Zad3 - start

This commit is contained in:
Michał Leśniak 2021-12-16 14:30:32 +01:00
parent 65e2f937a4
commit 86de1db6cb
62 changed files with 3355 additions and 2 deletions

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IDE: Microsoft Visual Studio 2019 IDE: Microsoft Visual Studio 2022
Kompilator: Microsoft Visual C++ Kompilator: Microsoft Visual C++
Biblioteki: SDL2 Biblioteki: SDL2, SDL2_ttf, nlohmann-json
Przetestowane pady: DualSense, DualShock 3 (ze sterownikiem/wrapperem XInputowym ScpToolkit), telefon Android (ze sterownikiem/wrapperem XInputowym HandyGamePad). Przetestowane pady: DualSense, DualShock 3 (ze sterownikiem/wrapperem XInputowym ScpToolkit), telefon Android (ze sterownikiem/wrapperem XInputowym HandyGamePad).

31
2dgk_zad3/2dgk_zad3.sln Normal file
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#pragma once
namespace KapitanGame {
namespace Constants {
constexpr const char* WINDOW_TITLE = "2DGK - Zadanie 2 (Lab 7-8)";
//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 = 200.f;
constexpr float SMOOTH = 0.4f;
constexpr float JUMP_SPEED = 200.f;
constexpr float JUMP_SHORT_SPEED = 100.f;
constexpr float GRAVITY = 200.f;
}
}

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#pragma once
namespace KapitanGame {
enum class Controllers : int {
Controller1,
Controller2,
Controller3,
Controller4
};
}

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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];
};
}

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#pragma once
#include "KPlayer.h"
#include "KPlayerController.h"
namespace KapitanGame {
;
enum class InputState : int {
Pressed,
Released,
Hold
};
struct KActionBind {
KActionBind(std::string name, const InputState expectedInputState, const std::shared_ptr<KPlayerController>& controllerObject, const KPlayerCommand command, const KPlayer player) :
Name(std::move(name)), ExpectedInputState(expectedInputState), ControllerObject(controllerObject), Command(command), Player(player) {}
std::string Name;
InputState ExpectedInputState;
std::weak_ptr<KPlayerController> ControllerObject;
KPlayerCommand Command;
KPlayer Player;
};
struct KAxisBind
{
KAxisBind(std::string name, const std::shared_ptr<KPlayerController>& controllerObject, const KPlayerAxisCommand command, const KPlayer player) :
Name(std::move(name)), ControllerObject(controllerObject), AxisCommand(command), Player(player) {}
std::string Name;
std::weak_ptr<KPlayerController> ControllerObject;
KPlayerAxisCommand AxisCommand;
KPlayer Player;
};
}

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#include "KCamera.h"
#include "KPawn.h"
#include "Utils.h"
namespace KapitanGame
{
const SDL_FRect& KCamera::GetViewport() const
{
return Viewport;
}
float KCamera::GetScale() const
{
return Scale;
}
const KVector2D& KCamera::GetFocusPoint() const
{
return FocusPoint;
}
void KCamera::Update(const std::vector<std::shared_ptr<KPawn>>& pawns, const SDL_FRect& map)
{
FocusPoint = { 0.f,0.f };
for(const auto& pawn : pawns) {
FocusPoint += pawn->GetPosition();
}
FocusPoint *= 1.f / static_cast<float>(pawns.size());
Viewport.x = Utils::Clamp(FocusPoint.X - Viewport.w / 2.f, 0.f, map.w - Viewport.w);
Viewport.y = Utils::Clamp(FocusPoint.Y - Viewport.h / 2.f, 0.f, map.h - Viewport.h);
PlayArea.x = Utils::Clamp(FocusPoint.X - PlayArea.w / 2.f, static_cast<float>(-Constants::WINDOW_DEAD_ZONE), map.w + static_cast<float>(Constants::WINDOW_DEAD_ZONE));
PlayArea.y = Utils::Clamp(FocusPoint.Y - PlayArea.h / 2.f, static_cast<float>(-Constants::WINDOW_DEAD_ZONE), map.h + static_cast<float>(Constants::WINDOW_DEAD_ZONE));
}
void KCamera::SetDebug(const SDL_FRect& map)
{
Viewport = { 0,0,Constants::SCREEN_WIDTH, Constants::SCREEN_HEIGHT };
Scale = Constants::SCREEN_RATIO > 1.f ? Constants::SCREEN_HEIGHT * 1.f / map.h : Constants::SCREEN_WIDTH * 1.f / map.w;
}
const SDL_FRect& KCamera::GetPlayArea() const
{
return PlayArea;
}
}

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#pragma once
#include <memory>
#include <SDL_rect.h>
#include <vector>
#include "Constants.h"
#include "KVector2d.h"
namespace KapitanGame
{
class KPawn;
class KCamera
{
public:
explicit KCamera(const SDL_FRect& map)
: Viewport({
(map.w - Constants::SCREEN_WIDTH) / 2.f, (map.h - Constants::SCREEN_HEIGHT) / 2.f,
Constants::SCREEN_WIDTH * 1.f,
Constants::SCREEN_HEIGHT * 1.f
}), PlayArea({
0, 0,
Constants::SCREEN_WIDTH - Constants::WINDOW_DEAD_ZONE,
Constants::SCREEN_HEIGHT - Constants::WINDOW_DEAD_ZONE
}), FocusPoint(Viewport.x + Viewport.w / 2, Viewport.y + Viewport.h / 2),
Scale(1.f)
{
}
const SDL_FRect& GetViewport() const;
float GetScale() const;
const KVector2D& GetFocusPoint() const;
void Update(const std::vector<std::shared_ptr<KPawn>>& pawns, const SDL_FRect& map);
void SetDebug(const SDL_FRect& map);
const SDL_FRect& GetPlayArea() const;
private:
SDL_FRect Viewport;
SDL_FRect PlayArea;
KVector2D FocusPoint;
float Scale;
};
}

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#include "KCircle.h"
#include <stdexcept>
#include "KRect.h"
#include "Utils.h"
namespace KapitanGame {
bool KCircle::IsCollision(const KCircle* other) const {
return (GetParent()->GetPosition() - other->GetParent()->GetPosition()).Length() < Radius + other->Radius;
}
bool KCircle::IsCollision(const KCollider* other) const
{
const auto circle = dynamic_cast<const KCircle*>(other);
if (circle != nullptr)
return IsCollision(circle);
const auto rect = dynamic_cast<const KRect*>(other);
if (rect != nullptr)
return IsCollision(rect);
throw std::runtime_error("unsupported shape");
}
KVector2D KCircle::GetSeparationVector(const KCollider* other) const
{
const auto circle = dynamic_cast<const KCircle*>(other);
if (circle != nullptr)
return GetSeparationVector(circle);
const auto rect = dynamic_cast<const KRect*>(other);
if (rect != nullptr)
return GetSeparationVector(rect);
throw std::runtime_error("unsupported shape");
}
bool KCircle::IsCollision(const KRect* other) const {
const auto f = KVector2D(Utils::Clamp(GetParent()->GetPosition().X, other->GetParent()->GetPosition().X - other->GetWidth() / 2, other->GetParent()->GetPosition().X + other->GetWidth() / 2),
Utils::Clamp(GetParent()->GetPosition().Y, other->GetParent()->GetPosition().Y - other->GetHeight() / 2, other->GetParent()->GetPosition().Y + other->GetHeight() / 2));
return (GetParent()->GetPosition() - f).Length() < Radius;
}
KVector2D KCircle::GetSeparationVector(const KCircle* other) const {
const KVector2D centerDiff = GetParent()->GetPosition() - other->GetParent()->GetPosition();
const float centerDiffLength = centerDiff.Length();
return centerDiff / centerDiffLength * (Radius + other->Radius - centerDiffLength);
}
KVector2D KCircle::GetSeparationVector(const KRect* other) const {
const float l = other->GetParent()->GetPosition().X - other->GetWidth() / 2;
const float r = other->GetParent()->GetPosition().X + other->GetWidth() / 2;
const float t = other->GetParent()->GetPosition().Y - other->GetHeight() / 2;
const float b = other->GetParent()->GetPosition().Y + other->GetHeight() / 2;
const auto f = KVector2D(Utils::Clamp(GetParent()->GetPosition().X, l, r),
Utils::Clamp(GetParent()->GetPosition().Y, t, b));
if (GetParent()->GetPosition() == f) {
const auto left = GetParent()->GetPosition().X - l + Radius;
const auto right = r - GetParent()->GetPosition().X + Radius;
const auto top = GetParent()->GetPosition().Y - t + Radius;
const auto bottom = b - GetParent()->GetPosition().Y + Radius;
return KRect::GetSeparationVector(left, right, top, bottom);
}
return (GetParent()->GetPosition() - f) / (GetParent()->GetPosition() - f).Length() * (Radius - (GetParent()->GetPosition() - f).Length());
}
KVector2D KCircle::GetSeparationVector(const SDL_FRect& map) const {
KVector2D separationVector{ 0.f,0.f };
if (GetParent()->GetPosition().X - map.x - Radius < 0)
{
separationVector.X += -(GetParent()->GetPosition().X - map.x - Radius);
}
if (GetParent()->GetPosition().X + Radius - (map.x + map.w) > 0)
{
separationVector.X += -(GetParent()->GetPosition().X - (map.x+map.w) + Radius);
}
if (GetParent()->GetPosition().Y - Radius - map.y < 0) {
separationVector.Y += -(GetParent()->GetPosition().Y - map.y - Radius);
}
if (GetParent()->GetPosition().Y + Radius - (map.y + map.h) > 0) {
separationVector.Y += -(GetParent()->GetPosition().Y - (map.y + map.h) + Radius);
}
return separationVector;
}
float KCircle::GetWidth() const
{
return Radius * 2;
}
float KCircle::GetHeight() const
{
return Radius * 2;
}
KCircle::KCircle(KObject* parent, const float radius): KCollider(parent),
Radius(radius)
{
}
float KCircle::GetRadius() const {
return Radius;
}
}

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#pragma once
#include <SDL_rect.h>
#include "KCollider.h"
#include "KVector2d.h"
namespace KapitanGame {
class KRect;
class KCircle final : public KCollider
{
public:
KCircle(KObject* parent, const float radius);
float GetRadius() const;
private:
KVector2D GetSeparationVector(const KCircle* other) const;
KVector2D GetSeparationVector(const KRect* other) const;
bool IsCollision(const KCircle* other) const;
bool IsCollision(const KRect* other) const;
public:
bool IsCollision(const KCollider* other) const override;
KVector2D GetSeparationVector(const KCollider* other) const override;
KVector2D GetSeparationVector(const SDL_FRect& map) const override;
float GetWidth() const override;
float GetHeight() const override;
private:
float Radius{ 1.f };
};
}

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#include "KCirclePawn.h"
namespace KapitanGame
{
KCirclePawn::KCirclePawn(const KVector2D& position, const KTexture& texture,
const std::shared_ptr<KPlayerController>& playerController) : KPawn(position, texture, playerController),
Collider(this, static_cast<float>(texture.GetWidth())/2.0f)
{
}
const KCollider* KCirclePawn::GetCollider() const
{
return &Collider;
}
}

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#pragma once
#include "KCircle.h"
#include "KPawn.h"
namespace KapitanGame
{
class KCirclePawn final :public KPawn
{
public:
KCirclePawn(const KVector2D& position, const KTexture& texture,
const std::shared_ptr<KPlayerController>& playerController);
const KCollider* GetCollider() const override;
private:
KCircle Collider;
};
}

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#include "KCollider.h"
namespace KapitanGame {
KCollider::KCollider(const KCollider& other) = default;
KCollider::KCollider(KCollider&& other) noexcept: Parent(other.Parent)
{
}
KCollider& KCollider::operator=(const KCollider& other)
{
if (this == &other)
return *this;
Parent = other.Parent;
return *this;
}
KCollider& KCollider::operator=(KCollider&& other) noexcept
{
if (this == &other)
return *this;
Parent = other.Parent;
return *this;
}
KCollider::KCollider(KObject* parent): Parent(parent)
{
}
KObject* KCollider::GetParent() const
{
return Parent;
}
}

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#pragma once
#include <SDL_rect.h>
#include "KObject.h"
#include "KVector2d.h"
namespace KapitanGame {
class KCollider
{
public:
KCollider(const KCollider& other);
KCollider(KCollider&& other) noexcept;
KCollider& operator=(const KCollider& other);
KCollider& operator=(KCollider&& other) noexcept;
explicit KCollider(KObject* parent);
virtual ~KCollider() = default;
virtual bool IsCollision(const KCollider* other) const = 0;
virtual KVector2D GetSeparationVector(const KCollider* other) const = 0;
virtual KVector2D GetSeparationVector(const SDL_FRect& map) const = 0;
virtual float GetWidth() const = 0;
virtual float GetHeight() const = 0;
KObject* GetParent() const;
private:
KObject* Parent;
};
}

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#include "KExit.h"
namespace KapitanGame
{
const KCollider* KExit::GetCollider() const
{
return &Collider;
}
}

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#pragma once
#include "KObject.h"
#include "KRect.h"
namespace KapitanGame
{
class KExit final :
public KObject
{
public:
KExit(const KVector2D& position, const KTexture& texture)
: KObject(position, texture),
Collider(this, texture.GetWidth() * 1.f, texture.GetHeight() * 1.f)
{
}
const KCollider* GetCollider() const override;
private:
KRect Collider;
};
}

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#include "KFont.h"
#include "KTexture.h"
namespace KapitanGame
{
KFont::KFont()
= default;
KFont::~KFont()
{
Free();
}
KFont::KFont(KFont&& other) noexcept : Font(other.Font)
{
other.Font = nullptr;
}
KFont& KFont::operator=(KFont&& other) noexcept
{
Font = other.Font;
other.Font = nullptr;
return *this;
}
bool KFont::LoadFromFile(const std::string& path, const int ptSize)
{
bool success = true;
Font = TTF_OpenFont(path.c_str(), ptSize);
if (Font == nullptr)
{
printf("Failed to load %s font! SDL_ttf Error: %s\n", path.c_str(), TTF_GetError());
success = false;
}
return success;
}
void KFont::Free()
{
if (Font != nullptr)
{
TTF_CloseFont(Font);
Font = nullptr;
}
}
KTexture KFont::GetTextTexture(const std::string& text, const SDL_Color textColor, SDL_Renderer* renderer) const
{
KTexture texture;
SDL_Surface* textSurface = TTF_RenderText_Blended(Font, text.c_str(), textColor);
if (textSurface == nullptr)
{
printf("Unable to render text surface! SDL_ttf Error: %s\n", TTF_GetError());
}
else
{
texture.LoadFromSurface(textSurface, renderer);
SDL_FreeSurface(textSurface);
}
return texture;
}
KTexture KFont::GetTextWithOutlineTexture(const std::string& text, const SDL_Color fgColor, const SDL_Color bgColor,
const int outlineSize, SDL_Renderer* renderer) const
{
KTexture texture;
const int originalOutlineSize = TTF_GetFontOutline(Font);
if (SDL_Surface* fgSurface = TTF_RenderText_Blended(Font, text.c_str(), fgColor); fgSurface == nullptr)
{
printf("Unable to render text surface! SDL_ttf Error: %s\n", TTF_GetError());
}
else
{
TTF_SetFontOutline(Font, outlineSize);
SDL_Surface* bgSurface = TTF_RenderText_Blended(Font, text.c_str(), bgColor);
TTF_SetFontOutline(Font, originalOutlineSize);
if (bgSurface == nullptr)
{
printf("Unable to render text surface! SDL_ttf Error: %s\n", TTF_GetError());
}
else
{
SDL_Rect rect = { outlineSize, outlineSize, fgSurface->w, fgSurface->h };
/* blit text onto its outline */
SDL_SetSurfaceBlendMode(fgSurface, SDL_BLENDMODE_BLEND);
SDL_BlitSurface(fgSurface, nullptr, bgSurface, &rect);
texture.LoadFromSurface(bgSurface, renderer);
SDL_FreeSurface(bgSurface);
}
SDL_FreeSurface(fgSurface);
}
return texture;
}
}

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#pragma once
#include <SDL_ttf.h>
#include <string>
namespace KapitanGame {
//Font wrapper class
class KTexture;
class KFont {
public:
KFont();
~KFont();
KFont(const KFont& other) = delete;
KFont(KFont&& other) noexcept;
KFont& operator=(const KFont& other) = delete;
KFont& operator=(KFont&& other) noexcept;
//Loads image at specified path
bool LoadFromFile(const std::string& path, int ptSize);
//Deallocates Font
void Free();
KTexture GetTextTexture(const std::string& text, SDL_Color textColor, SDL_Renderer* renderer) const;
KTexture GetTextWithOutlineTexture(const std::string& text, SDL_Color fgColor, SDL_Color bgColor, int outlineSize, SDL_Renderer* renderer) const;
private:
//The actual hardware font
TTF_Font* Font{};
};
}

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#include "KGame.h"
#include "SDL.h"
#include <SDL_ttf.h>
#include <nlohmann/json.hpp>
#include <cstdio>
#include <string>
#include <fstream>
#include <vector>
#include "Utils.h"
#include "Constants.h"
#include "KCamera.h"
#include "KCirclePawn.h"
#include "KExit.h"
#include "KRectPawn.h"
#include "KTexture.h"
#include "KTile.h"
#include "KVector2d.h"
#include "KWall.h"
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
namespace KapitanGame {
KGame::KGame() : Time(0), PreviousTime(0), Map()
{
//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();
if (TTF_Init() < 0)
{
throw std::runtime_error(Utils::StringFormat("SDL_TTF could not initialize! TTF_Error: %s", TTF_GetError()));
}
//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
Textures.clear();
Objects.clear();
Pawns.clear();
PlayerControllers.clear();
Fonts.clear();
TTF_Quit();
Input.Free();
//Destroy window
SDL_DestroyRenderer(Renderer);
SDL_DestroyWindow(Window);
Window = nullptr;
Renderer = nullptr;
//Quit SDL subsystems
SDL_Quit();
}
bool KGame::LoadLevel()
{
bool success = true;
Objects.clear();
FreePositions.clear();
/*std::ifstream levelFile;
levelFile.open("assets/levels/level" + std::to_string(LvlCounter) + ".txt");
if (levelFile.fail())
{
printf("Failed to load assets/levels/level%d.txt!\n", LvlCounter);
success = false;
}
else
{
int y = 0;
float mapWidth = 0;
std::string line;
while (std::getline(levelFile, line)) {
if (mapWidth < static_cast<float>(line.length() * Constants::TILE_WIDTH))
mapWidth = static_cast<float>(line.length()) * Constants::TILE_WIDTH;
for (auto i = 0ull; i < line.length(); ++i) {
KVector2D position{ static_cast<float>(i * Constants::TILE_WIDTH + Constants::TILE_WIDTH / 2) , static_cast<float>(y * Constants::TILE_HEIGHT + Constants::TILE_HEIGHT / 2) };
switch (line[i])
{
case '#':
Objects.emplace(std::make_pair(static_cast<int>(i), y), std::make_shared<KWall>(position, Textures["wall.bmp"]));
break;
case ' ':
FreePositions.emplace_back(position);
break;
default:
break;
}
}
++y;
}
const auto mapHeight = static_cast<float>(y * Constants::TILE_HEIGHT);
levelFile.close();
Map = { 0,0,mapWidth,mapHeight };
}*/
Map = { 0,0,Constants::SCREEN_WIDTH,Constants::SCREEN_HEIGHT };
return success;
}
void KGame::LoadPlayerPawn()
{
Pawns.clear();
KVector2D StartPosition{ 0.f, 0.f };
Pawns.emplace_back(std::make_shared<KCirclePawn>(StartPosition, Textures["P1.bmp"], PlayerControllers[static_cast<int>(KPlayer::Player1)]));
PlayerControllers[static_cast<int>(KPlayer::Player1)]->Possess(Pawns.back().get());
}
bool KGame::LoadMedia()
{
//Loading success flag
bool success = true;
for (auto player : Utils::KPlayerIterator())
{
std::string filename = "P" + std::to_string(static_cast<int>(player) + 1) + ".bmp";
Textures.emplace(filename, KTexture());
if (!Textures[filename].LoadFromFile("assets/textures/" + filename, Renderer))
{
Textures.erase(filename);
printf("Failed to load player texture image!\n");
success = false;
break;
}
PlayerControllers.emplace_back(std::make_shared<KPlayerController>(player, this));
PlayerControllers.back()->SetupInputBindings(Input);
}
Textures.emplace("wall.bmp", KTexture());
if (!Textures["wall.bmp"].LoadFromFile("assets/textures/wall.bmp", Renderer))
{
printf("Failed to load wall texture image!\n");
Textures.erase("wall.bmp");
success = false;
}
Fonts.emplace("PressStart2P-Regular", KFont());
if (!Fonts["PressStart2P-Regular"].LoadFromFile("assets/fonts/PressStart2P-Regular.ttf", 72))
{
printf("Failed to load PressStart2P-Regular font!\n");
Fonts.erase("PressStart2P-Regular");
success = false;
}
//Textures.emplace("Text_Score", Fonts["Roboto-Thin"].GetTextWithOutlineTexture("0:0", { 0xFF,0xFF,0xFF,0xFF }, { 0,0,0,0xFF }, 1, Renderer));
//Textures.emplace("Text_Winner", KTexture());
std::ifstream configFile("config.json");
if (configFile.fail()) {
printf("Failed to load config.json!\n");
success = false;
}
else {
nlohmann::json configJson;
configFile >> configJson;
configFile.close();
for (auto& player : configJson["Input"].items()) {
const auto playerEnum = Utils::GetPlayerFromString(player.key());
for (auto& axisMapping : player.value()["AxisMappings"]) {
Input.AddAxisMapping(axisMapping["AxisName"].get<std::string>(), axisMapping["Scale"].get<float>(), axisMapping["Key"].get<std::string>(), playerEnum);
}
for (auto& actionMapping : player.value()["ActionMappings"]) {
Input.AddActionMapping(actionMapping["ActionName"].get<std::string>(), actionMapping["Key"].get<std::string>(), playerEnum);
}
}
}
if (!LoadLevel())
success = false;
return success;
}
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;
KCamera camera(Map);
KCamera debugCamera(Map);
debugCamera.SetDebug(Map);
bool debug = false;
LoadPlayerPawn();
camera.Update(Pawns, Map);
Time = PreviousTime = SDL_GetTicks();
printf("\n");
//While application is running
while (!quit)
{
PreviousTime = Time;
Time = SDL_GetTicks();
float deltaTime = (Time - PreviousTime) * 0.001f;
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(Playing);
if (Input.IsKeyboardButtonPressed(SDL_SCANCODE_F1))
{
debug = !debug;
}
if (Input.IsKeyboardButtonPressed(SDL_SCANCODE_F2))
{
CollisionEnabled = !CollisionEnabled;
}
if (Playing) {
for (const auto& pc : PlayerControllers) {
pc->Update(deltaTime);
}
for (const auto& pawn : Pawns) {
if (!Playing) break;
pawn->MovementStep(deltaTime);
}
if (CollisionEnabled) {
for (const auto& pawn : Pawns) {
if (!Playing) break;
pawn->CollisionDetectionStep(Objects);
}
}
for (const auto& pawn : Pawns) {
if (!Playing) break;
pawn->CollisionDetectionWithMapStep(Map);
}
for (const auto& pawn : Pawns) {
if (!Playing) break;
pawn->CollisionDetectionWithMapStep(camera.GetPlayArea());
}
camera.Update(Pawns, Map);
}
if (!Playing)
{
if (Time > RestartTick)
{
LoadLevel();
LoadPlayerPawn();
debugCamera.SetDebug(Map);
camera.Update(Pawns, Map);
if (ShowWinner)
{
for (auto i : Utils::KPlayerIterator())
{
Scores[static_cast<int>(i)] = 0;
}
//Textures.erase("Text_Score");
//Textures.emplace("Text_Score", Fonts["Roboto-Thin"].GetTextWithOutlineTexture(Utils::StringFormat("%d:%d", Scores[0], Scores[1]), { 0xFF,0xFF,0xFF,0xFF }, { 0,0,0,0xFF }, 1, Renderer));
ShowWinner = false;
}
Playing = true;
continue;
}
}
//Clear screen
SDL_SetRenderDrawColor(Renderer, 66, 135, 245, 0xFF);
SDL_RenderClear(Renderer);
const auto& cameraInUse = debug ? debugCamera : camera;
if (Playing) {
for (const auto& object : Objects)
object.second->Render(Renderer, cameraInUse);
for (const auto& pawn : Pawns) {
pawn->Render(Renderer, cameraInUse);
}
if (const auto exit = Exit.lock()) {
const float exitX = camera.GetViewport().x + Constants::SCREEN_WIDTH / 2.f - Textures["arrow.bmp"].GetWidth() / 2.f - exit->GetPosition().X + exit->GetCollider()->GetWidth() / 2.f;
const float exitY = camera.GetViewport().y + 25.f - exit->GetPosition().Y + exit->GetCollider()->GetHeight() / 2.f;
const double degrees = atan2(-exitX, exitY) * (180.f / M_PI);
Textures["arrow.bmp"].RenderEx(Renderer, Constants::SCREEN_WIDTH / 2.f - Textures["arrow.bmp"].GetWidth() / 2.f, 25.f, degrees);
}
}
if (ShowWinner)
{
Textures["Text_Winner"].Render(Renderer, Constants::SCREEN_WIDTH / 2.f - Textures["Text_Winner"].GetWidth() / 2.f, 25.f);
}
Textures["Text_Score"].Render(Renderer, Constants::SCREEN_WIDTH / 2.f - Textures["Text_Score"].GetWidth() / 2.f, Constants::SCREEN_HEIGHT - 10.f - Textures["Text_Score"].GetHeight());
if (debug)
{
SDL_SetRenderDrawColor(Renderer, 0x00, 0x00, 0x00, 0xFF);
SDL_RenderDrawLineF(Renderer, 0, Constants::SCREEN_HEIGHT / 2.f, Constants::SCREEN_WIDTH, Constants::SCREEN_HEIGHT / 2.f);
SDL_RenderDrawLineF(Renderer, Constants::SCREEN_WIDTH / 2.f, 0, Constants::SCREEN_WIDTH / 2.f, Constants::SCREEN_HEIGHT);
SDL_SetRenderDrawColor(Renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawPointF(Renderer, camera.GetFocusPoint().X * debugCamera.GetScale(), camera.GetFocusPoint().Y * debugCamera.GetScale());
SDL_SetRenderDrawColor(Renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_FRect debugViewport = { camera.GetViewport().x * debugCamera.GetScale(),
camera.GetViewport().y * debugCamera.GetScale(),
camera.GetViewport().w * debugCamera.GetScale(),
camera.GetViewport().h * debugCamera.GetScale() };
SDL_RenderDrawRectF(Renderer, &debugViewport);
SDL_FRect debug2Viewport = { camera.GetPlayArea().x * debugCamera.GetScale(),
camera.GetPlayArea().y * debugCamera.GetScale(),
camera.GetPlayArea().w * debugCamera.GetScale(),
camera.GetPlayArea().h * debugCamera.GetScale() };
SDL_SetRenderDrawColor(Renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawRectF(Renderer, &debug2Viewport);
}
//Update screen
SDL_RenderPresent(Renderer);
}
}
return 0;
}
}

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#pragma once
#include <memory>
#include "KTexture.h"
#include <vector>
#include <SDL_render.h>
#include "KFont.h"
#include "KInput.h"
#include "Utils.h"
namespace KapitanGame {
class KExit;
class KObject;
class KGame
{
public:
KGame();
~KGame();
void Win(KPlayer player);
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;
std::unordered_map<std::pair<int, int>, std::shared_ptr<KObject>, Utils::PairHash> Objects;
std::vector<std::shared_ptr<KPawn>> Pawns;
std::vector<std::shared_ptr<KPlayerController>> PlayerControllers;
std::unordered_map<std::string, KTexture> Textures;
std::unordered_map<std::string, KFont> Fonts;
std::vector<KVector2D> FreePositions;
KInput Input;
uint32_t Time;
uint32_t PreviousTime;
SDL_FRect Map;
bool CollisionEnabled = true;
bool ShowWinner = false;
std::weak_ptr<KObject> Exit;
bool LoadLevel();
void LoadPlayerPawn();
bool LoadMedia();
int LvlCounter = 1;
bool Playing = true;
uint32_t RestartTick = -1;
short Scores[static_cast<int>(KPlayer::Player2) + 1] = { 0,0 };
};
}

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#include "KInput.h"
#include "Constants.h"
#include <SDL.h>
#include <algorithm>
namespace KapitanGame {
KInput::KInput() : GamePadsCount(0), 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();
Actions.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(const bool processInput) {
int size = 0;
const Uint8* currentKeyStates = SDL_GetKeyboardState(&size);
KeyboardInputs = std::vector<Uint8>(currentKeyStates, currentKeyStates + size);
if (processInput) {
ProcessActions();
ProcessAxes();
}
}
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;
}
}
void KInput::BindAction(const std::string& name, InputState expectedInputState,
const std::shared_ptr<KPlayerController>& controllerObject,
KPlayerCommand command, KPlayer player) {
Actions.emplace_back(name, expectedInputState, controllerObject, command, player);
}
void KInput::BindAxis(const std::string& name, const std::shared_ptr<KPlayerController>& controllerObject, KPlayerAxisCommand command, KPlayer player)
{
Axes.emplace_back(name, controllerObject, command, player);
}
bool KInput::CheckAction(const std::string& name, const InputState expectedInputState, KPlayer player) {
const auto keyBindRange = KeyBinds[static_cast<int>(player)].equal_range(name);
for (auto keyBind = keyBindRange.first; keyBind != keyBindRange.second; ++keyBind) {
switch (expectedInputState) {
case InputState::Pressed:
if (IsKeyboardButtonPressed(keyBind->second)) {
return true;
}
break;
case InputState::Released:
if (IsKeyboardButtonReleased(keyBind->second)) {
return true;
}
break;
case InputState::Hold:
if (IsKeyboardButtonHeld(keyBind->second)) {
return true;
}
break;
}
}
const auto buttonBindRange = ButtonBinds[static_cast<int>(player)].equal_range(name);
for (auto buttonBind = buttonBindRange.first; buttonBind != buttonBindRange.second; ++buttonBind) {
switch (expectedInputState) {
case InputState::Pressed:
if (IsControllerButtonPressed(buttonBind->second.first, buttonBind->second.second)) {
return true;
}
break;
case InputState::Released:
if (IsControllerButtonReleased(buttonBind->second.first, buttonBind->second.second)) {
return true;
}
break;
case InputState::Hold:
if (IsControllerButtonHeld(buttonBind->second.first, buttonBind->second.second)) {
return true;
}
break;
}
}
return false;
}
void KInput::ProcessActions() {
for (auto& action : Actions) {
if (CheckAction(action.Name, action.ExpectedInputState, action.Player)) {
if (auto obj = action.ControllerObject.lock())
std::invoke(action.Command, obj);
}
}
}
void KInput::ProcessAxes()
{
for (auto& axis : Axes) {
if (auto obj = axis.ControllerObject.lock())
std::invoke(axis.AxisCommand, obj, GetAxisValue(axis.Name, axis.Player));
}
}
void KInput::AddAxisMapping(const std::string& name, const float& scale, const std::string& key, const KPlayer& player)
{
if (key.rfind("Gamepad", 0) == 0) {
const auto delimiterPosition = key.find('_', 7);
const auto controllerIndex = static_cast<Controllers>(std::stoi(key.substr(7, delimiterPosition)));
auto axis = key.substr(delimiterPosition + 1);
std::for_each(axis.begin(), axis.end(), [](char& c) {
c = ::tolower(c);
});
ControllerAxisBinds[static_cast<int>(player)].emplace(name, KControllerAxisMapping(controllerIndex, SDL_GameControllerGetAxisFromString(axis.c_str()), scale));
}
else {
SDL_Scancode scanCode = SDL_GetScancodeFromName(key.c_str());
if (scanCode != SDL_SCANCODE_UNKNOWN) {
KeyAxisBinds[static_cast<int>(player)].emplace(name, std::make_pair(scanCode, scale));
}
}
}
void KInput::AddActionMapping(const std::string& name, const std::string& key, const KPlayer& player)
{
if (key.rfind("Gamepad", 0) == 0) {
const auto delimiterPosition = key.find('_', 7);
const auto controllerIndex = static_cast<Controllers>(std::stoi(key.substr(7, delimiterPosition)));
auto button = key.substr(delimiterPosition + 1);
std::for_each(button.begin(), button.end(), [](char& c) {
c = ::tolower(c);
});
ButtonBinds[static_cast<int>(player)].emplace(name, std::make_pair(controllerIndex, SDL_GameControllerGetButtonFromString(button.c_str())));
}
else {
SDL_Scancode scanCode = SDL_GetScancodeFromName(key.c_str());
if (scanCode != SDL_SCANCODE_UNKNOWN) {
KeyBinds[static_cast<int>(player)].emplace(name, scanCode);
}
}
}
bool KInput::IsControllerButtonPressed(const Controllers controllerId, const SDL_GameControllerButton button) const
{
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::IsControllerButtonReleased(const Controllers controllerId, const SDL_GameControllerButton button) const
{
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) const
{
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) const
{
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) const
{
if (scanCode > KeyboardInputs.size() || scanCode > LastKeyboardInputs.size())
return false;
return KeyboardInputs[scanCode] && KeyboardInputs[scanCode] != LastKeyboardInputs[scanCode];
}
bool KInput::IsKeyboardButtonReleased(const Uint8 scanCode) const
{
if (scanCode > KeyboardInputs.size() || scanCode > LastKeyboardInputs.size())
return false;
return !KeyboardInputs[scanCode] && KeyboardInputs[scanCode] != LastKeyboardInputs[scanCode];
}
float KInput::GetAxisValue(const std::string& name, const KPlayer& player) const
{
float value = 0.f;
const auto keyAxisBindRange = KeyAxisBinds[static_cast<int>(player)].equal_range(name);
for (auto keyAxisBind = keyAxisBindRange.first; keyAxisBind != keyAxisBindRange.second; ++keyAxisBind) {
if (IsKeyboardButtonHeld(keyAxisBind->second.first)) {
value += 1.0f * keyAxisBind->second.second;
}
}
const auto controllerAxisBindRange = ControllerAxisBinds[static_cast<int>(player)].equal_range(name);
for (auto controllerAxisBind = controllerAxisBindRange.first; controllerAxisBind != controllerAxisBindRange.second; ++controllerAxisBind) {
value += GetControllerAxis(controllerAxisBind->second.Controller, controllerAxisBind->second.Axis) * controllerAxisBind->second.Scale;
}
return value;
}
bool KInput::IsKeyboardButtonHeld(const Uint8 scanCode) const
{
if (scanCode > KeyboardInputs.size())
return false;
return KeyboardInputs[scanCode];
}
}

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#pragma once
#include <SDL_events.h>
#include <unordered_map>
#include <vector>
#include "Controllers.h"
#include "GamePad.h"
#include "KActionBind.h"
#include "KPlayer.h"
namespace KapitanGame {
struct KControllerAxisMapping {
KControllerAxisMapping(const Controllers controller, const SDL_GameControllerAxis axis, const float scale) : Controller(controller), Axis(axis), Scale(scale) {}
Controllers Controller;
SDL_GameControllerAxis Axis;
float Scale;
};
class KInput {
std::vector<SDL_GameController*> ConnectedControllers;
std::vector<GamePad> ControllerInputs;
std::vector<GamePad> LastControllerInputs;
std::vector<Uint8> KeyboardInputs;
std::vector<Uint8> LastKeyboardInputs;
std::vector<KActionBind> Actions;
std::vector<KAxisBind> Axes;
std::unordered_multimap<std::string, Uint8> KeyBinds[static_cast<int>(KPlayer::Player2) + 1];
std::unordered_multimap<std::string, std::pair<Controllers, SDL_GameControllerButton>> ButtonBinds[static_cast<int>(KPlayer::Player2) + 1];
std::unordered_multimap<std::string, KControllerAxisMapping> ControllerAxisBinds[static_cast<int>(KPlayer::Player2) + 1];
std::unordered_multimap<std::string, std::pair<Uint8, float>> KeyAxisBinds[static_cast<int>(KPlayer::Player2) + 1];
int GamePadsCount;
bool Initialized;
void ProcessActions();
void ProcessAxes();
public:
KInput();
void Init();
void Free();
void HandleInputPreEvents();
void HandleInputPostEvents(bool processInput);
void HandleEvent(const SDL_Event& event);
void BindAction(const std::string& name, InputState expectedInputState, const std::shared_ptr<KPlayerController>& controllerObject, KPlayerCommand command, KPlayer player);
void BindAxis(const std::string& name, const std::shared_ptr<KPlayerController>& controllerObject, KPlayerAxisCommand command, KPlayer player);
bool CheckAction(const std::string& name, InputState expectedInputState, KPlayer player);
void AddAxisMapping(const std::string& name, const float& scale, const std::string& key, const KPlayer& player);
void AddActionMapping(const std::string& name, const std::string& key, const KPlayer& player);
bool IsControllerButtonPressed(Controllers controllerId, SDL_GameControllerButton button) const;
bool IsControllerButtonReleased(Controllers controllerId, SDL_GameControllerButton button) const;
bool IsControllerButtonHeld(Controllers controllerId, SDL_GameControllerButton button) const;
float GetControllerAxis(Controllers controllerId, SDL_GameControllerAxis axis) const;
bool IsKeyboardButtonHeld(Uint8 scanCode) const;
bool IsKeyboardButtonPressed(Uint8 scanCode) const;
bool IsKeyboardButtonReleased(Uint8 scanCode) const;
float GetAxisValue(const std::string& name, const KPlayer& player) const;
};
}

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#include "KObject.h"
#include "KCamera.h"
namespace KapitanGame
{
std::atomic<int> KObject::IdCounter{ 0 };
KObject::KObject(const KVector2D& position, const KTexture& texture) :
Id(++IdCounter), Position(position), Texture(texture)
{
}
void KObject::Render(SDL_Renderer* renderer, const KCamera& camera) const
{
Texture.Render(renderer, Position.X - Texture.GetWidth() / 2.f - camera.GetViewport().x, Position.Y - Texture.GetHeight() / 2.f - camera.GetViewport().y, nullptr, camera.GetScale());
}
KVector2D KObject::GetPosition() const
{
return Position;
}
}

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#pragma once
#include <atomic>
#include "KTexture.h"
#include "KVector2d.h"
namespace KapitanGame
{
class KCamera;
class KCollider;
class KObject
{
public:
KObject(const KVector2D& position, const KTexture& texture);
virtual ~KObject() = default;
void Render(SDL_Renderer* renderer, const KCamera& camera) const;
KVector2D GetPosition() const;
virtual const KCollider* GetCollider() const = 0;
const int Id;
static std::atomic<int> IdCounter;
protected:
KVector2D Position{ 0.f, 0.f };
private:
const KTexture& Texture;
};
}

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#include "KPawn.h"
#include <memory>
#include <typeinfo>
#include <unordered_map>
#include "Constants.h"
#include "KPlayerController.h"
#include "KExit.h"
namespace KapitanGame
{
void KPawn::CollisionDetectionStep(const std::unordered_map<std::pair<int, int>, std::shared_ptr<KObject>, Utils::PairHash>& objects)
{
if (GetCollider() == nullptr) return;
const auto xPos = static_cast<int>(GetPosition().X / Constants::TILE_WIDTH);
const auto yPos = static_cast<int>(GetPosition().Y / Constants::TILE_HEIGHT);
for (const auto& [oX, oY] : std::initializer_list<std::pair<int, int>>{ {0, 0}, {-1,0}, {1,0}, {0,-1}, {0,1}, {-1,-1}, {1,1}, {1,-1}, {-1,1} })
{
try {
const auto& other = objects.at({ xPos + oX, yPos + oY });
if (other->GetCollider() == nullptr) continue;
if (other->Id == Id) continue;
if (GetCollider()->IsCollision(other->GetCollider())) {
if (typeid(*other) == typeid(KExit)) {
if (const auto pc = PlayerController.lock()) {
//pc->NotifyWin();
}
return;
}
const auto separationVector = GetCollider()->GetSeparationVector(other->GetCollider());
Position += separationVector;
if (separationVector.Y < 0)
{
Velocity.Y = 0;
Grounded = true;
}
}
}
catch (std::out_of_range&)
{
}
}
}
void KPawn::MovementStep(const float& timeStep)
{
Position.X += Velocity.X * timeStep;
Position.Y += Velocity.Y * timeStep + 1.f / 2.f * Constants::GRAVITY * timeStep * timeStep;
Velocity.Y += Constants::GRAVITY * timeStep;
}
void KPawn::CollisionDetectionWithMapStep(const SDL_FRect& map)
{
const auto separationVector = GetCollider()->GetSeparationVector(map);
Position += separationVector;
if (separationVector.Y < 0)
{
Velocity.Y = 0;
Grounded = true;
}
}
void KPawn::AddXMovementInput(const float& input)
{
Velocity.X = input * Constants::SPEED * (1 - Constants::SMOOTH) + Velocity.X * Constants::SMOOTH;
}
void KPawn::StopJump() {
if (!Grounded) {
if (Velocity.Y < -Constants::JUMP_SHORT_SPEED)
Velocity.Y = -Constants::JUMP_SHORT_SPEED;
}
}
void KPawn::StartJump() {
if (Grounded) {
Grounded = false;
Velocity.Y = -Constants::JUMP_SPEED;
}
}
}

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#pragma once
#include <memory>
#include <unordered_map>
#include "KObject.h"
#include "Utils.h"
namespace KapitanGame
{
class KPlayerController;
class KPawn : public KObject
{
public:
KPawn(const KVector2D& position, const KTexture& texture,
const std::shared_ptr<KPlayerController>& playerController)
: KObject(position, texture),
PlayerController(playerController)
{
}
void CollisionDetectionStep(const std::unordered_map<std::pair<int, int>, std::shared_ptr<KObject>, Utils::PairHash>& objects);
void MovementStep(const float& timeStep);
void CollisionDetectionWithMapStep(const SDL_FRect& map);
void AddXMovementInput(const float& input);
void StopJump();
void StartJump();
private:
const std::weak_ptr<KPlayerController> PlayerController;
KVector2D Velocity{ 0.f, 0.f };
bool Grounded;
};
}

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#pragma once
namespace KapitanGame {
enum class KPlayer : int {
Player1,
Player2
};
}

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#include "KPlayerController.h"
#include "KGame.h"
#include "KInput.h"
namespace KapitanGame {
void KPlayerController::SetupInputBindings(KInput& input)
{
input.BindAxis("MoveX", shared_from_this(), &KPlayerController::MoveXAxis, Player);
input.BindAction("Jump", InputState::Pressed, shared_from_this(), &KPlayerController::StartJump, Player);
input.BindAction("Jump", InputState::Released, shared_from_this(), &KPlayerController::StopJump, Player);
}
void KPlayerController::MoveXAxis(const float axis)
{
Input.X += axis;
}
void KPlayerController::StartJump() {
InputStartJump = true;
}
void KPlayerController::StopJump() {
InputStopJump = true;
}
void KPlayerController::Update(float deltaTime)
{
Input.Normalize();
if (Pawn != nullptr) {
Pawn->AddXMovementInput(Input.X);
if (InputStartJump)
Pawn->StartJump();
if (InputStopJump)
Pawn->StopJump();
}
Input *= 0;
InputStartJump = false;
InputStopJump = false;
}
void KPlayerController::Possess(KPawn* pawn)
{
Pawn = pawn;
}
void KPlayerController::UnPossess()
{
Pawn = nullptr;
}
const KPlayer& KPlayerController::GetPlayer() const
{
return Player;
}
}

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#pragma once
#include "KPawn.h"
#include "KPlayer.h"
#include "KVector2d.h"
namespace KapitanGame {
class KGame;
class KInput;
class KPlayerController : public std::enable_shared_from_this<KPlayerController>
{
public:
KPlayerController(const KPlayer player, KGame* const game)
: Player(player),
Game(game)
{
}
void SetupInputBindings(KInput& input);
void MoveXAxis(float axis);
void StartJump();
void StopJump();
void Update(float deltaTime);
void NotifyWin() const;
void Possess(KPawn* pawn);
void UnPossess();
const KPlayer& GetPlayer() const;
private:
KVector2D Input{ 0.f, 0.f };
const KPlayer Player;
KPawn* Pawn{};
KGame* Game;
bool InputStartJump{};
bool InputStopJump{};
};
typedef void (KPlayerController::* KPlayerCommand)();
typedef void (KPlayerController::* KPlayerAxisCommand)(float input);
}

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#include "KRect.h"
#include "KCircle.h"
#include "Utils.h"
namespace KapitanGame {
float KRect::GetWidth() const {
return Width;
}
float KRect::GetHeight() const {
return Height;
}
KVector2D KRect::GetSeparationVector(const float left, const float right, const float top, const float bottom) {
const auto x = left < right ? -left : right;
const auto y = top < bottom ? -top : bottom;
auto vX = x;
auto vY = y;
if (fabs(x) < fabs(y))
vY = 0;
if (fabs(x) > fabs(y))
vX = 0;
return { vX, vY };
}
KVector2D KRect::GetSeparationVector(const KCircle* other) const {
const float l = GetLeft();
const float r = GetRight();
const float t = GetTop();
const float b = GetBottom();
const auto f = KVector2D(Utils::Clamp(other->GetParent()->GetPosition().X, l, r),
Utils::Clamp(other->GetParent()->GetPosition().Y, t, b));
if (other->GetParent()->GetPosition() == f) {
const auto left = other->GetParent()->GetPosition().X - l + other->GetRadius();
const auto right = r - other->GetParent()->GetPosition().X + other->GetRadius();
const auto top = other->GetParent()->GetPosition().Y - t + other->GetRadius();
const auto bottom = b - other->GetParent()->GetPosition().Y + other->GetRadius();
return GetSeparationVector(left, right, top, bottom) * -1.f;
}
return (other->GetParent()->GetPosition() - f) / (other->GetParent()->GetPosition() - f).Length() * (other->GetRadius() - (other->GetParent()->GetPosition() - f).Length()) * 1.f;
}
KVector2D KRect::GetSeparationVector(const KRect* other) const {
const auto left = GetRight() - other->GetLeft();
const auto right = other->GetRight() - GetLeft();
const auto top = GetBottom() - other->GetTop();
const auto bottom = other->GetBottom() - GetTop();
return GetSeparationVector(left, right, top, bottom);
}
bool KRect::IsCollision(const KCircle* other) const {
const auto f = KVector2D(Utils::Clamp(other->GetParent()->GetPosition().X, GetLeft(), GetRight()),
Utils::Clamp(other->GetParent()->GetPosition().Y, GetTop(), GetBottom()));
return (other->GetParent()->GetPosition() - f).Length() < other->GetRadius();
}
float KRect::GetLeft() const
{
return GetParent()->GetPosition().X - Width / 2;
}
float KRect::GetRight() const
{
return GetParent()->GetPosition().X + Width / 2;
}
float KRect::GetBottom() const
{
return GetParent()->GetPosition().Y + Height / 2;
}
float KRect::GetTop() const
{
return GetParent()->GetPosition().Y - Height / 2;
}
bool KRect::IsCollision(const KRect* other) const {
return GetRight() >= other->GetLeft()
&& other->GetRight() >= GetLeft()
&& GetBottom() >= other->GetTop()
&& other->GetBottom() >= GetTop();
}
bool KRect::IsCollision(const KCollider* other) const
{
const auto circle = dynamic_cast<const KCircle*>(other);
if (circle != nullptr)
return IsCollision(circle);
const auto rect = dynamic_cast<const KRect*>(other);
if (rect != nullptr)
return IsCollision(rect);
throw std::runtime_error("unsupported shape");
}
KVector2D KRect::GetSeparationVector(const KCollider* other) const
{
const auto circle = dynamic_cast<const KCircle*>(other);
if (circle != nullptr)
return GetSeparationVector(circle);
const auto rect = dynamic_cast<const KRect*>(other);
if (rect != nullptr)
return GetSeparationVector(rect);
throw std::runtime_error("unsupported shape");
}
KVector2D KRect::GetSeparationVector(const SDL_FRect& map) const
{
KVector2D separationVector{ 0.f,0.f };
if (GetParent()->GetPosition().X - map.x - GetWidth() / 2 < 0)
{
separationVector.X += -(GetParent()->GetPosition().X - map.x - GetWidth() / 2);
}
if (GetParent()->GetPosition().X + GetWidth() / 2 - (map.x + map.w) > 0)
{
separationVector.X += -(GetParent()->GetPosition().X - (map.x + map.w) + GetWidth() / 2);
}
if (GetParent()->GetPosition().Y - GetHeight() / 2 - map.y < 0) {
separationVector.Y += -(GetParent()->GetPosition().Y - map.y - GetHeight() / 2);
}
if (GetParent()->GetPosition().Y + GetHeight() / 2 - (map.y + map.h) > 0) {
separationVector.Y += -(GetParent()->GetPosition().Y - (map.y + map.h) + GetHeight() / 2);
}
return separationVector;
}
}

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#pragma once
#include <SDL_rect.h>
#include "KCollider.h"
namespace KapitanGame {
class KCircle;
class KRect final : public KCollider
{
public:
KRect(KObject* parent, const float width, const float height)
: KCollider(parent),
Width(width),
Height(height)
{
}
float GetWidth() const override;
float GetHeight() const override;
static KVector2D GetSeparationVector(float left, float right, float top, float bottom);
bool IsCollision(const KCollider* other) const override;
KVector2D GetSeparationVector(const KCollider* other) const override;
KVector2D GetSeparationVector(const SDL_FRect& map) const override;
private:
KVector2D GetSeparationVector(const KCircle* other) const;
KVector2D GetSeparationVector(const KRect* other) const;
bool IsCollision(const KCircle* other) const;
float GetLeft() const;
float GetRight() const;
float GetBottom() const;
float GetTop() const;
bool IsCollision(const KRect* other) const;
float Width;
float Height;
};
}

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#include "KRectPawn.h"
namespace KapitanGame
{
KRectPawn::KRectPawn(const KVector2D& position, const KTexture& texture,
const std::shared_ptr<KPlayerController>& playerController) : KPawn(position, texture, playerController),
Collider(this, texture.GetWidth(), texture.GetHeight())
{
}
const KCollider* KRectPawn::GetCollider() const
{
return &Collider;
}
}

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#pragma once
#include "KPawn.h"
#include "KRect.h"
namespace KapitanGame
{
class KRectPawn final :
public KPawn
{
public:
KRectPawn(const KVector2D& position, const KTexture& texture,
const std::shared_ptr<KPlayerController>& playerController);
const KCollider* GetCollider() const override;
private:
KRect Collider;
};
}

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#include "KTexture.h"
namespace KapitanGame {
KTexture::KTexture() : Texture(nullptr), Width(0), Height(0)
{
}
KTexture::KTexture(KTexture&& other) noexcept
: Texture(other.Texture),
Width(other.Width),
Height(other.Height) {
other.Texture = nullptr;
other.Width = 0;
other.Height = 0;
}
KTexture& KTexture::operator=(KTexture&& other) noexcept {
if (this == &other)
return *this;
Texture = other.Texture;
Width = other.Width;
Height = other.Height;
other.Texture = nullptr;
other.Width = 0;
other.Height = 0;
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;
}
bool KTexture::LoadFromSurface(SDL_Surface* surface, SDL_Renderer* renderer)
{
Free();
Texture = SDL_CreateTextureFromSurface(renderer, surface);
if (Texture == nullptr)
{
printf("Unable to create texture from surface! SDL Error: %s\n", SDL_GetError());
}
else
{
Width = surface->w;
Height = surface->h;
}
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 float x, const float y, SDL_Rect* clip, const float scale) const
{
if (Texture == nullptr) return;
//Set rendering space and render to screen
SDL_FRect renderQuad = {
x * scale, y * scale,
Width * scale, Height * scale
};
//Set clip rendering dimensions
if (clip != nullptr)
{
renderQuad.w = clip->w;
renderQuad.h = clip->h;
}
//Render to screen
SDL_RenderCopyF(renderer, Texture, clip, &renderQuad);
}
void KTexture::RenderEx(SDL_Renderer* renderer, const float x, const float y, const double degrees) const
{
if (Texture == nullptr) return;
//Set rendering space and render to screen
const SDL_FRect renderQuad = {
x , y ,
static_cast<float>(Width) , static_cast<float>(Height)
};
//Render to screen
SDL_RenderCopyExF(renderer, Texture, nullptr, &renderQuad, degrees, nullptr, SDL_FLIP_NONE);
}
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) = delete;
KTexture(KTexture&& other) noexcept;
KTexture& operator=(const KTexture& other) = delete;
KTexture& operator=(KTexture&& other) noexcept;
//Loads image at specified path
bool LoadFromFile(const std::string& path, SDL_Renderer* renderer);
bool LoadFromSurface(SDL_Surface* surface, SDL_Renderer* renderer);
//Deallocates texture
void Free();
//Renders texture at given point
void Render(SDL_Renderer* renderer, float x, float y, SDL_Rect* clip = nullptr, float scale = 1.f) const;
void RenderEx(SDL_Renderer* renderer, float x, float y, double degrees) 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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#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);
}
}

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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,
Wall = 1
};
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 <cfloat>
#define _USE_MATH_DEFINES
#include <cmath>
namespace KapitanGame {
struct KVector2D {
float X;
float Y;
KVector2D(const float x, const float y) : X(x), Y(y) {}
float Length() const { return sqrt(X * X + Y * Y); }
float Length2() const { return X * X + Y * Y; }
bool operator==(const KVector2D& v2) const {
return (*this - v2).Length2() < FLT_EPSILON * FLT_EPSILON;
}
KVector2D operator+(const KVector2D& v2) const {
return { X + v2.X, Y + v2.Y };
}
friend KVector2D& operator+=(KVector2D& v1, const KVector2D& v2) {
v1.X += v2.X;
v1.Y += v2.Y;
return v1;
}
KVector2D operator*(const float scalar) const
{
return { X * scalar, Y * scalar };
}
KVector2D& operator*=(const float scalar) {
X *= scalar;
Y *= scalar;
return *this;
}
KVector2D operator-(const KVector2D& v2) const {
return { X - v2.X, Y - v2.Y };
}
friend KVector2D& operator-=(KVector2D& v1, const KVector2D& v2) {
v1.X -= v2.X;
v1.Y -= v2.Y;
return v1;
}
KVector2D operator/(const float scalar) const
{
return { X / scalar, Y / scalar };
}
KVector2D& operator/=(const float scalar) {
X /= scalar;
Y /= scalar;
return *this;
}
float DotProduct(const KVector2D& v2) const {
return DotProduct(*this, v2);
}
KVector2D Reflect(const KVector2D& normal) const {
return Reflect(normal, *this);
}
void Normalize() {
const float l = Length();
if (l > 1.f) {
(*this) *= 1 / l;
}
}
static KVector2D Reflect(const KVector2D& normal, const KVector2D& vector) {
const float dn = 2 * vector.DotProduct(normal);
return vector - normal * dn;
}
static float DotProduct(const KVector2D& v1, const KVector2D& v2) {
return v1.X * v2.X + v1.Y * v2.Y ;
}
};
}

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#include "KWall.h"
namespace KapitanGame
{
const KCollider* KWall::GetCollider() const
{
return &Collider;
}
}

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#pragma once
#include "KObject.h"
#include "KRect.h"
namespace KapitanGame
{
class KWall final :
public KObject
{
public:
KWall(const KVector2D& position, const KTexture& texture)
: KObject(position, texture),
Collider(this, texture.GetWidth() * 1.f, texture.GetHeight() * 1.f)
{
}
const KCollider* GetCollider() const override;
private:
KRect Collider;
};
}

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#include "KGame.h"
int main(int argc, char* args[])
{
KapitanGame::KGame game;
return game.Run(argc, args);
}

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#include "Utils.h"
namespace KapitanGame {
namespace Utils {
}
}

109
2dgk_zad3/2dgk_zad3/Utils.h Normal file
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#pragma once
#include <memory>
#include <string>
#include <stdexcept>
#include <random>
#include <unordered_map>
#include "KPlayer.h"
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, const T& min, const T& max)
{
return std::max(std::min(max, x), min);
}
template <class T>
constexpr const T& Clamp01(const T& x)
{
return Clamp(x, 0.f, 1.f);
}
template <class T>
constexpr const T& Lerp(const T& a, const T& b, const float& t)
{
return a + (b - a) * Clamp01(t);
}
static std::default_random_engine make_default_random_engine()
{
// This gets a source of actual, honest-to-god randomness
std::random_device source;
// Here, we fill an array of random data from the source
unsigned int random_data[10];
for (auto& elem : random_data) {
elem = source();
}
// this creates the random seed sequence out of the random data
std::seed_seq seq(random_data + 0, random_data + 10);
return std::default_random_engine{ seq };
}
inline std::default_random_engine& GetRandomEngine()
{
// Making rng static ensures that it stays the same
// Between different invocations of the function
static std::default_random_engine rng(make_default_random_engine());
return rng;
}
inline double RandomNumber() {
const std::uniform_real_distribution<double> dist(0.0, 1.0);
return dist(GetRandomEngine());
}
template <typename C, C BeginVal, C EndVal>
class Iterator {
typedef std::underlying_type_t<C> ValT;
int Value;
public:
explicit Iterator(const C& f) : Value(static_cast<ValT>(f)) {}
Iterator() : Value(static_cast<ValT>(BeginVal)) {}
Iterator operator++() {
++Value;
return *this;
}
C operator*() { return static_cast<C>(Value); }
Iterator begin() { return *this; } //default ctor is good
Iterator end() {
static const Iterator END_ITERATE = ++Iterator(EndVal); // cache it
return END_ITERATE;
}
bool operator!=(const Iterator& i) { return Value != i.Value; }
};
inline KPlayer GetPlayerFromString(const std::string& str)
{
static std::unordered_map<std::string, KPlayer> const TABLE = { {"Player1",KPlayer::Player1},{"Player2",KPlayer::Player2} };
const auto it = TABLE.find(str);
if (it != TABLE.end()) {
return it->second;
}
return KPlayer::Player1;
}
typedef Iterator<KPlayer, KPlayer::Player1, KPlayer::Player1> KPlayerIterator;
struct PairHash {
template <class T1, class T2>
std::size_t operator () (const std::pair<T1, T2>& p) const {
auto h1 = std::hash<T1>{}(p.first);
auto h2 = std::hash<T2>{}(p.second);
return h1 ^ h2;
}
};
}
}

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Apache License
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http://www.apache.org/licenses/
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@ -0,0 +1,93 @@
Copyright 2012 The Press Start 2P Project Authors (cody@zone38.net), with Reserved Font Name "Press Start 2P".
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at:
http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide
development of collaborative font projects, to support the font creation
efforts of academic and linguistic communities, and to provide a free and
open framework in which fonts may be shared and improved in partnership
with others.
The OFL allows the licensed fonts to be used, studied, modified and
redistributed freely as long as they are not sold by themselves. The
fonts, including any derivative works, can be bundled, embedded,
redistributed and/or sold with any software provided that any reserved
names are not used by derivative works. The fonts and derivatives,
however, cannot be released under any other type of license. The
requirement for fonts to remain under this license does not apply
to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright
Holder(s) under this license and clearly marked as such. This may
include source files, build scripts and documentation.
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copyright statement(s).
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distributed by the Copyright Holder(s).
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PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining
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in Original or Modified Versions, may be sold by itself.
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remain under this license does not apply to any document created
using the Font Software.
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This license becomes null and void if any of the above conditions are
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THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
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{
"Input": {
"Player1": {
"AxisMappings": [
{
"AxisName": "MoveX",
"Scale": 1.000000,
"Key": "D"
},
{
"AxisName": "MoveX",
"Scale": -1.000000,
"Key": "A"
},
{
"AxisName": "MoveX",
"Scale": 1.000000,
"Key": "Gamepad0_LeftX"
}
],
"ActionMappings": [
{
"ActionName": "Jump",
"Key": "Space"
},
{
"ActionName": "Jump",
"Key": "Gamepad0_A"
}
]
}
}
}

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//{{NO_DEPENDENCIES}}
// Microsoft Visual C++ generated include file.
// Used by 2dgk_zad3.rc
// Next default values for new objects
//
#ifdef APSTUDIO_INVOKED
#ifndef APSTUDIO_READONLY_SYMBOLS
#define _APS_NEXT_RESOURCE_VALUE 101
#define _APS_NEXT_COMMAND_VALUE 40001
#define _APS_NEXT_CONTROL_VALUE 1001
#define _APS_NEXT_SYMED_VALUE 101
#endif
#endif

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{
"$schema": "https://raw.githubusercontent.com/microsoft/vcpkg/master/scripts/vcpkg.schema.json",
"name": "dgk-zad3",
"version": "0.1.0",
"dependencies": [
"sdl2",
"nlohmann-json",
"sdl2-ttf"
]
}

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IDE: Microsoft Visual Studio 2022
Kompilator: Microsoft Visual C++
Biblioteki: SDL2, SDL2_ttf, nlohmann-json
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