Added Collectables collections and other scaffolding required for further development

This commit is contained in:
Maximilian Giller 2023-06-12 21:02:04 +02:00
parent 12b73c00ba
commit 88f19ae5e4
23 changed files with 493 additions and 34 deletions

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@ -89,7 +89,14 @@ set(SOURCES
src/game/level/level_config.hpp src/game/level/level_config.hpp
src/game/level/level_loader.cpp src/game/level/level_loader.cpp
src/game/level/level_loader.hpp src/game/level/level_loader.hpp
src/levels.hpp) src/levels.hpp src/collectables.hpp
src/game/collectables/collectable_config.hpp
src/game/physics/hole/hole_depth_simulation.cpp
src/game/physics/hole/hole_depth_simulation.hpp
src/game/collectables/collection/collectables_collection.cpp
src/game/collectables/collection/collectables_collection.hpp
src/game/collectables/collection/collectables_depth_collection.cpp
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)
set(PHYSICS_00_SOURCES set(PHYSICS_00_SOURCES
src/prototypes/physics_00.cpp) src/prototypes/physics_00.cpp)

12
src/collectables.hpp Normal file
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@ -0,0 +1,12 @@
#ifndef HOLESOME_COLLECTABLES_HPP
#define HOLESOME_COLLECTABLES_HPP
#include <string>
#include <map>
#include "game/collectables/collectable_config.hpp"
std::map<std::string, CollectableConfig> const all_collectables = {
{"box", CollectableConfig("numbers")}
};
#endif //HOLESOME_COLLECTABLES_HPP

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@ -2,6 +2,7 @@
#define HOLESOME_CONFIG_H #define HOLESOME_CONFIG_H
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include <box2d/box2d.h>
#define DEVELOPER_MODE true #define DEVELOPER_MODE true
@ -10,6 +11,9 @@
#define DEFAULT_PLAYER_RADIUS .5f // In World units #define DEFAULT_PLAYER_RADIUS .5f // In World units
#define PLAYER_PROPORTIONAL_SIZE_CHANGE_SPEED 0.4f #define PLAYER_PROPORTIONAL_SIZE_CHANGE_SPEED 0.4f
// World
#define WORLD_GRAVITY b2Vec2(0.f, 9.8f)
// FPS // FPS
#define FRAME_RATE 60 #define FRAME_RATE 60
#define FRAME_TIME sf::Time(sf::seconds(1.0f / FRAME_RATE)) #define FRAME_TIME sf::Time(sf::seconds(1.0f / FRAME_RATE))
@ -27,18 +31,25 @@
#define DEF_TV_FREE_MOVE_THRESHOLD 0.f #define DEF_TV_FREE_MOVE_THRESHOLD 0.f
#define DEF_TV_SOFT_FOLLOW_SPEED 2.5f #define DEF_TV_SOFT_FOLLOW_SPEED 2.5f
#define DEF_TV_SOFT_RESIZE_SPEED 5.f #define DEF_TV_SOFT_RESIZE_SPEED 5.f
#define DEF_TV_MIN_VIEW_SIZE sf::Vector2f(300, 300) #define DEF_TV_MIN_VIEW_SIZE sf::Vector2f(6, 6) * WORLD_TO_ISO_SCALE
#define DEF_TV_MAX_VIEW_SIZE sf::Vector2f(0, 0) #define DEF_TV_MAX_VIEW_SIZE sf::Vector2f(0, 0)
#define DEF_TV_VIEW_SIZE_PADDING sf::Vector2f(0.5f, 0.5f) #define DEF_TV_VIEW_SIZE_PADDING sf::Vector2f(0.5f, 0.5f)
// Simulations // Simulations
#define MAPSIM_VELOCITY_ITERATIONS 6 #define MAPSIM_VELOCITY_ITERATIONS 6
#define MAPSIM_POSITION_ITERATIONS 2 #define MAPSIM_POSITION_ITERATIONS 2
#define HOLESIM_VELOCITY_ITERATIONS 8
#define HOLESIM_POSITION_ITERATIONS 3
#define HOLESIM_COLLECTABLE_LINEAR_DAMPING 0.5f
#define HOLESIM_COLLECTABLE_ANGULAR_DAMPING 0.5f
#define HOLESIM_COLLECTABLE_DENSITY 1.f
#define HOLESIM_COLLECTABLE_FRICTION 0.3f
#define HOLESIM_COLLECTABLE_RESTITUTION 0.5f
// Directions // Directions
#define DIRECTION_HARD_ACTIVATION_THRESHOLD 0.1f #define DIRECTION_HARD_ACTIVATION_THRESHOLD 0.1f
// DEBUG // DEBUG
#define DB_ISOPLANE_CORNER_RADIUS 2 #define DB_CIRCLE_RADIUS 1
#endif //HOLESOME_CONFIG_H #endif //HOLESOME_CONFIG_H

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@ -1,5 +1,6 @@
#include "coordinate_transformer.h" #include "coordinate_transformer.h"
#include "../config.h" #include "../config.h"
#include "../logging/easylogging++.h"
// Initialize matrix // Initialize matrix
const Eigen::Matrix<float, 3, 3> CoordinateTransformer::worldToIsometricMatrix = const Eigen::Matrix<float, 3, 3> CoordinateTransformer::worldToIsometricMatrix =
@ -14,11 +15,11 @@ IsometricCoordinates CoordinateTransformer::worldToIsometric(WorldCoordinates wo
Eigen::Vector3f worldCoordinatesVector; Eigen::Vector3f worldCoordinatesVector;
worldCoordinatesVector << worldCoordinates.x, worldCoordinates.y, worldCoordinates.z; worldCoordinatesVector << worldCoordinates.x, worldCoordinates.y, worldCoordinates.z;
Eigen::Vector3f isoCoordinatesVector = worldToIsometricMatrix * worldCoordinatesVector * WORLD_TO_ISO_SCALE; Eigen::Vector3f isoCoordinatesVector = worldToIsometricMatrix * worldCoordinatesVector;
return IsometricCoordinates( return IsometricCoordinates(
isoCoordinatesVector.x(), // x isoCoordinatesVector.x() * WORLD_TO_ISO_SCALE, // x
isoCoordinatesVector.y(), // y isoCoordinatesVector.y() * WORLD_TO_ISO_SCALE, // y
isoCoordinatesVector.z() // depth isoCoordinatesVector.z() // depth
); );
} }

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@ -22,7 +22,7 @@ GridDebugLayer::GridDebugLayer(int minX, int maxX, int minY, int maxY)
color = sf::Color::Blue; color = sf::Color::Blue;
} }
auto gameObject = std::make_shared<CircleObject>(DB_ISOPLANE_CORNER_RADIUS, color); auto gameObject = std::make_shared<CircleObject>(DB_CIRCLE_RADIUS, color);
addChildWorldOffset(gameObject, WorldCoordinates(x, y)); addChildWorldOffset(gameObject, WorldCoordinates(x, y));
} }
} }

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@ -6,7 +6,7 @@ TrackingView::TrackingView(TrackingViewOptions options) : options(options),
hasViewChanged(false) hasViewChanged(false)
{ {
trackables = std::vector<ITrackable *>(); trackables = std::vector<ITrackable *>();
marker = new CircleObject(2, sf::Color::Yellow); marker = new CircleObject(DB_CIRCLE_RADIUS, sf::Color::Yellow);
Game::getInstance()->registerView(this); Game::getInstance()->registerView(this);
} }

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@ -1,11 +1,33 @@
#include "collectable.hpp" #include "collectable.hpp"
#include "../../sprites/versatile_sprite.hpp"
#include "../../config.h"
Collectable::Collectable(GridCoordinates position) Collectable::Collectable()
{ {
coordinates->set(position); collectableId = collectableCount;
collectableCount++;
} }
void Collectable::draw(sf::RenderWindow *window) void Collectable::draw(sf::RenderWindow *window)
{ {
} }
void Collectable::setRotation(float angle)
{
}
int Collectable::getDepth() const
{
return static_cast<int>(coordinates->isometric().depth);
}
void Collectable::setSprite(const std::string &spriteName)
{
// Create versatile sprite
float sizeWidth = 1.f * WORLD_TO_ISO_SCALE;
auto size = sf::Vector2f{sizeWidth, sizeWidth};
auto sprite = std::make_shared<VersatileSprite>(spriteName, size);
addChildScreenOffset(sprite, IsometricCoordinates(-sizeWidth / 2.f, -sizeWidth));
}

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@ -1,5 +1,5 @@
#ifndef HOLESOME_ENVIRONMENT_COLLECTABLE_HPP #ifndef HOLESOME_COLLECTABLE_HPP
#define HOLESOME_ENVIRONMENT_COLLECTABLE_HPP #define HOLESOME_COLLECTABLE_HPP
#include "../game_object.h" #include "../game_object.h"
@ -7,10 +7,25 @@
class Collectable : public GameObject class Collectable : public GameObject
{ {
public: public:
Collectable(GridCoordinates position); Collectable();
void draw(sf::RenderWindow *window) override; void draw(sf::RenderWindow *window) override;
void setSprite(const std::string &spriteName);
void setRotation(float angle);
int getDepth() const;
int getId() const
{
return collectableId;
}
private:
int collectableId = 0;
static inline int collectableCount = 0;
}; };
#endif //HOLESOME_ENVIRONMENT_COLLECTABLE_HPP #endif //HOLESOME_COLLECTABLE_HPP

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@ -0,0 +1,22 @@
#ifndef HOLESOME_COLLECTABLE_CONFIG_HPP
#define HOLESOME_COLLECTABLE_CONFIG_HPP
#include <string>
struct CollectableConfig
{
std::string spriteName;
explicit CollectableConfig(std::string spriteName)
: spriteName(std::move(spriteName))
{}
CollectableConfig() = default;
bool isValid() const
{
return !spriteName.empty();
}
};
#endif //HOLESOME_COLLECTABLE_CONFIG_HPP

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@ -0,0 +1,12 @@
#include "collectable_factory.hpp"
std::shared_ptr<Collectable> CollectableFactory::createFromInLevelConfig(const CollectableInLevel &config)
{
auto collectableConfig = config.collectableConfig;
auto collectable = std::make_shared<Collectable>();
collectable->coordinates->set(config.position);
collectable->setSprite(collectableConfig.spriteName);
return collectable;
}

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@ -0,0 +1,15 @@
#ifndef HOLESOME_COLLECTABLE_FACTORY_HPP
#define HOLESOME_COLLECTABLE_FACTORY_HPP
#include "collectable_in_level.hpp"
#include "collectable.hpp"
class CollectableFactory
{
public:
static std::shared_ptr<Collectable> createFromInLevelConfig(const CollectableInLevel &config);
};
#endif //HOLESOME_COLLECTABLE_FACTORY_HPP

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@ -0,0 +1,35 @@
#ifndef HOLESOME_COLLECTABLE_IN_LEVEL_HPP
#define HOLESOME_COLLECTABLE_IN_LEVEL_HPP
#include "../../coordinates/coordinates.h"
#include "collectable_config.hpp"
#include "../../logging/easylogging++.h"
#include "../../collectables.hpp"
struct CollectableInLevel
{
std::string name;
GridCoordinates position;
CollectableConfig collectableConfig;
CollectableInLevel(const std::string &name, GridCoordinates position)
: name(name),
position(position)
{
if (all_collectables.find(name) == all_collectables.end())
{
LOG(ERROR) << "Collectable config " << name << " not found. Skipping collectable.";
this->name = ""; // Make this invalid
return;
}
this->collectableConfig = all_collectables.at(name);
}
bool isValid() const
{
return !name.empty();
}
};
#endif //HOLESOME_COLLECTABLE_IN_LEVEL_HPP

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@ -0,0 +1,89 @@
#include "collectables_collection.hpp"
#include "collectables_depth_collection.hpp"
#include "../../../logging/easylogging++.h"
std::shared_ptr<CollectablesCollection> CollectablesCollection::getInstance()
{
if (singletonInstance == nullptr)
{
singletonInstance = std::make_shared<CollectablesCollection>();
}
return singletonInstance;
}
void CollectablesCollection::createEmpty(int maxDepth)
{
// Remove previous collections
depthCollections.clear();
LOG(INFO) << "Creating empty collectables collection with a max depth of " << maxDepth << " ...";
// Create new collections
for (int d = 0; d < maxDepth; d++)
{
auto depthCollection = std::make_shared<CollectablesDepthCollection>(d);
depthCollections[d] = depthCollection;
}
}
void CollectablesCollection::remove(const std::shared_ptr<Collectable> &collectable)
{
depthCollections[collectable->getDepth()]->remove(collectable);
}
void CollectablesCollection::add(const std::shared_ptr<Collectable> &collectable)
{
depthCollections[collectable->getDepth()]->add(collectable);
}
void CollectablesCollection::update()
{
updateCollectables();
// Move collectables to new depth collections if necessary
// First, clear history of all depth collections
for (auto &[depth, depthCollection]: depthCollections)
{
depthCollection->clearHistory();
}
// Then, move collectables to new depth collections
for (auto &[depth, depthCollection]: depthCollections)
{
for (auto &collectable: depthCollection->collectables)
{
auto newDepth = collectable->getDepth();
if (newDepth != depth)
{
depthCollection->remove(collectable);
depthCollections[newDepth]->add(collectable);
}
}
}
}
void CollectablesCollection::draw(sf::RenderWindow *window)
{
// Render collectables in reverse order of depth
int maxDepth = depthCollections.size();
for (int depth = maxDepth - 1; depth >= 0; depth--)
{
auto depthCollection = depthCollections.at(depth);
for (auto &collectable: depthCollection->collectables)
{
collectable->draw(window);
}
}
}
void CollectablesCollection::updateCollectables()
{
for (auto &[depth, depthCollection]: depthCollections)
{
for (auto &collectable: depthCollection->collectables)
{
collectable->update();
}
}
}

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@ -0,0 +1,35 @@
#ifndef HOLESOME_COLLECTABLES_COLLECTION_HPP
#define HOLESOME_COLLECTABLES_COLLECTION_HPP
#include <memory>
#include <map>
#include "collectables_depth_collection.hpp"
/**
* @brief Collection of all collections for each depth.
*/
class CollectablesCollection : public GameObject
{
public:
static std::shared_ptr<CollectablesCollection> getInstance();
void createEmpty(int maxDepth);
void update() override;
void draw(sf::RenderWindow *window) override;
void add(const std::shared_ptr<Collectable>& collectable);
void remove(const std::shared_ptr<Collectable>& collectable);
private:
static inline std::shared_ptr<CollectablesCollection> singletonInstance = nullptr;
std::map<int, std::shared_ptr<CollectablesDepthCollection>> depthCollections = {};
void updateCollectables();
};
#endif //HOLESOME_COLLECTABLES_COLLECTION_HPP

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@ -0,0 +1,23 @@
#include "collectables_depth_collection.hpp"
CollectablesDepthCollection::CollectablesDepthCollection(int depth)
: depth(depth)
{}
void CollectablesDepthCollection::clearHistory()
{
recentlyAdded.clear();
recentlyRemoved.clear();
}
void CollectablesDepthCollection::add(const std::shared_ptr<Collectable> &collectable)
{
collectables.insert(collectable);
recentlyAdded.insert(collectable);
}
void CollectablesDepthCollection::remove(const std::shared_ptr<Collectable> &collectable)
{
recentlyRemoved.insert(collectable);
collectables.erase(collectable);
}

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@ -0,0 +1,28 @@
#ifndef HOLESOME_COLLECTABLES_DEPTH_COLLECTION_HPP
#define HOLESOME_COLLECTABLES_DEPTH_COLLECTION_HPP
#include <set>
#include <memory>
#include "../collectable.hpp"
/**
* @brief Collection of collectables for a specific depth.
*/
struct CollectablesDepthCollection
{
int depth;
std::set<std::shared_ptr<Collectable>> collectables = {};
std::set<std::shared_ptr<Collectable>> recentlyRemoved = {};
std::set<std::shared_ptr<Collectable>> recentlyAdded = {};
explicit CollectablesDepthCollection(int depth);
void clearHistory();
void add(const std::shared_ptr<Collectable>& collectable);
void remove(const std::shared_ptr<Collectable>& collectable);
};
#endif //HOLESOME_COLLECTABLES_DEPTH_COLLECTION_HPP

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@ -4,7 +4,8 @@
#include <SFML/System/Vector2.hpp> #include <SFML/System/Vector2.hpp>
#include "../../coordinates/coordinates.h" #include "../../coordinates/coordinates.h"
#include <utility> #include "../../logging/easylogging++.h"
#include "../collectables/collectable_in_level.hpp"
#include <vector> #include <vector>
struct LevelConfig struct LevelConfig
@ -12,15 +13,30 @@ struct LevelConfig
std::string name; std::string name;
sf::Vector2f worldMapSize = {}; sf::Vector2f worldMapSize = {};
std::vector<GridCoordinates> playerSpawnPoints = {}; std::vector<GridCoordinates> playerSpawnPoints = {};
std::vector<CollectableInLevel> collectables = {};
LevelConfig(std::string name, const sf::Vector2f &worldMapSize, LevelConfig(std::string name,
const std::vector<GridCoordinates> &playerSpawnPoints) const sf::Vector2f &worldMapSize,
: name(std::move(name)), worldMapSize(worldMapSize), playerSpawnPoints(playerSpawnPoints) const std::vector<GridCoordinates> &playerSpawnPoints,
{ } const std::vector<CollectableInLevel> &collectables = {})
: name(std::move(name)),
worldMapSize(worldMapSize),
playerSpawnPoints(playerSpawnPoints)
{
// Remove invalid collectables
for (auto &collectable : collectables)
{
if (collectable.isValid())
{
this->collectables.push_back(collectable);
}
}
}
LevelConfig() = default; LevelConfig() = default;
bool isValid() const { bool isValid() const
{
return !name.empty(); return !name.empty();
} }
}; };

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@ -4,24 +4,38 @@
#include "../../debug/grid_debug_layer.h" #include "../../debug/grid_debug_layer.h"
#include "../player/player_spawner.hpp" #include "../player/player_spawner.hpp"
#include "../../levels.hpp" #include "../../levels.hpp"
#include "../collectables/collection/collectables_collection.hpp"
#include "../collectables/collectable_factory.hpp"
void LevelLoader::loadLevel(LevelConfig levelConfig) void LevelLoader::loadLevel(LevelConfig levelConfig)
{ {
Game::getInstance()->clearGameObjects(); auto game = Game::getInstance();
game->clearGameObjects();
LOG(INFO) << "Loading level '" << levelConfig.name << "' ..."; LOG(INFO) << "Loading level '" << levelConfig.name << "' ...";
Game::getInstance()->setLevel(levelConfig); game->setLevel(levelConfig);
MapSimulation::getInstance()->resetMap(levelConfig.worldMapSize); MapSimulation::getInstance()->resetMap(levelConfig.worldMapSize);
// Add basic game objects // Add basic game objects
if (DEVELOPER_MODE) if (DEVELOPER_MODE)
{ {
Game::getInstance()->addGameObject(new GridDebugLayer(0, 50, 0, 50)); game->addGameObject(new GridDebugLayer(0, 50, 0, 50));
} }
Game::getInstance()->addGameObject(new TrackingView()); game->addGameObject(new TrackingView());
Game::getInstance()->addGameObject(new PlayerSpawner(levelConfig.playerSpawnPoints)); game->addGameObject(new PlayerSpawner(levelConfig.playerSpawnPoints));
// Prepare collectables framework
auto maxDepth = levelConfig.worldMapSize.x * 2;
CollectablesCollection::getInstance()->createEmpty(maxDepth);
game->addGameObject(CollectablesCollection::getInstance().get());
// Spawn collectibles
for (auto const &collectableInfo: levelConfig.collectables)
{
spawnCollectable(collectableInfo);
}
LOG(INFO) << "Finished loading level '" << levelConfig.name << "'."; LOG(INFO) << "Finished loading level '" << levelConfig.name << "'.";
} }
@ -29,11 +43,19 @@ void LevelLoader::loadLevel(LevelConfig levelConfig)
void LevelLoader::loadLevel(const std::string &levelName) void LevelLoader::loadLevel(const std::string &levelName)
{ {
// Does level exist? // Does level exist?
if (!LEVELS.contains(levelName)) if (!all_levels.contains(levelName))
{ {
LOG(ERROR) << "Level '" << levelName << "' not found. Could not load it."; LOG(ERROR) << "Level '" << levelName << "' not found. Could not load it.";
throw std::invalid_argument("Could not load level."); throw std::invalid_argument("Could not load level.");
} }
LevelLoader::loadLevel(LEVELS.at(levelName)); LevelLoader::loadLevel(all_levels.at(levelName));
}
void LevelLoader::spawnCollectable(const CollectableInLevel &collectableInfo)
{
LOG(INFO) << "Spawning collectable '" << collectableInfo.name << "' ...";
auto collectable = CollectableFactory::createFromInLevelConfig(collectableInfo);
LOG(DEBUG) << "Has depth " << collectable->getDepth() << ".";
CollectablesCollection::getInstance()->add(collectable);
} }

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@ -11,6 +11,8 @@ public:
static void loadLevel(LevelConfig levelConfig); static void loadLevel(LevelConfig levelConfig);
static void loadLevel(const std::string &levelName); static void loadLevel(const std::string &levelName);
static void spawnCollectable(const CollectableInLevel &collectableInfo);
}; };

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@ -0,0 +1,61 @@
#include "hole_depth_simulation.hpp"
#include "../../../config.h"
HoleDepthSimulation::HoleDepthSimulation(std::shared_ptr<CollectablesDepthCollection> collectables) : collectables(
std::move(collectables))
{
simWorld = std::make_shared<b2World>(WORLD_GRAVITY);
}
void HoleDepthSimulation::updateSimulation()
{
updateBodiesFromCollectionHistory();
simWorld->Step(FRAME_TIME.asSeconds(), HOLESIM_VELOCITY_ITERATIONS, HOLESIM_POSITION_ITERATIONS);
updateCollectables();
}
void HoleDepthSimulation::updateBodiesFromCollectionHistory()
{
// Remove bodies that are no longer in the collection
for (auto &collectable: collectables->recentlyRemoved)
{
auto body = bodies[collectable->getId()];
simWorld->DestroyBody(body);
bodies.erase(collectable->getId());
}
// Create bodies for new collectables
for (auto &collectable: collectables->recentlyAdded)
{
bodies[collectable->getId()] = createBody(collectable);
}
}
void HoleDepthSimulation::updateCollectables()
{
}
b2Body *HoleDepthSimulation::createBody(const std::shared_ptr<Collectable> &collectable)
{
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(collectable->coordinates->isometric().x, collectable->coordinates->isometric().y);
bodyDef.linearDamping = HOLESIM_COLLECTABLE_LINEAR_DAMPING;
bodyDef.angularDamping = HOLESIM_COLLECTABLE_ANGULAR_DAMPING;
bodyDef.allowSleep = false;
bodyDef.awake = true;
auto body = simWorld->CreateBody(&bodyDef);
b2PolygonShape shape;
shape.SetAsBox(1, 1);
b2FixtureDef fixtureDef;
fixtureDef.shape = &shape;
fixtureDef.density = HOLESIM_COLLECTABLE_DENSITY;
fixtureDef.friction = HOLESIM_COLLECTABLE_FRICTION;
fixtureDef.restitution = HOLESIM_COLLECTABLE_RESTITUTION;
body->CreateFixture(&fixtureDef);
return body;
}

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@ -0,0 +1,33 @@
#ifndef HOLESOME_HOLE_DEPTH_SIMULATION_HPP
#define HOLESOME_HOLE_DEPTH_SIMULATION_HPP
#include <memory>
#include <box2d/box2d.h>
#include <map>
#include "../../collectables/collection/collectables_depth_collection.hpp"
/**
* @brief Simulates the hole(s) for the specific depth
*/
class HoleDepthSimulation
{
public:
HoleDepthSimulation(std::shared_ptr<CollectablesDepthCollection> collectables);
void updateSimulation();
private:
std::shared_ptr<CollectablesDepthCollection> collectables;
std::shared_ptr<b2World> simWorld;
void updateBodiesFromCollectionHistory();
void updateCollectables();
std::map<int, b2Body*> bodies = {}; // Collectable ID -> Body
b2Body *createBody(const std::shared_ptr<Collectable> &collectable);
};
#endif //HOLESOME_HOLE_DEPTH_SIMULATION_HPP

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@ -7,8 +7,10 @@
#define INITIAL_LEVEL "default" #define INITIAL_LEVEL "default"
std::map<std::string, LevelConfig> const LEVELS = { std::map<std::string, LevelConfig> const all_levels = {
{"default", LevelConfig("Default", {25, 25}, {{0, 0}})} {"default", LevelConfig("Default", {25, 25}, {{0, 0}}, {
CollectableInLevel("box", {5, 5})
})}
}; };
#endif //HOLESOME_LEVELS_HPP #endif //HOLESOME_LEVELS_HPP

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@ -1,9 +1,5 @@
#include <iostream>
#include "logging/easylogging++.h" #include "logging/easylogging++.h"
#include "game/game_factory.hpp" #include "game/game_factory.hpp"
#include "debug/grid_debug_layer.h"
#include "game/camera/tracking_view.h"
#include "game/player/player_spawner.hpp"
#include "sprites/texture_manager.hpp" #include "sprites/texture_manager.hpp"
#include "texture_config.h" #include "texture_config.h"
#include "game/level/level_loader.hpp" #include "game/level/level_loader.hpp"