input, changes
This commit is contained in:
@@ -19,8 +19,6 @@ namespace Game::AGame {
|
||||
}
|
||||
|
||||
private:
|
||||
float mSpeed = 200.f; // Pixels per second
|
||||
int mScreenW, mScreenH;
|
||||
int mEdgeTolerance = 200;
|
||||
};
|
||||
}
|
||||
@@ -8,6 +8,9 @@
|
||||
#include <chrono>
|
||||
#include <functional>
|
||||
#include <object/camera.hpp>
|
||||
#include <game/input.hpp>
|
||||
#include <unordered_map>
|
||||
#include <memory>
|
||||
|
||||
namespace Game {
|
||||
using clock = std::chrono::steady_clock;
|
||||
@@ -22,8 +25,14 @@ namespace Game {
|
||||
void run(std::stop_token stopToken);
|
||||
void setTargetUpdatesPerSecond(int target) { mTargetUpdatesPerSecond = target; }
|
||||
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:
|
||||
int mTargetUpdatesPerSecond = TARGET_UPDATE_RATE;
|
||||
clock::time_point mLastUpdate;
|
||||
static std::unordered_map<std::string, std::string> mSharedStrings;
|
||||
};
|
||||
}
|
||||
19
include/game/input.hpp
Normal file
19
include/game/input.hpp
Normal file
@@ -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;
|
||||
};
|
||||
}
|
||||
@@ -1,13 +1,13 @@
|
||||
#pragma once
|
||||
|
||||
namespace Game::Object {
|
||||
typedef struct {
|
||||
struct Transform {
|
||||
float x, y;
|
||||
float rotation; // In degrees, clockwise
|
||||
float scaleX, scaleY;
|
||||
float adjustedScaleX() const { return scaleX * 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};
|
||||
}
|
||||
@@ -24,6 +24,9 @@
|
||||
#define ERROR(Msg) \
|
||||
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) \
|
||||
class ClassName : public Object::Entity { \
|
||||
using Object::Entity::Entity;
|
||||
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
@@ -1,12 +1,15 @@
|
||||
#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;
|
||||
}
|
||||
}
|
||||
@@ -19,6 +19,7 @@ namespace Game {
|
||||
const auto frameStart = std::chrono::steady_clock::now();
|
||||
|
||||
try {
|
||||
Input::update(); // Update input states at the start of each frame
|
||||
auto entities = State::GameState::getInstance().getEntitiesSnapshot();
|
||||
for (auto* entity : entities) {
|
||||
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
27
src/game/input.cpp
Normal file
@@ -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];
|
||||
}
|
||||
}
|
||||
@@ -13,6 +13,8 @@
|
||||
using namespace Game;
|
||||
|
||||
int main() {
|
||||
PLNIMP("Letnik3Zadnja - Licenca: LGPLv2.1-only, CC BY-SA 4.0");
|
||||
|
||||
Window::Window window = Window::Window();
|
||||
window.init(1280, 720, "Game Window");
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
#include <state/gamestate.hpp>
|
||||
#include <algorithm>
|
||||
#include <iostream>
|
||||
|
||||
namespace Game::State {
|
||||
|
||||
Reference in New Issue
Block a user