Reorganized classes & namespaces. Made sprite a component.
This commit is contained in:
@@ -1,69 +0,0 @@
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/*
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* DebugController.cpp
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*
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* Created on: Nov 30, 2016
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* Author: tibi
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*/
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#include <GameState.h>
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#include <base/Camera.h>
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#include <controller/DebugController.h>
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#include <input/Input.h>
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#include <iostream>
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using namespace farmlands::input;
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namespace farmlands {
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namespace controller {
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static const float ScaleVelocity = 0.5f;
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static const float ScaleShiftVelocity = 2.0f;
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DebugController::DebugController()
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: m_camera(nullptr)
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{
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}
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DebugController::~DebugController()
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{
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}
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base::Component* DebugController::clone()
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{
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return new DebugController();
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}
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void DebugController::onInitialize()
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{
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m_camera = GameState::current().renderContext.camera();
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}
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void DebugController::onUpdateLogic()
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{
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// Compute velocity
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float vel = ScaleVelocity;
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if (Input::instance().pressed(GameKey::Run))
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vel = ScaleShiftVelocity;
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// Time independent
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vel *= GameState::current().elapsedTime;
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if (Input::instance().pressed(GameKey::Debug_ZoomIn))
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m_camera->scale *= 1 + vel;
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if (Input::instance().pressed(GameKey::Debug_ZoomOut))
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m_camera->scale *= 1 - vel;
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}
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void DebugController::dump(unsigned level)
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{
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for (unsigned i = 0; i < level; i++)
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std::cout<<" ";
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std::cout << " .Component: DebugController\n";
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}
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} /* namespace controller */
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} /* namespace farmlands */
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@@ -1,36 +0,0 @@
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/*
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* DebugController.h
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*
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* Created on: Nov 30, 2016
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* Author: tibi
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*/
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#ifndef CONTROLLER_DEBUGCONTROLLER_H_
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#define CONTROLLER_DEBUGCONTROLLER_H_
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#include <base/Component.h>
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#include <base/Camera.h>
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namespace farmlands {
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namespace controller {
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class DebugController: public base::Component
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{
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public:
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DebugController();
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virtual ~DebugController();
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virtual base::Component* clone() override;
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virtual void dump(unsigned level) override;
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virtual void onInitialize() override;
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virtual void onUpdateLogic() override;
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private:
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base::Camera* m_camera;
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};
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} /* namespace controller */
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} /* namespace farmlands */
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#endif /* CONTROLLER_DEBUGCONTROLLER_H_ */
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@@ -5,13 +5,9 @@
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* Author: tibi
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*/
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#include <base/GameObject.h>
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#include <base/Camera.h>
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#include <controller/DebugController.h>
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#include <model/GameObject.h>
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#include <controller/FarmlandsGame.h>
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#include <graphics/backend/SdlRenderer.h>
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#include <graphics/BackgroundRenderer.h>
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#include <graphics/SpriteRenderer.h>
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#include <resources/Resources.h>
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#include <SDL2/SDL.h>
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@@ -20,7 +16,6 @@
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#include <unistd.h>
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#include <iostream>
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using namespace farmlands::base;
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using namespace farmlands::graphics;
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using namespace farmlands::graphics::backend;
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using namespace farmlands::resources;
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@@ -1,87 +0,0 @@
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/*
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* GuiController.cpp
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*
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* Created on: Nov 26, 2016
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* Author: tibi
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*/
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#include <GameState.h>
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#include <controller/GuiController.h>
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#include <gui/widgets/TextArea.h>
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#include <iostream>
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namespace farmlands {
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namespace controller {
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GuiController::GuiController()
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: m_canvas()
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{
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}
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GuiController::~GuiController()
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{
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}
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base::Component* GuiController::clone()
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{
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return new GuiController();
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}
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void GuiController::onInitialize()
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{
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m_context = &GameState::current().renderContext;
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// Set up canvas
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m_canvas.setSize(m_context->viewport.width, m_context->viewport.height);
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// Add a text element
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auto text = new gui::widgets::TextArea();
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text->setText("Hello world!");
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text->setSize(50, 5);
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text->setPosition(100, 10);
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text->setColor(0, 1, 0);
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text->setBackColor(0.5f, 0, 0, 0.5f);
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text->setTextSize(11);
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text->setHorizontalWrap(gui::widgets::TextHorizontalWrapping::Ellipsis);
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text->setVerticalWrap(gui::widgets::TextVerticalWrapping::Trim);
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text->setAlignment(gui::widgets::TextAlign::BottomRight);
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m_canvas.addChild(text);
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}
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bool GuiController::onEvent(SDL_Event& event)
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{
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bool handled = m_canvas.handleEvent(event);
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float currentW = m_canvas.child(0)->width();
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float currentH = m_canvas.child(0)->height();
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if (event.type == SDL_EventType::SDL_KEYDOWN && event.key.keysym.scancode == SDL_SCANCODE_HOME)
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{
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m_canvas.child(0)->setSize(currentW + 5, currentH);
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}
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if (event.type == SDL_EventType::SDL_KEYDOWN && event.key.keysym.scancode == SDL_SCANCODE_END)
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{
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m_canvas.child(0)->setSize(currentW - 5, currentH);
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}
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return handled;
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}
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void GuiController::onRender()
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{
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// Compute render context
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// Render
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m_canvas.render(m_context);
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}
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void GuiController::dump(unsigned level)
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{
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for (unsigned i = 0; i < level; i++)
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std::cout<<" ";
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std::cout << " .Component: DebugController\n";
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}
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} /* namespace controller */
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} /* namespace farmlands */
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@@ -1,44 +0,0 @@
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/*
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* GuiController.h
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*
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* Created on: Nov 26, 2016
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* Author: tibi
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*/
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#ifndef CONTROLLER_GUICONTROLLER_H_
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#define CONTROLLER_GUICONTROLLER_H_
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#include <base/Component.h>
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#include <base/RenderContext.h>
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#include <gui/layout/Canvas.h>
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#include <SDL2/SDL.h>
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namespace farmlands {
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namespace controller {
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class GuiController : public base::Component
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{
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public:
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GuiController();
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virtual ~GuiController();
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virtual base::Component* clone() override;
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virtual void dump(unsigned level) override;
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/**
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* Initializes game renderer
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*/
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virtual void onInitialize() override;
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virtual bool onEvent(SDL_Event& event) override;
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virtual void onRender() override;
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private:
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gui::layout::Canvas m_canvas;
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base::RenderContext* m_context;
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};
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} /* namespace controller */
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} /* namespace farmlands */
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#endif /* CONTROLLER_GUICONTROLLER_H_ */
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@@ -1,50 +0,0 @@
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/*
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* Giftable.cpp
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*
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* Created on: Dec 2, 2016
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* Author: tibi
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*/
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#include <controller/items/Giftable.h>
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#include <iostream>
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namespace farmlands {
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namespace controller {
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namespace items {
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Giftable::Giftable()
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{
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}
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Giftable::~Giftable()
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{
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}
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base::Component* Giftable::clone()
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{
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return new Giftable();
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}
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bool Giftable::canGift(float x, float y, model::Direction d)
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{
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// TODO: implement Giftable::canGift
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return false;
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}
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void Giftable::offerGift(float x, float y, model::Direction d)
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{
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// TODO: implement Giftable::offerGift
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}
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void Giftable::dump(unsigned level)
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{
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for (unsigned i = 0; i < level; i++)
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std::cout<<" ";
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std::cout << " .Component: Giftable\n";
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}
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} /* namespace items */
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} /* namespace controller */
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} /* namespace farmlands */
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@@ -1,35 +0,0 @@
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/*
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* Giftable.h
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*
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* Created on: Dec 2, 2016
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* Author: tibi
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*/
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#ifndef CONTROLLER_ITEMS_GIFTABLE_H_
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#define CONTROLLER_ITEMS_GIFTABLE_H_
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#include <base/Component.h>
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#include <model/Direction.h>
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namespace farmlands {
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namespace controller {
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namespace items {
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class Giftable: public base::Component
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{
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public:
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Giftable();
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virtual ~Giftable();
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virtual base::Component* clone() override;
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virtual void dump(unsigned level) override;
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bool canGift(float x, float y, model::Direction d);
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void offerGift(float x, float y, model::Direction d);
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};
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} /* namespace items */
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} /* namespace controller */
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} /* namespace farmlands */
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#endif /* CONTROLLER_ITEMS_GIFTABLE_H_ */
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@@ -1,83 +0,0 @@
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/*
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* Weapon.cpp
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*
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* Created on: Dec 2, 2016
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* Author: tibi
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*/
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#include <GameState.h>
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#include <controller/items/Weapon.h>
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#include <iostream>
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namespace farmlands {
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namespace controller {
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namespace items {
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Weapon::Weapon()
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: damage(0),
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critProbability(0),
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critDamage(0),
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attackDuration(1.0f),
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m_spriteRenderer(nullptr),
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m_attackTimeLeft(0)
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{
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}
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Weapon::~Weapon()
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{
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}
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base::Component* Weapon::clone()
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{
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Weapon* clone = new Weapon();
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clone->damage = damage;
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clone->critProbability = critProbability;
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clone->critDamage = critDamage;
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clone->attackDuration = attackDuration;
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return clone;
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}
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void Weapon::onInitialize()
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{
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m_spriteRenderer = gameObject->component<graphics::SpriteRenderer>();
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}
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void Weapon::onPreRender()
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{
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m_spriteRenderer->sprite->setState(m_attackTimeLeft > 0);
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}
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void Weapon::onUpdateLogic()
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{
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if (m_attackTimeLeft > 0)
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{
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m_attackTimeLeft -= GameState::current().elapsedTime;
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}
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}
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void Weapon::performAttack(float x, float y, model::Direction d)
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{
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if (m_attackTimeLeft <= 0)
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{
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m_attackTimeLeft = attackDuration;
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}
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}
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void Weapon::dump(unsigned level)
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{
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for (unsigned i = 0; i < level; i++)
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std::cout<<" ";
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std::cout << " .Component: Transform ";
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std::cout << "damage="<<damage<<" ";
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std::cout << "critProbability="<<critProbability<<" ";
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std::cout << "critDamage="<<critDamage<<" ";
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std::cout << "attackDuration="<<attackDuration<<"\n";
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}
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}
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} /* namespace model */
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} /* namespace farmlands */
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|
@@ -1,53 +0,0 @@
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/*
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* Weapon.h
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*
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* Created on: Dec 2, 2016
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* Author: tibi
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*/
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#ifndef CONTROLLER_ITEMS_WEAPON_H_
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#define CONTROLLER_ITEMS_WEAPON_H_
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#include <base/Component.h>
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#include <graphics/SpriteRenderer.h>
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#include <model/Direction.h>
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namespace farmlands {
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namespace controller {
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namespace items {
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class Weapon: public base::Component
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{
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public:
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Weapon();
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virtual ~Weapon();
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virtual base::Component* clone() override;
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virtual void dump(unsigned level) override;
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virtual void onInitialize() override;
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virtual void onUpdateLogic() override;
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virtual void onPreRender() override;
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/**
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* Performs everything required to attacking an enemy with a weapon. To be called from player controller.
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*/
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void performAttack(float x, float y, model::Direction d);
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// Properties
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float damage;
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float critProbability;
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float critDamage;
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float attackDuration; // In seconds
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private:
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graphics::SpriteRenderer* m_spriteRenderer;
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float m_attackTimeLeft;
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};
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}
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} /* namespace model */
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} /* namespace farmlands */
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#endif /* CONTROLLER_ITEMS_WEAPON_H_ */
|
@@ -1,240 +0,0 @@
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/*
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* PlayerController.cpp
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*
|
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* Created on: Nov 27, 2016
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* Author: tibi
|
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*/
|
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#include <GameState.h>
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#include <controller/items/Giftable.h>
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#include <controller/items/Weapon.h>
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#include <controller/player/PlayerController.h>
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#include <graphics/SpriteRenderer.h>
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#include <input/Input.h>
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#include <model/Item.h>
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#include <utils/Assert.h>
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#include <iostream>
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|
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using namespace farmlands::base;
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using namespace farmlands::controller::items;
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using namespace farmlands::graphics;
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||||
using namespace farmlands::input;
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using namespace farmlands::model;
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|
||||
namespace farmlands {
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namespace controller {
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namespace player {
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static const float PlayerWalkVelocity = 2.0f; // The default velocity of the player when walking (units/sec).
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static const float PlayerRunVelocity = 4.0f; // The default velocity of the player when running (units/sec).
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static const float PlayerAttackVelocity = 0.1f; // Movement speed when attacking.
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/**
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* Direction enum based on sign of velocity on x and y
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*/
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static const Direction VelocitySignDirections[3][3] =
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{
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{ Direction::NorthWest, Direction::West, Direction::SouthWest },
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{ Direction::North, Direction::None, Direction::South },
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{ Direction::NorthEast, Direction::East, Direction::SouthEast },
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};
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PlayerController::PlayerController()
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: m_transform(nullptr),
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m_facingDirection(Direction::South),
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m_walking(false),
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m_running(false),
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m_currentItem(nullptr)
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{
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}
|
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PlayerController::~PlayerController()
|
||||
{
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||||
}
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base::Component* PlayerController::clone()
|
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{
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||||
return new PlayerController();
|
||||
}
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||||
|
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void PlayerController::onInitialize()
|
||||
{
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m_transform = gameObject->component<base::Transform>();
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}
|
||||
|
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bool PlayerController::onEvent(SDL_Event& event)
|
||||
{
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handleAttackEvents(event);
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||||
handleInventoryEvents(event);
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void PlayerController::handleAttackEvents(SDL_Event& event)
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||||
{
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||||
bool attack = (Input::instance().down(GameKey::Action, event));
|
||||
if (attack && m_currentItem != nullptr)
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||||
{
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||||
// Weapon behavior
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||||
Weapon* weapon = m_currentItem->component<Weapon>();
|
||||
if (weapon)
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||||
weapon->performAttack(m_transform->x, m_transform->y, m_facingDirection);
|
||||
|
||||
// Gift behavior
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||||
Giftable* giftable = m_currentItem->component<Giftable>();
|
||||
if (giftable)
|
||||
giftable->offerGift(m_transform->x, m_transform->y, m_facingDirection);
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerController::handleInventoryEvents(SDL_Event& event)
|
||||
{
|
||||
// See what key was pressed
|
||||
int slot = -1;
|
||||
|
||||
if (Input::instance().down(GameKey::Inventory1, event)) slot = 1;
|
||||
if (Input::instance().down(GameKey::Inventory2, event)) slot = 2;
|
||||
if (Input::instance().down(GameKey::Inventory3, event)) slot = 3;
|
||||
if (Input::instance().down(GameKey::Inventory4, event)) slot = 4;
|
||||
if (Input::instance().down(GameKey::Inventory5, event)) slot = 5;
|
||||
if (Input::instance().down(GameKey::Inventory6, event)) slot = 6;
|
||||
if (Input::instance().down(GameKey::Inventory7, event)) slot = 7;
|
||||
if (Input::instance().down(GameKey::Inventory8, event)) slot = 8;
|
||||
if (Input::instance().down(GameKey::Inventory9, event)) slot = 9;
|
||||
if (Input::instance().down(GameKey::Inventory10, event)) slot = 10;
|
||||
|
||||
// For now we don't have an inventory, so just instantiate some object
|
||||
if (0 <= slot && slot <= GameState::current().itemPrefabs.size())
|
||||
{
|
||||
GameObject* itemPrefab = GameState::current().itemPrefabs[slot - 1];
|
||||
|
||||
// Get rid of old object
|
||||
if (m_currentItem != nullptr)
|
||||
gameObject->destroyChild(m_currentItem);
|
||||
|
||||
// Instantiate new object
|
||||
m_currentItem = GameObject::instantiate(itemPrefab, "Current item", gameObject);
|
||||
|
||||
// Print some information
|
||||
// Item* item = itemPrefab->component<Item>();
|
||||
// std::string name = (item == nullptr) ? "unknown" : item->name;
|
||||
// std::cout << "Instantiated object " << slot << " (" << name << ")\n";
|
||||
}
|
||||
else if (0 <= slot)
|
||||
{
|
||||
std::cout << "Slot " << slot << "empty\n";
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerController::onUpdateLogic()
|
||||
{
|
||||
m_running = false;
|
||||
m_walking = false;
|
||||
|
||||
// Compute movement velocity
|
||||
float velMultiplier = PlayerWalkVelocity;
|
||||
|
||||
// if (m_attackTimeLeft)
|
||||
// {
|
||||
// velMultiplier = PlayerAttackVelocity;
|
||||
// --m_attackTimeLeft;
|
||||
// } else
|
||||
|
||||
if (Input::instance().pressed(GameKey::Run))
|
||||
{
|
||||
velMultiplier = PlayerRunVelocity;
|
||||
m_running = true;
|
||||
}
|
||||
|
||||
|
||||
// Make movement time independent
|
||||
velMultiplier *= GameState::current().elapsedTime;
|
||||
|
||||
// Get velocity of axes
|
||||
float vx = Input::instance().getX() * velMultiplier;
|
||||
float vy = Input::instance().getY() * velMultiplier;
|
||||
|
||||
// Check if we can move to the new position
|
||||
float newX = m_transform->x + vx;
|
||||
float newY = m_transform->y + vy;
|
||||
if ((vx || vy) && canMove(newX, newY))
|
||||
{
|
||||
m_walking = true;
|
||||
m_transform->x = newX;
|
||||
m_transform->y = newY;
|
||||
|
||||
m_facingDirection = getDirection(vx, vy);
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerController::onPreRender()
|
||||
{
|
||||
// Get sprite
|
||||
SpriteRenderer* spriteRenderer = gameObject->component<SpriteRenderer>();
|
||||
|
||||
// Compute current state
|
||||
std::string stateName = (m_walking) ? "Walking " : "Idle ";
|
||||
|
||||
if (m_facingDirection & Direction::East)
|
||||
stateName += "right";
|
||||
else if (m_facingDirection & Direction::West)
|
||||
stateName += "left";
|
||||
else if (m_facingDirection & Direction::North)
|
||||
stateName += "up";
|
||||
else
|
||||
stateName += "down";
|
||||
|
||||
spriteRenderer->sprite->setState(stateName);
|
||||
|
||||
// Set animation velocity
|
||||
float animVelocity = (m_running) ? 1.0f : 0.7f;
|
||||
// if (m_attackTimeLeft)
|
||||
// animVelocity = 0.1f;
|
||||
|
||||
spriteRenderer->sprite->setAnimationVelocity(animVelocity);
|
||||
|
||||
// Set weapon
|
||||
if (m_currentItem)
|
||||
{
|
||||
Transform* itemTransf = m_currentItem->component<Transform>();
|
||||
itemTransf->x = 0.2f;
|
||||
itemTransf->y = -0.8f;
|
||||
}
|
||||
|
||||
// Set camera
|
||||
base::Transform* cam = GameState::current().renderContext.cameraTransform();
|
||||
cam->x = m_transform->x;
|
||||
cam->y = m_transform->y - 1;
|
||||
}
|
||||
|
||||
bool PlayerController::canMove(float x, float y)
|
||||
{
|
||||
// TODO: check collisions & stuff. For now, nothing
|
||||
return true;
|
||||
}
|
||||
|
||||
Direction PlayerController::getDirection(float vx, float vy)
|
||||
{
|
||||
int xx = (0 < vx) - (vx < 0);
|
||||
int yy = (0 < vy) - (vy < 0);
|
||||
|
||||
return VelocitySignDirections[xx + 1][yy + 1];
|
||||
}
|
||||
|
||||
void PlayerController::attack()
|
||||
{
|
||||
// For now - nothing
|
||||
}
|
||||
|
||||
void PlayerController::dump(unsigned level)
|
||||
{
|
||||
for (unsigned i = 0; i < level; i++)
|
||||
std::cout<<" ";
|
||||
|
||||
std::cout << " .Component: PlayerController\n";
|
||||
}
|
||||
|
||||
}
|
||||
} /* namespace controller */
|
||||
} /* namespace farmlands */
|
@@ -1,55 +0,0 @@
|
||||
/*
|
||||
* PlayerController.h
|
||||
*
|
||||
* Created on: Nov 27, 2016
|
||||
* Author: tibi
|
||||
*/
|
||||
|
||||
#ifndef CONTROLLER_PLAYERCONTROLLER_H_
|
||||
#define CONTROLLER_PLAYERCONTROLLER_H_
|
||||
|
||||
#include <base/Component.h>
|
||||
#include <base/Transform.h>
|
||||
#include <model/Direction.h>
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
namespace farmlands {
|
||||
namespace controller {
|
||||
namespace player {
|
||||
|
||||
class PlayerController : public base::Component
|
||||
{
|
||||
public:
|
||||
PlayerController();
|
||||
virtual ~PlayerController();
|
||||
|
||||
virtual base::Component* clone() override;
|
||||
virtual void dump(unsigned level) override;
|
||||
|
||||
virtual void onInitialize() override;
|
||||
virtual bool onEvent(SDL_Event& event) override;
|
||||
virtual void onUpdateLogic() override;
|
||||
virtual void onPreRender() override;
|
||||
|
||||
private:
|
||||
static model::Direction getDirection(float vx, float vy);
|
||||
|
||||
void handleAttackEvents(SDL_Event& event);
|
||||
void handleInventoryEvents(SDL_Event& event);
|
||||
|
||||
bool canMove(float x, float y);
|
||||
void attack();
|
||||
|
||||
base::Transform* m_transform;
|
||||
model::Direction m_facingDirection;
|
||||
bool m_walking, m_running;
|
||||
|
||||
base::GameObject* m_currentItem;
|
||||
};
|
||||
|
||||
}
|
||||
} /* namespace controller */
|
||||
} /* namespace farmlands */
|
||||
|
||||
#endif /* CONTROLLER_PLAYERCONTROLLER_H_ */
|
Reference in New Issue
Block a user