[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
+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);