BeagleRescue/src/ecs/KeyboardController.h

251 lines
9.1 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 "PlayerController.h"
#include "../assetmgr/AssetManager.h"
#include "ColliderComponent.h"
// #include "../game/Vector2D.h"
class KeyboardController : public Component
{
public:
TransformComponent *transform;
SpriteComponent *sprite;
PlayerController *playerCtrl;
ColliderComponent *collider;
Game *game;
void init() override
{
transform = &entity->getComponent<TransformComponent>();
sprite = &entity->getComponent<SpriteComponent>();
// collider = &entity->getComponent<ColliderComponent>();
// playerCtrl = &entity->getComponent<PlayerController>();
}
void update() override
{
if (Game::event.type == SDL_KEYDOWN)
{
switch (Game::event.key.keysym.sym)
{
case SDLK_UP:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
if(transform->position.y>0){
transform->velocity.y = -1;
// if(Game::playerIsGrounded){
sprite->Play("Walk");
// }
sprite->spriteFlip = SDL_FLIP_NONE;
}
}
break;
case SDLK_DOWN:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
if(transform->position.y<Game::levelMap.h){
transform->velocity.y = 1;
// if(Game::playerIsGrounded){
sprite->Play("Walk");
// }
sprite->spriteFlip = SDL_FLIP_NONE;
}
}
break;
case SDLK_LEFT:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
// if (playerCtrl == NULL){
// printf("No player controller found\n");
// } else {
// printf("playerctrl.lastsafepos .x: %g .y: %g \n",playerCtrl->lastSafePosition.x,playerCtrl->lastSafePosition.y);
// playerCtrl->lastSafePosition.x = transform->position.x;
// }
// transform->lastSafePos = Vector2D(transform->position.x,transform->position.y);
// printf("lastSafePos .x: %g .y: %g \n",transform->lastSafePos.x,transform->lastSafePos.y);
if(transform->position.x>0){
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){
// &entity->getComponent<PlayerController>().setLastSafePos(Vector2D(transform->position.x,transform->position.y));
// playerCtrl->lastSafePosition.x = transform->position.x;
// transform->lastSafePos = Vector2D(transform->position.x,transform->position.y);
// =========
// Do a pre-check for tile-based smooth algorithm
// =========
// int intersectionTileX = collider->center.x;
if(transform->position.x<Game::levelMap.w){
transform->velocity.x = 1;
// if(Game::playerIsGrounded){
sprite->Play("Walk");
// }
sprite->spriteFlip = SDL_FLIP_HORIZONTAL;
}
}
break;
// case SDLK_a:
// 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_d:
// 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; }
if (!Game::debugMenu)
{ Game::debugMenu = true; }
else
{ Game::debugMenu = false; }
break;
case SDLK_j:
if(Game::playerIsGrounded){
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);
}
transform->lastSafePos = Vector2D(transform->position.x,transform->position.y);
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_UP:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
transform->velocity.y = 0;
sprite->Play("Idle");
// if (!Game::gravityOnPlayer){
// Game::gravityOnPlayer = true;
// // sprite->Play("Fall");
// }
}
break;
case SDLK_DOWN:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
transform->velocity.y = 0;
sprite->Play("Idle");
// if (!Game::gravityOnPlayer){
// Game::gravityOnPlayer = true;
// }
}
break;
// case SDLK_a:
// 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_d:
// 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_ */