Moved Character handling to world, improved some includes.

This commit is contained in:
Felix Ableitner 2013-03-29 17:59:35 +01:00
parent 7a074b7c3d
commit 30de9e397b
16 changed files with 64 additions and 67 deletions

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@ -15,6 +15,7 @@
#include "sprites/Enemy.h" #include "sprites/Enemy.h"
#include "util/Loader.h" #include "util/Loader.h"
#include "util/ResourceManager.h" #include "util/ResourceManager.h"
#include "util/Yaml.h"
/// Goal amount of frames per second. /// Goal amount of frames per second.
const int Game::FPS_GOAL = 60; const int Game::FPS_GOAL = 60;
@ -57,12 +58,12 @@ Game::generate() {
mTileManager.insertTile(TileManager::TilePosition(x, 4), TileManager::Type::WALL); mTileManager.insertTile(TileManager::TilePosition(x, 4), TileManager::Type::WALL);
} }
mWorld.insert(std::shared_ptr<Sprite>(new Enemy(mWorld, mWorld.insertCharacter(std::shared_ptr<Character>(new Enemy(mWorld,
sf::Vector2f(400.0f, 200.0f), Yaml("enemy.yaml")))); sf::Vector2f(400.0f, 200.0f), Yaml("enemy.yaml"))));
mPlayer = std::shared_ptr<Player>(new Player(mWorld, mPlayer = std::shared_ptr<Player>(new Player(mWorld,
sf::Vector2f(200.0f, 100.0f), Yaml("player.yaml"))); sf::Vector2f(200.0f, 100.0f), Yaml("player.yaml")));
mWorld.insert(mPlayer); mWorld.insertCharacter(mPlayer);
mWorld.generateAreas(); mWorld.generateAreas();
} }
@ -87,7 +88,7 @@ Game::loop() {
elapsed = 0; elapsed = 0;
} }
Character::think(elapsed); mWorld.think(elapsed);
mWorld.step(elapsed); mWorld.step(elapsed);

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@ -19,6 +19,7 @@
#include "sprites/Player.h" #include "sprites/Player.h"
#include "World.h" #include "World.h"
class TileManager;
class Player; class Player;
class World; class World;

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@ -42,6 +42,33 @@ World::remove(std::shared_ptr<Sprite> drawable) {
} }
} }
/**
* Inserts a character into the world. A character can only be inserted once.
* Also calls insert(character);
*/
void
World::insertCharacter(std::shared_ptr<Character> character) {
#ifndef NDEBUG
auto item = std::find(mCharacters.begin(), mCharacters.end(), character);
assert(item == mCharacters.end());
#endif
mCharacters.push_back(character);
insert(character);
}
/**
* Removes a character from the world.
* Also calls remove(character);
*/
void
World::removeCharacter(std::shared_ptr<Character> character) {
auto item = std::find(mCharacters.begin(), mCharacters.end(), character);
if (item != mCharacters.end()) {
mCharacters.erase(item);
}
remove(character);
}
/** /**
* Generate path finding base data. * Generate path finding base data.
* *
@ -255,6 +282,18 @@ World::step(int elapsed) {
} }
} }
/**
* Calls Character::onThink for each character.
*
* @param elapsed Time since last call.
*/
void
World::think(int elapsed) {
for (auto it : mCharacters) {
it->onThink(elapsed);
}
}
/** /**
* Tests for collisions using Seperating Axis Theorem (SAT). * Tests for collisions using Seperating Axis Theorem (SAT).
* *

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@ -8,14 +8,10 @@
#ifndef DG_WORLD_H_ #ifndef DG_WORLD_H_
#define DG_WORLD_H_ #define DG_WORLD_H_
#include <map>
#include <vector>
#include <SFML/Graphics.hpp>
#include "abstract/Sprite.h" #include "abstract/Sprite.h"
#include "abstract/Character.h"
class Sprite; class Character;
class Sprite; class Sprite;
/** /**
@ -29,7 +25,10 @@ class World : public sf::Drawable {
public: public:
void insert(std::shared_ptr<Sprite> drawable); void insert(std::shared_ptr<Sprite> drawable);
void remove(std::shared_ptr<Sprite> drawable); void remove(std::shared_ptr<Sprite> drawable);
void insertCharacter(std::shared_ptr<Character> character);
void removeCharacter(std::shared_ptr<Character> character);
void step(int elapsed); void step(int elapsed);
void think(int elapsed);
void generateAreas(); void generateAreas();
std::vector<sf::Vector2f> getPath(const sf::Vector2f& start, std::vector<sf::Vector2f> getPath(const sf::Vector2f& start,
const sf::Vector2f& end, float radius) const; const sf::Vector2f& end, float radius) const;
@ -82,6 +81,7 @@ private:
private: private:
std::map<Sprite::Category, std::vector<std::shared_ptr<Sprite> > > mDrawables; std::map<Sprite::Category, std::vector<std::shared_ptr<Sprite> > > mDrawables;
std::vector<Area> mAreas; //< This has to be a vector as objects are compared by address. std::vector<Area> mAreas; //< This has to be a vector as objects are compared by address.
std::vector<std::shared_ptr<Character> > mCharacters;
}; };
#endif /* DG_WORLD_H_ */ #endif /* DG_WORLD_H_ */

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@ -12,8 +12,10 @@
#include <Thor/Vectors.hpp> #include <Thor/Vectors.hpp>
#include "../items/Weapon.h"
#include "../sprites/Corpse.h" #include "../sprites/Corpse.h"
#include "../util/Log.h" #include "../util/Log.h"
#include "../util/Yaml.h"
const std::string Character::KEY_HEALTH = "health"; const std::string Character::KEY_HEALTH = "health";
const int Character::DEFAULT_HEALTH = 100; const int Character::DEFAULT_HEALTH = 100;
@ -22,7 +24,6 @@ const float Character::DEFAULT_SPEED = 100;
const float Character::POINT_REACHED_DISTANCE = 1.0f; const float Character::POINT_REACHED_DISTANCE = 1.0f;
const std::string Character::KEY_WEAPON = "weapon"; const std::string Character::KEY_WEAPON = "weapon";
const std::string Character::DEFAULT_WEAPON = "weapon.yaml"; const std::string Character::DEFAULT_WEAPON = "weapon.yaml";
std::vector<Character*> Character::mCharacterInstances = std::vector<Character*>();
/** /**
* Saves pointer to this instance in static var for think(). * Saves pointer to this instance in static var for think().
@ -33,30 +34,11 @@ Character::Character(World& world, const Data& data, const Yaml& config) :
mMaxHealth(config.get(KEY_HEALTH, DEFAULT_HEALTH)), mMaxHealth(config.get(KEY_HEALTH, DEFAULT_HEALTH)),
mCurrentHealth(mMaxHealth), mCurrentHealth(mMaxHealth),
mMovementSpeed(config.get(KEY_SPEED, DEFAULT_SPEED)), mMovementSpeed(config.get(KEY_SPEED, DEFAULT_SPEED)),
mWeapon(world, *this, Yaml(config.get(KEY_WEAPON, DEFAULT_WEAPON))), mWeapon(new Weapon(world, *this, Yaml(config.get(KEY_WEAPON, DEFAULT_WEAPON)))),
mStartPathfinding(false) { mStartPathfinding(false) {
mCharacterInstances.push_back(this);
} }
/**
* Deletes pointer from static variable mCharacterInstances.
*/
Character::~Character() { Character::~Character() {
auto it = std::find(mCharacterInstances.begin(), mCharacterInstances.end(), this);
assert(it != mCharacterInstances.end());
mCharacterInstances.erase(it);
}
/**
* Calls onThink on all Actor instances.
*
* @param elapsed Amount of time to simulate.
*/
void
Character::think(int elapsed) {
for (auto i : mCharacterInstances) {
i->onThink(elapsed);
}
} }
/** /**
@ -83,7 +65,7 @@ Character::onDamage(int damage) {
*/ */
void void
Character::onThink(int elapsed) { Character::onThink(int elapsed) {
mWeapon.onThink(elapsed); mWeapon->onThink(elapsed);
} }
/** /**
@ -108,7 +90,7 @@ Character::getMovementSpeed() const {
*/ */
void void
Character::pullTrigger() { Character::pullTrigger() {
mWeapon.pullTrigger(); mWeapon->pullTrigger();
} }
/** /**
@ -116,7 +98,7 @@ Character::pullTrigger() {
*/ */
void void
Character::releaseTrigger() { Character::releaseTrigger() {
mWeapon.releaseTrigger(); mWeapon->releaseTrigger();
} }
/** /**

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@ -12,13 +12,9 @@
#include <vector> #include <vector>
#include "Sprite.h" #include "Sprite.h"
#include "../World.h"
#include "../items/Weapon.h"
#include "../util/Yaml.h"
class World; class World;
class Weapon; class Weapon;
class Instances;
class Sprite; class Sprite;
class Yaml; class Yaml;
@ -31,8 +27,6 @@ public:
Character(World& world, const Data& data, const Yaml& config); Character(World& world, const Data& data, const Yaml& config);
virtual ~Character() = 0; virtual ~Character() = 0;
static void think(int elapsed);
void onDamage(int damage); void onDamage(int damage);
// Protected functions. // Protected functions.
@ -56,14 +50,13 @@ private:
/// The distance to a point where it is considered reached (in pixels). /// The distance to a point where it is considered reached (in pixels).
static const float POINT_REACHED_DISTANCE; static const float POINT_REACHED_DISTANCE;
static std::vector<Character*> mCharacterInstances; friend class World;
World& mWorld; World& mWorld;
const int mMaxHealth; const int mMaxHealth;
int mCurrentHealth; //< Current health. Between 0 and mMaxHealth. int mCurrentHealth; //< Current health. Between 0 and mMaxHealth.
const float mMovementSpeed; const float mMovementSpeed;
Weapon mWeapon; std::unique_ptr<Weapon> mWeapon;
std::vector<sf::Vector2f> mPath; //< Contains nodes to reach a set destination. std::vector<sf::Vector2f> mPath; //< Contains nodes to reach a set destination.
bool mStartPathfinding; //< True if a movement destination was just set. bool mStartPathfinding; //< True if a movement destination was just set.
}; };

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@ -14,6 +14,7 @@
#include "../util/Loader.h" #include "../util/Loader.h"
#include "../util/Log.h" #include "../util/Log.h"
#include "../util/ResourceManager.h" #include "../util/ResourceManager.h"
#include "../util/Yaml.h"
const std::string Sprite::KEY_SIZE = "size"; const std::string Sprite::KEY_SIZE = "size";
const std::string Sprite::KEY_RADIUS = "radius"; const std::string Sprite::KEY_RADIUS = "radius";

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@ -8,10 +8,9 @@
#ifndef DG_SPRITE_H_ #ifndef DG_SPRITE_H_
#define DG_SPRITE_H_ #define DG_SPRITE_H_
#include <SFML/System.hpp> #include <memory>
#include <SFML/Graphics.hpp>
#include "../util/Yaml.h" #include <SFML/Graphics.hpp>
class Yaml; class Yaml;

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@ -23,7 +23,6 @@ const bool Weapon::DEFAULT_AUTOMATIC = false;
Weapon::Weapon(World& world, Sprite& holder, const Yaml& config) : Weapon::Weapon(World& world, Sprite& holder, const Yaml& config) :
Emitter(world), Emitter(world),
mWorld(world),
mHolder(holder), mHolder(holder),
mBullet(config.get(KEY_BULLET, DEFAULT_BULLET)), mBullet(config.get(KEY_BULLET, DEFAULT_BULLET)),
mLastShotWaitInterval(0), mLastShotWaitInterval(0),

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@ -10,16 +10,12 @@
#include <Thor/Particles.hpp> #include <Thor/Particles.hpp>
#include "../abstract/Sprite.h"
#include "../particle/Emitter.h" #include "../particle/Emitter.h"
#include "../util/Timer.h"
#include "../util/Yaml.h"
class Emitter;
class Instances;
class Sprite; class Sprite;
class Timer;
class Yaml; class Yaml;
class World;
class Particle;
/** /**
* Loading mechanism: * Loading mechanism:
@ -48,7 +44,6 @@ private:
static const std::string KEY_AUTOMATIC; static const std::string KEY_AUTOMATIC;
static const bool DEFAULT_AUTOMATIC; static const bool DEFAULT_AUTOMATIC;
World& mWorld;
Sprite& mHolder; Sprite& mHolder;
sf::Vector2f mOffset; //< Offset to the point where bullets are inserted (from holder center). sf::Vector2f mOffset; //< Offset to the point where bullets are inserted (from holder center).

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@ -8,11 +8,9 @@
#ifndef DG_EMITTER_H_ #ifndef DG_EMITTER_H_
#define DG_EMITTER_H_ #define DG_EMITTER_H_
#include "../abstract/Sprite.h"
#include "../World.h" #include "../World.h"
#include "Particle.h" #include "Particle.h"
class Sprite;
class World; class World;
class Particle; class Particle;

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@ -9,7 +9,6 @@
#define DG_CORPSE_H_ #define DG_CORPSE_H_
#include "../abstract/Sprite.h" #include "../abstract/Sprite.h"
#include "../util/Yaml.h"
class Sprite; class Sprite;
class Yaml; class Yaml;

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@ -7,8 +7,6 @@
#include "Enemy.h" #include "Enemy.h"
#include "Corpse.h"
Enemy::Enemy(World& collection, const sf::Vector2f& position, const Yaml& config) : Enemy::Enemy(World& collection, const sf::Vector2f& position, const Yaml& config) :
Character(collection, Data(position, 0, CATEGORY_ACTOR, MASK_ALL), Character(collection, Data(position, 0, CATEGORY_ACTOR, MASK_ALL),
config) { config) {

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@ -8,15 +8,10 @@
#ifndef DG_ENEMY_H_ #ifndef DG_ENEMY_H_
#define DG_ENEMY_H #define DG_ENEMY_H
#include <SFML/System.hpp>
#include "../abstract/Character.h" #include "../abstract/Character.h"
#include "../World.h"
#include "../util/Yaml.h"
class Character; class Character;
class World; class World;
class Instances;
class Yaml; class Yaml;
class Enemy : public Character { class Enemy : public Character {

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@ -12,12 +12,8 @@
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include "../abstract/Character.h" #include "../abstract/Character.h"
#include "../items/Weapon.h"
#include "../util/Yaml.h"
class Character; class Character;
class Instances;
class Weapon;
class Yaml; class Yaml;
/** /**

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@ -15,6 +15,7 @@
#include "../abstract/Sprite.h" #include "../abstract/Sprite.h"
#include "../util/Loader.h" #include "../util/Loader.h"
#include "../util/ResourceManager.h" #include "../util/ResourceManager.h"
#include "../util/Yaml.h"
const sf::Vector2i TileManager::TILE_SIZE = sf::Vector2i(100, 100); const sf::Vector2i TileManager::TILE_SIZE = sf::Vector2i(100, 100);