Player has proper size and a better placeholder graphic
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parent
b3d793cb9f
commit
74ca505b60
6 changed files with 21 additions and 18 deletions
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@ -56,8 +56,8 @@ set(SOURCES
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src/game/player/player_spawner.hpp
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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_area.h
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src/game/camera/tracking_view_options.hpp
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src/game/camera/tracking_view_options.hpp
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src/game/collectables/environment_collectable.cpp
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src/game/collectables/collectable.cpp
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src/game/collectables/environment_collectable.hpp
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src/game/collectables/collectable.hpp
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src/sprites/texture_manager.cpp
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src/sprites/texture_manager.cpp
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src/sprites/texture_manager.hpp
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src/sprites/texture_manager.hpp
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src/sprites/sprite_sheet.cpp
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src/sprites/sprite_sheet.cpp
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BIN
assets/hole.png
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BIN
assets/hole.png
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Binary file not shown.
After Width: | Height: | Size: 313 KiB |
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@ -20,7 +20,7 @@
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// Graphic settings
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// Graphic settings
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#define ISOMETRIC_SKEW 0.3f
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#define ISOMETRIC_SKEW 0.3f
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#define MOVEMENT_SKEW sf::Vector2f(1.f, 1/ISOMETRIC_SKEW/2.f)
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#define MOVEMENT_SKEW sf::Vector2f(1.f, 1/ISOMETRIC_SKEW/2.f)
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#define WORLD_TO_ISO_SCALE 50.0f // 50.f
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#define WORLD_TO_ISO_SCALE 50.0f // 50.f, don't change. Rather adjust the zoom of the camera
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// Tracking view defaults
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// Tracking view defaults
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#define DEF_TV_FREE_MOVE_THRESHOLD 0.f
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#define DEF_TV_FREE_MOVE_THRESHOLD 0.f
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@ -12,9 +12,8 @@ Player::Player(std::shared_ptr<InputIdentity> assignedInput, const std::string &
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input = std::move(assignedInput);
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input = std::move(assignedInput);
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auto radiusInIso = getIsoRadius();
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auto sprite = std::make_shared<VersatileSprite>(skinRessourceName, getIsoSize());
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auto sprite = std::make_shared<VersatileSprite>(skinRessourceName, sf::Vector2f{radiusInIso * 2.f, radiusInIso * 2.f});
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addChildScreenOffset(sprite, IsometricCoordinates(-getIsoSize() / 2.f));
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addChildScreenOffset(sprite, {-radiusInIso, -radiusInIso});
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}
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}
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sf::Vector2f Player::getTrackablePosition() const
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sf::Vector2f Player::getTrackablePosition() const
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@ -24,8 +23,7 @@ sf::Vector2f Player::getTrackablePosition() const
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sf::Vector2f Player::getTrackableSize() const
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sf::Vector2f Player::getTrackableSize() const
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{
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{
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auto isoRadius = getIsoRadius();
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return getIsoSize();
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return {isoRadius * 2.f, isoRadius * 2.f};
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}
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}
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void Player::update()
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void Player::update()
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@ -64,12 +62,15 @@ int Player::getPlayerId() const
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return playerId;
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return playerId;
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}
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}
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float Player::getIsoRadius() const
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{
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return radiusInWorld * WORLD_TO_ISO_SCALE;
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}
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float Player::getWorldRadius() const
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float Player::getWorldRadius() const
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{
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{
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return radiusInWorld;
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return radiusInWorld;
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}
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}
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sf::Vector2f Player::getIsoSize() const
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{
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// TODO: For some reason, the player is a little to narrow. This fixes it.
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const float fixFactor = 1.4f;
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float width = radiusInWorld * 2.f * WORLD_TO_ISO_SCALE * fixFactor;
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return {width, width * ISOMETRIC_SKEW};
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}
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@ -25,6 +25,8 @@ public:
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float speed = DEFAULT_PLAYER_SPEED;
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float speed = DEFAULT_PLAYER_SPEED;
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sf::Vector2f getIsoSize() const;
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int getPlayerId() const;
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int getPlayerId() const;
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float getWorldRadius() const;
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float getWorldRadius() const;
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@ -37,8 +39,6 @@ private:
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int playerId;
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int playerId;
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static inline int playerCreationCounter = 0;
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static inline int playerCreationCounter = 0;
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float getIsoRadius() const;
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};
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};
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@ -7,7 +7,7 @@
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#include "sprites/configs/sheet_config.hpp"
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#include "sprites/configs/sheet_config.hpp"
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#include "sprites/configs/sprite_config.hpp"
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#include "sprites/configs/sprite_config.hpp"
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#define PLAYER_SKIN "ring"
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#define PLAYER_SKIN "hole"
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/**
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/**
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* All textures used in the game.
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* All textures used in the game.
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@ -17,7 +17,8 @@ std::map<std::string, std::string> const all_textures = {
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{"numbers", "assets/numbers.png"},
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{"numbers", "assets/numbers.png"},
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{"64", "assets/64.png"},
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{"64", "assets/64.png"},
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{"edge", "assets/edge.png"},
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{"edge", "assets/edge.png"},
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{"ring", "assets/ring.png"}
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{"ring", "assets/ring.png"},
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{"hole", "assets/hole.png"}
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};
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};
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/**
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/**
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@ -43,7 +44,8 @@ std::map<std::string, AnimationConfig> const all_animations = {
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std::map<std::string, SpriteConfig> const all_sprites = {
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std::map<std::string, SpriteConfig> const all_sprites = {
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{"64", SpriteConfig("64")},
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{"64", SpriteConfig("64")},
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{"edge", SpriteConfig("edge")},
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{"edge", SpriteConfig("edge")},
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{"ring", SpriteConfig("ring")}
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{"ring", SpriteConfig("ring")},
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{"hole", SpriteConfig("hole")}
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};
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};
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#endif //HOLESOME_TEXTURE_CONFIG_H
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#endif //HOLESOME_TEXTURE_CONFIG_H
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