input, changes

This commit is contained in:
2026-03-16 08:21:04 +01:00
parent d522881358
commit f6a1e59ebb
12 changed files with 109 additions and 44 deletions

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@@ -19,8 +19,6 @@ namespace Game::AGame {
} }
private: private:
float mSpeed = 200.f; // Pixels per second
int mScreenW, mScreenH; int mScreenW, mScreenH;
int mEdgeTolerance = 200;
}; };
} }

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@@ -8,6 +8,9 @@
#include <chrono> #include <chrono>
#include <functional> #include <functional>
#include <object/camera.hpp> #include <object/camera.hpp>
#include <game/input.hpp>
#include <unordered_map>
#include <memory>
namespace Game { namespace Game {
using clock = std::chrono::steady_clock; using clock = std::chrono::steady_clock;
@@ -22,8 +25,14 @@ namespace Game {
void run(std::stop_token stopToken); void run(std::stop_token stopToken);
void setTargetUpdatesPerSecond(int target) { mTargetUpdatesPerSecond = target; } void setTargetUpdatesPerSecond(int target) { mTargetUpdatesPerSecond = target; }
int getTargetUpdatesPerSecond() { return mTargetUpdatesPerSecond; } int getTargetUpdatesPerSecond() { return mTargetUpdatesPerSecond; }
static void setSharedData(const std::string& key, std::string data);
static std::string getSharedData(const std::string& key);
static void removeSharedData(const std::string& key);
private: private:
int mTargetUpdatesPerSecond = TARGET_UPDATE_RATE; int mTargetUpdatesPerSecond = TARGET_UPDATE_RATE;
clock::time_point mLastUpdate; clock::time_point mLastUpdate;
static std::unordered_map<std::string, std::string> mSharedStrings;
}; };
} }

19
include/game/input.hpp Normal file
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@@ -0,0 +1,19 @@
#pragma once
#include <SDL3/SDL.h>
namespace Game {
class Input {
public:
Input() = delete;
static void update();
static bool isKeyPressed(SDL_Scancode key);
static bool isKeyJustPressed(SDL_Scancode key);
static bool isKeyJustReleased(SDL_Scancode key);
private:
static const bool* mCurrentKeyStates;
static bool* mPreviousKeyStates;
static int mNumKeys;
};
}

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@@ -1,13 +1,13 @@
#pragma once #pragma once
namespace Game::Object { namespace Game::Object {
typedef struct { struct Transform {
float x, y; float x, y;
float rotation; // In degrees, clockwise float rotation; // In degrees, clockwise
float scaleX, scaleY; float scaleX, scaleY;
float adjustedScaleX() const { return scaleX * UNIVERSAL_SCALE_COEFFICIENT; } float adjustedScaleX() const { return scaleX * UNIVERSAL_SCALE_COEFFICIENT; }
float adjustedScaleY() const { return scaleY * UNIVERSAL_SCALE_COEFFICIENT; } float adjustedScaleY() const { return scaleY * UNIVERSAL_SCALE_COEFFICIENT; }
} Transform; };
constexpr Transform DEFAULT_TRANSFORM{0.f, 0.f, 0.f, 1.f, 1.f}; constexpr Transform DEFAULT_TRANSFORM{0.f, 0.f, 0.f, 1.f, 1.f};
} }

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@@ -24,6 +24,9 @@
#define ERROR(Msg) \ #define ERROR(Msg) \
std::cout << "\033[31m[ERROR] " << __PRETTY_FUNCTION__ << ' ' << Msg << "\033[0m\n"; std::cout << "\033[31m[ERROR] " << __PRETTY_FUNCTION__ << ' ' << Msg << "\033[0m\n";
#define PLNIMP(Msg) \
std::cout << "\033[92m" << Msg << "\033[0m\n";
#define GAME_ENTITY(ClassName) \ #define GAME_ENTITY(ClassName) \
class ClassName : public Object::Entity { \ class ClassName : public Object::Entity { \
using Object::Entity::Entity; using Object::Entity::Entity;

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@@ -9,8 +9,8 @@ namespace Game::AGame {
int w, h; int w, h;
SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &w, &h); SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &w, &h);
mTransform.scaleX *= 10.f; mTransform.scaleX *= 5.f;
mTransform.scaleY *= 10.f; mTransform.scaleY *= 5.f;
mTransform.x -= mTex->getWidth() * mTransform.adjustedScaleX() / 2.f; mTransform.x -= mTex->getWidth() * mTransform.adjustedScaleX() / 2.f;
mTransform.y -= mTex->getHeight() * mTransform.adjustedScaleY() / 2.f; mTransform.y -= mTex->getHeight() * mTransform.adjustedScaleY() / 2.f;
@@ -22,6 +22,16 @@ namespace Game::AGame {
void Background::update(float deltaTime) { void Background::update(float deltaTime) {
if (!mIsActive) return; 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.rotation += 1.f; // Rotate clockwise for testing
//mTransform.scaleX = 1.f + 1.f * std::sin(RUNNING_TIME() / 0.5f); // Pulsate scale 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 //mTransform.scaleY = 1.f + 0.5f * std::cos(RUNNING_TIME() / 0.5f); // Pulsate scale for testing

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@@ -3,42 +3,18 @@
#include <cmath> #include <cmath>
#include <object/camera.hpp> #include <object/camera.hpp>
#include <state/gamestate.hpp> #include <state/gamestate.hpp>
#include <game/input.hpp>
namespace Game::AGame { namespace Game::AGame {
void CamController::start() { void CamController::start() {
mTex = nullptr; // No texture mTex = nullptr; // No texture
SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &mScreenW, &mScreenH); SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &mScreenW, &mScreenH);
mTransform.x = 0.f;
mTransform.y = 0.f;
} }
void CamController::update(float deltaTime) { void CamController::update(float deltaTime) {
if (!mIsActive) return; 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;
} }
} }

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@@ -1,11 +1,14 @@
#include <game/agame/player.hpp> #include <game/agame/player.hpp>
#include <window/window.hpp> #include <window/window.hpp>
#include <cmath> #include <cmath>
#include <game/input.hpp>
namespace Game::AGame { namespace Game::AGame {
void Player::start() { void Player::start() {
mSound = Object::Sound("../resources/example.wav", Object::Format::WAV); //mSound = Object::Sound("../resources/example.wav", Object::Format::WAV);
//mSound.play(); //mSound.play();
mZIndex = 100;
int w, h; int w, h;
SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &w, &h); SDL_GetWindowSizeInPixels(Window::Window::getSDLWindowBackend(), &w, &h);
@@ -15,7 +18,7 @@ namespace Game::AGame {
LOG("W: " << w << " H: " << h); LOG("W: " << w << " H: " << h);
mSound.~Sound(); //mSound.~Sound();
} }
void Player::update(float deltaTime) { void Player::update(float deltaTime) {
@@ -23,16 +26,13 @@ namespace Game::AGame {
//mTransform.rotation += 1.f; // Rotate clockwise for testing //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.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 //mTransform.scaleY = 1.f + 0.5f * std::cos(RUNNING_TIME() / 0.5f); // Pulsate scale for testing
//Object::Camera::getInstance().move(1.f, 0.f); //Object::Camera::getInstance().move(1.f, 0.f);
// Simple movement // Simple movement
const bool* state = SDL_GetKeyboardState(nullptr); if (Input::isKeyPressed(SDL_SCANCODE_W)) mTransform.y -= mSpeed * deltaTime;
if (Input::isKeyPressed(SDL_SCANCODE_S)) mTransform.y += mSpeed * deltaTime;
if (state[SDL_SCANCODE_W]) mTransform.y -= mSpeed * deltaTime; if (Input::isKeyPressed(SDL_SCANCODE_A)) mTransform.x -= mSpeed * deltaTime;
if (state[SDL_SCANCODE_S]) mTransform.y += mSpeed * deltaTime; if (Input::isKeyPressed(SDL_SCANCODE_D)) mTransform.x += mSpeed * deltaTime;
if (state[SDL_SCANCODE_A]) mTransform.x -= mSpeed * deltaTime; mSpeed = Input::isKeyPressed(SDL_SCANCODE_LSHIFT) ? 400.f : 200.f;
if (state[SDL_SCANCODE_D]) mTransform.x += mSpeed * deltaTime;
mSpeed = state[SDL_SCANCODE_LSHIFT] ? 400.f : 200.f;
} }
} }

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@@ -19,6 +19,7 @@ namespace Game {
const auto frameStart = std::chrono::steady_clock::now(); const auto frameStart = std::chrono::steady_clock::now();
try { try {
Input::update(); // Update input states at the start of each frame
auto entities = State::GameState::getInstance().getEntitiesSnapshot(); auto entities = State::GameState::getInstance().getEntitiesSnapshot();
for (auto* entity : entities) { for (auto* entity : entities) {
if (entity) { if (entity) {
@@ -38,4 +39,23 @@ namespace Game {
} }
} }
} }
// Statics
std::unordered_map<std::string, std::string> GameManager::mSharedStrings;
void GameManager::setSharedData(const std::string& key, std::string data) {
mSharedStrings[key] = std::move(data);
}
std::string GameManager::getSharedData(const std::string& key) {
auto it = mSharedStrings.find(key);
if (it != mSharedStrings.end()) {
return it->second;
}
return ""; // Key not found
}
void GameManager::removeSharedData(const std::string& key) {
mSharedStrings.erase(key);
}
} }

27
src/game/input.cpp Normal file
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@@ -0,0 +1,27 @@
#include <game/input.hpp>
namespace Game {
const bool* Input::mCurrentKeyStates = nullptr;
bool* Input::mPreviousKeyStates = nullptr;
int Input::mNumKeys = 0;
void Input::update() {
mPreviousKeyStates = const_cast<bool*>(mCurrentKeyStates);
mCurrentKeyStates = SDL_GetKeyboardState(&mNumKeys);
}
bool Input::isKeyPressed(SDL_Scancode key) {
if (key < 0 || key >= mNumKeys) return false;
return mCurrentKeyStates[key];
}
bool Input::isKeyJustPressed(SDL_Scancode key) {
if (key < 0 || key >= mNumKeys) return false;
return mCurrentKeyStates[key] && (!mPreviousKeyStates || !mPreviousKeyStates[key]);
}
bool Input::isKeyJustReleased(SDL_Scancode key) {
if (key < 0 || key >= mNumKeys) return false;
return (!mCurrentKeyStates[key]) && mPreviousKeyStates && mPreviousKeyStates[key];
}
}

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@@ -13,6 +13,8 @@
using namespace Game; using namespace Game;
int main() { int main() {
PLNIMP("Letnik3Zadnja - Licenca: LGPLv2.1-only, CC BY-SA 4.0");
Window::Window window = Window::Window(); Window::Window window = Window::Window();
window.init(1280, 720, "Game Window"); window.init(1280, 720, "Game Window");

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@@ -1,4 +1,5 @@
#include <state/gamestate.hpp> #include <state/gamestate.hpp>
#include <algorithm>
#include <iostream> #include <iostream>
namespace Game::State { namespace Game::State {