Compare commits

..

11 Commits
main ... macos

Author SHA1 Message Date
Alan Youngblood
15e6abc102 Parsing for SpriteComponent JSON 2023-08-27 19:46:16 -04:00
Alan Youngblood
9218c9a4b1 Removed Boost libraries from project 2023-08-21 16:45:15 -04:00
Alan Youngblood
de3b2dcdb0 Music completed, new tilemap, fixed collider 2023-08-14 23:48:20 -04:00
Alan Youngblood
162f58b32f Merge branch 'macos' of https://lab.oakcityit.net/gitea/Zeronaut/KaijuSaveEarth into macos 2023-08-13 17:28:41 -04:00
Alan Youngblood
f20e711380 Tilemap doesn't use hardcoded path instead uses generated path from Game.cpp 2023-08-13 17:27:07 -04:00
Zeronaut
9b4ea773c3 Updated README.md
Updated README.md with Installation and Description
2023-08-13 03:39:09 +00:00
Alan Youngblood
6bdaefdeb9 Clean up git merge on Game.cpp added assets 2023-08-12 23:27:14 -04:00
Alan Youngblood
ff1863182e Merge Conflicts Resolved 2023-08-12 15:02:40 -04:00
Alan Youngblood
1cbc8cbbc0 All asset paths corrected to use Boost::FS 2023-08-12 14:44:08 -04:00
Alan Youngblood
f449eda43f Some paths to assets fixed with Boost::FS 2023-08-12 13:52:04 -04:00
Alan Youngblood
a0c06ebe6a Initial build on macOS 2023-08-12 08:50:32 -04:00
49 changed files with 306 additions and 836 deletions

BIN
.DS_Store vendored Normal file

Binary file not shown.

5
.gitignore vendored
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@ -108,3 +108,8 @@ _deps
# CMake artifacts
CMakeCache.txt
# macOS finder files
.DS_Store
# VS Code project stuff
.vscode*

View File

@ -11,13 +11,15 @@ include(FindPkgConfig)
PKG_SEARCH_MODULE(SDL2 REQUIRED sdl2)
PKG_SEARCH_MODULE(SDL2IMAGE REQUIRED SDL2_image>=2.0.0)
PKG_SEARCH_MODULE(SDL2MIXER REQUIRED SDL2_mixer>=2.0.0)
#PKG_SEARCH_MODULE(BOOSTFILESYSTEM boost_filesystem >=)
#find_package(Boost COMPONENTS system filesystem REQUIRED)
# Point to our own cmake modules
list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/cmake/sdl2)
# Add global definitions
add_definitions("-Wall")
include_directories(${PROJECT_NAME} ${SDL2_INCLUDE_DIRS} ${SDL2IMAGE_INCLUDE_DIRS} ${SDL2MIXER_INCLUDE_DIRS})
include_directories(${PROJECT_NAME} PRIVATE /usr/local/include/SDL2)
#add_custom_target(${TMXPARSER})
file(GLOB_RECURSE CSOURCES src/cjson/*.c)
@ -25,4 +27,4 @@ file(GLOB_RECURSE CPPSOURCES src/*.cpp)
add_executable(${PROJECT_NAME} ${CSOURCES} ${CPPSOURCES})
install(TARGETS ${PROJECT_NAME} DESTINATION bin)
target_link_libraries(${PROJECT_NAME} PRIVATE ${SDL2_LIBRARIES} ${SDL2IMAGE_LIBRARIES} ${SDL2MIXER_LIBRARIES})
target_link_libraries(${PROJECT_NAME} PRIVATE /usr/local/lib/libSDL2.dylib /usr/local/lib/libSDL2_image.dylib /usr/local/lib/libSDL2_mixer.dylib)

608
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@echo "... clean"
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@echo "... install"
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@echo "... src/assetmgr/GameObject.i"
@echo "... src/assetmgr/GameObject.s"
@echo "... src/assetmgr/Map.o"
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@echo "... src/assetmgr/MusicManager.o"
@echo "... src/assetmgr/MusicManager.i"
@echo "... src/assetmgr/MusicManager.s"
@echo "... src/assetmgr/TextureManager.o"
@echo "... src/assetmgr/TextureManager.i"
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View File

@ -1,9 +1,37 @@
=======
# Kaiju Save Earth
---
# Kaiju Saves Earth
Low Rez Jam 2023
A game where you play as a giant monster (Kaiju) who must save all the humans from destroying themselves and the world by catching them and safely stowing them on your back.
![Kaiju Saves Earth Title Screen](assets/textures/ui/titlescreenbig.png "Kaiju Saves Earth")
In the distant future humans are panicked and pose a great risk to each other and themselves. Fortunately there is a giant monster "Kaiju" that come in to scoop up these people before they hurt anyone, storing them safely on its protected shell on its back. You play as the Kaiju trying to save as many people as possible before they hurt themselves.
Controls: w,a,s,d for movement and u,i,j,k for other actions, escape to quit.
Currently on builds on linux and macOS; uses CMake and should be easy enough to port to other systems.
By:
Alan Youngblood
## INSTALL
### Linux
1. Download and unzip the project files
2. Install KDevelop with your package manager
3. Install dependencies (listed as apt packages with debian/ubuntu and derivative distros): `sudo apt install libboost-dev cmake build-essential libsdl2-2.0-0 libsdl2-dev libsdl2-image-2.0.-0 libsdl2-image-dev libsdl2-mixer-2.0-0 libsdl2-mixer-dev`
4. Open the .kdev4 project file in KDevelop, configure launch to be the executable which should be KaijuSaveEarth/build/KaijuSaveEarth; build should be configured already.
5. Build in KDevelop.
6. Launch/Run from KDevelop.
7. Enjoy playing!
### macOS
1. Download and unzip the project files
2. Install Apple Mac Developer tools in terminal.app: xcode-select --install
3. Install dependencies, we recommend using brew: brew install boost cmake sdl2 sdl2_image sdl2_mixer<br>
4. In terminal: `cd KaijuSaveEarth/build`
5. `cmake ..`
6. `make`
7. `open ..`
8. Double Click the executable KaijuSaveEarth
9. Enjoy playing!

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@ -3,7 +3,7 @@
"height": 4300,
"width": 2
},
"activeFile": "",
"activeFile": "kaiju-city-map2.json",
"expandedProjectPaths": [
"."
],
@ -20,11 +20,14 @@
"scaleInEditor": 4
},
"kaiju-city-map.json": {
"scale": 3,
"selectedLayer": 1,
"expandedObjectLayers": [
3
],
"scale": 4,
"selectedLayer": 0,
"viewCenter": {
"x": 86.16666666666666,
"y": 10.666666666666671
"x": 132.75,
"y": 137.875
}
},
"kaiju-city-map.json#kaiju-city": {
@ -34,10 +37,13 @@
"scale": 1.4114285714285715,
"selectedLayer": 0,
"viewCenter": {
"x": 232.38866396761134,
"y": 218.21862348178138
"x": 232.3886639676113,
"y": 218.57287449392717
}
},
"kaiju-city-map.tmj#kaiju-city": {
"scaleInDock": 1
},
"kaiju-city-map.tmx": {
"scale": 1.4114285714285715,
"selectedLayer": 0,
@ -46,6 +52,18 @@
"y": 116.19433198380568
}
},
"kaiju-city-map2.json": {
"scale": 2,
"selectedLayer": 1,
"viewCenter": {
"x": 169.5,
"y": 148.25
}
},
"kaiju-city-ts.tsj": {
"scaleInDock": 3,
"scaleInEditor": 1
},
"kaiju-city.tsj": {
"dynamicWrapping": false,
"scaleInDock": 1,
@ -70,27 +88,30 @@
},
"last.exportedFilePath": "/home/ayoungblood/projects/KaijuSaveEarth/assets/maps",
"last.externalTilesetPath": "/home/ayoungblood/projects/KaijuSaveEarth/assets/maps",
"last.imagePath": "/home/ayoungblood/projects/KaijuSaveEarth/assets/maps",
"last.imagePath": "/Users/ayoungblood/Projects/KaijuSaveEarth/assets/maps",
"lastUsedTilesetExportFilter": "JSON tileset files (*.tsj *.json)",
"map.height": 32,
"map.height": 40,
"map.lastUsedExportFilter": "All Files (*)",
"map.lastUsedFormat": "json",
"map.layerDataFormat": null,
"map.tileHeight": 8,
"map.tileWidth": 8,
"map.width": 32,
"map.width": 40,
"openFiles": [
"kaiju-city-map2.json"
],
"project": "kaiju-city-map.tiled-project",
"recentFiles": [
"kaiju-city-map2.json",
"kaiju-city-ts.tsj",
"kaiju-city-map.json",
"kaiju-city-map.tmj",
"kaiju-city.tsj",
"testmap.json",
"kaiju-tokyo.tsj",
"kaiju-city-map.json",
"kaiju-city.tsx",
"br-tiles.tsj",
"kaiju-city-map.tmx",
"kaiju-city-map.tmj",
"kaiju-city.tsj"
"kaiju-city-map.tmx"
],
"tileset.lastUsedFilter": "JSON tileset files (*.tsj *.json)",
"tileset.lastUsedFormat": "json",

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@ -0,0 +1,14 @@
{ "columns":16,
"image":"kaiju-city-ts.png",
"imageheight":128,
"imagewidth":128,
"margin":0,
"name":"kaiju-city-ts",
"spacing":0,
"tilecount":256,
"tiledversion":"1.10.1",
"tileheight":8,
"tilewidth":8,
"type":"tileset",
"version":"1.10"
}

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@ -6,7 +6,7 @@
*/
#include "MusicManager.h"
#include <SDL2/SDL_mixer.h>
#include <SDL_mixer.h>
Mix_Music* MusicManager::LoadMusic(const char* path){
Mix_Music* music = Mix_LoadMUS(path);

View File

@ -9,7 +9,7 @@
#define SRC_MUSICMANAGER_H_
#include "../game/Game.hpp"
#include <SDL2/SDL_mixer.h>
#include <SDL_mixer.h>
class MusicManager
{

View File

@ -8,7 +8,6 @@
#ifndef SRC_TEXTUREMANAGER_H_
#define SRC_TEXTUREMANAGER_H_
// #include <SDL2/SDL_image.h>
#include "../game/Game.hpp"
class TextureManager

View File

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

7
src/config/intro.json Normal file
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@ -0,0 +1,7 @@
{
"intro": {
"1": "IN THE YEAR\n23YY ...\nHUMAN\nPARANOIA\nRUNS WILD\nCONSUMED\nBY FEAR\nAND GREED",
"2": "THEY DESTROY\nEACH OTHER\nAND EARTH\nWHO CAN\nSAVE THEM?\n",
"3": "SURELY NOT\nANOTHER\nHUMAN?!?\nPERHAPS\nONLY A\nGREATER\nMONSTER..."
}
}

View File

@ -9,7 +9,7 @@
#define SRC_ECS_COLLIDERCOMPONENT_H_
#include <string>
#include <SDL2/SDL.h>
#include <SDL.h>
#include "Components.h"
#include "ECS.h"
#include "../assetmgr/TextureManager.h"
@ -52,9 +52,11 @@ public:
collider.x = xpos;
collider.y = ypos;
collider.w = collider.h = size*scale;
setTex(texture);
center.x = collider.x+collider.w/2;
center.y = collider.y+collider.h/2;
if(texture != ""){
setTex(texture);
}
center.x = collider.x+collider.w/2;
center.y = collider.y+collider.h/2;
}
ColliderComponent(std::string t, int width, int height, bool hasOffset, int oX, int oY, std::string texture)
@ -62,11 +64,13 @@ public:
tag = t;
collider.w = width;
collider.h = height;
offsetX = oX;
offsetY = oY;
setTex(texture);
center.x = collider.x+collider.w/2;
center.y = collider.y+collider.h/2;
offsetX = oX;
offsetY = oY;
if(texture != ""){
setTex(texture);
}
center.x = collider.x+collider.w/2;
center.y = collider.y+collider.h/2;
}
void init() override

View File

@ -9,7 +9,7 @@
#define SRC_ECS_SPRITECOMPONENT_H_
#include "Components.h"
#include <SDL2/SDL.h>
#include <SDL.h>
#include "../assetmgr/TextureManager.h"
#include "Animation.h"
#include <map>
@ -56,7 +56,7 @@ public:
// SpriteComponent() = default;
SpriteComponent(std::string id, SpriteType sType)
{
spriteType = sType;
spriteType = sType;
setTex(id);
}
@ -66,39 +66,62 @@ public:
spriteType = sType;
if(sType == spriteAnimation)
{
//std::string fullPath = Game::projPath + json;
std::ifstream fin(json);
if(fin.is_open()){
} else {
std::cout<<"json file is NOT open"<<std::endl;
}
if(fin.fail()){
std::cout<<"json file open fail"<<std::endl;
} else{
}
std::cerr<<"ERROR opening json file: " << json << std::endl;
} else if (fin.is_open()){
//printf("Opened a json file\n");
std::ifstream jsonText(json);
std::ostringstream tmp;
tmp << jsonText.rdbuf();
std::string aJson = tmp.str();
cJSON * animJson = cJSON_Parse(aJson.c_str());
std::cout << "animJson: " << std::endl;
std::cout << animJson << std::endl;
char * printOut = cJSON_Print(animJson);
//std::cout << animJson << std::endl;
cJSON * meta = cJSON_GetObjectItem(animJson, "meta");
cJSON * version = cJSON_GetObjectItem(animJson, "version");
cJSON * frameTags = cJSON_GetObjectItem(meta,"frameTags");
cJSON * frames = cJSON_GetObjectItem(animJson, "frames");
int tagsCount = cJSON_GetArraySize(frameTags);
int framesCount = cJSON_GetArraySize(frames);
//std::cout << "tagsCount: " << tagsCount << std::endl;
//std::cout << "version: " << version << std::endl;
const cJSON * aFrame = NULL;
const cJSON * aFrames = NULL;
aFrames =cJSON_GetObjectItemCaseSensitive(animJson, "frames");
cJSON_ArrayForEach(aFrame, aFrames){
cJSON *filename = cJSON_GetObjectItemCaseSensitive(aFrame, "filename");
if (!cJSON_IsNumber(aFrame)){
//printf("Not a number\n");
//printf("Json filename: %s\n",filename);
} else {
//std::cout << "animation frame number: " << aFrame->valueint<< std::endl;
}
std::ifstream jsonText(json);
std::ostringstream tmp;
tmp << jsonText.rdbuf();
std::string aJson = tmp.str();
cJSON * animJson = cJSON_Parse(aJson.c_str());
cJSON * meta = cJSON_GetObjectItem(animJson, "meta");
cJSON * frameTags = cJSON_GetObjectItem(meta,"frameTags");
int tagsCount = cJSON_GetArraySize(frameTags);
for (int t = 0; t < tagsCount; t++)
{
cJSON * animItem = cJSON_GetArrayItem(frameTags,t);
cJSON * nameJson = cJSON_GetObjectItem(animItem, "name");
const char * name = cJSON_Print(nameJson);
int fromFrame = cJSON_GetObjectItem(animItem, "from")->valueint;
int toFrame = cJSON_GetObjectItem(animItem, "to")->valueint;
Animation anim = Animation(fromFrame,toFrame,100);
animations.emplace(name, anim);
Play(name);
}
for (int f = 0; f<framesCount; f++){
cJSON * crrntFrame = cJSON_GetArrayItem(frames, f);
std::string fileName = cJSON_GetObjectItem(crrntFrame, "filename")->valuestring;
std::cout << "Filename for frame is: " << fileName << std::endl;
}
for (int t = 0; t < tagsCount; t++)
{
cJSON * animItem = cJSON_GetArrayItem(frameTags,t);
cJSON * nameJson = cJSON_GetObjectItem(animItem, "name");
const char * name = cJSON_Print(nameJson);
int fromFrame = cJSON_GetObjectItem(animItem, "from")->valueint;
int toFrame = cJSON_GetObjectItem(animItem, "to")->valueint;
Animation anim = Animation(fromFrame,toFrame,100);
animations.emplace(name, anim);
std::cout << "Animation Name: " << name << "from: " << fromFrame << "to: " << toFrame << std::endl;
Play(name);
}
}
Animation moveN = Animation(0,1,100);
animations.emplace("move-n", moveN);
Animation moveW = Animation(2,1,100);

View File

@ -9,7 +9,7 @@
#define SRC_ECS_TILECOMPONENT_H_
#include "ECS.h"
#include <SDL2/SDL.h>
#include <SDL.h>
#include "../assetmgr/AssetManager.h"
class TileComponent : public Component

View File

@ -10,7 +10,7 @@
#define SRC_ECS_TILEMAPCOMPONENT_H_
#include "ECS.h"
#include <SDL2/SDL.h>
#include <SDL.h>
#include "../assetmgr/AssetManager.h"
#include <fstream>
#include <iostream>
@ -46,26 +46,29 @@ public:
{
// TILESON ~~~~~~~~~~~
const std::filesystem::path jsonPath = std::filesystem::u8path(mapPath);
map = t.parse(jsonPath);
if(map->getStatus() == tson::ParseStatus::OK)
{
tson::Tileset *tileset = map->getTileset(tsName);
const std::filesystem::path jsonPath = std::filesystem::u8path(mapPath);
//const std::filesystem::path jsonPath = std::filesystem::u8path("/Users/ayoungblood/Projects/KaijuSaveEarth/assets/maps/kaiju-city-map.json");
map = t.parse(jsonPath);
//std::cout << "Trying to load json tile map from: " << jsonPath << std::endl;
if(map->getStatus() == tson::ParseStatus::OK)
{
// printf("Map File Loaded!! \n");
tson::Tileset *tileset = map->getTileset(tsName);
//std::cout << "tsName: " << tsName << std::endl;
std::string fullPath = tileset->getImage();
//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::string localPath = prependPath + fullPath;
std::string wholePath = "/Users/ayoungblood/Projects/KaijuSaveEarth/" + localPath;
//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, wholePath.c_str());
setTex(texName);
globalScale = gScale;
//printf("Added texture for tilemap.\n");
tson::Layer *collisionLayer = map->getLayer(collisionLayerName);
tilesWide = map->getSize().x;
@ -92,7 +95,7 @@ public:
tileSet[element] = srcRect;
}
}
//printf("Tile Set Setup Completed.\n");
if(tileLayer->getType() == tson::LayerType::TileLayer)
{
destRects.resize(tilesWide*tilesHigh);
@ -113,35 +116,13 @@ 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();
}
//printf("Tilemap setup completed\n");
//std::cout << "destRects.size " << destRects.size() << std::endl;
} else {
// printf("Failed to load Tileson map\n");
std::cout << map->getStatusMessage() << std::endl;
}
}
void update() override
@ -194,4 +175,3 @@ public:
};
#endif /* SRC_ECS_TILEMAPCOMPONENT_H_ */

View File

@ -13,7 +13,7 @@
#define ASCII_ROW_COUNT 16
#include "Components.h"
#include <SDL2/SDL.h>
#include <SDL.h>
#include "../assetmgr/TextureManager.h"
#include "../assetmgr/AssetManager.h"
#include <stdio.h>

View File

@ -8,7 +8,7 @@
#ifndef SRC_COLLISION_H_
#define SRC_COLLISION_H_
#include <SDL2/SDL.h>
#include <SDL.h>
// #include "Vector2D.h"
class ColliderComponent;

View File

@ -55,7 +55,7 @@ int Game::nineSliceY0 = 4;
int Game::nineSliceY1 = 12;
// auto& enemy(manager.addEntity());
auto& puppy(manager.addEntity());
//auto& puppy(manager.addEntity());
// auto& scoreboard(manager.addEntity());
auto& uiInfo(manager.addEntity());
@ -77,6 +77,8 @@ bool Game::gravityOnPlayer = true;
bool Game::playerIsGrounded = false;
bool Game::playerIsJumping = false;
std::string Game::projPath = "";
int gScale = 0;
int last_time;
int current_time;
@ -97,9 +99,9 @@ std::string Game::BoolToString(bool b) {
return myString;
}
Game::Game() {
Game::Game(std::string projectPath) {
// TODO Auto-generated constructor stub
Game::projPath = projectPath;
}
Game::~Game() {
@ -119,7 +121,7 @@ void Game::init(const char *title, int width, int height, bool fullscreen, int g
if(SDL_Init(SDL_INIT_EVERYTHING) == 0)
{
window = SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, flags);
SDL_SetWindowBordered(window,SDL_FALSE);
SDL_SetWindowBordered(window,SDL_TRUE);
if(!window)
{
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION,"Couldn't create window: %s", SDL_GetError());
@ -142,18 +144,20 @@ 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/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");
std::string kaijuTex = Game::projPath + "assets/textures/actors/kaijuturtle.png";
std::string fontTex = Game::projPath + "assets/textures/ui/ui-font-lorez5.png";
std::string textBoxTex = Game::projPath + "assets/textures/ui/ui-element-bubble.png";
std::string musicFile = Game::projPath + "assets/audio/music/neuwave.ogg";
std::string sfxFile = Game::projPath + "assets/audio/sfx/bwoop.wav";
assets->AddTexture("player", kaijuTex.c_str());
assets->AddTexture("font", fontTex.c_str());
assets->AddTexture("textBox", textBoxTex.c_str());
assets->AddMusicTrack("simonZ","assets/audio/music/sillypuppy.ogg");
assets->AddMusicTrack("simonZ","assets/audio/music/victory.ogg");
assets->AddMusicTrack("neuwave",musicFile.c_str());
assets->AddSoundClip("bwoop","assets/audio/sfx/bwoop.wav");
assets->AddSoundClip("bwoop",sfxFile.c_str());
// map = new Map("terrain",globalScale,16);
// std::string myText = "Find lost puppies!\nThey need your help!";
std::string myText = "U to Start";
//Set Font and UI NineSlice Sizes here
@ -172,59 +176,15 @@ void Game::init(const char *title, int width, int height, bool fullscreen, int g
my9Slice = new UINineSlice("textBox");
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: ", 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",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",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",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,32,32,globalScale,3); // 180,120
player.addComponent<SpriteComponent>("player", SpriteComponent::spriteAnimation, "assets/textures/actors/kaijuturtle.json");
player.addComponent<TransformComponent>(150*gScale,100*gScale,32,32,globalScale,2); // 180,120
std::string playerJson = Game::projPath + "assets/textures/actors/kaijuturtle.json";
player.addComponent<SpriteComponent>("player", SpriteComponent::spriteAnimation, playerJson);
// 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");
player.addComponent<ColliderComponent>("player",20*globalScale,20*globalScale, true, 0*globalScale,0*globalScale, "");
player.addComponent<KeyboardController>();
player.addGroup(groupPlayers);
@ -232,18 +192,15 @@ void Game::init(const char *title, int width, int height, bool fullscreen, int g
levelMap.y = 0;
// 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
std::string mapPath = Game::projPath + "assets/maps/kaiju-city-map2.json";
gameScene.addComponent<TileMapComponent>(mapPath,"kaiju-city-ts","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);
//printf("Init Completed\n");
// printf("Init Completed\n");
} else {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't Initialize SDL: %s", SDL_GetError());
isRunning = false;
@ -285,14 +242,14 @@ void Game::update()
// {
// const char* initText = "Loading...";
// text->ParseString(initText,12,22,gScale,"init");
// const char* titleText = "Beagle Rescue";
// const char* titleText = "Kaiju";
// const char* gameOverText = "Game Over";
// }
if (Mix_PlayingMusic() == 0 && gsm->currentState == GameStateManager::ST_COREGAME)
{
// std::cout << "Play Music Now" << std::endl;
// Mix_PlayMusic(assets->GetMusicTrack("simonZ"), -1);
Mix_PlayMusic(assets->GetMusicTrack("neuwave"), -1);
}
if (Mix_PlayingMusic() != 0 && gsm->currentState != GameStateManager::ST_COREGAME)
{

View File

@ -7,9 +7,9 @@
#ifndef GAME_HPP_
#define GAME_HPP_
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_mixer.h>
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_mixer.h>
#include <stdio.h>
#include <iostream>
#include <vector>
@ -25,7 +25,7 @@ class AssetManager;
class Game {
public:
Game();
Game(std::string projectPath);
virtual ~Game();
void init(const char* title, int width, int height, bool fullscreen, int globalScale);
void handleEvents();
@ -42,7 +42,7 @@ public:
// static std::vector<ColliderComponent*> colliders;
// static tmxparser::TmxMap map;
// gameScene;
static std::string projPath;
static bool debugMenu;
static bool isRunning;
static bool debugCollisionBoxes;

View File

@ -22,15 +22,20 @@ int main(int argc, const char * argv[])
Uint64 frameStart;
int frameTime;
// =============================
// Load cJSON config.json file
// =============================
// Starting with Error Checking
std::string configPath = "src/config/config.json";
std::ifstream fin(configPath);
if(fin.is_open()){
std::ifstream jsonText("src/config/config.json");
std::string sdlBasePath = SDL_GetBasePath();
size_t charPosSdl = sdlBasePath.find("build");
sdlBasePath.erase(charPosSdl,sdlBasePath.length());
std::string configurationPath = sdlBasePath + configPath;
std::ifstream fin(configurationPath);
if(!fin.is_open()){
std::cerr<<"ERROR: config.json not found or opened"<<std::endl;
} else {
std::ifstream jsonText(configurationPath);
std::ostringstream tmp;
tmp << jsonText.rdbuf();
std::string json = tmp.str();
@ -51,30 +56,29 @@ int main(int argc, const char * argv[])
}
windowWidth = windowWidth*globalScale;
windowHeight = windowHeight*globalScale;
game = new Game();
game->init(windowName->valuestring, windowWidth, windowHeight, isWindowFS, globalScale);
// cJSON memory management
cJSON_Delete(myJSON);
game = new Game(sdlBasePath);
game->init(windowName->valuestring, windowWidth, windowHeight, isWindowFS, globalScale);
while (game->running())
{
frameStart = SDL_GetTicks64();
// cJSON memory management
cJSON_Delete(myJSON);
game->handleEvents();
game->update();
game->render();
while (game->running())
{
frameStart = SDL_GetTicks64();
game->handleEvents();
game->update();
game->render();
frameTime = SDL_GetTicks64() - frameStart;
if(frameDelay > frameTime)
{
SDL_Delay(frameDelay - frameTime);
}
frameTime = SDL_GetTicks64() - frameStart;
if(frameDelay > frameTime)
{
SDL_Delay(frameDelay - frameTime);
}
}
game->clean();
} else {
std::cout<<"config.json not found or opened"<<std::endl;
}
game->clean();
}
if(fin.fail()){

View File

@ -8,7 +8,7 @@
#ifndef SRC_UININESLICE_H_
#define SRC_UININESLICE_H_
#include <SDL2/SDL.h>
#include <SDL.h>
#include "string"
#include "../game/Game.hpp"

View File

@ -12,7 +12,7 @@
#define ASCII_COUNT 96
#define ASCII_ROW_COUNT 16
#include <SDL2/SDL.h>
#include <SDL.h>
#include <iostream>
#include "../game/Game.hpp"
#include "../assetmgr/TextureManager.h"