Zadanie (5-6) 1 completed

This commit is contained in:
Michał Leśniak 2021-11-09 13:26:24 +01:00
parent 9179c4aa02
commit 752e593b55
16 changed files with 1005 additions and 706 deletions

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@ -154,11 +154,25 @@
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
<ClCompile Include="KGame.cpp" />
<ClCompile Include="KInput.cpp" />
<ClCompile Include="KTexture.cpp" />
<ClCompile Include="KTile.cpp" />
<ClCompile Include="Main.cpp" />
</ItemGroup>
<ItemGroup>
<None Include="vcpkg.json" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Constants.h" />
<ClInclude Include="GamePad.h" />
<ClInclude Include="KGame.h" />
<ClInclude Include="KInput.h" />
<ClInclude Include="KTexture.h" />
<ClInclude Include="KTile.h" />
<ClInclude Include="Utils.h" />
<ClInclude Include="KVector2d.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>

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@ -15,11 +15,49 @@
</Filter>
</ItemGroup>
<ItemGroup>
<ClCompile Include="main.cpp">
<ClCompile Include="Main.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="KTile.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="KTexture.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="KGame.cpp">
<Filter>Source Files</Filter>
</ClCompile>
<ClCompile Include="KInput.cpp">
<Filter>Source Files</Filter>
</ClCompile>
</ItemGroup>
<ItemGroup>
<None Include="vcpkg.json" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="Utils.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="Constants.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="KVector2d.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="KTile.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="KTexture.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="KGame.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="GamePad.h">
<Filter>Header Files</Filter>
</ClInclude>
<ClInclude Include="KInput.h">
<Filter>Header Files</Filter>
</ClInclude>
</ItemGroup>
</Project>

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2dgk_5/2dgk_5/Constants.h Normal file
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#pragma once
namespace KapitanGame {
namespace Constants {
constexpr const char* WINDOW_TITLE = "2DGK - Zadanie 5";
//Analog joystick dead zone
constexpr int JOYSTICK_DEAD_ZONE = 8000;
//Screen dimension constants
constexpr int WINDOW_DEAD_ZONE = 100;
constexpr int SCREEN_WIDTH = 640;
constexpr int SCREEN_HEIGHT = 480;
constexpr float SCREEN_RATIO = static_cast<float>(SCREEN_WIDTH) / SCREEN_HEIGHT;
constexpr int TILE_WIDTH = 32;
constexpr int TILE_HEIGHT = 32;
constexpr float SPEED = 0.16f;
constexpr float SMOOTH = 0.4f;
}
}

8
2dgk_5/2dgk_5/GamePad.h Normal file
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#pragma once
#include <SDL_gamecontroller.h>
namespace KapitanGame {
struct GamePad {
bool Buttons[SDL_CONTROLLER_BUTTON_MAX];
int Axis[SDL_CONTROLLER_AXIS_MAX];
};
}

359
2dgk_5/2dgk_5/KGame.cpp Normal file
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#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() {
//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
for (int i = 0; i <= static_cast<int>(TileType::Dot); ++i)
TileTextures[i].Free();
PlayerTexture.Free();
PlayerTexture2.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 viewport;
viewport.x = Constants::SCREEN_WIDTH / 2;
viewport.y = Constants::SCREEN_HEIGHT / 2;
viewport.w = Constants::SCREEN_WIDTH;
viewport.h = Constants::SCREEN_HEIGHT;
KVector2D playerOnePosition(0, 0);
KVector2D playerOneInput(0, 0);
KVector2D playerOneVelocity(0, 0);
KVector2D playerTwoPosition(0, 0);
KVector2D playerTwoInput(0, 0);
KVector2D playerTwoVelocity(0, 0);
SDL_Rect playerAreaModeGauntlet;
playerAreaModeGauntlet.x = 0;
playerAreaModeGauntlet.y = 0;
playerAreaModeGauntlet.w = Constants::SCREEN_WIDTH - Constants::WINDOW_DEAD_ZONE;
playerAreaModeGauntlet.h = Constants::SCREEN_HEIGHT - Constants::WINDOW_DEAD_ZONE;
SDL_Rect playerAreaModeZoom;
playerAreaModeZoom.x = 0;
playerAreaModeZoom.y = 0;
playerAreaModeZoom.w = (MapWidth <= MapHeight ? MapWidth : static_cast<int>(static_cast<float>(MapHeight) * Constants::SCREEN_RATIO)) - Constants::WINDOW_DEAD_ZONE;
playerAreaModeZoom.h = (MapHeight <= MapWidth ? MapHeight : static_cast<int>(static_cast<float>(MapWidth) / Constants::SCREEN_RATIO)) - Constants::WINDOW_DEAD_ZONE;
float scale = 1.f;
//Normalized direction
int xDir = 0;
int yDir = 0;
uint32_t time, previousTime;
time = previousTime = SDL_GetTicks();
printf("\n");
bool zoom = false;
//While application is running
while (!quit)
{
previousTime = time;
time = SDL_GetTicks();
playerOneInput.X = 0;
playerOneInput.Y = 0;
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();
playerTwoInput.X = Input.GetControllerAxis(Controllers::Controller1, SDL_CONTROLLER_AXIS_LEFTX);
playerTwoInput.Y = Input.GetControllerAxis(Controllers::Controller1, SDL_CONTROLLER_AXIS_LEFTY);
if (Input.IsKeyboardButtonHeld(SDL_SCANCODE_W))
{
playerOneInput.Y = -1;
}
if (Input.IsKeyboardButtonHeld(SDL_SCANCODE_S))
{
playerOneInput.Y = 1;
}
if (Input.IsKeyboardButtonHeld(SDL_SCANCODE_A))
{
playerOneInput.X = -1;
}
if (Input.IsKeyboardButtonHeld(SDL_SCANCODE_D))
{
playerOneInput.X = 1;
}
playerOneInput.Normalize();
playerOneVelocity = playerOneInput * Constants::SPEED * (1 - Constants::SMOOTH) + playerOneVelocity * Constants::SMOOTH;
playerOnePosition += playerOneVelocity;
if (Input.IsKeyboardButtonPressed(SDL_SCANCODE_F))
{
zoom = !zoom;
}
const auto& playerArea = zoom ? playerAreaModeZoom : playerAreaModeGauntlet;
// keep player one near player two
if (playerOnePosition.X < playerTwoPosition.X - playerArea.w) playerOnePosition.X = playerTwoPosition.X - playerArea.w;
if (playerOnePosition.X > playerTwoPosition.X + playerArea.w) playerOnePosition.X = playerTwoPosition.X + playerArea.w;
if (playerOnePosition.Y < playerTwoPosition.Y - playerArea.h) playerOnePosition.Y = playerTwoPosition.Y - playerArea.h;
if (playerOnePosition.Y > playerTwoPosition.Y + playerArea.h) playerOnePosition.Y = playerTwoPosition.Y + playerArea.h;
// keep player one in map
if (playerOnePosition.X < 0) playerOnePosition.X = 0;
if (playerOnePosition.X > MapWidth - PlayerTexture.GetWidth()) playerOnePosition.X = (MapWidth - PlayerTexture.GetWidth());
if (playerOnePosition.Y < 0) playerOnePosition.Y = (0);
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;
}
}

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2dgk_5/2dgk_5/KGame.h Normal file
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#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
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#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];
}
}

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2dgk_5/2dgk_5/KInput.h Normal file
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#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);
};
}

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2dgk_5/2dgk_5/KTexture.cpp Normal file
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#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;
}
}

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#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;
};
}

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2dgk_5/2dgk_5/KTile.cpp Normal file
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#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
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#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;
};
}

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#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;
}
}
};
}

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#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;
}
}
}

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//Using SDL and standard IO
#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();
}
#include "KGame.h"
int main(int argc, char* args[])
{
//Start up SDL and create window
if (!init())
{
printf("Failed to initialize!\n");
}
else
{
//Load media
if (!loadMedia())
{
printf("Failed to load media!\n");
}
else
{
//Main loop flag
bool quit = false;
KapitanGame::KGame game;
//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);
return game.Run(argc, args);
}

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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