Zadanie 2 WIP
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31
2dgk_7/2dgk_7.sln
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31
2dgk_7/2dgk_7.sln
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18
2dgk_7/2dgk_7/Constants.h
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2dgk_7/2dgk_7/Constants.h
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#pragma once
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namespace KapitanGame {
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namespace Constants {
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constexpr const char* WINDOW_TITLE = "2DGK - Zadanie 2 (Lab 7-8)";
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//Analog joystick dead zone
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constexpr int JOYSTICK_DEAD_ZONE = 8000;
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//Screen dimension constants
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constexpr int WINDOW_DEAD_ZONE = 100;
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constexpr int SCREEN_WIDTH = 640;
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constexpr int SCREEN_HEIGHT = 480;
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constexpr float SCREEN_RATIO = static_cast<float>(SCREEN_WIDTH) / SCREEN_HEIGHT;
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constexpr int TILE_WIDTH = 32;
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constexpr int TILE_HEIGHT = 32;
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constexpr float SPEED = 0.16f;
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constexpr float SMOOTH = 0.4f;
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constexpr int CIRCLES_COUNT = 100;
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}
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}
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8
2dgk_7/2dgk_7/GamePad.h
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2dgk_7/2dgk_7/GamePad.h
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#pragma once
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#include <SDL_gamecontroller.h>
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namespace KapitanGame {
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struct GamePad {
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bool Buttons[SDL_CONTROLLER_BUTTON_MAX];
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int Axis[SDL_CONTROLLER_AXIS_MAX];
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};
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}
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75
2dgk_7/2dgk_7/KCircle.cpp
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2dgk_7/2dgk_7/KCircle.cpp
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#include "KCircle.h"
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#include "KRect.h"
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#include "Utils.h"
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namespace KapitanGame {
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KCircle::KCircle(const KVector2D& position, const KVector2D& velocity, const float& radius, const KTexture& texture) : KShape(position, velocity, texture),
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Radius(radius) {
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}
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bool KCircle::IsCollision(const KCircle& other) const {
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return (Position - other.Position).Length() < Radius + other.Radius;
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}
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bool KCircle::IsCollision(const KRect& other) const {
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const auto f = KVector2D(Utils::Clamp(Position.X, other.GetPosition().X - other.GetWidth() / 2, other.GetPosition().X + other.GetWidth() / 2),
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Utils::Clamp(Position.Y, other.GetPosition().Y - other.GetHeight() / 2, other.GetPosition().Y + other.GetHeight() / 2));
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return (Position - f).Length() < Radius;
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}
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KVector2D KCircle::GetSeparationVector(const KCircle& other) const {
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const KVector2D centerDiff = Position - other.Position;
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const float centerDiffLength = centerDiff.Length();
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return centerDiff / centerDiffLength * (Radius + other.Radius - centerDiffLength);
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}
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KVector2D KCircle::GetSeparationVector(const KRect& other) const {
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const float l = other.GetPosition().X - other.GetWidth() / 2;
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const float r = other.GetPosition().X + other.GetWidth() / 2;
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const float t = other.GetPosition().Y - other.GetHeight() / 2;
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const float b = other.GetPosition().Y + other.GetHeight() / 2;
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const auto f = KVector2D(Utils::Clamp(Position.X, l, r),
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Utils::Clamp(Position.Y, t, b));
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if (Position == f) {
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const auto left = Position.X - l + Radius;
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const auto right = r - Position.X + Radius;
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const auto top = Position.Y - t + Radius;
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const auto bottom = b - Position.Y + Radius;
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return KRect::GetSeparationVector(left, right, top, bottom);
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}
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return (Position - f) / (Position - f).Length() * (Radius - (Position - f).Length());
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}
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void KCircle::CollisionDetectionWithMapStep(const SDL_Rect& map) {
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if (Position.X - map.x - Radius < 0)
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{
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Position.X += -(Position.X - map.x - Radius);
|
||||
Velocity = Velocity.Reflect({ -1.f, 0.f });
|
||||
}
|
||||
if (Position.X + Radius - map.w > 0)
|
||||
{
|
||||
Velocity = Velocity.Reflect({ 1.f, 0.f });
|
||||
Position.X += -(Position.X - map.w + Radius);
|
||||
}
|
||||
if (Position.Y - Radius - map.y < 0) {
|
||||
Position.Y += -(Position.Y - map.y - Radius);
|
||||
Velocity = Velocity.Reflect({ 0.f, 1.f });
|
||||
}
|
||||
if (Position.Y + Radius - map.h > 0) {
|
||||
Position.Y += -(Position.Y - map.h + Radius);
|
||||
Velocity = Velocity.Reflect({ 0.f, -1.f });
|
||||
}
|
||||
}
|
||||
|
||||
float KCircle::GetRadius() const {
|
||||
return Radius;
|
||||
}
|
||||
|
||||
}
|
||||
|
24
2dgk_7/2dgk_7/KCircle.h
Normal file
24
2dgk_7/2dgk_7/KCircle.h
Normal file
@ -0,0 +1,24 @@
|
||||
#pragma once
|
||||
|
||||
#include "KShape.h"
|
||||
#include "KTexture.h"
|
||||
#include "KVector2d.h"
|
||||
|
||||
namespace KapitanGame {
|
||||
class KCircle final : public KShape
|
||||
{
|
||||
public:
|
||||
KCircle(const KVector2D& position, const KVector2D& velocity, const float& radius, const KTexture& texture);
|
||||
void CollisionDetectionWithMapStep(const SDL_Rect& map) override;
|
||||
float GetRadius() const;
|
||||
protected:
|
||||
KVector2D GetSeparationVector(const KCircle& other) const override;
|
||||
KVector2D GetSeparationVector(const KRect& other) const override;
|
||||
bool IsCollision(const KCircle& other) const override;
|
||||
bool IsCollision(const KRect& other) const override;
|
||||
private:
|
||||
float Radius{ 1.f };
|
||||
};
|
||||
}
|
||||
|
||||
|
233
2dgk_7/2dgk_7/KGame.cpp
Normal file
233
2dgk_7/2dgk_7/KGame.cpp
Normal file
@ -0,0 +1,233 @@
|
||||
#include "KGame.h"
|
||||
#include "SDL.h"
|
||||
#include <cstdio>
|
||||
#include <cmath>
|
||||
#include <string>
|
||||
#include <fstream>
|
||||
#include <vector>
|
||||
|
||||
#include "Utils.h"
|
||||
#include "Constants.h"
|
||||
#include "KTexture.h"
|
||||
#include "KTile.h"
|
||||
#include "KVector2d.h"
|
||||
|
||||
namespace KapitanGame {
|
||||
KGame::KGame() : HasSeparation(true), HasCollision(true) {
|
||||
//Initialize SDL
|
||||
if (SDL_Init(SDL_INIT_VIDEO) < 0)
|
||||
{
|
||||
throw std::runtime_error(Utils::StringFormat("SDL could not initialize! SDL_Error: %s", SDL_GetError()));
|
||||
}
|
||||
//Set texture filtering to linear
|
||||
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1"))
|
||||
{
|
||||
printf("Warning: Linear texture filtering not enabled!\n");
|
||||
}
|
||||
|
||||
Input.Init();
|
||||
|
||||
//Create window
|
||||
Window = SDL_CreateWindow(Constants::WINDOW_TITLE, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, Constants::SCREEN_WIDTH, Constants::SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
|
||||
if (Window == nullptr)
|
||||
{
|
||||
throw std::runtime_error(Utils::StringFormat("Window could not be created! SDL_Error: %s", SDL_GetError()));
|
||||
}
|
||||
//Create renderer for window
|
||||
Renderer = SDL_CreateRenderer(Window, -1, SDL_RENDERER_ACCELERATED);
|
||||
if (Renderer == nullptr)
|
||||
{
|
||||
throw std::runtime_error(Utils::StringFormat("Renderer could not be created! SDL Error: %s", SDL_GetError()));
|
||||
}
|
||||
//Initialize renderer color
|
||||
SDL_SetRenderDrawColor(Renderer, 0, 0xFF, 0, 0xFF);
|
||||
}
|
||||
|
||||
KGame::~KGame() {
|
||||
//Free loaded images
|
||||
|
||||
CircleTexture.Free();
|
||||
|
||||
Input.Free();
|
||||
|
||||
//Destroy window
|
||||
SDL_DestroyRenderer(Renderer);
|
||||
SDL_DestroyWindow(Window);
|
||||
Window = nullptr;
|
||||
Renderer = nullptr;
|
||||
|
||||
//Quit SDL subsystems
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
bool KGame::LoadMedia()
|
||||
{
|
||||
//Loading success flag
|
||||
bool success = true;
|
||||
|
||||
if (!PlayerTexture.LoadFromFile("textures/player.bmp", Renderer))
|
||||
{
|
||||
printf("Failed to load player texture image!\n");
|
||||
success = false;
|
||||
}
|
||||
if (!PlayerTexture2.LoadFromFile("textures/player2.bmp", Renderer))
|
||||
{
|
||||
printf("Failed to load player texture image!\n");
|
||||
success = false;
|
||||
}
|
||||
|
||||
for (int i = static_cast<int>(TileType::Default); i <= static_cast<int>(TileType::Dot); ++i)
|
||||
{
|
||||
if (!TileTextures[i].LoadFromFile("textures/0" + std::to_string(i) + ".bmp", Renderer))
|
||||
{
|
||||
printf("Failed to load 0%d texture image!\n", i);
|
||||
success = false;
|
||||
}
|
||||
}
|
||||
|
||||
Tiles.clear();
|
||||
std::ifstream levelFile;
|
||||
levelFile.open("level.txt");
|
||||
if (levelFile.fail())
|
||||
{
|
||||
printf("Failed to load level.txt!\n");
|
||||
success = false;
|
||||
}
|
||||
else
|
||||
{
|
||||
int y = 0;
|
||||
std::string line;
|
||||
while (std::getline(levelFile, line)) {
|
||||
if (MapWidth < static_cast<int>(line.length() * Constants::TILE_WIDTH))
|
||||
MapWidth = static_cast<int>(line.length()) * Constants::TILE_WIDTH;
|
||||
for (auto i = 0ull; i < line.length(); ++i) {
|
||||
auto type = TileType::Default;
|
||||
switch (line[i])
|
||||
{
|
||||
case '|':
|
||||
type = TileType::VerticalWall;
|
||||
break;
|
||||
case '-':
|
||||
type = TileType::HorizontalWall;
|
||||
break;
|
||||
case '.':
|
||||
type = TileType::Dot;
|
||||
break;
|
||||
default:;
|
||||
}
|
||||
Tiles.emplace_back(i * Constants::TILE_WIDTH, y * Constants::TILE_HEIGHT, type);
|
||||
}
|
||||
++y;
|
||||
}
|
||||
MapHeight = y * Constants::TILE_HEIGHT;
|
||||
levelFile.close();
|
||||
}
|
||||
return success;
|
||||
}
|
||||
|
||||
SDL_Texture* KGame::LoadTexture(const std::string& path) const {
|
||||
//The final optimized image
|
||||
SDL_Texture* newTexture = nullptr;
|
||||
|
||||
//Load image at specified path
|
||||
SDL_Surface* loadedSurface = SDL_LoadBMP(path.c_str());
|
||||
if (loadedSurface == nullptr)
|
||||
{
|
||||
printf("Unable to load image %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
|
||||
}
|
||||
else
|
||||
{
|
||||
//Create texture from surface pixels
|
||||
newTexture = SDL_CreateTextureFromSurface(Renderer, loadedSurface);
|
||||
if (newTexture == nullptr)
|
||||
{
|
||||
printf("Unable to optimize image %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
|
||||
}
|
||||
|
||||
//Get rid of old loaded surface
|
||||
SDL_FreeSurface(loadedSurface);
|
||||
}
|
||||
|
||||
return newTexture;
|
||||
}
|
||||
|
||||
int KGame::Run(int argc, char* args[])
|
||||
{
|
||||
//Load media
|
||||
if (!LoadMedia())
|
||||
{
|
||||
printf("Failed to load media!\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
//Main loop flag
|
||||
bool quit = false;
|
||||
|
||||
//Event handler
|
||||
SDL_Event e;
|
||||
|
||||
SDL_Rect map{ 0,0,Constants::SCREEN_WIDTH, Constants::SCREEN_HEIGHT };
|
||||
|
||||
for (int i = 0; i < Constants::CIRCLES_COUNT; ++i) {
|
||||
KVector2D position(Utils::RandomNumber() * (Constants::SCREEN_WIDTH - 2 * CircleTexture.GetWidth()) + CircleTexture.GetWidth(), Utils::RandomNumber() * (Constants::SCREEN_HEIGHT - 2 * CircleTexture.GetHeight()) + CircleTexture.GetHeight());
|
||||
Circles.emplace_back(position, KVector2D(100.f, 100.f), CircleTexture.GetWidth() / 2, CircleTexture);
|
||||
}
|
||||
uint32_t previousTime;
|
||||
uint32_t time = previousTime = SDL_GetTicks();
|
||||
printf("\n");
|
||||
|
||||
//While application is running
|
||||
while (!quit)
|
||||
{
|
||||
previousTime = time;
|
||||
time = SDL_GetTicks();
|
||||
|
||||
Input.HandleInputPreEvents();
|
||||
|
||||
//Handle events on queue
|
||||
while (SDL_PollEvent(&e))
|
||||
{
|
||||
//User requests quit
|
||||
if (e.type == SDL_QUIT)
|
||||
{
|
||||
quit = true;
|
||||
continue;
|
||||
}
|
||||
Input.HandleEvent(e);
|
||||
}
|
||||
Input.HandleInputPostEvents();
|
||||
|
||||
if (Input.IsKeyboardButtonPressed(SDL_SCANCODE_S) || Input.IsControllerButtonPressed(Controllers::Controller1, SDL_CONTROLLER_BUTTON_START))
|
||||
{
|
||||
HasSeparation = !HasSeparation;
|
||||
}
|
||||
if (Input.IsKeyboardButtonPressed(SDL_SCANCODE_C) || Input.IsControllerButtonPressed(Controllers::Controller1, SDL_CONTROLLER_BUTTON_BACK))
|
||||
{
|
||||
HasCollision = !HasCollision;
|
||||
}
|
||||
|
||||
|
||||
for (auto& circle : Circles)
|
||||
circle.CollisionDetectionStep(Circles, HasSeparation, HasCollision);
|
||||
|
||||
for (auto& circle : Circles)
|
||||
circle.CollisionDetectionWithMapStep(map);
|
||||
|
||||
for (auto& circle : Circles)
|
||||
circle.MovementStep(static_cast<float>(time - previousTime) / 1000.f);
|
||||
|
||||
//Clear screen
|
||||
SDL_SetRenderDrawColor(Renderer, 0, 0xFF, 0, 0xFF);
|
||||
SDL_RenderClear(Renderer);
|
||||
|
||||
for (auto& circle : Circles)
|
||||
circle.Render(Renderer);
|
||||
|
||||
//Update screen
|
||||
SDL_RenderPresent(Renderer);
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
40
2dgk_7/2dgk_7/KGame.h
Normal file
40
2dgk_7/2dgk_7/KGame.h
Normal file
@ -0,0 +1,40 @@
|
||||
#pragma once
|
||||
#include "KTexture.h"
|
||||
#include <vector>
|
||||
#include <SDL_render.h>
|
||||
|
||||
#include "KCircle.h"
|
||||
#include "KInput.h"
|
||||
|
||||
|
||||
namespace KapitanGame {
|
||||
|
||||
class KGame
|
||||
{
|
||||
public:
|
||||
KGame();
|
||||
~KGame();
|
||||
KGame(const KGame& other) = delete;
|
||||
KGame(KGame&& other) noexcept = delete;
|
||||
KGame& operator=(const KGame& other) = delete;
|
||||
KGame& operator=(KGame&& other) noexcept = delete;
|
||||
int Run(int argc, char* args[]);
|
||||
private:
|
||||
SDL_Window* Window = nullptr;
|
||||
|
||||
SDL_Renderer* Renderer = nullptr;
|
||||
|
||||
KTexture CircleTexture;
|
||||
|
||||
std::vector<KCircle> Circles;
|
||||
KInput Input;
|
||||
bool HasSeparation;
|
||||
bool HasCollision;
|
||||
private:
|
||||
bool LoadMedia();
|
||||
|
||||
SDL_Texture* LoadTexture(const std::string& path) const;
|
||||
};
|
||||
}
|
||||
|
||||
|
153
2dgk_7/2dgk_7/KInput.cpp
Normal file
153
2dgk_7/2dgk_7/KInput.cpp
Normal file
@ -0,0 +1,153 @@
|
||||
#include "KInput.h"
|
||||
#include "Constants.h"
|
||||
|
||||
#include <SDL.h>
|
||||
|
||||
namespace KapitanGame {
|
||||
KInput::KInput() {
|
||||
Initialized = false;
|
||||
}
|
||||
|
||||
void KInput::Init() {
|
||||
if (Initialized) return;
|
||||
if (SDL_WasInit(SDL_INIT_GAMECONTROLLER) != 1)
|
||||
SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER);
|
||||
|
||||
const int nJoysticks = SDL_NumJoysticks();
|
||||
GamepadsCount = 0;
|
||||
|
||||
// Count how many controllers there are
|
||||
for (int i = 0; i < nJoysticks; i++)
|
||||
if (SDL_IsGameController(i))
|
||||
GamepadsCount++;
|
||||
|
||||
// If we have some controllers attached
|
||||
if (GamepadsCount > 0)
|
||||
{
|
||||
for (int i = 0; i < GamepadsCount; i++)
|
||||
{
|
||||
// Open the controller and add it to our list
|
||||
SDL_GameController* pad = SDL_GameControllerOpen(i);
|
||||
if (SDL_GameControllerGetAttached(pad) == 1)
|
||||
ConnectedControllers.push_back(pad);
|
||||
else
|
||||
printf("SDL_GetError() = %s\n", SDL_GetError());
|
||||
}
|
||||
SDL_GameControllerEventState(SDL_ENABLE);
|
||||
}
|
||||
|
||||
// Vectors are empty to begin with, this sets their size
|
||||
ControllerInputs.resize(GamepadsCount);
|
||||
LastControllerInputs.resize(GamepadsCount);
|
||||
|
||||
// Set the status of the controllers to "nothing is happening"
|
||||
for (int i = 0; i < GamepadsCount; i++) {
|
||||
for (int a = 0; a < SDL_CONTROLLER_AXIS_MAX; a++) {
|
||||
ControllerInputs[i].Axis[a] = 0;
|
||||
LastControllerInputs[i].Axis[a] = 0;
|
||||
}
|
||||
for (int b = 0; b < SDL_CONTROLLER_BUTTON_MAX; b++) {
|
||||
ControllerInputs[i].Buttons[b] = false;
|
||||
LastControllerInputs[i].Buttons[b] = false;
|
||||
}
|
||||
}
|
||||
Initialized = true;
|
||||
}
|
||||
|
||||
void KInput::Free() {
|
||||
for (const auto& pad : ConnectedControllers) {
|
||||
SDL_GameControllerClose(pad);
|
||||
}
|
||||
ConnectedControllers.clear();
|
||||
}
|
||||
|
||||
void KInput::HandleInputPreEvents() {
|
||||
for (int i = 0; i < GamepadsCount; i++) {
|
||||
for (int a = 0; a < SDL_CONTROLLER_AXIS_MAX; a++) {
|
||||
LastControllerInputs[i].Axis[a] = ControllerInputs[i].Axis[a];
|
||||
}
|
||||
for (int b = 0; b < SDL_CONTROLLER_BUTTON_MAX; b++) {
|
||||
LastControllerInputs[i].Buttons[b] = ControllerInputs[i].Buttons[b];
|
||||
}
|
||||
}
|
||||
LastKeyboardInputs = KeyboardInputs;
|
||||
}
|
||||
void KInput::HandleInputPostEvents() {
|
||||
int size = 0;
|
||||
const Uint8* currentKeyStates = SDL_GetKeyboardState(&size);
|
||||
KeyboardInputs = std::vector<Uint8>(currentKeyStates, currentKeyStates + size);
|
||||
}
|
||||
void KInput::HandleEvent(const SDL_Event& event) {
|
||||
switch (event.type) {
|
||||
// This happens when a device is added
|
||||
// A future improvement is to cope with new controllers being plugged in
|
||||
// when the game is running
|
||||
case SDL_CONTROLLERDEVICEADDED:
|
||||
printf("DEVICEADDED cdevice.which = %d\n", event.cdevice.which);
|
||||
break;
|
||||
|
||||
// If a controller button is pressed
|
||||
case SDL_CONTROLLERBUTTONDOWN:
|
||||
// Cycle through the controllers
|
||||
for (int i = 0; i < GamepadsCount; i++) {
|
||||
// Looking for the button that was pressed
|
||||
if (event.cbutton.which == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(ConnectedControllers[i]))) {
|
||||
// So the relevant state can be updated
|
||||
ControllerInputs[i].Buttons[event.cbutton.button] = true;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
// Do the same for releasing a button
|
||||
case SDL_CONTROLLERBUTTONUP:
|
||||
for (int i = 0; i < GamepadsCount; i++) {
|
||||
if (event.cbutton.which == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(ConnectedControllers[i]))) {
|
||||
ControllerInputs[i].Buttons[event.cbutton.button] = false;
|
||||
}
|
||||
}
|
||||
break;
|
||||
|
||||
// And something similar for axis motion
|
||||
case SDL_CONTROLLERAXISMOTION:
|
||||
for (int i = 0; i < GamepadsCount; i++) {
|
||||
if (event.cbutton.which == SDL_JoystickInstanceID(SDL_GameControllerGetJoystick(ConnectedControllers[i]))) {
|
||||
ControllerInputs[i].Axis[event.caxis.axis] = event.caxis.value;
|
||||
}
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
bool KInput::IsControllerButtonPressed(const Controllers controllerId, const SDL_GameControllerButton button) {
|
||||
if (controllerId < Controllers::Controller1 || controllerId > static_cast<Controllers>(GamepadsCount - 1)) return false;
|
||||
|
||||
return ControllerInputs[static_cast<int>(controllerId)].Buttons[button] && !LastControllerInputs[static_cast<int>(controllerId)].Buttons[button];
|
||||
}
|
||||
|
||||
bool KInput::IsControllerButtonHeld(const Controllers controllerId, const SDL_GameControllerButton button) {
|
||||
if (controllerId < Controllers::Controller1 || controllerId > static_cast<Controllers>(GamepadsCount - 1)) return false;
|
||||
|
||||
return ControllerInputs[static_cast<int>(controllerId)].Buttons[button] && LastControllerInputs[static_cast<int>(controllerId)].Buttons[button];
|
||||
}
|
||||
|
||||
float KInput::GetControllerAxis(const Controllers controllerId, const SDL_GameControllerAxis axis) {
|
||||
if (controllerId <Controllers::Controller1 || controllerId > static_cast<Controllers>(GamepadsCount - 1)) return 0.0;
|
||||
|
||||
const int value = ControllerInputs[static_cast<int>(controllerId)].Axis[axis];
|
||||
if (std::abs(value) < Constants::JOYSTICK_DEAD_ZONE) return 0.0;
|
||||
|
||||
return static_cast<float>(value) / 32768.0f;
|
||||
}
|
||||
|
||||
bool KInput::IsKeyboardButtonPressed(const Uint8 scanCode) {
|
||||
if (scanCode > KeyboardInputs.size() || scanCode > LastKeyboardInputs.size())
|
||||
return false;
|
||||
return KeyboardInputs[scanCode] && KeyboardInputs[scanCode] != LastKeyboardInputs[scanCode];
|
||||
}
|
||||
|
||||
bool KInput::IsKeyboardButtonHeld(const Uint8 scanCode) {
|
||||
if (scanCode > KeyboardInputs.size())
|
||||
return false;
|
||||
return KeyboardInputs[scanCode];
|
||||
}
|
||||
}
|
||||
|
38
2dgk_7/2dgk_7/KInput.h
Normal file
38
2dgk_7/2dgk_7/KInput.h
Normal file
@ -0,0 +1,38 @@
|
||||
#pragma once
|
||||
#include <SDL_events.h>
|
||||
#include <vector>
|
||||
|
||||
#include "GamePad.h"
|
||||
|
||||
namespace KapitanGame {
|
||||
enum class Controllers : int {
|
||||
Controller1,
|
||||
Controller2,
|
||||
Controller3,
|
||||
Controller4
|
||||
};
|
||||
|
||||
class KInput {
|
||||
std::vector<SDL_GameController*> ConnectedControllers;
|
||||
std::vector<GamePad> ControllerInputs;
|
||||
std::vector<GamePad> LastControllerInputs;
|
||||
std::vector<Uint8> KeyboardInputs;
|
||||
std::vector<Uint8> LastKeyboardInputs;
|
||||
int GamepadsCount;
|
||||
bool Initialized;
|
||||
public:
|
||||
KInput();
|
||||
void Init();
|
||||
void Free();
|
||||
void HandleInputPreEvents();
|
||||
void HandleInputPostEvents();
|
||||
void HandleEvent(const SDL_Event& event);
|
||||
bool IsControllerButtonPressed(Controllers controllerId, SDL_GameControllerButton button);
|
||||
bool IsControllerButtonHeld(Controllers controllerId, SDL_GameControllerButton button);
|
||||
float GetControllerAxis(Controllers controllerId, SDL_GameControllerAxis axis);
|
||||
bool IsKeyboardButtonHeld(Uint8 scanCode);
|
||||
bool IsKeyboardButtonPressed(Uint8 scanCode);
|
||||
};
|
||||
}
|
||||
|
||||
|
5
2dgk_7/2dgk_7/KPlayerController.cpp
Normal file
5
2dgk_7/2dgk_7/KPlayerController.cpp
Normal file
@ -0,0 +1,5 @@
|
||||
#include "KPlayerController.h"
|
||||
|
||||
namespace KapitanGame {
|
||||
|
||||
}
|
14
2dgk_7/2dgk_7/KPlayerController.h
Normal file
14
2dgk_7/2dgk_7/KPlayerController.h
Normal file
@ -0,0 +1,14 @@
|
||||
#pragma once
|
||||
#include "KShape.h"
|
||||
#include "KVector2d.h"
|
||||
|
||||
namespace KapitanGame {
|
||||
class KPlayerController
|
||||
{
|
||||
private:
|
||||
KVector2D Input;
|
||||
KShape Shape;
|
||||
};
|
||||
}
|
||||
|
||||
|
73
2dgk_7/2dgk_7/KRect.cpp
Normal file
73
2dgk_7/2dgk_7/KRect.cpp
Normal file
@ -0,0 +1,73 @@
|
||||
#include "KRect.h"
|
||||
|
||||
#include "KCircle.h"
|
||||
#include "Utils.h"
|
||||
|
||||
namespace KapitanGame {
|
||||
KRect::KRect(const KVector2D& position, const KVector2D& velocity, const KTexture& texture, const float width,
|
||||
const float height) : KShape(position, velocity, texture), Width(width), Height(height) {
|
||||
}
|
||||
|
||||
void KRect::CollisionDetectionWithMapStep(const SDL_Rect& map) {
|
||||
}
|
||||
|
||||
float KRect::GetWidth() const {
|
||||
return Width;
|
||||
}
|
||||
|
||||
float KRect::GetHeight() const {
|
||||
return Height;
|
||||
}
|
||||
|
||||
KVector2D KRect::GetSeparationVector(const float left, const float right, const float top, const float bottom) {
|
||||
auto x = left < right ? -left : right;
|
||||
auto y = top < bottom ? -top : bottom;
|
||||
if (fabs(x) < fabs(y))
|
||||
y = 0;
|
||||
if (fabs(x) > fabs(y))
|
||||
x = 0;
|
||||
return { x, y };
|
||||
}
|
||||
|
||||
KVector2D KRect::GetSeparationVector(const KCircle& other) const {
|
||||
const float l = Position.X - Width / 2;
|
||||
const float r = Position.X + Width / 2;
|
||||
const float t = Position.Y - Height / 2;
|
||||
const float b = Position.Y + Height / 2;
|
||||
const auto f = KVector2D(Utils::Clamp(other.GetPosition().X, l, r),
|
||||
Utils::Clamp(other.GetPosition().Y, t, b));
|
||||
|
||||
if (other.GetPosition() == f) {
|
||||
const auto left = other.GetPosition().X - l + other.GetRadius();
|
||||
const auto right = r - other.GetPosition().X + other.GetRadius();
|
||||
const auto top = other.GetPosition().Y - t + other.GetRadius();
|
||||
const auto bottom = b - other.GetPosition().Y + other.GetRadius();
|
||||
return GetSeparationVector(left, right, top, bottom) * -1.f;
|
||||
}
|
||||
return (other.GetPosition() - f) / (other.GetPosition() - f).Length() * (other.GetRadius() - (other.GetPosition() - f).Length()) * 1.f;
|
||||
}
|
||||
|
||||
KVector2D KRect::GetSeparationVector(const KRect& other) const {
|
||||
const auto left = Position.X + Width / 2 - (other.Position.X - other.Width / 2);
|
||||
const auto right = other.Position.X + other.Width / 2 - (Position.X - Width / 2);
|
||||
const auto top = Position.Y + Height / 2 - (other.Position.Y - other.Height / 2);
|
||||
const auto bottom = other.Position.Y + other.Height / 2 - (Position.Y - Height / 2);
|
||||
|
||||
return GetSeparationVector(left, right, top, bottom);
|
||||
}
|
||||
|
||||
bool KRect::IsCollision(const KCircle& other) const {
|
||||
const auto f = KVector2D(Utils::Clamp(other.GetPosition().X, Position.X - Width / 2, Position.X + Width / 2),
|
||||
Utils::Clamp(other.GetPosition().Y, Position.Y - Height / 2, Position.Y + Height / 2));
|
||||
|
||||
return (Position - f).Length() < other.GetRadius();
|
||||
}
|
||||
|
||||
bool KRect::IsCollision(const KRect& other) const {
|
||||
return Position.X + Width / 2 > other.Position.X - other.Width / 2
|
||||
&& other.Position.X + other.Width / 2 > Position.X - Width / 2
|
||||
&& Position.Y + Height / 2 > other.Position.Y - other.Height / 2
|
||||
&& other.Position.Y + other.Height / 2 > Position.Y - Height / 2;
|
||||
}
|
||||
|
||||
}
|
24
2dgk_7/2dgk_7/KRect.h
Normal file
24
2dgk_7/2dgk_7/KRect.h
Normal file
@ -0,0 +1,24 @@
|
||||
#pragma once
|
||||
#include "KShape.h"
|
||||
|
||||
namespace KapitanGame {
|
||||
class KRect final : public KShape
|
||||
{
|
||||
public:
|
||||
KRect(const KVector2D& position, const KVector2D& velocity, const KTexture& texture, float width, float height);
|
||||
void CollisionDetectionWithMapStep(const SDL_Rect& map) override;
|
||||
float GetWidth() const;
|
||||
float GetHeight() const;
|
||||
static KVector2D GetSeparationVector(float left, float right, float top, float bottom);
|
||||
protected:
|
||||
KVector2D GetSeparationVector(const KCircle& other) const override;
|
||||
KVector2D GetSeparationVector(const KRect& other) const override;
|
||||
bool IsCollision(const KCircle& other) const override;
|
||||
bool IsCollision(const KRect& other) const override;
|
||||
private:
|
||||
float Width;
|
||||
float Height;
|
||||
};
|
||||
}
|
||||
|
||||
|
79
2dgk_7/2dgk_7/KShape.cpp
Normal file
79
2dgk_7/2dgk_7/KShape.cpp
Normal file
@ -0,0 +1,79 @@
|
||||
#include "KShape.h"
|
||||
#include "KCircle.h"
|
||||
#include "KRect.h"
|
||||
|
||||
#include <stdexcept>
|
||||
#include <typeinfo>
|
||||
|
||||
namespace KapitanGame {
|
||||
std::atomic<int> KShape::IdCounter{ 0 };
|
||||
|
||||
KShape::KShape(const KVector2D& position, const KVector2D& velocity, const KTexture& texture) : Id(++IdCounter),
|
||||
Position(position),
|
||||
Velocity(velocity),
|
||||
Texture(texture) {
|
||||
}
|
||||
|
||||
KShape::~KShape() = default;
|
||||
|
||||
void KShape::CollisionDetectionStep(const std::vector<KShape>& shapes, const bool& shouldSeparate,
|
||||
const bool& shouldReflect) {
|
||||
for (auto& other : shapes) {
|
||||
if (other.Id == Id) continue;
|
||||
if (IsCollision(other)) {
|
||||
auto separationVector = GetSeparationVector(other);
|
||||
if (shouldSeparate)
|
||||
Position += separationVector;
|
||||
if (shouldReflect)
|
||||
{
|
||||
separationVector.Normalize();
|
||||
Velocity = Velocity.Reflect(separationVector);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool KShape::IsCollision(const KShape& other) const {
|
||||
try {
|
||||
auto& circle = dynamic_cast<const KCircle&>(other);
|
||||
return IsCollision(circle);
|
||||
}
|
||||
catch (const std::bad_cast&) {
|
||||
}
|
||||
try {
|
||||
auto& rect = dynamic_cast<const KRect&>(other);
|
||||
return IsCollision(rect);
|
||||
}
|
||||
catch (const std::bad_cast&) {
|
||||
}
|
||||
throw std::runtime_error("unsupported shape");
|
||||
}
|
||||
|
||||
KVector2D KShape::GetSeparationVector(const KShape& other) const {
|
||||
try {
|
||||
auto& circle = dynamic_cast<const KCircle&>(other);
|
||||
return GetSeparationVector(circle);
|
||||
}
|
||||
catch (const std::bad_cast&) {
|
||||
}
|
||||
try {
|
||||
auto& circle = dynamic_cast<const KRect&>(other);
|
||||
return GetSeparationVector(circle);
|
||||
}
|
||||
catch (const std::bad_cast&) {
|
||||
}
|
||||
throw std::runtime_error("unsupported shape");
|
||||
}
|
||||
|
||||
void KShape::MovementStep(const float& timeStep) {
|
||||
Position += Velocity * timeStep;
|
||||
}
|
||||
|
||||
void KShape::Render(SDL_Renderer* renderer) const {
|
||||
Texture.Render(renderer, static_cast<int>(Position.X) - Texture.GetWidth() / 2, static_cast<int>(Position.Y) - Texture.GetHeight() / 2);
|
||||
}
|
||||
|
||||
KVector2D KShape::GetPosition() const {
|
||||
return Position;
|
||||
}
|
||||
}
|
44
2dgk_7/2dgk_7/KShape.h
Normal file
44
2dgk_7/2dgk_7/KShape.h
Normal file
@ -0,0 +1,44 @@
|
||||
#pragma once
|
||||
#include <atomic>
|
||||
#include <SDL_render.h>
|
||||
#include <vector>
|
||||
|
||||
#include "KTexture.h"
|
||||
#include "KVector2d.h"
|
||||
|
||||
namespace KapitanGame {
|
||||
class KRect;
|
||||
class KCircle;
|
||||
|
||||
class KShape
|
||||
{
|
||||
public:
|
||||
KShape(const KVector2D& position, const KVector2D& velocity, const KTexture& texture);
|
||||
virtual ~KShape();
|
||||
KShape() = delete;
|
||||
KShape(const KShape& other) = default;
|
||||
KShape(KShape&& other) = default;
|
||||
KShape& operator=(KShape&& other) = delete;
|
||||
KShape& operator=(const KShape& other) = delete;
|
||||
void CollisionDetectionStep(const std::vector<KShape>& shapes, const bool& shouldSeparate, const bool& shouldReflect);
|
||||
void MovementStep(const float& timeStep);
|
||||
bool IsCollision(const KShape& other) const;
|
||||
KVector2D GetSeparationVector(const KShape& other) const;
|
||||
void Render(SDL_Renderer* renderer) const;
|
||||
virtual void CollisionDetectionWithMapStep(const SDL_Rect& map) = 0;
|
||||
KVector2D GetPosition() const;
|
||||
const int Id;
|
||||
static std::atomic<int> IdCounter;
|
||||
protected:
|
||||
KVector2D Position{ 0.f, 0.f };
|
||||
KVector2D Velocity{ 0.f, 0.f };
|
||||
virtual KVector2D GetSeparationVector(const KCircle& other) const = 0;
|
||||
virtual KVector2D GetSeparationVector(const KRect& other) const = 0;
|
||||
virtual bool IsCollision(const KCircle& other) const = 0;
|
||||
virtual bool IsCollision(const KRect& other) const = 0;
|
||||
private:
|
||||
const KTexture& Texture;
|
||||
};
|
||||
}
|
||||
|
||||
|
121
2dgk_7/2dgk_7/KTexture.cpp
Normal file
121
2dgk_7/2dgk_7/KTexture.cpp
Normal file
@ -0,0 +1,121 @@
|
||||
#include "KTexture.h"
|
||||
|
||||
namespace KapitanGame {
|
||||
KTexture::KTexture()
|
||||
{
|
||||
//Initialize
|
||||
Texture = nullptr;
|
||||
Width = 0;
|
||||
Height = 0;
|
||||
}
|
||||
|
||||
KTexture::KTexture(KTexture&& other) noexcept
|
||||
: Texture(other.Texture),
|
||||
Width(other.Width),
|
||||
Height(other.Height) {
|
||||
}
|
||||
|
||||
KTexture& KTexture::operator=(const KTexture& other) {
|
||||
if (this == &other)
|
||||
return *this;
|
||||
Texture = other.Texture;
|
||||
Width = other.Width;
|
||||
Height = other.Height;
|
||||
return *this;
|
||||
}
|
||||
|
||||
KTexture& KTexture::operator=(KTexture&& other) noexcept {
|
||||
if (this == &other)
|
||||
return *this;
|
||||
Texture = other.Texture;
|
||||
Width = other.Width;
|
||||
Height = other.Height;
|
||||
return *this;
|
||||
}
|
||||
|
||||
KTexture::~KTexture()
|
||||
{
|
||||
//Deallocate
|
||||
Free();
|
||||
|
||||
}
|
||||
bool KTexture::LoadFromFile(const std::string& path, SDL_Renderer* renderer)
|
||||
{
|
||||
//Get rid of preexisting texture
|
||||
Free();
|
||||
//The final texture
|
||||
SDL_Texture* newTexture = nullptr;
|
||||
|
||||
//Load image at specified path
|
||||
SDL_Surface* loadedSurface = SDL_LoadBMP(path.c_str());
|
||||
if (loadedSurface == nullptr)
|
||||
{
|
||||
printf("Unable to load image %s! SDL_image Error: %s\n", path.c_str(), SDL_GetError());
|
||||
}
|
||||
else
|
||||
{
|
||||
//Color key image
|
||||
SDL_SetColorKey(loadedSurface, SDL_TRUE, SDL_MapRGB(loadedSurface->format, 0xFF, 0, 0));
|
||||
//Create texture from surface pixels
|
||||
newTexture = SDL_CreateTextureFromSurface(renderer, loadedSurface);
|
||||
if (newTexture == nullptr)
|
||||
{
|
||||
printf("Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
|
||||
}
|
||||
else
|
||||
{
|
||||
//Get image dimensions
|
||||
Width = loadedSurface->w;
|
||||
Height = loadedSurface->h;
|
||||
}
|
||||
|
||||
//Get rid of old loaded surface
|
||||
SDL_FreeSurface(loadedSurface);
|
||||
}
|
||||
|
||||
//Return success
|
||||
Texture = newTexture;
|
||||
return Texture != nullptr;
|
||||
}
|
||||
|
||||
void KTexture::Free()
|
||||
{
|
||||
//Free texture if it exists
|
||||
if (Texture != nullptr)
|
||||
{
|
||||
SDL_DestroyTexture(Texture);
|
||||
Texture = nullptr;
|
||||
Width = 0;
|
||||
Height = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void KTexture::Render(SDL_Renderer* renderer, const int x, const int y, SDL_Rect* clip, const float scale) const
|
||||
{
|
||||
//Set rendering space and render to screen
|
||||
SDL_Rect renderQuad = {
|
||||
static_cast<int>(static_cast<float>(x) * scale), static_cast<int>(static_cast<float>(y) * scale),
|
||||
static_cast<int>(static_cast<float>(Width) * scale), static_cast<int>(static_cast<float>(Height) * scale)
|
||||
};
|
||||
|
||||
//Set clip rendering dimensions
|
||||
if (clip != nullptr)
|
||||
{
|
||||
renderQuad.w = clip->w;
|
||||
renderQuad.h = clip->h;
|
||||
}
|
||||
|
||||
//Render to screen
|
||||
SDL_RenderCopy(renderer, Texture, clip, &renderQuad);
|
||||
}
|
||||
|
||||
int KTexture::GetWidth() const
|
||||
{
|
||||
return Width;
|
||||
}
|
||||
|
||||
int KTexture::GetHeight() const
|
||||
{
|
||||
return Height;
|
||||
}
|
||||
}
|
43
2dgk_7/2dgk_7/KTexture.h
Normal file
43
2dgk_7/2dgk_7/KTexture.h
Normal file
@ -0,0 +1,43 @@
|
||||
#pragma once
|
||||
#include <SDL_render.h>
|
||||
#include <string>
|
||||
|
||||
namespace KapitanGame {
|
||||
//Texture wrapper class
|
||||
class KTexture {
|
||||
public:
|
||||
KTexture();
|
||||
|
||||
~KTexture();
|
||||
|
||||
KTexture(const KTexture& other) = default;
|
||||
|
||||
KTexture(KTexture&& other) noexcept;
|
||||
|
||||
KTexture& operator=(const KTexture& other);
|
||||
|
||||
KTexture& operator=(KTexture&& other) noexcept;
|
||||
|
||||
//Loads image at specified path
|
||||
bool LoadFromFile(const std::string& path, SDL_Renderer* renderer);
|
||||
|
||||
//Deallocates texture
|
||||
void Free();
|
||||
|
||||
//Renders texture at given point
|
||||
void Render(SDL_Renderer* renderer, int x, int y, SDL_Rect* clip = nullptr, float scale = 1.f) const;
|
||||
|
||||
//Gets image dimensions
|
||||
int GetWidth() const;
|
||||
int GetHeight() const;
|
||||
|
||||
private:
|
||||
//The actual hardware texture
|
||||
SDL_Texture* Texture;
|
||||
|
||||
//Image dimensions
|
||||
int Width;
|
||||
int Height;
|
||||
};
|
||||
|
||||
}
|
33
2dgk_7/2dgk_7/KTile.cpp
Normal file
33
2dgk_7/2dgk_7/KTile.cpp
Normal file
@ -0,0 +1,33 @@
|
||||
#include "KTile.h"
|
||||
|
||||
#include <SDL_render.h>
|
||||
|
||||
#include "Constants.h"
|
||||
#include "KTexture.h"
|
||||
|
||||
namespace KapitanGame {
|
||||
|
||||
int KTile::GetType() const {
|
||||
return static_cast<int>(Type);
|
||||
}
|
||||
|
||||
SDL_Rect KTile::GetBox() const {
|
||||
return Box;
|
||||
}
|
||||
|
||||
KTile::KTile(const int x, const int y, const TileType tileType) {
|
||||
//Get the offsets
|
||||
Box.x = x;
|
||||
Box.y = y;
|
||||
|
||||
Box.w = Constants::TILE_WIDTH;
|
||||
Box.h = Constants::TILE_HEIGHT;
|
||||
|
||||
//Get the tile type
|
||||
Type = tileType;
|
||||
}
|
||||
|
||||
void KTile::Render(SDL_Renderer* renderer, KTexture tileTextures[], const SDL_Rect& camera, const float scale) const {
|
||||
tileTextures[GetType()].Render(renderer, Box.x - camera.x, Box.y - camera.y, nullptr, scale);
|
||||
}
|
||||
}
|
36
2dgk_7/2dgk_7/KTile.h
Normal file
36
2dgk_7/2dgk_7/KTile.h
Normal file
@ -0,0 +1,36 @@
|
||||
#pragma once
|
||||
#include <SDL_rect.h>
|
||||
#include <cstdint>
|
||||
#include <SDL_render.h>
|
||||
|
||||
namespace KapitanGame
|
||||
{
|
||||
class KTexture;
|
||||
|
||||
enum class TileType : std::uint32_t {
|
||||
Default = 0,
|
||||
HorizontalWall = 1,
|
||||
VerticalWall = 2,
|
||||
Dot = 3
|
||||
};
|
||||
class KTile {
|
||||
public:
|
||||
//Initializes position and type
|
||||
KTile(int x, int y, TileType tileType);
|
||||
|
||||
//Shows the tile
|
||||
void Render(SDL_Renderer* renderer, KTexture tileTextures[], const SDL_Rect& camera, float scale = 1.f) const;
|
||||
|
||||
//Get the tile type
|
||||
int GetType() const;
|
||||
|
||||
SDL_Rect GetBox() const;
|
||||
|
||||
private:
|
||||
//The attributes of the tile
|
||||
SDL_Rect Box{};
|
||||
|
||||
//The tile type
|
||||
TileType Type;
|
||||
};
|
||||
}
|
80
2dgk_7/2dgk_7/KVector2d.h
Normal file
80
2dgk_7/2dgk_7/KVector2d.h
Normal file
@ -0,0 +1,80 @@
|
||||
#pragma once
|
||||
#include <cmath>
|
||||
|
||||
namespace KapitanGame {
|
||||
struct KVector2D {
|
||||
float X;
|
||||
float Y;
|
||||
|
||||
KVector2D(const float x, const float y) : X(x), Y(y) {}
|
||||
|
||||
float Length() const { return sqrt(X * X + Y * Y); }
|
||||
float Length2() const { return X * X + Y * Y; }
|
||||
|
||||
bool operator==(const KVector2D& v2) const {
|
||||
return (*this - v2).Length2() < FLT_EPSILON * FLT_EPSILON;
|
||||
}
|
||||
|
||||
KVector2D operator+(const KVector2D& v2) const {
|
||||
return { X + v2.X, Y + v2.Y };
|
||||
}
|
||||
|
||||
friend KVector2D& operator+=(KVector2D& v1, const KVector2D& v2) {
|
||||
v1.X += v2.X;
|
||||
v1.Y += v2.Y;
|
||||
return v1;
|
||||
}
|
||||
|
||||
KVector2D operator*(const float scalar) const
|
||||
{
|
||||
return { X * scalar, Y * scalar };
|
||||
}
|
||||
|
||||
KVector2D& operator*=(const float scalar) {
|
||||
X *= scalar;
|
||||
Y *= scalar;
|
||||
return *this;
|
||||
}
|
||||
|
||||
KVector2D operator-(const KVector2D& v2) const {
|
||||
return { X - v2.X, Y - v2.Y };
|
||||
}
|
||||
friend KVector2D& operator-=(KVector2D& v1, const KVector2D& v2) {
|
||||
v1.X -= v2.X;
|
||||
v1.Y -= v2.Y;
|
||||
return v1;
|
||||
}
|
||||
|
||||
KVector2D operator/(const float scalar) const
|
||||
{
|
||||
return { X / scalar, Y / scalar };
|
||||
}
|
||||
KVector2D& operator/=(const float scalar) {
|
||||
X /= scalar;
|
||||
Y /= scalar;
|
||||
return *this;
|
||||
}
|
||||
float DotProduct(const KVector2D& v2) const {
|
||||
return DotProduct(*this, v2);
|
||||
}
|
||||
KVector2D Reflect(const KVector2D& normal) const {
|
||||
return Reflect(normal, *this);
|
||||
}
|
||||
|
||||
void Normalize() {
|
||||
const float l = Length();
|
||||
if (l > 0) {
|
||||
(*this) *= 1 / l;
|
||||
}
|
||||
}
|
||||
|
||||
static KVector2D Reflect(const KVector2D& normal, const KVector2D& vector) {
|
||||
const float dn = 2 * vector.DotProduct(normal);
|
||||
return vector - normal * dn;
|
||||
}
|
||||
static float DotProduct(const KVector2D& v1, const KVector2D& v2) {
|
||||
return v1.X * v2.X + v1.Y * v2.Y ;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
8
2dgk_7/2dgk_7/Main.cpp
Normal file
8
2dgk_7/2dgk_7/Main.cpp
Normal file
@ -0,0 +1,8 @@
|
||||
#include "KGame.h"
|
||||
|
||||
int main(int argc, char* args[])
|
||||
{
|
||||
KapitanGame::KGame game;
|
||||
|
||||
return game.Run(argc, args);
|
||||
}
|
16
2dgk_7/2dgk_7/Utils.cpp
Normal file
16
2dgk_7/2dgk_7/Utils.cpp
Normal file
@ -0,0 +1,16 @@
|
||||
#include "Utils.h"
|
||||
|
||||
#include <random>
|
||||
|
||||
namespace KapitanGame {
|
||||
namespace Utils {
|
||||
double RandomNumber() {
|
||||
// Making rng static ensures that it stays the same
|
||||
// Between different invocations of the function
|
||||
static std::default_random_engine rng(make_default_random_engine());
|
||||
|
||||
std::uniform_real_distribution<double> dist(0.0, 1.0);
|
||||
return dist(rng);
|
||||
}
|
||||
}
|
||||
}
|
53
2dgk_7/2dgk_7/Utils.h
Normal file
53
2dgk_7/2dgk_7/Utils.h
Normal file
@ -0,0 +1,53 @@
|
||||
#pragma once
|
||||
#include <memory>
|
||||
#include <string>
|
||||
#include <stdexcept>
|
||||
#include <random>
|
||||
namespace KapitanGame {
|
||||
namespace Utils {
|
||||
|
||||
template<typename ... Args>
|
||||
std::string StringFormat(const std::string& format, Args ... args)
|
||||
{
|
||||
const int sizeS = std::snprintf(nullptr, 0, format.c_str(), args ...) + 1; // Extra space for '\0'
|
||||
if (sizeS <= 0) { throw std::runtime_error("Error during formatting."); }
|
||||
const auto size = static_cast<size_t>(sizeS);
|
||||
const auto buf = std::make_unique<char[]>(size);
|
||||
std::snprintf(buf.get(), size, format.c_str(), args ...);
|
||||
return std::string(buf.get(), buf.get() + size - 1); // We don't want the '\0' inside
|
||||
}
|
||||
template <class T>
|
||||
constexpr const T& Clamp01(const T& x)
|
||||
{
|
||||
return Clamp(x, 0.f, 1.f);
|
||||
}
|
||||
template <class T>
|
||||
constexpr const T& Clamp(const T& x, const T& min, const T& max)
|
||||
{
|
||||
return std::max(std::min(max, x), min);
|
||||
}
|
||||
template <class T>
|
||||
constexpr const T& Lerp(const T& a, const T& b, const float& t)
|
||||
{
|
||||
return a + (b - a) * t;
|
||||
}
|
||||
|
||||
static std::default_random_engine make_default_random_engine()
|
||||
{
|
||||
// This gets a source of actual, honest-to-god randomness
|
||||
std::random_device source;
|
||||
|
||||
// Here, we fill an array of random data from the source
|
||||
unsigned int random_data[10];
|
||||
for (auto& elem : random_data) {
|
||||
elem = source();
|
||||
}
|
||||
|
||||
// this creates the random seed sequence out of the random data
|
||||
std::seed_seq seq(random_data + 0, random_data + 10);
|
||||
return std::default_random_engine{ seq };
|
||||
}
|
||||
|
||||
double RandomNumber();
|
||||
}
|
||||
}
|
31
2dgk_7/2dgk_7/level.txt
Normal file
31
2dgk_7/2dgk_7/level.txt
Normal file
@ -0,0 +1,31 @@
|
||||
/------------\/------------\
|
||||
|............||............|
|
||||
|./--\./---\.||./---\./--\.|
|
||||
|#| |.| |.||.| |.| |#|
|
||||
|.`--'.`---'.`'.`---'.`--'.|
|
||||
|..........................|
|
||||
|./--\./\./------\./\./--\.|
|
||||
|.`--'.||.`--\/--'.||.`--'.|
|
||||
|......||....||....||......|
|
||||
`----\.|`--\ || /--'|./----'
|
||||
|.|/--' `' `--\|.|
|
||||
|.|| ||.|
|
||||
|.|| /--==--\ ||.|
|
||||
-----'.`' | | `'.`-----
|
||||
. | | .
|
||||
-----\./\ | | /\./-----
|
||||
|.|| `------' ||.|
|
||||
|.|| ||.|
|
||||
|.|| /------\ ||.|
|
||||
/----'.`' `--\/--' `'.`----\
|
||||
|............||............|
|
||||
|./--\./---\.||./---\./--\.|
|
||||
|.`-\|.`---'.`'.`---'.|/-'.|
|
||||
|#..||....... .......||..#|
|
||||
`-\.||./\./------\./\.||./-'
|
||||
/-'.`'.||.`--\/--'.||.`'.`-\
|
||||
|......||....||....||......|
|
||||
|./----'`--\.||./--'`----\.|
|
||||
|.`--------'.`'.`--------'.|
|
||||
|..........................|
|
||||
`--------------------------'
|
BIN
2dgk_7/2dgk_7/textures/00.bmp
(Stored with Git LFS)
Normal file
BIN
2dgk_7/2dgk_7/textures/00.bmp
(Stored with Git LFS)
Normal file
Binary file not shown.
8
2dgk_7/2dgk_7/vcpkg.json
Normal file
8
2dgk_7/2dgk_7/vcpkg.json
Normal file
@ -0,0 +1,8 @@
|
||||
{
|
||||
"$schema": "https://raw.githubusercontent.com/microsoft/vcpkg/master/scripts/vcpkg.schema.json",
|
||||
"name": "dgk-7",
|
||||
"version": "0.1.0",
|
||||
"dependencies": [
|
||||
"sdl2"
|
||||
]
|
||||
}
|
7
2dgk_7/readme.txt
Normal file
7
2dgk_7/readme.txt
Normal file
@ -0,0 +1,7 @@
|
||||
IDE: Microsoft Visual Studio 2019
|
||||
Kompilator: Microsoft Visual C++
|
||||
Biblioteki: SDL2
|
||||
|
||||
Przetestowane pady: DualSense, DualShock 3 (ze sterownikiem/wrapperem XInputowym ScpToolkit), telefon Android (ze sterownikiem/wrapperem XInputowym HandyGamePad).
|
||||
|
||||
Uwaga: Do pobrania bibliotek projekt wykorzystuje vcpkg, menedżer bibliotek C++, w trybie Manifest. Należy go pobrać i skonfigurować zgodnie z instrukcją: https://github.com/microsoft/vcpkg#getting-started
|
Loading…
Reference in New Issue
Block a user