Compare commits
10 commits
24cc3cfd6b
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28d2a9da91
Author | SHA1 | Date | |
---|---|---|---|
28d2a9da91 | |||
7cfe033668 | |||
c912784a7d | |||
95562a9da7 | |||
ac435f8e4f | |||
36aa2fa245 | |||
851e591c3c | |||
f50a346e22 | |||
7703128749 | |||
15c9632941 |
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@ -138,7 +138,7 @@ set(SOURCES
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src/typography/font_manager.cpp
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src/typography/font_manager.hpp
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src/screens/winner_screen.cpp
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src/screens/winner_screen.hpp src/screens/screen.cpp src/screens/screen.hpp)
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src/screens/winner_screen.hpp src/screens/screen.cpp src/screens/screen.hpp src/screens/join_screen.cpp src/screens/join_screen.hpp src/game/level/level_generator.cpp src/game/level/level_generator.hpp src/screens/loading_screen.cpp src/screens/loading_screen.hpp)
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set(PHYSICS_00_SOURCES
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src/prototypes/physics_00.cpp)
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BIN
assets/collectables/lantern.png
Normal file
After Width: | Height: | Size: 630 B |
BIN
assets/edge.png
Before Width: | Height: | Size: 19 KiB |
BIN
assets/grass-tiles.png
Normal file
After Width: | Height: | Size: 3.6 KiB |
BIN
assets/player/player-0.png
Normal file
After Width: | Height: | Size: 2.4 KiB |
BIN
assets/player/player-1.png
Normal file
After Width: | Height: | Size: 2.7 KiB |
BIN
assets/player/player-2.png
Normal file
After Width: | Height: | Size: 2.8 KiB |
BIN
assets/player/player-3.png
Normal file
After Width: | Height: | Size: 2.8 KiB |
BIN
assets/player/player.png
Normal file
After Width: | Height: | Size: 1.4 KiB |
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@ -9,9 +9,10 @@ std::map<std::string, CollectableConfig> const all_collectables = {
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{"rose", CollectableConfig("rose", 1)},
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{"rosebush", CollectableConfig("rosebush", 3)},
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{"stone", CollectableConfig("stone", 5)},
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{"bike", CollectableConfig("bike", 10)},
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{"bike", CollectableConfig("bike", 15)},
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{"small-tree", CollectableConfig("small-tree", 20)},
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{"tram", CollectableConfig("tram", 50)}
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{"tram", CollectableConfig("tram", 50)},
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{"lantern", CollectableConfig("lantern", 10)}
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};
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#endif //HOLESOME_COLLECTABLES_HPP
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21
src/config.h
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@ -4,7 +4,10 @@
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#include <SFML/Graphics.hpp>
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#include <box2d/box2d.h>
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#define DEVELOPER_MODE true
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#define DEVELOPER_MODE false
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#define GAME_NAME "Holesome"
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#define CLOSE_GAME_BTN sf::Keyboard::Escape
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// Player
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#define DEFAULT_PLAYER_SPEED 5.f // World units per second
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@ -12,16 +15,22 @@
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#define PLAYER_MIN_RADIUS 0.5f // World units
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#define PLAYER_RADIUS_PER_LEVEL 0.25f
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#define DEFAULT_MAX_PLAYER_NUMBER 4
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#define MIN_PLAYER_COUNT 2
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#define POINT_DELTA_FOR_ATTACK 20
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#define ATTACK_PER_SECOND 1.f
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#define PLAYER_ALIVE_THRESHOLD (-10)
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#define PLAYER_RUN_SPEED (DEFAULT_PLAYER_SPEED * 2.f)
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#define PLAYER_RUN_SPEED_COST_PER_SECOND 10.f
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// World
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#define WORLD_GRAVITY b2Vec2(0.f, -9.8f)
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#define SKY_HEIGHT_SCALE 2.f
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#define CONSIDER_COLLECTABLE_DEPTH_MOVEMENT false // Might cost perfomance and is currently not in use
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#define SKY_HEIGHT_SCALE 5.f
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#define CONSIDER_COLLECTABLE_DEPTH_MOVEMENT false // Might cost performance and is currently not in use
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// FPS
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#define FRAME_RATE 60
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#define FRAME_TIME sf::Time(sf::seconds(1.0f / FRAME_RATE))
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#define FRAME_LIMIT_ENABLED false
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#define FRAME_LIMIT_ENABLED true
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// Window settings
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#define ANTIALIASINGLEVEL 8
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@ -35,7 +44,6 @@
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#define MASKED_HOLE_BORDER_TRANSITION_SIZE 0.2f
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#define MASKED_HOLE_DARKNESS_LIMIT 0.5f
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#define COLLECTABLE_SCALE 5.f
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#define MASKED_SPRITE_LOWER_BOUND -3.f
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// Tracking view defaults
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#define DEF_TV_IS_ABSOLUTE_FREE_MOVE_THRESHOLD false
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@ -45,9 +53,8 @@
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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_IS_ABSOLUTE_VIEW_SIZE_PADDING false
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#define DEF_TV_VIEW_SIZE_PADDING sf::Vector2f(3.5f, 3.5f)
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#define DEF_TV_VIEW_SIZE_PADDING sf::Vector2f(2.f, 2.f)
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#define MP_VIEW_ADD_NEW_PLAYERS true
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#define MP_VIEW_REMOVE_DISCONNECTED_PLAYERS true
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#define MP_VIEW_BORDER_COLOR sf::Color::Black
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// Simulations
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|
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@ -27,15 +27,6 @@ void MultiplayerView::update()
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}
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}
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// Remove old
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if (MP_VIEW_REMOVE_DISCONNECTED_PLAYERS)
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{
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for (const auto &player: PlayerCollection::getInstance()->getRemovedPlayers())
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{
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removePlayer(player);
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}
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}
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GameObject::update();
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}
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@ -152,3 +143,8 @@ MultiplayerView::MultiplayerView()
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{
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}
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void MultiplayerView::clear()
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{
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viewsForPlayers.clear();
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}
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@ -19,6 +19,8 @@ public:
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void update() override;
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void clear();
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void addPlayer(const std::shared_ptr<Player>& player);
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void removePlayer(const std::shared_ptr<Player>& player);
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@ -9,6 +9,9 @@
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#include "layer/global_layer.hpp"
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#include "player/player_collection.hpp"
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#include "../screens/winner_screen.hpp"
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#include "../screens/join_screen.hpp"
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#include "level/level_generator.hpp"
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#include "../screens/loading_screen.hpp"
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Game::Game(std::shared_ptr<sf::RenderWindow> window) : window(std::move(window))
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{
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@ -159,17 +162,17 @@ void Game::startCountdown(int durationInSeconds)
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std::shared_ptr<Player> Game::checkForWinner()
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{
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std::vector<std::shared_ptr<Player>> players = PlayerCollection::getInstance()->getPlayers();
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std::vector<std::shared_ptr<Player>> remainingPlayers = PlayerCollection::getInstance()->getRemainingPlayers();
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// Has timer run out or is only one player left?
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if (!countdown->isFinished() && players.size() > 1)
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if (!countdown->isFinished() && remainingPlayers.size() > 1)
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{
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return nullptr;
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}
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// Return player with highest score as winner
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std::shared_ptr<Player> winner = nullptr;
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for (const auto &player: players)
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for (const auto &player: remainingPlayers)
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{
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if (winner == nullptr || player->getPoints() > winner->getPoints())
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{
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@ -202,8 +205,47 @@ void Game::handleWinning()
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LOG(INFO) << "Player " << winner->getPlayerId() << " won the game with " << winner->getPoints() << " points.";
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// Stop game and show winner
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auto players = PlayerCollection::getInstance()->getPlayers();
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LevelLoader::cleanUp();
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auto winnerScreen = std::make_shared<WinnerScreen>(winner);
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auto winnerScreen = std::make_shared<WinnerScreen>(players);
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GlobalLayer::getInstance()->add(winnerScreen);
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addGameObject(GlobalLayer::getInstance());
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}
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void Game::showJoinScreen()
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{
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GlobalLayer::getInstance()->clear();
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clearGameObjects();
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InputMapper::getInstance()->allowNewInputIdentities = true;
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PlayerCollection::getInstance()->deactivatePlayers();
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auto joinScreen = std::make_shared<JoinScreen>();
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GlobalLayer::getInstance()->add(joinScreen);
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addGameObject(GlobalLayer::getInstance());
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addGameObject(PlayerCollection::getInstance());
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}
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void Game::generateNewLevel()
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{
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showLoadingScreen("Generating new level ...");
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LevelConfig newLevel = LevelGenerator::generateLevel("Procedural Level");
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LevelLoader::loadLevel(newLevel);
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}
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void Game::showLoadingScreen(const std::string &message)
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{
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GlobalLayer::getInstance()->clear();
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clearGameObjects();
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auto loadingScreen = std::make_shared<LoadingScreen>(message);
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GlobalLayer::getInstance()->add(loadingScreen);
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addGameObject(GlobalLayer::getInstance());
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// Mini loop
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update();
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drawFrame();
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}
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|
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@ -38,6 +38,11 @@ public:
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void addGameObject(const std::shared_ptr<GameObject> &gameObject);
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std::shared_ptr<sf::RenderWindow> window;
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void showJoinScreen();
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void generateNewLevel();
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private:
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static inline std::shared_ptr<Game> singletonInstance = nullptr;
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std::vector<std::shared_ptr<GameObject>> gameObjects = {};
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|
@ -55,6 +60,8 @@ private:
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std::shared_ptr<Player> checkForWinner();
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void handleWinning();
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void showLoadingScreen(const std::string &message = "Loading...");
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};
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|
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@ -4,11 +4,7 @@
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enum GameAction
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{
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CONFIRM,
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CANCEL,
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MENU,
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GROW,
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SHRINK
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RUN
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};
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#endif //HOLESOME_GAME_ACTION_HPP
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|
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@ -52,8 +52,8 @@ void InputMapper::processEvents()
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void InputMapper::handleKeyPress(sf::Event::KeyEvent event)
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{
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// Close game on Escape or Q in DEV Mode
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if (DEVELOPER_MODE && event.code == sf::Keyboard::Escape)
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// Close game on Special button
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if (event.code == CLOSE_GAME_BTN)
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{
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Game::getInstance()->exit();
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return;
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|
|
134
src/game/level/level_generator.cpp
Normal file
|
@ -0,0 +1,134 @@
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#include "level_generator.hpp"
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LevelConfig LevelGenerator::generateLevel(const std::string &name)
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{
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int levelSize = 50;
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TileMapConfig map = generateRandomMap(levelSize, levelSize);
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std::vector<CollectableInLevel> collectables = generateRandomCollectables(levelSize, levelSize);
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return LevelConfig(name,
|
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90,
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{
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{1, 2},
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{2, 1},
|
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{0, 3},
|
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{3, 0}
|
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},
|
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collectables,
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{
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// Blues
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sf::Color(2, 100, 234),
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sf::Color(2, 100, 234),
|
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sf::Color(2, 100, 234),
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sf::Color(2, 195, 234),
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|
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// Neutral
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sf::Color::White,
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|
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// Browns
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sf::Color(163, 128, 68),
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sf::Color(100, 80, 40),
|
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sf::Color(20, 18, 11),
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sf::Color::Black
|
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},
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map
|
||||
);
|
||||
}
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|
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TileMapConfig LevelGenerator::generateRandomMap(int width, int height)
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{
|
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int tileVariants = 6 * 2;
|
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std::vector<std::vector<int>> tiles;
|
||||
for (int h = 0; h < height; h++)
|
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{
|
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std::vector<int> row;
|
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for (int w = 0; w < width; w++)
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{
|
||||
row.push_back(rand() % tileVariants);
|
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}
|
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tiles.push_back(row);
|
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}
|
||||
|
||||
return TileMapConfig("iso-tiles", tiles);
|
||||
}
|
||||
|
||||
std::vector<CollectableInLevel> LevelGenerator::generateRandomCollectables(int width, int height)
|
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{
|
||||
std::vector<CollectableInLevel> collectables;
|
||||
|
||||
// Add rose fields
|
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for (int i = 0; i < 20; i++)
|
||||
{
|
||||
// Random coordinates for center of rose field with enough distance from edges
|
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int x = rand() % int(width - 2 * roseFieldRadius) + roseFieldRadius;
|
||||
int y = rand() % int(height - 2 * roseFieldRadius) + roseFieldRadius;
|
||||
|
||||
GridCoordinates fieldCenter = GridCoordinates(x, y);
|
||||
|
||||
// Add rose field by creating a dense field of roses around the center
|
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int roseCount = rand() % 15 + 5;
|
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for (int j = 0; j < roseCount; j++)
|
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{
|
||||
// Use cosine distribution to get a more dense field around the center
|
||||
float angle = rand() % 360;
|
||||
float radius = rand() % 1000 / 1000.f;
|
||||
|
||||
// Skew radius to avoid too dense at center
|
||||
radius = pow(radius, 0.3f) * roseFieldRadius;
|
||||
|
||||
float xOffset = radius * cos(angle);
|
||||
float yOffset = radius * sin(angle);
|
||||
|
||||
GridCoordinates roseCoordinates = GridCoordinates(fieldCenter.x + xOffset, fieldCenter.y + yOffset);
|
||||
collectables.push_back(CollectableInLevel("rose", roseCoordinates));
|
||||
}
|
||||
}
|
||||
|
||||
// Place rows of lanterns
|
||||
int rowCount = rand() % 3 + 2;
|
||||
int heightDelta = height / (rowCount + 1);
|
||||
int stepSize = 7;
|
||||
for (int i = 0; i < rowCount; i++)
|
||||
{
|
||||
int y = (i + 1) * heightDelta;
|
||||
for (int j = stepSize; j < width; j += stepSize)
|
||||
{
|
||||
collectables.push_back(CollectableInLevel("lantern", GridCoordinates(j, y)));
|
||||
}
|
||||
}
|
||||
|
||||
// Place random bikes
|
||||
int bikeCount = rand() % 5 + 5;
|
||||
for (int i = 0; i < bikeCount; i++)
|
||||
{
|
||||
int x = rand() % width;
|
||||
int y = rand() % height;
|
||||
collectables.push_back(CollectableInLevel("bike", GridCoordinates(x, y)));
|
||||
}
|
||||
|
||||
// Place random rose bushes
|
||||
int roseBushCount = rand() % 40 + 40;
|
||||
for (int i = 0; i < roseBushCount; i++)
|
||||
{
|
||||
int x = rand() % width;
|
||||
int y = rand() % height;
|
||||
collectables.push_back(CollectableInLevel("rose-bush", GridCoordinates(x, y)));
|
||||
}
|
||||
|
||||
// Place random stones
|
||||
int stoneCount = rand() % 20 + 20;
|
||||
for (int i = 0; i < stoneCount; i++)
|
||||
{
|
||||
int x = rand() % width;
|
||||
int y = rand() % height;
|
||||
collectables.push_back(CollectableInLevel("stone", GridCoordinates(x, y)));
|
||||
}
|
||||
|
||||
// Place a single tree
|
||||
int x = rand() % width;
|
||||
int y = rand() % height;
|
||||
collectables.push_back(CollectableInLevel("small-tree", GridCoordinates(x, y)));
|
||||
|
||||
return collectables;
|
||||
}
|
21
src/game/level/level_generator.hpp
Normal file
|
@ -0,0 +1,21 @@
|
|||
#ifndef HOLESOME_LEVEL_GENERATOR_HPP
|
||||
#define HOLESOME_LEVEL_GENERATOR_HPP
|
||||
|
||||
|
||||
#include "level_config.hpp"
|
||||
|
||||
class LevelGenerator
|
||||
{
|
||||
public:
|
||||
static LevelConfig generateLevel(const std::string& name);
|
||||
|
||||
static TileMapConfig generateRandomMap(int width, int height);
|
||||
|
||||
static std::vector<CollectableInLevel> generateRandomCollectables(int width, int height);
|
||||
|
||||
private:
|
||||
static const inline float roseFieldRadius = 3.f;
|
||||
};
|
||||
|
||||
|
||||
#endif //HOLESOME_LEVEL_GENERATOR_HPP
|
|
@ -21,11 +21,14 @@ void LevelLoader::loadLevel(const LevelConfig &levelConfig)
|
|||
LOG(INFO) << "Loading level '" << levelConfig.name << "' ...";
|
||||
|
||||
game->setLevel(levelConfig);
|
||||
InputMapper::getInstance()->allowNewInputIdentities = false;
|
||||
|
||||
MapSimulation::getInstance()->resetMap(levelConfig.worldMapSize);
|
||||
HolesSimulation::getInstance()->clear();
|
||||
PlayerCollection::getInstance()->clear();
|
||||
GlobalLayer::getInstance()->clear();
|
||||
HoleLayout::getInstance()->clear();
|
||||
MultiplayerView::getInstance()->clear();
|
||||
|
||||
|
||||
// Add views
|
||||
game->addGameObject(MultiplayerView::getInstance());
|
||||
|
@ -44,6 +47,8 @@ void LevelLoader::loadLevel(const LevelConfig &levelConfig)
|
|||
|
||||
levelRenderer->addChild(PlayerCollection::getInstance());
|
||||
PlayerCollection::getInstance()->setSpawnPoints(levelConfig.playerSpawnPoints);
|
||||
PlayerCollection::getInstance()->resetPlayers();
|
||||
PlayerCollection::getInstance()->activatePlayers();
|
||||
|
||||
// Prepare collectables framework
|
||||
auto maxDepth = (int) levelConfig.worldMapSize.x * 2;
|
||||
|
@ -97,7 +102,7 @@ void LevelLoader::cleanUp()
|
|||
game->clearGameObjects();
|
||||
game->setLevel(LevelConfig());
|
||||
HolesSimulation::getInstance()->clear();
|
||||
PlayerCollection::getInstance()->clear();
|
||||
PlayerCollection::getInstance()->resetPlayers();
|
||||
GlobalLayer::getInstance()->clear();
|
||||
HoleLayout::getInstance()->clear();
|
||||
|
||||
|
|
|
@ -74,7 +74,7 @@ void MapPlayer::updateCollidingWithPlayers()
|
|||
}
|
||||
|
||||
std::shared_ptr<MapPlayer> mapPlayerA = MapSimulation::getInstance()->getMapPlayerByBody(bodyA);
|
||||
std::shared_ptr<MapPlayer> mapPlayerB = MapSimulation::getInstance()->getMapPlayerByBody(bodyA);
|
||||
std::shared_ptr<MapPlayer> mapPlayerB = MapSimulation::getInstance()->getMapPlayerByBody(bodyB);
|
||||
|
||||
if (mapPlayerA == nullptr || mapPlayerB == nullptr)
|
||||
{
|
||||
|
@ -84,11 +84,13 @@ void MapPlayer::updateCollidingWithPlayers()
|
|||
if (mapPlayerA->player->getPlayerId() == player->getPlayerId())
|
||||
{
|
||||
collidingWithPlayers.push_back(mapPlayerB->player->getPlayerId());
|
||||
} else if (mapPlayerB->player->getPlayerId() == player->getPlayerId())
|
||||
} else
|
||||
{
|
||||
collidingWithPlayers.push_back(mapPlayerA->player->getPlayerId());
|
||||
}
|
||||
}
|
||||
|
||||
player->setCollidingPlayers(collidingWithPlayers);
|
||||
}
|
||||
|
||||
void MapPlayer::updatePlayer()
|
||||
|
|
|
@ -36,10 +36,11 @@ void MapSimulation::physicsUpdate()
|
|||
void MapSimulation::resetMap(sf::Vector2<int> worldMapSize)
|
||||
{
|
||||
// Clear all players
|
||||
for (auto &mapPlayer: mapPlayersById)
|
||||
for (auto &[id, _]: mapPlayersById)
|
||||
{
|
||||
removePlayer(mapPlayer.second->player);
|
||||
world->DestroyBody(mapPlayersById[id]->body);
|
||||
}
|
||||
mapPlayersById.clear();
|
||||
|
||||
// No gravity, since this a top-down view of the map
|
||||
world = std::make_shared<b2World>(b2Vec2(0.0f, 0.0f));
|
||||
|
@ -116,3 +117,15 @@ std::shared_ptr<MapPlayer> MapSimulation::getMapPlayerByBody(b2Body *body) const
|
|||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
void MapSimulation::removePlayer(int playerId)
|
||||
{
|
||||
// Still in simulation?
|
||||
if (mapPlayersById.find(playerId) == mapPlayersById.end())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
world->DestroyBody(mapPlayersById[playerId]->body);
|
||||
mapPlayersById.erase(playerId);
|
||||
}
|
||||
|
|
|
@ -22,6 +22,8 @@ public:
|
|||
|
||||
void addPlayer(const std::shared_ptr<Player>& player);
|
||||
|
||||
void removePlayer(int playerId);
|
||||
|
||||
[[nodiscard]] std::shared_ptr<MapPlayer> getMapPlayerByBody(b2Body* body) const;
|
||||
|
||||
private:
|
||||
|
|
|
@ -1,11 +1,14 @@
|
|||
#include "player.hpp"
|
||||
#include "../../logging/easylogging++.h"
|
||||
#include "player_collection.hpp"
|
||||
#include "../../typography/font_manager.hpp"
|
||||
#include "../physics/map/map_simulation.hpp"
|
||||
|
||||
#include <utility>
|
||||
|
||||
Player::Player(std::shared_ptr<InputIdentity> assignedInput, const std::string &skinRessourceName,
|
||||
GridCoordinates initCoordinates)
|
||||
: spawnPosition(initCoordinates)
|
||||
: spawnPosition(initCoordinates), skinName(skinRessourceName)
|
||||
{
|
||||
playerId = playerCreationCounter++;
|
||||
coordinates->setTranslated(spawnPosition);
|
||||
|
@ -37,9 +40,12 @@ void Player::update()
|
|||
return;
|
||||
}
|
||||
|
||||
auto moveDirection = input->direction.asIsometricVector();
|
||||
auto moveDelta = moveDirection * speed * FRAME_TIME.asSeconds();
|
||||
coordinates->move(moveDelta);
|
||||
if (!passiveMode)
|
||||
{
|
||||
performInteractiveUpdates();
|
||||
}
|
||||
|
||||
handlePlayerCollisions();
|
||||
|
||||
GameObject::update();
|
||||
}
|
||||
|
@ -83,23 +89,152 @@ void Player::setWorldRadius(float newWorldRadius)
|
|||
skinSprite->coordinates->setScreenOffset(IsometricCoordinates(-newSize / 2.f));
|
||||
}
|
||||
|
||||
long Player::getPoints() const
|
||||
int Player::getPoints() const
|
||||
{
|
||||
return points;
|
||||
}
|
||||
|
||||
void Player::updateRadiusBasedOnPoints()
|
||||
{
|
||||
long points = getPoints();
|
||||
int points = getPoints();
|
||||
float newWorldRadius = PLAYER_MIN_RADIUS + PLAYER_RADIUS_PER_LEVEL * points / 10.f;
|
||||
|
||||
setWorldRadius(newWorldRadius);
|
||||
}
|
||||
|
||||
void Player::consume(int points)
|
||||
void Player::consume(int consumedPoints)
|
||||
{
|
||||
this->points += points;
|
||||
LOG(INFO) << "Player " << playerId << " consumed " << points << " points. Total: " << this->points;
|
||||
|
||||
updateRadiusBasedOnPoints();
|
||||
setPoints(getPoints() + consumedPoints);
|
||||
LOG(INFO) << "Player " << playerId << " consumed " << consumedPoints << " points. Total: " << this->points;
|
||||
}
|
||||
|
||||
std::string Player::getSkinName() const
|
||||
{
|
||||
return skinName;
|
||||
}
|
||||
|
||||
std::shared_ptr<InputIdentity> Player::getInput() const
|
||||
{
|
||||
return input;
|
||||
}
|
||||
|
||||
void Player::setPassiveMode(bool newPassiveMode)
|
||||
{
|
||||
passiveMode = newPassiveMode;
|
||||
}
|
||||
|
||||
void Player::performInteractiveUpdates()
|
||||
{
|
||||
if (input->isPerformingAction(GameAction::RUN))
|
||||
{
|
||||
speed = PLAYER_RUN_SPEED;
|
||||
|
||||
// Subtract cost
|
||||
setPoints(points - PLAYER_RUN_SPEED_COST_PER_SECOND * FRAME_TIME.asSeconds());
|
||||
} else
|
||||
{
|
||||
speed = DEFAULT_PLAYER_SPEED;
|
||||
}
|
||||
|
||||
auto moveDirection = input->direction.asIsometricVector();
|
||||
auto moveDelta = moveDirection * speed * FRAME_TIME.asSeconds();
|
||||
coordinates->move(moveDelta);
|
||||
}
|
||||
|
||||
void Player::setCollidingPlayers(const std::vector<int> &collidingPlayerIds)
|
||||
{
|
||||
collidingPlayers.clear();
|
||||
for (auto collidingPlayerId: collidingPlayerIds)
|
||||
{
|
||||
collidingPlayers.push_back(PlayerCollection::getInstance()->getPlayerById(collidingPlayerId));
|
||||
}
|
||||
}
|
||||
|
||||
void Player::handlePlayerCollisions()
|
||||
{
|
||||
if (collidingPlayers.empty() || !isAlive)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Count number of players that are bigger than this player by the required margin
|
||||
float numAttackingPlayers = 0;
|
||||
for (const auto &collidingPlayer: collidingPlayers)
|
||||
{
|
||||
if (collidingPlayer->getPoints() - getPoints() >= POINT_DELTA_FOR_ATTACK)
|
||||
{
|
||||
numAttackingPlayers++;
|
||||
}
|
||||
}
|
||||
|
||||
// Reduce points if necessary
|
||||
float damage = numAttackingPlayers * ATTACK_PER_SECOND * FRAME_TIME.asSeconds() *
|
||||
(points + 1.f + fabs(PLAYER_ALIVE_THRESHOLD));
|
||||
if (numAttackingPlayers > 0)
|
||||
{
|
||||
LOG(INFO) << "Player " << playerId << " is getting attacked by " << numAttackingPlayers << "players and lost "
|
||||
<< damage << " points.";
|
||||
}
|
||||
|
||||
setPoints(points - damage);
|
||||
}
|
||||
|
||||
bool Player::getAlive() const
|
||||
{
|
||||
return isAlive;
|
||||
}
|
||||
|
||||
void Player::setAlive(bool newAlive)
|
||||
{
|
||||
if (isAlive == newAlive)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!newAlive)
|
||||
{
|
||||
setPassiveMode(true);
|
||||
MapSimulation::getInstance()->removePlayer(getPlayerId());
|
||||
}
|
||||
isAlive = newAlive;
|
||||
}
|
||||
|
||||
void Player::draw(sf::RenderWindow *window)
|
||||
{
|
||||
if (isAlive)
|
||||
{
|
||||
GameObject::draw(window);
|
||||
return;
|
||||
}
|
||||
|
||||
// Print "You were consumed" message
|
||||
sf::Text text;
|
||||
text.setFont(*FontManager::getInstance()->getDefaultFont());
|
||||
text.setString("x-x");
|
||||
text.setCharacterSize(15);
|
||||
text.setFillColor(sf::Color::Red);
|
||||
text.setOutlineColor(sf::Color::Black);
|
||||
text.setOutlineThickness(2);
|
||||
text.setPosition(coordinates->isometric().x - text.getLocalBounds().width / 2.f,
|
||||
coordinates->isometric().y - text.getLocalBounds().height / 2.f);
|
||||
window->draw(text);
|
||||
}
|
||||
|
||||
void Player::setPoints(float newPoints)
|
||||
{
|
||||
points = newPoints;
|
||||
updateRadiusBasedOnPoints();
|
||||
|
||||
if (points > highestPoints)
|
||||
{
|
||||
highestPoints = points;
|
||||
} else if (points <= PLAYER_ALIVE_THRESHOLD)
|
||||
{
|
||||
setAlive(false);
|
||||
}
|
||||
}
|
||||
|
||||
int Player::getMaxPoints() const
|
||||
{
|
||||
return highestPoints;
|
||||
}
|
||||
|
|
|
@ -29,17 +29,42 @@ public:
|
|||
|
||||
[[nodiscard]] float getWorldRadius() const;
|
||||
|
||||
[[nodiscard]] long getPoints() const;
|
||||
[[nodiscard]] int getPoints() const;
|
||||
|
||||
void consume(int points);
|
||||
int getMaxPoints() const;
|
||||
|
||||
void consume(int consumedPoints);
|
||||
|
||||
std::string getSkinName() const;
|
||||
|
||||
void setAlive(bool newAlive);
|
||||
|
||||
[[nodiscard]] bool getAlive() const;
|
||||
|
||||
std::shared_ptr<InputIdentity> getInput() const;
|
||||
|
||||
void setPassiveMode(bool newPassiveMode);
|
||||
|
||||
void setCollidingPlayers(const std::vector<int>& collidingPlayerIds);
|
||||
|
||||
void draw(sf::RenderWindow *window) override;
|
||||
|
||||
TranslatedCoordinates spawnPosition;
|
||||
private:
|
||||
std::shared_ptr<InputIdentity> input;
|
||||
float radiusInWorld = 0.5f; // In world units
|
||||
std::shared_ptr<VersatileSprite> skinSprite;
|
||||
std::vector<std::shared_ptr<Player>> collidingPlayers;
|
||||
|
||||
long points = DEFAULT_PLAYER_POINTS;
|
||||
void setPoints(float newPoints);
|
||||
|
||||
bool passiveMode = true;
|
||||
bool isAlive = true;
|
||||
|
||||
std::string skinName;
|
||||
|
||||
float points = DEFAULT_PLAYER_POINTS;
|
||||
float highestPoints = DEFAULT_PLAYER_POINTS;
|
||||
|
||||
int playerId;
|
||||
static inline int playerCreationCounter = 0;
|
||||
|
@ -47,6 +72,10 @@ private:
|
|||
void setWorldRadius(float newWorldRadius);
|
||||
|
||||
void updateRadiusBasedOnPoints();
|
||||
|
||||
void performInteractiveUpdates();
|
||||
|
||||
void handlePlayerCollisions();
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -13,7 +13,7 @@ PlayerCollection::PlayerCollection(int maxPlayerCount)
|
|||
// Create player for existing input identities
|
||||
for (auto &inputIdentity: InputMapper::getInstance()->getInputIdentities())
|
||||
{
|
||||
spawnPlayer(inputIdentity);
|
||||
spawnPlayer(inputIdentity, nullptr);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -30,7 +30,6 @@ void PlayerCollection::addPlayer(const std::shared_ptr<Player> &player)
|
|||
{
|
||||
newPlayerBuffer.push_back(player);
|
||||
addDetachedChild(player);
|
||||
updateInputIdentityAllowance();
|
||||
}
|
||||
|
||||
void PlayerCollection::clear()
|
||||
|
@ -38,6 +37,8 @@ void PlayerCollection::clear()
|
|||
newPlayerBuffer.clear();
|
||||
removedPlayerBuffer.clear();
|
||||
|
||||
nextSpawnPointIndex = 0;
|
||||
|
||||
// Fill in removed players
|
||||
for (auto &child: getChildren())
|
||||
{
|
||||
|
@ -49,7 +50,6 @@ void PlayerCollection::clear()
|
|||
}
|
||||
|
||||
clearChildren();
|
||||
updateInputIdentityAllowance();
|
||||
}
|
||||
|
||||
void PlayerCollection::lateUpdate()
|
||||
|
@ -80,7 +80,6 @@ void PlayerCollection::removePlayer(const std::shared_ptr<Player> &player)
|
|||
{
|
||||
removedPlayerBuffer.push_back(player);
|
||||
removeChild(player);
|
||||
updateInputIdentityAllowance();
|
||||
}
|
||||
|
||||
std::vector<std::shared_ptr<Player>> PlayerCollection::getNewPlayers() const
|
||||
|
@ -99,13 +98,18 @@ void PlayerCollection::setSpawnPoints(std::vector<GridCoordinates> newSpawnPoint
|
|||
nextSpawnPointIndex = 0;
|
||||
}
|
||||
|
||||
void PlayerCollection::spawnPlayer(const std::shared_ptr<InputIdentity> &inputIdentity)
|
||||
void PlayerCollection::spawnPlayer(const std::shared_ptr<InputIdentity> &inputIdentity, std::string skin)
|
||||
{
|
||||
// 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);
|
||||
if (skin.empty())
|
||||
{
|
||||
skin = getNextSkin();
|
||||
}
|
||||
|
||||
auto player = std::make_shared<Player>(inputIdentity, skin, spawn);
|
||||
addPlayer(player);
|
||||
}
|
||||
|
||||
|
@ -140,12 +144,7 @@ int PlayerCollection::getMaxPlayerCount() const
|
|||
return maxPlayerCount;
|
||||
}
|
||||
|
||||
void PlayerCollection::updateInputIdentityAllowance() const
|
||||
{
|
||||
InputMapper::getInstance()->allowNewInputIdentities = getPlayers().size() < maxPlayerCount;
|
||||
}
|
||||
|
||||
std::shared_ptr<Player> PlayerCollection::getClosestPlayer(const TranslatedCoordinates& point) const
|
||||
std::shared_ptr<Player> PlayerCollection::getClosestPlayer(const TranslatedCoordinates &point) const
|
||||
{
|
||||
std::shared_ptr<Player> closestPlayer = nullptr;
|
||||
float closestDistance = INFINITY;
|
||||
|
@ -163,3 +162,79 @@ std::shared_ptr<Player> PlayerCollection::getClosestPlayer(const TranslatedCoord
|
|||
}
|
||||
return closestPlayer;
|
||||
}
|
||||
|
||||
std::string PlayerCollection::getNextSkin()
|
||||
{
|
||||
int numberOfSkins = static_cast<int>(PLAYER_SKINS.size());
|
||||
|
||||
// Count how often each skin index is taken
|
||||
std::map<int, int> skinIndexCount;
|
||||
for (int i = 0; i < numberOfSkins; i++)
|
||||
{
|
||||
skinIndexCount[i] = 0;
|
||||
|
||||
for (auto &takenSkinIndex: takenSkinIndices)
|
||||
{
|
||||
if (takenSkinIndex == i)
|
||||
{
|
||||
skinIndexCount[i]++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Find skin index with lowest count
|
||||
int skinIndex = takenSkinIndices.size() % numberOfSkins;
|
||||
int lowestCount = takenSkinIndices.size();
|
||||
for (auto &pair: skinIndexCount)
|
||||
{
|
||||
if (pair.second < lowestCount)
|
||||
{
|
||||
lowestCount = pair.second;
|
||||
skinIndex = pair.first;
|
||||
}
|
||||
}
|
||||
|
||||
takenSkinIndices.push_back(skinIndex);
|
||||
return PLAYER_SKINS[skinIndex];
|
||||
}
|
||||
|
||||
void PlayerCollection::activatePlayers()
|
||||
{
|
||||
for (auto player: getPlayers())
|
||||
{
|
||||
player->setPassiveMode(false);
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerCollection::deactivatePlayers()
|
||||
{
|
||||
for (auto player: getPlayers())
|
||||
{
|
||||
player->setPassiveMode(true);
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerCollection::resetPlayers()
|
||||
{
|
||||
// Recreate players
|
||||
auto oldPlayers = getPlayers();
|
||||
clear();
|
||||
removedPlayerBuffer.clear();
|
||||
for (auto &player: oldPlayers)
|
||||
{
|
||||
spawnPlayer(player->getInput(), player->getSkinName());
|
||||
}
|
||||
}
|
||||
|
||||
std::vector<std::shared_ptr<Player>> PlayerCollection::getRemainingPlayers() const
|
||||
{
|
||||
std::vector<std::shared_ptr<Player>> remainingPlayers = {};
|
||||
for (auto &player: getPlayers())
|
||||
{
|
||||
if (player->getAlive())
|
||||
{
|
||||
remainingPlayers.push_back(player);
|
||||
}
|
||||
}
|
||||
return remainingPlayers;
|
||||
}
|
||||
|
|
|
@ -28,12 +28,19 @@ public:
|
|||
|
||||
[[nodiscard]] std::vector<std::shared_ptr<Player>> getRemovedPlayers() const;
|
||||
|
||||
[[nodiscard]] std::vector<std::shared_ptr<Player>> getRemainingPlayers() const;
|
||||
|
||||
[[nodiscard]] int getMaxPlayerCount() const;
|
||||
|
||||
void lateUpdate() override;
|
||||
|
||||
void clear();
|
||||
|
||||
void resetPlayers();
|
||||
|
||||
void activatePlayers();
|
||||
void deactivatePlayers();
|
||||
|
||||
private:
|
||||
static inline std::shared_ptr<PlayerCollection> singletonInstance = nullptr;
|
||||
|
||||
|
@ -43,11 +50,13 @@ private:
|
|||
std::vector<GridCoordinates> spawnPoints;
|
||||
int nextSpawnPointIndex = 0;
|
||||
|
||||
void spawnPlayer(const std::shared_ptr<InputIdentity> &inputIdentity);
|
||||
void spawnPlayer(const std::shared_ptr<InputIdentity> &inputIdentity, std::string skin = "");
|
||||
|
||||
std::vector<int> takenSkinIndices = {};
|
||||
|
||||
std::string getNextSkin();
|
||||
|
||||
int maxPlayerCount;
|
||||
|
||||
void updateInputIdentityAllowance() const;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
|
||||
|
||||
#include <map>
|
||||
#include <string>
|
||||
#include "game/input/input_device_group.h"
|
||||
#include "game/input/button_config.hpp"
|
||||
#include "game/input/game_action_config.hpp"
|
||||
|
@ -17,36 +18,68 @@ const std::map<sf::Keyboard::Key, ButtonConfig> KEY_CONFIGS = {
|
|||
{sf::Keyboard::Down, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, HardDirection::DOWN)},
|
||||
{sf::Keyboard::Left, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, HardDirection::LEFT)},
|
||||
{sf::Keyboard::Right, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, HardDirection::RIGHT)},
|
||||
{sf::Keyboard::RControl, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, {GameAction::GROW})},
|
||||
{sf::Keyboard::Numpad0, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, {GameAction::SHRINK})},
|
||||
{sf::Keyboard::RShift, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, {GameAction::RUN})},
|
||||
{sf::Keyboard::RControl, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, {GameAction::RUN})},
|
||||
{sf::Keyboard::Numpad0, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, {GameAction::RUN})},
|
||||
{sf::Keyboard::Space, ButtonConfig(InputDeviceGroup::KEYBOARD_ARROWS, {GameAction::CONFIRM})},
|
||||
|
||||
{sf::Keyboard::W, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, HardDirection::UP)},
|
||||
{sf::Keyboard::S, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, HardDirection::DOWN)},
|
||||
{sf::Keyboard::A, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, HardDirection::LEFT)},
|
||||
{sf::Keyboard::D, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, HardDirection::RIGHT)},
|
||||
{sf::Keyboard::Space, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, {GameAction::GROW})},
|
||||
{sf::Keyboard::Q, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, {GameAction::SHRINK})},
|
||||
{sf::Keyboard::Q, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, {GameAction::CONFIRM})},
|
||||
{sf::Keyboard::E, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, {GameAction::CONFIRM})},
|
||||
{sf::Keyboard::LShift, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, {GameAction::RUN})},
|
||||
{sf::Keyboard::LControl, ButtonConfig(InputDeviceGroup::KEYBOARD_WASD, {GameAction::RUN})},
|
||||
|
||||
{sf::Keyboard::I, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, HardDirection::UP)},
|
||||
{sf::Keyboard::K, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, HardDirection::DOWN)},
|
||||
{sf::Keyboard::J, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, HardDirection::LEFT)},
|
||||
{sf::Keyboard::L, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, HardDirection::RIGHT)},
|
||||
{sf::Keyboard::U, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, {GameAction::GROW})},
|
||||
{sf::Keyboard::O, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, {GameAction::SHRINK})}
|
||||
{sf::Keyboard::U, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, {GameAction::CONFIRM})},
|
||||
{sf::Keyboard::O, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, {GameAction::CONFIRM})},
|
||||
{sf::Keyboard::RAlt, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, {GameAction::RUN})},
|
||||
{sf::Keyboard::B, ButtonConfig(InputDeviceGroup::KEYBOARD_IJKL, {GameAction::RUN})}
|
||||
};
|
||||
|
||||
|
||||
// Gamepad buttons
|
||||
const std::map<int, ButtonConfig> GAMEPAD_BUTTON_CONFIGS = {
|
||||
{GamepadButton::EAST, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::GROW})},
|
||||
{GamepadButton::SOUTH, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::SHRINK})}
|
||||
{GamepadButton::EAST, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::CONFIRM})},
|
||||
{GamepadButton::SOUTH, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::CONFIRM})},
|
||||
{GamepadButton::RIGHT_SHOULDER, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::RUN})},
|
||||
{GamepadButton::LEFT_SHOULDER, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::RUN})},
|
||||
{GamepadButton::RIGHT_TRIGGER, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::RUN})},
|
||||
{GamepadButton::LEFT_TRIGGER, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::RUN})},
|
||||
{GamepadButton::NORTH, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::RUN})},
|
||||
{GamepadButton::WEST, ButtonConfig(InputDeviceGroup::GAMEPAD, {GameAction::RUN})}
|
||||
};
|
||||
|
||||
|
||||
// Actions
|
||||
const std::map<GameAction, GameActionConfig> GAME_ACTION_CONFIGS = {
|
||||
{GameAction::GROW, GameActionConfig(InteractionMode::HOLD)},
|
||||
{GameAction::SHRINK, GameActionConfig(InteractionMode::HOLD)}
|
||||
{GameAction::CONFIRM, GameActionConfig(InteractionMode::PRESS)},
|
||||
{GameAction::RUN, GameActionConfig(InteractionMode::HOLD)}
|
||||
};
|
||||
|
||||
|
||||
const std::map<InputDeviceGroup, std::string> DEVICE_GROUP_NAMES = {
|
||||
{InputDeviceGroup::KEYBOARD_WASD, "WASD"},
|
||||
{InputDeviceGroup::KEYBOARD_IJKL, "IJKL"},
|
||||
{InputDeviceGroup::KEYBOARD_ARROWS, "Arrow keys"},
|
||||
{InputDeviceGroup::GAMEPAD, "Gamepad"}
|
||||
};
|
||||
const std::map<InputDeviceGroup, std::string> DEVICE_GROUP_CONFIRM = {
|
||||
{InputDeviceGroup::KEYBOARD_WASD, "Q or E"},
|
||||
{InputDeviceGroup::KEYBOARD_IJKL, "U or O"},
|
||||
{InputDeviceGroup::KEYBOARD_ARROWS, "Space"},
|
||||
{InputDeviceGroup::GAMEPAD, "A"}
|
||||
};
|
||||
const std::map<InputDeviceGroup, std::string> DEVICE_GROUP_RUN = {
|
||||
{InputDeviceGroup::KEYBOARD_WASD, "L-Shift or -Ctrl"},
|
||||
{InputDeviceGroup::KEYBOARD_IJKL, "B or R-Alt"},
|
||||
{InputDeviceGroup::KEYBOARD_ARROWS, "R-Shift, -Ctrl or Pad-0"},
|
||||
{InputDeviceGroup::GAMEPAD, "Trigger or Shoulder"}
|
||||
};
|
||||
|
||||
#endif //HOLESOME_INPUT_CONFIG_H
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
|
||||
std::map<std::string, LevelConfig> const all_levels = {
|
||||
{"default", LevelConfig("Default",
|
||||
30,
|
||||
120,
|
||||
{
|
||||
{0, 0},
|
||||
{18, 18},
|
||||
|
@ -23,7 +23,7 @@ std::map<std::string, LevelConfig> const all_levels = {
|
|||
CollectableInLevel("rose", {1, 2}),
|
||||
CollectableInLevel("small-tree", {4, 3}),
|
||||
CollectableInLevel("rose", {8, 3}),
|
||||
CollectableInLevel("rose", {6, 7}),
|
||||
CollectableInLevel("lantern", {6, 7}),
|
||||
CollectableInLevel("rose", {5, 5}),
|
||||
CollectableInLevel("tram", {9, 5}),
|
||||
CollectableInLevel("rose", {0, 1})
|
||||
|
|
|
@ -36,11 +36,9 @@ void loadAllFonts()
|
|||
void runGame()
|
||||
{
|
||||
LOG(INFO) << "Starting game ...";
|
||||
auto game = GameFactory::createWindowed("Holesome");
|
||||
|
||||
// Load initial level
|
||||
LevelLoader::loadLevel(INITIAL_LEVEL);
|
||||
auto game = GameFactory::createFullscreen(GAME_NAME);
|
||||
|
||||
game->showJoinScreen();
|
||||
game->run();
|
||||
|
||||
InputMapper::getInstance().reset();
|
||||
|
|
179
src/screens/join_screen.cpp
Normal file
|
@ -0,0 +1,179 @@
|
|||
#include "join_screen.hpp"
|
||||
#include "../config.h"
|
||||
#include "../typography/font_manager.hpp"
|
||||
#include "../game/player/player_collection.hpp"
|
||||
#include "../levels.hpp"
|
||||
#include "../game/level/level_loader.hpp"
|
||||
#include "../game/game.h"
|
||||
|
||||
JoinScreen::JoinScreen()
|
||||
{
|
||||
// Title text
|
||||
auto titleText = std::make_shared<sf::Text>();
|
||||
titleText->setString(GAME_NAME);
|
||||
titleText->setFont(*FontManager::getInstance()->getDefaultFont());
|
||||
titleText->setCharacterSize(150);
|
||||
titleText->setStyle(sf::Text::Bold);
|
||||
titleText->setFillColor(sf::Color::White);
|
||||
titleText->setPosition(REFERENCE_SIZE.x / 2.f - titleText->getGlobalBounds().width / 2.f, 20);
|
||||
add(titleText);
|
||||
|
||||
// Create join-player text
|
||||
auto joinText = std::make_shared<sf::Text>();
|
||||
joinText->setString("Press button to join");
|
||||
joinText->setFont(*FontManager::getInstance()->getDefaultFont());
|
||||
joinText->setCharacterSize(24);
|
||||
joinText->setFillColor(sf::Color::White);
|
||||
joinText->setPosition(REFERENCE_SIZE.x / 2.f - joinText->getGlobalBounds().width / 2.f, 200);
|
||||
add(joinText);
|
||||
}
|
||||
|
||||
void JoinScreen::update()
|
||||
{
|
||||
Screen::update();
|
||||
|
||||
// Did any player start game?
|
||||
auto players = PlayerCollection::getInstance()->getPlayers();
|
||||
for (auto &player: players)
|
||||
{
|
||||
auto input = player->getInput();
|
||||
if (input->isPerformingAction(GameAction::CONFIRM))
|
||||
{
|
||||
// Start game
|
||||
Game::getInstance()->generateNewLevel();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Update player list items
|
||||
if (players.size() == lastPlayerCount)
|
||||
{
|
||||
return;
|
||||
}
|
||||
lastPlayerCount = players.size();
|
||||
|
||||
playerList.clear();
|
||||
playerListObjects.clear();
|
||||
int index = 0;
|
||||
for (auto &player: players)
|
||||
{
|
||||
addPlayerAtIndex(player, index);
|
||||
index++;
|
||||
}
|
||||
}
|
||||
|
||||
void JoinScreen::draw(sf::RenderWindow *window)
|
||||
{
|
||||
Screen::draw(window);
|
||||
|
||||
// Draw player list items
|
||||
for (auto &item: playerList)
|
||||
{
|
||||
window->draw(*item);
|
||||
}
|
||||
|
||||
for (auto &item: playerListObjects)
|
||||
{
|
||||
item->draw(window);
|
||||
}
|
||||
}
|
||||
|
||||
void JoinScreen::addPlayerAtIndex(std::shared_ptr<Player> &player, int index)
|
||||
{
|
||||
int numberOfMaxPlayers = PlayerCollection::getInstance()->getMaxPlayerCount();
|
||||
int paddingLeftRight = 100;
|
||||
int paddingTop = 400;
|
||||
int relativePaddingPerColumn = 0.1;
|
||||
int columnWidth = (REFERENCE_SIZE.x - 2 * paddingLeftRight) / numberOfMaxPlayers;
|
||||
int paddingPerColumn = columnWidth * relativePaddingPerColumn;
|
||||
int contentWidth = columnWidth - paddingPerColumn;
|
||||
auto topLeft = sf::Vector2f(paddingLeftRight + columnWidth * index,
|
||||
paddingTop);
|
||||
|
||||
// Create player character
|
||||
auto skinSprite = std::make_shared<VersatileSprite>(player->getSkinName(),
|
||||
sf::Vector2f(contentWidth, contentWidth * ISOMETRIC_SKEW) *
|
||||
0.9f);
|
||||
skinSprite->coordinates->setIsometric(IsometricCoordinates(topLeft));
|
||||
playerListObjects.push_back(skinSprite);
|
||||
skinSprite->update();
|
||||
skinSprite->lateUpdate();
|
||||
skinSprite->preRenderUpdate();
|
||||
|
||||
// Show device group
|
||||
auto deviceGroupText = std::make_shared<sf::Text>();
|
||||
InputDeviceGroup deviceGroup = player->getInput()->deviceGroup;
|
||||
deviceGroupText->setString(DEVICE_GROUP_NAMES.at(deviceGroup));
|
||||
deviceGroupText->setFont(*FontManager::getInstance()->getDefaultFont());
|
||||
deviceGroupText->setCharacterSize(24);
|
||||
deviceGroupText->setFillColor(sf::Color::White);
|
||||
deviceGroupText->setPosition(topLeft.x + contentWidth / 2.f * 0.9f - deviceGroupText->getGlobalBounds().width / 2.f,
|
||||
topLeft.y + skinSprite->getSize().y + 20);
|
||||
playerList.push_back(deviceGroupText);
|
||||
|
||||
// Show button to run
|
||||
auto runText = std::make_shared<sf::Text>();
|
||||
runText->setString("Press");
|
||||
runText->setFont(*FontManager::getInstance()->getDefaultFont());
|
||||
runText->setCharacterSize(15);
|
||||
runText->setFillColor(sf::Color::White);
|
||||
runText->setPosition(topLeft.x + contentWidth / 2.f * 0.9f - runText->getGlobalBounds().width / 2.f,
|
||||
topLeft.y + skinSprite->getSize().y + 60);
|
||||
playerList.push_back(runText);
|
||||
|
||||
std::string buttonToRun = DEVICE_GROUP_RUN.at(deviceGroup);
|
||||
auto runButton = std::make_shared<sf::Text>();
|
||||
runButton->setString(buttonToRun);
|
||||
runButton->setFont(*FontManager::getInstance()->getDefaultFont());
|
||||
|
||||
runButton->setCharacterSize(15);
|
||||
runButton->setFillColor(sf::Color::White);
|
||||
runButton->setPosition(topLeft.x + contentWidth / 2.f * 0.9f - runButton->getGlobalBounds().width / 2.f,
|
||||
topLeft.y + skinSprite->getSize().y + 80);
|
||||
playerList.push_back(runButton);
|
||||
|
||||
auto confirmText = std::make_shared<sf::Text>();
|
||||
confirmText->setString("to run");
|
||||
confirmText->setFont(*FontManager::getInstance()->getDefaultFont());
|
||||
confirmText->setCharacterSize(15);
|
||||
confirmText->setFillColor(sf::Color::White);
|
||||
confirmText->setPosition(topLeft.x + contentWidth / 2.f * 0.9f - confirmText->getGlobalBounds().width / 2.f,
|
||||
topLeft.y + skinSprite->getSize().y + 100);
|
||||
playerList.push_back(confirmText);
|
||||
|
||||
|
||||
if (lastPlayerCount < MIN_PLAYER_COUNT)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Show button to press to start
|
||||
auto pressText = std::make_shared<sf::Text>();
|
||||
pressText->setString("Press");
|
||||
pressText->setFont(*FontManager::getInstance()->getDefaultFont());
|
||||
pressText->setCharacterSize(24);
|
||||
pressText->setFillColor(sf::Color::Yellow);
|
||||
pressText->setPosition(topLeft.x + contentWidth / 2.f * 0.9f - pressText->getGlobalBounds().width / 2.f,
|
||||
topLeft.y + skinSprite->getSize().y + 170);
|
||||
playerList.push_back(pressText);
|
||||
|
||||
std::string buttonToStart = DEVICE_GROUP_CONFIRM.at(deviceGroup);
|
||||
auto buttonText = std::make_shared<sf::Text>();
|
||||
buttonText->setString(buttonToStart);
|
||||
buttonText->setFont(*FontManager::getInstance()->getDefaultFont());
|
||||
buttonText->setCharacterSize(24);
|
||||
buttonText->setFillColor(sf::Color::Yellow);
|
||||
buttonText->setPosition(topLeft.x + contentWidth / 2.f * 0.9f - buttonText->getGlobalBounds().width / 2.f,
|
||||
topLeft.y + skinSprite->getSize().y + 200);
|
||||
playerList.push_back(buttonText);
|
||||
|
||||
auto toStartText = std::make_shared<sf::Text>();
|
||||
toStartText->setString("to start");
|
||||
toStartText->setFont(*FontManager::getInstance()->getDefaultFont());
|
||||
toStartText->setCharacterSize(24);
|
||||
toStartText->setFillColor(sf::Color::Yellow);
|
||||
toStartText->setPosition(topLeft.x + contentWidth / 2.f * 0.9f - toStartText->getGlobalBounds().width / 2.f,
|
||||
topLeft.y + skinSprite->getSize().y + 230);
|
||||
playerList.push_back(toStartText);
|
||||
}
|
27
src/screens/join_screen.hpp
Normal file
|
@ -0,0 +1,27 @@
|
|||
#ifndef HOLESOME_JOIN_SCREEN_HPP
|
||||
#define HOLESOME_JOIN_SCREEN_HPP
|
||||
|
||||
|
||||
#include "screen.hpp"
|
||||
#include "../game/player/player.hpp"
|
||||
#include <SFML/Graphics/Text.hpp>
|
||||
|
||||
class JoinScreen : public Screen
|
||||
{
|
||||
public:
|
||||
JoinScreen();
|
||||
|
||||
void update() override;
|
||||
|
||||
void draw(sf::RenderWindow *window) override;
|
||||
|
||||
private:
|
||||
int lastPlayerCount = -1;
|
||||
std::vector<std::shared_ptr<sf::Drawable>> playerList = {};
|
||||
std::vector<std::shared_ptr<GameObject>> playerListObjects = {};
|
||||
|
||||
void addPlayerAtIndex(std::shared_ptr<Player> &player, int index);
|
||||
};
|
||||
|
||||
|
||||
#endif //HOLESOME_JOIN_SCREEN_HPP
|
17
src/screens/loading_screen.cpp
Normal file
|
@ -0,0 +1,17 @@
|
|||
#include <SFML/Graphics/Text.hpp>
|
||||
#include "loading_screen.hpp"
|
||||
#include "../typography/font_manager.hpp"
|
||||
#include "../config.h"
|
||||
|
||||
LoadingScreen::LoadingScreen(const std::string &message)
|
||||
{
|
||||
auto text = std::make_shared<sf::Text>();
|
||||
text->setString(message);
|
||||
text->setFont(*FontManager::getInstance()->getDefaultFont());
|
||||
text->setCharacterSize(24);
|
||||
text->setStyle(sf::Text::Italic);
|
||||
text->setFillColor(sf::Color::White);
|
||||
text->setPosition(REFERENCE_SIZE.x / 2.f - text->getGlobalBounds().width / 2.f,
|
||||
REFERENCE_SIZE.y / 2.f - text->getGlobalBounds().height / 2.f);
|
||||
add(text);
|
||||
}
|
14
src/screens/loading_screen.hpp
Normal file
|
@ -0,0 +1,14 @@
|
|||
#ifndef HOLESOME_LOADING_SCREEN_HPP
|
||||
#define HOLESOME_LOADING_SCREEN_HPP
|
||||
|
||||
|
||||
#include "screen.hpp"
|
||||
|
||||
class LoadingScreen : public Screen
|
||||
{
|
||||
public:
|
||||
explicit LoadingScreen(const std::string &message = "Loading...");
|
||||
};
|
||||
|
||||
|
||||
#endif //HOLESOME_LOADING_SCREEN_HPP
|
|
@ -2,9 +2,29 @@
|
|||
|
||||
#include "../typography/font_manager.hpp"
|
||||
#include "../texture_config.h"
|
||||
#include "../game/game.h"
|
||||
|
||||
WinnerScreen::WinnerScreen(const std::shared_ptr<Player> &winner)
|
||||
: winner(winner)
|
||||
WinnerScreen::WinnerScreen(std::vector<std::shared_ptr<Player>> players)
|
||||
{
|
||||
// Sort players by points descending
|
||||
std::sort(players.begin(), players.end(), [](const std::shared_ptr<Player> &a, const std::shared_ptr<Player> &b)
|
||||
{
|
||||
return a->getPoints() > b->getPoints();
|
||||
});
|
||||
|
||||
// Get winner
|
||||
winner = players[0];
|
||||
createWinnerTribute(winner);
|
||||
|
||||
if (players.size() > 1)
|
||||
{
|
||||
// Remove winner from list
|
||||
players.erase(players.begin());
|
||||
listRemainingScores(players);
|
||||
}
|
||||
}
|
||||
|
||||
void WinnerScreen::createWinnerTribute(const std::shared_ptr<Player> &winner)
|
||||
{
|
||||
// Winner title
|
||||
auto winnerTitle = std::make_shared<sf::Text>();
|
||||
|
@ -17,7 +37,8 @@ WinnerScreen::WinnerScreen(const std::shared_ptr<Player> &winner)
|
|||
add(winnerTitle);
|
||||
|
||||
// Add graphic of the winner
|
||||
auto winnerGraphic = std::make_shared<VersatileSprite>(PLAYER_SKIN);
|
||||
auto winnerGraphic = std::make_shared<VersatileSprite>(winner->getSkinName(),
|
||||
sf::Vector2f(500, 500 * ISOMETRIC_SKEW));
|
||||
auto center = REFERENCE_SIZE / 2.f;
|
||||
auto winnerPosition = center - winnerGraphic->getSize() / 2.f;
|
||||
winnerGraphic->coordinates->setIsometric(IsometricCoordinates(winnerPosition));
|
||||
|
@ -29,6 +50,73 @@ WinnerScreen::WinnerScreen(const std::shared_ptr<Player> &winner)
|
|||
points->setString("Points: " + std::to_string(winner->getPoints()));
|
||||
points->setCharacterSize(20);
|
||||
points->setFillColor(sf::Color::White);
|
||||
points->setPosition(REFERENCE_SIZE.x / 2 - points->getGlobalBounds().width / 2, REFERENCE_SIZE.y - 300);
|
||||
points->setPosition(REFERENCE_SIZE.x / 2 - points->getGlobalBounds().width / 2, REFERENCE_SIZE.y - 400);
|
||||
add(points);
|
||||
|
||||
// Show points below
|
||||
if (winner->getMaxPoints() != winner->getPoints())
|
||||
{
|
||||
auto highestPoints = std::make_shared<sf::Text>();
|
||||
highestPoints->setFont(*FontManager::getInstance()->getDefaultFont());
|
||||
highestPoints->setString("Highest Points: " + std::to_string(winner->getMaxPoints()));
|
||||
highestPoints->setCharacterSize(20);
|
||||
highestPoints->setFillColor(sf::Color::Yellow);
|
||||
highestPoints->setPosition(REFERENCE_SIZE.x / 2 - highestPoints->getGlobalBounds().width / 2,
|
||||
REFERENCE_SIZE.y - 360);
|
||||
add(highestPoints);
|
||||
}
|
||||
|
||||
// Show press button to continue
|
||||
auto input = winner->getInput();
|
||||
auto confirmButton = DEVICE_GROUP_CONFIRM.at(input->deviceGroup);
|
||||
auto confirmText = std::make_shared<sf::Text>();
|
||||
confirmText->setFont(*FontManager::getInstance()->getDefaultFont());
|
||||
confirmText->setString("Press " + confirmButton + " to continue");
|
||||
confirmText->setCharacterSize(20);
|
||||
confirmText->setFillColor(sf::Color::White);
|
||||
confirmText->setStyle(sf::Text::Bold);
|
||||
confirmText->setPosition(REFERENCE_SIZE.x / 2 - confirmText->getGlobalBounds().width / 2, REFERENCE_SIZE.y - 200);
|
||||
add(confirmText);
|
||||
}
|
||||
|
||||
void WinnerScreen::update()
|
||||
{
|
||||
GameObject::update();
|
||||
|
||||
auto input = winner->getInput();
|
||||
if (input->isPerformingAction(GameAction::CONFIRM))
|
||||
{
|
||||
Game::getInstance()->showJoinScreen();
|
||||
}
|
||||
}
|
||||
|
||||
void WinnerScreen::listRemainingScores(const std::vector<std::shared_ptr<Player>> &remainingPlayers)
|
||||
{
|
||||
int leftPadding = 150;
|
||||
int topPadding = 500;
|
||||
int betweenPadding = 50;
|
||||
int height = 64;
|
||||
int index = 0;
|
||||
for (const auto &player: remainingPlayers)
|
||||
{
|
||||
// Player skin
|
||||
auto playerGraphic = std::make_shared<VersatileSprite>(player->getSkinName(),
|
||||
sf::Vector2f(height / ISOMETRIC_SKEW, height));
|
||||
playerGraphic->coordinates->setIsometric(
|
||||
IsometricCoordinates(leftPadding, topPadding + index * (height + betweenPadding)));
|
||||
add(playerGraphic);
|
||||
|
||||
// Points
|
||||
auto points = std::make_shared<sf::Text>();
|
||||
points->setFont(*FontManager::getInstance()->getDefaultFont());
|
||||
points->setString(std::to_string(player->getMaxPoints()));
|
||||
points->setCharacterSize(20);
|
||||
points->setFillColor(sf::Color::White);
|
||||
points->setPosition(leftPadding + playerGraphic->getSize().x + 10,
|
||||
topPadding + index * (height + betweenPadding) + height / 2.f -
|
||||
points->getGlobalBounds().height / 2.f);
|
||||
add(points);
|
||||
|
||||
index++;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -9,10 +9,16 @@
|
|||
class WinnerScreen : public Screen
|
||||
{
|
||||
public:
|
||||
WinnerScreen(const std::shared_ptr<Player> &winner);
|
||||
WinnerScreen(std::vector<std::shared_ptr<Player>> players);
|
||||
|
||||
void update() override;
|
||||
|
||||
private:
|
||||
std::shared_ptr<Player> winner;
|
||||
|
||||
void createWinnerTribute(const std::shared_ptr<Player> &winner);
|
||||
|
||||
void listRemainingScores(const std::vector<std::shared_ptr<Player>>& remainingPlayers);
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -29,11 +29,6 @@ void MaskedSprite::preRenderUpdate()
|
|||
return;
|
||||
}
|
||||
|
||||
if (previousAngle == angle && previousRenderPosition == renderPosition)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (angle == 0)
|
||||
{
|
||||
renderPosition = coordinates->isometric().toScreen();
|
||||
|
@ -45,6 +40,11 @@ void MaskedSprite::preRenderUpdate()
|
|||
sprite->setPosition(renderPosition);
|
||||
sprite->setRotation(angle);
|
||||
|
||||
if (previousAngle == angle && previousRenderPosition == renderPosition)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
updateFreshMaskedSprite();
|
||||
|
||||
previousAngle = angle;
|
||||
|
@ -78,7 +78,7 @@ void MaskedSprite::updateFreshMaskedSprite()
|
|||
coordinatesTopLeftCorner.diagonalWorld().vertical);
|
||||
auto xAxis = rotateVectorByAngle(sf::Vector2f(1, 0), angle);
|
||||
auto yAxis = rotateVectorByAngle(sf::Vector2f(0, -1), angle);
|
||||
float xFactorPerPixel = sprite->getScale().x / WORLD_TO_ISO_SCALE;
|
||||
float xFactorPerPixel = sprite->getScale().x / WORLD_TO_ISO_SCALE * sqrt(2);
|
||||
float yFactorPerPixel = sprite->getScale().y / WORLD_TO_ISO_SCALE;
|
||||
for (int yOffset = 0; yOffset < textureRect.height; yOffset++)
|
||||
{
|
||||
|
|
|
@ -9,7 +9,7 @@
|
|||
#include "sprites/tiling/tileset_config.hpp"
|
||||
#include "sprites/configs/masked_sprite_config.hpp"
|
||||
|
||||
#define PLAYER_SKIN "hole"
|
||||
#define PLAYER_SKINS std::vector<std::string> { "player", "player-1", "player-2", "player-3" }
|
||||
|
||||
/**
|
||||
* All textures used in the game.
|
||||
|
@ -18,7 +18,6 @@
|
|||
std::map<std::string, std::string> const all_textures = {
|
||||
{"numbers", "assets/numbers.png"},
|
||||
{"64", "assets/64.png"},
|
||||
{"edge", "assets/edge.png"},
|
||||
{"ring", "assets/ring.png"},
|
||||
{"grasses", "assets/grass_plus.png"},
|
||||
{"hole", "assets/hole.png"},
|
||||
|
@ -28,7 +27,14 @@ std::map<std::string, std::string> const all_textures = {
|
|||
{"small-tree", "assets/collectables/small-tree.png"},
|
||||
{"stone", "assets/collectables/stone.png"},
|
||||
{"tram", "assets/collectables/tram.png"},
|
||||
{"iso-tiles", "assets/isometric-tiles.png"}
|
||||
{"lantern", "assets/collectables/lantern.png"},
|
||||
{"player", "assets/player/player.png"},
|
||||
{"player-0", "assets/player/player-0.png"},
|
||||
{"player-1", "assets/player/player-1.png"},
|
||||
{"player-2", "assets/player/player-2.png"},
|
||||
{"player-3", "assets/player/player-3.png"},
|
||||
{"iso-tiles", "assets/isometric-tiles.png"},
|
||||
{"custom-grass-tiles", "assets/grass-tiles.png"}
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -38,7 +44,8 @@ std::map<std::string, std::string> const all_textures = {
|
|||
std::map<std::string, SheetConfig> const all_sheets = {
|
||||
{"numbers", SheetConfig("numbers", 4, 2)},
|
||||
{"grasses", SheetConfig("grasses", 25, 14)},
|
||||
{"iso-tiles", SheetConfig("iso-tiles", 6, 2)}
|
||||
{"iso-tiles", SheetConfig("iso-tiles", 6, 2)},
|
||||
{"custom-grass-tiles", SheetConfig("custom-grass-tiles", 6, 2)}
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -57,7 +64,12 @@ std::map<std::string, SpriteConfig> const all_sprites = {
|
|||
{"64", SpriteConfig("64")},
|
||||
{"edge", SpriteConfig("edge")},
|
||||
{"ring", SpriteConfig("ring")},
|
||||
{"hole", SpriteConfig("hole")}
|
||||
{"hole", SpriteConfig("hole")},
|
||||
{"player", SpriteConfig("player")},
|
||||
{"player-0", SpriteConfig("player-0")},
|
||||
{"player-1", SpriteConfig("player-1")},
|
||||
{"player-2", SpriteConfig("player-2")},
|
||||
{"player-3", SpriteConfig("player-3")}
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -70,6 +82,7 @@ std::map<std::string, MaskedSpriteConfig> const all_masked_sprites = {
|
|||
{"rosebush", MaskedSpriteConfig("rosebush")},
|
||||
{"stone", MaskedSpriteConfig("stone")},
|
||||
{"tram", MaskedSpriteConfig("tram")},
|
||||
{"lantern", MaskedSpriteConfig("lantern")},
|
||||
{"small-tree", MaskedSpriteConfig("small-tree")}
|
||||
};
|
||||
|
||||
|
@ -78,7 +91,7 @@ std::map<std::string, MaskedSpriteConfig> const all_masked_sprites = {
|
|||
* The key is the name of the tileset, the value is the tileset config.
|
||||
*/
|
||||
std::map<std::string, TileSetConfig> const all_tilesets = {
|
||||
{"iso-tiles", TileSetConfig("iso-tiles", {0, 1, 2, 3, 4, 5})}
|
||||
{"iso-tiles", TileSetConfig("custom-grass-tiles", {0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11})}
|
||||
};
|
||||
|
||||
#endif //HOLESOME_TEXTURE_CONFIG_H
|
||||
|
|