More organization and maps isolation

This commit is contained in:
Pòsweg 2017-06-17 19:12:59 +02:00
parent 1d7431ee83
commit b62718250a
14 changed files with 213 additions and 133 deletions

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Width:  |  Height:  |  Size: 361 KiB

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@ -11,9 +11,12 @@ Camera::Camera(int mapWidth, int mapHeight,int screenWidth, int screenHeight){
void Camera::update(int playerX, int playerY){
//Make the camera move when the player hits the middle of the screen
if(mW != scW){
if(playerX >= scW/2) posX = playerX - scW/2;
else posX = 0;
if(playerX >= mW - scW/2) posX = mW - scW;
}
else posX = 0;
};
int Camera::getPosX(){

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@ -7,8 +7,6 @@ void Core::init(){
gWindow = SDL_CreateWindow("Platform Test!",SDL_WINDOWPOS_CENTERED,SDL_WINDOWPOS_CENTERED,SCREEN_WIDTH,SCREEN_HEIGHT,SDL_WINDOW_SHOWN);
gRenderer = SDL_CreateRenderer(gWindow,-1,SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
SDL_SetRenderDrawColor(gRenderer,0xFF,0xFF,0xFF,0xFF);
sz = SCREEN_WIDTH/16;
}
void Core::close(){
@ -23,79 +21,24 @@ void Core::close(){
int Core::coreInit(){
init();
Maps maps(gRenderer);
int gamestate = 0;
//-1 = quit, 0 = Menu, 1 = playing,
while(gamestate != -1){
if(gamestate == 0) gamestate = menu(gRenderer);
if(gamestate == 1) gamestate = map1();
switch(gamestate){
case 0:
gamestate = menu(gRenderer);
break;
case 1:
gamestate = maps.map1();
break;
case 2:
gamestate = maps.map2();
}
}
close();
return 0;
};
int Core::map1(){
//Set the map dimensions
int mapWidth = 36*sz;
int mapHeight = 12*sz;
//set the window's (renderer) dimensions
int screenWidth, screenHeight;
SDL_GetRendererOutputSize(gRenderer,&screenWidth,&screenHeight);
//Initialize the player, set its position, pass the map's size and set the renderer
Player player(40,8*sz,mapHeight,gRenderer);
//Set the camera and pass the map and screen's dimensions
Camera camera(mapWidth,mapHeight,screenWidth,screenHeight);
//Initialize the block class and set the player and the renderer
Block ground(gRenderer,&player);
//Set the quantity and size of the blocks
int blockRect[5][4];
setRectSize(blockRect[0], 8*sz, 7*sz, 2*sz,2*sz);
setRectSize(blockRect[1], 4*sz, 9*sz, sz,2*sz);
setRectSize(blockRect[2], 6*sz, 9*sz, sz,2*sz);
setRectSize(blockRect[3], 0 ,11*sz,16*sz, sz);
setRectSize(blockRect[4],20*sz,11*sz,16*sz, sz);
//Initialize the powerup, set his position, pass the renderer and the player
Powerup powerup(13*sz,8*sz,gRenderer,&player);
bool quit = false;
SDL_Event e;
//Game loop
while(quit == false){
while(SDL_PollEvent(&e)!=0){
if(e.type == SDL_QUIT){
quit = true;
}
}
SDL_SetRenderDrawColor(gRenderer,0,0,100,0xFF);
SDL_RenderClear(gRenderer);
camera.update(player.getRectangle().x,player.getRectangle().y);
if(player.print(camera.getPosX()) == 1) return 0;
for(int i = 0; i < 5; i++){
ground.printAndCheck(blockRect[i],camera.getPosX());
}
powerup.printAndCheck(camera.getPosX());
SDL_RenderPresent(gRenderer);
}
return -1;
};
void Core::setRectSize(int rect[],int x, int y, int w, int h){
rect[0] = x;
rect[1] = y;
rect[2] = w;
rect[3] = h;
}

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@ -5,12 +5,8 @@
#include<iostream>
#include<SDL.h>
#include"entity/entity.h"
#include"entity/player.h"
#include"entity/block.h"
#include"entity/powerup.h"
#include"camera.h"
#include"menu.h"
#include"maps.h"
class Core{
public:
@ -24,7 +20,6 @@ class Core{
const int SCREEN_WIDTH = 640;
const int SCREEN_HEIGHT = 480;
int sz;
SDL_Window* gWindow = NULL;
SDL_Renderer* gRenderer = NULL;

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@ -1,4 +1,4 @@
//Delta time class header<
//Delta time class header
#ifndef __DT_H_INCLUDED__
#define __DT_H_INCLUDED__

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@ -2,6 +2,26 @@
#include"player.h"
Player::Player(int x,int y, int lvlH, SDL_Renderer* render){
levelHeight = lvlH;
posX = x;
posY = y;
szW = 40;
szH = 40;
rect.w = szW;
rect.h = szH;
power = 0;
renderer = render;
ply.setRenderer(renderer);
loadMedia();
ground = false;
};
int Player::print(int cameraX){
oldPosX = posX;
oldPosY = posY;
@ -30,26 +50,6 @@ int Player::print(int cameraX){
return 0;
};
Player::Player(int x,int y, int lvlH, SDL_Renderer* render){
levelHeight = lvlH;
posX = x;
posY = y;
szW = 40;
szH = 40;
rect.w = szW;
rect.h = szH;
renderer = render;
ply.setRenderer(&renderer);
loadMedia();
//first = true;
ground = false;
};
void Player::loadMedia(){
ply.loadTexture("textures/player.png");

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@ -21,25 +21,24 @@ class Player: public Entity{
void loadMedia();
void move();
int intVelX();
SDL_Rect plyFrame[3];
SDL_Rect plyRun;
SDL_Renderer* renderer;
DeltaTime dTime;
Texture ply;
bool ground;
bool topCollision;
bool ground, topCollision;
bool isRunning = false;
bool ifRunning = false;
//int posX, posY;
float velocityX = 0;
float velocityY = 0;
//int posX, posY;
int oldPosX, oldPosY;
int power = 0;
int power;
int levelHeight;
Texture ply;
SDL_Rect plyFrame[3];
SDL_Rect plyRun;
};
#endif

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@ -1,6 +1,6 @@
#ifndef RESOURCE_RC_INCLUDED
#define RESOURCE_RC_INCLUDED
1 ICON "icon.ico"
1 ICON "../assets/icon.ico"
#endif // RESOURCE_RC_INCLUDED

118
source/maps.cpp Normal file
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@ -0,0 +1,118 @@
#include "maps.h"
Maps::Maps(SDL_Renderer* render){
//Set renderer
renderer = render;
//set the window's (renderer) dimensions
SDL_GetRendererOutputSize(renderer,&screenWidth,&screenHeight);
//Set unit size
sz = screenWidth/16;
//Set keyboard input
currentKeyStates = SDL_GetKeyboardState(NULL);
};
int Maps::map1(){
//Set the map dimensions
int mapWidth = 36*sz;
int mapHeight = screenHeight;
//Initialize the player, set its position, pass the map's size and set the renderer
Player player(40,8*sz,mapHeight,renderer);
//Set the camera and pass the map and screen's dimensions
Camera camera(mapWidth,mapHeight,screenWidth,screenHeight);
//Initialize the block class and set the player and the renderer
Block ground(renderer,&player);
//Set the quantity and size of the blocks
int blockRect[5][4];
setRectSize(blockRect[0], 8*sz, 7*sz, 2*sz,2*sz);
setRectSize(blockRect[1], 4*sz, 9*sz, sz,2*sz);
setRectSize(blockRect[2], 6*sz, 9*sz, sz,2*sz);
setRectSize(blockRect[3], 0 ,11*sz,16*sz, sz);
setRectSize(blockRect[4],20*sz,11*sz,16*sz, sz);
//Initialize the powerup, set his position, pass the renderer and the player
Powerup powerup(13*sz,8*sz,renderer,&player);
bool quit = false;
SDL_Event e;
//Game loop
while(quit == false){
while(SDL_PollEvent(&e)!=0){
if(e.type == SDL_QUIT){
quit = true;
}
}
if(currentKeyStates[SDL_SCANCODE_ESCAPE]) return 0;
//Clear the render and set the background color
SDL_SetRenderDrawColor(renderer,0,0,100,0xFF);
SDL_RenderClear(renderer);
//Update the camera position
camera.update(player.getRectangle().x,player.getRectangle().y);
//Print player
if(player.print(camera.getPosX()) == 1) map1();
//Print the blocks the corresponding dimensions and positions and check collisions
for(int i = 0; i < 5; i++) ground.printAndCheck(blockRect[i],camera.getPosX());
//Print the poweup and check collisions
powerup.printAndCheck(camera.getPosX());
//Render
SDL_RenderPresent(renderer);
}
return -1;
};
int Maps::map2(){
int mapWidth = screenWidth;
int mapHeight = screenHeight;
Player player(40,8*sz,mapHeight,renderer);
Camera camera(mapWidth,mapHeight,screenWidth,screenHeight);
Block ground(renderer,&player);
Powerup powerup(13*sz,8*sz,renderer,&player);
int blockRect[4];
setRectSize(blockRect, 0 ,11*sz,16*sz, sz);
bool quit = false;
SDL_Event e;
while(quit == false){
while(SDL_PollEvent(&e)!=0){
if(e.type == SDL_QUIT){
quit = true;
}
}
if(currentKeyStates[SDL_SCANCODE_ESCAPE]) return 0;
SDL_SetRenderDrawColor(renderer,0,0,100,0xFF);
SDL_RenderClear(renderer);
camera.update(player.getRectangle().x,player.getRectangle().y);
if(player.print(camera.getPosX()) == 1) map2();
ground.printAndCheck(blockRect,camera.getPosX());
powerup.printAndCheck(camera.getPosX());
SDL_RenderPresent(renderer);
}
return -1;
};
void Maps::setRectSize(int rect[],int x, int y, int w, int h){
rect[0] = x;
rect[1] = y;
rect[2] = w;
rect[3] = h;
}

26
source/maps.h Normal file
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@ -0,0 +1,26 @@
#ifndef MAPS_H
#define MAPS_H
#include<iostream>
#include<SDL.h>
#include"entity/player.h"
#include"entity/block.h"
#include"entity/powerup.h"
#include"camera.h"
class Maps{
public:
Maps(SDL_Renderer* render);
int map1();
int map2();
private:
void setRectSize(int rect[], int x, int y,int w,int h);
SDL_Renderer* renderer;
int sz;
int screenWidth, screenHeight;
const Uint8* currentKeyStates;
};
#endif // MAPS_H

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@ -8,7 +8,7 @@ int menu(SDL_Renderer* renderer){
SDL_Event e;
Texture txLogo;
txLogo.setRenderer(&renderer);
txLogo.setRenderer(renderer);
txLogo.loadTexture("textures/title.png");
int logoVmargin = 40;
@ -68,6 +68,7 @@ int menu(SDL_Renderer* renderer){
}
if(currentKeyStates[SDL_SCANCODE_SPACE]){
if(select == 0) return 1;
else if(select == 1) return 2;
else if(select == 2) break;
}

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@ -5,17 +5,21 @@ Texture::Texture(){
szW = 0;
szH = 0;
//Set the SDL_Texture to null
texture = NULL;
//Initialize the SDL_Image library
IMG_Init(IMG_INIT_PNG);
//Set renderer
};
void Texture::setRenderer(SDL_Renderer** render){
void Texture::setRenderer(SDL_Renderer* render){
//Set renderer
renderer = render;
};
Texture::~Texture(){
//Deallocate
//free();
//Deallocate the texture when the class closes
free();
};
void Texture::loadTexture(std::string path){
@ -31,11 +35,10 @@ void Texture::loadTexture(std::string path){
else{
//Create texture from surface pixels
texture = SDL_CreateTextureFromSurface
(*renderer,loadedSurface);
(renderer,loadedSurface);
if(texture == NULL){
std::cout << "Couldn't to create texture from "
<< path.c_str() << std::endl;
std::cout << "Couldn't create texture from " << path.c_str() << std::endl;
}
else{
//Get image dimensions
@ -58,23 +61,15 @@ void Texture::free(){
};
void Texture::render(SDL_Rect* quad,SDL_Rect* frame){
//void Texture::render(SDL_Rect* quad){
//Set clip rendering dimensions
/*if(frame != NULL){
quad.w = frame->w;
quad.h = frame->h;
}*/
//Render to screen
SDL_RenderCopy(*renderer,texture,frame,quad);
//SDL_RenderFillRect(*renderer,quad);
//std::cout << "ye" << std::endl;
//Render the texture
SDL_RenderCopy(renderer,texture,frame,quad);
};
void Texture::render(SDL_Rect* quad){
//Make a frame of the size of the quad
SDL_Rect frame = {0,0,quad->w,quad->h};
SDL_RenderCopy(*renderer,texture,&frame,quad);
//Render the texture
SDL_RenderCopy(renderer,texture,&frame,quad);
};
int Texture::getWidth(){

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@ -16,14 +16,14 @@ class Texture{
void free();
void render(SDL_Rect* quad,SDL_Rect* frame);
void render(SDL_Rect* quad);
//void render(SDL_Rect* quad);
int getWidth();
int getHeight();
void setRenderer (SDL_Renderer** render);
void setRenderer (SDL_Renderer* render);
private:
SDL_Texture* texture = NULL;
SDL_Texture* texture;
SDL_Renderer* renderer;
int szW, szH;
SDL_Renderer** renderer;
};
#endif