Zadanie (5-6) 1 completed
This commit is contained in:
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commit
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@ -154,11 +154,25 @@
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</Link>
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</Link>
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</ItemDefinitionGroup>
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</ItemDefinitionGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="main.cpp" />
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<ClCompile Include="KGame.cpp" />
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<ClCompile Include="KInput.cpp" />
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<ClCompile Include="KTexture.cpp" />
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<ClCompile Include="KTile.cpp" />
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<ClCompile Include="Main.cpp" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="vcpkg.json" />
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<None Include="vcpkg.json" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Constants.h" />
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<ClInclude Include="GamePad.h" />
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<ClInclude Include="KGame.h" />
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<ClInclude Include="KInput.h" />
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<ClInclude Include="KTexture.h" />
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<ClInclude Include="KTile.h" />
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<ClInclude Include="Utils.h" />
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<ClInclude Include="KVector2d.h" />
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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<ImportGroup Label="ExtensionTargets">
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</ImportGroup>
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</ImportGroup>
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@ -15,11 +15,49 @@
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</Filter>
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</Filter>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="main.cpp">
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<ClCompile Include="Main.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="KTile.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="KTexture.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="KGame.cpp">
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<Filter>Source Files</Filter>
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</ClCompile>
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<ClCompile Include="KInput.cpp">
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<Filter>Source Files</Filter>
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<Filter>Source Files</Filter>
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</ClCompile>
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</ClCompile>
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<None Include="vcpkg.json" />
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<None Include="vcpkg.json" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ClInclude Include="Utils.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="Constants.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="KVector2d.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="KTile.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="KTexture.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="KGame.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="GamePad.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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<ClInclude Include="KInput.h">
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<Filter>Header Files</Filter>
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</ClInclude>
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</ItemGroup>
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</Project>
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</Project>
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17
2dgk_5/2dgk_5/Constants.h
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17
2dgk_5/2dgk_5/Constants.h
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@ -0,0 +1,17 @@
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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 5";
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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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}
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}
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8
2dgk_5/2dgk_5/GamePad.h
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8
2dgk_5/2dgk_5/GamePad.h
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@ -0,0 +1,8 @@
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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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359
2dgk_5/2dgk_5/KGame.cpp
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359
2dgk_5/2dgk_5/KGame.cpp
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@ -0,0 +1,359 @@
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#include "KGame.h"
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#include "SDL.h"
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#include <cstdio>
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#include <cmath>
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#include <string>
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#include <fstream>
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#include <vector>
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#include "Utils.h"
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#include "Constants.h"
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#include "KTexture.h"
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#include "KTile.h"
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#include "KVector2d.h"
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namespace KapitanGame {
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KGame::KGame() {
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//Initialize SDL
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if (SDL_Init(SDL_INIT_VIDEO) < 0)
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{
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throw std::runtime_error(Utils::StringFormat("SDL could not initialize! SDL_Error: %s", SDL_GetError()));
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}
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//Set texture filtering to linear
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if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1"))
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{
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printf("Warning: Linear texture filtering not enabled!\n");
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}
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Input.Init();
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//Create window
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Window = SDL_CreateWindow(Constants::WINDOW_TITLE, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, Constants::SCREEN_WIDTH, Constants::SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
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if (Window == nullptr)
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{
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throw std::runtime_error(Utils::StringFormat("Window could not be created! SDL_Error: %s", SDL_GetError()));
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}
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//Create renderer for window
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Renderer = SDL_CreateRenderer(Window, -1, SDL_RENDERER_ACCELERATED);
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if (Renderer == nullptr)
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{
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throw std::runtime_error(Utils::StringFormat("Renderer could not be created! SDL Error: %s", SDL_GetError()));
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}
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//Initialize renderer color
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SDL_SetRenderDrawColor(Renderer, 0, 0xFF, 0, 0xFF);
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}
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KGame::~KGame() {
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//Free loaded images
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for (int i = 0; i <= static_cast<int>(TileType::Dot); ++i)
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TileTextures[i].Free();
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PlayerTexture.Free();
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PlayerTexture2.Free();
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Input.Free();
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//Destroy window
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SDL_DestroyRenderer(Renderer);
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SDL_DestroyWindow(Window);
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Window = nullptr;
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Renderer = nullptr;
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//Quit SDL subsystems
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SDL_Quit();
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}
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bool KGame::LoadMedia()
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{
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//Loading success flag
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bool success = true;
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if (!PlayerTexture.LoadFromFile("textures/player.bmp", Renderer))
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{
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printf("Failed to load player texture image!\n");
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success = false;
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}
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if (!PlayerTexture2.LoadFromFile("textures/player2.bmp", Renderer))
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{
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printf("Failed to load player texture image!\n");
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success = false;
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}
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for (int i = static_cast<int>(TileType::Default); i <= static_cast<int>(TileType::Dot); ++i)
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{
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if (!TileTextures[i].LoadFromFile("textures/0" + std::to_string(i) + ".bmp", Renderer))
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{
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printf("Failed to load 0%d texture image!\n", i);
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success = false;
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}
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}
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Tiles.clear();
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std::ifstream levelFile;
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levelFile.open("level.txt");
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if (levelFile.fail())
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{
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printf("Failed to load level.txt!\n");
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success = false;
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}
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else
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{
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int y = 0;
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std::string line;
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while (std::getline(levelFile, line)) {
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if (MapWidth < static_cast<int>(line.length() * Constants::TILE_WIDTH))
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MapWidth = static_cast<int>(line.length()) * Constants::TILE_WIDTH;
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for (auto i = 0ull; i < line.length(); ++i) {
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auto type = TileType::Default;
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switch (line[i])
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{
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case '|':
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type = TileType::VerticalWall;
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break;
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case '-':
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type = TileType::HorizontalWall;
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break;
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case '.':
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type = TileType::Dot;
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break;
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default:;
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}
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Tiles.emplace_back(i * Constants::TILE_WIDTH, y * Constants::TILE_HEIGHT, type);
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}
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++y;
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}
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MapHeight = y * Constants::TILE_HEIGHT;
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levelFile.close();
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}
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return success;
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}
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SDL_Texture* KGame::LoadTexture(const std::string& path) const {
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//The final optimized image
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SDL_Texture* newTexture = nullptr;
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//Load image at specified path
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SDL_Surface* loadedSurface = SDL_LoadBMP(path.c_str());
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if (loadedSurface == nullptr)
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{
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printf("Unable to load image %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
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}
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else
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{
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//Create texture from surface pixels
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newTexture = SDL_CreateTextureFromSurface(Renderer, loadedSurface);
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if (newTexture == nullptr)
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{
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printf("Unable to optimize image %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
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}
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//Get rid of old loaded surface
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SDL_FreeSurface(loadedSurface);
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}
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return newTexture;
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}
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int KGame::Run(int argc, char* args[])
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{
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//Load media
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if (!LoadMedia())
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{
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printf("Failed to load media!\n");
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}
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else
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{
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//Main loop flag
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bool quit = false;
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//Event handler
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SDL_Event e;
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SDL_Rect viewport;
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viewport.x = Constants::SCREEN_WIDTH / 2;
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viewport.y = Constants::SCREEN_HEIGHT / 2;
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viewport.w = Constants::SCREEN_WIDTH;
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viewport.h = Constants::SCREEN_HEIGHT;
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KVector2D playerOnePosition(0, 0);
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KVector2D playerOneInput(0, 0);
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KVector2D playerOneVelocity(0, 0);
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KVector2D playerTwoPosition(0, 0);
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KVector2D playerTwoInput(0, 0);
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KVector2D playerTwoVelocity(0, 0);
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SDL_Rect playerAreaModeGauntlet;
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playerAreaModeGauntlet.x = 0;
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playerAreaModeGauntlet.y = 0;
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playerAreaModeGauntlet.w = Constants::SCREEN_WIDTH - Constants::WINDOW_DEAD_ZONE;
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playerAreaModeGauntlet.h = Constants::SCREEN_HEIGHT - Constants::WINDOW_DEAD_ZONE;
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SDL_Rect playerAreaModeZoom;
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playerAreaModeZoom.x = 0;
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playerAreaModeZoom.y = 0;
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playerAreaModeZoom.w = (MapWidth <= MapHeight ? MapWidth : static_cast<int>(static_cast<float>(MapHeight) * Constants::SCREEN_RATIO)) - Constants::WINDOW_DEAD_ZONE;
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playerAreaModeZoom.h = (MapHeight <= MapWidth ? MapHeight : static_cast<int>(static_cast<float>(MapWidth) / Constants::SCREEN_RATIO)) - Constants::WINDOW_DEAD_ZONE;
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float scale = 1.f;
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//Normalized direction
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int xDir = 0;
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int yDir = 0;
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uint32_t time, previousTime;
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time = previousTime = SDL_GetTicks();
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printf("\n");
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bool zoom = false;
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//While application is running
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while (!quit)
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{
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previousTime = time;
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time = SDL_GetTicks();
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playerOneInput.X = 0;
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playerOneInput.Y = 0;
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Input.HandleInputPreEvents();
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//Handle events on queue
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while (SDL_PollEvent(&e))
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{
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//User requests quit
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if (e.type == SDL_QUIT)
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{
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quit = true;
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continue;
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}
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Input.HandleEvent(e);
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}
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Input.HandleInputPostEvents();
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playerTwoInput.X = Input.GetControllerAxis(Controllers::Controller1, SDL_CONTROLLER_AXIS_LEFTX);
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playerTwoInput.Y = Input.GetControllerAxis(Controllers::Controller1, SDL_CONTROLLER_AXIS_LEFTY);
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if (Input.IsKeyboardButtonHeld(SDL_SCANCODE_W))
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{
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playerOneInput.Y = -1;
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}
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if (Input.IsKeyboardButtonHeld(SDL_SCANCODE_S))
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{
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playerOneInput.Y = 1;
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}
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if (Input.IsKeyboardButtonHeld(SDL_SCANCODE_A))
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{
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playerOneInput.X = -1;
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}
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if (Input.IsKeyboardButtonHeld(SDL_SCANCODE_D))
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{
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playerOneInput.X = 1;
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}
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playerOneInput.Normalize();
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playerOneVelocity = playerOneInput * Constants::SPEED * (1 - Constants::SMOOTH) + playerOneVelocity * Constants::SMOOTH;
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playerOnePosition += playerOneVelocity;
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if (Input.IsKeyboardButtonPressed(SDL_SCANCODE_F))
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{
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zoom = !zoom;
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}
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||||||
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const auto& playerArea = zoom ? playerAreaModeZoom : playerAreaModeGauntlet;
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||||||
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||||||
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|
||||||
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// keep player one near player two
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||||||
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if (playerOnePosition.X < playerTwoPosition.X - playerArea.w) playerOnePosition.X = playerTwoPosition.X - playerArea.w;
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||||||
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if (playerOnePosition.X > playerTwoPosition.X + playerArea.w) playerOnePosition.X = playerTwoPosition.X + playerArea.w;
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||||||
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if (playerOnePosition.Y < playerTwoPosition.Y - playerArea.h) playerOnePosition.Y = playerTwoPosition.Y - playerArea.h;
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||||||
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if (playerOnePosition.Y > playerTwoPosition.Y + playerArea.h) playerOnePosition.Y = playerTwoPosition.Y + playerArea.h;
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||||||
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||||||
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// keep player one in map
|
||||||
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if (playerOnePosition.X < 0) playerOnePosition.X = 0;
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||||||
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if (playerOnePosition.X > MapWidth - PlayerTexture.GetWidth()) playerOnePosition.X = (MapWidth - PlayerTexture.GetWidth());
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||||||
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if (playerOnePosition.Y < 0) playerOnePosition.Y = (0);
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||||||
|
if (playerOnePosition.Y > MapHeight - PlayerTexture.GetHeight()) playerOnePosition.Y = (MapHeight - PlayerTexture.GetHeight());
|
||||||
|
|
||||||
|
//playerTwoInput.Normalize();
|
||||||
|
//printf("\r \rX:%f, Y:%f", playerTwoInput.x, playerTwoInput.y);
|
||||||
|
playerTwoVelocity = playerTwoInput * Constants::SPEED * (1 - Constants::SMOOTH) + playerTwoVelocity * Constants::SMOOTH;
|
||||||
|
|
||||||
|
playerTwoPosition += playerTwoVelocity;
|
||||||
|
|
||||||
|
|
||||||
|
if (playerTwoPosition.X < playerOnePosition.X - static_cast<float>(playerArea.w)) playerTwoPosition.X = playerOnePosition.X - playerArea.w;
|
||||||
|
if (playerTwoPosition.X > playerOnePosition.X + playerArea.w) playerTwoPosition.X = playerOnePosition.X + playerArea.w;
|
||||||
|
if (playerTwoPosition.Y < playerOnePosition.Y - playerArea.h) playerTwoPosition.Y = playerOnePosition.Y - playerArea.h;
|
||||||
|
if (playerTwoPosition.Y > playerOnePosition.Y + playerArea.h) playerTwoPosition.Y = playerOnePosition.Y + playerArea.h;
|
||||||
|
|
||||||
|
if (playerTwoPosition.X < 0) playerTwoPosition.X = 0;
|
||||||
|
if (playerTwoPosition.X > MapWidth - PlayerTexture.GetWidth()) playerTwoPosition.X = MapWidth - PlayerTexture.GetWidth();
|
||||||
|
if (playerTwoPosition.Y < 0) playerTwoPosition.Y = 0;
|
||||||
|
if (playerTwoPosition.Y > MapHeight - PlayerTexture.GetHeight()) playerTwoPosition.Y = MapHeight - PlayerTexture.GetHeight();
|
||||||
|
|
||||||
|
|
||||||
|
scale = 1.f;
|
||||||
|
if (zoom)
|
||||||
|
{
|
||||||
|
float xDist = std::abs(playerTwoPosition.X - playerOnePosition.X) - playerAreaModeGauntlet.w;
|
||||||
|
float yDist = std::abs(playerTwoPosition.Y - playerOnePosition.Y) - playerAreaModeGauntlet.h;
|
||||||
|
float xMaxDist = playerAreaModeZoom.w - playerAreaModeGauntlet.w;
|
||||||
|
float yMaxDist = playerAreaModeZoom.h - playerAreaModeGauntlet.h;
|
||||||
|
float t1 = Utils::Clamp(xDist / xMaxDist);
|
||||||
|
float t2 = Utils::Clamp(yDist / yMaxDist);
|
||||||
|
float t = std::max(std::max(t1, 0.f), std::max(t2, 0.f));
|
||||||
|
scale = Utils::Lerp(scale, std::max(Constants::SCREEN_WIDTH * 1.0f / MapWidth, Constants::SCREEN_HEIGHT * 1.0f / MapHeight), t);
|
||||||
|
//printf("\rscale: %f, t1: %f, t2: %f, t: %f", scale, t1, t2, t);
|
||||||
|
}
|
||||||
|
|
||||||
|
KVector2D focusPoint = (playerOnePosition + playerTwoPosition + KVector2D(PlayerTexture.GetWidth(), PlayerTexture.GetHeight())+KVector2D(Constants::WINDOW_DEAD_ZONE, Constants::WINDOW_DEAD_ZONE)/2)*scale/2;
|
||||||
|
if (Input.IsKeyboardButtonHeld(SDL_SCANCODE_Q))
|
||||||
|
{
|
||||||
|
focusPoint = KVector2D(MapWidth / 2.f, MapHeight / 2.f);
|
||||||
|
}
|
||||||
|
|
||||||
|
//viewport.x += clamp((time - previous_time) * .05f) * (focusPoint.x - SCREEN_WIDTH / 2 - viewport.x);
|
||||||
|
viewport.x = Utils::Lerp(viewport.x, static_cast<int>(focusPoint.X - Constants::SCREEN_WIDTH / 2.f), static_cast<float>(time - previousTime) * .05f);
|
||||||
|
if ((focusPoint.X - Constants::SCREEN_WIDTH / 2.f) - static_cast<float>(viewport.x) <= 0.005f)
|
||||||
|
{
|
||||||
|
viewport.x = static_cast<int>(focusPoint.X - Constants::SCREEN_WIDTH / 2.f)/scale;
|
||||||
|
}
|
||||||
|
viewport.y = Utils::Lerp(viewport.y, static_cast<int>(focusPoint.Y - Constants::SCREEN_HEIGHT / 2.f), static_cast<float>(time - previousTime) * .05f);
|
||||||
|
if (focusPoint.Y - static_cast<float>(Constants::SCREEN_HEIGHT) / 2.0f - static_cast<float>(viewport.y) <= 0.005f)
|
||||||
|
{
|
||||||
|
viewport.y = static_cast<int>(focusPoint.Y - Constants::SCREEN_HEIGHT / 2.f) / scale;
|
||||||
|
}
|
||||||
|
if (viewport.x < 0)
|
||||||
|
viewport.x = 0;
|
||||||
|
if (viewport.y < 0)
|
||||||
|
viewport.y = 0;
|
||||||
|
if (viewport.x > MapWidth - static_cast<int>(static_cast<float>(viewport.w) / scale))
|
||||||
|
viewport.x = MapWidth - static_cast<int>(static_cast<float>(viewport.w) / scale);
|
||||||
|
if (viewport.y > MapHeight - static_cast<int>(static_cast<float>(viewport.h) / scale))
|
||||||
|
viewport.y = MapHeight - static_cast<int>(static_cast<float>(viewport.h) / scale);
|
||||||
|
|
||||||
|
//printf("\rp1(%f, %f), p2(%f, %f), viewport:(%d, %d, %d, %d), map(%d, %d), focus(%f, %f)", playerOnePosition.X * scale, playerOnePosition.Y * scale, playerTwoPosition.X * scale, playerTwoPosition.Y * scale, static_cast<int>(viewport.x * scale), static_cast<int>(viewport.y * scale), static_cast<int>(static_cast<float>(viewport.w) / scale), static_cast<int>(static_cast<float>(viewport.h) / scale), MapWidth, MapHeight, focusPoint.X, focusPoint.Y);
|
||||||
|
|
||||||
|
|
||||||
|
//Clear screen
|
||||||
|
SDL_SetRenderDrawColor(Renderer, 0, 0xFF, 0, 0xFF);
|
||||||
|
SDL_RenderClear(Renderer);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
for (auto& tile : Tiles)
|
||||||
|
tile.Render(Renderer, TileTextures, viewport, scale);
|
||||||
|
|
||||||
|
PlayerTexture.Render(Renderer, playerOnePosition.X - viewport.x, playerOnePosition.Y - viewport.y, nullptr, scale);
|
||||||
|
PlayerTexture2.Render(Renderer, playerTwoPosition.X - viewport.x, playerTwoPosition.Y - viewport.y, nullptr, scale);
|
||||||
|
|
||||||
|
//Update screen
|
||||||
|
SDL_RenderPresent(Renderer);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return 0;
|
||||||
|
}
|
||||||
|
}
|
42
2dgk_5/2dgk_5/KGame.h
Normal file
42
2dgk_5/2dgk_5/KGame.h
Normal file
@ -0,0 +1,42 @@
|
|||||||
|
#pragma once
|
||||||
|
#include "KTexture.h"
|
||||||
|
#include <vector>
|
||||||
|
#include <SDL_joystick.h>
|
||||||
|
|
||||||
|
#include "KInput.h"
|
||||||
|
|
||||||
|
|
||||||
|
namespace KapitanGame {
|
||||||
|
class KTile;
|
||||||
|
|
||||||
|
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 TileTextures[4];
|
||||||
|
KTexture PlayerTexture;
|
||||||
|
KTexture PlayerTexture2;
|
||||||
|
std::vector<KTile> Tiles;
|
||||||
|
|
||||||
|
int MapHeight = -1;
|
||||||
|
int MapWidth = -1;
|
||||||
|
KInput Input;
|
||||||
|
|
||||||
|
bool LoadMedia();
|
||||||
|
|
||||||
|
SDL_Texture* LoadTexture(const std::string& path) const;
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
|
153
2dgk_5/2dgk_5/KInput.cpp
Normal file
153
2dgk_5/2dgk_5/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_5/2dgk_5/KInput.h
Normal file
38
2dgk_5/2dgk_5/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);
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
|
121
2dgk_5/2dgk_5/KTexture.cpp
Normal file
121
2dgk_5/2dgk_5/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_5/2dgk_5/KTexture.h
Normal file
43
2dgk_5/2dgk_5/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_5/2dgk_5/KTile.cpp
Normal file
33
2dgk_5/2dgk_5/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_5/2dgk_5/KTile.h
Normal file
36
2dgk_5/2dgk_5/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;
|
||||||
|
};
|
||||||
|
}
|
61
2dgk_5/2dgk_5/KVector2d.h
Normal file
61
2dgk_5/2dgk_5/KVector2d.h
Normal file
@ -0,0 +1,61 @@
|
|||||||
|
#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); }
|
||||||
|
|
||||||
|
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;
|
||||||
|
}
|
||||||
|
|
||||||
|
void Normalize() {
|
||||||
|
const float l = Length();
|
||||||
|
if (l > 0) {
|
||||||
|
(*this) *= 1 / l;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
30
2dgk_5/2dgk_5/Utils.h
Normal file
30
2dgk_5/2dgk_5/Utils.h
Normal file
@ -0,0 +1,30 @@
|
|||||||
|
#pragma once
|
||||||
|
#include <memory>
|
||||||
|
#include <string>
|
||||||
|
#include <stdexcept>
|
||||||
|
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& Clamp(const T& x)
|
||||||
|
{
|
||||||
|
return std::max(std::min(1.f, x), 0.f);
|
||||||
|
}
|
||||||
|
|
||||||
|
template <class T>
|
||||||
|
constexpr const T& Lerp(const T& a, const T& b, const float& t)
|
||||||
|
{
|
||||||
|
return a + (b - a) * t;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
@ -1,709 +1,8 @@
|
|||||||
//Using SDL and standard IO
|
#include "KGame.h"
|
||||||
#include "SDL.h"
|
|
||||||
#include <cstdio>
|
|
||||||
#include <cmath>
|
|
||||||
#include <string>
|
|
||||||
#include <fstream>
|
|
||||||
#include <vector>
|
|
||||||
|
|
||||||
template <class T>
|
|
||||||
constexpr const T& clamp(const T& x)
|
|
||||||
{
|
|
||||||
return std::max(std::min(1.f, x), 0.f);
|
|
||||||
}
|
|
||||||
|
|
||||||
template <class T>
|
|
||||||
constexpr const T& lerp(const T& a, const T& b, const float& t)
|
|
||||||
{
|
|
||||||
return a + (b - a) * t;
|
|
||||||
}
|
|
||||||
|
|
||||||
//Analog joystick dead zone
|
|
||||||
const int JOYSTICK_DEAD_ZONE = 8000;
|
|
||||||
//Screen dimension constants
|
|
||||||
const int WINDOW_DEAD_ZONE = 100;
|
|
||||||
const int SCREEN_WIDTH = 640;
|
|
||||||
const int SCREEN_HEIGHT = 480;
|
|
||||||
const int TILE_WIDTH = 32;
|
|
||||||
const int TILE_HEIGHT = 32;
|
|
||||||
const float SPEED = 0.16f;
|
|
||||||
const float SMOOTH = 0.4f;
|
|
||||||
|
|
||||||
enum TILE_TYPE {
|
|
||||||
DEFAULT = 0,
|
|
||||||
HORIZONTAL_WALL = 1,
|
|
||||||
VERTICAL_WALL = 2,
|
|
||||||
DOT = 3
|
|
||||||
};
|
|
||||||
|
|
||||||
class Vector2D {
|
|
||||||
public:
|
|
||||||
|
|
||||||
Vector2D(float x, float y) : m_x(x), m_y(y) {}
|
|
||||||
float getX() { return m_x; }
|
|
||||||
float getY() { return m_y; }
|
|
||||||
|
|
||||||
void setX(float x) { m_x = x; }
|
|
||||||
void setY(float y) { m_y = y; }
|
|
||||||
|
|
||||||
float length() { return sqrt(m_x * m_x + m_y * m_y); }
|
|
||||||
|
|
||||||
Vector2D operator+(const Vector2D& v2) const {
|
|
||||||
return Vector2D(m_x + v2.m_x, m_y + v2.m_y);
|
|
||||||
}
|
|
||||||
|
|
||||||
friend Vector2D& operator+=(Vector2D& v1, const Vector2D& v2) {
|
|
||||||
v1.m_x += v2.m_x;
|
|
||||||
v1.m_y += v2.m_y;
|
|
||||||
return v1;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector2D operator*(float scalar) {
|
|
||||||
return Vector2D(m_x * scalar, m_y * scalar);
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector2D& operator*=(float scalar) {
|
|
||||||
m_x *= scalar;
|
|
||||||
m_y *= scalar;
|
|
||||||
return *this;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector2D operator-(const Vector2D& v2) const {
|
|
||||||
return Vector2D(m_x - v2.m_x, m_y - v2.m_y);
|
|
||||||
}
|
|
||||||
friend Vector2D& operator-=(Vector2D& v1, const Vector2D& v2) {
|
|
||||||
v1.m_x -= v2.m_x;
|
|
||||||
v1.m_y -= v2.m_y;
|
|
||||||
return v1;
|
|
||||||
}
|
|
||||||
|
|
||||||
Vector2D operator/(float scalar) {
|
|
||||||
return Vector2D(m_x / scalar, m_y / scalar);
|
|
||||||
}
|
|
||||||
Vector2D& operator/=(float scalar) {
|
|
||||||
m_x /= scalar;
|
|
||||||
m_y /= scalar;
|
|
||||||
return *this;
|
|
||||||
}
|
|
||||||
|
|
||||||
void normalize() {
|
|
||||||
float l = length();
|
|
||||||
if (l > 0) {
|
|
||||||
(*this) *= 1 / l;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private:
|
|
||||||
|
|
||||||
float m_x;
|
|
||||||
float m_y;
|
|
||||||
};
|
|
||||||
|
|
||||||
class KTile {
|
|
||||||
public:
|
|
||||||
//Initializes position and type
|
|
||||||
KTile(int x, int y, TILE_TYPE tileType);
|
|
||||||
|
|
||||||
//Shows the tile
|
|
||||||
void render(SDL_Rect& camera, float scale = 1.f);
|
|
||||||
|
|
||||||
//Get the tile type
|
|
||||||
int getType();
|
|
||||||
|
|
||||||
SDL_Rect getBox();
|
|
||||||
|
|
||||||
private:
|
|
||||||
//The attributes of the tile
|
|
||||||
SDL_Rect mBox;
|
|
||||||
|
|
||||||
//The tile type
|
|
||||||
TILE_TYPE mType;
|
|
||||||
};
|
|
||||||
|
|
||||||
int KTile::getType()
|
|
||||||
{
|
|
||||||
return mType;
|
|
||||||
}
|
|
||||||
|
|
||||||
SDL_Rect KTile::getBox()
|
|
||||||
{
|
|
||||||
return mBox;
|
|
||||||
}
|
|
||||||
|
|
||||||
//Texture wrapper class
|
|
||||||
class KTexture
|
|
||||||
{
|
|
||||||
public:
|
|
||||||
//Initializes variables
|
|
||||||
KTexture();
|
|
||||||
|
|
||||||
//Deallocates memory
|
|
||||||
~KTexture();
|
|
||||||
|
|
||||||
//Loads image at specified path
|
|
||||||
bool loadFromFile(std::string path);
|
|
||||||
|
|
||||||
//Deallocates texture
|
|
||||||
void free();
|
|
||||||
|
|
||||||
//Renders texture at given point
|
|
||||||
void render(int x, int y, SDL_Rect* clip = NULL, float scale = 1.f);
|
|
||||||
|
|
||||||
//Gets image dimensions
|
|
||||||
int getWidth();
|
|
||||||
int getHeight();
|
|
||||||
|
|
||||||
private:
|
|
||||||
//The actual hardware texture
|
|
||||||
SDL_Texture* mTexture;
|
|
||||||
|
|
||||||
//Image dimensions
|
|
||||||
int mWidth;
|
|
||||||
int mHeight;
|
|
||||||
};
|
|
||||||
|
|
||||||
SDL_Window* gWindow = NULL;
|
|
||||||
|
|
||||||
SDL_Renderer* gRenderer = NULL;
|
|
||||||
|
|
||||||
KTexture gTileTextures[4];
|
|
||||||
KTexture gPlayerTexture;
|
|
||||||
KTexture gPlayerTexture2;
|
|
||||||
std::vector<KTile> gTiles;
|
|
||||||
|
|
||||||
//Game Controller 1 handler
|
|
||||||
SDL_Joystick* gGameController = NULL;
|
|
||||||
|
|
||||||
int gMapHeight = -1;
|
|
||||||
int gMapWidth = -1;
|
|
||||||
|
|
||||||
bool init();
|
|
||||||
|
|
||||||
bool loadMedia();
|
|
||||||
|
|
||||||
void close();
|
|
||||||
SDL_Texture* loadTexture(std::string path);
|
|
||||||
|
|
||||||
KTexture::KTexture()
|
|
||||||
{
|
|
||||||
//Initialize
|
|
||||||
mTexture = NULL;
|
|
||||||
mWidth = 0;
|
|
||||||
mHeight = 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
KTexture::~KTexture()
|
|
||||||
{
|
|
||||||
//Deallocate
|
|
||||||
free();
|
|
||||||
}
|
|
||||||
|
|
||||||
bool KTexture::loadFromFile(std::string path)
|
|
||||||
{
|
|
||||||
//Get rid of preexisting texture
|
|
||||||
free();
|
|
||||||
//The final texture
|
|
||||||
SDL_Texture* newTexture = NULL;
|
|
||||||
|
|
||||||
//Load image at specified path
|
|
||||||
SDL_Surface* loadedSurface = SDL_LoadBMP(path.c_str());
|
|
||||||
if (loadedSurface == NULL)
|
|
||||||
{
|
|
||||||
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(gRenderer, loadedSurface);
|
|
||||||
if (newTexture == NULL)
|
|
||||||
{
|
|
||||||
printf("Unable to create texture from %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
//Get image dimensions
|
|
||||||
mWidth = loadedSurface->w;
|
|
||||||
mHeight = loadedSurface->h;
|
|
||||||
}
|
|
||||||
|
|
||||||
//Get rid of old loaded surface
|
|
||||||
SDL_FreeSurface(loadedSurface);
|
|
||||||
}
|
|
||||||
|
|
||||||
//Return success
|
|
||||||
mTexture = newTexture;
|
|
||||||
return mTexture != NULL;
|
|
||||||
}
|
|
||||||
|
|
||||||
void KTexture::free()
|
|
||||||
{
|
|
||||||
//Free texture if it exists
|
|
||||||
if (mTexture != NULL)
|
|
||||||
{
|
|
||||||
SDL_DestroyTexture(mTexture);
|
|
||||||
mTexture = NULL;
|
|
||||||
mWidth = 0;
|
|
||||||
mHeight = 0;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void KTexture::render(int x, int y, SDL_Rect* clip, float scale)
|
|
||||||
{
|
|
||||||
//Set rendering space and render to screen
|
|
||||||
SDL_Rect renderQuad = { x * scale, y * scale, mWidth * scale, mHeight * scale };
|
|
||||||
|
|
||||||
//Set clip rendering dimensions
|
|
||||||
if (clip != NULL)
|
|
||||||
{
|
|
||||||
renderQuad.w = clip->w;
|
|
||||||
renderQuad.h = clip->h;
|
|
||||||
}
|
|
||||||
|
|
||||||
//Render to screen
|
|
||||||
SDL_RenderCopy(gRenderer, mTexture, clip, &renderQuad);
|
|
||||||
}
|
|
||||||
|
|
||||||
int KTexture::getWidth()
|
|
||||||
{
|
|
||||||
return mWidth;
|
|
||||||
}
|
|
||||||
|
|
||||||
int KTexture::getHeight()
|
|
||||||
{
|
|
||||||
return mHeight;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool init()
|
|
||||||
{
|
|
||||||
//Initialization flag
|
|
||||||
bool success = true;
|
|
||||||
|
|
||||||
//Initialize SDL
|
|
||||||
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_JOYSTICK) < 0)
|
|
||||||
{
|
|
||||||
printf("SDL could not initialize! SDL_Error: %s\n", SDL_GetError());
|
|
||||||
success = false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
//Set texture filtering to linear
|
|
||||||
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "1"))
|
|
||||||
{
|
|
||||||
printf("Warning: Linear texture filtering not enabled!");
|
|
||||||
}
|
|
||||||
|
|
||||||
//Check for joysticks
|
|
||||||
if (SDL_NumJoysticks() < 1)
|
|
||||||
{
|
|
||||||
printf("Warning: No joysticks connected!\n");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
//Load joystick
|
|
||||||
gGameController = SDL_JoystickOpen(0);
|
|
||||||
if (gGameController == NULL)
|
|
||||||
{
|
|
||||||
printf("Warning: Unable to open game controller! SDL Error: %s\n", SDL_GetError());
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//Create window
|
|
||||||
gWindow = SDL_CreateWindow("2DGK - Zadanie 5", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
|
|
||||||
if (gWindow == NULL)
|
|
||||||
{
|
|
||||||
printf("Window could not be created! SDL_Error: %s\n", SDL_GetError());
|
|
||||||
success = false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
//Create renderer for window
|
|
||||||
gRenderer = SDL_CreateRenderer(gWindow, -1, SDL_RENDERER_ACCELERATED);
|
|
||||||
if (gRenderer == NULL)
|
|
||||||
{
|
|
||||||
printf("Renderer could not be created! SDL Error: %s\n", SDL_GetError());
|
|
||||||
success = false;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
//Initialize renderer color
|
|
||||||
SDL_SetRenderDrawColor(gRenderer, 0, 0xFF, 0, 0xFF);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return success;
|
|
||||||
}
|
|
||||||
|
|
||||||
bool loadMedia()
|
|
||||||
{
|
|
||||||
//Loading success flag
|
|
||||||
bool success = true;
|
|
||||||
|
|
||||||
if (!gPlayerTexture.loadFromFile("textures/player.bmp"))
|
|
||||||
{
|
|
||||||
printf("Failed to load player texture image!\n");
|
|
||||||
success = false;
|
|
||||||
}
|
|
||||||
if (!gPlayerTexture2.loadFromFile("textures/player2.bmp"))
|
|
||||||
{
|
|
||||||
printf("Failed to load player texture image!\n");
|
|
||||||
success = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
for (int i = TILE_TYPE::DEFAULT; i <= TILE_TYPE::DOT; ++i)
|
|
||||||
{
|
|
||||||
if (!gTileTextures[i].loadFromFile("textures/0" + std::to_string(i) + ".bmp"))
|
|
||||||
{
|
|
||||||
printf("Failed to load 0%d texture image!\n", i);
|
|
||||||
success = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
gTiles.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 (gMapWidth < (int)(line.length() * TILE_WIDTH))
|
|
||||||
gMapWidth = line.length() * TILE_WIDTH;
|
|
||||||
for (int i = 0; i < line.length(); ++i) {
|
|
||||||
TILE_TYPE type = TILE_TYPE::DEFAULT;
|
|
||||||
switch (line[i])
|
|
||||||
{
|
|
||||||
case '|':
|
|
||||||
type = TILE_TYPE::VERTICAL_WALL;
|
|
||||||
break;
|
|
||||||
case '-':
|
|
||||||
type = TILE_TYPE::HORIZONTAL_WALL;
|
|
||||||
break;
|
|
||||||
case '.':
|
|
||||||
type = TILE_TYPE::DOT;
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
gTiles.push_back(KTile(i * TILE_WIDTH, y * TILE_HEIGHT, type));
|
|
||||||
}
|
|
||||||
++y;
|
|
||||||
}
|
|
||||||
gMapHeight = y * TILE_HEIGHT;
|
|
||||||
levelFile.close();
|
|
||||||
}
|
|
||||||
|
|
||||||
return success;
|
|
||||||
}
|
|
||||||
|
|
||||||
SDL_Texture* loadTexture(std::string path)
|
|
||||||
{
|
|
||||||
//The final optimized image
|
|
||||||
SDL_Texture* newTexture = NULL;
|
|
||||||
|
|
||||||
//Load image at specified path
|
|
||||||
SDL_Surface* loadedSurface = SDL_LoadBMP(path.c_str());
|
|
||||||
if (loadedSurface == NULL)
|
|
||||||
{
|
|
||||||
printf("Unable to load image %s! SDL Error: %s\n", path.c_str(), SDL_GetError());
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
//Create texture from surface pixels
|
|
||||||
newTexture = SDL_CreateTextureFromSurface(gRenderer, loadedSurface);
|
|
||||||
if (newTexture == NULL)
|
|
||||||
{
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
void close()
|
|
||||||
{
|
|
||||||
//Free loaded images
|
|
||||||
for (int i = 0; i <= TILE_TYPE::DOT; ++i)
|
|
||||||
gTileTextures[i].free();
|
|
||||||
|
|
||||||
gPlayerTexture.free();
|
|
||||||
gPlayerTexture2.free();
|
|
||||||
|
|
||||||
//Close game controller
|
|
||||||
SDL_JoystickClose(gGameController);
|
|
||||||
gGameController = NULL;
|
|
||||||
|
|
||||||
//Destroy window
|
|
||||||
SDL_DestroyRenderer(gRenderer);
|
|
||||||
SDL_DestroyWindow(gWindow);
|
|
||||||
gWindow = NULL;
|
|
||||||
gRenderer = NULL;
|
|
||||||
|
|
||||||
//Quit SDL subsystems
|
|
||||||
SDL_Quit();
|
|
||||||
}
|
|
||||||
|
|
||||||
int main(int argc, char* args[])
|
int main(int argc, char* args[])
|
||||||
{
|
{
|
||||||
//Start up SDL and create window
|
KapitanGame::KGame game;
|
||||||
if (!init())
|
|
||||||
{
|
return game.Run(argc, args);
|
||||||
printf("Failed to initialize!\n");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
//Load media
|
|
||||||
if (!loadMedia())
|
|
||||||
{
|
|
||||||
printf("Failed to load media!\n");
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
//Main loop flag
|
|
||||||
bool quit = false;
|
|
||||||
|
|
||||||
//Event handler
|
|
||||||
SDL_Event e;
|
|
||||||
|
|
||||||
SDL_Rect viewport;
|
|
||||||
viewport.x = SCREEN_WIDTH / 2;
|
|
||||||
viewport.y = SCREEN_HEIGHT / 2;
|
|
||||||
viewport.w = SCREEN_WIDTH;
|
|
||||||
viewport.h = SCREEN_HEIGHT;
|
|
||||||
|
|
||||||
Vector2D playerOnePosition(0, 0);
|
|
||||||
Vector2D playerOneInput(0, 0);
|
|
||||||
Vector2D playerOneVelocity(0, 0);
|
|
||||||
|
|
||||||
Vector2D playerTwoPosition(0, 0);
|
|
||||||
Vector2D playerTwoInput(0, 0);
|
|
||||||
Vector2D playerTwoVelocity(0, 0);
|
|
||||||
|
|
||||||
//Normalized direction
|
|
||||||
int xDir = 0;
|
|
||||||
int yDir = 0;
|
|
||||||
|
|
||||||
uint32_t time, previous_time;
|
|
||||||
time = previous_time = SDL_GetTicks();
|
|
||||||
printf("\n");
|
|
||||||
|
|
||||||
//While application is running
|
|
||||||
while (!quit)
|
|
||||||
{
|
|
||||||
previous_time = time;
|
|
||||||
time = SDL_GetTicks();
|
|
||||||
playerOneInput.setX(0);
|
|
||||||
playerOneInput.setY(0);
|
|
||||||
|
|
||||||
//Handle events on queue
|
|
||||||
while (SDL_PollEvent(&e) != 0)
|
|
||||||
{
|
|
||||||
//User requests quit
|
|
||||||
if (e.type == SDL_QUIT)
|
|
||||||
{
|
|
||||||
quit = true;
|
|
||||||
}
|
|
||||||
else if (e.type == SDL_JOYAXISMOTION)
|
|
||||||
{
|
|
||||||
//Motion on controller 0
|
|
||||||
if (e.jaxis.which == 0)
|
|
||||||
{
|
|
||||||
//X axis motion
|
|
||||||
if (e.jaxis.axis == 0)
|
|
||||||
{
|
|
||||||
//Left of dead zone
|
|
||||||
if (e.jaxis.value < -JOYSTICK_DEAD_ZONE)
|
|
||||||
{
|
|
||||||
playerTwoInput.setX(e.jaxis.value);
|
|
||||||
}
|
|
||||||
//Right of dead zone
|
|
||||||
else if (e.jaxis.value > JOYSTICK_DEAD_ZONE)
|
|
||||||
{
|
|
||||||
playerTwoInput.setX(e.jaxis.value);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
playerTwoInput.setX(0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
//Y axis motion
|
|
||||||
else if (e.jaxis.axis == 1)
|
|
||||||
{
|
|
||||||
//Below of dead zone
|
|
||||||
if (e.jaxis.value < -JOYSTICK_DEAD_ZONE)
|
|
||||||
{
|
|
||||||
playerTwoInput.setY(e.jaxis.value);
|
|
||||||
}
|
|
||||||
//Above of dead zone
|
|
||||||
else if (e.jaxis.value > JOYSTICK_DEAD_ZONE)
|
|
||||||
{
|
|
||||||
playerTwoInput.setY(e.jaxis.value);
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
playerTwoInput.setY(0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
const Uint8* currentKeyStates = SDL_GetKeyboardState(NULL);
|
|
||||||
if (currentKeyStates[SDL_SCANCODE_W])
|
|
||||||
{
|
|
||||||
playerOneInput.setY(-1);
|
|
||||||
}
|
|
||||||
if (currentKeyStates[SDL_SCANCODE_S])
|
|
||||||
{
|
|
||||||
playerOneInput.setY(1);
|
|
||||||
}
|
|
||||||
if (currentKeyStates[SDL_SCANCODE_A])
|
|
||||||
{
|
|
||||||
playerOneInput.setX(-1);
|
|
||||||
}
|
|
||||||
if (currentKeyStates[SDL_SCANCODE_D])
|
|
||||||
{
|
|
||||||
playerOneInput.setX(1);
|
|
||||||
}
|
|
||||||
|
|
||||||
playerOneInput.normalize();
|
|
||||||
playerOneVelocity = playerOneInput * SPEED * (1 - SMOOTH) + playerOneVelocity * SMOOTH;
|
|
||||||
|
|
||||||
playerOnePosition += playerOneVelocity;
|
|
||||||
|
|
||||||
bool zoom = true;
|
|
||||||
if (currentKeyStates[SDL_SCANCODE_F])
|
|
||||||
{
|
|
||||||
zoom = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!zoom) {
|
|
||||||
// keep player one near player two
|
|
||||||
if (playerOnePosition.getX() < playerTwoPosition.getX() - SCREEN_WIDTH + WINDOW_DEAD_ZONE) playerOnePosition.setX(playerTwoPosition.getX() - SCREEN_WIDTH + WINDOW_DEAD_ZONE);
|
|
||||||
if (playerOnePosition.getX() > playerTwoPosition.getX() + SCREEN_WIDTH - WINDOW_DEAD_ZONE) playerOnePosition.setX(playerTwoPosition.getX() + SCREEN_WIDTH - WINDOW_DEAD_ZONE);
|
|
||||||
if (playerOnePosition.getY() < playerTwoPosition.getY() - SCREEN_HEIGHT + WINDOW_DEAD_ZONE) playerOnePosition.setY(playerTwoPosition.getY() - SCREEN_HEIGHT + WINDOW_DEAD_ZONE);
|
|
||||||
if (playerOnePosition.getY() > playerTwoPosition.getY() + SCREEN_HEIGHT - WINDOW_DEAD_ZONE) playerOnePosition.setY(playerTwoPosition.getY() + SCREEN_HEIGHT - WINDOW_DEAD_ZONE);
|
|
||||||
}
|
|
||||||
// keep player one in map
|
|
||||||
if (playerOnePosition.getX() < 0) playerOnePosition.setX(0);
|
|
||||||
if (playerOnePosition.getX() > gMapWidth - gPlayerTexture.getWidth()) playerOnePosition.setX(gMapWidth - gPlayerTexture.getWidth());
|
|
||||||
if (playerOnePosition.getY() < 0) playerOnePosition.setY(0);
|
|
||||||
if (playerOnePosition.getY() > gMapHeight - gPlayerTexture.getHeight()) playerOnePosition.setY(gMapHeight - gPlayerTexture.getHeight());
|
|
||||||
|
|
||||||
playerTwoInput.normalize();
|
|
||||||
//printf("\r \rX:%f, Y:%f", playerTwoInput.getX(), playerTwoInput.getY());
|
|
||||||
playerTwoVelocity = playerTwoInput * SPEED * (1 - SMOOTH) + playerTwoVelocity * SMOOTH;
|
|
||||||
|
|
||||||
playerTwoPosition += playerTwoVelocity;
|
|
||||||
|
|
||||||
if (!zoom) {
|
|
||||||
if (playerTwoPosition.getX() < playerOnePosition.getX() - SCREEN_WIDTH + WINDOW_DEAD_ZONE) playerTwoPosition.setX(playerOnePosition.getX() - SCREEN_WIDTH + WINDOW_DEAD_ZONE);
|
|
||||||
if (playerTwoPosition.getX() > playerOnePosition.getX() + SCREEN_WIDTH - WINDOW_DEAD_ZONE) playerTwoPosition.setX(playerOnePosition.getX() + SCREEN_WIDTH - WINDOW_DEAD_ZONE);
|
|
||||||
if (playerTwoPosition.getY() < playerOnePosition.getY() - SCREEN_HEIGHT + WINDOW_DEAD_ZONE) playerTwoPosition.setY(playerOnePosition.getY() - SCREEN_HEIGHT + WINDOW_DEAD_ZONE);
|
|
||||||
if (playerTwoPosition.getY() > playerOnePosition.getY() + SCREEN_HEIGHT - WINDOW_DEAD_ZONE) playerTwoPosition.setY(playerOnePosition.getY() + SCREEN_HEIGHT - WINDOW_DEAD_ZONE);
|
|
||||||
}
|
|
||||||
|
|
||||||
if (playerTwoPosition.getX() < 0) playerTwoPosition.setX(0);
|
|
||||||
if (playerTwoPosition.getX() > gMapWidth - gPlayerTexture.getWidth()) playerTwoPosition.setX(gMapWidth - gPlayerTexture.getWidth());
|
|
||||||
if (playerTwoPosition.getY() < 0) playerTwoPosition.setY(0);
|
|
||||||
if (playerTwoPosition.getY() > gMapHeight - gPlayerTexture.getHeight()) playerTwoPosition.setY(gMapHeight - gPlayerTexture.getHeight());
|
|
||||||
|
|
||||||
|
|
||||||
float scale = 1.f;
|
|
||||||
if (zoom)
|
|
||||||
{
|
|
||||||
float xDist = (std::abs(playerTwoPosition.getX() - playerOnePosition.getX()) - (SCREEN_WIDTH - WINDOW_DEAD_ZONE));
|
|
||||||
float yDist = (std::abs(playerTwoPosition.getY() - playerOnePosition.getY()) - (SCREEN_HEIGHT - WINDOW_DEAD_ZONE));
|
|
||||||
float xMaxDist = (gMapWidth - gPlayerTexture.getWidth() - (SCREEN_WIDTH - WINDOW_DEAD_ZONE));
|
|
||||||
float t1 = xDist / xMaxDist;
|
|
||||||
float t2 = yDist / (gMapHeight - gPlayerTexture.getHeight() - (SCREEN_HEIGHT - WINDOW_DEAD_ZONE));
|
|
||||||
scale = lerp(scale, std::max(SCREEN_WIDTH * 1.0f / gMapWidth, SCREEN_HEIGHT * 1.0f / gMapHeight),
|
|
||||||
std::max(
|
|
||||||
std::max(t1, 0.f),
|
|
||||||
std::max(t2, 0.f)
|
|
||||||
));
|
|
||||||
printf("\rscale: %f", scale);
|
|
||||||
}
|
|
||||||
if (currentKeyStates[SDL_SCANCODE_E])
|
|
||||||
{
|
|
||||||
scale = std::max(SCREEN_WIDTH * 1.0f / gMapWidth, SCREEN_HEIGHT * 1.0f / gMapHeight);
|
|
||||||
}
|
|
||||||
Vector2D focusPoint = (playerOnePosition + playerTwoPosition + Vector2D(gPlayerTexture.getWidth(), gPlayerTexture.getHeight())) * scale / 2;
|
|
||||||
if (currentKeyStates[SDL_SCANCODE_Q])
|
|
||||||
{
|
|
||||||
focusPoint = Vector2D(gMapWidth / 2, gMapHeight / 2);
|
|
||||||
}
|
|
||||||
|
|
||||||
//viewport.x += clamp((time - previous_time) * .05f) * (focusPoint.getX() - SCREEN_WIDTH / 2 - viewport.x);
|
|
||||||
viewport.x = lerp(viewport.x, int(focusPoint.getX() - SCREEN_WIDTH / 2), (time - previous_time) * .05f);
|
|
||||||
if ((focusPoint.getX() - SCREEN_WIDTH / 2) - viewport.x <= 0.005f)
|
|
||||||
{
|
|
||||||
viewport.x = (focusPoint.getX() - SCREEN_WIDTH / 2);
|
|
||||||
}
|
|
||||||
viewport.y += clamp((time - previous_time) * .05f) * (focusPoint.getY() - SCREEN_HEIGHT / 2 - viewport.y);
|
|
||||||
if ((focusPoint.getY() - SCREEN_HEIGHT / 2) - viewport.y <= 0.005f)
|
|
||||||
{
|
|
||||||
viewport.y = (focusPoint.getY() - SCREEN_HEIGHT / 2);
|
|
||||||
|
|
||||||
}
|
|
||||||
if (viewport.x < 0)
|
|
||||||
viewport.x = 0;
|
|
||||||
if (viewport.y < 0)
|
|
||||||
viewport.y = 0;
|
|
||||||
if (viewport.x > (gMapWidth - viewport.w) * scale)
|
|
||||||
viewport.x = (gMapWidth - viewport.w) * scale;
|
|
||||||
if (viewport.y > (gMapHeight - viewport.h) * scale)
|
|
||||||
viewport.y = (gMapHeight - viewport.h) * scale;
|
|
||||||
|
|
||||||
|
|
||||||
//Clear screen
|
|
||||||
SDL_SetRenderDrawColor(gRenderer, 0, 0xFF, 0, 0xFF);
|
|
||||||
SDL_RenderClear(gRenderer);
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
for (auto& tile : gTiles)
|
|
||||||
tile.render(viewport, scale);
|
|
||||||
|
|
||||||
gPlayerTexture.render(playerOnePosition.getX() - viewport.x, playerOnePosition.getY() - viewport.y, NULL, scale);
|
|
||||||
gPlayerTexture2.render(playerTwoPosition.getX() - viewport.x, playerTwoPosition.getY() - viewport.y, NULL, scale);
|
|
||||||
|
|
||||||
//Update screen
|
|
||||||
SDL_RenderPresent(gRenderer);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
//Free resources and close SDL
|
|
||||||
close();
|
|
||||||
|
|
||||||
return 0;
|
|
||||||
}
|
|
||||||
|
|
||||||
KTile::KTile(int x, int y, TILE_TYPE tileType)
|
|
||||||
{
|
|
||||||
//Get the offsets
|
|
||||||
mBox.x = x;
|
|
||||||
mBox.y = y;
|
|
||||||
|
|
||||||
mBox.w = TILE_WIDTH;
|
|
||||||
mBox.h = TILE_HEIGHT;
|
|
||||||
|
|
||||||
//Get the tile type
|
|
||||||
mType = tileType;
|
|
||||||
|
|
||||||
}
|
|
||||||
|
|
||||||
void KTile::render(SDL_Rect& camera, float scale)
|
|
||||||
{
|
|
||||||
gTileTextures[mType].render(mBox.x - camera.x, mBox.y - camera.y, NULL, scale);
|
|
||||||
}
|
}
|
7
2dgk_5/readme.txt
Normal file
7
2dgk_5/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