BeagleRescue/src/ecs/KeyboardController.h

144 lines
4.0 KiB
C++

/*
* KeyboardController.h
*
* Created on: Mar 1, 2020
* Author: ayoungblood
*/
#ifndef SRC_ECS_KEYBOARDCONTROLLER_H_
#define SRC_ECS_KEYBOARDCONTROLLER_H_
#include "../game/Game.hpp"
#include "ECS.h"
#include "Components.h"
#include "../assetmgr/AssetManager.h"
class KeyboardController : public Component
{
public:
TransformComponent *transform;
SpriteComponent *sprite;
Game *game;
void init() override
{
transform = &entity->getComponent<TransformComponent>();
sprite = &entity->getComponent<SpriteComponent>();
}
void update() override
{
if (Game::event.type == SDL_KEYDOWN)
{
switch (Game::event.key.keysym.sym)
{
case SDLK_UP:
break;
case SDLK_DOWN:
break;
case SDLK_LEFT:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
transform->velocity.x = -1;
if(Game::playerIsGrounded){
sprite->Play("Walk");
}
sprite->spriteFlip = SDL_FLIP_NONE;
}
break;
case SDLK_RIGHT:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
transform->velocity.x = 1;
if(Game::playerIsGrounded){
sprite->Play("Walk");
}
sprite->spriteFlip = SDL_FLIP_HORIZONTAL;
}
break;
case SDLK_k:
if (!Game::debugCollisionBoxes)
{ Game::debugCollisionBoxes = true; }
else
{Game::debugCollisionBoxes = false; }
break;
case SDLK_j:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
if (Mix_PlayChannel(-1, Game::assets->GetSoundClip("bwoop"),0) == 0)
{
Mix_PlayChannel(-1, Game::assets->GetSoundClip("bwoop"),0);
}
Game::gravityOnPlayer = true;
sprite->Play("Jump");
transform->velocity.y = -2;
}
break;
case SDLK_u:
Game::gsm->AdvanceState();
break;
case SDLK_i:
Game::gsm->GameOver();
break;
default:
break;
}
}
// ===============================================
// ON KEY UP
// ===============================================
else if (Game::event.type == SDL_KEYUP)
{
switch (Game::event.key.keysym.sym)
{
case SDLK_LEFT:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
transform->velocity.x = 0;
sprite->Play("Idle");
if (!Game::gravityOnPlayer){
Game::gravityOnPlayer = true;
// sprite->Play("Fall");
}
}
break;
case SDLK_RIGHT:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
transform->velocity.x = 0;
sprite->Play("Idle");
if (!Game::gravityOnPlayer){
Game::gravityOnPlayer = true;
}
}
break;
case SDLK_k:
break;
case SDLK_j:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
transform->velocity.y = 0;
sprite->Play("Fall");
Game::gravityOnPlayer = true;
}
break;
case SDLK_u:
break;
case SDLK_i:
break;
case SDLK_d:
if (Game::debugMenu == false){
Game::debugMenu = true;}
else {
Game::debugMenu = false;
}
break;
case SDLK_ESCAPE: // exit the game when Escape pressed
Game::isRunning = false;
break;
default:
break;
}
}
}
};
#endif /* SRC_ECS_KEYBOARDCONTROLLER_H_ */