// // Created by SeanOMik on 7/2/2020. // Github: https://github.com/SeanOMik // Email: seanomik@gmail.com // #include #include #include #include #include #include class SnakeMovementComponent : public simpleengine::Component { public: explicit SnakeMovementComponent(simpleengine::Entity* owning_entity, float movement_speed) : simpleengine::Component(owning_entity), movement_speed(movement_speed) { } void Update(const float &delta_time) override { if (sf::Keyboard::isKeyPressed(sf::Keyboard::A)) { movement_direction.x = -1; movement_direction.y = 0; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::W)) { movement_direction.x = 0; movement_direction.y = -1; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::D)) { movement_direction.x = 1; movement_direction.y = 0; } if (sf::Keyboard::isKeyPressed(sf::Keyboard::S)) { movement_direction.x = 0; movement_direction.y = 1; } owning_entity->Move(delta_time, movement_direction.x, movement_direction.y); } private: float movement_speed; sf::Vector2f movement_direction; }; class SnakePlayerEntity : public simpleengine::Entity { private: sf::RectangleShape shape; float movement_speed = 100; sf::Vector2u window_size; sf::Vector2f loc; public: explicit SnakePlayerEntity(sf::Vector2u window_size) : window_size(window_size) { shape = sf::RectangleShape(sf::Vector2f(15, 15)); shape.setFillColor(sf::Color::White); this->AddComponent(new SnakeMovementComponent(this, movement_speed)); loc = sf::Vector2f(0, 0); } void Move(const float& delta_time, const float& x, const float& y) override { shape.move(x * movement_speed * delta_time, y * movement_speed * delta_time); } void Update(const float& delta_time) override { UpdateComponents(delta_time); if (loc.x >= window_size.x) { DestroyEntity(); } if (loc.y >= window_size.y) { DestroyEntity(); } } void Render(sf::RenderTarget* target) override { target->draw(shape); } }; int main(int argc, char *argv[]) { simpleengine::Game game(500, 500, "First Example"); game.AddEvent(new simpleengine::EntityEvent(game.GetWindow(), new SnakePlayerEntity(game.GetWindow()->getSize()))); return game.Run(); }