[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
+56
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@@ -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
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@@ -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
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@@ -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