Merge pull request #2 from Ninjaws/develop

develop -> main
This commit is contained in:
2024-12-19 22:45:47 +01:00
committed by GitHub
58 changed files with 2764 additions and 361 deletions
+3 -2
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@@ -20,7 +20,8 @@
"source=./scripts,target=/app/scripts,type=bind", "source=./scripts,target=/app/scripts,type=bind",
"source=./dist,target=/app/dist,type=bind", "source=./dist,target=/app/dist,type=bind",
"source=./assets,target=/app/assets,type=bind", "source=./assets,target=/app/assets,type=bind",
"source=./include,target=/app/include,type=bind" "source=./include,target=/app/include,type=bind",
"source=./.vscode,target=/app/.vscode,type=bind"
], ],
"customizations": { "customizations": {
@@ -29,7 +30,7 @@
"extensions": [ "extensions": [
"esbenp.prettier-vscode", "esbenp.prettier-vscode",
"ms-vscode.cpptools-extension-pack", "ms-vscode.cpptools-extension-pack",
"jeff-hykin.better-cpp-syntax" "vadimcn.vscode-lldb"
] ]
} }
}, },
+14
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@@ -0,0 +1,14 @@
name: Jelly Rescue Deployment
run-name: ${{ gitea.actor }} is deploying Jelly Rescue
on:
push:
branches:
- main
jobs:
JellyRescue Runner:
runs-on: ubuntu-latest
steps:
- name: Check out repository code
uses: actions/checkout@v4
- run: docker compose up -d --build
+13
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@@ -0,0 +1,13 @@
name: Jelly Rescue Testing
run-name: ${{ gitea.actor }} is testing Jelly Rescue
on: [push]
jobs:
JellyRescue Runner:
runs-on: ubuntu-latest
steps:
- run: docker --version
- run: docker compose version
- name: Check out repository code
uses: actions/checkout@v4
# Run tests
+23
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@@ -0,0 +1,23 @@
{
"version": "0.2.0",
"configurations": [
{
"name": "Debug with LLDB",
"type": "lldb",
"request": "launch",
"program": "${workspaceFolder}/dist/jelly_rescue",
"args": [],
"cwd": "${workspaceFolder}",
"stopAtEntry": false,
"miDebuggerPath": "/usr/bin/lldb-mi",
"preLaunchTask": "build jelly_rescue",
"setupCommands": [
{
"description": "Enable pretty-printing for gdb",
"text": "-enable-pretty-printing",
"ignoreFailures": true
}
]
}
]
}
+64
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@@ -0,0 +1,64 @@
{
"files.associations": {
"array": "cpp",
"atomic": "cpp",
"bit": "cpp",
"*.tcc": "cpp",
"cctype": "cpp",
"charconv": "cpp",
"clocale": "cpp",
"cmath": "cpp",
"compare": "cpp",
"concepts": "cpp",
"cstdarg": "cpp",
"cstddef": "cpp",
"cstdint": "cpp",
"cstdio": "cpp",
"cstdlib": "cpp",
"ctime": "cpp",
"cwchar": "cpp",
"cwctype": "cpp",
"deque": "cpp",
"list": "cpp",
"string": "cpp",
"unordered_map": "cpp",
"unordered_set": "cpp",
"vector": "cpp",
"exception": "cpp",
"algorithm": "cpp",
"functional": "cpp",
"iterator": "cpp",
"memory": "cpp",
"memory_resource": "cpp",
"numeric": "cpp",
"optional": "cpp",
"random": "cpp",
"string_view": "cpp",
"system_error": "cpp",
"tuple": "cpp",
"type_traits": "cpp",
"utility": "cpp",
"initializer_list": "cpp",
"iosfwd": "cpp",
"iostream": "cpp",
"istream": "cpp",
"limits": "cpp",
"new": "cpp",
"numbers": "cpp",
"ostream": "cpp",
"span": "cpp",
"sstream": "cpp",
"stdexcept": "cpp",
"streambuf": "cpp",
"typeinfo": "cpp",
"variant": "cpp",
"format": "cpp",
"text_encoding": "cpp",
"ratio": "cpp",
"cinttypes": "cpp",
"__verbose_abort": "cpp",
"cfenv": "cpp",
"cstring": "cpp",
"fstream": "cpp"
}
}
+20
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@@ -0,0 +1,20 @@
{
"version": "2.0.0",
"tasks": [
{
"label": "build jelly_rescue",
"type": "shell",
"command": "bash",
"args": [
"-c",
"g++ -std=c++20 -g -O0 $(find src/ -name \"*.cpp\") -o dist/jelly_rescue -I./include -L$LD_LIBRARY_PATH -lraylib -lGL -lm -lpthread -ldl -lrt -lX11"
],
"group": {
"kind": "build",
"isDefault": true
},
"problemMatcher": ["$gcc"],
"detail": "Compiling the jelly_rescue project"
}
]
}
+37 -2
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@@ -8,7 +8,7 @@ RUN apt-get update \
cmake \ cmake \
libasound2-dev libx11-dev libxrandr-dev libxi-dev libgl1-mesa-dev \ libasound2-dev libx11-dev libxrandr-dev libxi-dev libgl1-mesa-dev \
libglu1-mesa-dev libxcursor-dev libxinerama-dev libwayland-dev libxkbcommon-dev \ libglu1-mesa-dev libxcursor-dev libxinerama-dev libwayland-dev libxkbcommon-dev \
sudo \ sudo lldb \
alsa-utils \ alsa-utils \
&& rm -rf /var/cache/apt/* && rm -rf /var/cache/apt/*
@@ -63,4 +63,39 @@ RUN cd libs/raylib/src && \
emar rcs libraylib.a rcore.o rshapes.o rtextures.o rtext.o rmodels.o utils.o raudio.o && \ emar rcs libraylib.a rcore.o rshapes.o rtextures.o rtext.o rmodels.o utils.o raudio.o && \
cd ../.. cd ../..
CMD ["bash"] # CMD ["bash"]
FROM development as build
RUN mkdir dist html src include assets
COPY include include
COPY src src
COPY html html
COPY assets assets
# CMD ["tail", "-f", "/dev/null"]
# Run the production build command to generate game.js and game.wasm
RUN source /app/libs/emsdk/emsdk_env.sh && \
emcc $(find src/ -name "*.cpp") -o dist/game.js -O3 -Wno-missing-braces \
-I./include -I/app/libs/raylib/build/raylib/include \
-L/app/libs/raylib/src /app/libs/raylib/src/libraylib.a \
-s ALLOW_MEMORY_GROWTH=1 -s INITIAL_MEMORY=536870912 -s MAXIMUM_MEMORY=4294967296 \
-s --preload-file assets@/assets -s USE_GLFW=3 -s ASSERTIONS=2 -DPLATFORM_WEB
# CMD ["tail", "-f", "/dev/null"]
FROM nginx:alpine as production
# Remove the default nginx index.html
RUN rm -rf /usr/share/nginx/html/*
# Copy the generated files from the production stage into the Nginx html directory
COPY --from=build /app/dist/ /usr/share/nginx/html/
COPY --from=build /app/html/index.html /usr/share/nginx/html/
# Expose port 80 to allow Nginx to serve the files
EXPOSE 80
# Start Nginx server
CMD ["nginx", "-g", "daemon off;"]
+38 -1
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@@ -1,2 +1,39 @@
# WebJelly-Rescue # WebJelly-Rescue
Jelly Rescue, but now for the web! [Jelly Rescue](https://github.com/Ninjaws/JellyGame), but now for the web!
## Installation
### Install Docker
- On Windows and Mac
```
Install Docker Desktop
Windows: https://docs.docker.com/desktop/install/windows-install/
Mac: https://docs.docker.com/desktop/install/mac-install/
```
- On Linux
```bash
# For Debian-based systems
sudo apt install -y docker.io
sudo apt install docker-compose
#For Arch-based systems
sudo pacman -S docker.io
sudo pacman -S docker-compose
# Making Docker run now and on startup
sudo systemctl start docker
sudo systemctl enable docker
# Using the CLI without sudo
sudo usermod -aG docker $USER
sudo reboot
```
## How to run
- Navigate to the root of the project
- Open a terminal
- Start the container:
```bash
docker compose up #(might take a few minutes to build)
```
- Visit https://localhost:4600 to play the game locally
- Or visit play it live [here!](https://jelly.ianvink.nl)
+13
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@@ -0,0 +1,13 @@
services:
frontend:
build:
context: .
dockerfile: Dockerfile
target: production
image: jelly-rescue-prod
container_name: jelly-rescue-prod-cont
ports:
- "4600:80"
restart: always
cpu_period: 100000 # Default is 100,000 microseconds (100ms)
cpu_quota: 30000 # 5% of the total CPU time
+114
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@@ -0,0 +1,114 @@
<!doctypehtml>
<html lang=EN-us>
<head>
<meta charset=utf-8>
<meta content="text/html; charset=utf-8" http-equiv=Content-Type>
<title>Jelly Rescue</title>
<meta content="Jelly Rescue" name=title>
<link href="https://fonts.googleapis.com/css2?family=Press+Start+2P&display=swap" rel="stylesheet">
</head>
<style>
html {
width: 100vw;
height:100vh;
background: #0C0D14;
}
body {
margin: 0px;
width:100%;
height:100%;
display:flex;
}
canvas {
margin:auto;
cursor:none;
background: black;
}
.media-player {
margin:auto;
padding: 0.5rem 0.5rem 0.5rem 0.5rem;
border-radius: 0.4rem;
display: flex;
flex-direction: column;
background: rgb(33, 34, 51);
box-shadow: inset 0px 0px 10px rgba(0, 0, 0, 0.4);
overflow: hidden;
}
.game-title {
color:ivory;
margin:0.3rem 0.5rem 0.8rem 0.5rem;
font-size: larger;
font-family: 'Press Start 2P', cursive;
text-shadow: 2px 2px 4px rgba(0, 0, 0, 0.6);
}
.links {
display: flex;
justify-content: space-between;
margin:1.2rem 0.5rem 0 0.4rem;
}
a {
height: 24px;
}
.bi-github {
margin-top:0.1rem;
width: 24px;
height: 24px;
fill: white;
}
.bi-github:hover {
transform: scale(1.2);
}
@media (max-width: 643px) {
.media-player {
width: 100%; /* Make media-player take full width */
}
canvas {
width:100%;
}
.game-title {
font-size:medium;
}
}
</style>
<body>
<div class="media-player">
<canvas id="canvas" width="640" height="544"></canvas>
<div class="links">
<span class="game-title">Jelly Rescue</span>
<a href="https://github.com/Ninjaws/WebJelly-Rescue" class="github-link" target="_blank">
<svg xmlns="http://www.w3.org/2000/svg" width="16" height="16" fill="currentColor" class="bi bi-github" viewBox="0 0 16 16">
<path d="M8 0C3.58 0 0 3.58 0 8c0 3.54 2.29 6.53 5.47 7.59.4.07.55-.17.55-.38 0-.19-.01-.82-.01-1.49-2.01.37-2.53-.49-2.69-.94-.09-.23-.48-.94-.82-1.13-.28-.15-.68-.52-.01-.53.63-.01 1.08.58 1.23.82.72 1.21 1.87.87 2.33.66.07-.52.28-.87.51-1.07-1.78-.2-3.64-.89-3.64-3.95 0-.87.31-1.59.82-2.15-.08-.2-.36-1.02.08-2.12 0 0 .67-.21 2.2.82.64-.18 1.32-.27 2-.27s1.36.09 2 .27c1.53-1.04 2.2-.82 2.2-.82.44 1.1.16 1.92.08 2.12.51.56.82 1.27.82 2.15 0 3.07-1.87 3.75-3.65 3.95.29.25.54.73.54 1.48 0 1.07-.01 1.93-.01 2.2 0 .21.15.46.55.38A8.01 8.01 0 0 0 16 8c0-4.42-3.58-8-8-8"/>
</svg>
</a>
</div>
</div>
<p id="output" />
<script>
var Module = {
print: (function() {
var element = document.getElementById('output');
if (element) element.value = '';
return function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
console.log(text);
if (element) {
element.value += text + "\n";
element.scrollTop = element.scrollHeight;
}
};
})(),
canvas: (function() {
var canvas = document.getElementById('canvas');
return canvas;
})()
};
</script>
<script src=game.js async></script>
</body>
</html>
+43
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@@ -0,0 +1,43 @@
#ifndef AMMO_PACK_H
#define AMMO_PACK_H
#include "raylib.h"
#include "services/AssetService.h"
#include "entities/TextureWrapper.h"
class AmmoPack {
public:
AmmoPack() {
this->object = TextureWrapper(AssetService::getInstance().getSprite(ESprite::AMMOPACK),{32,32});
}
void logic(){
}
void draw() {
DrawTexture(object.getTexture(), object.getPosition().x, object.getPosition().y, WHITE);
}
int getAmmoAmount() {
return this->ammoAmount;
}
void setPickedUp(bool pickedUp) {
this->pickedUp = pickedUp;
}
bool hasBeenPickedUp() {
return this->pickedUp;
}
TextureWrapper& getObject() {
return this->object;
}
private:
TextureWrapper object;
unsigned int ammoAmount = 10; // Amount of ammo replenished by the pack
bool pickedUp; // When the player has picked up the pack
};
#endif
+27 -22
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@@ -8,38 +8,43 @@
#include "services/AssetService.h" #include "services/AssetService.h"
#include "services/StateService.h" #include "services/StateService.h"
class Background { class Background
public: {
Background() { public:
Background()
{
} }
Background(EBackground background){ Background(EBackground background)
// Texture2D texture = AssetService::getInstance().getBackground(background); {
TextureWrapper wrapper = TextureWrapper(AssetService::getInstance().getBackground(background), StateService::getInstance().getScreenSize(), {0,0}); TextureWrapper wrapper = TextureWrapper(AssetService::getInstance().getBackground(background), StateService::getInstance().getScreenSize(), {0, 0});
wrapper.setSourceRect({0,0,wrapper.getSize().x, wrapper.getSize().y}); wrapper.setSourceRect({0, 0, wrapper.getSize().x, wrapper.getSize().y});
textures.push_back(wrapper); textures.push_back(wrapper);
} }
Background(std::vector<TextureWrapper> backgrounds){ Background(std::vector<TextureWrapper> backgrounds)
for(int i = 0; i < backgrounds.size(); i++) { {
for (int i = 0; i < backgrounds.size(); i++)
{
this->textures.push_back(backgrounds[i]); this->textures.push_back(backgrounds[i]);
} }
} }
~Background(){} ~Background() {}
// Vector2 getPosition(); void draw()
// void updatePosition(Vector2 deltaPos); {
// void setPosition(Vector2 position); for (int i = 0; i < textures.size(); i++)
void draw(){ {
for(int i = 0; i < textures.size(); i++) {
TextureWrapper texture = textures[i]; TextureWrapper texture = textures[i];
// Rectangle sourceRect = {0, 0, texture.getSize().x, texture.getSize().y}; DrawTextureRec(texture.getTexture(), texture.getSourceRect(), texture.getPosition(), WHITE);
DrawTextureRec(texture.getTexture(), texture.getSourceRect(), texture.getPosition(),WHITE);
} }
} }
private:
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; std::vector<TextureWrapper> textures;
// Vector2 position;
// Vector2 size;
}; };
#endif #endif
+57
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@@ -0,0 +1,57 @@
#ifndef BULLET_H
#define BULLET_H
#include "raylib.h"
#include "entities/TextureWrapper.h"
#include "entities/Vector2i.h"
#include <cmath>
class Bullet
{
public:
Bullet() {}
Bullet(Vector2 pos, float direction)
{
this->position = pos;
this->direction = direction;
}
void logic()
{
move();
hasCollided = false;
objCollision();
envCollision();
// // detectCollision();
}
void draw()
{
DrawCircleGradient(position.x, position.y, size, color, ORANGE);
}
bool getHasCollided()
{
return this->hasCollided;
}
protected:
Color color = RED;
Vector2 position;
int size = 7;
bool hasCollided = false;
private:
float direction;
float velocity = 15.0f;
void move()
{
position.x += velocity * cos(direction);
position.y += velocity * sin(direction);
}
void envCollision();
virtual void objCollision() = 0;
};
#endif
+49
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@@ -0,0 +1,49 @@
#ifndef CRATE_H
#define CRATE_H
#include "services/AssetService.h"
#include "entities/TextureWrapper.h"
class Crate
{
public:
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);
}
void logic()
{
}
bool hasBeenHit()
{
return this->hit;
}
void setHit(bool hit)
{
this->hit = hit;
}
void draw()
{
DrawTexture(this->texture.getTexture(), this->texture.getPosition().x, this->texture.getPosition().y, WHITE);
}
TextureWrapper &getObject()
{
return this->texture;
}
private:
TextureWrapper texture;
bool hit = false; // Whether a PBullet has hit the crate
};
#endif
+22
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@@ -0,0 +1,22 @@
#ifndef EBULLET_H
#define EBULLET_H
#include "services/AssetService.h"
#include "entities/Bullet.h"
#include <cstdint>
class EBullet : public Bullet
{
public:
EBullet() {}
EBullet(Vector2 pos, float angle) : Bullet(pos, angle)
{
this->color = RED;
}
private:
uint8_t damage = 1;
void objCollision() override;
};
#endif
+98
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@@ -0,0 +1,98 @@
#ifndef ENEMY_H
#define ENEMY_H
#include "raylib.h"
#include "services/AssetService.h"
#include "entities/TextureWrapper.h"
#include "entities/Vector2i.h"
#include <cmath>
#include <cstdint>
class Enemy
{
public:
Enemy()
{
this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::ENEMY), {32, 32});
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);
spriteAnimation = {0, randDir + 1};
health = maxHealth;
}
Enemy(Vector2 startPos)
{
this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::ENEMY), {32, 32}, startPos);
prevFrame = GetTime();
int randDir = (int)((int)(GetTime() * 1000000) % 2);
spriteAnimation = {0, randDir + 1};
health = maxHealth;
}
void logic();
void draw()
{
drawGun();
drawHealthBar();
DrawTextureRec(this->texture.getTexture(), this->texture.getSourceRect(), this->texture.getPosition(), WHITE);
}
TextureWrapper &getObject()
{
return this->texture;
}
uint8_t getHealth()
{
return this->health;
}
void takeDamage()
{
this->health = std::max(health - 1, 0);
}
private:
TextureWrapper texture;
TextureWrapper gunLeft;
TextureWrapper gunRight;
uint8_t health;
uint8_t maxHealth = 5;
Vector2 velocity = {0, 0};
float spottingRange = 300; // From how far away enemies can spot the player
float gravity = 0.6f;
float moveSpeed = 1.5f;
float animationDelay = 0.2f; // In seconds
double prevFrame; // Time since the last frame
bool hasCollided = false;
Vector2i spriteAnimation; // Keeps track of (1) Sprite cycling and (2) Enemy direction
enum Direction
{
Down,
Left,
Right,
Up
}; // Used in conjuction with spriteAnimation, makes sure sprite direction matches with enemy direction
float shotsPerSecond = 8.0f;
double lastShot;
bool playerSpotted = false;
float aimSpeed = 2.0f; // How quickly the enemy can angle its gun to match the player (and to return to default)
void walk();
void checkForCollision();
std::vector<Vector2i> getCorners();
void animate();
void drawHealthBar();
void drawGun();
void fall();
void detectPlayer();
void shoot();
};
#endif
+48
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@@ -0,0 +1,48 @@
#ifndef FLAG_H
#define FLAG_H
#include "raylib.h"
#include "services/AssetService.h"
#include "services/StateService.h"
#include "entities/TextureWrapper.h"
class Flag
{
public:
Flag()
{
this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::FLAG), {40, 40});
}
Flag(Vector2 startPos)
{
this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::FLAG), {40, 40}, startPos);
}
void logic()
{
// if (touched)
// {
// // StateService::getInstance().setScreen(EScreen::VICTORY);
// }
}
void draw()
{
DrawTextureEx(texture.getTexture(), texture.getPosition(), 0.0f, texture.getSize().x/texture.getTexture().width, WHITE);
}
TextureWrapper &getObject()
{
return this->texture;
}
void setTouched(bool touched) {
this->touched = touched;
}
private:
TextureWrapper texture;
bool touched = false; // Whether the player has touched the flag
};
#endif
+327 -27
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@@ -7,19 +7,28 @@
#include "services/AudioService.h" #include "services/AudioService.h"
#include "services/MapService.h" #include "services/MapService.h"
#include "services/InputService.h" #include "services/InputService.h"
#include "entities/Player.h" #include "services/GameService.h"
#include "services/CollectableService.h"
#include "services/EnemyService.h"
#include "services/PlayerService.h"
#include "services/BulletService.h"
#include "entities/Text.h"
#include <sstream>
#include <iostream>
class Game class Game
{ {
public: public:
Game() Game()
{ {
TextureWrapper wrapper1 = TextureWrapper(AssetService::getInstance().getBackground(EBackground::GAME1), {GetScreenWidth()*2.0f,(float)GetScreenHeight()}, {0,0}); GameService::getInstance().resetGame();
wrapper1.setSourceRect({0,0,wrapper1.getSize().x, wrapper1.getSize().y});
TextureWrapper wrapper2 = TextureWrapper(AssetService::getInstance().getBackground(EBackground::GAME2), {864.0f,(float)GetScreenHeight()}, {wrapper1.getSize().x,0.0}); TextureWrapper wrapper1 = TextureWrapper(AssetService::getInstance().getBackground(EBackground::GAME1), {GetScreenWidth() * 2.0f, (float)GetScreenHeight()}, {0, 0});
wrapper2.setSourceRect({0,200,wrapper2.getSize().x, 200+wrapper2.getSize().y}); wrapper1.setSourceRect({0, 0, wrapper1.getSize().x, wrapper1.getSize().y});
TextureWrapper wrapper3 = TextureWrapper(AssetService::getInstance().getBackground(EBackground::GAME3), {1792.0f,(float)GetScreenHeight()}, {wrapper1.getSize().x+wrapper2.getSize().x,0.0}); TextureWrapper wrapper2 = TextureWrapper(AssetService::getInstance().getBackground(EBackground::GAME2), {864.0f, (float)GetScreenHeight()}, {wrapper1.getSize().x, 0.0});
wrapper3.setSourceRect({64,200,64+wrapper3.getSize().x, 200+wrapper3.getSize().y}); wrapper2.setSourceRect({0, 200, wrapper2.getSize().x, 200 + wrapper2.getSize().y});
TextureWrapper wrapper3 = TextureWrapper(AssetService::getInstance().getBackground(EBackground::GAME3), {1728.0f, (float)GetScreenHeight()}, {wrapper1.getSize().x + wrapper2.getSize().x, 0.0});
wrapper3.setSourceRect({64, 200, 64 + wrapper3.getSize().x, 200 + wrapper3.getSize().y});
std::vector<TextureWrapper> wrappers; std::vector<TextureWrapper> wrappers;
wrappers.push_back(wrapper1); wrappers.push_back(wrapper1);
@@ -35,56 +44,347 @@ public:
camera.target = (Vector2){screenSize.x / 2.0f, screenSize.y / 2.0f}; // Initially at the center of the world camera.target = (Vector2){screenSize.x / 2.0f, screenSize.y / 2.0f}; // Initially at the center of the world
camera.rotation = 0.0f; camera.rotation = 0.0f;
camera.zoom = 1.0f; camera.zoom = 1.0f;
this->camera = camera; GameService::getInstance().setCamera(camera);
BulletService::getInstance().initBullets();
PlayerService::getInstance().initPlayer();
this->crosshair = TextureWrapper(AssetService::getInstance().getSprite(ESprite::CROSSHAIR), {15, 15}, {0, 0}, {0, 0, 15, 15});
this->player = Player(); CollectableService::getInstance().initCollectables();
this->player.getTexture().setPosition({200,350}); std::cout << "Initting" << std::endl;
InputService::getInstance().setKeysToWatch({KEY_SPACE, KEY_A, KEY_D}, {MOUSE_BUTTON_LEFT}); initHud();
initPauseScreen();
initGameOverScreen();
EnemyService::getInstance().initEnemies();
InputService::getInstance().setKeysToWatch({KEY_A, KEY_W, KEY_S, KEY_D, KEY_ENTER}, {MOUSE_BUTTON_LEFT});
AudioService::getInstance().setMusic(EMusic::GAME); AudioService::getInstance().setMusic(EMusic::GAME);
AudioService::getInstance().playMusic(); AudioService::getInstance().playMusic();
} }
~Game() ~Game()
{ {
} }
void logic() void logic()
{ {
// this->camera.offset.x -= 1.5; this->crosshair.setPosition(InputService::getInstance().getMousePos());
this->player.logic();
if(this->player.getTexture().getPosition().x > (StateService::getInstance().getScreenSize().x / 2.0f)) {
this->camera.offset = {(StateService::getInstance().getScreenSize().x / 2.0f) +((StateService::getInstance().getScreenSize().x / 2.0f) - this->player.getTexture().getPosition().x), StateService::getInstance().getScreenSize().y / 2.0f};
if (GameService::getInstance().isPaused())
{
pausedLogic();
return;
}
else if (GameService::getInstance().isGameOver())
{
gameOverLogic();
return;
}
if (InputService::getInstance().isKeyPressed(KEY_ENTER))
{
GameService::getInstance().setPaused(true);
return;
}
BulletService::getInstance().bulletLogic();
CollectableService::getInstance().collectableLogic();
EnemyService::getInstance().enemyLogic();
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) - player.getTexture().getPosition().x), StateService::getInstance().getScreenSize().y / 2.0f};
}
if (player.isFinishReached())
{
StateService::getInstance().setScreen(EScreen::VICTORY);
} }
} }
void draw() void draw()
{ {
BeginDrawing(); BeginDrawing();
BeginMode2D(this->camera); BeginMode2D(GameService::getInstance().getCamera());
this->background.draw(); this->background.draw();
BulletService::getInstance().drawBullets();
this->map.draw(); this->map.draw();
this->player.draw(); CollectableService::getInstance().drawCollectables();
EnemyService::getInstance().drawEnemies();
PlayerService::getInstance().getPlayer().draw();
EndMode2D(); EndMode2D();
drawHud();
if (GameService::getInstance().isPaused())
{
drawPaused();
}
else if (GameService::getInstance().isGameOver())
{
drawGameOver();
}
else
{
drawCrosshair();
}
EndDrawing(); EndDrawing();
} }
private: private:
Camera2D camera;
Background background; Background background;
Map map; Map map;
Player player; TextureWrapper crosshair;
// std::vector<Enemy> enemies std::vector<Enemy> enemies;
// std::vector<Create> crates
// std::vector<PBullet> playerBullets std::vector<Text> pauseScreenButtons;
// std::vector<EBullet> enemyBullets int hoveredPauseScreenButton = 0;
// std::vector<Jelly> jellies
// std::vector<Ammo> ammo Text gameOverText;
// std::vector<Healthpack> healthpacks std::vector<Text> gameOverScreenButtons;
// Powerup powerup int hoveredGameOverScreenButton = 0;
Text hudJellyText;
TextureWrapper hudJellyTexture;
void initHud()
{
hudJellyTexture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::JELLY), {32, 32}, {500, 5});
hudJellyText = Text("0/3", EFont::SANSATION, 30, 0, RED, {hudJellyTexture.getPosition().x + hudJellyTexture.getSize().x * 1.5f, hudJellyTexture.getPosition().y + 5});
}
void initPauseScreen()
{
#if defined(PLATFORM_WEB)
const int TOP_GAP = 100;
const int BOTTOM_GAP = 100;
const int AMNT_OF_BUTTONS = 2;
#else
const int TOP_GAP = 100;
const int BOTTOM_GAP = 50;
const int AMNT_OF_BUTTONS = 4;
#endif
const int TOTAL_SPACE = GetScreenHeight() - (TOP_GAP + BOTTOM_GAP);
const int SPACE_PER_ITEM = TOTAL_SPACE / AMNT_OF_BUTTONS;
for (int i = 0; i < AMNT_OF_BUTTONS; i++)
{
Text txt = Text("Continue", EFont::SANSATION, 30, 0, WHITE);
pauseScreenButtons.push_back(txt);
}
pauseScreenButtons[0].setColor(RED);
#if defined(PLATFORM_WEB)
pauseScreenButtons[1].setText("Quit to Main Menu");
#else
pauseScreenButtons[1].setText("Save Game");
pauseScreenButtons[2].setText("Quit to Main Menu");
pauseScreenButtons[3].setText("Quit to Desktop");
#endif
for (int i = 0; i < AMNT_OF_BUTTONS; i++)
{
#if defined(PLATFORM_WEB)
pauseScreenButtons[i].setPosition({(float)(GetScreenWidth() - pauseScreenButtons[i].getDimensions().x) / 2.0f, (float)TOP_GAP + SPACE_PER_ITEM * i + SPACE_PER_ITEM / 2.0f});
#else
pauseScreenButtons[i].setPosition({(float)(GetScreenWidth() - pauseScreenButtons[i].getDimensions().x) / 2.0f, (float)TOP_GAP + SPACE_PER_ITEM * i});
#endif
}
}
void initGameOverScreen()
{
this->gameOverText = Text("Game Over", EFont::SANSATION, 60, 0, WHITE);
this->gameOverText.setPosition({(float)(GetScreenWidth() - gameOverText.getDimensions().x) / 2.0f, (float)(GetScreenHeight() - gameOverText.getDimensions().y) / 3.0f});
const int TOP_POS = GetScreenHeight() / 1.8;
const int X_GAP = 90;
const int AMNT_OF_BUTTONS = 2;
const int TOTAL_SPACE = GetScreenWidth() - (X_GAP + X_GAP);
const int SPACE_PER_ITEM = TOTAL_SPACE / AMNT_OF_BUTTONS;
for (int i = 0; i < AMNT_OF_BUTTONS; i++)
{
Text txt = Text("Play Again", EFont::SANSATION, 30, 0, BLACK);
gameOverScreenButtons.push_back(txt);
}
gameOverScreenButtons[0].setColor(WHITE);
gameOverScreenButtons[1].setText("Quit to Main Menu");
for (int i = 0; i < AMNT_OF_BUTTONS; i++)
{
gameOverScreenButtons[i].setPosition({(float)X_GAP + SPACE_PER_ITEM * i, (float)TOP_POS});
}
}
void pausedLogic()
{
if (InputService::getInstance().isKeyPressed(KEY_S) || InputService::getInstance().isKeyPressed(KEY_W))
{
pauseScreenButtons[hoveredPauseScreenButton].setColor(WHITE);
/** Move up or down depending on the pressed button. +4 is used so that -1 becomes 3 (the last button) */
hoveredPauseScreenButton = ((hoveredPauseScreenButton - (InputService::getInstance().isKeyPressed(KEY_S) ? -1 : 1)) + pauseScreenButtons.size()) % pauseScreenButtons.size();
pauseScreenButtons[hoveredPauseScreenButton].setColor(RED);
}
if (InputService::getInstance().isKeyPressed(KEY_ENTER))
{
std::string selectedButton = pauseScreenButtons[hoveredPauseScreenButton].getText();
if (selectedButton == "Continue")
{
GameService::getInstance().setPaused(false);
AudioService::getInstance().playMusic();
}
else if (selectedButton == "Save Game")
{
}
else if (selectedButton == "Quit to Main Menu")
StateService::getInstance().setScreen(EScreen::MAIN);
else if (selectedButton == "Quit to Desktop")
StateService::getInstance().setScreen(EScreen::CLOSE);
}
}
void gameOverLogic()
{
if (InputService::getInstance().isKeyPressed(KEY_D) || InputService::getInstance().isKeyPressed(KEY_A))
{
gameOverScreenButtons[hoveredGameOverScreenButton].setColor(BLACK);
/** Move up or down depending on the pressed button. +4 is used so that -1 becomes 3 (the last button) */
hoveredGameOverScreenButton = ((hoveredGameOverScreenButton - (InputService::getInstance().isKeyPressed(KEY_D) ? -1 : 1)) + gameOverScreenButtons.size()) % gameOverScreenButtons.size();
gameOverScreenButtons[hoveredGameOverScreenButton].setColor(WHITE);
}
if (InputService::getInstance().isKeyPressed(KEY_ENTER))
{
std::string selectedButton = gameOverScreenButtons[hoveredGameOverScreenButton].getText();
if (selectedButton == "Play Again")
{
StateService::getInstance().setScreen(EScreen::GAME);
}
else if (selectedButton == "Quit to Main Menu")
{
StateService::getInstance().setScreen(EScreen::MAIN);
}
GameService::getInstance().setGameOver(false);
}
}
void drawPaused()
{
// 100, 100, 255, 60
DrawRectangle(0, 0, StateService::getInstance().getScreenSize().x, StateService::getInstance().getScreenSize().y, {0, 0, 0, 200});
if (pauseScreenButtons.size() > 0)
{
for (int i = 0; i < pauseScreenButtons.size(); i++)
{
pauseScreenButtons[i].draw();
}
}
}
void drawGameOver()
{
DrawRectangle(0, 0, StateService::getInstance().getScreenSize().x, StateService::getInstance().getScreenSize().y, {100, 0, 0, 200});
gameOverText.draw();
for (int i = 0; i < gameOverScreenButtons.size(); i++)
{
gameOverScreenButtons[i].draw();
}
}
void drawCrosshair()
{
DrawTextureEx(
this->crosshair.getTexture(),
{InputService::getInstance().getMousePos().x - this->crosshair.getSize().x / 2.0f, InputService::getInstance().getMousePos().y - this->crosshair.getSize().y / 2.0f},
0,
1.2f,
RED);
}
void drawHud()
{
drawHudHealth();
drawHudBullets();
drawHudJellies();
}
void drawHudBullets()
{
Vector2i pixel_pos = Vector2i(5, 40);
Texture2D ammoSprite = AssetService::getInstance().getSprite(ESprite::HUD_AMMO);
Vector2i display_pos;
for (int i = 0; i < PlayerService::getInstance().getPlayer().getAmmo(); i++)
{
if (i <= 49)
{
display_pos = Vector2i(pixel_pos.x + ammoSprite.width * i, pixel_pos.y);
}
if (i > 49 && i <= 99)
{
display_pos = Vector2i(pixel_pos.x + ammoSprite.width * (i - (50)), pixel_pos.y + ammoSprite.height);
}
else if (i > 99 && i <= 149)
{
display_pos = Vector2i(pixel_pos.x + ammoSprite.width * (i - (100)), pixel_pos.y + ammoSprite.height * 2);
}
else if (i > 149 && i <= 199)
{
display_pos = Vector2i(pixel_pos.x + ammoSprite.width * (i - (150)), pixel_pos.y + ammoSprite.height * 3);
}
else if (i > 199 && i <= 249)
{
display_pos = Vector2i(pixel_pos.x + ammoSprite.width * (i - (200)), pixel_pos.y + ammoSprite.height * 4);
}
DrawTexture(ammoSprite, display_pos.x, display_pos.y, WHITE);
}
}
void drawHudHealth()
{
Vector2i pixel_pos = Vector2i(5, 5);
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 < 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 < 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);
Vector2i pos = Vector2i(pixel_pos.x + healthSprite.width * i, pixel_pos.y);
// noHealthSprite[i].setPosition(coord_pos.x + noHealthTexture.getSize().x * i, coord_pos.y);
DrawTexture(healthSprite, pos.x, pos.y, WHITE);
}
}
void drawHudJellies()
{
std::stringstream stream;
stream.clear();
stream << CollectableService::getInstance().getAmountOfJelliesFreed();
stream << "/";
stream << CollectableService::getInstance().getMaxAmountOfJellies();
hudJellyText.setText(stream.str());
DrawTexture(hudJellyTexture.getTexture(), hudJellyTexture.getPosition().x, hudJellyTexture.getPosition().y, WHITE);
hudJellyText.draw();
}
}; };
#endif #endif
+43
View File
@@ -0,0 +1,43 @@
#ifndef HEALTH_PACK_H
#define HEALTH_PACK_H
#include "raylib.h"
#include "services/AssetService.h"
#include "entities/TextureWrapper.h"
class HealthPack {
public:
HealthPack() {
this->object = TextureWrapper(AssetService::getInstance().getSprite(ESprite::HEALTHPACK),{32,32});
}
void logic(){
}
void draw() {
DrawTexture(object.getTexture(), object.getPosition().x, object.getPosition().y, WHITE);
}
int getHealAmount() {
return this->healAmount;
}
void setPickedUp(bool pickedUp) {
this->pickedUp = pickedUp;
}
bool hasBeenPickedUp() {
return this->pickedUp;
}
TextureWrapper& getObject() {
return this->object;
}
private:
TextureWrapper object;
unsigned int healAmount = 2; // Amount of health replenished by the pack
bool pickedUp; // When the player has picked up the pack
};
#endif
+49
View File
@@ -0,0 +1,49 @@
#ifndef JELLY_H
#define JELLY_H
#include "raylib.h"
#include "services/AssetService.h"
#include "entities/TextureWrapper.h"
class Jelly
{
public:
Jelly(){
this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::JELLY),{32,32});
// AssetService::getInstance().playSound(ESound::JELLY_FREED);
}
Jelly(Vector2 startPos)
{
this->startPosition = startPos;
this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::JELLY),{32,32},startPos);
// AssetService::getInstance().playSound(ESound::JELLY_FREED);
}
void logic()
{
if (texture.getPosition().y >= startPosition.y)
{
velocity.y = -jumpSpeed;
}
else
{
velocity.y += gravity;
}
texture.move(velocity);
}
void draw()
{
DrawTexture(texture.getTexture(), texture.getPosition().x, texture.getPosition().y, WHITE);
}
private:
TextureWrapper texture;
float jumpSpeed = 7.0f;
float gravity = 0.6f;
Vector2 velocity = {0, 0};
Vector2 startPosition = {0,0};
};
#endif
+12 -3
View File
@@ -1,9 +1,10 @@
#ifndef MAP_H #ifndef MAP_H
#define MAP_H #define MAP_H
#include <vector>
#include "raylib.h" #include "raylib.h"
#include "entities/TextureWrapper.h" #include "entities/TextureWrapper.h"
#include "entities/Vector2i.h"
#include <vector>
#include <cmath> #include <cmath>
/** /**
@@ -18,12 +19,20 @@ public:
void draw(); void draw();
/** Checks and returns which corners of the object have been collided with */ /** Checks and returns which corners of the object have been collided with */
std::unordered_map<ECorner, bool> checkForCollision(TextureWrapper texture); // std::unordered_map<ECorner, bool> checkForCollision(TextureWrapper texture);
int getTileSize() { int getTileSize() {
return this->tileSize; return this->tileSize;
} }
std::vector<std::vector<int>> getColMap() {
return this->colMap;
}
void updateColmapTile(Vector2i tile, bool collision) {
this->colMap[tile.y][tile.x] = collision ? 1 : 0;
}
private: private:
/** Holds the number for every single tile, which refers to a certain sprite in the tileset */ /** Holds the number for every single tile, which refers to a certain sprite in the tileset */
std::vector<std::vector<Vector2>> map; std::vector<std::vector<Vector2>> map;
@@ -41,7 +50,7 @@ private:
/** /**
* Converts the corners of the object to the matching tiles, so that they can be checked for collision * Converts the corners of the object to the matching tiles, so that they can be checked for collision
*/ */
std::unordered_map<ECorner, Vector2> cornersToTilePos(std::unordered_map<ECorner, Vector2> corners); // std::unordered_map<ECorner, Vector2> cornersToTilePos(std::unordered_map<ECorner, Vector2> corners);
}; };
#endif #endif
+20
View File
@@ -0,0 +1,20 @@
#ifndef PBULLET_H
#define PBULLET_H
#include "services/AssetService.h"
#include "entities/Bullet.h"
class PBullet : public Bullet
{
public:
PBullet() {}
PBullet(Vector2 pos, float angle) : Bullet(pos, angle)
{
this->color = YELLOW;
}
private:
void objCollision() override;
};
#endif
+94 -81
View File
@@ -2,36 +2,54 @@
#define PLAYER_H #define PLAYER_H
#include "raylib.h" #include "raylib.h"
#include <unordered_map>
#include "services/AssetService.h"
#include "services/MapService.h"
#include "services/InputService.h"
#include "entities/TextureWrapper.h"
#include "enums/ECorner.h" #include "enums/ECorner.h"
#include "enums/ESound.h"
#include "services/AssetService.h"
#include "entities/TextureWrapper.h"
#include "entities/Vector2i.h"
#include <unordered_map>
#include <algorithm>
#include <cstdint>
class PBullet;
class Player class Player
{ {
public: public:
Player() Player()
{ {
TextureWrapper wrapper = TextureWrapper(AssetService::getInstance().getSprite(ESprite::PLAYER), {32, 32}, {200, 200}); this->texture = TextureWrapper(AssetService::getInstance().getSprite(ESprite::PLAYER), {32, 32}, {200, 200});
wrapper.setSourceRect({0, 0, 32, 32}); prevFrame = GetTime();
this->texture = wrapper; spriteAnimation = {0, Right};
this->gunRight = TextureWrapper(AssetService::getInstance().getSprite(ESprite::PLAYER_GUN_RIGHT), {58, 29}, {0, 0});
this->gunLeft = TextureWrapper(AssetService::getInstance().getSprite(ESprite::PLAYER_GUN_LEFT), {58, 29}, {0, 0});
this->ammo = max_ammo;
this->prevShot = GetTime();
this->health = max_health;
} }
~Player() ~Player()
{ {
} }
void logic() void logic()
{ {
gravity(); /** Fall out of the map when the jelly has been killed */
if(this->health == 0) {
fall();
return;
}
rotateGun();
shoot();
movement(); movement();
handleCollision(); outofboundsCheck();
consumableCollision();
} }
void draw() void draw()
{ {
DrawTextureRec(this->texture.getTexture(), this->texture.getSourceRect(), this->texture.getPosition(), WHITE); drawGun();
DrawTextureRec(this->texture.getTexture(), this->texture.getSourceRect(), this->texture.getPosition(), gainedPowerup ? RED : WHITE);
} }
TextureWrapper &getTexture() TextureWrapper &getTexture()
@@ -39,85 +57,80 @@ public:
return this->texture; return this->texture;
} }
void setPosition(Vector2 pos)
{
this->texture.setPosition(pos);
}
int getAmmo()
{
return this->ammo;
}
uint8_t getHealth()
{
return this->health;
}
uint8_t getMaxHealth()
{
return this->max_health;
}
void takeDamage(uint8_t damage) {
this->health = std::max(health - damage, 0);
}
bool isFinishReached() {
return this->finishReached;
}
protected: protected:
private: private:
TextureWrapper texture; TextureWrapper texture;
TextureWrapper gunLeft;
TextureWrapper gunRight;
Vector2 velocity = {0, 0}; Vector2 velocity = {0, 0};
float jumpPower = 7.2f;
float moveSpeed = 5.0f;
float gravity = 0.6f;
float animationDelay = 0.2f; // In seconds
double prevFrame; // Time since the last frame
Vector2i spriteAnimation; // Keeps track of (1) Sprite cycling and (2) Player direction
enum Direction
{
Down,
Left,
Right,
Up
}; // Used in conjuction with spriteAnimation, makes sure sprite direction matches with player direction
std::vector<Vector2i> tiles; // Holds eight points of the player for accurate collision
std::vector<unsigned int> timesCollision; // Holds the amount of times the player has collided with a tile, and which corner of the player is touching a tile std::vector<unsigned int> timesCollision; // Holds the amount of times the player has collided with a tile, and which corner of the player is touching a tile
bool groundCollision; // Keeps track of whether or not the player has collided with the ground bool groundCollision; // Keeps track of whether or not the player has collided with the ground
bool crateTopCollision; bool crateTopCollision; // Whether the player is standing on top of a crate
/**
* Holds the corners of the player
* Is used for precise collision detection
*/
void gravity() uint8_t ammo; // Current ammo of the player
{ uint8_t max_ammo = 100; // Max ammo of the player
if (!groundCollision) float firingRate = 0.2f; // Delay in seconds
{ double prevShot; // The last time the player fired a bullet
velocity.y += 0.6f; uint8_t health; // Current health of the player
} uint8_t max_health = 10; // Max health of the player
else bool gainedPowerup = false;
{ bool finishReached = false;
// velocity.y = 0.0f;
}
}
void movement() void applyGravity();
{ void movement();
velocity.x = 0.0f; void move(Vector2 velocity);
if (InputService::getInstance().isKeyDown(KEY_A)) void animate();
{ void positionUpdates();
velocity.x -= 5.0f; void handleCollision();
} void consumableCollision();
else if (InputService::getInstance().isKeyDown(KEY_D)) void outofboundsCheck();
{ void rotateGun();
velocity.x += 5.0f; void drawGun();
} void shoot();
void fall(); // Lets the player fall out of the map when he dies
if (InputService::getInstance().isKeyPressed(KEY_SPACE) && groundCollision)
{
velocity.y -= 7.2f;
}
}
/**
* Stores the current position
* Applies the current velocity
* Checks for collision, and removes all velocities that are causing collisions
* Set the object exactly against the object it is colliding with position
*/
void handleCollision()
{
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});
}
}
}; };
#endif #endif
+59
View File
@@ -0,0 +1,59 @@
#ifndef POWERUP_H
#define POWERUP_H
#include "raylib.h"
#include "services/AssetService.h"
#include "entities/TextureWrapper.h"
#include <cstdint>
class Powerup {
public:
Powerup() {
this->object = TextureWrapper(AssetService::getInstance().getSprite(ESprite::POWERUP),{50,55});
}
void logic(){
animate();
}
void draw() {
DrawTextureRec(object.getTexture(), object.getSourceRect(), object.getPosition(), WHITE);
}
float getExtraJumpPower() {
return this->extraJumpPower;
}
void setPickedUp(bool pickedUp) {
this->pickedUp = pickedUp;
}
bool hasBeenPickedUp() {
return this->pickedUp;
}
TextureWrapper& getObject() {
return this->object;
}
private:
TextureWrapper object;
float extraJumpPower = 2.0f; // Jump power gained by grabbing the powerup
bool pickedUp = false; // When the player has picked up the pack
float animationDelay = 0.08f; // How long to wait in between animation frames (in seconds)
double lastFrame; // Time since the last frame
uint8_t currentFrame = 0; // Current frame of the animation
uint8_t amountOfFrames = 8; // Total amount of animation frames
void animate() {
if(GetTime() - lastFrame > animationDelay) {
currentFrame ++;
currentFrame %= amountOfFrames;
object.setSourceRect({(float)currentFrame * 81 + 16, 10,object.getSize().x, object.getSize().y});
lastFrame = GetTime();
}
}
};
#endif
+19 -12
View File
@@ -3,40 +3,47 @@
#include "raylib.h" #include "raylib.h"
#include "enums/EFont.h" #include "enums/EFont.h"
#include <string>
#include <iostream>
#include "services/AssetService.h" #include "services/AssetService.h"
#include <string>
class Text { class Text
public: {
Text(std::string text, EFont font, int fontSize = 30, int spacing = 0, Color color = WHITE, Vector2 position = {100,100}); public:
~Text(){} Text() {}
Text(std::string text, EFont font, int fontSize = 30, int spacing = 0, Color color = WHITE, Vector2 position = {100, 100});
~Text() {
}
Vector2 getDimensions(); Vector2 getDimensions();
void setPosition(Vector2 position) { void setPosition(Vector2 position)
{
this->position = position; this->position = position;
} }
void setColor(Color color) { void setColor(Color color)
{
this->color = color; this->color = color;
} }
void setText(std::string text) { void setText(std::string text)
{
this->text = text; this->text = text;
} }
Vector2 getPosition() { Vector2 getPosition()
{
return position; return position;
} }
std::string getText() { std::string getText()
{
return this->text; return this->text;
} }
void draw(); void draw();
private: private:
std::string text; std::string text;
Font font; Font font;
int fontSize; int fontSize;
+10 -22
View File
@@ -3,7 +3,6 @@
#include "raylib.h" #include "raylib.h"
#include "enums/ECorner.h" #include "enums/ECorner.h"
#include <unordered_map>
class TextureWrapper { class TextureWrapper {
public: public:
@@ -12,9 +11,9 @@ class TextureWrapper {
this->texture = texture; this->texture = texture;
this->size = size; this->size = size;
this->position = position; this->position = position;
this->sourceRect = sourceRect;
} }
~TextureWrapper() { ~TextureWrapper() {
} }
Texture2D getTexture() { Texture2D getTexture() {
@@ -33,6 +32,10 @@ class TextureWrapper {
return this->position; return this->position;
} }
float getRotation() {
return this->rotation;
}
void setSourceRect(Rectangle rect) { void setSourceRect(Rectangle rect) {
this->sourceRect = rect; this->sourceRect = rect;
} }
@@ -41,28 +44,12 @@ class TextureWrapper {
this->position = position; this->position = position;
} }
void move(Vector2 deltaPos) { void setRotation(float rot) {
this->position = {this->position.x + deltaPos.x, this->position.y + deltaPos.y}; this->rotation = rot;
} }
/** Returns the 4 corners of the texture */ void move(Vector2 deltaPos) {
std::unordered_map<ECorner, Vector2> getCorners() { this->position = {this->position.x + deltaPos.x, this->position.y + deltaPos.y};
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: private:
@@ -70,6 +57,7 @@ class TextureWrapper {
Rectangle sourceRect; Rectangle sourceRect;
Vector2 size; Vector2 size;
Vector2 position; Vector2 position;
float rotation;
}; };
#endif #endif
+15
View File
@@ -0,0 +1,15 @@
#ifndef VECTOR2I_H
#define VECTOR2I_H
class Vector2i {
public:
Vector2i(){}
Vector2i (int x, int y) {
this->x = x;
this->y = y;
}
int x;
int y;
};
#endif
+18
View File
@@ -0,0 +1,18 @@
#ifndef ESOUND_H
#define ESOUND_H
enum class ESound {
SHOOT,
NO_AMMO,
CRATE_BREAK,
JELLY_FREED,
HEAL_PICKUP,
AMMO_PICKUP,
POWERUP,
PLAYER_DAMAGE,
ENEMY_DEFEATED,
VICTORY,
PLAYER_SPOTTED
};
#endif
+3 -1
View File
@@ -15,7 +15,9 @@ enum class ESprite {
POWERUP, POWERUP,
HUD_HEART, HUD_HEART,
HUD_HEART_EMPTY, HUD_HEART_EMPTY,
HUD_AMMO HUD_AMMO,
CROSSHAIR,
FLAG,
}; };
#endif #endif
+2 -1
View File
@@ -5,7 +5,8 @@ class Screen
{ {
public: public:
Screen(){} Screen(){}
~Screen() {} ~Screen() {
}
/** /**
* Execute all logic for this frame * Execute all logic for this frame
+30
View File
@@ -0,0 +1,30 @@
#ifndef VICTORY_SCREEN_H
#define VICTORY_SCREEN_H
#include "raylib.h"
#include "screens/Screen.h"
#include "services/AssetService.h"
#include "entities/TextureWrapper.h"
#include "entities/Text.h"
#include "entities/Background.h"
#include <vector>
class VictoryScreen : public Screen
{
public:
VictoryScreen();
~VictoryScreen() {
}
void logic() override;
void draw() override;
private:
std::vector<Text> text;
std::vector<TextureWrapper> textures;
std::vector<Text> buttons;
int hoveredButton = 0;
Background background;
};
#endif
+6 -1
View File
@@ -10,6 +10,7 @@
#include "enums/EBackground.h" #include "enums/EBackground.h"
#include "enums/EMap.h" #include "enums/EMap.h"
#include "enums/ESprite.h" #include "enums/ESprite.h"
#include "enums/ESound.h"
#include "services/Service.h" #include "services/Service.h"
class AssetService: public Service<AssetService> class AssetService: public Service<AssetService>
@@ -32,6 +33,10 @@ public:
return this->sprites[sprite]; return this->sprites[sprite];
} }
void playSound(ESound sound) {
PlaySound(sounds[sound]);
}
protected: protected:
AssetService(); AssetService();
@@ -41,7 +46,7 @@ private:
std::string assetDir; std::string assetDir;
std::unordered_map<EFont, std::string> fonts; std::unordered_map<EFont, std::string> fonts;
std::vector<Sound> sounds; std::unordered_map<ESound, Sound> sounds;
std::unordered_map<EMusic, Music> music; std::unordered_map<EMusic, Music> music;
std::unordered_map<EBackground, Texture2D> backgrounds; std::unordered_map<EBackground, Texture2D> backgrounds;
std::unordered_map<EMap, std::string> maps; std::unordered_map<EMap, std::string> maps;
+57
View File
@@ -0,0 +1,57 @@
#ifndef BULLET_SERVICE_H
#define BULLET_SERVICE_H
#include "raylib.h"
#include "services/Service.h"
#include "services/AssetService.h"
#include "entities/Bullet.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
+114
View File
@@ -0,0 +1,114 @@
#ifndef COLLECTABLE_SERVICE_H
#define COLLECTABLE_SERVICE_H
#include "raylib.h"
#include "services/Service.h"
#include "entities/Vector2i.h"
#include "entities/Crate.h"
#include "entities/Jelly.h"
#include "entities/AmmoPack.h"
#include "entities/HealthPack.h"
#include "entities/Powerup.h"
#include "entities/Flag.h"
#include <vector>
/**
* Service that manages the collectables (jellies), consumables (Ammo, health, powerups), and the finish flag
*/
class CollectableService : public Service<CollectableService>
{
public:
void initCollectables()
{
initCrates();
initJellies();
initAmmoPacks();
initHealthPacks();
initPowerups();
initFlag();
}
void collectableLogic()
{
crateLogic();
jellyLogic();
ammoPackLogic();
healthPackLogic();
powerupLogic();
flag.logic();
}
void drawCollectables()
{
drawCrates();
drawJellies();
drawAmmoPacks();
drawHealthpacks();
drawPowerups();
flag.draw();
}
std::vector<Crate> &getCrates()
{
return this->crates;
}
std::vector<AmmoPack> &getAmmoPacks()
{
return this->ammoPacks;
}
std::vector<HealthPack> &getHealthPacks()
{
return this->healthPacks;
}
std::vector<Powerup> &getPowerups() {
return this->powerUps;
}
Flag& getFlag() {
return this->flag;
}
int getMaxAmountOfJellies()
{
return this->amountOfCrates;
}
int getAmountOfJelliesFreed()
{
return this->jellies.size();
}
private:
int amountOfCrates = 3;
int amountOfAmmoPacks = 4;
int amountOfHealthPacks = 4;
int amountOfPowerups = 1;
std::vector<Crate> crates;
std::vector<AmmoPack> ammoPacks;
std::vector<HealthPack> healthPacks;
std::vector<Jelly> jellies;
std::vector<Powerup> powerUps;
Flag flag;
void initCrates();
void initJellies();
void initAmmoPacks();
void initHealthPacks();
void initPowerups();
void initFlag();
void crateLogic();
void jellyLogic();
void ammoPackLogic();
void healthPackLogic();
void powerupLogic();
void drawCrates();
void drawJellies();
void drawAmmoPacks();
void drawHealthpacks();
void drawPowerups();
};
#endif
+22
View File
@@ -0,0 +1,22 @@
#ifndef ENEMY_SERVICE_H
#define ENEMY_SERVICE_H
#include "raylib.h"
#include "services/Service.h"
#include "entities/Enemy.h"
#include <optional>
class EnemyService : public Service<EnemyService>
{
public:
void initEnemies();
void enemyLogic();
void drawEnemies();
std::vector<Enemy> &getEnemies();
protected:
private:
std::vector<Enemy> enemies;
};
#endif
+77
View File
@@ -0,0 +1,77 @@
#ifndef GAME_SERVICE_H
#define GAME_SERVICE_H
#include "raylib.h"
#include "services/Service.h"
#include "services/AudioService.h"
#include "services/InputService.h"
#include <vector>
#include <list>
class GameService : public Service<GameService>
{
public:
bool isPaused()
{
return this->paused;
}
bool isGameOver()
{
return this->gameOver;
}
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;
}
Camera2D &getCamera()
{
return this->camera;
}
Vector2 getMouseWorldPos()
{
Vector2 mouseWorldPos = {InputService::getInstance().getMousePos().x + camera.target.x - camera.offset.x,
InputService::getInstance().getMousePos().y};
return mouseWorldPos;
}
Vector2 toWorldPos(Vector2i pixelPos)
{
Vector2 worldPos = {(float)pixelPos.x + camera.target.x - camera.offset.x, (float)pixelPos.y};
return worldPos;
}
void resetGame()
{
paused = false;
gameOver = false;
// playerBullets.clear();
}
private:
bool paused = false;
bool gameOver = false;
Camera2D camera;
};
#endif
+22 -1
View File
@@ -1,8 +1,8 @@
#ifndef INPUT_SERVICE_H #ifndef INPUT_SERVICE_H
#define INPUT_SERVICE_H #define INPUT_SERVICE_H
#include "Service.h"
#include "raylib.h" #include "raylib.h"
#include "Service.h"
#include <vector> #include <vector>
#include <unordered_set> #include <unordered_set>
#include <unordered_map> #include <unordered_map>
@@ -57,12 +57,25 @@ public:
for (auto button : watchedMouseButtons) for (auto button : watchedMouseButtons)
{ {
mouseButtonsPressed[button] = false; mouseButtonsPressed[button] = false;
mouseButtonsDown[button] = false;
if (IsMouseButtonPressed(button)) if (IsMouseButtonPressed(button))
{ {
mouseButtonsPressed[button] = true; mouseButtonsPressed[button] = true;
} }
if (IsMouseButtonDown(button))
{
mouseButtonsDown[button] = true;
} }
} }
}
void checkMousePos() {
this->mousePosition = GetMousePosition();
}
Vector2 getMousePos() {
return this->mousePosition;
}
bool isKeyPressed(KeyboardKey key) bool isKeyPressed(KeyboardKey key)
{ {
@@ -78,22 +91,30 @@ public:
return mouseButtonsPressed[button]; return mouseButtonsPressed[button];
} }
bool isMouseButtonDown(MouseButton button) {
return mouseButtonsDown[button];
}
private: private:
Vector2 mousePosition {0,0};
std::unordered_set<KeyboardKey> watchedKeys; std::unordered_set<KeyboardKey> watchedKeys;
std::unordered_map<KeyboardKey, bool> keysPressed; std::unordered_map<KeyboardKey, bool> keysPressed;
std::unordered_map<KeyboardKey, bool> keysDown; std::unordered_map<KeyboardKey, bool> keysDown;
std::unordered_set<MouseButton> watchedMouseButtons; std::unordered_set<MouseButton> watchedMouseButtons;
std::unordered_map<MouseButton, bool> mouseButtonsPressed; std::unordered_map<MouseButton, bool> mouseButtonsPressed;
std::unordered_map<MouseButton, bool> mouseButtonsDown;
void setMouseButtonsToWatch(std::vector<MouseButton> mouseButtonsToWatch) void setMouseButtonsToWatch(std::vector<MouseButton> mouseButtonsToWatch)
{ {
this->watchedMouseButtons.clear(); this->watchedMouseButtons.clear();
this->mouseButtonsPressed.clear(); this->mouseButtonsPressed.clear();
this->mouseButtonsDown.clear();
for (int i = 0; i < mouseButtonsToWatch.size(); i++) for (int i = 0; i < mouseButtonsToWatch.size(); i++)
{ {
this->watchedMouseButtons.insert(mouseButtonsToWatch[i]); this->watchedMouseButtons.insert(mouseButtonsToWatch[i]);
this->mouseButtonsPressed[mouseButtonsToWatch[i]] = false; this->mouseButtonsPressed[mouseButtonsToWatch[i]] = false;
this->mouseButtonsDown[mouseButtonsToWatch[i]] = false;
} }
} }
}; };
+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
+7 -13
View File
@@ -1,16 +1,17 @@
#ifndef STATE_SERVICE_H #ifndef STATE_SERVICE_H
#define STATE_SERVICE_H #define STATE_SERVICE_H
#include <iostream>
#include <memory>
#include "services/Service.h"
#include "screens/Screen.h"
#include "enums/EScreen.h"
#include "raylib.h" #include "raylib.h"
#include "enums/EScreen.h"
#include "services/Service.h"
#include "services/InputService.h"
#include "screens/Screen.h"
#include <memory>
#if defined(PLATFORM_WEB) #if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h> #include <emscripten/emscripten.h>
#endif #endif
// #include <emscripten/html5.h>
/** /**
* Handles switching between screens * Handles switching between screens
@@ -32,30 +33,23 @@ public:
* Start the game loop * Start the game loop
*/ */
void startGame(); void startGame();
static void staticStep() static void staticStep()
{ {
if (IsKeyPressed(KEY_ENTER) || IsMouseButtonPressed(MOUSE_BUTTON_LEFT))
{
std::cout << "Input!" << std::endl;
}
// Access the singleton instance and call step // Access the singleton instance and call step
getInstance().step(); getInstance().step();
} }
private: private:
std::unique_ptr<Screen> currentScreen; std::unique_ptr<Screen> currentScreen;
bool gameRunning = true; bool gameRunning = true;
Vector2 screenSize; Vector2 screenSize;
/** /**
* One step of the gameloop * One step of the gameloop
*/ */
void step(); void step();
void handleMusic(); void handleMusic();
}; };
#endif #endif
+4 -2
View File
@@ -1,6 +1,8 @@
#!/bin/bash #!/bin/bash
clear clear
# g++ src/main.cpp -o dist/jelly_rescue -L$LD_LIBRARY_PATH -lraylib -lGL -lm -lpthread -ldl -lrt -lX11 # g++ src/main.cpp -o dist/jelly_rescue -L$LD_LIBRARY_PATH -lraylib -lGL -lm -lpthread -ldl -lrt -lX11
g++ $(find src/ -name "*.cpp") -o dist/jelly_rescue -I./include -L$LD_LIBRARY_PATH -lraylib -lGL -lm -lpthread -ldl -lrt -lX11 # g++ -std=c++20 $(find src/ -name "*.cpp") -o dist/jelly_rescue -I./include -L$LD_LIBRARY_PATH -lraylib -lGL -lm -lpthread -ldl -lrt -lX11
g++ -std=c++20 -g -O0 $(find src/ -name "*.cpp") -o dist/jelly_rescue -I./include -L$LD_LIBRARY_PATH -lraylib -lGL -lm -lpthread -ldl -lrt -lX11
# g++ src/main.cpp -o dist/jelly_rescue -L$LD_LIBRARY_PATH -lraylib -lGL -lm -lpthread -ldl -lrt -lX11 # g++ src/main.cpp -o dist/jelly_rescue -L$LD_LIBRARY_PATH -lraylib -lGL -lm -lpthread -ldl -lrt -lX11
./dist/jelly_rescue gdb dist/jelly_rescue
+2 -1
View File
@@ -2,7 +2,8 @@
# emcc src/main.cpp -o dist/game.js -Wno-missing-braces -I/app/libs/raylib/build/raylib/include -L/app/libs/raylib/src /app/libs/raylib/src/libraylib.a -s USE_GLFW=3 -DPLATFORM_WEB # emcc src/main.cpp -o dist/game.js -Wno-missing-braces -I/app/libs/raylib/build/raylib/include -L/app/libs/raylib/src /app/libs/raylib/src/libraylib.a -s USE_GLFW=3 -DPLATFORM_WEB
emcc $(find src/ -name "*.cpp") -o dist/game.js -Wno-missing-braces -I./include -I/app/libs/raylib/build/raylib/include -L/app/libs/raylib/src /app/libs/raylib/src/libraylib.a -s ALLOW_MEMORY_GROWTH=1 -s INITIAL_MEMORY=268435456 -s MAXIMUM_MEMORY=4294967296 -s --preload-file assets@/assets -s USE_GLFW=3 -DPLATFORM_WEB # emcc $(find src/ -name "*.cpp") -o dist/game.js -Wno-missing-braces -I./include -I/app/libs/raylib/build/raylib/include -L/app/libs/raylib/src /app/libs/raylib/src/libraylib.a -s ALLOW_MEMORY_GROWTH=1 -s INITIAL_MEMORY=268435456 -s MAXIMUM_MEMORY=4294967296 -s --preload-file assets@/assets -s USE_GLFW=3 -DPLATFORM_WEB
emcc $(find src/ -name "*.cpp") -o dist/game.js -O3 -Wno-missing-braces -I./include -I/app/libs/raylib/build/raylib/include -L/app/libs/raylib/src /app/libs/raylib/src/libraylib.a -s ALLOW_MEMORY_GROWTH=1 -s INITIAL_MEMORY=536870912 -s MAXIMUM_MEMORY=4294967296 -s --preload-file assets@/assets -s USE_GLFW=3 -s ASSERTIONS=2 -DPLATFORM_WEB
# -I./include # -I./include
# -L$LD_LIBRARY_PATH # -L$LD_LIBRARY_PATH
# -I. # -I.
+19
View File
@@ -0,0 +1,19 @@
#include "entities/Bullet.h"
#include "services/MapService.h"
void Bullet::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;
}
}
+18
View File
@@ -0,0 +1,18 @@
#include "entities/EBullet.h"
#include "services/PlayerService.h"
void EBullet::objCollision()
{
Player& player = PlayerService::getInstance().getPlayer();
/** If the player is already falling of the map, dont allow bullets to hit it anymore */
if(player.getHealth() == 0)
return;
if(this->position.x + this->size > player.getTexture().getPosition().x && this->position.x-this->size < player.getTexture().getPosition().x + player.getTexture().getSize().x &&
this->position.y + this->size > player.getTexture().getPosition().y && this->position.y-this->size < player.getTexture().getPosition().y + player.getTexture().getSize().y) {
player.takeDamage(this->damage);
AssetService::getInstance().playSound(ESound::PLAYER_DAMAGE);
this->hasCollided = true;
}
}
+216
View File
@@ -0,0 +1,216 @@
#include "entities/Enemy.h"
#include "services/PlayerService.h"
#include "services/MapService.h"
#include "services/BulletService.h"
#include <cmath>
void Enemy::logic()
{
if (health == 0)
{
fall();
}
else
{
detectPlayer();
if (playerSpotted)
{
shoot();
}
else
{
walk();
checkForCollision();
animate();
}
}
texture.move(velocity);
}
void Enemy::walk()
{
if (spriteAnimation.y == Left)
{
velocity.x = -moveSpeed;
}
else
{
velocity.x = moveSpeed;
}
}
void Enemy::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> Enemy::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 leftCenter = Vector2i((int)(left - (spriteAnimation.y == Left ? gunLeft.getSize().x * (2.0f / 3.0f) : 0.0f)) / tileSize, (int)(bottom - texture.getSize().y / 2.0) / tileSize);
Vector2i rightCenter = Vector2i((int)(right + (spriteAnimation.y == Right ? gunRight.getSize().x * (2.0f / 3.0f) : 0.0f)) / tileSize, (int)(bottom - texture.getSize().y / 2.0) / tileSize);
Vector2i bottomLeft(Vector2i((int)(left + 5) / tileSize, (int)bottom / tileSize));
Vector2i bottomRight(Vector2i((int)(right - 5) / tileSize, (int)bottom / tileSize));
std::vector<Vector2i> corners;
corners.push_back(leftCenter);
corners.push_back(rightCenter);
corners.push_back(bottomLeft);
corners.push_back(bottomRight);
return corners;
}
void Enemy::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;
this->texture.setSourceRect(sourceRect);
prevFrame = GetTime();
}
}
void Enemy::drawHealthBar()
{
float barLength = (this->texture.getSize().x / maxHealth) * health;
DrawRectangle(this->texture.getPosition().x, this->texture.getPosition().y - 12.0f, barLength, 3, RED);
}
void Enemy::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 Enemy::fall()
{
velocity.y += gravity;
}
void Enemy::detectPlayer()
{
Player &player = PlayerService::getInstance().getPlayer();
if (this->health > 0)
{
bool spotted = false;
Vector2 playerCenter = {player.getTexture().getPosition().x + player.getTexture().getSize().x / 2.0f, player.getTexture().getPosition().y + player.getTexture().getSize().y / 2.0f};
Vector2 enemyCenter = {texture.getPosition().x + texture.getSize().x / 2.0f, texture.getPosition().y + texture.getSize().y / 2.0f};
if (this->spriteAnimation.y == Left && this->texture.getPosition().x - player.getTexture().getPosition().x <= spottingRange &&
this->texture.getPosition().x - player.getTexture().getPosition().x > 55 && this->texture.getPosition().y + this->texture.getSize().y >= player.getTexture().getPosition().y)
{
spotted = true;
float gunRotationLeft = atan2(playerCenter.y - enemyCenter.y,
enemyCenter.x - playerCenter.x);
float target = -gunRotationLeft * 180 / M_PI;
this->gunLeft.setRotation(std::min(this->gunLeft.getRotation() + aimSpeed, target));
}
else if (spriteAnimation.y == Right && player.getTexture().getPosition().x - this->texture.getPosition().x <= spottingRange &&
player.getTexture().getPosition().x - this->texture.getPosition().x > 55 && this->texture.getPosition().y + this->texture.getSize().y >= player.getTexture().getPosition().y)
{
spotted = true;
float gunRotationRight = atan2(playerCenter.y - enemyCenter.y,
playerCenter.x - enemyCenter.x);
float target = gunRotationRight * 180 / M_PI;
this->gunRight.setRotation(std::max(this->gunRight.getRotation() - aimSpeed, target));
}
/** Don't set it again if the detection continues */
if (spotted && !this->playerSpotted)
{
AssetService::getInstance().playSound(ESound::PLAYER_SPOTTED);
this->playerSpotted = true;
velocity.x = 0.0f;
}
else if (!spotted)
{
this->playerSpotted = false;
/** Slowly ease the gun back to default position */
this->gunLeft.setRotation(std::max(this->gunLeft.getRotation() - aimSpeed / 2.0f, 0.0f));
this->gunRight.setRotation(std::min(this->gunRight.getRotation() + aimSpeed / 2.0f, 0.0f));
}
}
}
void Enemy::shoot()
{
Player &player = PlayerService::getInstance().getPlayer();
/** Stop shooting if the player is dead (and falling out of the map) */
if (player.getHealth() > 0 && playerSpotted && GetTime() - this->lastShot >= (1 / this->shotsPerSecond))
{
this->lastShot = GetTime();
// Play shooting sound
AssetService::getInstance().playSound(ESound::SHOOT);
float offsetDistance = this->gunLeft.getSize().x - this->gunLeft.getSize().x / 3;
Vector2 playerCenter = {player.getTexture().getPosition().x + player.getTexture().getSize().x / 2.0f, player.getTexture().getPosition().y + player.getTexture().getSize().y / 2.0f};
Vector2 enemyCenter = {texture.getPosition().x + texture.getSize().x / 2.0f, texture.getPosition().y + texture.getSize().y / 2.0f};
float angleShot = atan2(playerCenter.y - enemyCenter.y,
playerCenter.x - enemyCenter.x);
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};
BulletService::getInstance().addEnemyBullet(bulletStartLocation, angleShot);
}
}
+1 -48
View File
@@ -1,10 +1,8 @@
#include "entities/Map.h" #include "entities/Map.h"
#include "services/AssetService.h"
#include <string> #include <string>
#include <fstream> #include <fstream>
#include <sstream> #include <sstream>
#include <iostream>
#include "services/AssetService.h"
#include "entities/Map.h"
Map::Map() Map::Map()
{ {
@@ -114,19 +112,6 @@ void Map::loadTileset()
this->tileset = AssetService::getInstance().loadTexture("Textures/tileset.png"); this->tileset = AssetService::getInstance().loadTexture("Textures/tileset.png");
} }
std::unordered_map<ECorner, Vector2> Map::cornersToTilePos(std::unordered_map<ECorner, Vector2> corners)
{
// std::cout << "Starting converting" << std::endl;
std::unordered_map<ECorner, Vector2> cornersTilePos;
for (const auto &pair : corners)
{
// std::cout << "Foreach pair" << std::endl;
Vector2 original = corners[pair.first];
cornersTilePos[pair.first] = {floorf(original.x / this->tileSize), floorf(original.y / this->tileSize)};
}
return cornersTilePos;
}
void Map::draw() void Map::draw()
{ {
for (int i = 0; i < map.size(); i++) for (int i = 0; i < map.size(); i++)
@@ -146,35 +131,3 @@ void Map::draw()
} }
} }
std::unordered_map<ECorner, bool> Map::checkForCollision(TextureWrapper texture)
{
// std::cout << "Converting.." << std::endl;
std::unordered_map<ECorner, Vector2> cornersTilePos = cornersToTilePos(texture.getCorners());
// std::cout << "Done with converting" << std::endl;
std::unordered_map<ECorner, bool> cornerCollisions;
for (const auto &pair : cornersTilePos)
{
// std::cout << "foreach collision check" << std::endl;
Vector2 pos = cornersTilePos[pair.first];
// std::cout << pos.x << " " << pos.y << std::endl;
if(colMap[pos.y][pos.x] == 1) {
cornerCollisions[pair.first] = true;
} else {
cornerCollisions[pair.first] = false;
}
}
// std::cout << "Finished collision checks" << std::endl;
return cornerCollisions;
// for (int i = 0; i < tiles.size(); i++)
// {
// if (colMap[tiles[i].y][tiles[i].x] == 1)
// {
// timesCollision.push_back(i);
// }
// }
}
+34
View File
@@ -0,0 +1,34 @@
#include "entities/PBullet.h"
#include "services/CollectableService.h"
#include "services/EnemyService.h"
void PBullet::objCollision()
{
/** 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;
}
}
}
+305
View File
@@ -0,0 +1,305 @@
#include "entities/Player.h"
#include "services/BulletService.h"
#include "services/GameService.h"
#include "services/CollectableService.h"
#include "services/InputService.h"
#include "services/MapService.h"
void Player::applyGravity()
{
if (!groundCollision)
{
velocity.y += gravity;
}
else
{
// velocity.y = 0.0f;
}
}
void Player::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 Player::move(Vector2 velocity)
{
this->texture.move(velocity);
}
void Player::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 Player::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 Player::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;
}
}
}
}
void Player::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::min(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;
}
}
/** 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);
finishReached = true;
}
}
void Player::shoot()
{
if (InputService::getInstance().isMouseButtonDown(MOUSE_BUTTON_LEFT) && GetTime() - prevShot > firingRate && groundCollision)
{
prevShot = GetTime();
if (this->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};
BulletService::getInstance().addPlayerBullet(bulletStartLocation, angleShot);
}
}
}
void Player::outofboundsCheck()
{
if (this->texture.getPosition().y > StateService::getInstance().getScreenSize().y)
{
this->health = 0;
GameService::getInstance().setGameOver(true);
}
}
void Player::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 Player::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 Player::fall()
{
outofboundsCheck();
velocity.y += gravity;
move(velocity);
}
-57
View File
@@ -1,66 +1,9 @@
#include "raylib.h"
// #include "screens/Screen.h"
// #include "screens/TitleScreen.h"
#include "services/StateService.h" #include "services/StateService.h"
// #include <iostream>
// #if defined(PLATFORM_WEB)
// #include <emscripten/emscripten.h>
// #endif
// void step();
// static void gameloop();
int main() int main()
{ {
StateService& stateService = StateService::getInstance(); StateService& stateService = StateService::getInstance();
stateService.setScreenSize({640,544}); stateService.setScreenSize({640,544});
stateService.startGame(); stateService.startGame();
// std::cout << "StateService instance: " << service << std::endl;
// InitWindow(640, 544, "Jelly Rescue");
// // SetTargetFPS(60);
// // setScreen(EScreen::TITLE);
// #if defined(PLATFORM_WEB)
// emscripten_set_main_loop(step, 0, 1);
// #else
// while (!WindowShouldClose())
// {
// step();
// }
// #endif
// CloseWindow();
return 0; return 0;
} }
// static void gameloop()
// {
// // InitAudioDevice();
// InitWindow(640, 544, "Jelly Rescue");
// // SetTargetFPS(60);
// // setScreen(EScreen::TITLE);
// #if defined(PLATFORM_WEB)
// emscripten_set_main_loop(step, 0, 1);
// #else
// while (!WindowShouldClose())
// {
// step();
// }
// #endif
// CloseWindow();
// // CloseAudioDevice();
// }
// void step()
// {
// ClearBackground(BLACK);
// }
+2
View File
@@ -1,6 +1,7 @@
#include "screens/GameScreen.h" #include "screens/GameScreen.h"
#include "entities/Map.h" #include "entities/Map.h"
#include "services/StateService.h" #include "services/StateService.h"
#include "services/GameService.h"
GameScreen::GameScreen() GameScreen::GameScreen()
{ {
@@ -12,6 +13,7 @@ GameScreen::GameScreen()
// this->map = Map(); // this->map = Map();
this->game = Game(); this->game = Game();
// GameService::getInstance().setGame(this->game);
// this->camera = camera; // this->camera = camera;
} }
+22 -14
View File
@@ -1,14 +1,21 @@
#include "screens/MainScreen.h" #include "screens/MainScreen.h"
#include "raylib.h"
#include "services/AudioService.h" #include "services/AudioService.h"
#include "services/StateService.h" #include "services/StateService.h"
#include "raylib.h"
#include "services/InputService.h" #include "services/InputService.h"
MainScreen::MainScreen() MainScreen::MainScreen()
{ {
#if defined(PLATFORM_WEB)
const int TOP_GAP = 100;
const int BOTTOM_GAP = 100;
const int AMNT_OF_BUTTONS = 2;
#else
const int TOP_GAP = 100; const int TOP_GAP = 100;
const int BOTTOM_GAP = 50; const int BOTTOM_GAP = 50;
const int AMNT_OF_BUTTONS = 4; const int AMNT_OF_BUTTONS = 4;
#endif
const int TOTAL_SPACE = GetScreenHeight() - (TOP_GAP + BOTTOM_GAP); const int TOTAL_SPACE = GetScreenHeight() - (TOP_GAP + BOTTOM_GAP);
const int SPACE_PER_ITEM = TOTAL_SPACE / AMNT_OF_BUTTONS; const int SPACE_PER_ITEM = TOTAL_SPACE / AMNT_OF_BUTTONS;
@@ -18,13 +25,22 @@ MainScreen::MainScreen()
buttons.push_back(txt); buttons.push_back(txt);
} }
buttons[0].setColor(RED); buttons[0].setColor(RED);
#if defined(PLATFORM_WEB)
buttons[1].setText("tutorial");
#else
buttons[1].setText("load game"); buttons[1].setText("load game");
buttons[2].setText("tutorial"); buttons[2].setText("tutorial");
buttons[3].setText("quit"); buttons[3].setText("quit");
#endif
for (int i = 0; i < AMNT_OF_BUTTONS; i++) for (int i = 0; i < AMNT_OF_BUTTONS; i++)
{ {
#if defined(PLATFORM_WEB)
buttons[i].setPosition({(float)(GetScreenWidth() - buttons[i].getDimensions().x) / 2.0f, (float)TOP_GAP + SPACE_PER_ITEM * i + SPACE_PER_ITEM / 2.0f});
#else
buttons[i].setPosition({(float)(GetScreenWidth() - buttons[i].getDimensions().x) / 2.0f, (float)TOP_GAP + SPACE_PER_ITEM * i}); buttons[i].setPosition({(float)(GetScreenWidth() - buttons[i].getDimensions().x) / 2.0f, (float)TOP_GAP + SPACE_PER_ITEM * i});
#endif
} }
/** Will be ignored if already active (like when coming from the TitleScreen) */ /** Will be ignored if already active (like when coming from the TitleScreen) */
@@ -35,24 +51,16 @@ MainScreen::MainScreen()
AudioService::getInstance().playMusic(); AudioService::getInstance().playMusic();
} }
InputService::getInstance().setKeysToWatch({KEY_ENTER, KEY_UP, KEY_DOWN}, {MOUSE_BUTTON_LEFT}); InputService::getInstance().setKeysToWatch({KEY_ENTER, KEY_W, KEY_S}, {});
} }
void MainScreen::logic() void MainScreen::logic()
{ {
// Vector2 mouseD = GetMouseDelta();
// std::cout << mouseD.y <<std::endl;
// if (mouseD.x != 0.0f && mouseD.y != 0.0f)
// {
mouseLogic();
// }
keyboardLogic(); keyboardLogic();
clickLogic(); clickLogic();
} }
void MainScreen::mouseLogic() void MainScreen::mouseLogic()
{ {
for (int i = 0; i < buttons.size(); i++) for (int i = 0; i < buttons.size(); i++)
@@ -67,7 +75,7 @@ void MainScreen::mouseLogic()
Vector2 pos = buttons[i].getPosition(); Vector2 pos = buttons[i].getPosition();
Rectangle rect = {pos.x, pos.y, dim.x, dim.y}; Rectangle rect = {pos.x, pos.y, dim.x, dim.y};
Vector2 mousePos = GetMousePosition(); Vector2 mousePos = InputService::getInstance().getMousePos();
// mousePos.x >= rect.x && mousePos.x <= (rect.x+rect.width) && // mousePos.x >= rect.x && mousePos.x <= (rect.x+rect.width) &&
if ((mousePos.x + textPadding) >= rect.x && mousePos.x <= (rect.x + rect.width + textPadding) && (mousePos.y + textPadding) >= rect.y && mousePos.y <= (rect.y + rect.height + textPadding)) if ((mousePos.x + textPadding) >= rect.x && mousePos.x <= (rect.x + rect.width + textPadding) && (mousePos.y + textPadding) >= rect.y && mousePos.y <= (rect.y + rect.height + textPadding))
{ {
@@ -81,18 +89,18 @@ void MainScreen::mouseLogic()
void MainScreen::keyboardLogic() void MainScreen::keyboardLogic()
{ {
if (InputService::getInstance().isKeyPressed(KEY_DOWN) || InputService::getInstance().isKeyPressed(KEY_UP)) if (InputService::getInstance().isKeyPressed(KEY_S) || InputService::getInstance().isKeyPressed(KEY_W))
{ {
buttons[hoveredButton].setColor(WHITE); buttons[hoveredButton].setColor(WHITE);
/** Move up or down depending on the pressed button. +4 is used so that -1 becomes 3 (the last button) */ /** Move up or down depending on the pressed button. +4 is used so that -1 becomes 3 (the last button) */
hoveredButton = ((hoveredButton - (InputService::getInstance().isKeyPressed(KEY_DOWN) ? -1 : 1)) + 4) % 4; hoveredButton = ((hoveredButton - (InputService::getInstance().isKeyPressed(KEY_S) ? -1 : 1)) + buttons.size()) % buttons.size();
buttons[hoveredButton].setColor(RED); buttons[hoveredButton].setColor(RED);
} }
} }
void MainScreen::clickLogic() void MainScreen::clickLogic()
{ {
if (InputService::getInstance().isKeyPressed(KEY_ENTER) || InputService::getInstance().isMouseButtonPressed(MOUSE_BUTTON_LEFT)) if (InputService::getInstance().isKeyPressed(KEY_ENTER))
{ {
std::string selectedButton = buttons[hoveredButton].getText(); std::string selectedButton = buttons[hoveredButton].getText();
-2
View File
@@ -3,7 +3,6 @@
#include "services/StateService.h" #include "services/StateService.h"
#include "enums/EFont.h" #include "enums/EFont.h"
#include "services/AudioService.h" #include "services/AudioService.h"
#include <iostream>
#include "services/InputService.h" #include "services/InputService.h"
TitleScreen::TitleScreen() TitleScreen::TitleScreen()
@@ -34,7 +33,6 @@ TitleScreen::TitleScreen()
void TitleScreen::logic() void TitleScreen::logic()
{ {
// std::cout << "Next screen!" << std::endl;
if (InputService::getInstance().isKeyPressed(KEY_ENTER) || InputService::getInstance().isMouseButtonPressed(MOUSE_BUTTON_LEFT)) if (InputService::getInstance().isKeyPressed(KEY_ENTER) || InputService::getInstance().isMouseButtonPressed(MOUSE_BUTTON_LEFT))
{ {
StateService::getInstance().setScreen(EScreen::MAIN); StateService::getInstance().setScreen(EScreen::MAIN);
+4 -5
View File
@@ -1,8 +1,7 @@
#include "screens/TutorialScreen.h" #include "screens/TutorialScreen.h"
#include "services/StateService.h"
#include "enums/EFont.h"
#include "enums/EScreen.h" #include "enums/EScreen.h"
#include "enums/EFont.h"
#include "services/StateService.h"
#include "services/InputService.h" #include "services/InputService.h"
TutorialScreen::TutorialScreen() { TutorialScreen::TutorialScreen() {
@@ -13,12 +12,12 @@ TutorialScreen::TutorialScreen() {
this->background = Background(EBackground::TUTORIAL); this->background = Background(EBackground::TUTORIAL);
InputService::getInstance().setKeysToWatch({KEY_ENTER}, {MOUSE_BUTTON_LEFT}); InputService::getInstance().setKeysToWatch({KEY_ENTER},{});
} }
void TutorialScreen::logic() void TutorialScreen::logic()
{ {
if ( InputService::getInstance().isKeyPressed(KEY_ENTER) || InputService::getInstance().isMouseButtonPressed(MOUSE_BUTTON_LEFT)) if ( InputService::getInstance().isKeyPressed(KEY_ENTER))
{ {
StateService::getInstance().setScreen(EScreen::MAIN); StateService::getInstance().setScreen(EScreen::MAIN);
} }
+119
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@@ -0,0 +1,119 @@
#include "screens/VictoryScreen.h"
#include "services/InputService.h"
#include "services/AudioService.h"
#include "services/CollectableService.h"
#include <string>
#include <sstream>
VictoryScreen::VictoryScreen()
{
AudioService::getInstance().stopMusic();
AssetService::getInstance().playSound(ESound::VICTORY);
Text victory = Text("victory", EFont::GTEK, 50, 0, {255, 0, 0, 255});
victory.setPosition({(float)(GetScreenWidth() - victory.getDimensions().x) / 2.0f,
(float)(GetScreenHeight() - victory.getDimensions().y) / 2.5f});
int amntOfJelliesRescued = CollectableService::getInstance().getAmountOfJelliesFreed();
int maxAmntOfJellies = CollectableService::getInstance().getMaxAmountOfJellies();
std::string rescuedString;
if (amntOfJelliesRescued == maxAmntOfJellies)
{
rescuedString = "You have rescued all of the jellies!";
}
else
{
std::stringstream stream;
stream << "You have rescued ";
stream << amntOfJelliesRescued;
stream << " of the ";
stream << maxAmntOfJellies;
stream << " jellies";
rescuedString = stream.str();
}
Text rescued = Text(rescuedString, EFont::SANSATION, 30, 0, WHITE);
rescued.setPosition({(float)(GetScreenWidth() - rescued.getDimensions().x) / 2.0f,
(float)(GetScreenHeight() - rescued.getDimensions().y) / 1.5f});
this->text.push_back(victory);
this->text.push_back(rescued);
const int TOP_POS = GetScreenHeight()/1.2;
const int X_GAP = 70;
const int AMNT_OF_BUTTONS = 2;
const int TOTAL_SPACE = GetScreenWidth() - X_GAP * 2;
const int SPACE_PER_ITEM = TOTAL_SPACE / AMNT_OF_BUTTONS;
for (int i = 0; i < AMNT_OF_BUTTONS; i++)
{
Text txt = Text("Play Again", EFont::SANSATION, 30, 0, WHITE);
buttons.push_back(txt);
}
buttons[0].setColor(RED);
buttons[1].setText("Return to Main Menu");
buttons[0].setPosition({(float)X_GAP, (float)TOP_POS});
buttons[1].setPosition({(float)GetScreenWidth() - X_GAP - buttons[1].getDimensions().x, (float)TOP_POS});
const int x_gap = 50;
const int available_space = GetScreenWidth() - x_gap * 2;
const int space_per_jelly = available_space / maxAmntOfJellies;
for (int i = 0; i < amntOfJelliesRescued; i++)
{
TextureWrapper wrapper = TextureWrapper(AssetService::getInstance().getSprite(ESprite::JELLY), {32, 32});
wrapper.setPosition({(float)x_gap + space_per_jelly * i + space_per_jelly / 2.0f - wrapper.getSize().x / 2.0f, GetScreenHeight() / 2.0f});
textures.push_back(wrapper);
}
this->background = Background(EBackground::VICTORY);
InputService::getInstance().setKeysToWatch({KEY_ENTER, KEY_A, KEY_D}, {});
}
void VictoryScreen::logic()
{
if (InputService::getInstance().isKeyPressed(KEY_D) || InputService::getInstance().isKeyPressed(KEY_A))
{
buttons[hoveredButton].setColor(WHITE);
hoveredButton = ((hoveredButton - (InputService::getInstance().isKeyPressed(KEY_D) ? -1 : 1)) + buttons.size()) % buttons.size();
buttons[hoveredButton].setColor(RED);
}
if (InputService::getInstance().isKeyPressed(KEY_ENTER))
{
std::string selectedButton = buttons[hoveredButton].getText();
if (selectedButton == "Play Again")
{
StateService::getInstance().setScreen(EScreen::GAME);
}
else if (selectedButton == "Return to Main Menu")
{
StateService::getInstance().setScreen(EScreen::MAIN);
}
}
}
void VictoryScreen::draw()
{
BeginDrawing();
this->background.draw();
for (int t = 0; t < text.size(); t++)
{
text[t].draw();
}
for (int t = 0; t < buttons.size(); t++)
{
buttons[t].draw();
}
for (int t = 0; t < textures.size(); t++)
{
DrawTexture(textures[t].getTexture(), textures[t].getPosition().x, textures[t].getPosition().y, WHITE);
}
EndDrawing();
}
+16 -2
View File
@@ -1,5 +1,4 @@
#include "services/AssetService.h" #include "services/AssetService.h"
#include <iostream>
AssetService::AssetService() AssetService::AssetService()
{ {
setAssetDir("assets/"); setAssetDir("assets/");
@@ -17,9 +16,22 @@ void AssetService::setAssets()
music[EMusic::MAIN] = loadMusic("Audio/Music/Crash_WarpRoomTheme.ogg", true); music[EMusic::MAIN] = loadMusic("Audio/Music/Crash_WarpRoomTheme.ogg", true);
music[EMusic::GAME] = loadMusic("Audio/Music/GameTheme_2.ogg", true); music[EMusic::GAME] = loadMusic("Audio/Music/GameTheme_2.ogg", true);
music[EMusic::GAME_OVER] = loadMusic("Audio/Music/gameOverTheme.ogg", false); music[EMusic::GAME_OVER] = loadMusic("Audio/Music/gameOverTheme_2.ogg", false);
/** Todo: set volume */ /** Todo: set volume */
sounds[ESound::SHOOT] = loadSound("Audio/Sounds/gunShot.wav");
SetSoundVolume(sounds[ESound::SHOOT], 0.4f);
sounds[ESound::NO_AMMO] = loadSound("Audio/Sounds/outOfAmmo.wav");
sounds[ESound::CRATE_BREAK] = loadSound("Audio/Sounds/crateBreak.wav");
sounds[ESound::JELLY_FREED] = loadSound("Audio/Sounds/jellyFreed.wav");
sounds[ESound::HEAL_PICKUP] = loadSound("Audio/Sounds/healmag.wav");
sounds[ESound::AMMO_PICKUP] = loadSound("Audio/Sounds/shotgunReload.wav");
sounds[ESound::POWERUP] = loadSound("Audio/Sounds/powerUpSound.wav");
sounds[ESound::VICTORY] = loadSound("Audio/Sounds/victorySound.wav");
sounds[ESound::PLAYER_DAMAGE] = loadSound("Audio/Sounds/WaterBalloon.wav");
sounds[ESound::ENEMY_DEFEATED] = loadSound("Audio/Sounds/pain.wav");
sounds[ESound::PLAYER_SPOTTED] = loadSound("Audio/Sounds/playerSpotted.wav");
backgrounds[EBackground::TUTORIAL] = loadTexture("Textures/TutorialBackground2.png"); backgrounds[EBackground::TUTORIAL] = loadTexture("Textures/TutorialBackground2.png");
backgrounds[EBackground::GAME1] = loadTexture("Textures/GameBackground_1.png"); backgrounds[EBackground::GAME1] = loadTexture("Textures/GameBackground_1.png");
backgrounds[EBackground::GAME2] = loadTexture("Textures/GameBackground_2.jpg"); backgrounds[EBackground::GAME2] = loadTexture("Textures/GameBackground_2.jpg");
@@ -43,6 +55,8 @@ void AssetService::setAssets()
sprites[ESprite::HUD_HEART] = loadTexture("Textures/heart.png"); sprites[ESprite::HUD_HEART] = loadTexture("Textures/heart.png");
sprites[ESprite::HUD_HEART_EMPTY] = loadTexture("Textures/heart_empty.png"); sprites[ESprite::HUD_HEART_EMPTY] = loadTexture("Textures/heart_empty.png");
sprites[ESprite::HUD_AMMO] = loadTexture("Textures/bullet_hud.png"); sprites[ESprite::HUD_AMMO] = loadTexture("Textures/bullet_hud.png");
sprites[ESprite::CROSSHAIR] = loadTexture("Textures/crosshair_3.png");
sprites[ESprite::FLAG] = loadTexture("Textures/flag.png");
} }
Font AssetService::getFont(EFont font, int fontSize) Font AssetService::getFont(EFont font, int fontSize)
+1
View File
@@ -13,6 +13,7 @@ void AudioService::setMusic(EMusic music)
if (currentTrack == music) if (currentTrack == music)
return; return;
stopMusic(); // Makes sure it doesn't continue where it left off
this->currentTrack = music; this->currentTrack = music;
this->music = AssetService::getInstance().getMusic(music); this->music = AssetService::getInstance().getMusic(music);
} }
+196
View File
@@ -0,0 +1,196 @@
#include "services/CollectableService.h"
#include "services/MapService.h"
void CollectableService::initCrates()
{
crates.clear();
int tileSize = MapService::getInstance().getMap().getTileSize();
for (int i = 0; i < amountOfCrates; i++)
{
crates.push_back(Crate());
}
crates[0].getObject().setPosition({38.0f * tileSize, 9.0f * tileSize});
crates[1].getObject().setPosition({41.0f * tileSize, 5.0f * tileSize});
crates[2].getObject().setPosition({68.0f * tileSize, 4.0f * tileSize});
for (int i = 0; i < crates.size(); i++)
{
Vector2i crateTilePos = Vector2i(crates[i].getObject().getPosition().x / tileSize, crates[i].getObject().getPosition().y / tileSize);
MapService::getInstance().getMap().updateColmapTile(crateTilePos, true);
}
}
void CollectableService::initJellies()
{
jellies.clear();
}
void CollectableService::initAmmoPacks()
{
ammoPacks.clear();
int tileSize = MapService::getInstance().getMap().getTileSize();
for (int i = 0; i < amountOfAmmoPacks; i++)
{
ammoPacks.push_back(AmmoPack());
}
ammoPacks[0].getObject().setPosition({32.0f * tileSize, 9.0f * tileSize});
ammoPacks[1].getObject().setPosition({48.0f * tileSize, 5.0f * tileSize});
ammoPacks[2].getObject().setPosition({88.0f * tileSize, 9.0f * tileSize});
ammoPacks[3].getObject().setPosition({105.0f * tileSize, 15.0f * tileSize});
}
void CollectableService::initHealthPacks()
{
healthPacks.clear();
int tileSize = MapService::getInstance().getMap().getTileSize();
for (int i = 0; i < amountOfHealthPacks; i++)
{
healthPacks.push_back(HealthPack());
}
healthPacks[0].getObject().setPosition({28.0f * tileSize, 10.0f * tileSize});
healthPacks[1].getObject().setPosition({64.0f * tileSize, 6.0f * tileSize});
healthPacks[2].getObject().setPosition({118.0f * tileSize, 11.0f * tileSize});
healthPacks[3].getObject().setPosition({74.0f * tileSize, 8.0f * tileSize});
}
void CollectableService::initPowerups()
{
powerUps.clear();
int tileSize = MapService::getInstance().getMap().getTileSize();
for (int i = 0; i < amountOfPowerups; i++)
{
powerUps.push_back(Powerup());
}
powerUps[0].getObject().setPosition({41.0f * tileSize + 8, 10.0f * tileSize - 25});
}
void CollectableService::initFlag()
{
int tileSize = MapService::getInstance().getMap().getTileSize();
this->flag = Flag({118.0f * tileSize - tileSize / 2.0f, 3.0f * tileSize - 8});
}
void CollectableService::crateLogic()
{
for (auto it = crates.begin(); it != crates.end();)
{
auto &crate = *it;
/**
* If the crate has been hit:
* 1. Create a Jelly on the location of the crate
* 2. Remove the collision tile from the collision map
* 3. Remove the crate
*/
if (crate.hasBeenHit())
{
Vector2 pos = crate.getObject().getPosition();
jellies.push_back(Jelly(pos));
Vector2i tilePos = Vector2i(pos.x / MapService::getInstance().getMap().getTileSize(), pos.y / MapService::getInstance().getMap().getTileSize());
MapService::getInstance().getMap().updateColmapTile(tilePos, false);
it = crates.erase(it);
}
else
{
++it;
}
}
}
void CollectableService::jellyLogic()
{
for (int i = 0; i < jellies.size(); i++)
{
jellies[i].logic();
}
}
void CollectableService::ammoPackLogic()
{
for (auto it = ammoPacks.begin(); it != ammoPacks.end();)
{
auto &ammoPack = *it;
if (ammoPack.hasBeenPickedUp())
{
it = ammoPacks.erase(it);
}
else
{
++it;
}
}
}
void CollectableService::healthPackLogic()
{
for (auto it = healthPacks.begin(); it != healthPacks.end();)
{
auto &healthPack = *it;
if (healthPack.hasBeenPickedUp())
{
it = healthPacks.erase(it);
}
else
{
++it;
}
}
}
void CollectableService::powerupLogic()
{
for (auto it = powerUps.begin(); it != powerUps.end();)
{
auto &powerUp = *it;
if (powerUp.hasBeenPickedUp())
{
it = powerUps.erase(it);
}
else
{
powerUp.logic();
++it;
}
}
}
void CollectableService::drawCrates()
{
for (int i = 0; i < crates.size(); i++)
{
crates[i].draw();
}
}
void CollectableService::drawJellies()
{
for (int i = 0; i < jellies.size(); i++)
{
jellies[i].draw();
}
}
void CollectableService::drawAmmoPacks()
{
for (int i = 0; i < ammoPacks.size(); i++)
{
ammoPacks[i].draw();
}
}
void CollectableService::drawHealthpacks()
{
for (int i = 0; i < healthPacks.size(); i++)
{
healthPacks[i].draw();
}
}
void CollectableService::drawPowerups()
{
for (int i = 0; i < powerUps.size(); i++)
{
powerUps[i].draw();
}
}
+51
View File
@@ -0,0 +1,51 @@
#include "services/EnemyService.h"
#include "services/MapService.h"
void EnemyService::initEnemies()
{
this->enemies.clear();
const int AMNT_OF_ENEMIES = 8;
int tileSize = MapService::getInstance().getMap().getTileSize();
for (int i = 0; i < AMNT_OF_ENEMIES; i++)
{
enemies.push_back(Enemy());
}
this->enemies[0].getObject().setPosition({31.0f * tileSize, 15.0f * tileSize});
this->enemies[1].getObject().setPosition({51.0f * tileSize, 10.0f * tileSize});
this->enemies[2].getObject().setPosition({56.0f * tileSize, 5.0f * tileSize});
this->enemies[3].getObject().setPosition({78.0f * tileSize, 10.0f * tileSize});
this->enemies[4].getObject().setPosition({82.0f * tileSize, 15.0f * tileSize});
this->enemies[5].getObject().setPosition({88.0f * tileSize, 4.0f * tileSize});
this->enemies[6].getObject().setPosition({98.0f * tileSize, 11.0f * tileSize});
this->enemies[7].getObject().setPosition({103.0f * tileSize, 15.0f * tileSize});
}
void EnemyService::enemyLogic()
{
for (auto it = enemies.begin(); it != enemies.end();)
{
auto &enemy = *it;
if (enemy.getObject().getPosition().y < 0)
{
it = enemies.erase(it);
}
else
{
enemy.logic();
++it;
}
}
}
void EnemyService::drawEnemies()
{
for (int i = 0; i < enemies.size(); i++)
{
enemies[i].draw();
}
}
std::vector<Enemy> &EnemyService::getEnemies()
{
return this->enemies;
}
+12 -15
View File
@@ -1,12 +1,13 @@
#include "services/StateService.h"
#include "raylib.h" #include "raylib.h"
#include "services/StateService.h"
#include "services/AudioService.h"
#include "services/InputService.h"
#include "screens/TitleScreen.h" #include "screens/TitleScreen.h"
#include "screens/MainScreen.h" #include "screens/MainScreen.h"
#include "screens/TutorialScreen.h" #include "screens/TutorialScreen.h"
#include "screens/GameScreen.h" #include "screens/GameScreen.h"
#include "screens/VictoryScreen.h"
#include <optional> #include <optional>
#include "services/AudioService.h"
#include "services/InputService.h"
void StateService::setScreen(EScreen state) void StateService::setScreen(EScreen state)
{ {
@@ -24,6 +25,9 @@ void StateService::setScreen(EScreen state)
case EScreen::GAME: case EScreen::GAME:
currentScreen = std::make_unique<GameScreen>(); currentScreen = std::make_unique<GameScreen>();
break; break;
case EScreen::VICTORY:
currentScreen = std::make_unique<VictoryScreen>();
break;
case EScreen::CLOSE: case EScreen::CLOSE:
gameRunning = false; gameRunning = false;
break; break;
@@ -44,17 +48,10 @@ void StateService::startGame()
InitAudioDevice(); InitAudioDevice();
// InitWindow(640,544, "Jelly Rescue"); // InitWindow(640,544, "Jelly Rescue");
InitWindow(screenSize.x, screenSize.y, "Jelly Rescue"); InitWindow(screenSize.x, screenSize.y, "Jelly Rescue");
SetTargetFPS(60); SetTargetFPS(45);
#if not defined(PLATFORM_WEB)
// #if defined(PLATFORM_WEB) HideCursor();
// emscripten_set_keypress_callback(EMSCRIPTEN_EVENT_TARGET_CANVAS, nullptr, 1, staticStep); #endif
// #endif
// #if defined(PLATFORM_WEB)
// emscripten_set_focusin_callback(EMSCRIPTEN_EVENT_TARGET_CANVAS, nullptr, 1, [](const EmscriptenFocusEvent* event) {
// std::cout << "Canvas Focused!" << std::endl;
// });
// #endif
setScreen(EScreen::TITLE); setScreen(EScreen::TITLE);
@@ -62,7 +59,6 @@ void StateService::startGame()
emscripten_set_main_loop(StateService::staticStep, 0, 1); emscripten_set_main_loop(StateService::staticStep, 0, 1);
#else #else
// while (!WindowShouldClose() && instance->gameRunning)
while (!WindowShouldClose() && gameRunning) while (!WindowShouldClose() && gameRunning)
{ {
step(); step();
@@ -85,6 +81,7 @@ void StateService::handleMusic()
void StateService::step() void StateService::step()
{ {
InputService::getInstance().checkKeys(); InputService::getInstance().checkKeys();
InputService::getInstance().checkMousePos();
handleMusic(); handleMusic();
currentScreen->draw(); currentScreen->draw();