryX + halfFriendlyW + 25.f), static_cast<int>(viewRight - halfFriendlyW - 25.f)));
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}
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tS.y = static_cast<float>(Utils::getUtils().rirng32(static_cast<int>(viewTop + halfFriendlyH + 100.f), static_cast<int>(viewBottom - halfFriendlyH - 100.f)));
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const int id = Utils::getUtils().rirng32(0, 1000000);
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const std::string name = std::string("Friendly_Auto_") + std::to_string(id);
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auto* friendly = State::GameState::getInstance().addEntity(std::make_unique<AGame::Friendly>(name, mFriendlyTex, tS));
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if (friendly) {
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if (auto* collider = friendly->getComponent<Object::Components::BoxCollider>()) {
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collider->setScale(0.75f);
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}
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GameManager::setSharedData("friendlyActiveCount", GameManager::getSharedData<int>("friendlyActiveCount") + 1);
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}
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}
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}
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}
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if (mPendingLevelSpawn) {
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if (enemyCount <= 0 && trashCount <= 0) {
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GameManager::processPendingEntityRemovals();
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@@ -176,6 +312,7 @@ namespace Game::AGame {
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mPendingLevelSpawn = true;
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mPendingLevelStage = stage + 1;
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} else if (!GameManager::getSharedData<bool>("gameWon")) {
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writeFinalScoreFile(GameManager::getSharedData<int>("gameScore"));
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GameManager::setSharedData("gameWon", true);
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LOG("All levels cleared");
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}
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@@ -1,4 +1,5 @@
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#include <game/agame/enemy.hpp>
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#include <game/agame/background.hpp>
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#include <object/components/boxcollider.hpp>
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#include <game/agame/player.hpp>
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#include <state/gamestate.hpp>
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@@ -31,8 +32,17 @@ namespace Game::AGame {
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return;
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}
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// Enemies are always visible
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mIsVisible = true;
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// Enemies are visible only within a reveal radius around the player
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const float revealRadius = GameManager::getSharedData<float>("enemyRevealRadius");
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const float px = player->getTransform()->x + (player->getTexture() ? player->getTexture()->getWidth() * player->getTransform()->adjustedScaleX() / 2.f : 0.f);
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const float py = player->getTransform()->y + (player->getTexture() ? player->getTexture()->getHeight() * player->getTransform()->adjustedScaleY() / 2.f : 0.f);
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const float ew = getTexture() ? getTexture()->getWidth() * mTransform.adjustedScaleX() : 0.f;
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const float eh = getTexture() ? getTexture()->getHeight() * mTransform.adjustedScaleY() : 0.f;
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const float ex = mTransform.x + ew / 2.f;
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const float ey = mTransform.y + eh / 2.f;
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const float dxv = px - ex;
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const float dyv = py - ey;
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mIsVisible = (dxv * dxv + dyv * dyv) <= (revealRadius * revealRadius);
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// Semi-random movement with periodic direction changes
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mDirectionChangeTimer += deltaTime;
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@@ -47,6 +57,9 @@ namespace Game::AGame {
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// Move enemy
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mTransform.x += mMoveSpeedX * deltaTime;
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mTransform.y += mMoveSpeedY * deltaTime;
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// Decrease shoreline-spawn cooldown
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if (mShoreSpawnCooldown > 0.f) mShoreSpawnCooldown = std::max(0.f, mShoreSpawnCooldown - deltaTime);
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// Clamp to land section
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const float landBoundaryX = GameManager::getSharedData<float>("terrainLandBoundaryX");
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@@ -67,6 +80,22 @@ namespace Game::AGame {
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if (mTransform.x + halfWidth > landBoundaryX - 25.f) {
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mTransform.x = landBoundaryX - 25.f - halfWidth;
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mMoveSpeedX = -std::abs(mMoveSpeedX);
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// Enemy hit the shoreline on the right side; spawn a trash on the sea side
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if (mShoreSpawnCooldown <= 0.f) {
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auto* bg = GameManager::getEntityByName<AGame::Background>("BG");
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if (bg) {
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Object::Transform t;
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t.rotation = 0.f;
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t.scaleX = 5.5f;
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t.scaleY = 5.5f;
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// Place trash on sea side at same Y
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t.y = mTransform.y;
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t.x = landBoundaryX + 10.f; // will be adjusted inside spawnTrashAt
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bg->spawnTrashAt(t, true);
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}
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mShoreSpawnCooldown = 3.0f; // 3 second cooldown per enemy
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}
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}
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if (mTransform.y - halfHeight < -h / 2.f + 25.f) {
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mTransform.y = -h / 2.f + 25.f + halfHeight;
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@@ -33,13 +33,13 @@ namespace Game::AGame {
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};
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if (GameManager::getSharedData<bool>("gameLost")) {
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setText("You Died!");
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setText("Umrl si!");
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anchorTopRight();
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return;
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}
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if (GameManager::getSharedData<bool>("gameWon")) {
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setText("You Won!");
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setText("Zmagal si!");
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anchorTopRight();
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return;
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}
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@@ -126,6 +126,21 @@ namespace Game::AGame {
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if (Input::isKeyPressed(SDL_SCANCODE_D)) { mTransform.x += mSpeed * deltaTime; mIsFlipped = true; }
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mSpeed = Input::isKeyPressed(SDL_SCANCODE_LSHIFT) ? 400.f : 200.f;
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int w = 0;
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int h = 0;
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SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &w, &h);
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const float entityWidth = mTex ? mTex->getWidth() * mTransform.adjustedScaleX() : 0.f;
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const float entityHeight = mTex ? mTex->getHeight() * mTransform.adjustedScaleY() : 0.f;
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const float minX = -w / 2.f;
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const float maxX = w / 2.f - entityWidth;
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const float minY = -h / 2.f;
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const float maxY = h / 2.f - entityHeight;
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if (mTransform.x < minX) mTransform.x = minX;
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if (mTransform.x > maxX) mTransform.x = maxX;
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if (mTransform.y < minY) mTransform.y = minY;
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if (mTransform.y > maxY) mTransform.y = maxY;
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if (mIsShipMode && (mTransform.x + halfWidth) < landBoundaryX + mShoreMargin) {
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mTransform.x = landBoundaryX + mShoreMargin - halfWidth;
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}
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@@ -11,6 +11,14 @@ namespace Game::AGame {
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void Trash::update(float deltaTime) {
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(void)deltaTime;
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if (mSeaOnly) {
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const float landBoundaryX = GameManager::getSharedData<float>("terrainLandBoundaryX");
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const float margin = 25.f;
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const float halfWidth = getTexture() ? getTexture()->getWidth() * mTransform.adjustedScaleX() / 2.f : 0.f;
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if (mTransform.x - halfWidth < landBoundaryX + margin) {
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mTransform.x = landBoundaryX + margin + halfWidth;
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}
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}
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return;
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}
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@@ -6,6 +6,7 @@
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#include <game/agame/player.hpp>
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#include <game/agame/background.hpp>
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#include <game/agame/hudtext.hpp>
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#include <game/gamemanager.hpp>
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#include <renderer/renderer.hpp>
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#include <renderer/texture.hpp>
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#include <renderer/font.hpp>
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@@ -17,6 +18,12 @@ using namespace Game;
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int main() {
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PLNIMP("Letnik3Zadnja - Licenca: LGPLv2.1-only, CC BY-SA 4.0");
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// Prompt for player name before initializing the window/engine
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std::string playerName;
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std::cout << "Vnesi ime igralca (pritisni Enter za 'Igralec'): ";
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std::getline(std::cin, playerName);
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if (playerName.empty()) playerName = "Igralec";
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Game::GameManager::setSharedData<std::string>("playerName", playerName);
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Window::Window window = Window::Window();
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window.init(1280, 720, "Game Window");
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@@ -50,11 +50,11 @@ namespace Game::Object::Components {
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float width = 1.f;
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float height = 1.f;
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if (const auto tex = thisEntity->getTexture()) {
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width = tex->getWidth() * transform->scaleX * UNIVERSAL_SCALE_COEFFICIENT;
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height = tex->getHeight() * transform->scaleY * UNIVERSAL_SCALE_COEFFICIENT;
|
||||
width = tex->getWidth() * transform->scaleX * UNIVERSAL_SCALE_COEFFICIENT * mScale;
|
||||
height = tex->getHeight() * transform->scaleY * UNIVERSAL_SCALE_COEFFICIENT * mScale;
|
||||
} else {
|
||||
width = transform->scaleX * UNIVERSAL_SCALE_COEFFICIENT;
|
||||
height = transform->scaleY * UNIVERSAL_SCALE_COEFFICIENT;
|
||||
width = transform->scaleX * UNIVERSAL_SCALE_COEFFICIENT * mScale;
|
||||
height = transform->scaleY * UNIVERSAL_SCALE_COEFFICIENT * mScale;
|
||||
}
|
||||
width = std::max(1.f, width);
|
||||
height = std::max(1.f, height);
|
||||
|
||||
@@ -5,9 +5,9 @@ namespace Game::Object {
|
||||
: Entity(name, texture, transform), mClickFunction(clickFunction), mX(x), mY(y) { }
|
||||
|
||||
void UIButton::start() {
|
||||
// Center the button on the position
|
||||
mTransform.x -= mTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
|
||||
mTransform.y -= mTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
|
||||
// Center the button on the requested position
|
||||
mTransform.x = mX - mTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
|
||||
mTransform.y = mY - mTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
|
||||
}
|
||||
|
||||
void UIButton::update(float deltaTime) {
|
||||
|
||||
@@ -5,9 +5,9 @@ namespace Game::Object {
|
||||
: Entity(name, font, transform), mX(x), mY(y) { }
|
||||
|
||||
void UIText::start() {
|
||||
// Center the text on the position
|
||||
mTransform.x -= mTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
|
||||
mTransform.y -= mTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
|
||||
// Center the text on the requested position
|
||||
mTransform.x = mX - mTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
|
||||
mTransform.y = mY - mTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
|
||||
}
|
||||
|
||||
void UIText::update(float deltaTime) {} /* {
|
||||
|
||||
@@ -8,8 +8,8 @@ namespace Game::Object {
|
||||
: Entity(name, font, transform), mX(x), mY(y), mConfig(config) { }
|
||||
|
||||
void UITextBox::start() {
|
||||
mTransform.x -= mTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
|
||||
mTransform.y -= mTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
|
||||
mTransform.x = mX - mTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
|
||||
mTransform.y = mY - mTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
|
||||
|
||||
mBoxWidth = static_cast<float>(mTex->getWidth()) * mTransform.adjustedScaleX();
|
||||
mBoxHeight = static_cast<float>(mTex->getHeight()) * mTransform.adjustedScaleY();
|
||||
|
||||
@@ -49,6 +49,11 @@ namespace Game::Renderer {
|
||||
ERROR("SDL_CreateTextureFromSurface Error: " << SDL_GetError() << " (This object may be unusuable)");
|
||||
return;
|
||||
}
|
||||
|
||||
// Fonts look better with linear filtering than with nearest-neighbor scaling.
|
||||
if (!SDL_SetTextureScaleMode(mTex, SDL_SCALEMODE_LINEAR)) {
|
||||
WARN("Failed to set texture scale mode to LINEAR for font '" << mId << "': " << SDL_GetError());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
@@ -40,7 +40,7 @@ namespace Game::Window {
|
||||
|
||||
Audio::Audio::getInstance().init();
|
||||
|
||||
mWindow = SDL_CreateWindow(title.c_str(), width, height, SDL_WINDOW_RESIZABLE);
|
||||
mWindow = SDL_CreateWindow(title.c_str(), width, height, 0);
|
||||
if (!mWindow) {
|
||||
ERROR("Failed to create window: " << SDL_GetError());
|
||||
SDL_Quit();
|
||||
@@ -94,36 +94,24 @@ namespace Game::Window {
|
||||
mRunning = false;
|
||||
}
|
||||
|
||||
if (event.type == SDL_EVENT_WINDOW_ENTER_FULLSCREEN) {
|
||||
SDL_SetWindowFullscreen(mWindow, false);
|
||||
}
|
||||
|
||||
// Window resize event - update the renderer's viewport
|
||||
if (event.type == SDL_EVENT_WINDOW_RESIZED) {
|
||||
std::scoped_lock lock(mMutex);
|
||||
SDL_SetWindowSize(mWindow, mLastWindowWidth, mLastWindowHeight);
|
||||
SDL_SetRenderViewport(mRenderer.getSDLRenderer(), nullptr);
|
||||
|
||||
int newWidth, newHeight;
|
||||
SDL_GetWindowSizeInPixels(mWindow, &newWidth, &newHeight);
|
||||
|
||||
const int oldWidth = mLastWindowWidth;
|
||||
const int oldHeight = mLastWindowHeight;
|
||||
const bool canScale = oldWidth > 0 && oldHeight > 0;
|
||||
const float scaleX = canScale ? static_cast<float>(newWidth) / static_cast<float>(oldWidth) : 1.f;
|
||||
const float scaleY = canScale ? static_cast<float>(newHeight) / static_cast<float>(oldHeight) : 1.f;
|
||||
|
||||
State::GameState::getInstance().withEntitiesLocked([&](auto& entities) {
|
||||
for (auto& [name, entity] : entities) {
|
||||
(void)name;
|
||||
if (entity) {
|
||||
if (canScale) {
|
||||
Object::Transform* transform = entity->getTransform();
|
||||
transform->x *= scaleX;
|
||||
transform->y *= scaleY;
|
||||
}
|
||||
entity->onWindowResized(newWidth, newHeight);
|
||||
entity->onWindowResized(mLastWindowWidth, mLastWindowHeight);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
mLastWindowWidth = newWidth;
|
||||
mLastWindowHeight = newHeight;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user