input, changes
This commit is contained in:
@@ -9,8 +9,8 @@ namespace Game::AGame {
|
||||
int w, h;
|
||||
SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &w, &h);
|
||||
|
||||
mTransform.scaleX *= 10.f;
|
||||
mTransform.scaleY *= 10.f;
|
||||
mTransform.scaleX *= 5.f;
|
||||
mTransform.scaleY *= 5.f;
|
||||
|
||||
mTransform.x -= mTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
|
||||
mTransform.y -= mTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
|
||||
@@ -22,6 +22,16 @@ namespace Game::AGame {
|
||||
|
||||
void Background::update(float deltaTime) {
|
||||
if (!mIsActive) return;
|
||||
|
||||
/*const bool* state = SDL_GetKeyboardState(nullptr);
|
||||
if (state[SDL_SCANCODE_P]) {
|
||||
mTransform.scaleX *= 2.f;
|
||||
mTransform.scaleY *= 2.f;
|
||||
}
|
||||
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
|
||||
|
||||
@@ -3,42 +3,18 @@
|
||||
#include <cmath>
|
||||
#include <object/camera.hpp>
|
||||
#include <state/gamestate.hpp>
|
||||
#include <game/input.hpp>
|
||||
|
||||
namespace Game::AGame {
|
||||
void CamController::start() {
|
||||
mTex = nullptr; // No texture
|
||||
SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &mScreenW, &mScreenH);
|
||||
|
||||
mTransform.x = 0.f;
|
||||
mTransform.y = 0.f;
|
||||
}
|
||||
|
||||
void CamController::update(float deltaTime) {
|
||||
if (!mIsActive) return;
|
||||
Object::Entity* player = Game::State::GameState::getInstance().getEntityByName("Player"); // We get the pointer every frame, otherwise we might get screwed by vector reallocs
|
||||
if (!player) return; // If the player doesn't exist, don't do anything
|
||||
|
||||
float playerX = player->getTransform()->x;
|
||||
float playerY = player->getTransform()->y;
|
||||
float camX, camY;
|
||||
Object::Camera::getInstance().getPosition(camX, camY);
|
||||
|
||||
// Apply tolerance from the edges of the screen, so the camera doesn't immediately start moving when the player moves a little bit
|
||||
float leftBound = camX - mScreenW / 2.f + mEdgeTolerance;
|
||||
float rightBound = camX + mScreenW / 2.f - mEdgeTolerance;
|
||||
float topBound = camY - mScreenH / 2.f + mEdgeTolerance;
|
||||
float bottomBound = camY + mScreenH / 2.f - mEdgeTolerance;
|
||||
|
||||
if (playerX < leftBound) {
|
||||
Object::Camera::getInstance().move(-mSpeed * deltaTime, 0.f);
|
||||
} else if (playerX > rightBound) {
|
||||
Object::Camera::getInstance().move(mSpeed * deltaTime, 0.f);
|
||||
}
|
||||
|
||||
if (playerY < topBound) {
|
||||
Object::Camera::getInstance().move(0.f, -mSpeed * deltaTime);
|
||||
} else if (playerY > bottomBound) {
|
||||
Object::Camera::getInstance().move(0.f, mSpeed * deltaTime);
|
||||
}
|
||||
|
||||
const bool* state = SDL_GetKeyboardState(nullptr);
|
||||
mSpeed = state[SDL_SCANCODE_LSHIFT] ? 400.f : 200.f;
|
||||
}
|
||||
}
|
||||
@@ -1,11 +1,14 @@
|
||||
#include <game/agame/player.hpp>
|
||||
#include <window/window.hpp>
|
||||
#include <cmath>
|
||||
#include <game/input.hpp>
|
||||
|
||||
namespace Game::AGame {
|
||||
void Player::start() {
|
||||
mSound = Object::Sound("../resources/example.wav", Object::Format::WAV);
|
||||
//mSound = Object::Sound("../resources/example.wav", Object::Format::WAV);
|
||||
//mSound.play();
|
||||
|
||||
mZIndex = 100;
|
||||
|
||||
int w, h;
|
||||
SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &w, &h);
|
||||
@@ -15,7 +18,7 @@ namespace Game::AGame {
|
||||
|
||||
LOG("W: " << w << " H: " << h);
|
||||
|
||||
mSound.~Sound();
|
||||
//mSound.~Sound();
|
||||
}
|
||||
|
||||
void Player::update(float deltaTime) {
|
||||
@@ -23,16 +26,13 @@ namespace Game::AGame {
|
||||
//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);
|
||||
|
||||
// Simple movement
|
||||
const bool* state = SDL_GetKeyboardState(nullptr);
|
||||
|
||||
if (state[SDL_SCANCODE_W]) mTransform.y -= mSpeed * deltaTime;
|
||||
if (state[SDL_SCANCODE_S]) mTransform.y += mSpeed * deltaTime;
|
||||
if (state[SDL_SCANCODE_A]) mTransform.x -= mSpeed * deltaTime;
|
||||
if (state[SDL_SCANCODE_D]) mTransform.x += mSpeed * deltaTime;
|
||||
mSpeed = state[SDL_SCANCODE_LSHIFT] ? 400.f : 200.f;
|
||||
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;
|
||||
if (Input::isKeyPressed(SDL_SCANCODE_D)) mTransform.x += mSpeed * deltaTime;
|
||||
mSpeed = Input::isKeyPressed(SDL_SCANCODE_LSHIFT) ? 400.f : 200.f;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user