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15 Commits

53 changed files with 527 additions and 1152 deletions

9
.gitignore vendored
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@ -1,5 +1,3 @@
<<<<<<< HEAD
=======
# ---> KDevelop4
#*.kdev4
#.kdev4/
@ -7,7 +5,6 @@
# ---> build artifacts
build/*
>>>>>>> master
# ---> C++
# Prerequisites
*.d
@ -54,10 +51,7 @@ build/*
# Linker output
*.ilk
<<<<<<< HEAD
*.map
=======
>>>>>>> master
*.exp
# Precompiled Headers
@ -99,7 +93,6 @@ Module.symvers
Mkfile.old
dkms.conf
<<<<<<< HEAD
# ---> CMake
CMakeLists.txt.user
CMakeCache.txt
@ -112,8 +105,6 @@ install_manifest.txt
compile_commands.json
CTestTestfile.cmake
_deps
=======
# CMake artifacts
CMakeCache.txt
>>>>>>> master

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@ -0,0 +1,41 @@
[Buildset]
BuildItems=@Variant(\x00\x00\x00\t\x00\x00\x00\x00\x01\x00\x00\x00\x0b\x00\x00\x00\x00\x01\x00\x00\x00\x1c\x00K\x00a\x00i\x00j\x00u\x00S\x00a\x00v\x00e\x00E\x00a\x00r\x00t\x00h)
[CMake]
Build Directory Count=1
Current Build Directory Index-Host System=0
[CMake][CMake Build Directory 0]
Build Directory Path=/home/ayoungblood/projects/KaijuSaveEarth/build
Build Type=Release
CMake Binary=/usr/bin/cmake
CMake Executable=/usr/bin/cmake
Environment Profile=
Extra Arguments=
Install Directory=/usr/local
Runtime=Host System
[Launch]
Launch Configurations=Launch Configuration 0
[Launch][Launch Configuration 0]
Configured Launch Modes=execute
Configured Launchers=nativeAppLauncher
Name=KaijuSaveEarth
Type=Native Application
[Launch][Launch Configuration 0][Data]
Arguments=
Dependencies=@Variant(\x00\x00\x00\t\x00\x00\x00\x00\x01\x00\x00\x00\x0b\x00\x00\x00\x00\x02\x00\x00\x00\x1c\x00K\x00a\x00i\x00j\x00u\x00S\x00a\x00v\x00e\x00E\x00a\x00r\x00t\x00h\x00\x00\x00\x1c\x00K\x00a\x00i\x00j\x00u\x00S\x00a\x00v\x00e\x00E\x00a\x00r\x00t\x00h)
Dependency Action=Build
EnvironmentGroup=
Executable=file:///home/ayoungblood/projects/KaijuSaveEarth/build/KaijuSaveEarth
External Terminal=konsole --noclose --workdir %workdir -e %exe
Kill Before Executing Again=65536
Project Target=KaijuSaveEarth,KaijuSaveEarth
Use External Terminal=false
Working Directory=file:///home/ayoungblood/projects/KaijuSaveEarth
isExecutable=true
[Project]
VersionControlSupport=kdevgit

15
LICENSE
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@ -1,15 +1,7 @@
<<<<<<< HEAD
=======
MIT License
Copyright (c) <year> <copyright holders>
Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
=======
MIT License Copyright (c) 2023 Alan Youngblood
Copyright (c) 2023 Alan Youngblood
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
@ -28,4 +20,5 @@ FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS
OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF
OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
>>>>>>> master
=======

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@ -1,9 +1,3 @@
<<<<<<< HEAD
# KaijuSaveEarth
LowRezJam 2023
Kaiju Save Earth
A game where you play as a giant monster trying to save as many humans as possible before they destroy themselves and the world!
=======
# Kaiju Save Earth
---
@ -13,4 +7,3 @@ A game where you play as a giant monster (Kaiju) who must save all the humans fr
By:
Alan Youngblood
>>>>>>> master

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@ -1,91 +0,0 @@
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"sourceSize": { "w": 22, "h": 42 },
"duration": 100
},
{
"filename": "8",
"frame": { "x": 44, "y": 84, "w": 22, "h": 42 },
"rotated": false,
"trimmed": false,
"spriteSourceSize": { "x": 0, "y": 0, "w": 22, "h": 42 },
"sourceSize": { "w": 22, "h": 42 },
"duration": 100
}
],
"meta": {
"app": "http://www.aseprite.org/",
"version": "1.2.25-x64",
"image": "firefighter.png",
"format": "RGBA8888",
"size": { "w": 66, "h": 126 },
"scale": "1",
"frameTags": [
{ "name": "idle", "from": 0, "to": 2, "direction": "forward" },
{ "name": "walk", "from": 3, "to": 5, "direction": "forward" },
{ "name": "jump", "from": 6, "to": 6, "direction": "forward" },
{ "name": "fall", "from": 7, "to": 7, "direction": "forward" }
]
}
}

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@ -0,0 +1,63 @@
{ "frames": [
{
"filename": "0",
"frame": { "x": 0, "y": 0, "w": 32, "h": 32 },
"rotated": false,
"trimmed": false,
"spriteSourceSize": { "x": 0, "y": 0, "w": 32, "h": 32 },
"sourceSize": { "w": 32, "h": 32 },
"duration": 100
},
{
"filename": "1",
"frame": { "x": 0, "y": 32, "w": 32, "h": 32 },
"rotated": false,
"trimmed": false,
"spriteSourceSize": { "x": 0, "y": 0, "w": 32, "h": 32 },
"sourceSize": { "w": 32, "h": 32 },
"duration": 100
},
{
"filename": "2",
"frame": { "x": 0, "y": 64, "w": 32, "h": 32 },
"rotated": false,
"trimmed": false,
"spriteSourceSize": { "x": 0, "y": 0, "w": 32, "h": 32 },
"sourceSize": { "w": 32, "h": 32 },
"duration": 100
},
{
"filename": "3",
"frame": { "x": 0, "y": 96, "w": 32, "h": 32 },
"rotated": false,
"trimmed": false,
"spriteSourceSize": { "x": 0, "y": 0, "w": 32, "h": 32 },
"sourceSize": { "w": 32, "h": 32 },
"duration": 100
},
{
"filename": "4",
"frame": { "x": 0, "y": 128, "w": 32, "h": 32 },
"rotated": false,
"trimmed": false,
"spriteSourceSize": { "x": 0, "y": 0, "w": 32, "h": 32 },
"sourceSize": { "w": 32, "h": 32 },
"duration": 100
}
],
"meta": {
"app": "https://www.aseprite.org/",
"version": "1.2.40-x64",
"image": "kaijuturtle.png",
"format": "I8",
"size": { "w": 32, "h": 160 },
"scale": "1",
"frameTags": [
{ "name": "move-n", "from": 0, "to": 0, "direction": "forward" },
{ "name": "move-nw", "from": 1, "to": 1, "direction": "forward" },
{ "name": "move-w", "from": 2, "to": 2, "direction": "forward" },
{ "name": "move-sw", "from": 3, "to": 3, "direction": "forward" },
{ "name": "move-s", "from": 4, "to": 4, "direction": "forward" }
]
}
}

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@ -1,103 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<tileset version="1.8" tiledversion="1.8.2" name="br-tiles" tilewidth="16" tileheight="16" tilecount="50" columns="10">
<image source="br-tiles.png" width="160" height="80"/>
<tile id="8"/>
<tile id="1"/>
<tile id="0"/>
<tile id="2"/>
<tile id="3"/>
<tile id="4"/>
<tile id="5"/>
<tile id="6"/>
<tile id="7"/>
<tile id="10">
<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="16" height="16"/>
</objectgroup>
</tile>
<tile id="9"/>
<tile id="11">
<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="16" height="16"/>
</objectgroup>
</tile>
<tile id="12">
<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="16" height="16"/>
</objectgroup>
</tile>
<tile id="13">
<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="16" height="16"/>
</objectgroup>
</tile>
<tile id="14"/>
<tile id="15">
<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="16" height="16"/>
</objectgroup>
</tile>
<tile id="16"/>
<tile id="17"/>
<tile id="18"/>
<tile id="19">
<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="16" height="16"/>
</objectgroup>
</tile>
<tile id="20">
<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="16" height="16"/>
</objectgroup>
</tile>
<tile id="21">
<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="16" height="16"/>
</objectgroup>
</tile>
<tile id="22"/>
<tile id="23"/>
<tile id="24"/>
<tile id="25"/>
<tile id="26"/>
<tile id="27"/>
<tile id="28">
<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="16" height="16"/>
</objectgroup>
</tile>
<tile id="29"/>
<tile id="30"/>
<tile id="31"/>
<tile id="32"/>
<tile id="33"/>
<tile id="34"/>
<tile id="35"/>
<tile id="36"/>
<tile id="37"/>
<tile id="38"/>
<tile id="39"/>
<tile id="40"/>
<tile id="41"/>
<tile id="42"/>
<tile id="43">
<objectgroup draworder="index" id="2">
<object id="2" x="0" y="0" width="16" height="16"/>
<object id="3" x="0.96875" y="0.875" width="14.4375" height="14.2813"/>
</objectgroup>
</tile>
<tile id="44">
<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="16" height="16"/>
</objectgroup>
</tile>
<tile id="45">
<objectgroup draworder="index" id="2">
<object id="1" x="0" y="0" width="16" height="16"/>
</objectgroup>
</tile>
<tile id="46"/>
<tile id="47"/>
<tile id="48"/>
<tile id="49"/>
</tileset>

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@ -1,7 +1,7 @@
{
"GameName":"Beagle Rescue",
"WindowName":"Beagle Rescue",
"WindowSize":{"w":427,"h":240},
"GameName":"Kaiju Save Earth",
"WindowName":"Kaiju Save Earth",
"WindowSize":{"w":64,"h":64},
"WindowFullScreen": 0,
"GlobalScale": 2
"GlobalScale": 10
}

View File

@ -1,6 +1,6 @@
{
"GameName":"Beagle Rescue",
"Developers": "Alan Youngblood, Simon Zaleski, Daniel Rinaldi",
"GameName":"Kaiju Save Earth",
"Developers": "Alan Youngblood",
"LibraryDevelopers": "Sam Lantinga, Dave Gamble, Carl Birch, Job Vranish, David Lafreniere, Bayle Jonathan, Robin Berg Pettersen",
"SpecialThanks":"Nic Allen, Brian Lhota, Rodrigo Monteiro"
}

View File

@ -42,25 +42,25 @@ public:
{
switch (Game::event.key.keysym.sym)
{
case SDLK_UP:
case SDLK_w:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
// if(transform->position.y>0){
// ====== Get Player.yTile and scan column up ScreenTilesHeight/2 on Player.xTile-1, Player.xTile, and Player.xTile+1 return first hit that is > 0 for each row.
// transform->tilePos.x
transform->velocity.y = -1;
// if(Game::playerIsGrounded){
sprite->Play("Walk");
sprite->Play("move-n");
// }
sprite->spriteFlip = SDL_FLIP_NONE;
// }
}
break;
case SDLK_DOWN:
case SDLK_s:
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->Play("move-s");
// }
int *borders;
borders = Game::predictCollisions();
@ -68,12 +68,12 @@ public:
}
}
break;
case SDLK_LEFT:
case SDLK_a:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
if(transform->position.x>Game::levelMap.x){
transform->velocity.x = -1;
// if(Game::playerIsGrounded){
sprite->Play("Walk");
sprite->Play("move-w");
// }
sprite->spriteFlip = SDL_FLIP_NONE;
}
@ -112,7 +112,7 @@ public:
}*/
}
break;
case SDLK_RIGHT:
case SDLK_d:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
// &entity->getComponent<PlayerController>().setLastSafePos(Vector2D(transform->position.x,transform->position.y));
// playerCtrl->lastSafePosition.x = transform->position.x;
@ -124,7 +124,7 @@ public:
if(transform->position.x<Game::levelMap.w){
transform->velocity.x = 1;
// if(Game::playerIsGrounded){
sprite->Play("Walk");
sprite->Play("move-w");
// }
sprite->spriteFlip = SDL_FLIP_HORIZONTAL;
}
@ -167,7 +167,7 @@ public:
}
// transform->lastSafePos = Vector2D(transform->position.x,transform->position.y);
Game::gravityOnPlayer = true;
sprite->Play("Jump");
// sprite->Play("Jump");
transform->velocity.y = -2;
}
}
@ -189,10 +189,10 @@ public:
{
switch (Game::event.key.keysym.sym)
{
case SDLK_LEFT:
case SDLK_a:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
transform->velocity.x = 0;
sprite->Play("Idle");
sprite->Play("move-w");
Game::playerIsGrounded = false;
// if (!Game::gravityOnPlayer){
// Game::gravityOnPlayer = true;
@ -200,29 +200,29 @@ public:
// }
}
break;
case SDLK_RIGHT:
case SDLK_d:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
transform->velocity.x = 0;
sprite->Play("Idle");
sprite->Play("move-w");
// if (!Game::gravityOnPlayer){
// Game::gravityOnPlayer = true;
// }
}
break;
case SDLK_UP:
case SDLK_w:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
transform->velocity.y = 0;
sprite->Play("Idle");
sprite->Play("move-n");
// if (!Game::gravityOnPlayer){
// Game::gravityOnPlayer = true;
// // sprite->Play("Fall");
// }
}
break;
case SDLK_DOWN:
case SDLK_s:
if(Game::gsm->currentState == GameStateManager::ST_COREGAME){
transform->velocity.y = 0;
sprite->Play("Idle");
sprite->Play("move-s");
// if (!Game::gravityOnPlayer){
// Game::gravityOnPlayer = true;
// }
@ -249,13 +249,13 @@ public:
// 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_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:

View File

@ -27,10 +27,10 @@ private:
TransformComponent *transform;
SDL_Texture *texture;
SDL_Rect srcRect, destRect;
char letter;
int frames = 0;
int speed = 100;
int letterWidth, letterHeight;
int scale = 1;
public:
@ -99,15 +99,15 @@ public:
Play(name);
}
Animation idle = Animation(0,3,100);
animations.emplace("Idle", idle);
Animation walk = Animation(1,3,100);
animations.emplace("Walk", walk);
Animation jump = Animation(2,1,100);
animations.emplace("Jump", jump);
Animation fall = Animation(3,1,100);
animations.emplace("Fall",fall);
Play("Idle");
Animation moveN = Animation(0,1,100);
animations.emplace("move-n", moveN);
Animation moveW = Animation(2,1,100);
animations.emplace("move-w", moveW);
Animation moveS = Animation(4,1,100);
animations.emplace("move-s", moveS);
//Animation fall = Animation(3,1,100);
//animations.emplace("Fall",fall);
Play("move-n");
}
setTex(id);
}

View File

@ -42,7 +42,7 @@ public:
SDL_DestroyTexture(texture);
}
TileMapComponent(std::string mapPath, int gScale, int offsetX, int offsetY)
TileMapComponent(std::string mapPath, std::string tsName, std::string tileLayerName, std::string collisionLayerName, int gScale, int offsetX, int offsetY)
{
// TILESON ~~~~~~~~~~~
@ -51,18 +51,22 @@ public:
if(map->getStatus() == tson::ParseStatus::OK)
{
tson::Tileset *tileset = map->getTileset("br-tiles");
tson::Tileset *tileset = map->getTileset(tsName);
//std::cout << "tsName: " << tsName << std::endl;
std::string fullPath = tileset->getImage();
size_t charPos = fullPath.find("assets");
fullPath.erase(0,charPos);
tson::Layer *tileLayer = map->getLayer("Tile Layer 1"); //This is a Layer
//std::cout << "fullPath: " << fullPath << std::endl;
//size_t charPos = fullPath.find("assets");
//fullPath.erase(0,charPos);
std::string prependPath = std::string("assets/maps/");
std::string wholePath = prependPath + fullPath;
//std::cout << "fullPath: " << wholePath << std::endl;
tson::Layer *tileLayer = map->getLayer(tileLayerName); //This is a Layer
std::string texName = tileLayer->getName();
Game::assets->AddTexture(texName, fullPath.c_str());
Game::assets->AddTexture(texName, wholePath.c_str());
setTex(texName);
globalScale = gScale;
tson::Layer *collisionLayer = map->getLayer("Collision");
tson::Layer *collisionLayer = map->getLayer(collisionLayerName);
tilesWide = map->getSize().x;
tilesHigh = map->getSize().y;
@ -71,7 +75,7 @@ public:
Game::levelMap.w = tilesWide*tileWidth*globalScale;
Game::levelMap.h = tilesHigh*tileWidth*globalScale;
// printf("First phase tile map init done, moving to Tileset\n");
// =========== Setup Tile Set ===========
tileSetTotal = tileset->getTileCount();
@ -109,7 +113,31 @@ public:
}
destRect.w = destRect.h = tileWidth * gScale;
}
tson::Layer *myLayer = map->getLayer("Tile Layer 1");
for (int r = 0;r<map->getSize().y;r++){
// Next cycle through each column or tile in that row:
for (int c = 0;c<map->getSize().x;c++){
int i = r*map->getSize().x+c;
int elem = c+r*map->getSize().x;
tson::Tile *myTile = myLayer->getTileData(c,r);
int tid = myTile->getId()-1;
//std::cout << myLayer->getTileData(1,1)->getId() << std::endl;
// TextureManager::Draw(texture, tileSet[tid], destRects[elem], SDL_FLIP_NONE);
//std::cout << "c,r: " << c << ", " << r << std::endl;
if(!tid){
//printf("got nullptr\n");
// printf("found valid tid\n");
} else {
//std::cout << "tid: " << tid << std::endl;
}
//std::cout << " elem: " << elem << std::endl;
//std::cout << "i" << i << std::endl;
}
}
// tson::Tile *testTile = myLayer->getTileData(0,4);
// int myTid = testTile->getId()-1;
//printf("Completed tilemap init\n");
//std::cout << "destRects.size " << destRects.size() << std::endl;
} else {
printf("Failed to load Tileson map\n");
std::cout << map->getStatusMessage();
@ -130,7 +158,7 @@ public:
void draw() override
{
//iterate through rows and columns of the map to draw the tiles
// First cycle through rows
//First cycle through rows
tson::Layer *myLayer = map->getLayer("Tile Layer 1");
tson::Layer *collisionLayer = map->getLayer("Collision");
for (int r = 0;r<map->getSize().y;r++){
@ -139,11 +167,17 @@ public:
int i = r*map->getSize().x+c;
int elem = c+r*map->getSize().x;
tson::Tile *myTile = myLayer->getTileData(c,r);
int tid = myTile->getId()-1;
int tileToDraw = tid;
TextureManager::Draw(texture, tileSet[tileToDraw], destRects[elem], SDL_FLIP_NONE);
if(!myTile){
// Found a nullptr, nothing to do or see here, move along
} else {
int tid = myTile->getId()-1;
int tileToDraw = tid;
TextureManager::Draw(texture, tileSet[tileToDraw], destRects[elem], SDL_FLIP_NONE);
}
if (Game::debugMenu){
if (collisionLayer->getTileData(c,r)) {
if (!collisionLayer->getTileData(c,r)) {
// Nothing to see here, just returning a nullptr, move along...
} else {
SDL_SetRenderDrawColor(Game::renderer,255,0,255,134);
SDL_RenderDrawRect(Game::renderer, &destRects[elem]);
}

View File

@ -46,6 +46,13 @@ bool Game::debugMenu = false;
auto& player(manager.addEntity());
Vector2D Game::playerPosition;
Vector2D Game::pVel;
Vector2D Game::fontSize;
Vector2D Game::nineSliceSize;
int Game::nineSliceX0 = 4;
int Game::nineSliceX1 = 12;
int Game::nineSliceY0 = 4;
int Game::nineSliceY1 = 12;
// auto& enemy(manager.addEntity());
auto& puppy(manager.addEntity());
@ -135,85 +142,86 @@ void Game::init(const char *title, int width, int height, bool fullscreen, int g
SDL_LogError(SDL_LOG_CATEGORY_ERROR, "Couldn't initialize SDL audio mixer!, Error: %s", SDL_GetError());
}
assets->AddTexture("player", "assets/textures/actors/firefighter.png");
assets->AddTexture("font", "assets/textures/ui/ui-font-cloud-sans.png");
assets->AddTexture("textBox", "assets/textures/ui/ui-element-cloud.png");
assets->AddTexture("puppy","assets/textures/actors/beaglepuppy.png");
assets->AddTexture("player", "assets/textures/actors/kaijuturtle.png");
assets->AddTexture("font", "assets/textures/ui/ui-font-lorez5.png");
assets->AddTexture("textBox", "assets/textures/ui/ui-element-bubble.png");
assets->AddTexture("collider","assets/textures/ColTex.png");
assets->AddMusicTrack("simonZ","assets/audio/music/sillypuppy.ogg");
assets->AddMusicTrack("simonZ","assets/audio/music/victory.ogg");
assets->AddSoundClip("bwoop","assets/audio/sfx/bwoop.wav");
assets->AddSoundClip("bark1","assets/audio/sfx/Bark1.wav");
assets->AddSoundClip("bark2","assets/audio/sfx/Bark2.wav");
// map = new Map("terrain",globalScale,16);
// std::string myText = "Find lost puppies!\nThey need your help!";
std::string myText = "Press U to Start";
std::string myText = "U to Start";
uiTextInstructions.addComponent<TransformComponent>(18,22,138*gScale,20*gScale,gScale);
uiTextInstructions.addComponent<UITextComponent>("font",myText,8,12,gScale);
//Set Font and UI NineSlice Sizes here
fontSize = Vector2D(5,5);
nineSliceSize = Vector2D(16,16);
uiTextInstructions.addComponent<TransformComponent>(4,4,62*gScale,8*gScale,gScale);
uiTextInstructions.addComponent<UITextComponent>("font",myText,fontSize.x,fontSize.y,gScale);
uiTextInstructions.addGroup(groupUI_Layer1);
SDL_Rect myDestRect = SDL_Rect();
myDestRect.x = 12;
myDestRect.y = 8;
myDestRect.w = 160;
myDestRect.h = 40;
myDestRect.x = 1;
myDestRect.y = 1;
myDestRect.w = 62;
myDestRect.h = 16;
my9Slice = new UINineSlice("textBox");
my9Slice->MakeSlices("textBox",32,32,14,16,14,16,myDestRect,globalScale,Game::groupUI_Layer0);
my9Slice->MakeSlices("textBox",nineSliceSize.x,nineSliceSize.y,nineSliceX0,nineSliceX1,nineSliceY0,nineSliceY1,myDestRect,globalScale,Game::groupUI_Layer0);
// std::cout << "camera.w " << camera.w << std::endl;
uiInfo.addComponent<TransformComponent>(camera.w/gScale-94,10,72*gScale,96*gScale,gScale);
// uiInfo.addComponent<UITextComponent>("font", "CollisionHori: Vert: Jump: P.y : P.dy: YVec: ", 8, 12, 1);
// uiInfo.addComponent<UITextComponent>("font", "Player PTiX: PTiY: P.x: P.y : coll: Px2: tson: ", 8, 12, gScale);
uiInfo.addComponent<UITextComponent>("font", "Player PTiX: PTiY: P.x: P.y : coll: ", 8, 12, gScale);
uiInfo.addGroup(groupUI_Layer3);
uiCamXInfo.addComponent<TransformComponent>(camera.w/gScale-48,23,40*gScale,12*gScale,gScale);
uiCamXInfo.addComponent<UITextComponent>("font", "nan", 8, 12, gScale);
uiCamXInfo.addGroup(groupUI_Layer3);
uiCamYInfo.addComponent<TransformComponent>(camera.w/gScale-48,36,40*gScale,12*gScale,gScale);
uiCamYInfo.addComponent<UITextComponent>("font", "nan", 8, 12, gScale);
uiCamYInfo.addGroup(groupUI_Layer3);
uiPlayerXInfo.addComponent<TransformComponent>(camera.w/gScale-49,49,40*gScale,12*gScale,gScale);
uiPlayerXInfo.addComponent<UITextComponent>("font", "nan", 8, 12, gScale);
uiPlayerXInfo.addGroup(groupUI_Layer3);
uiPlayerYInfo.addComponent<TransformComponent>(camera.w/gScale-48,62,40*gScale,12*gScale,gScale);
uiPlayerYInfo.addComponent<UITextComponent>("font", "nan", 8, 12, gScale);
uiPlayerYInfo.addGroup(groupUI_Layer3);
uiBoundary1Info.addComponent<TransformComponent>(camera.w/gScale-48,75,128*gScale,12*gScale,gScale);
uiBoundary1Info.addComponent<UITextComponent>("font", "nan", 8, 12, gScale);
uiBoundary1Info.addGroup(groupUI_Layer3);
// uiInfo.addComponent<TransformComponent>(camera.w/gScale-94,10,72*gScale,96*gScale,gScale);
// uiInfo.addComponent<UITextComponent>("font", "CollisionHori: Vert: Jump: P.y : P.dy: YVec: ", fontSize.x,fontSize.y, 1);
// uiInfo.addComponent<UITextComponent>("font", "Player PTiX: PTiY: P.x: P.y : coll: Px2: tson: ", fontSize.x,fontSize.y, gScale);
// uiInfo.addComponent<UITextComponent>("font", "Player PTiX: PTiY: P.x: P.y : coll: ", fontSize.x,fontSize.y, gScale);
// uiInfo.addGroup(groupUI_Layer3);
//
// uiCamXInfo.addComponent<TransformComponent>(camera.w/gScale-48,23,40*gScale,12*gScale,gScale);
// uiCamXInfo.addComponent<UITextComponent>("font", "nan", fontSize.x,fontSize.y, gScale);
// uiCamXInfo.addGroup(groupUI_Layer3);
//
// uiCamYInfo.addComponent<TransformComponent>(camera.w/gScale-48,36,40*gScale,12*gScale,gScale);
// uiCamYInfo.addComponent<UITextComponent>("font", "nan", fontSize.x,fontSize.y, gScale);
// uiCamYInfo.addGroup(groupUI_Layer3);
//
// uiPlayerXInfo.addComponent<TransformComponent>(camera.w/gScale-49,49,40*gScale,12*gScale,gScale);
// uiPlayerXInfo.addComponent<UITextComponent>("font", "nan", fontSize.x,fontSize.y, gScale);
// uiPlayerXInfo.addGroup(groupUI_Layer3);
//
// uiPlayerYInfo.addComponent<TransformComponent>(camera.w/gScale-48,62,40*gScale,12*gScale,gScale);
// uiPlayerYInfo.addComponent<UITextComponent>("font", "nan",fontSize.x,fontSize.y, gScale);
// uiPlayerYInfo.addGroup(groupUI_Layer3);
//
// uiBoundary1Info.addComponent<TransformComponent>(camera.w/gScale-48,75,128*gScale,12*gScale,gScale);
// uiBoundary1Info.addComponent<UITextComponent>("font", "nan",fontSize.x,fontSize.y, gScale);
// uiBoundary1Info.addGroup(groupUI_Layer3);
// uiBoundary2Info.addComponent<TransformComponent>(camera.w/gScale-64,88,128*gScale,12*gScale,gScale);
// uiBoundary2Info.addComponent<UITextComponent>("font", "nan", 8, 12, gScale);
// uiBoundary2Info.addComponent<UITextComponent>("font", "nan",fontSize.x,fontSize.y, gScale);
// uiBoundary2Info.addGroup(groupUI_Layer3);
//
// uiBoundary3Info.addComponent<TransformComponent>(camera.w/gScale-64,101,128*gScale,12*gScale,gScale);
// uiBoundary3Info.addComponent<UITextComponent>("font", "nan", 8, 12, gScale);
// uiBoundary3Info.addComponent<UITextComponent>("font", "nan",fontSize.x,fontSize.y, gScale);
// uiBoundary3Info.addGroup(groupUI_Layer3);
// debug UI box
SDL_Rect debugBoxRect = SDL_Rect();
debugBoxRect.x = camera.w-(100*gScale);
debugBoxRect.y = 4*gScale;
debugBoxRect.w = 98*gScale;
debugBoxRect.h = 112*gScale;
debugBox = new UINineSlice("textBox");
debugBox->MakeSlices("textBox",32,32,14,16,14,16,debugBoxRect,1,Game::groupUI_Layer2);
// SDL_Rect debugBoxRect = SDL_Rect();
// debugBoxRect.x = camera.w-(100*gScale);
// debugBoxRect.y = 4*gScale;
// debugBoxRect.w = 98*gScale;
// debugBoxRect.h = 112*gScale;
// debugBox = new UINineSlice("textBox");
// debugBox->MakeSlices("textBox",nineSliceSize.x,nineSliceSize.y,nineSliceX0,nineSliceX1,nineSliceY0,nineSliceY1,debugBoxRect,globalScale,Game::groupUI_Layer2);
//ecs implementation
// player.addComponent<TransformComponent>(860*globalScale,640*globalScale,22,42,globalScale);
player.addComponent<TransformComponent>(150*gScale,100*gScale,22,42,globalScale,3); // 180,120
player.addComponent<SpriteComponent>("player", SpriteComponent::spriteAnimation, "assets/textures/actors/firefighter.json");
player.addComponent<TransformComponent>(150*gScale,100*gScale,32,32,globalScale,3); // 180,120
player.addComponent<SpriteComponent>("player", SpriteComponent::spriteAnimation, "assets/textures/actors/kaijuturtle.json");
// player.addComponent<PlayerController>(0.0,0.0,false,false,Vector2D().Zero());
player.addComponent<ColliderComponent>("player",16*globalScale,32*globalScale, true, 2*globalScale,10*globalScale, "collider");
@ -223,16 +231,19 @@ void Game::init(const char *title, int width, int height, bool fullscreen, int g
levelMap.x = 0;
levelMap.y = 0;
gameScene.addComponent<TileMapComponent>("assets/maps/testmap.json",gScale,player.getComponent<TransformComponent>().position.x+player.getComponent<TransformComponent>().width/2,player.getComponent<TransformComponent>().position.y+player.getComponent<TransformComponent>().height/2); //150,100
// printf("Trying to load Tilemap\n");
gameScene.addComponent<TileMapComponent>("assets/maps/kaiju-city-map.json","kaiju-city","Tile Layer 1","Collision",gScale,player.getComponent<TransformComponent>().position.x+player.getComponent<TransformComponent>().width/2,player.getComponent<TransformComponent>().position.y+player.getComponent<TransformComponent>().height/2); //150,100
gameScene.addGroup(groupMap);
// printf("Completed loading Tilemap\n");
// std::cout << "LevelMap: " << levelMap.x << ", " << levelMap.y << ", " << levelMap.w << ", " << levelMap.h << std::endl;
playerPosition = Vector2D().Zero();
pVel = Vector2D().Zero();
puppy.addComponent<TransformComponent>(1024*globalScale,210*globalScale,36,30,globalScale);
puppy.addComponent<SpriteComponent>("puppy", SpriteComponent::spriteObject);
puppy.addGroup(groupObjects);
// puppy.addComponent<TransformComponent>(1024*globalScale,210*globalScale,36,30,globalScale);
// puppy.addComponent<SpriteComponent>("puppy", SpriteComponent::spriteObject);
// puppy.addGroup(groupObjects);
//printf("Init Completed\n");
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't Initialize SDL: %s", SDL_GetError());
isRunning = false;
@ -297,16 +308,16 @@ void Game::update()
for (auto& c : colliders)
{
SDL_Rect cCol = c->getComponent<ColliderComponent>().collider;
if(Collision::AABB(cCol, playerCol))
{
// if(!playerIsGrounded){
// player.getComponent<SpriteComponent>().Play("Idle");
// }
// playerIsGrounded = true;
// player.getComponent<TransformComponent>().position.y = player.getComponent<TransformComponent>().lastSafePos.y;
// gravityOnPlayer = false;
}
// SDL_Rect cCol = c->getComponent<ColliderComponent>().collider;
// if(Collision::AABB(cCol, playerCol))
// {
// // if(!playerIsGrounded){
// // player.getComponent<SpriteComponent>().Play("Idle");
// // }
// // playerIsGrounded = true;
// // player.getComponent<TransformComponent>().position.y = player.getComponent<TransformComponent>().lastSafePos.y;
// // gravityOnPlayer = false;
// }
}
@ -338,13 +349,13 @@ void Game::update()
player.getComponent<TransformComponent>().updateTilePosition(pTileX,pTileY);
uiCamXInfo.getComponent<UITextComponent>().updateString(std::to_string((int)player.getComponent<TransformComponent>().tilePos.x));
uiCamYInfo.getComponent<UITextComponent>().updateString(std::to_string((int)player.getComponent<TransformComponent>().tilePos.y));
// uiCamXInfo.getComponent<UITextComponent>().updateString(std::to_string((int)player.getComponent<TransformComponent>().tilePos.x));
// uiCamYInfo.getComponent<UITextComponent>().updateString(std::to_string((int)player.getComponent<TransformComponent>().tilePos.y));
int playerX = player.getComponent<TransformComponent>().position.x;
int playerY = player.getComponent<TransformComponent>().position.y;
uiPlayerXInfo.getComponent<UITextComponent>().updateString(std::to_string(playerX));
uiPlayerYInfo.getComponent<UITextComponent>().updateString(std::to_string(playerY));
// uiPlayerXInfo.getComponent<UITextComponent>().updateString(std::to_string(playerX));
// uiPlayerYInfo.getComponent<UITextComponent>().updateString(std::to_string(playerY));
// int * foundBoundaries = predictCollisions();
// int max = foundBoundaries[0];
@ -358,12 +369,12 @@ void Game::update()
// uiBoundary1Info.getComponent<UITextComponent>().updateString(std::to_string((int)foundBoundaries[0]));
// uiBoundary1Info.getComponent<UITextComponent>().updateString(std::to_string((float)desiredMovementX));
if (playerIsGrounded) {
uiBoundary1Info.getComponent<UITextComponent>().updateString("yes");
// uiBoundary1Info.getComponent<UITextComponent>().updateString("yes");
} else {
uiBoundary1Info.getComponent<UITextComponent>().updateString("no");
// uiBoundary1Info.getComponent<UITextComponent>().updateString("no");
}
// uiBoundary2Info.getComponent<UITextComponent>().updateString(std::to_string((int)foundBoundaries[1]));
float difference = player.getComponent<TransformComponent>().position.x+desiredMovementX;
// float difference = player.getComponent<TransformComponent>().position.x+desiredMovementX;
//uiBoundary2Info.getComponent<UITextComponent>().updateString(std::to_string((float)difference));
//uiBoundary3Info.getComponent<UITextComponent>().updateString(std::to_string((int)(max*gScale)));

View File

@ -51,6 +51,12 @@ public:
static bool playerIsJumping;
static Vector2D playerPosition;
static Vector2D pVel;
static Vector2D fontSize;
static Vector2D nineSliceSize;
static int nineSliceX0;
static int nineSliceX1;
static int nineSliceY0;
static int nineSliceY1;
static SDL_Rect camera;
static SDL_Rect levelMap;
static AssetManager* assets;