[Added] Sprite animation for player, crosshair mouse, [Updated] Collision

This commit is contained in:
Ninjaws
2024-12-12 20:31:56 +01:00
parent 770d3e3c71
commit dbeb15ee60
11 changed files with 220 additions and 52 deletions
+26 -9
View File
@@ -45,6 +45,9 @@ public:
this->player = Player();
this->player.getTexture().setPosition({200, 350});
this->crosshair = TextureWrapper(AssetService::getInstance().getSprite(ESprite::CROSSHAIR), {15,15}, {0,0}, {0,0,15,15});
initPauseScreen();
initGameOverScreen();
@@ -82,7 +85,7 @@ public:
void initGameOverScreen()
{
this->gameOverText = Text("game over", EFont::OXIN, 60, 0, WHITE);
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;
@@ -92,11 +95,11 @@ public:
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::OXIN, 30, 0, WHITE);
Text txt = Text("Play Again", EFont::SANSATION, 30, 0, GRAY);
gameOverScreenButtons.push_back(txt);
}
gameOverScreenButtons[0].setColor(BLACK);
gameOverScreenButtons[1].setText("quit to main menu");
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});
@@ -105,6 +108,8 @@ public:
void logic()
{
this->crosshair.setPosition(GetMousePosition());
if (GameService::getInstance().isPaused())
{
pausedLogic();
@@ -164,25 +169,25 @@ public:
{
if (InputService::getInstance().isKeyPressed(KEY_D) || InputService::getInstance().isKeyPressed(KEY_A))
{
gameOverScreenButtons[hoveredGameOverScreenButton].setColor(WHITE);
gameOverScreenButtons[hoveredGameOverScreenButton].setColor(GRAY);
/** 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(BLACK);
gameOverScreenButtons[hoveredGameOverScreenButton].setColor(WHITE);
}
if (InputService::getInstance().isKeyPressed(KEY_ENTER))
{
GameService::getInstance().setGameOver(false);
std::string selectedButton = gameOverScreenButtons[hoveredGameOverScreenButton].getText();
if (selectedButton == "play again")
if (selectedButton == "Play Again")
{
StateService::getInstance().setScreen(EScreen::GAME);
}
else if (selectedButton == "quit to main menu")
else if (selectedButton == "Quit to Main Menu")
{
StateService::getInstance().setScreen(EScreen::MAIN);
}
GameService::getInstance().setGameOver(false);
}
}
@@ -205,6 +210,7 @@ public:
{
drawGameOver();
}
drawCrosshair();
EndDrawing();
}
@@ -233,11 +239,22 @@ public:
}
}
void drawCrosshair() {
DrawTextureEx(this->crosshair.getTexture(),GetMousePosition(),0,1.2f,RED);
// DrawTexturePro(
// this->crosshair.getTexture(),
// this->crosshair.getSourceRect(),
// {GetMousePosition().x, GetMousePosition().y, GetMousePosition().x+this->crosshair.getSize().x, GetMousePosition().y+this->crosshair.getSize().y},
// {this->crosshair.getSize().x/2.0f, this->crosshair.getSize().y/2.0f},
// 0,
// WHITE);
}
private:
Camera2D camera;
Background background;
Map map;
Player player;
TextureWrapper crosshair;
std::vector<Text> pauseScreenButtons;
int hoveredPauseScreenButton = 0;
+4
View File
@@ -24,6 +24,10 @@ public:
return this->tileSize;
}
std::vector<std::vector<int>> getColMap() {
return this->colMap;
}
private:
/** Holds the number for every single tile, which refers to a certain sprite in the tileset */
std::vector<std::vector<Vector2>> map;
+160 -30
View File
@@ -9,6 +9,7 @@
#include "services/GameService.h"
#include "entities/TextureWrapper.h"
#include "enums/ECorner.h"
#include "entities/Vector2i.h"
class Player
{
@@ -18,6 +19,8 @@ public:
TextureWrapper wrapper = TextureWrapper(AssetService::getInstance().getSprite(ESprite::PLAYER), {32, 32}, {200, 200});
wrapper.setSourceRect({0, 0, 32, 32});
this->texture = wrapper;
prevFrame = GetTime();
spriteAnimation = {0,0};
}
~Player()
{
@@ -25,9 +28,9 @@ public:
void logic()
{
applyGravity();
// applyGravity();
movement();
handleCollision();
// handleCollision();
outofboundsCheck();
}
@@ -48,6 +51,11 @@ private:
float jumpPower = 7.2f;
float moveSpeed = 5.0f;
float gravity = 0.6f;
float animationDelay = 0.2f; // seconds
double prevFrame;
Vector2 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
bool groundCollision; // Keeps track of whether or not the player has collided with the ground
@@ -71,20 +79,86 @@ private:
void movement()
{
velocity.x = 0.0f;
if (InputService::getInstance().isKeyDown(KEY_A))
{
velocity.x -= moveSpeed;
spriteAnimation.y = Left;
velocity.x = -moveSpeed;
animate();
}
else if (InputService::getInstance().isKeyDown(KEY_D))
{
velocity.x += moveSpeed;
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;
}
this->texture.move(velocity);
}
void animate()
{
if (GetTime() - prevFrame > animationDelay)
{
spriteAnimation.x = std::fmod(spriteAnimation.x + 1,3);
Rectangle sourceRect = this->texture.getSourceRect();
sourceRect.x = spriteAnimation.x * this->texture.getSize().x;
sourceRect.y = spriteAnimation.y * this->texture.getSize().y;
// sourceRect.x = std::fmod(sourceRect.x, 3 * this->texture.getSize().x);
this->texture.setSourceRect(sourceRect);
prevFrame = GetTime();
}
}
void positionUpdates() {
const Vector2 pos = this->texture.getPosition();
const Vector2 size = this->texture.getSize();
const int tileSize = MapService::getInstance().getMap().getTileSize();
const float bottom = pos.y + size.y + velocity.y;
const float left = pos.x + velocity.x;
const float right = pos.x + size.x + velocity.x;
const float top = pos.y + velocity.y;
Vector2i topLeft(Vector2i((int)(left + 5) / tileSize, (int)top / tileSize)); // +5 to separate top from side
Vector2i topRight(Vector2i((int)(right - 5) / tileSize, (int)top / tileSize)); // -5 to separate top from side
Vector2i leftTop(Vector2i((int)left / tileSize, (int)(top + 5) / tileSize));
Vector2i leftBottom(Vector2i((int)left / tileSize, (int)(bottom - 5) / tileSize));
Vector2i rightTop(Vector2i((int)right / tileSize, (int)(top + 5) / tileSize));
Vector2i rightBottom(Vector2i((int)right / tileSize, (int)(bottom - 5) / tileSize));
Vector2i bottomLeft(Vector2i((int)(left + 5) / tileSize, (int)bottom / tileSize)); // +5 to separate bottom from side
Vector2i bottomRight(Vector2i((int)(right - 5) / tileSize, (int)bottom / tileSize)); // -5 to separate bottom from side
tiles.clear();
tiles.push_back(topLeft);
tiles.push_back(topRight);
tiles.push_back(leftTop);
tiles.push_back(leftBottom);
tiles.push_back(rightTop);
tiles.push_back(rightBottom);
tiles.push_back(bottomLeft);
tiles.push_back(bottomRight);
}
/**
@@ -95,37 +169,93 @@ private:
*/
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);
timesCollision.clear();
if (collisions[ECorner::BOTTOM_LEFT] || collisions[ECorner::BOTTOM_RIGHT])
for (int i = 0; i < tiles.size(); i++)
{
if (MapService::getInstance().getMap().getColMap()[tiles[i].y][tiles[i].x] == 1)
{
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});
timesCollision.push_back(i);
}
}
void outofboundsCheck() {
if(this->texture.getPosition().y > StateService::getInstance().getScreenSize().y) {
groundCollision = false;
if (timesCollision.size() > 0)
{
for (int i = 0; i < timesCollision.size(); i++)
{
if (timesCollision[i] == 0 || timesCollision[i] == 1) //Topleft and Topright
{
velocity.y = 0;
}
else if (timesCollision[i] == 2 || timesCollision[i] == 3 || //Lefttop and Leftbottom
timesCollision[i] == 4 || timesCollision[i] == 5) //Righttop and Lefttop
{
velocity.x = 0;
}
else if (timesCollision[i] == 6 || timesCollision[i] == 7) //Bottomleft and Bottomright
{
groundCollision = true;
}
}
}
// Set velocity.x based on going right or left
// Take current position of all 4 corners
// Apply velocity
// Calculate the 8 points
// Add them to a list
// Empty vector of amount of collisions
// Loop through the points
// Check the collisionmap for intersection
// If so, add item to the vector of collisions
// Set groundcollision to false
// Loop through collisions
// Based on their location (TopLeft, RightTop, etc) change the velocity
// Apply gravity if not on the floor
// If jumping and on the floor, go up
// Move using velocity
// Vector2 tempPos = this->texture.getPosition();
// this->texture.move(velocity);
// groundCollision = false;
// std::unordered_map<ECorner, bool> collisions = MapService::getInstance().getMap().checkForCollision(this->texture);
// if (collisions[ECorner::BOTTOM_LEFT] || collisions[ECorner::BOTTOM_RIGHT])
// {
// velocity.y = 0.0f;
// groundCollision = true;
// this->texture.setPosition({this->texture.getPosition().x, floorf(this->texture.getPosition().y / MapService::getInstance().getMap().getTileSize()) * MapService::getInstance().getMap().getTileSize()});
// }
// if (collisions[ECorner::LEFT_TOP] && collisions[ECorner::LEFT_BOTTOM])
// {
// velocity.x = 0.0f;
// this->texture.setPosition({ceilf(this->texture.getPosition().x / MapService::getInstance().getMap().getTileSize()) * MapService::getInstance().getMap().getTileSize(), this->texture.getPosition().y});
// }
// if (collisions[ECorner::TOP_LEFT] || collisions[ECorner::TOP_RIGHT])
// {
// velocity.y = 0.0f;
// this->texture.setPosition({this->texture.getPosition().x, (ceilf(this->texture.getPosition().y / MapService::getInstance().getMap().getTileSize())) * MapService::getInstance().getMap().getTileSize()});
// }
// if (collisions[ECorner::RIGHT_TOP] && collisions[ECorner::RIGHT_BOTTOM])
// {
// velocity.x = 0.0f;
// this->texture.setPosition({floorf(this->texture.getPosition().x / MapService::getInstance().getMap().getTileSize()) * MapService::getInstance().getMap().getTileSize(), this->texture.getPosition().y});
// }
}
void outofboundsCheck()
{
if (this->texture.getPosition().y > StateService::getInstance().getScreenSize().y)
{
GameService::getInstance().setGameOver(true);
AudioService::getInstance().setMusic(EMusic::GAME_OVER);
AudioService::getInstance().playMusic();
+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
+2 -1
View File
@@ -15,7 +15,8 @@ enum class ESprite {
POWERUP,
HUD_HEART,
HUD_HEART_EMPTY,
HUD_AMMO
HUD_AMMO,
CROSSHAIR
};
#endif