[Added] Enemy player detection and shooting, [Moved] Lots of entity code to cpp files to avoid circular dependencies

This commit is contained in:
Ninjaws
2024-12-17 20:08:35 +01:00
parent e8c78770b5
commit 2400b0500a
21 changed files with 820 additions and 701 deletions
+33 -34
View File
@@ -8,44 +8,43 @@
#include "services/AssetService.h"
#include "services/StateService.h"
class Background {
public:
Background() {
class Background
{
public:
Background()
{
}
Background(EBackground background){
// Texture2D texture = AssetService::getInstance().getBackground(background);
TextureWrapper wrapper = TextureWrapper(AssetService::getInstance().getBackground(background), StateService::getInstance().getScreenSize(), {0,0});
wrapper.setSourceRect({0,0,wrapper.getSize().x, wrapper.getSize().y});
textures.push_back(wrapper);
Background(EBackground background)
{
TextureWrapper wrapper = TextureWrapper(AssetService::getInstance().getBackground(background), StateService::getInstance().getScreenSize(), {0, 0});
wrapper.setSourceRect({0, 0, wrapper.getSize().x, wrapper.getSize().y});
textures.push_back(wrapper);
}
Background(std::vector<TextureWrapper> backgrounds)
{
for (int i = 0; i < backgrounds.size(); i++)
{
this->textures.push_back(backgrounds[i]);
}
Background(std::vector<TextureWrapper> backgrounds){
for(int i = 0; i < backgrounds.size(); i++) {
this->textures.push_back(backgrounds[i]);
}
}
~Background(){}
// Vector2 getPosition();
// void updatePosition(Vector2 deltaPos);
// void setPosition(Vector2 position);
void draw(){
for(int i = 0; i < textures.size(); i++) {
TextureWrapper texture = textures[i];
// Rectangle sourceRect = {0, 0, texture.getSize().x, texture.getSize().y};
DrawTextureRec(texture.getTexture(), texture.getSourceRect(), texture.getPosition(),WHITE);
}
}
~Background() {}
void draw()
{
for (int i = 0; i < textures.size(); i++)
{
TextureWrapper texture = textures[i];
DrawTextureRec(texture.getTexture(), texture.getSourceRect(), texture.getPosition(), WHITE);
}
}
Vector2 getBackgroundSize() {
TextureWrapper lastbg = this->textures[this->textures.size()-1];
return {lastbg.getPosition().x + lastbg.getSize().x, lastbg.getPosition().y + lastbg.getSize().y};
}
private:
std::vector<TextureWrapper> textures;
// Vector2 position;
// Vector2 size;
Vector2 getBackgroundSize()
{
TextureWrapper lastbg = this->textures[this->textures.size() - 1];
return {lastbg.getPosition().x + lastbg.getSize().x, lastbg.getPosition().y + lastbg.getSize().y};
}
private:
std::vector<TextureWrapper> textures;
};
#endif
+3 -28
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@@ -2,11 +2,9 @@
#define BULLET_H
#include "raylib.h"
#include <cmath>
#include "entities/TextureWrapper.h"
#include "entities/Vector2i.h"
#include "services/MapService.h"
#include <iostream>
#include <cmath>
class Bullet
{
@@ -18,8 +16,6 @@ public:
this->direction = direction;
}
// ~Bullet() {}
void logic()
{
move();
@@ -31,7 +27,7 @@ public:
void draw()
{
DrawCircleGradient(position.x, position.y, size, color, BLUE);
DrawCircleGradient(position.x, position.y, size, color, BLACK);
}
bool getHasCollided()
@@ -46,37 +42,16 @@ protected:
bool hasCollided = false;
private:
// TextureWrapper object;
float direction;
float velocity = 15.0f;
void move()
{
// float directionInRadians = this->direction * M_PI / 180.0f;
position.x += velocity * cos(direction);
position.y += velocity * sin(direction);
}
void envCollision()
{
if (position.x < 0 || position.y < 0 || position.y > GetScreenHeight())
{
hasCollided = true;
return;
}
const int tileSize = MapService::getInstance().getMap().getTileSize();
Vector2i tilePos = Vector2i((int)this->position.x / tileSize, (int)this->position.y / tileSize);
if (MapService::getInstance().getMap().getColMap()[tilePos.y][tilePos.x] == 1)
{
hasCollided = true;
return;
}
}
void envCollision();
virtual void objCollision() = 0;
// void handleCollision() {
// }
};
#endif
+19 -12
View File
@@ -4,39 +4,46 @@
#include "services/AssetService.h"
#include "entities/TextureWrapper.h"
class Crate {
class Crate
{
public:
Crate() {
this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::CRATE),{32,32});
Crate()
{
this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::CRATE), {32, 32});
}
Crate(Vector2 pos) {
this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::CRATE),{32,32}, pos);
Crate(Vector2 pos)
{
this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::CRATE), {32, 32}, pos);
}
void logic() {
void logic()
{
}
bool hasBeenHit() {
bool hasBeenHit()
{
return this->hit;
}
void setHit(bool hit) {
void setHit(bool hit)
{
this->hit = hit;
}
void draw() {
void draw()
{
DrawTexture(this->texture.getTexture(), this->texture.getPosition().x, this->texture.getPosition().y, WHITE);
}
TextureWrapper& getObject() {
TextureWrapper &getObject()
{
return this->texture;
}
private:
TextureWrapper texture;
bool hit; // Whether a PBullet has hit the crate
bool hit; // Whether a PBullet has hit the crate
};
#endif
+18 -16
View File
@@ -1,20 +1,22 @@
// #ifndef EBULLET_H
// #define EBULLET_H
#ifndef EBULLET_H
#define EBULLET_H
// #include "Bullet.h"
// #include <iostream>
#include "services/AssetService.h"
#include "entities/Bullet.h"
#include <cstdint>
// class EBullet : public Bullet {
// public:
class EBullet : public Bullet
{
public:
EBullet() {}
EBullet(Vector2 pos, float angle) : Bullet(pos, angle)
{
this->color = RED;
}
// EBullet() {}
// ~EBullet() {}
private:
uint8_t damage = 1;
void objCollision() override;
};
// void detectCollision() override {
// std::cout << "Enemy bullets" << std::endl;
// }
// private:
// };
// #endif
#endif
+15 -142
View File
@@ -2,9 +2,9 @@
#define ENEMY_H
#include "raylib.h"
#include "services/MapService.h"
#include "services/AssetService.h"
#include "entities/TextureWrapper.h"
#include "entities/Vector2i.h"
#include <cmath>
class Enemy
@@ -16,6 +16,7 @@ public:
this->gunRight = TextureWrapper(AssetService::getInstance().getSprite(ESprite::ENEMY_GUN_RIGHT), {97, 27});
this->gunLeft = TextureWrapper(AssetService::getInstance().getSprite(ESprite::ENEMY_GUN_LEFT), {97, 27});
prevFrame = GetTime();
lastShot = GetTime();
/** Randomizes between 0 and 1 (+1 to get Left and Right in directions), so they dont all move in the same direction */
int randDir = (int)((int)(GetTime() * 1000000) % 2);
@@ -32,23 +33,7 @@ public:
health = maxHealth;
}
void logic()
{
if (health == 0)
{
fall();
}
else
{
walk();
checkForCollision();
animate();
// if (!hasCollided)
// {
// }
}
texture.move(velocity);
}
void logic();
void draw()
{
@@ -93,131 +78,19 @@ private:
Right,
Up
}; // Used in conjuction with spriteAnimation, makes sure sprite direction matches with enemy direction
float shotsPerSecond = 8.0f;
double lastShot;
bool playerSpotted = false;
void walk()
{
if (spriteAnimation.y == Left)
{
velocity.x = -moveSpeed;
}
else
{
velocity.x = moveSpeed;
}
}
void checkForCollision()
{
std::vector corners = getCorners();
std::vector<std::vector<int>> colMap = MapService::getInstance().getMap().getColMap();
hasCollided = false;
if (colMap[corners[2].y][corners[2].x] == 0 || colMap[corners[3].y][corners[3].x] == 0) // No ground below enemy
{
hasCollided = true;
}
else if (colMap[corners[0].y][corners[0].x] == 1 || colMap[corners[1].y][corners[1].x] == 1)
{
hasCollided = true;
}
if (hasCollided)
{
if (spriteAnimation.y == Left)
spriteAnimation.y = Right;
else
spriteAnimation.y = Left;
velocity.x *= -1;
}
}
std::vector<Vector2i> getCorners()
{
float bottom = texture.getPosition().y + texture.getSize().y + velocity.y;
float left = texture.getPosition().x + velocity.x;
float right = texture.getPosition().x + texture.getSize().x + velocity.x;
float top = texture.getPosition().y + velocity.y;
int tileSize = MapService::getInstance().getMap().getTileSize();
// Vector2i leftTop(Vector2i((int)left / tileSize, (int)(top + 5) / tileSize));
// Vector2i leftBottom(Vector2i((int)left / tileSize, (int)(bottom - 5) / tileSize));
Vector2i leftCenter = Vector2i((int)left / tileSize, (int)(bottom - texture.getSize().y / 2.0) / tileSize);
// Vector2i rightTop(Vector2i((int)right / tileSize, (int)(top + 5) / tileSize));
// Vector2i rightBottom(Vector2i((int)right / tileSize, (int)(bottom - 5) / tileSize));
Vector2i rightCenter = Vector2i((int)right / tileSize, (int)(bottom - texture.getSize().y / 2.0) / tileSize);
Vector2i bottomLeft(Vector2i((int)(left + 5) / tileSize, (int)bottom / tileSize)); // +5 to separate bottom from side
Vector2i bottomRight(Vector2i((int)(right - 5) / tileSize, (int)bottom / tileSize)); // -5 to separate bottom from side
std::vector<Vector2i> corners;
corners.push_back(leftCenter);
corners.push_back(rightCenter);
// corners.push_back(leftBottom);
// corners.push_back(rightTop);
// corners.push_back(rightBottom);
corners.push_back(bottomLeft);
corners.push_back(bottomRight);
return corners;
}
void animate()
{
if (GetTime() - prevFrame > animationDelay || hasCollided)
{
spriteAnimation.x = std::fmod(spriteAnimation.x + 1, 3);
Rectangle sourceRect = this->texture.getSourceRect();
sourceRect.x = spriteAnimation.x * this->texture.getSize().x;
sourceRect.y = spriteAnimation.y * this->texture.getSize().y;
// sourceRect.x = std::fmod(sourceRect.x, 3 * this->texture.getSize().x);
this->texture.setSourceRect(sourceRect);
prevFrame = GetTime();
}
}
void drawHealthBar()
{
float barLength = (this->texture.getSize().x / maxHealth) * health;
DrawRectangle(this->texture.getPosition().x, this->texture.getPosition().y - 12.0f, barLength, 3, RED);
}
void drawGun()
{
if (this->spriteAnimation.y == Right)
{
DrawTexturePro(
this->gunRight.getTexture(),
{0, 0, this->gunRight.getSize().x, this->gunRight.getSize().y},
{this->texture.getPosition().x + this->texture.getSize().x / 2.0f,
this->texture.getPosition().y + this->texture.getSize().y / 2.0f,
this->gunRight.getSize().x,
this->gunRight.getSize().y},
{this->gunRight.getSize().x / 3.0f, this->gunRight.getSize().y / 2.0f},
this->gunRight.getRotation(),
WHITE);
}
else if (this->spriteAnimation.y == Left)
{
DrawTexturePro(
this->gunLeft.getTexture(),
{0, 0, this->gunLeft.getSize().x, this->gunLeft.getSize().y},
{this->texture.getPosition().x + this->texture.getSize().x / 2.0f,
this->texture.getPosition().y + this->texture.getSize().y / 2.0f,
this->gunLeft.getSize().x,
this->gunLeft.getSize().y},
{this->gunLeft.getSize().x - this->gunLeft.getSize().x / 3.0f, this->gunLeft.getSize().y / 2.0f},
this->gunLeft.getRotation(),
WHITE);
}
}
void fall()
{
velocity.y += gravity;
}
void walk();
void checkForCollision();
std::vector<Vector2i> getCorners();
void animate();
void drawHealthBar();
void drawGun();
void fall();
void detectPlayer();
void shoot();
};
#endif
+15 -24
View File
@@ -10,10 +10,9 @@
#include "services/GameService.h"
#include "services/CollectableService.h"
#include "services/EnemyService.h"
#include "entities/Player.h"
#include "services/PlayerService.h"
#include "services/BulletService.h"
#include "entities/Text.h"
#include "entities/Bullet.h"
#include "entities/PBullet.h"
#include <sstream>
class Game
@@ -44,10 +43,9 @@ public:
camera.target = (Vector2){screenSize.x / 2.0f, screenSize.y / 2.0f}; // Initially at the center of the world
camera.rotation = 0.0f;
camera.zoom = 1.0f;
// this->camera = camera;
GameService::getInstance().setCamera(camera);
this->player = Player();
this->player.setPosition({200, 350});
BulletService::getInstance().initBullets();
PlayerService::getInstance().initPlayer();
this->crosshair = TextureWrapper(AssetService::getInstance().getSprite(ESprite::CROSSHAIR), {15, 15}, {0, 0}, {0, 0, 15, 15});
CollectableService::getInstance().initCollectables();
@@ -84,20 +82,19 @@ public:
if (InputService::getInstance().isKeyPressed(KEY_ENTER))
{
GameService::getInstance().setPaused(true);
AudioService::getInstance().pauseMusic();
return;
}
GameService::getInstance().bulletLogic();
BulletService::getInstance().bulletLogic();
CollectableService::getInstance().collectableLogic();
EnemyService::getInstance().enemyLogic();
this->player.logic();
if (this->player.getTexture().getPosition().x > (StateService::getInstance().getScreenSize().x / 2.0f) &&
this->player.getTexture().getPosition().x + (StateService::getInstance().getScreenSize().x / 2.0f) < background.getBackgroundSize().x)
auto& player = PlayerService::getInstance().getPlayer();
player.logic();
if (player.getTexture().getPosition().x > (StateService::getInstance().getScreenSize().x / 2.0f) &&
player.getTexture().getPosition().x + (StateService::getInstance().getScreenSize().x / 2.0f) < background.getBackgroundSize().x)
{
GameService::getInstance().getCamera().offset = {(StateService::getInstance().getScreenSize().x / 2.0f) + ((StateService::getInstance().getScreenSize().x / 2.0f) - this->player.getTexture().getPosition().x), StateService::getInstance().getScreenSize().y / 2.0f};
GameService::getInstance().getCamera().offset = {(StateService::getInstance().getScreenSize().x / 2.0f) + ((StateService::getInstance().getScreenSize().x / 2.0f) - player.getTexture().getPosition().x), StateService::getInstance().getScreenSize().y / 2.0f};
}
}
@@ -108,16 +105,11 @@ public:
this->background.draw();
// std::vector<PBullet> pbs = GameService::getInstance().getPlayerBullets();
// for (int i = 0; i < GameService::getInstance().getPlayerBullets().size(); i++)
// {
// GameService::getInstance().getPlayerBullets()[i].draw();
// }
GameService::getInstance().drawBullets();
BulletService::getInstance().drawBullets();
this->map.draw();
CollectableService::getInstance().drawCollectables();
EnemyService::getInstance().drawEnemies();
this->player.draw();
PlayerService::getInstance().getPlayer().draw();
EndMode2D();
@@ -137,7 +129,6 @@ public:
private:
Background background;
Map map;
Player player;
TextureWrapper crosshair;
std::vector<Enemy> enemies;
@@ -314,7 +305,7 @@ private:
Vector2i pixel_pos = Vector2i(5, 40);
Texture2D ammoSprite = AssetService::getInstance().getSprite(ESprite::HUD_AMMO);
Vector2i display_pos;
for (int i = 0; i < this->player.getAmmo(); i++)
for (int i = 0; i < PlayerService::getInstance().getPlayer().getAmmo(); i++)
{
if (i <= 49)
{
@@ -346,13 +337,13 @@ private:
Texture2D noHealthSprite = AssetService::getInstance().getSprite(ESprite::HUD_HEART_EMPTY);
Texture2D healthSprite = AssetService::getInstance().getSprite(ESprite::HUD_HEART);
// sVector2f coord_pos = GetWindow().mapPixelToCoords(pixel_pos);
for (int i = 0; i < this->player.getMaxHealth(); i++)
for (int i = 0; i < PlayerService::getInstance().getPlayer().getMaxHealth(); i++)
{
Vector2i pos = Vector2i(pixel_pos.x + noHealthSprite.width * i, pixel_pos.y);
// noHealthSprite[i].setPosition(coord_pos.x + noHealthTexture.getSize().x * i, coord_pos.y);
DrawTexture(noHealthSprite, pos.x, pos.y, WHITE);
}
for (int i = 0; i < this->player.getHealth(); i++)
for (int i = 0; i < PlayerService::getInstance().getPlayer().getHealth(); i++)
{
// healthSprite[i].setPosition(coord_pos.x + healthTexture.getSize().x * i, coord_pos.y);
// DrawTexture(ammoSprite, display_pos.x, display_pos.y, WHITE);
-1
View File
@@ -2,7 +2,6 @@
#define JELLY_H
#include "raylib.h"
#include "services/MapService.h"
#include "services/AssetService.h"
#include "entities/TextureWrapper.h"
+1 -33
View File
@@ -1,11 +1,8 @@
#ifndef PBULLET_H
#define PBULLET_H
#include "services/CollectableService.h"
#include "services/AssetService.h"
#include "services/EnemyService.h"
#include "entities/Bullet.h"
#include <iostream>
class PBullet : public Bullet
{
@@ -17,36 +14,7 @@ public:
}
private:
void objCollision() override
{
/** Check for collisions with creates */
for (auto &crate : CollectableService::getInstance().getCrates())
{
if(this->position.x + this->size > crate.getObject().getPosition().x && this->position.x-this->size < crate.getObject().getPosition().x + crate.getObject().getSize().x &&
this->position.y + this->size > crate.getObject().getPosition().y && this->position.y-this->size < crate.getObject().getPosition().y + crate.getObject().getSize().y) {
crate.setHit(true);
AssetService::getInstance().playSound(ESound::CRATE_BREAK);
// AssetService::getInstance().playSound(ESound::JELLY_FREED);
this->hasCollided = true;
}
}
for (auto &enemy : EnemyService::getInstance().getEnemies())
{
/** If the enemy is already falling of the map, dont allow bullets to hit it anymore */
if(enemy.getHealth() == 0)
continue;
if(this->position.x + this->size > enemy.getObject().getPosition().x && this->position.x-this->size < enemy.getObject().getPosition().x + enemy.getObject().getSize().x &&
this->position.y + this->size > enemy.getObject().getPosition().y && this->position.y-this->size < enemy.getObject().getPosition().y + enemy.getObject().getSize().y) {
enemy.takeDamage();
if(enemy.getHealth() == 0) {
AssetService::getInstance().playSound(ESound::ENEMY_DEFEATED);
}
this->hasCollided = true;
}
}
}
void objCollision() override;
};
#endif
+26 -353
View File
@@ -2,17 +2,16 @@
#define PLAYER_H
#include "raylib.h"
#include "services/AssetService.h"
#include "services/MapService.h"
#include "services/InputService.h"
#include "services/GameService.h"
#include "entities/TextureWrapper.h"
#include "enums/ECorner.h"
#include "enums/ESound.h"
#include "services/AssetService.h"
#include "entities/TextureWrapper.h"
#include "entities/Vector2i.h"
#include "entities/PBullet.h"
#include <unordered_map>
#include <algorithm>
#include <cstdint>
class PBullet;
class Player
{
@@ -35,6 +34,11 @@ public:
void logic()
{
/** Fall out of the map when the jelly has been killed */
if(this->health == 0) {
fall();
return;
}
rotateGun();
shoot();
movement();
@@ -73,6 +77,10 @@ public:
return this->max_health;
}
void takeDamage(uint8_t damage) {
this->health = std::max(health - damage, 0);
}
protected:
private:
TextureWrapper texture;
@@ -106,353 +114,18 @@ private:
uint8_t max_health = 10; // Max health of the player
bool gainedPowerup = false;
void applyGravity()
{
if (!groundCollision)
{
velocity.y += gravity;
}
else
{
// velocity.y = 0.0f;
}
}
void movement()
{
if (InputService::getInstance().isKeyDown(KEY_A))
{
spriteAnimation.y = Left;
velocity.x = -moveSpeed;
animate();
}
else if (InputService::getInstance().isKeyDown(KEY_D))
{
spriteAnimation.y = Right;
velocity.x = moveSpeed;
animate();
}
else
{
velocity.x = 0.0f;
}
positionUpdates();
handleCollision();
if (!groundCollision)
{
velocity.y += gravity;
}
else
{
velocity.y = 0.0f;
}
if (InputService::getInstance().isKeyPressed(KEY_W) && groundCollision)
{
velocity.y -= jumpPower;
}
move(velocity);
}
void move(Vector2 velocity)
{
this->texture.move(velocity);
}
void animate()
{
if (GetTime() - prevFrame > animationDelay)
{
spriteAnimation.x = std::fmod(spriteAnimation.x + 1, 3);
Rectangle sourceRect = this->texture.getSourceRect();
sourceRect.x = spriteAnimation.x * this->texture.getSize().x;
sourceRect.y = spriteAnimation.y * this->texture.getSize().y;
// sourceRect.x = std::fmod(sourceRect.x, 3 * this->texture.getSize().x);
this->texture.setSourceRect(sourceRect);
prevFrame = GetTime();
}
}
void positionUpdates()
{
const Vector2 pos = this->texture.getPosition();
const Vector2 size = this->texture.getSize();
const int tileSize = MapService::getInstance().getMap().getTileSize();
const float bottom = pos.y + size.y + velocity.y;
const float left = pos.x + velocity.x;
const float right = pos.x + size.x + velocity.x;
const float top = pos.y + velocity.y;
Vector2i topLeft(Vector2i((int)(left + 5) / tileSize, (int)top / tileSize)); // +5 to separate top from side
Vector2i topRight(Vector2i((int)(right - 5) / tileSize, (int)top / tileSize)); // -5 to separate top from side
Vector2i leftTop(Vector2i((int)left / tileSize, (int)(top + 5) / tileSize));
Vector2i leftBottom(Vector2i((int)left / tileSize, (int)(bottom - 5) / tileSize));
Vector2i rightTop(Vector2i((int)right / tileSize, (int)(top + 5) / tileSize));
Vector2i rightBottom(Vector2i((int)right / tileSize, (int)(bottom - 5) / tileSize));
Vector2i bottomLeft(Vector2i((int)(left + 5) / tileSize, (int)bottom / tileSize)); // +5 to separate bottom from side
Vector2i bottomRight(Vector2i((int)(right - 5) / tileSize, (int)bottom / tileSize)); // -5 to separate bottom from side
tiles.clear();
tiles.push_back(topLeft);
tiles.push_back(topRight);
tiles.push_back(leftTop);
tiles.push_back(leftBottom);
tiles.push_back(rightTop);
tiles.push_back(rightBottom);
tiles.push_back(bottomLeft);
tiles.push_back(bottomRight);
}
void handleCollision()
{
timesCollision.clear();
for (int i = 0; i < tiles.size(); i++)
{
if (MapService::getInstance().getMap().getColMap()[tiles[i].y][tiles[i].x] == 1)
{
timesCollision.push_back(i);
}
}
groundCollision = false;
if (timesCollision.size() > 0)
{
for (int i = 0; i < timesCollision.size(); i++)
{
if (timesCollision[i] == 0 || timesCollision[i] == 1) // Topleft and Topright
{
velocity.y = 0;
}
else if (timesCollision[i] == 2 || timesCollision[i] == 3 || // Lefttop and Leftbottom
timesCollision[i] == 4 || timesCollision[i] == 5) // Righttop and Lefttop
{
velocity.x = 0;
}
else if (timesCollision[i] == 6 || timesCollision[i] == 7) // Bottomleft and Bottomright
{
groundCollision = true;
}
}
}
// Set velocity.x based on going right or left
// Take current position of all 4 corners
// Apply velocity
// Calculate the 8 points
// Add them to a list
// Empty vector of amount of collisions
// Loop through the points
// Check the collisionmap for intersection
// If so, add item to the vector of collisions
// Set groundcollision to false
// Loop through collisions
// Based on their location (TopLeft, RightTop, etc) change the velocity
// Apply gravity if not on the floor
// If jumping and on the floor, go up
// Move using velocity
// Vector2 tempPos = this->texture.getPosition();
// this->texture.move(velocity);
// groundCollision = false;
// std::unordered_map<ECorner, bool> collisions = MapService::getInstance().getMap().checkForCollision(this->texture);
// if (collisions[ECorner::BOTTOM_LEFT] || collisions[ECorner::BOTTOM_RIGHT])
// {
// velocity.y = 0.0f;
// groundCollision = true;
// this->texture.setPosition({this->texture.getPosition().x, floorf(this->texture.getPosition().y / MapService::getInstance().getMap().getTileSize()) * MapService::getInstance().getMap().getTileSize()});
// }
// if (collisions[ECorner::LEFT_TOP] && collisions[ECorner::LEFT_BOTTOM])
// {
// velocity.x = 0.0f;
// this->texture.setPosition({ceilf(this->texture.getPosition().x / MapService::getInstance().getMap().getTileSize()) * MapService::getInstance().getMap().getTileSize(), this->texture.getPosition().y});
// }
// if (collisions[ECorner::TOP_LEFT] || collisions[ECorner::TOP_RIGHT])
// {
// velocity.y = 0.0f;
// this->texture.setPosition({this->texture.getPosition().x, (ceilf(this->texture.getPosition().y / MapService::getInstance().getMap().getTileSize())) * MapService::getInstance().getMap().getTileSize()});
// }
// if (collisions[ECorner::RIGHT_TOP] && collisions[ECorner::RIGHT_BOTTOM])
// {
// velocity.x = 0.0f;
// this->texture.setPosition({floorf(this->texture.getPosition().x / MapService::getInstance().getMap().getTileSize()) * MapService::getInstance().getMap().getTileSize(), this->texture.getPosition().y});
// }
}
void consumableCollision()
{
/** Check for collisions with ammo packs */
for (auto &ammoPack : CollectableService::getInstance().getAmmoPacks())
{
if (this->texture.getPosition().x + this->texture.getSize().x > ammoPack.getObject().getPosition().x &&
this->texture.getPosition().x<ammoPack.getObject().getPosition().x + ammoPack.getObject().getSize().x &&
this->texture.getPosition().y + this->texture.getSize().y> ammoPack.getObject().getPosition().y &&
this->texture.getPosition().y < ammoPack.getObject().getPosition().y + ammoPack.getObject().getSize().y)
{
ammoPack.setPickedUp(true);
AssetService::getInstance().playSound(ESound::AMMO_PICKUP);
ammo += ammoPack.getAmmoAmount();
}
}
/** Check for collisions with health packs */
for (auto &healthPack : CollectableService::getInstance().getHealthPacks())
{
if (this->texture.getPosition().x + this->texture.getSize().x > healthPack.getObject().getPosition().x &&
this->texture.getPosition().x<healthPack.getObject().getPosition().x + healthPack.getObject().getSize().x &&
this->texture.getPosition().y + this->texture.getSize().y> healthPack.getObject().getPosition().y &&
this->texture.getPosition().y < healthPack.getObject().getPosition().y + healthPack.getObject().getSize().y)
{
if (health < max_health)
{
healthPack.setPickedUp(true);
AssetService::getInstance().playSound(ESound::HEAL_PICKUP);
health = std::max(health + healthPack.getHealAmount(), (int)max_health);
}
}
}
/** Checks for collisions with powerups */
for (auto &powerup : CollectableService::getInstance().getPowerups())
{
if (this->texture.getPosition().x + this->texture.getSize().x > powerup.getObject().getPosition().x &&
this->texture.getPosition().x<powerup.getObject().getPosition().x + powerup.getObject().getSize().x &&
this->texture.getPosition().y + this->texture.getSize().y> powerup.getObject().getPosition().y &&
this->texture.getPosition().y < powerup.getObject().getPosition().y + powerup.getObject().getSize().y)
{
// if(health < max_health) {
powerup.setPickedUp(true);
AssetService::getInstance().playSound(ESound::POWERUP);
jumpPower += powerup.getExtraJumpPower();
gainedPowerup = true;
// health = std::max(health+powerup.getHealAmount(),(int)max_health);
// }
}
}
/** Checks for collisions with the finish flag */
auto &flag = CollectableService::getInstance().getFlag();
if (this->texture.getPosition().x + this->texture.getSize().x > flag.getObject().getPosition().x &&
this->texture.getPosition().x<flag.getObject().getPosition().x + flag.getObject().getSize().x &&
this->texture.getPosition().y + this->texture.getSize().y> flag.getObject().getPosition().y &&
this->texture.getPosition().y < flag.getObject().getPosition().y + flag.getObject().getSize().y)
{
flag.setTouched(true);
}
}
void outofboundsCheck()
{
if (this->texture.getPosition().y > StateService::getInstance().getScreenSize().y)
{
this->health = 0;
GameService::getInstance().setGameOver(true);
AudioService::getInstance().setMusic(EMusic::GAME_OVER);
AudioService::getInstance().playMusic();
}
}
void rotateGun()
{
if (GameService::getInstance().getMouseWorldPos().x > this->texture.getPosition().x + (this->gunLeft.getSize().x) && spriteAnimation.y == Right)
{
float gunRotationRight = atan2(GameService::getInstance().getMouseWorldPos().y - (this->texture.getPosition().y + this->texture.getSize().y / 2.0),
GameService::getInstance().getMouseWorldPos().x - (this->texture.getPosition().x + this->texture.getSize().x / 2.0));
this->gunRight.setRotation(gunRotationRight * 180 / M_PI);
}
else if (GameService::getInstance().getMouseWorldPos().x + (this->gunLeft.getSize().x / 2) < this->texture.getPosition().x && spriteAnimation.y == Left)
{
float gunRotationLeft = atan2(GameService::getInstance().getMouseWorldPos().y - (this->texture.getPosition().y + this->texture.getSize().y / 2.0),
(this->texture.getPosition().x + this->texture.getSize().x / 2.0) - GameService::getInstance().getMouseWorldPos().x);
this->gunLeft.setRotation(-gunRotationLeft * 180 / M_PI);
}
}
void drawGun()
{
if (GameService::getInstance().getMouseWorldPos().x > this->texture.getPosition().x + this->gunLeft.getSize().x && spriteAnimation.y == Right)
{
// + this->texture.getSize().x / 2.0f
// + this->texture.getSize().y / 2.0f
DrawTexturePro(
this->gunRight.getTexture(),
{0, 0, this->gunRight.getSize().x, this->gunRight.getSize().y},
{this->texture.getPosition().x + this->texture.getSize().x / 2.0f,
this->texture.getPosition().y + this->texture.getSize().y / 2.0f,
this->gunRight.getSize().x,
this->gunRight.getSize().y},
{this->gunRight.getSize().x / 2.0f, this->gunRight.getSize().y / 2.0f},
this->gunRight.getRotation(),
WHITE);
}
else if (GameService::getInstance().getMouseWorldPos().x + (this->gunLeft.getSize().x / 2) < this->texture.getPosition().x && spriteAnimation.y == Left)
{
DrawTexturePro(
this->gunLeft.getTexture(),
{0, 0, this->gunLeft.getSize().x, this->gunLeft.getSize().y},
{this->texture.getPosition().x + this->texture.getSize().x / 2.0f,
this->texture.getPosition().y + this->texture.getSize().y / 2.0f,
this->gunLeft.getSize().x,
this->gunLeft.getSize().y},
{this->gunLeft.getSize().x / 2.0f, this->gunLeft.getSize().y / 2.0f},
this->gunLeft.getRotation(),
WHITE);
}
}
void shoot()
{
if (InputService::getInstance().isMouseButtonDown(MOUSE_BUTTON_LEFT) && GetTime() - prevShot > firingRate && groundCollision)
{
prevShot = GetTime();
if (ammo == 0 || (GameService::getInstance().getMouseWorldPos().x > (this->texture.getPosition().x - this->gunLeft.getSize().x / 2.0f) && spriteAnimation.y == Left) ||
(GameService::getInstance().getMouseWorldPos().x < (this->texture.getPosition().x + this->texture.getSize().x + gunLeft.getSize().x / 2.0f) && spriteAnimation.y == Right))
{
// Play empty gun sound
AssetService::getInstance().playSound(ESound::NO_AMMO);
return;
}
// Play shooting sound
AssetService::getInstance().playSound(ESound::SHOOT);
ammo--;
Vector2 mouseWorldPos = GameService::getInstance().getMouseWorldPos();
if (mouseWorldPos.x > this->texture.getPosition().x + (this->gunLeft.getSize().x) && spriteAnimation.y == Right ||
mouseWorldPos.x + (this->gunLeft.getSize().x / 2) < this->texture.getPosition().x && spriteAnimation.y == Left)
{
float angleShot = atan2(mouseWorldPos.y - (this->texture.getPosition().y + this->texture.getSize().y / 2.0),
mouseWorldPos.x - (this->texture.getPosition().x + this->texture.getSize().x / 2.0));
/** Making the bullet originate from the gun's mouth */
float offsetDistance = this->gunLeft.getSize().x / 2;
float offsetX = cos(angleShot) * offsetDistance;
float offsetY = sin(angleShot) * offsetDistance;
Vector2 bulletStartLocation = {this->texture.getPosition().x + this->texture.getSize().x / 2.0f + offsetX,
this->texture.getPosition().y + this->texture.getSize().y / 2.0f + offsetY};
GameService::getInstance().addPlayerBullet(PBullet(bulletStartLocation, angleShot));
}
}
}
void applyGravity();
void movement();
void move(Vector2 velocity);
void animate();
void positionUpdates();
void handleCollision();
void consumableCollision();
void outofboundsCheck();
void rotateGun();
void drawGun();
void shoot();
void fall(); // Lets the player fall out of the map when he dies
};
#endif
-21
View File
@@ -3,7 +3,6 @@
#include "raylib.h"
#include "enums/ECorner.h"
#include <unordered_map>
class TextureWrapper {
public:
@@ -53,26 +52,6 @@ class TextureWrapper {
this->position = {this->position.x + deltaPos.x, this->position.y + deltaPos.y};
}
/** Returns the 4 corners of the texture */
// std::unordered_map<ECorner, Vector2> getCorners() {
// std::unordered_map<ECorner, Vector2> corners;
// float top = this->position.y;
// float right = this->position.x+this->size.x;
// float bottom = this->position.y + this->size.y;
// float left = this->position.x;
// float margin = 8; // Space to the corner
// corners[ECorner::TOP_LEFT] = {left+margin, top};
// corners[ECorner::TOP_RIGHT] = {right-margin, top};
// corners[ECorner::RIGHT_TOP] = {right, top+margin};
// corners[ECorner::RIGHT_BOTTOM] = {right, bottom-margin};
// corners[ECorner::BOTTOM_RIGHT] = {right-margin, bottom};
// corners[ECorner::BOTTOM_LEFT] = {left+margin, bottom};
// corners[ECorner::LEFT_BOTTOM] = {left, bottom-margin};
// corners[ECorner::LEFT_TOP] = {left, top+margin};
// return corners;
// }
private:
Texture2D texture;
Rectangle sourceRect;
+2 -1
View File
@@ -11,7 +11,8 @@ enum class ESound {
POWERUP,
PLAYER_DAMAGE,
ENEMY_DEFEATED,
VICTORY
VICTORY,
PLAYER_SPOTTED
};
#endif
+56
View File
@@ -0,0 +1,56 @@
#ifndef BULLET_SERVICE_H
#define BULLET_SERVICE_H
#include "raylib.h"
#include "services/Service.h"
#include "services/AssetService.h"
#include "entities/PBullet.h"
#include "entities/EBullet.h"
#include <optional>
#include <memory>
class BulletService : public Service<BulletService>
{
public:
void initBullets()
{
this->bullets.clear();
}
void bulletLogic()
{
for (auto it = this->bullets.begin(); it != this->bullets.end();)
{
(*it)->logic();
if ((*it)->getHasCollided())
it = this->bullets.erase(it);
else
++it;
}
}
void drawBullets()
{
for (auto it = this->bullets.begin(); it != this->bullets.end();)
{
(*it)->draw();
++it;
}
}
void addPlayerBullet(Vector2 position, float direction)
{
this->bullets.push_back(std::make_unique<PBullet>(position, direction));
}
void addEnemyBullet(Vector2 position, float direction)
{
this->bullets.push_back(std::make_unique<EBullet>(position, direction));
}
protected:
private:
std::vector<std::unique_ptr<Bullet>> bullets;
};
#endif
+13 -35
View File
@@ -1,9 +1,9 @@
#ifndef GAME_SERVICE_H
#define GAME_SERVICE_H
#include "raylib.h"
#include "services/Service.h"
#include "entities/Game.h"
#include "entities/PBullet.h"
#include "services/AudioService.h"
#include <vector>
#include <list>
@@ -23,12 +23,20 @@ public:
void setPaused(bool paused)
{
this->paused = paused;
if (this->paused)
AudioService::getInstance().pauseMusic();
}
void setGameOver(bool gameOver)
{
this->gameOver = gameOver;
if (this->gameOver)
{
AudioService::getInstance().setMusic(EMusic::GAME_OVER);
AudioService::getInstance().playMusic();
}
}
void setCamera(Camera2D camera)
{
this->camera = camera;
@@ -39,44 +47,16 @@ public:
return this->camera;
}
/**
* Returns the position of the mouse in world coordinates
*/
Vector2 getMouseWorldPos()
{
Vector2 mouseWorldPos = {GetMousePosition().x + camera.target.x - camera.offset.x, GetMousePosition().y};
return mouseWorldPos;
}
Vector2 toWorldPos(Vector2i pixelPos) {
Vector2 worldPos = {(float)pixelPos.x + camera.target.x - camera.offset.x, (float)pixelPos.y};
return worldPos;
}
void addPlayerBullet(PBullet bullet)
Vector2 toWorldPos(Vector2i pixelPos)
{
this->playerBullets.push_back(bullet);
}
void bulletLogic()
{
for (auto it = this->playerBullets.begin(); it != this->playerBullets.end();)
{
it->logic();
if (it->getHasCollided())
it = this->playerBullets.erase(it);
else
++it;
}
}
void drawBullets()
{
for (auto it = this->playerBullets.begin(); it != this->playerBullets.end();)
{
it->draw();
++it;
}
Vector2 worldPos = {(float)pixelPos.x + camera.target.x - camera.offset.x, (float)pixelPos.y};
return worldPos;
}
void resetGame()
@@ -90,8 +70,6 @@ private:
bool paused = false;
bool gameOver = false;
Camera2D camera;
std::list<PBullet> playerBullets;
};
#endif
+27
View File
@@ -0,0 +1,27 @@
#ifndef PLAYER_SERVICE_H
#define PLAYER_SERVICE_H
#include "raylib.h"
#include "services/Service.h"
#include "entities/Player.h"
#include <memory>
class PlayerService : public Service<PlayerService>
{
public:
void initPlayer()
{
this->player = std::make_unique<Player>();
this->player->setPosition({200, 350});
}
Player& getPlayer() {
return *this->player;
}
protected:
private:
std::unique_ptr<Player> player;
};
#endif