Improved map wallout, fixed spawned player in wall glitch and now actually rendering collectables. Player handling has also been reworked
This commit is contained in:
parent
d3e6e35c9b
commit
414f3b79fc
27 changed files with 345 additions and 111 deletions
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@ -52,8 +52,6 @@ set(SOURCES
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src/game/camera/ITrackable.h
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src/game/input/input_identity.h
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src/utilities/magic_enum.hpp
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src/game/player/player_spawner.cpp
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src/game/player/player_spawner.hpp
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src/game/camera/tracking_area.h
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src/game/camera/tracking_view_options.hpp
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src/game/collectables/collectable.cpp
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@ -96,7 +94,7 @@ set(SOURCES
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src/game/collectables/collection/collectables_collection.cpp
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src/game/collectables/collection/collectables_collection.hpp
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src/game/collectables/collection/collectables_depth_collection.cpp
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src/game/collectables/collection/collectables_depth_collection.hpp src/game/collectables/collectable_in_level.hpp src/game/collectables/collectable_factory.cpp src/game/collectables/collectable_factory.hpp)
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src/game/collectables/collection/collectables_depth_collection.hpp src/game/collectables/collectable_in_level.hpp src/game/collectables/collectable_factory.cpp src/game/collectables/collectable_factory.hpp src/game/player/player_collection.cpp src/game/player/player_collection.hpp)
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set(PHYSICS_00_SOURCES
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src/prototypes/physics_00.cpp)
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@ -34,8 +34,10 @@
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#define DEF_TV_MIN_VIEW_SIZE sf::Vector2f(6, 6) * WORLD_TO_ISO_SCALE
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#define DEF_TV_MAX_VIEW_SIZE sf::Vector2f(0, 0)
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#define DEF_TV_VIEW_SIZE_PADDING sf::Vector2f(0.5f, 0.5f)
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#define DEF_TV_ADD_PLAYERS_DYNAMICALLY true
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// Simulations
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#define MAPSIM_WALL_THICKNESS 3.f
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#define MAPSIM_VELOCITY_ITERATIONS 6
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#define MAPSIM_POSITION_ITERATIONS 2
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#define HOLESIM_VELOCITY_ITERATIONS 8
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@ -68,3 +68,8 @@ void TranslatedCoordinates::setScreenOffset(IsometricCoordinates offset)
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{
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setWorldOffset(CoordinateTransformer::isometricToWorld(offset));
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}
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TranslatedCoordinates::TranslatedCoordinates(GridCoordinates gridCoordinates)
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{
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set(gridCoordinates);
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}
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@ -9,12 +9,13 @@ class TranslatedCoordinates
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{
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public:
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explicit TranslatedCoordinates(WorldCoordinates worldCoordinates);
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explicit TranslatedCoordinates(GridCoordinates gridCoordinates);
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WorldCoordinates world() const;
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[[nodiscard]] WorldCoordinates world() const;
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IsometricCoordinates isometric() const;
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[[nodiscard]] IsometricCoordinates isometric() const;
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GridCoordinates grid() const;
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[[nodiscard]] GridCoordinates grid() const;
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void set(WorldCoordinates newWorldCoordinates);
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@ -35,7 +36,7 @@ public:
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void setScreenOffset(IsometricCoordinates offset);
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private:
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WorldCoordinates worldCoordinates;
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WorldCoordinates worldCoordinates{};
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std::shared_ptr<TranslatedCoordinates> parent = nullptr;
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};
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@ -1,11 +1,13 @@
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#include "tracking_view.h"
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#include "../../utilities/vector_utils.hpp"
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#include "../player/player_collection.hpp"
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TrackingView::TrackingView(TrackingViewOptions options) : options(options),
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view(nullptr),
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hasViewChanged(false),
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trackables({})
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{;
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{
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;
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marker = new CircleObject(DB_CIRCLE_RADIUS, sf::Color::Yellow);
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Game::getInstance()->registerView(this);
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}
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@ -65,7 +67,8 @@ void TrackingView::setSize(sf::Vector2f newSize)
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didAspectRationChange = true;
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}
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if (options.softResizeSpeed != 0 && !didAspectRationChange) {
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if (options.softResizeSpeed != 0 && !didAspectRationChange)
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{
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// Smooth out transition to new size
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newSize = size + (newSize - size) * options.softResizeSpeed * FRAME_TIME.asSeconds();
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}
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@ -142,7 +145,7 @@ void TrackingView::draw(sf::RenderWindow *window)
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marker->draw(window);
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}
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void TrackingView::addTrackable(const std::shared_ptr<ITrackable>& trackable)
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void TrackingView::addTrackable(const std::shared_ptr<ITrackable> &trackable)
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{
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trackables.push_back(trackable);
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}
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@ -271,3 +274,39 @@ float TrackingView::getRadius(float threshold) const
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// Only half of the side, since we are calculating radius
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return smallestSide / 2.f * threshold;
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}
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void TrackingView::update()
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{
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if (options.addPlayersDynamically)
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{
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addPlayersDynamically();
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}
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}
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void TrackingView::addPlayersDynamically()
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{
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// Update based on PlayerCollection
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// Add new
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for (const auto &player: PlayerCollection::getInstance()->getNewPlayers())
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{
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if (player->getTrackableState() == TrackableState::TRACKING)
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{
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addTrackable(player);
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}
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}
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// Remove old
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for (const auto &player: PlayerCollection::getInstance()->getRemovedPlayers())
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{
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removeTrackable(player);
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}
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}
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void TrackingView::removeTrackable(const std::shared_ptr<ITrackable> &trackable)
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{
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trackables.erase(
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std::remove_if(trackables.begin(), trackables.end(), [&trackable](const std::shared_ptr<ITrackable> &t)
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{
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return t == trackable;
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}), trackables.end());
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}
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@ -17,6 +17,7 @@ public:
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~TrackingView();
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void update() override;
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void draw(sf::RenderWindow *window) override;
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@ -24,6 +25,8 @@ public:
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void addTrackable(const std::shared_ptr<ITrackable>& trackable);
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void removeTrackable(const std::shared_ptr<ITrackable> &trackable);
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sf::Vector2f getSize() const;
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sf::Vector2f getCenter() const;
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@ -57,6 +60,8 @@ private:
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float getRadius(float threshold) const;
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sf::Vector2f getWindowSize() const;
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void addPlayersDynamically();
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};
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@ -37,6 +37,11 @@ struct TrackingViewOptions
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* Value between 0 and 1 to set relative padding.
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*/
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sf::Vector2f viewSizePadding = DEF_TV_VIEW_SIZE_PADDING;
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/**
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* If set to true, view will add all new players automatically and remove them accordingly, based on PlayerCollection.
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*/
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bool addPlayersDynamically = DEF_TV_ADD_PLAYERS_DYNAMICALLY;
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};
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#endif //HOLESOME_TRACKING_VIEW_OPTIONS_HPP
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@ -8,11 +8,6 @@ Collectable::Collectable()
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collectableCount++;
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}
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void Collectable::draw(sf::RenderWindow *window)
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{
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}
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void Collectable::setRotation(float angle)
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{
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@ -9,8 +9,6 @@ class Collectable : public GameObject
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public:
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Collectable();
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void draw(sf::RenderWindow *window) override;
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void setSprite(const std::string &spriteName);
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void setRotation(float angle);
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@ -66,7 +66,7 @@ void CollectablesCollection::update()
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void CollectablesCollection::draw(sf::RenderWindow *window)
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{
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// Render collectables in reverse order of depth
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int maxDepth = depthCollections.size();
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int maxDepth = (int) depthCollections.size();
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for (int depth = maxDepth - 1; depth >= 0; depth--)
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{
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auto depthCollection = depthCollections.at(depth);
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@ -87,3 +87,14 @@ void CollectablesCollection::updateCollectables()
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}
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}
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}
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std::shared_ptr<CollectablesDepthCollection> CollectablesCollection::getDepthCollection(int depth)
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{
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if (depthCollections.find(depth) == depthCollections.end())
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{
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LOG(ERROR) << "Depth collection for depth " << depth << " does not exist! Returning empty collection ...";
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return std::make_shared<CollectablesDepthCollection>(depth);
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}
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return depthCollections[depth];
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}
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@ -23,6 +23,8 @@ public:
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void add(const std::shared_ptr<Collectable>& collectable);
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void remove(const std::shared_ptr<Collectable>& collectable);
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std::shared_ptr<CollectablesDepthCollection> getDepthCollection(int depth);
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private:
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static inline std::shared_ptr<CollectablesCollection> singletonInstance = nullptr;
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@ -5,6 +5,7 @@
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#include "game.h"
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#include "level/level_loader.hpp"
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#include "physics/map/map_simulation.hpp"
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#include "../logging/easylogging++.h"
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Game::Game(std::shared_ptr<sf::RenderWindow> window) : window(std::move(window))
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{
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@ -15,6 +16,7 @@ void Game::run()
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sf::Clock clock;
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sf::Time TimeSinceLastUpdate = sf::seconds(0);
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LOG(INFO) << "Game loop started ...";
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while (window->isOpen())
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{
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@ -29,6 +31,8 @@ void Game::run()
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}
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drawFrame();
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}
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LOG(INFO) << "Game closing ...";
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}
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void Game::exit()
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@ -83,12 +87,16 @@ void Game::update()
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}
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}
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InputMapper::getInstance()->updateIdentities();
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if (isLevelLoaded())
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// Physics updates
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for (const auto &gameObject: gameObjects)
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{
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MapSimulation::getInstance()->updateSimulation();
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if (gameObject->getActive())
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{
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gameObject->physicsUpdate();
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}
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}
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InputMapper::getInstance()->updateIdentities();
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}
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std::shared_ptr<Game> Game::getInstance()
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@ -57,3 +57,25 @@ void GameObject::addChild(const std::shared_ptr<GameObject> &child)
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{
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addChildWorldOffset(child, {0, 0});
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}
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void GameObject::removeChild(const std::shared_ptr<GameObject> &child)
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{
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auto it = std::find(children.begin(), children.end(), child);
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if (it != children.end())
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{
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children.erase(it);
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}
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}
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void GameObject::clearChildren()
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{
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children.clear();
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}
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void GameObject::physicsUpdate()
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{
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for (auto &child: children)
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{
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child->physicsUpdate();
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}
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}
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virtual void lateUpdate();
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virtual void physicsUpdate();
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void setActive(bool active);
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bool getActive() const { return isActive; }
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void addChildScreenOffset(const std::shared_ptr<GameObject> &child, IsometricCoordinates offset = {0, 0});
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void addChildWorldOffset(const std::shared_ptr<GameObject> &child, WorldCoordinates offset);
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void addChild(const std::shared_ptr<GameObject> &child);
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void removeChild(const std::shared_ptr<GameObject> &child);
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void clearChildren();
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[[nodiscard]] std::vector<std::shared_ptr<GameObject>> getChildren() const { return children; }
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std::shared_ptr<TranslatedCoordinates> coordinates;
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@ -2,12 +2,13 @@
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#include "../game.h"
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#include "../physics/map/map_simulation.hpp"
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#include "../../debug/grid_debug_layer.h"
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#include "../player/player_spawner.hpp"
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#include "../../levels.hpp"
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#include "../collectables/collection/collectables_collection.hpp"
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#include "../collectables/collectable_factory.hpp"
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#include "../player/player_collection.hpp"
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#include "../physics/hole/hole_depth_simulation.hpp"
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void LevelLoader::loadLevel(const LevelConfig& levelConfig)
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void LevelLoader::loadLevel(const LevelConfig &levelConfig)
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{
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auto game = Game::getInstance();
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game->clearGameObjects();
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game->setLevel(levelConfig);
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MapSimulation::getInstance()->resetMap(levelConfig.worldMapSize);
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PlayerCollection::getInstance()->clear();
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// Add basic game objects
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if (DEVELOPER_MODE)
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}
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game->addGameObject(std::make_shared<TrackingView>());
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game->addGameObject(std::make_shared<PlayerSpawner>(levelConfig.playerSpawnPoints));
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game->addGameObject(PlayerCollection::getInstance());
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PlayerCollection::getInstance()->setSpawnPoints(levelConfig.playerSpawnPoints);
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// Prepare collectables framework
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auto maxDepth = levelConfig.worldMapSize.x * 2;
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CollectablesCollection::getInstance()->createEmpty(maxDepth);
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game->addGameObject(CollectablesCollection::getInstance());
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auto maxDepth = (int) levelConfig.worldMapSize.x * 2;
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auto collectablesCollection = CollectablesCollection::getInstance();
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collectablesCollection->createEmpty(maxDepth);
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game->addGameObject(collectablesCollection);
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// Spawn collectibles
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for (auto const &collectableInfo: levelConfig.collectables)
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spawnCollectable(collectableInfo);
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}
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// Add physics simulations
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game->addGameObject(MapSimulation::getInstance());
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// For every depth, add a hole depth simulation
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for (int depth = 0; depth < maxDepth; depth++)
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{
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auto depthCollection = collectablesCollection->getDepthCollection(depth);
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game->addGameObject(std::make_shared<HoleDepthSimulation>(depthCollection));
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}
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LOG(INFO) << "Finished loading level '" << levelConfig.name << "'.";
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}
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@ -7,7 +7,7 @@ HoleDepthSimulation::HoleDepthSimulation(std::shared_ptr<CollectablesDepthCollec
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simWorld = std::make_shared<b2World>(WORLD_GRAVITY);
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}
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void HoleDepthSimulation::updateSimulation()
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void HoleDepthSimulation::physicsUpdate()
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{
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updateBodiesFromCollectionHistory();
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@ -10,12 +10,12 @@
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/**
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* @brief Simulates the hole(s) for the specific depth
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*/
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class HoleDepthSimulation
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class HoleDepthSimulation : public GameObject
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{
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public:
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HoleDepthSimulation(std::shared_ptr<CollectablesDepthCollection> collectables);
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explicit HoleDepthSimulation(std::shared_ptr<CollectablesDepthCollection> collectables);
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void updateSimulation();
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void physicsUpdate() override;
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private:
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std::shared_ptr<CollectablesDepthCollection> collectables;
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@ -1,5 +1,6 @@
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#include "map_simulation.hpp"
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#include "../../../config.h"
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#include "../../player/player_collection.hpp"
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MapSimulation::MapSimulation()
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{
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@ -15,7 +16,7 @@ std::shared_ptr<MapSimulation> MapSimulation::getInstance()
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return singletonInstance;
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}
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void MapSimulation::updateSimulation()
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void MapSimulation::physicsUpdate()
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{
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// Update simulation positions
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for (auto &mapPlayer: mapPlayersById)
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@ -34,15 +35,20 @@ void MapSimulation::updateSimulation()
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void MapSimulation::resetMap(sf::Vector2f worldMapSize)
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{
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// Clear all players
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for (auto &mapPlayer: mapPlayersById)
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{
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removePlayer(mapPlayer.second->player);
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}
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// No gravity, since this a top-down view of the map
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world = std::make_shared<b2World>(b2Vec2(0.0f, 0.0f));
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mapPlayersById.clear();
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// Create map borders
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constructSquareObstacle(-1, 0, 0, worldMapSize.y);
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constructSquareObstacle(0, -1, worldMapSize.x, 0);
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constructSquareObstacle(worldMapSize.x, 0, worldMapSize.x + 1, worldMapSize.y);
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constructSquareObstacle(0, worldMapSize.y, worldMapSize.x, worldMapSize.y + 1);
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constructSquareObstacle(-MAPSIM_WALL_THICKNESS, -MAPSIM_WALL_THICKNESS, 0, worldMapSize.y + MAPSIM_WALL_THICKNESS); // Bottom left
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constructSquareObstacle(0, -MAPSIM_WALL_THICKNESS, worldMapSize.x, 0); // Bottom right
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constructSquareObstacle(worldMapSize.x, -MAPSIM_WALL_THICKNESS, worldMapSize.x + MAPSIM_WALL_THICKNESS, worldMapSize.y + MAPSIM_WALL_THICKNESS); // Top right
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constructSquareObstacle(0, worldMapSize.y, worldMapSize.x, worldMapSize.y + MAPSIM_WALL_THICKNESS); // Top left
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}
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void MapSimulation::constructSquareObstacle(float minX, float minY, float maxX, float maxY)
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@ -62,11 +68,34 @@ void MapSimulation::constructSquareObstacle(float minX, float minY, float maxX,
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body->CreateFixture(&fixtureDef);
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}
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void MapSimulation::addPlayer(const std::shared_ptr<Player>& player)
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void MapSimulation::addPlayer(const std::shared_ptr<Player> &player)
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{
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b2BodyDef bodyDef;
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bodyDef.type = b2_dynamicBody;
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bodyDef.position.Set(player->coordinates->world().x, player->coordinates->world().y);
|
||||
bodyDef.position.Set(player->spawnPosition.world().x, player->spawnPosition.world().y);
|
||||
b2Body *body = world->CreateBody(&bodyDef);
|
||||
mapPlayersById[player->getPlayerId()] = std::make_shared<MapPlayer>(player, body);
|
||||
}
|
||||
|
||||
void MapSimulation::update()
|
||||
{
|
||||
// Update players from player collection
|
||||
// New player
|
||||
for (auto &player: PlayerCollection::getInstance()->getNewPlayers())
|
||||
{
|
||||
addPlayer(player);
|
||||
}
|
||||
// Removed players
|
||||
for (auto &player: PlayerCollection::getInstance()->getRemovedPlayers())
|
||||
{
|
||||
removePlayer(player);
|
||||
}
|
||||
}
|
||||
|
||||
void MapSimulation::removePlayer(std::shared_ptr<Player> &player)
|
||||
{
|
||||
// Remove body from simulation
|
||||
int playerId = player->getPlayerId();
|
||||
world->DestroyBody(mapPlayersById[playerId]->body);
|
||||
mapPlayersById.erase(playerId);
|
||||
}
|
||||
|
|
|
@ -7,12 +7,14 @@
|
|||
#include "../../player/player.hpp"
|
||||
#include "map_player.hpp"
|
||||
|
||||
class MapSimulation
|
||||
class MapSimulation : public GameObject
|
||||
{
|
||||
public:
|
||||
MapSimulation();
|
||||
|
||||
void updateSimulation();
|
||||
void update() override;
|
||||
|
||||
void physicsUpdate() override;
|
||||
|
||||
void resetMap(sf::Vector2f worldMapSize);
|
||||
|
||||
|
@ -29,6 +31,7 @@ private:
|
|||
|
||||
void constructSquareObstacle(float minX, float minY, float maxX, float maxY);
|
||||
|
||||
void removePlayer(std::shared_ptr<Player> &player);
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -1,19 +1,21 @@
|
|||
#include "player.hpp"
|
||||
#include "../../config.h"
|
||||
#include "../../logging/easylogging++.h"
|
||||
|
||||
#include <utility>
|
||||
|
||||
Player::Player(std::shared_ptr<InputIdentity> assignedInput, const std::string &skinRessourceName,
|
||||
GridCoordinates initCoordinates)
|
||||
: spawnPosition(initCoordinates)
|
||||
{
|
||||
playerId = playerCreationCounter++;
|
||||
this->spawnPosition = initCoordinates;
|
||||
coordinates->set(initCoordinates);
|
||||
coordinates->set(spawnPosition);
|
||||
|
||||
input = std::move(assignedInput);
|
||||
|
||||
skinSprite = std::make_shared<VersatileSprite>(skinRessourceName, getIsoSize());
|
||||
addChildScreenOffset(skinSprite, IsometricCoordinates(-getIsoSize() / 2.f));
|
||||
|
||||
LOG(INFO) << "Player " << playerId << " created.";
|
||||
}
|
||||
|
||||
sf::Vector2f Player::getTrackablePosition() const
|
||||
|
@ -92,3 +94,8 @@ void Player::setWorldRadius(float newWorldRadius)
|
|||
skinSprite->setSize(newSize);
|
||||
skinSprite->coordinates->setScreenOffset(IsometricCoordinates(-newSize / 2.f));
|
||||
}
|
||||
|
||||
Player::~Player()
|
||||
{
|
||||
LOG(INFO) << "Player " << playerId << " destroyed.";
|
||||
}
|
||||
|
|
|
@ -13,6 +13,8 @@ public:
|
|||
Player(std::shared_ptr<InputIdentity> assignedInput, const std::string &skinRessourceName,
|
||||
GridCoordinates initCoordinates);
|
||||
|
||||
~Player();
|
||||
|
||||
void update() override;
|
||||
|
||||
[[nodiscard]] sf::Vector2f getTrackablePosition() const override;
|
||||
|
@ -29,13 +31,12 @@ public:
|
|||
|
||||
[[nodiscard]] float getWorldRadius() const;
|
||||
|
||||
TranslatedCoordinates spawnPosition;
|
||||
private:
|
||||
std::shared_ptr<InputIdentity> input;
|
||||
float radiusInWorld = DEFAULT_PLAYER_RADIUS;
|
||||
std::shared_ptr<VersatileSprite> skinSprite;
|
||||
|
||||
GridCoordinates spawnPosition;
|
||||
|
||||
int playerId;
|
||||
static inline int playerCreationCounter = 0;
|
||||
|
||||
|
|
106
src/game/player/player_collection.cpp
Normal file
106
src/game/player/player_collection.cpp
Normal file
|
@ -0,0 +1,106 @@
|
|||
#include "player_collection.hpp"
|
||||
|
||||
#include <utility>
|
||||
#include "../input/input_mapper.h"
|
||||
#include "../../texture_config.h"
|
||||
|
||||
PlayerCollection::PlayerCollection()
|
||||
{
|
||||
// Set default spawn point
|
||||
setSpawnPoints({{0, 0}});
|
||||
|
||||
// Create player for existing input identities
|
||||
for (auto &inputIdentity: InputMapper::getInstance()->getInputIdentities())
|
||||
{
|
||||
spawnPlayer(inputIdentity);
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<PlayerCollection> PlayerCollection::getInstance()
|
||||
{
|
||||
if (singletonInstance == nullptr)
|
||||
{
|
||||
singletonInstance = std::make_shared<PlayerCollection>();
|
||||
}
|
||||
return singletonInstance;
|
||||
}
|
||||
|
||||
void PlayerCollection::addPlayer(const std::shared_ptr<Player> &player)
|
||||
{
|
||||
newPlayerBuffer.push_back(player);
|
||||
addChild(player);
|
||||
}
|
||||
|
||||
void PlayerCollection::clear()
|
||||
{
|
||||
newPlayerBuffer.clear();
|
||||
removedPlayerBuffer.clear();
|
||||
|
||||
// Fill in removed players
|
||||
for (auto &child: getChildren())
|
||||
{
|
||||
auto player = std::dynamic_pointer_cast<Player>(child);
|
||||
if (player != nullptr)
|
||||
{
|
||||
removedPlayerBuffer.push_back(player);
|
||||
}
|
||||
}
|
||||
|
||||
clearChildren();
|
||||
}
|
||||
|
||||
void PlayerCollection::lateUpdate()
|
||||
{
|
||||
GameObject::lateUpdate();
|
||||
|
||||
newPlayerBuffer.clear();
|
||||
removedPlayerBuffer.clear();
|
||||
|
||||
// Create player for new input identities
|
||||
for (auto &inputIdentity: InputMapper::getInstance()->newInputIdentities)
|
||||
{
|
||||
spawnPlayer(inputIdentity);
|
||||
}
|
||||
|
||||
// Remove players, that are not active anymore
|
||||
for (auto &child: getChildren())
|
||||
{
|
||||
if (child != nullptr && !child->getActive())
|
||||
{
|
||||
removedPlayerBuffer.push_back(std::dynamic_pointer_cast<Player>(child));
|
||||
removeChild(child);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerCollection::removePlayer(const std::shared_ptr<Player> &player)
|
||||
{
|
||||
removedPlayerBuffer.push_back(player);
|
||||
removeChild(player);
|
||||
}
|
||||
|
||||
std::vector<std::shared_ptr<Player>> PlayerCollection::getNewPlayers() const
|
||||
{
|
||||
return newPlayerBuffer;
|
||||
}
|
||||
|
||||
std::vector<std::shared_ptr<Player>> PlayerCollection::getRemovedPlayers() const
|
||||
{
|
||||
return removedPlayerBuffer;
|
||||
}
|
||||
|
||||
void PlayerCollection::setSpawnPoints(std::vector<GridCoordinates> newSpawnPoints)
|
||||
{
|
||||
this->spawnPoints = std::move(newSpawnPoints);
|
||||
nextSpawnPointIndex = 0;
|
||||
}
|
||||
|
||||
void PlayerCollection::spawnPlayer(const std::shared_ptr<InputIdentity> &inputIdentity)
|
||||
{
|
||||
// Get proper Spawn point, if available
|
||||
auto spawn = spawnPoints[nextSpawnPointIndex];
|
||||
nextSpawnPointIndex = static_cast<int>((nextSpawnPointIndex + 1) % spawnPoints.size());
|
||||
|
||||
auto player = std::make_shared<Player>(inputIdentity, PLAYER_SKIN, spawn);
|
||||
PlayerCollection::getInstance()->addPlayer(player);
|
||||
}
|
42
src/game/player/player_collection.hpp
Normal file
42
src/game/player/player_collection.hpp
Normal file
|
@ -0,0 +1,42 @@
|
|||
#ifndef HOLESOME_PLAYER_COLLECTION_HPP
|
||||
#define HOLESOME_PLAYER_COLLECTION_HPP
|
||||
|
||||
|
||||
#include "../game_object.h"
|
||||
#include "player.hpp"
|
||||
|
||||
class PlayerCollection : public GameObject
|
||||
{
|
||||
public:
|
||||
PlayerCollection();
|
||||
|
||||
static std::shared_ptr<PlayerCollection> getInstance();
|
||||
|
||||
void setSpawnPoints(std::vector<GridCoordinates> newSpawnPoints);
|
||||
|
||||
void addPlayer(const std::shared_ptr<Player>& player);
|
||||
|
||||
void removePlayer(const std::shared_ptr<Player>& player);
|
||||
|
||||
std::vector<std::shared_ptr<Player>> getNewPlayers() const;
|
||||
|
||||
std::vector<std::shared_ptr<Player>> getRemovedPlayers() const;
|
||||
|
||||
void lateUpdate() override;
|
||||
|
||||
void clear();
|
||||
|
||||
private:
|
||||
static inline std::shared_ptr<PlayerCollection> singletonInstance = nullptr;
|
||||
|
||||
std::vector<std::shared_ptr<Player>> newPlayerBuffer = {};
|
||||
std::vector<std::shared_ptr<Player>> removedPlayerBuffer = {};
|
||||
|
||||
std::vector<GridCoordinates> spawnPoints;
|
||||
int nextSpawnPointIndex = 0;
|
||||
|
||||
void spawnPlayer(const std::shared_ptr<InputIdentity> &inputIdentity);
|
||||
};
|
||||
|
||||
|
||||
#endif //HOLESOME_PLAYER_COLLECTION_HPP
|
|
@ -1,39 +0,0 @@
|
|||
#include "player_spawner.hpp"
|
||||
#include "player.hpp"
|
||||
#include "../../texture_config.h"
|
||||
#include "../physics/map/map_simulation.hpp"
|
||||
|
||||
PlayerSpawner::PlayerSpawner(std::vector<GridCoordinates> spawnPoints)
|
||||
{
|
||||
this->spawnPoints = spawnPoints;
|
||||
|
||||
// Create player for existing input identities
|
||||
for (auto &inputIdentity: InputMapper::getInstance()->getInputIdentities())
|
||||
{
|
||||
spawnPlayer(inputIdentity);
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerSpawner::update()
|
||||
{
|
||||
// Create player for new input identities
|
||||
for (auto &inputIdentity: InputMapper::getInstance()->newInputIdentities)
|
||||
{
|
||||
spawnPlayer(inputIdentity);
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerSpawner::spawnPlayer(const std::shared_ptr<InputIdentity> &inputIdentity)
|
||||
{
|
||||
// Get proper Spawn point, if available
|
||||
auto spawn = spawnPoints[nextSpawnPointIndex];
|
||||
nextSpawnPointIndex = static_cast<int>((nextSpawnPointIndex + 1) % spawnPoints.size());
|
||||
|
||||
auto player = std::make_shared<Player>(inputIdentity, PLAYER_SKIN, spawn);
|
||||
|
||||
MapSimulation::getInstance()->addPlayer(player);
|
||||
Game::getInstance()->addGameObject(player);
|
||||
|
||||
// TODO: Better view handling
|
||||
Game::getInstance()->views[0]->addTrackable(player);
|
||||
}
|
|
@ -1,23 +0,0 @@
|
|||
#ifndef HOLESOME_PLAYER_SPAWNER_HPP
|
||||
#define HOLESOME_PLAYER_SPAWNER_HPP
|
||||
|
||||
|
||||
#include "../game_object.h"
|
||||
#include "../game.h"
|
||||
|
||||
class PlayerSpawner : public GameObject
|
||||
{
|
||||
public:
|
||||
PlayerSpawner(std::vector<GridCoordinates> spawnPoints);
|
||||
|
||||
void update() override;
|
||||
|
||||
void spawnPlayer(const std::shared_ptr<InputIdentity> &inputIdentity);
|
||||
|
||||
private:
|
||||
std::vector<GridCoordinates> spawnPoints;
|
||||
int nextSpawnPointIndex = 0;
|
||||
};
|
||||
|
||||
|
||||
#endif //HOLESOME_PLAYER_SPAWNER_HPP
|
|
@ -3870,7 +3870,7 @@ class Loggers : base::StaticClass {
|
|||
private:
|
||||
LoggingFlag m_flag;
|
||||
};
|
||||
/// @brief Removes flag and add it when scope goes out
|
||||
/// @brief Removes flag and addPlayer it when scope goes out
|
||||
class ScopedRemoveFlag {
|
||||
public:
|
||||
ScopedRemoveFlag(LoggingFlag flag) : m_flag(flag) {
|
||||
|
|
|
@ -7,7 +7,7 @@
|
|||
#include "sprites/configs/sheet_config.hpp"
|
||||
#include "sprites/configs/sprite_config.hpp"
|
||||
|
||||
#define PLAYER_SKIN "hole"
|
||||
#define PLAYER_SKIN "ring"
|
||||
|
||||
/**
|
||||
* All textures used in the game.
|
||||
|
|
Loading…
Reference in a new issue