Delete all old 2d code, change license
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LICENSE
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@ -1,21 +1,674 @@
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MIT License
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GNU GENERAL PUBLIC LICENSE
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Version 3, 29 June 2007
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Copyright (c) 2020 SeanOMik
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Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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Everyone is permitted to copy and distribute verbatim copies
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of this license document, but changing it is not allowed.
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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Preamble
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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The GNU General Public License is a free, copyleft license for
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software and other kinds of works.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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The licenses for most software and other practical works are designed
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the GNU General Public License is intended to guarantee your freedom to
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share and change all versions of a program--to make sure it remains free
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software for all its users. We, the Free Software Foundation, use the
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GNU General Public License for most of our software; it applies also to
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When we speak of free software, we are referring to freedom, not
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0. Definitions.
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"This License" refers to version 3 of the GNU General Public License.
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|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
|
|
|
@ -1,15 +0,0 @@
|
|||
cmake_minimum_required (VERSION 3.6)
|
||||
project(AnimationExample)
|
||||
|
||||
add_executable(animation_example src/main.cpp)
|
||||
|
||||
# Link headers and source files.
|
||||
file(GLOB_RECURSE source_list src/*.cpp)
|
||||
target_sources(animation_example PRIVATE ${source_list})
|
||||
target_include_directories(animation_example PUBLIC include)
|
||||
|
||||
# Link simpleengine
|
||||
target_link_libraries(animation_example PUBLIC simpleengine)
|
||||
|
||||
# Set standard to C++17
|
||||
set_target_properties(animation_example PROPERTIES CXX_STANDARD 17 CXX_EXTENSIONS OFF)
|
|
@ -1,70 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/2/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#include <simpleengine/game.h>
|
||||
#include <simpleengine/event.h>
|
||||
#include <simpleengine/entity.h>
|
||||
#include <simpleengine/components/movement/movement_component.h>
|
||||
#include <simpleengine/components/ssma_component.h>
|
||||
#include <simpleengine/events/entity_event.h>
|
||||
#include <simpleengine/components/collision_component.h>
|
||||
#include <simpleengine/animation.h>
|
||||
|
||||
#include <chrono>
|
||||
#include <iostream>
|
||||
|
||||
class PlayerEntity : public simpleengine::Entity {
|
||||
private:
|
||||
sf::Sprite sprite;
|
||||
sf::Texture texture;
|
||||
float movement_speed = 50;
|
||||
sf::Vector2u window_size;
|
||||
|
||||
// Components
|
||||
std::shared_ptr<simpleengine::CollisionComponent> hitbox_component;
|
||||
std::shared_ptr<simpleengine::SideScrollerMovementAnimationComponent> move_anim_component;
|
||||
public:
|
||||
explicit PlayerEntity(sf::Vector2u window_size, simpleengine::Game& game) : Entity(sprite), window_size(window_size) {
|
||||
texture.loadFromFile("player_sheet.png");
|
||||
texture.setSmooth(true);
|
||||
sprite.setTexture(texture);
|
||||
sprite.setScale(0.5, 0.5);
|
||||
sprite.setPosition(100, 100);
|
||||
|
||||
move_anim_component = std::make_shared<simpleengine::SideScrollerMovementAnimationComponent>(*this, game, sprite,
|
||||
texture, movement_speed, 6, 3);
|
||||
move_anim_component->SetAnimation(simpleengine::MovementAnimationType::WALK_LEFT, 8, 0, 9, 9, 9, 128, 128);
|
||||
move_anim_component->SetAnimation(simpleengine::MovementAnimationType::IDLE_LEFT, 20, 0, 0, 6, 0, 128, 128);
|
||||
AddComponent(move_anim_component);
|
||||
|
||||
hitbox_component = std::make_shared<simpleengine::CollisionComponent>(*this, sprite, -13, 12,
|
||||
sprite.getGlobalBounds().width - 35.f, sprite.getGlobalBounds().height - 15.f);
|
||||
AddComponent(hitbox_component);
|
||||
}
|
||||
|
||||
~PlayerEntity() override {
|
||||
std::cout << "Destroying" << std::endl;
|
||||
|
||||
simpleengine::Entity::~Entity();
|
||||
}
|
||||
|
||||
void Update(const float& delta_time) override {
|
||||
Entity::Update(delta_time);
|
||||
}
|
||||
|
||||
void Render(sf::RenderTarget* target) override {
|
||||
Entity::Render(target);
|
||||
|
||||
target->draw(sprite);
|
||||
}
|
||||
};
|
||||
|
||||
int main(int argc, char *argv[]) {
|
||||
simpleengine::Game game(700, 700, "SimpleEngine - Animation Example");
|
||||
game.AddEvent(new simpleengine::EntityEvent(game.GetWindow(), std::make_unique<PlayerEntity>(game.GetWindow()->getSize(), game)));
|
||||
|
||||
return game.Run();
|
||||
}
|
|
@ -1,15 +0,0 @@
|
|||
cmake_minimum_required (VERSION 3.6)
|
||||
project(Snake)
|
||||
|
||||
add_executable(snake src/main.cpp)
|
||||
|
||||
# Link headers and source files.
|
||||
file(GLOB_RECURSE source_list src/*.cpp)
|
||||
target_sources(snake PRIVATE ${source_list})
|
||||
target_include_directories(snake PUBLIC include)
|
||||
|
||||
# Link simpleengine
|
||||
target_link_libraries(snake PUBLIC simpleengine)
|
||||
|
||||
# Set standard to C++17
|
||||
set_target_properties(snake PROPERTIES CXX_STANDARD 17 CXX_EXTENSIONS OFF)
|
|
@ -1,321 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/2/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#include <SFML/Graphics/Rect.hpp>
|
||||
#include <SFML/Graphics/RectangleShape.hpp>
|
||||
#include <SFML/Graphics/Text.hpp>
|
||||
#include <SFML/System/Vector2.hpp>
|
||||
#include <SFML/Window/Keyboard.hpp>
|
||||
#include <functional>
|
||||
#include <ios>
|
||||
|
||||
#include <simpleengine/game.h>
|
||||
|
||||
#include <simpleengine/event.h>
|
||||
#include <simpleengine/async_event.h>
|
||||
|
||||
#include <simpleengine/entity.h>
|
||||
|
||||
// Simple engine components
|
||||
#include <simpleengine/components/collision_component.h>
|
||||
#include <simpleengine/components/movement/movement_component.h>
|
||||
|
||||
// Simpleengine events
|
||||
#include <simpleengine/events/entity_event.h>
|
||||
#include <simpleengine/events/collision_handler.h>
|
||||
|
||||
// Simple engine utils
|
||||
#include <simpleengine/random.h>
|
||||
|
||||
#include <chrono>
|
||||
#include <iostream>
|
||||
#include <iomanip>
|
||||
#include <random>
|
||||
|
||||
class SnakeMovementComponent : public simpleengine::Component {
|
||||
private:
|
||||
float movement_speed = 15;
|
||||
sf::Vector2i movement_direction;
|
||||
std::chrono::high_resolution_clock::time_point last_movement;
|
||||
sf::Vector2u window_size;
|
||||
const sf::Vector2f& entity_pos;
|
||||
|
||||
simpleengine::Game& game;
|
||||
|
||||
bool IsStill() {
|
||||
return movement_direction.x == 0 && movement_direction.y == 0;
|
||||
}
|
||||
public:
|
||||
explicit SnakeMovementComponent(simpleengine::Entity& owning_entity, float movement_speed, const sf::Vector2u& window_size, simpleengine::Game& game)
|
||||
: simpleengine::Component(owning_entity), movement_speed(movement_speed), window_size(window_size),
|
||||
entity_pos(owning_entity.GetTransformable().getPosition()), game(game) {
|
||||
|
||||
game.AddEventCallback<sf::Event::EventType::KeyPressed>(std::function([this](sf::Event::KeyEvent event) {
|
||||
this->OnKeyPress(event);
|
||||
}));
|
||||
}
|
||||
|
||||
void OnKeyPress(sf::Event::KeyEvent event) {
|
||||
sf::Keyboard::Key key = event.code;
|
||||
|
||||
switch (key) {
|
||||
case sf::Keyboard::W:
|
||||
// Make sure we're not trying to move the opposite direction.
|
||||
if (IsStill() || movement_direction.x != 0 && movement_direction.y != 15) {
|
||||
movement_direction.x = 0;
|
||||
movement_direction.y = -15;
|
||||
}
|
||||
break;
|
||||
case sf::Keyboard::A:
|
||||
if (IsStill() || movement_direction.x != 15 && movement_direction.y != 0) {
|
||||
movement_direction.x = -15;
|
||||
movement_direction.y = 0;
|
||||
}
|
||||
break;
|
||||
case sf::Keyboard::S:
|
||||
if (IsStill() || movement_direction.x != 0 && movement_direction.y != 15) {
|
||||
movement_direction.x = 0;
|
||||
movement_direction.y = 15;
|
||||
}
|
||||
break;
|
||||
case sf::Keyboard::D:
|
||||
if (IsStill() || movement_direction.x != -15 && movement_direction.y != 0) {
|
||||
movement_direction.x = 15;
|
||||
movement_direction.y = 0;
|
||||
}
|
||||
break;
|
||||
case sf::Keyboard::Space:
|
||||
movement_direction.x = 0;
|
||||
movement_direction.y = 0;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
const sf::Vector2i& GetDirection() {
|
||||
return movement_direction;
|
||||
}
|
||||
|
||||
void Update(const float& delta_time) override {
|
||||
long long duration = std::chrono::duration_cast<std::chrono::milliseconds>(std::chrono::high_resolution_clock::now() - last_movement).count();
|
||||
|
||||
// Only move every 115 ticks.
|
||||
if (duration >= 115 && (movement_direction.x != 0 || movement_direction.y != 0)) {
|
||||
owning_entity.Move(delta_time, movement_direction.x, movement_direction.y);
|
||||
last_movement = std::chrono::high_resolution_clock::now();
|
||||
|
||||
sf::RectangleShape& shape = dynamic_cast<sf::RectangleShape&>(owning_entity.GetTransformable());
|
||||
|
||||
// Wrap entity around the side of the screen.
|
||||
if (entity_pos.x < 0) {
|
||||
sf::Vector2f new_pos(window_size.x - shape.getSize().x, owning_entity.GetTransformable().getPosition().y);
|
||||
owning_entity.GetTransformable().setPosition(new_pos);
|
||||
} else if (entity_pos.x > window_size.x) {
|
||||
sf::Vector2f new_pos(shape.getSize().x, owning_entity.GetTransformable().getPosition().y);
|
||||
owning_entity.GetTransformable().setPosition(new_pos);
|
||||
}
|
||||
|
||||
if (entity_pos.y < 0) {
|
||||
sf::Vector2f new_pos(owning_entity.GetTransformable().getPosition().x, window_size.y - shape.getSize().y);
|
||||
owning_entity.GetTransformable().setPosition(new_pos);
|
||||
} else if (entity_pos.y > window_size.y) {
|
||||
sf::Vector2f new_pos(owning_entity.GetTransformable().getPosition().x, shape.getSize().y);
|
||||
owning_entity.GetTransformable().setPosition(new_pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
class SnakePlayerEntity;
|
||||
|
||||
class SnakeFoodEntity : public simpleengine::Entity {
|
||||
private:
|
||||
sf::RectangleShape shape;
|
||||
sf::Vector2u window_size;
|
||||
std::shared_ptr<SnakePlayerEntity> snake_player;
|
||||
|
||||
std::shared_ptr<simpleengine::CollisionComponent> collision_component;
|
||||
public:
|
||||
explicit SnakeFoodEntity(sf::Vector2u window_size, std::shared_ptr<SnakePlayerEntity> snake_player)
|
||||
: Entity(shape), window_size(window_size), snake_player(snake_player) {
|
||||
|
||||
shape.setSize(sf::Vector2f(15, 15));
|
||||
shape.setPosition(45, 45);
|
||||
shape.setFillColor(sf::Color::Red);
|
||||
|
||||
collision_component = std::make_shared<simpleengine::CollisionComponent>(*this, shape, 0, 0, 15, 15);
|
||||
AddComponent(collision_component);
|
||||
}
|
||||
|
||||
void Move(const float& delta_time, const float& x, const float& y) override {
|
||||
shape.move(x, y);
|
||||
}
|
||||
|
||||
void Move(const float& delta_time, const sf::Vector2f& offset) override {
|
||||
shape.move(offset * delta_time);
|
||||
}
|
||||
|
||||
void Move(const sf::Vector2f& offset) override {
|
||||
shape.move(offset);
|
||||
}
|
||||
|
||||
void Render(sf::RenderTarget* target) override {
|
||||
target->draw(shape);
|
||||
}
|
||||
|
||||
// Find a new location for the snake food.
|
||||
void Relocate() {
|
||||
simpleengine::Random<int> random;
|
||||
sf::Vector2f pos(random.NextInRange(0, window_size.x), random.NextInRange(0, window_size.y));
|
||||
|
||||
// Make sure its on the 15 pixel grid.
|
||||
pos.x -= (int) pos.x % 15;
|
||||
pos.y -= (int) pos.y % 15;
|
||||
|
||||
shape.setPosition(pos);
|
||||
}
|
||||
};
|
||||
|
||||
struct BodyPiece {
|
||||
sf::RectangleShape shape;
|
||||
sf::Vector2i movement_direction;
|
||||
};
|
||||
|
||||
class SnakePlayerEntity : public simpleengine::Entity {
|
||||
private:
|
||||
sf::RectangleShape head;
|
||||
|
||||
std::vector<BodyPiece> body;
|
||||
|
||||
float movement_speed = 15;
|
||||
sf::Vector2u window_size;
|
||||
sf::Text& score_text;
|
||||
|
||||
std::shared_ptr<SnakeMovementComponent> movement_component;
|
||||
std::shared_ptr<simpleengine::CollisionComponent> collision_component;
|
||||
|
||||
bool alive = true;
|
||||
public:
|
||||
explicit SnakePlayerEntity(sf::Vector2u window_size, sf::Text& score_text, simpleengine::Game& game) :
|
||||
Entity(head), window_size(window_size), score_text(score_text) {
|
||||
head = sf::RectangleShape(sf::Vector2f(15, 15));
|
||||
head.setFillColor(sf::Color(220, 220, 220));
|
||||
|
||||
movement_component = std::make_shared<SnakeMovementComponent>(*this, movement_speed, window_size, game);
|
||||
AddComponent(movement_component);
|
||||
|
||||
collision_component = std::make_shared<simpleengine::CollisionComponent>(*this, head, 0, 0, 15, 15);
|
||||
collision_component->SetOnCollide(std::bind(&SnakePlayerEntity::OnCollide, this, std::placeholders::_1));
|
||||
AddComponent(collision_component);
|
||||
}
|
||||
|
||||
void Move(const float& delta_time, const float& x, const float& y) override {
|
||||
if (alive) {
|
||||
sf::FloatRect rect(head.getPosition(), head.getSize());
|
||||
// Add movement to position
|
||||
rect.left += x;
|
||||
rect.top += y;
|
||||
|
||||
for (BodyPiece& piece : body) {
|
||||
if (piece.movement_direction != sf::Vector2i(0, 0) && rect.intersects(piece.shape.getGlobalBounds())) {
|
||||
alive = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!alive) return;
|
||||
|
||||
head.move(x, y);
|
||||
|
||||
sf::Vector2i last_movement_dir(x, y);
|
||||
for (BodyPiece& piece : body) {
|
||||
piece.shape.move(piece.movement_direction.x, piece.movement_direction.y);
|
||||
|
||||
std::swap(last_movement_dir, piece.movement_direction);
|
||||
|
||||
// Wrap piece around the side of the screen.
|
||||
sf::Vector2f piece_pos = piece.shape.getPosition();
|
||||
if (piece_pos.x < 0) {
|
||||
sf::Vector2f new_pos(window_size.x - piece.shape.getSize().x, piece_pos.y);
|
||||
piece.shape.setPosition(new_pos);
|
||||
} else if (piece_pos.x > window_size.x) {
|
||||
sf::Vector2f new_pos(piece.shape.getSize().x, piece_pos.y);
|
||||
piece.shape.setPosition(new_pos);
|
||||
}
|
||||
|
||||
if (piece_pos.y < 0) {
|
||||
sf::Vector2f new_pos(piece_pos.x, window_size.y - piece.shape.getSize().y);
|
||||
piece.shape.setPosition(new_pos);
|
||||
} else if (piece_pos.y > window_size.y) {
|
||||
sf::Vector2f new_pos(piece_pos.x, piece.shape.getSize().y);
|
||||
piece.shape.setPosition(new_pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Move(const float& delta_time, const sf::Vector2f& offset) override {
|
||||
head.move(offset * delta_time);
|
||||
}
|
||||
|
||||
void Move(const sf::Vector2f& offset) override {
|
||||
head.move(offset);
|
||||
}
|
||||
|
||||
void Render(sf::RenderTarget* target) override {
|
||||
target->draw(score_text);
|
||||
target->draw(head);
|
||||
|
||||
for (const BodyPiece& piece : body) {
|
||||
target->draw(piece.shape);
|
||||
}
|
||||
}
|
||||
|
||||
void OnCollide(std::shared_ptr<Entity> entity) {
|
||||
if (std::shared_ptr<SnakeFoodEntity> shared = std::dynamic_pointer_cast<SnakeFoodEntity>(entity); shared) {
|
||||
shared->Relocate();
|
||||
|
||||
BodyPiece piece{ sf::RectangleShape(sf::Vector2f(15, 15)), sf::Vector2i(0, 0) };
|
||||
piece.shape.setFillColor(sf::Color::White);
|
||||
|
||||
if (body.empty()) {
|
||||
piece.shape.setPosition(head.getPosition());
|
||||
} else {
|
||||
piece.shape.setPosition(body.back().shape.getPosition());
|
||||
}
|
||||
|
||||
body.push_back(piece);
|
||||
score_text.setString(std::to_string(body.size()));
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
int main(int argc, char *argv[]) {
|
||||
sf::Vector2u window_size(495, 495);
|
||||
simpleengine::Game game(window_size, "SimpleEngine - Snake Example");
|
||||
|
||||
sf::Font font;
|
||||
if (!font.loadFromFile("arial.ttf")) {
|
||||
std::cout << "Failed to find \"arial.ttf\"" << std::endl;
|
||||
return 0;
|
||||
}
|
||||
|
||||
sf::Text score_text;
|
||||
score_text.setFont(font);
|
||||
score_text.setString("0");
|
||||
score_text.setCharacterSize(24);
|
||||
score_text.setFillColor(sf::Color::Green);
|
||||
score_text.setPosition(window_size.x - 50, 5);
|
||||
|
||||
auto snake_player = std::make_shared<SnakePlayerEntity>(window_size, score_text, std::ref(game));
|
||||
auto snake_food = std::make_shared<SnakeFoodEntity>(window_size, snake_player);
|
||||
game.AddEvent(new simpleengine::EntityEvent(game.GetWindow(), snake_food));
|
||||
game.AddEvent(new simpleengine::EntityEvent(game.GetWindow(), snake_player));
|
||||
game.AddEvent(new simpleengine::CollisionHandler(game));
|
||||
|
||||
return game.Run();
|
||||
}
|
|
@ -1,43 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/5/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#ifndef SIMPLEENGINE_ANIMATION_H
|
||||
#define SIMPLEENGINE_ANIMATION_H
|
||||
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
namespace simpleengine {
|
||||
class Animation {
|
||||
public:
|
||||
Animation(sf::Sprite &sprite, sf::Texture &texture_sheet, float speed, int start_frame_x,
|
||||
int start_frame_y, int frame_ct_x, int frame_ct_y, int width, int height);
|
||||
|
||||
void Update(const float& delta_time);
|
||||
void Reset();
|
||||
|
||||
void FlipHorizontally();
|
||||
void FlipVertically();
|
||||
|
||||
bool IsHorizontallyFlipped() const;
|
||||
bool IsVerticallyFlipped() const;
|
||||
private:
|
||||
sf::Sprite &sprite;
|
||||
sf::Texture &texture_sheet;
|
||||
float speed; // Speed is how long it takes until it swaps to next texture.
|
||||
float timer;
|
||||
int width;
|
||||
int height;
|
||||
sf::IntRect start_rect;
|
||||
sf::IntRect current_rect;
|
||||
sf::IntRect end_rect;
|
||||
sf::Vector2f start_scale;
|
||||
|
||||
bool horizontally_flipped = false;
|
||||
bool vertically_flipped = false;
|
||||
};
|
||||
}
|
||||
|
||||
#endif //SIMPLEENGINE_ANIMATION_H
|
|
@ -1,67 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 3/12/2021.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#ifndef SIMPLEENGINE_ASYNC_EVENT_H
|
||||
#define SIMPLEENGINE_ASYNC_EVENT_H
|
||||
|
||||
#include "event.h"
|
||||
|
||||
#include <functional>
|
||||
#include <future>
|
||||
#include <thread>
|
||||
|
||||
namespace simpleengine {
|
||||
class AsyncEvent : public simpleengine::Event {
|
||||
public:
|
||||
explicit AsyncEvent(sf::RenderWindow* window = nullptr) : simpleengine::Event(window) {
|
||||
update_thread = std::thread( [this]() {
|
||||
while (!quit) {
|
||||
std::unique_lock<std::mutex> unique_lock(mutex);
|
||||
cond_var.wait(unique_lock);
|
||||
|
||||
// After waiting check if we're quiting and if we need to stop this thread.
|
||||
if (quit) break;
|
||||
|
||||
AsyncUpdate(tick_delta_time);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
virtual ~AsyncEvent() {
|
||||
quit = true;
|
||||
|
||||
// Notify the async updating thread that we're quiting.
|
||||
{
|
||||
std::unique_lock<std::mutex> unique_lock(mutex);
|
||||
cond_var.notify_all();
|
||||
}
|
||||
|
||||
// Quit the async updating thread if its still running.
|
||||
if (update_thread.joinable()) {
|
||||
update_thread.join();
|
||||
}
|
||||
};
|
||||
|
||||
virtual void AsyncUpdate(const float delta_time) = 0;
|
||||
|
||||
// DO NOT OVERRIDE THIS FUNCTION
|
||||
// Notify the update thread to trigger the async update.
|
||||
virtual void Update(const float& delta_time) final {
|
||||
std::unique_lock<std::mutex> unique_lock(mutex);
|
||||
tick_delta_time = delta_time;
|
||||
cond_var.notify_all();
|
||||
}
|
||||
|
||||
virtual void Render(sf::RenderTarget* target) { };
|
||||
protected:
|
||||
std::mutex mutex;
|
||||
std::condition_variable cond_var;
|
||||
std::thread update_thread;
|
||||
float tick_delta_time;
|
||||
};
|
||||
}
|
||||
|
||||
#endif //SIMPLEENGINE_ASYNC_EVENT_H
|
|
@ -1,33 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/2/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#ifndef SIMPLEENGINE_COMPONENT_H
|
||||
#define SIMPLEENGINE_COMPONENT_H
|
||||
|
||||
#include "destructable.h"
|
||||
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
#include <memory>
|
||||
|
||||
namespace simpleengine {
|
||||
class Entity;
|
||||
class Component : public simpleengine::Destructable {
|
||||
public:
|
||||
explicit Component(Entity& owning_entity) : owning_entity(owning_entity) {
|
||||
|
||||
}
|
||||
virtual ~Component() = default;
|
||||
|
||||
virtual void Update(const float& delta_time) = 0;
|
||||
virtual void Render(sf::RenderTarget* target) {}; // Most components won't need to be rendered.
|
||||
protected:
|
||||
Entity& owning_entity;
|
||||
bool destroying = false;
|
||||
};
|
||||
}
|
||||
|
||||
#endif //SIMPLEENGINE_COMPONENT_H
|
|
@ -1,45 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/4/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#ifndef SIMPLEENGINE_ANIMATION_COMPONENT_H
|
||||
#define SIMPLEENGINE_ANIMATION_COMPONENT_H
|
||||
|
||||
#include "../component.h"
|
||||
#include "../animation.h"
|
||||
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
namespace simpleengine {
|
||||
class Entity;
|
||||
|
||||
class AnimationComponent : public Component {
|
||||
private:
|
||||
|
||||
sf::Sprite& sprite;
|
||||
sf::Texture& texture_sheet;
|
||||
std::map<std::string, Animation> animations;
|
||||
|
||||
public:
|
||||
explicit AnimationComponent(Entity& owning_entity, sf::Sprite& sprite, sf::Texture& texture_sheet);
|
||||
|
||||
void Update(const float& delta_time) override;
|
||||
|
||||
void AddAnimation(const std::string& animation_name, float speed, int start_frame_x, int start_frame_y, int frame_ct_x,
|
||||
int frame_ct_y, int width, int height);
|
||||
void AddAnimation(const std::string& animation_name, simpleengine::Animation animation);
|
||||
bool HasAnimation(const std::string& animation_name);
|
||||
|
||||
// Animation class specific
|
||||
void UpdateAnimation(const std::string& animation_name, const float& delta_time);
|
||||
Animation& GetAnimation(const std::string& animation_name);
|
||||
|
||||
sf::Sprite &GetSprite() const;
|
||||
sf::Texture &GetTextureSheet() const;
|
||||
const std::map<std::string, Animation> &GetAnimations() const;
|
||||
};
|
||||
}
|
||||
|
||||
#endif //SIMPLEENGINE_ANIMATION_COMPONENT_H
|
|
@ -1,48 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/6/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#ifndef SIMPLEENGINE_COLLISION_COMPONENT_H
|
||||
#define SIMPLEENGINE_COLLISION_COMPONENT_H
|
||||
|
||||
#include "../component.h"
|
||||
#include "../entity.h"
|
||||
|
||||
#include <SFML/Graphics.hpp>
|
||||
#include <SFML/Graphics/Transformable.hpp>
|
||||
|
||||
#include <functional>
|
||||
|
||||
namespace simpleengine {
|
||||
class CollisionComponent : public Component {
|
||||
private:
|
||||
sf::Transformable& transformable;
|
||||
sf::RectangleShape hitbox;
|
||||
|
||||
float offset_x;
|
||||
float offset_y;
|
||||
std::function<void(std::shared_ptr<Entity>)> collide_function;
|
||||
public:
|
||||
CollisionComponent(Entity& owning_entity, sf::Transformable& transformable, float offset_x, float offset_y, float width, float height);
|
||||
CollisionComponent(Entity& owning_entity, sf::Transformable& transformable, sf::Vector2f offset, sf::Vector2f size);
|
||||
|
||||
CollisionComponent(Entity& owning_entity, sf::Transformable& transformable, const sf::RectangleShape& hitbox, float offset_x, float offset_y);
|
||||
CollisionComponent(Entity& owning_entity, sf::Transformable& transformable, const sf::RectangleShape& hitbox, sf::Vector2f offset);
|
||||
|
||||
sf::RectangleShape& GetHitbox();
|
||||
|
||||
virtual bool DoesIntersect(const sf::FloatRect& rect) const;
|
||||
virtual bool DoesIntersect(const sf::RectangleShape& rect) const;
|
||||
virtual bool DoesIntersect(Entity& entity) const;
|
||||
|
||||
void Update(const float &delta_time) override;
|
||||
void Render(sf::RenderTarget *target) override;
|
||||
|
||||
virtual void SetOnCollide(std::function<void(std::shared_ptr<Entity>)> func);
|
||||
virtual void OnCollide(std::shared_ptr<Entity> collided_entity);
|
||||
};
|
||||
}
|
||||
|
||||
#endif //SIMPLEENGINE_COLLISION_COMPONENT_H
|
|
@ -1,41 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/2/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#ifndef SIMPLEENGINE_MOVEMENT_COMPONENT_H
|
||||
#define SIMPLEENGINE_MOVEMENT_COMPONENT_H
|
||||
|
||||
#include "../../component.h"
|
||||
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
namespace simpleengine {
|
||||
class Entity;
|
||||
class Game;
|
||||
|
||||
class MovementComponent : public Component {
|
||||
public:
|
||||
MovementComponent(Entity& owning_entity, Game& game, float max_velocity, float acceleration = 7, float deceleration = 2.5);
|
||||
|
||||
void OnKeyPress(sf::Event::KeyEvent event);
|
||||
void OnKeyRelease(sf::Event::KeyEvent event);
|
||||
|
||||
void Move(const float& delta_time, const float& dir_x, const float& dir_y);
|
||||
|
||||
void Update(const float& delta_time) override;
|
||||
|
||||
const sf::Vector2f& GetVelocity() const;
|
||||
const sf::Vector2f& GetLastDirection() const;
|
||||
private:
|
||||
sf::Vector2f direction;
|
||||
float max_velocity;
|
||||
sf::Vector2f velocity;
|
||||
sf::Vector2f last_direction;
|
||||
float acceleration;
|
||||
float deceleration;
|
||||
};
|
||||
}
|
||||
|
||||
#endif //SIMPLEENGINE_MOVEMENT_COMPONENT_H
|
|
@ -1,50 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/5/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#ifndef SIMPLEENGINE_SSMA_COMPONENT_H
|
||||
#define SIMPLEENGINE_SSMA_COMPONENT_H
|
||||
|
||||
#include "../component.h"
|
||||
#include "animation_component.h"
|
||||
#include "movement/movement_component.h"
|
||||
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
namespace simpleengine {
|
||||
class Entity;
|
||||
class Animation;
|
||||
|
||||
enum MovementAnimationType {
|
||||
WALK_LEFT,
|
||||
WALK_RIGHT,
|
||||
IDLE_LEFT,
|
||||
IDLE_RIGHT
|
||||
};
|
||||
|
||||
// Use this for side scrollers!
|
||||
class SideScrollerMovementAnimationComponent : public Component {
|
||||
public:
|
||||
SideScrollerMovementAnimationComponent(Entity& owning_entity, Game& game, sf::Sprite &sprite, sf::Texture &texture_sheet,
|
||||
float max_velocity, float acceleration, float deceleration);
|
||||
|
||||
void SetAnimation(const MovementAnimationType& type, simpleengine::Animation animation);
|
||||
void SetAnimation(const MovementAnimationType& type, float speed, int start_frame_x, int start_frame_y, int frame_ct_x, int frame_ct_y,
|
||||
int width, int height);
|
||||
|
||||
void Update(const float& delta_time) override;
|
||||
|
||||
simpleengine::AnimationComponent& GetAnimationComponent();
|
||||
simpleengine::MovementComponent& GetMovementComponent();
|
||||
private:
|
||||
std::string MovementAnimationTypeToStr(const MovementAnimationType& type);
|
||||
|
||||
simpleengine::AnimationComponent anim_component;
|
||||
simpleengine::MovementComponent move_component;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
#endif //SIMPLEENGINE_SSMA_COMPONENT_H
|
|
@ -1,25 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 3/12/2021.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#ifndef SIMPLEENGINE_DESTRUCTABLE_H
|
||||
#define SIMPLEENGINE_DESTRUCTABLE_H
|
||||
|
||||
namespace simpleengine {
|
||||
class Destructable {
|
||||
public:
|
||||
virtual void Destroy() {
|
||||
destroying = true;
|
||||
}
|
||||
|
||||
virtual const bool& IsDestroying() const {
|
||||
return destroying;
|
||||
}
|
||||
protected:
|
||||
bool destroying = false;
|
||||
};
|
||||
}
|
||||
|
||||
#endif //SIMPLEENGINE_DESTRUCTABLE_H
|
|
@ -1,84 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/2/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#ifndef SIMPLEENGINE_ENTITY_H
|
||||
#define SIMPLEENGINE_ENTITY_H
|
||||
|
||||
#include "destructable.h"
|
||||
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
#include <stdexcept>
|
||||
#include <vcruntime_typeinfo.h>
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include <assert.h>
|
||||
|
||||
namespace simpleengine {
|
||||
class Component;
|
||||
class Game;
|
||||
class Event;
|
||||
|
||||
class Entity : public simpleengine::Destructable {
|
||||
friend class Game;
|
||||
friend class Event;
|
||||
public:
|
||||
explicit Entity(sf::Transformable& transformable);
|
||||
virtual ~Entity() = default;
|
||||
Entity(const Entity& entity) = delete;
|
||||
|
||||
virtual void Move(const float& delta_time, const float& dir_x, const float& dir_y);
|
||||
virtual void Move(const float& delta_time, const sf::Vector2f& offset);
|
||||
virtual void Move(const sf::Vector2f& offset);
|
||||
|
||||
virtual void Render(sf::RenderTarget* target);
|
||||
virtual void Update(const float& delta_time);
|
||||
|
||||
template<typename T>
|
||||
bool HasComponent() const {
|
||||
for (std::shared_ptr<Component> comp : components) {
|
||||
if (std::dynamic_pointer_cast<T>(comp)) {
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
std::shared_ptr<T> GetComponent() const {
|
||||
for (std::shared_ptr<Component> comp : components) {
|
||||
if (std::shared_ptr<T> dyn_comp = std::dynamic_pointer_cast<T>(comp); dyn_comp) {
|
||||
return dyn_comp;
|
||||
}
|
||||
}
|
||||
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void UpdateComponents(const float& delta_time);
|
||||
void RenderComponents(sf::RenderTarget* target);
|
||||
|
||||
template<typename T>
|
||||
void AddComponent(std::shared_ptr<T> component) {
|
||||
static_assert(std::is_base_of_v<Component, T>, "Component class must derive from simpleengine::Component");
|
||||
|
||||
// Only allow one type of the same component.
|
||||
assert(!HasComponent<T>());
|
||||
components.push_back(component);
|
||||
}
|
||||
|
||||
inline sf::Transformable& GetTransformable() {
|
||||
return transformable;
|
||||
}
|
||||
protected:
|
||||
sf::Transformable& transformable;
|
||||
std::vector<std::shared_ptr<Component>> components;
|
||||
bool destroying = false;
|
||||
};
|
||||
}
|
||||
|
||||
#endif //GAMEENGINE_ENTITY_H
|
|
@ -1,28 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/2/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#ifndef SIMPLEENGINE_EVENT_H
|
||||
#define SIMPLEENGINE_EVENT_H
|
||||
|
||||
#include "destructable.h"
|
||||
|
||||
#include <SFML/Graphics.hpp>
|
||||
|
||||
namespace simpleengine {
|
||||
class Event : public simpleengine::Destructable {
|
||||
public:
|
||||
explicit Event(sf::RenderWindow* window = nullptr) : window(window) {}
|
||||
virtual ~Event() = default;
|
||||
|
||||
virtual void Update(const float& delta_time) = 0;
|
||||
virtual void Render(sf::RenderTarget* target) = 0;
|
||||
protected:
|
||||
sf::RenderWindow* window;
|
||||
bool quit = false;
|
||||
};
|
||||
}
|
||||
|
||||
#endif //GAMEENGINE_EVENT_H
|
|
@ -1,31 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 3/1/2021.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#ifndef SIMPLEENGINE_COLLISION_HANDLER_H
|
||||
#define SIMPLEENGINE_COLLISION_HANDLER_H
|
||||
|
||||
#include "../event.h"
|
||||
#include "../entity.h"
|
||||
|
||||
namespace simpleengine {
|
||||
class Game;
|
||||
class CollisionHandler : public Event {
|
||||
public:
|
||||
explicit CollisionHandler(simpleengine::Game& game) : simpleengine::Event(nullptr), game(game) {
|
||||
|
||||
}
|
||||
|
||||
void Update(const float& delta_time) override;
|
||||
void Render(sf::RenderTarget* target) override { }
|
||||
|
||||
void UpdateHandledEntities();
|
||||
private:
|
||||
std::vector<std::shared_ptr<Entity>> handled_entities;
|
||||
simpleengine::Game& game;
|
||||
};
|
||||
}
|
||||
|
||||
#endif //SIMPLEENGINE_COLLISION_HANDLER_H
|
|
@ -1,40 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/3/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#ifndef SIMPLEENGINE_ENTITY_EVENT_H
|
||||
#define SIMPLEENGINE_ENTITY_EVENT_H
|
||||
|
||||
#include "../event.h"
|
||||
#include "../entity.h"
|
||||
|
||||
namespace simpleengine {
|
||||
class EntityEvent : public Event {
|
||||
public:
|
||||
explicit EntityEvent(sf::RenderWindow* window, std::shared_ptr<Entity> entity) : simpleengine::Event(window), entity(entity) {
|
||||
|
||||
}
|
||||
|
||||
void Update(const float& delta_time) override {
|
||||
entity->Update(delta_time);
|
||||
|
||||
if (entity->IsDestroying()) {
|
||||
quit = true;
|
||||
}
|
||||
}
|
||||
|
||||
void Render(sf::RenderTarget* target) override {
|
||||
entity->Render(target);
|
||||
}
|
||||
|
||||
std::shared_ptr<Entity> GetEntity() {
|
||||
return entity;
|
||||
}
|
||||
private:
|
||||
std::shared_ptr<Entity> entity;
|
||||
};
|
||||
}
|
||||
|
||||
#endif //SIMPLEENGINE_ENTITY_EVENT_H
|
|
@ -1,35 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/6/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#ifndef SIMPLEENGINE_RANDOM_H
|
||||
#define SIMPLEENGINE_RANDOM_H
|
||||
|
||||
#include <limits>
|
||||
#include <random>
|
||||
#include <type_traits>
|
||||
|
||||
namespace simpleengine {
|
||||
template<typename T, class RandomDevice = std::random_device, class Generator = std::mt19937>
|
||||
class Random {
|
||||
private:
|
||||
RandomDevice rd;
|
||||
Generator gen;
|
||||
public:
|
||||
Random() {
|
||||
this->gen = Generator(rd());
|
||||
}
|
||||
|
||||
template<typename Dist = std::conditional_t<std::is_same_v<T, int> || std::is_same_v<T, uint32_t>,
|
||||
std::uniform_int_distribution<T>, std::uniform_real_distribution<T>>>
|
||||
T NextInRange(T min, T max) {
|
||||
Dist dist(min, max);
|
||||
|
||||
return dist(gen);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
#endif //SIMPLEENGINE_RANDOM_H
|
|
@ -1,66 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/5/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#include "animation.h"
|
||||
|
||||
simpleengine::Animation::Animation(sf::Sprite &sprite, sf::Texture &texture_sheet, float speed, int start_frame_x,
|
||||
int start_frame_y, int frame_ct_x, int frame_ct_y, int width, int height) : sprite(sprite), texture_sheet(texture_sheet),
|
||||
speed(speed), start_rect(sf::IntRect(start_frame_x * width, start_frame_y * height, width, height)),
|
||||
end_rect(sf::IntRect(frame_ct_x * width, frame_ct_y * height, width, height)), width(width), height(height) {
|
||||
|
||||
timer = 0;
|
||||
|
||||
// Set start of sprite.
|
||||
this->sprite.setTexture(texture_sheet, true);
|
||||
this->sprite.setTextureRect(start_rect);
|
||||
this->start_scale = sprite.getScale();
|
||||
this->current_rect = start_rect;
|
||||
|
||||
sprite.setOrigin({ static_cast<float>(sprite.getLocalBounds().width * 0.5), 0 });
|
||||
}
|
||||
|
||||
void simpleengine::Animation::Update(const float& delta_time) {
|
||||
// Update timer
|
||||
timer += 100 * delta_time;
|
||||
if (timer >= speed) {
|
||||
// Reset animation
|
||||
timer = 0;
|
||||
|
||||
// We have not reached the end, so change the texture.
|
||||
if (current_rect != end_rect) {
|
||||
current_rect.left += width;
|
||||
} else {
|
||||
current_rect.left = start_rect.left;
|
||||
}
|
||||
|
||||
sprite.setTextureRect(current_rect);
|
||||
}
|
||||
}
|
||||
|
||||
void simpleengine::Animation::Reset() {
|
||||
timer = 0;
|
||||
current_rect = start_rect;
|
||||
}
|
||||
|
||||
void simpleengine::Animation::FlipHorizontally() {
|
||||
sf::Vector2f scale = sprite.getScale();
|
||||
sprite.setScale(-scale.x, scale.y);
|
||||
horizontally_flipped = !horizontally_flipped;
|
||||
}
|
||||
|
||||
void simpleengine::Animation::FlipVertically() {
|
||||
sf::Vector2f scale = sprite.getScale();
|
||||
sprite.setScale(scale.x, -scale.y);
|
||||
vertically_flipped = !vertically_flipped;
|
||||
}
|
||||
|
||||
bool simpleengine::Animation::IsHorizontallyFlipped() const {
|
||||
return horizontally_flipped;
|
||||
}
|
||||
|
||||
bool simpleengine::Animation::IsVerticallyFlipped() const {
|
||||
return vertically_flipped;
|
||||
}
|
|
@ -1,63 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/4/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#include "components/animation_component.h"
|
||||
#include "animation.h"
|
||||
|
||||
simpleengine::AnimationComponent::AnimationComponent(Entity& owning_entity, sf::Sprite& sprite, sf::Texture& texture_sheet)
|
||||
: Component(owning_entity), sprite(sprite), texture_sheet(texture_sheet) {
|
||||
|
||||
}
|
||||
|
||||
void simpleengine::AnimationComponent::Update(const float& delta_time) {
|
||||
|
||||
}
|
||||
|
||||
void simpleengine::AnimationComponent::AddAnimation(const std::string& animation_name, float speed, int start_frame_x, int start_frame_y, int frame_ct_x,
|
||||
int frame_ct_y, int width, int height) {
|
||||
|
||||
animations.emplace(animation_name, Animation(sprite, texture_sheet, speed, start_frame_x, start_frame_y, frame_ct_x, frame_ct_y, width, height));
|
||||
}
|
||||
|
||||
void simpleengine::AnimationComponent::AddAnimation(const std::string& animation_name, simpleengine::Animation animation) {
|
||||
animations.emplace(animation_name, animation);
|
||||
}
|
||||
|
||||
void simpleengine::AnimationComponent::UpdateAnimation(const std::string &animation_name, const float& delta_time) {
|
||||
auto anim = animations.find(animation_name);
|
||||
if (anim != animations.end()) {
|
||||
anim->second.Update(delta_time);
|
||||
} else {
|
||||
throw std::runtime_error("Animation, \"" + animation_name + "\", was not found!");
|
||||
}
|
||||
}
|
||||
|
||||
sf::Sprite &simpleengine::AnimationComponent::GetSprite() const {
|
||||
return sprite;
|
||||
}
|
||||
|
||||
sf::Texture &simpleengine::AnimationComponent::GetTextureSheet() const {
|
||||
return texture_sheet;
|
||||
}
|
||||
|
||||
const std::map<std::string, simpleengine::Animation> &simpleengine::AnimationComponent::GetAnimations() const {
|
||||
return animations;
|
||||
}
|
||||
|
||||
simpleengine::Animation& simpleengine::AnimationComponent::GetAnimation(const std::string &animation_name) {
|
||||
auto anim = animations.find(animation_name);
|
||||
if (anim != animations.end()) {
|
||||
return anim->second;
|
||||
} else {
|
||||
throw std::runtime_error("Animation, \"" + animation_name + "\", was not found!");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
bool simpleengine::AnimationComponent::HasAnimation(const std::string &animation_name) {
|
||||
auto anim = animations.find(animation_name);
|
||||
return anim != animations.end();
|
||||
}
|
|
@ -1,84 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/6/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#include "components/collision_component.h"
|
||||
#include "components/ssma_component.h"
|
||||
#include "entity.h"
|
||||
|
||||
#include <SFML/Graphics/Rect.hpp>
|
||||
#include <ostream>
|
||||
|
||||
simpleengine::CollisionComponent::CollisionComponent(Entity& owning_entity, sf::Transformable &transformable, float offset_x, float offset_y,
|
||||
float width, float height) : simpleengine::CollisionComponent::CollisionComponent(owning_entity, transformable, sf::RectangleShape(), offset_x, offset_y) {
|
||||
|
||||
hitbox.setPosition(transformable.getPosition().x + offset_x, transformable.getPosition().y + offset_y);
|
||||
hitbox.setSize(sf::Vector2f(width, height));
|
||||
hitbox.setFillColor(sf::Color::Transparent);
|
||||
hitbox.setOutlineThickness(1);
|
||||
hitbox.setOutlineColor(sf::Color::Red);
|
||||
}
|
||||
|
||||
simpleengine::CollisionComponent::CollisionComponent(Entity& owning_entity, sf::Transformable& transformable, sf::Vector2f offset, sf::Vector2f size)
|
||||
: simpleengine::CollisionComponent::CollisionComponent(owning_entity, transformable, offset.x, offset.y, size.x, size.y) {
|
||||
}
|
||||
|
||||
simpleengine::CollisionComponent::CollisionComponent(Entity& owning_entity, sf::Transformable& transformable, const sf::RectangleShape& hit,
|
||||
float offset_x, float offset_y) : Component(owning_entity), transformable(transformable), hitbox(hit), offset_x(offset_x), offset_y(offset_y) {
|
||||
|
||||
// SSMA Component set's the sprites texture offset so we need to set
|
||||
// the offset to the origin if the entity has the SSMA component.
|
||||
if (auto ssma_comp = owning_entity.GetComponent<simpleengine::SideScrollerMovementAnimationComponent>(); ssma_comp) {
|
||||
offset_x += ssma_comp->GetAnimationComponent().GetSprite().getGlobalBounds().width * -0.5f;
|
||||
}
|
||||
}
|
||||
|
||||
simpleengine::CollisionComponent::CollisionComponent(Entity& owning_entity, sf::Transformable& transformable, const sf::RectangleShape& hit,
|
||||
sf::Vector2f offset) : simpleengine::CollisionComponent::CollisionComponent(owning_entity, transformable, hit, offset.x, offset.y) {
|
||||
|
||||
}
|
||||
|
||||
sf::RectangleShape &simpleengine::CollisionComponent::GetHitbox() {
|
||||
return hitbox;
|
||||
}
|
||||
|
||||
sf::FloatRect CreateBounds(sf::RectangleShape rect) {
|
||||
return sf::FloatRect(rect.getPosition(), rect.getSize());
|
||||
}
|
||||
|
||||
bool simpleengine::CollisionComponent::DoesIntersect(const sf::FloatRect &rect) const {
|
||||
return CreateBounds(hitbox).intersects(rect);
|
||||
}
|
||||
|
||||
bool simpleengine::CollisionComponent::DoesIntersect(const sf::RectangleShape &rect) const {
|
||||
return CreateBounds(hitbox).intersects(CreateBounds(rect));
|
||||
}
|
||||
|
||||
bool simpleengine::CollisionComponent::DoesIntersect(Entity& entity) const {
|
||||
std::shared_ptr<simpleengine::CollisionComponent> other_collider = entity.GetComponent<simpleengine::CollisionComponent>();
|
||||
if (other_collider) {
|
||||
return other_collider->DoesIntersect(hitbox);
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void simpleengine::CollisionComponent::Update(const float &delta_time) {
|
||||
hitbox.setPosition(owning_entity.GetTransformable().getPosition().x + offset_x, owning_entity.GetTransformable().getPosition().y + offset_y);
|
||||
}
|
||||
|
||||
void simpleengine::CollisionComponent::Render(sf::RenderTarget *target) {
|
||||
//target->draw(hitbox);
|
||||
}
|
||||
|
||||
void simpleengine::CollisionComponent::SetOnCollide(std::function<void(std::shared_ptr<Entity>)> func) {
|
||||
collide_function = func;
|
||||
}
|
||||
|
||||
void simpleengine::CollisionComponent::OnCollide(std::shared_ptr<Entity> collided_entity) {
|
||||
if (collide_function) {
|
||||
collide_function(collided_entity);
|
||||
}
|
||||
}
|
|
@ -1,174 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/2/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#include "components/movement/movement_component.h"
|
||||
#include "entity.h"
|
||||
#include "game.h"
|
||||
|
||||
#include <SFML/Window/Keyboard.hpp>
|
||||
#include <algorithm>
|
||||
|
||||
#include <iostream>
|
||||
|
||||
simpleengine::MovementComponent::MovementComponent(Entity& owning_entity, Game& game, float max_velocity, float acceleration, float deceleration) :
|
||||
Component(owning_entity), max_velocity(max_velocity), acceleration(acceleration), deceleration(deceleration) {
|
||||
|
||||
game.AddEventCallback<sf::Event::EventType::KeyPressed>(std::function([this](sf::Event::KeyEvent event) {
|
||||
this->OnKeyPress(event);
|
||||
}));
|
||||
game.AddEventCallback<sf::Event::EventType::KeyReleased>(std::function([this](sf::Event::KeyEvent event) {
|
||||
this->OnKeyRelease(event);
|
||||
}));
|
||||
}
|
||||
|
||||
void simpleengine::MovementComponent::Move(const float& delta_time, const float& dir_x, const float& dir_y) {
|
||||
// Acceleration
|
||||
velocity.x += acceleration * dir_x;
|
||||
// Limit the horizontal velocity
|
||||
if (velocity.x > 0) { // Right
|
||||
velocity.x = std::min(velocity.x, max_velocity);
|
||||
} else if (velocity.x < 0) { // Left
|
||||
velocity.x = std::max(velocity.x, -max_velocity);
|
||||
}
|
||||
|
||||
velocity.y += acceleration * dir_y;
|
||||
// Limit the vertical velocity
|
||||
if (velocity.y > 0) { // Up
|
||||
velocity.y = std::min(velocity.y, max_velocity);
|
||||
} else if (velocity.y < 0) { // Down
|
||||
velocity.y = std::max(velocity.y, -max_velocity);
|
||||
}
|
||||
|
||||
// Limit total velocity
|
||||
float y_sq = velocity.y * velocity.y;
|
||||
float x_sq = velocity.x * velocity.x;
|
||||
float abs_sq = y_sq + x_sq;
|
||||
if (abs_sq > max_velocity * max_velocity) {
|
||||
float abs = sqrt(abs_sq);
|
||||
velocity.x *= max_velocity / abs;
|
||||
velocity.y *= max_velocity / abs;
|
||||
}
|
||||
|
||||
owning_entity.Move(delta_time, velocity);
|
||||
}
|
||||
|
||||
void simpleengine::MovementComponent::OnKeyPress(sf::Event::KeyEvent event) {
|
||||
sf::Keyboard::Key key = event.code;
|
||||
|
||||
switch(key) {
|
||||
case sf::Keyboard::W:
|
||||
direction.y = -1;
|
||||
break;
|
||||
case sf::Keyboard::A:
|
||||
direction.x = -1;
|
||||
break;
|
||||
case sf::Keyboard::S:
|
||||
direction.y = 1;
|
||||
break;
|
||||
case sf::Keyboard::D:
|
||||
direction.x = 1;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void simpleengine::MovementComponent::OnKeyRelease(sf::Event::KeyEvent event) {
|
||||
sf::Keyboard::Key key = event.code;
|
||||
|
||||
switch(key) {
|
||||
case sf::Keyboard::W:
|
||||
direction.y = (!sf::Keyboard::isKeyPressed(sf::Keyboard::S)) ? 0 : 1;
|
||||
break;
|
||||
case sf::Keyboard::A:
|
||||
direction.x = (!sf::Keyboard::isKeyPressed(sf::Keyboard::D)) ? 0 : 1;
|
||||
break;
|
||||
case sf::Keyboard::S:
|
||||
direction.y = (!sf::Keyboard::isKeyPressed(sf::Keyboard::W)) ? 0 : -1;
|
||||
break;
|
||||
case sf::Keyboard::D:
|
||||
direction.x = (!sf::Keyboard::isKeyPressed(sf::Keyboard::A)) ? 0 : -1;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void simpleengine::MovementComponent::Update(const float& delta_time) {
|
||||
// If we're not moving from deceleration or player input, then reset velocity.
|
||||
bool no_movement = true;
|
||||
|
||||
if (velocity.y > 0) {
|
||||
if (velocity.y > max_velocity) {
|
||||
velocity.y = max_velocity;
|
||||
}
|
||||
|
||||
velocity.y -= deceleration;
|
||||
if (velocity.y < 0) {
|
||||
velocity.y = 0;
|
||||
}
|
||||
|
||||
owning_entity.Move(velocity * delta_time);
|
||||
no_movement = false;
|
||||
} else if (velocity.y < 0) {
|
||||
if (velocity.y < -max_velocity) {
|
||||
velocity.y = -max_velocity;
|
||||
}
|
||||
|
||||
velocity.y += deceleration;
|
||||
if (velocity.y > 0) {
|
||||
velocity.y = 0;
|
||||
}
|
||||
|
||||
owning_entity.Move(velocity * delta_time);
|
||||
no_movement = false;
|
||||
}
|
||||
|
||||
if (velocity.x > 0) {
|
||||
if (velocity.x > max_velocity) {
|
||||
velocity.x = max_velocity;
|
||||
}
|
||||
|
||||
velocity.x -= deceleration;
|
||||
if (velocity.x < 0) {
|
||||
velocity.x = 0;
|
||||
}
|
||||
|
||||
owning_entity.Move(velocity * delta_time);
|
||||
no_movement = false;
|
||||
} else if (velocity.x < 0) {
|
||||
if (velocity.x < -max_velocity) {
|
||||
velocity.x = -max_velocity;
|
||||
}
|
||||
|
||||
velocity.x += deceleration;
|
||||
if (velocity.x > 0) {
|
||||
velocity.x = 0;
|
||||
}
|
||||
|
||||
owning_entity.Move(velocity * delta_time);
|
||||
no_movement = false;
|
||||
}
|
||||
|
||||
|
||||
if (direction.x != 0 || direction.y != 0) {
|
||||
last_direction = direction;
|
||||
Move(delta_time, direction.x, direction.y);
|
||||
no_movement = false;
|
||||
}
|
||||
|
||||
if (no_movement) {
|
||||
velocity = sf::Vector2f();
|
||||
}
|
||||
}
|
||||
|
||||
const sf::Vector2f &simpleengine::MovementComponent::GetVelocity() const {
|
||||
return velocity;
|
||||
}
|
||||
|
||||
const sf::Vector2f &simpleengine::MovementComponent::GetLastDirection() const {
|
||||
return last_direction;
|
||||
}
|
|
@ -1,130 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/5/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#include "components/ssma_component.h"
|
||||
|
||||
simpleengine::SideScrollerMovementAnimationComponent::SideScrollerMovementAnimationComponent(simpleengine::Entity &owning_entity,
|
||||
Game& game, sf::Sprite &sprite, sf::Texture &texture_sheet, float max_velocity, float acceleration, float deceleration)
|
||||
: Component(owning_entity), anim_component(owning_entity, sprite, texture_sheet),
|
||||
move_component(owning_entity, game, max_velocity, acceleration, deceleration) {
|
||||
}
|
||||
|
||||
void simpleengine::SideScrollerMovementAnimationComponent::SetAnimation(const simpleengine::MovementAnimationType &type,
|
||||
simpleengine::Animation animation) {
|
||||
|
||||
anim_component.AddAnimation(MovementAnimationTypeToStr(type), animation);
|
||||
}
|
||||
|
||||
void simpleengine::SideScrollerMovementAnimationComponent::SetAnimation(const simpleengine::MovementAnimationType &type,
|
||||
float speed, int start_frame_x, int start_frame_y, int frame_ct_x, int frame_ct_y, int width, int height) {
|
||||
|
||||
anim_component.AddAnimation(MovementAnimationTypeToStr(type), speed, start_frame_x, start_frame_y,
|
||||
frame_ct_x, frame_ct_y, width, height);
|
||||
}
|
||||
|
||||
|
||||
void simpleengine::SideScrollerMovementAnimationComponent::Update(const float& delta_time) {
|
||||
move_component.Update(delta_time);
|
||||
|
||||
if (move_component.GetVelocity().x > 0) { // Moving right
|
||||
// If the user never set a WALK_RIGHT animation, then we need to flip the WALK_LEFT one.
|
||||
if (anim_component.HasAnimation("WALK_RIGHT")) {
|
||||
Animation& anim = anim_component.GetAnimation("WALK_RIGHT");
|
||||
if (anim.IsHorizontallyFlipped()) {
|
||||
anim.FlipHorizontally();
|
||||
}
|
||||
|
||||
anim.Update(delta_time);
|
||||
} else {
|
||||
Animation& anim = anim_component.GetAnimation("WALK_LEFT");
|
||||
if (!anim.IsHorizontallyFlipped()) {
|
||||
anim.FlipHorizontally();
|
||||
}
|
||||
anim.Update(delta_time);
|
||||
}
|
||||
} else if (move_component.GetVelocity().x < 0) { // Moving left
|
||||
// If the user never set a WALK_LEFT animation, then we need to flip the WALK_RIGHT one.
|
||||
if (anim_component.HasAnimation("WALK_LEFT")) {
|
||||
Animation& anim = anim_component.GetAnimation("WALK_LEFT");
|
||||
if (anim.IsHorizontallyFlipped()) {
|
||||
anim.FlipHorizontally();
|
||||
}
|
||||
|
||||
anim.Update(delta_time);
|
||||
} else {
|
||||
Animation& anim = anim_component.GetAnimation("WALK_RIGHT");
|
||||
if (!anim.IsHorizontallyFlipped()) {
|
||||
anim.FlipHorizontally();
|
||||
}
|
||||
anim.Update(delta_time);
|
||||
}
|
||||
} else {
|
||||
// If the user never set an IDLE_RIGHT animation, then we need to flip the IDLE_LEFT one.
|
||||
if (move_component.GetLastDirection().x > 0) { // Facing right
|
||||
if (anim_component.HasAnimation("IDLE_RIGHT")) {
|
||||
Animation& anim = anim_component.GetAnimation("IDLE_RIGHT");
|
||||
if (anim.IsHorizontallyFlipped()) {
|
||||
anim.FlipHorizontally();
|
||||
}
|
||||
|
||||
anim.Update(delta_time);
|
||||
} else {
|
||||
Animation& anim = anim_component.GetAnimation("IDLE_LEFT");
|
||||
anim.Update(delta_time);
|
||||
}
|
||||
} else if (move_component.GetLastDirection().x < 0) { // Facing left
|
||||
if (anim_component.HasAnimation("IDLE_LEFT")) {
|
||||
Animation& anim = anim_component.GetAnimation("IDLE_LEFT");
|
||||
if (anim.IsHorizontallyFlipped()) {
|
||||
anim.FlipHorizontally();
|
||||
}
|
||||
|
||||
anim.Update(delta_time);
|
||||
} else {
|
||||
Animation& anim = anim_component.GetAnimation("IDLE_RIGHT");
|
||||
anim.Update(delta_time);
|
||||
}
|
||||
} else {
|
||||
// If the user never set an IDLE_LEFT animation, then we need to flip the IDLE_RIGHT one.
|
||||
if (anim_component.HasAnimation("IDLE_LEFT")) {
|
||||
Animation& anim = anim_component.GetAnimation("IDLE_LEFT");
|
||||
if (anim.IsHorizontallyFlipped()) {
|
||||
anim.FlipHorizontally();
|
||||
}
|
||||
|
||||
anim.Update(delta_time);
|
||||
} else {
|
||||
Animation& anim = anim_component.GetAnimation("IDLE_RIGHT");
|
||||
anim.Update(delta_time);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
std::string simpleengine::SideScrollerMovementAnimationComponent::MovementAnimationTypeToStr(
|
||||
const simpleengine::MovementAnimationType &type) {
|
||||
|
||||
switch (type) {
|
||||
case WALK_LEFT:
|
||||
return "WALK_LEFT";
|
||||
case WALK_RIGHT:
|
||||
return "WALK_RIGHT";
|
||||
case IDLE_LEFT:
|
||||
return "IDLE_LEFT";
|
||||
case IDLE_RIGHT:
|
||||
return "IDLE_RIGHT";
|
||||
default:
|
||||
return "UNKNOWN_MOVEMENT_ANIMATION_TYPE";
|
||||
}
|
||||
}
|
||||
|
||||
simpleengine::AnimationComponent& simpleengine::SideScrollerMovementAnimationComponent::GetAnimationComponent() {
|
||||
return anim_component;
|
||||
}
|
||||
|
||||
simpleengine::MovementComponent& simpleengine::SideScrollerMovementAnimationComponent::GetMovementComponent() {
|
||||
return move_component;
|
||||
}
|
|
@ -1,51 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 7/3/2020.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#include "entity.h"
|
||||
#include "component.h"
|
||||
|
||||
simpleengine::Entity::Entity(sf::Transformable &transformable) : transformable(transformable) {
|
||||
|
||||
}
|
||||
|
||||
void simpleengine::Entity::Move(const float &delta_time, const float &dir_x, const float &dir_y) {
|
||||
transformable.setPosition(dir_x * delta_time, dir_y * delta_time);
|
||||
}
|
||||
|
||||
void simpleengine::Entity::Move(const float &delta_time, const sf::Vector2f &offset) {
|
||||
transformable.move(offset * delta_time);
|
||||
}
|
||||
|
||||
void simpleengine::Entity::Move(const sf::Vector2f &offset) {
|
||||
transformable.move(offset);
|
||||
}
|
||||
|
||||
void simpleengine::Entity::Render(sf::RenderTarget *target) {
|
||||
RenderComponents(target);
|
||||
}
|
||||
|
||||
void simpleengine::Entity::Update(const float &delta_time) {
|
||||
UpdateComponents(delta_time);
|
||||
}
|
||||
|
||||
void simpleengine::Entity::UpdateComponents(const float& delta_time) {
|
||||
// Update each component and if they are being destroyed, destroy them.
|
||||
for (std::vector<std::shared_ptr<Component>>::iterator it = components.begin(); it != components.end(); ) {
|
||||
(*it)->Update(delta_time);
|
||||
|
||||
if ((*it)->IsDestroying()) {
|
||||
it = components.erase(it);
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void simpleengine::Entity::RenderComponents(sf::RenderTarget* target) {
|
||||
for (std::shared_ptr<Component>& component : components) {
|
||||
component->Render(target);
|
||||
}
|
||||
}
|
|
@ -1,48 +0,0 @@
|
|||
//
|
||||
// Created by SeanOMik on 3/1/2021.
|
||||
// Github: https://github.com/SeanOMik
|
||||
// Email: seanomik@gmail.com
|
||||
//
|
||||
|
||||
#include "events/collision_handler.h"
|
||||
#include "components/collision_component.h"
|
||||
#include "entity.h"
|
||||
#include "events/entity_event.h"
|
||||
#include "game.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
void simpleengine::CollisionHandler::Update(const float& delta_time) {
|
||||
// Update list of handled entities.
|
||||
handled_entities.erase(std::remove_if(handled_entities.begin(), handled_entities.end(),
|
||||
[](std::shared_ptr<simpleengine::Entity> ptr) { return ptr == nullptr; }), handled_entities.end());
|
||||
|
||||
for (simpleengine::Event* event : game.events) {
|
||||
auto* entity_event = dynamic_cast<simpleengine::EntityEvent*>(event);
|
||||
|
||||
if (entity_event) {
|
||||
std::shared_ptr<simpleengine::Entity> entity = entity_event->GetEntity();
|
||||
if (std::count(handled_entities.begin(), handled_entities.end(), entity) == 0) {
|
||||
handled_entities.push_back(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Check for collisions in all entities.
|
||||
for (std::shared_ptr<Entity> entity : handled_entities) {
|
||||
std::shared_ptr<CollisionComponent> entity_col = entity->GetComponent<simpleengine::CollisionComponent>();
|
||||
|
||||
if (entity_col) {
|
||||
for (std::shared_ptr<Entity> two : handled_entities) {
|
||||
if (two == entity) continue;
|
||||
|
||||
std::shared_ptr<CollisionComponent> two_col = two->GetComponent<simpleengine::CollisionComponent>();
|
||||
if (two_col) {
|
||||
if (entity_col->DoesIntersect(two_col->GetHitbox())) {
|
||||
entity_col->OnCollide(two);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue