Merged invalid branch.

This commit is contained in:
Felix Ableitner 2012-09-12 14:21:57 +02:00
commit a793cc8933
10 changed files with 56 additions and 55 deletions

View file

@ -8,12 +8,11 @@
#include "Game.h"
#include "abstract/Actor.h"
#include "sprite/Cover.h"
#include "sprite/Enemy.h"
#include "sprite/Cover.h"
#include "sprite/Enemy.h"
#include "util/Loader.h"
#include "util/ResourceManager.h"
#include "util/String.h"
#include "util/Log.h"
/// Goal amount of frames per second.
const int Game::FPS_GOAL = 60;
@ -30,23 +29,22 @@ Game::Game(const Vector2i& resolution) :
sf::Style::Close | sf::Style::Titlebar),
mView(Vector2f(0, 0), Vector2f(resolution)),
//mFps("test"),
mTileManager(mWorld),
mPlayer(mWorld, mCollection, Vector2f(200.0f, 100.0f)),
mTileManager(mWorld),
mPlayer(mWorld, mCollection, Vector2f(200.0f, 100.0f)),
mElapsed(0),
mQuit(false),
mPaused(false) {
mWindow.setFramerateLimit(FPS_GOAL);
mWindow.setKeyRepeatEnabled(true);
mWindow.setKeyRepeatEnabled(true);
mWorld.SetContactListener(this);
mTileManager.generate();
mTileManager.generate();
for (int i = 0; i < 500; i += 50) {
mCollection.insert(std::shared_ptr<Sprite>(new Cover(Vector2f(i, i), Vector2i(20, 20),
mWorld)), Collection::LEVEL_STATIC);
}
}
mCollection.insert(std::shared_ptr<Sprite>(new Enemy(mWorld, Vector2f(400.0f, 200.0f))),
Collection::LEVEL_ACTOR);
Collection::LEVEL_ACTOR);
}
/**

View file

@ -14,10 +14,10 @@ std::vector<Actor*> Actor::mInstances = std::vector<Actor*>();
/**
* Saves pointer to this instance in static var for think().
*/
*/
Actor::Actor(int health) :
mMaxHealth(health),
mCurrentHealth(health) {
mCurrentHealth(health) {
mInstances.push_back(this);
}
@ -40,7 +40,7 @@ Actor::think(float elapsedTime) {
for (auto i : mInstances) {
i->onThink(elapsedTime);
}
}
}
/**
* Subtracts health from Actor.
@ -61,4 +61,4 @@ Actor::onDamage(int damage) {
*/
void
Actor::onDeath() {
}
}

View file

@ -15,14 +15,14 @@
*/
class Actor {
// Public functions.
public:
Actor(int health);
public:
Actor(int health);
virtual ~Actor() = 0;
static void think(float elapsedTime);
void onDamage(int damage);
// Protected functions.
protected:
/**
@ -31,7 +31,7 @@ protected:
* @param elapsedTime Amount of time to simulate.
*/
virtual void onThink(float elapsedTime) = 0;
virtual void onDeath();
// Private variables.
@ -39,7 +39,7 @@ private:
static std::vector<Actor*> mInstances;
const int mMaxHealth;
int mCurrentHealth; //< Current health. Between 0 and mMaxHealth.
int mCurrentHealth; //< Current health. Between 0 and mMaxHealth.
};
#endif /* DG_ACTOR_H_ */

View file

@ -21,12 +21,9 @@ Physical::Physical(const PhysicalData& data) :
assert(data.size != Vector2i());
assert(data.category);
b2BodyDef bodyDef;
// not moving -> static body
// moving -> dynamic body
// bullet -> kinematic body
b2BodyDef bodyDef;
bodyDef.type = (data.moving)
? b2_dynamicBody
? b2_dynamicBody
: b2_staticBody;
bodyDef.position = vector(data.position);
bodyDef.allowSleep = true;
@ -44,8 +41,8 @@ Physical::Physical(const PhysicalData& data) :
fixtureDef.density = 1.0f;
fixtureDef.filter.categoryBits = data.category;
fixtureDef.filter.maskBits = ~data.maskExclude;
fixtureDef.restitution = 0;
fixtureDef.density = (data.bullet) ? 0 : 10000;
fixtureDef.restitution = 0;
fixtureDef.density = (data.bullet) ? 0 : 10000;
mBody->CreateFixture(&fixtureDef);
}
@ -90,7 +87,11 @@ Physical::getSpeed() const {
}
/**
<<<<<<< HEAD
* Returns the rotation of the body as an SFML angle.
=======
* Returns the rotation of the body (converted to an SFML angle).
>>>>>>> origin/master
*/
float
Physical::getAngle() const {
@ -104,10 +105,10 @@ bool
Physical::getDelete() const {
return mDelete;
}
/**
* Returns the Physical::Category of this object.
*/
*/
uint16
Physical::getCategory() const {
return mBody->GetFixtureList()->GetFilterData().categoryBits;

View file

@ -6,11 +6,11 @@
*/
#include "Bullet.h"
#include "../abstract/Actor.h"
#include "../util/Log.h"
const Vector2i Bullet::SIZE = Vector2i(20, 20);
const float Bullet::SPEED = 500.0f;
/**
@ -20,12 +20,12 @@ const float Bullet::SPEED = 500.0f;
* @param world Box2d world.
* @param texture Texture to display for bullet.
*/
Bullet::Bullet(const Vector2f& position, b2World& world,
Bullet::Bullet(const Vector2f& position, b2World& world,
const std::shared_ptr<sf::Texture>& texture, Physical& shooter, float direction, int damage) :
Particle(texture, PhysicalData(position, SIZE, world, CATEGORY_PARTICLE,
CATEGORY_PARTICLE, true, true)),
mShooter(shooter),
mDamage(damage) {
mDamage(damage) {
setSpeed(angle(direction), SPEED);
setAngle(direction);
}
@ -37,11 +37,11 @@ void
Bullet::onCollide(Physical& other, uint16 type) {
// Make sure we do not damage twice.
if (!getDelete()) {
// Call onShot on other, with damage as param.
// Call onShot on other, with damage as param.
if (type == CATEGORY_ACTOR) {
Actor& a = dynamic_cast<Actor&>(other);
a.onDamage(mDamage);
}
}
setDelete(true);
}
}

View file

@ -16,20 +16,21 @@
class Bullet : public Particle {
// Public functions.
public:
Bullet(const Vector2f& position, b2World& world, const std::shared_ptr<sf::Texture>& texture,
Physical& shooter, float direction, int damage);
Bullet(const Vector2f& position, b2World& world, const std::shared_ptr<sf::Texture>& texture,
Physical& shooter, float direction, int damage);
void onCollide(Physical& other, uint16 category);
bool doesCollide(Physical& other);
// Public variables.
public:
static const Vector2i SIZE;
// Private variables.
private:
static const float SPEED; //< If speed is too low, bullets push each other away on insert.
Physical& mShooter;
const int mDamage;
const int mDamage;
};
#endif /* DG_BULLET_H_ */

View file

@ -6,15 +6,15 @@
*/
#include "Weapon.h"
#include <algorithm>
#include <thor/Vectors.hpp>
#include "../util/Collection.h"
#include "../effects/Bullet.h"
#include "../util/Loader.h"
#include "../util/ResourceManager.h"
#include "../util/ResourceManager.h"
const int Weapon::BULLET_DAMAGE = 10;
@ -27,7 +27,7 @@ Weapon::Weapon(Physical& holder, Collection& collection, b2World& world,
mWorld(world),
mOffset(0, std::max(holderSize.x, holderSize.y) / 2 +
b2_linearSlop +
std::max(Bullet::SIZE.x, Bullet::SIZE.y) / 2) {
std::max(Bullet::SIZE.x, Bullet::SIZE.y) / 2) {
}
Weapon::~Weapon() {
@ -43,7 +43,7 @@ Weapon::fire() {
}
std::shared_ptr<Particle>
Weapon::createParticle() {
Weapon::createParticle() {
// Minus to account for positive y-axis going downwards in SFML.
Vector2f offset(- mOffset);
thor::rotate(offset, mHolder.getAngle());

View file

@ -18,14 +18,14 @@
* - pass enum value and load mapped xml
* - pass xml filename
*/
class Weapon : public Emitter {
class Weapon : public Emitter {
// Public functions.
public:
Weapon(Physical& holder, Collection& collection, b2World& world, const Vector2i& holderSize);
Weapon(Physical& holder, Collection& collection, b2World& world, const Vector2i& holderSize);
~Weapon();
void fire();
// Protected functions.
protected:
std::shared_ptr<Particle> createParticle();
@ -37,7 +37,7 @@ private:
Physical& mHolder;
std::shared_ptr<sf::Texture> mBulletTexture;
b2World& mWorld;
const Vector2f mOffset; //< Offset to the point where bullets are inserted (from holder center).
const Vector2f mOffset; //< Offset to the point where bullets are inserted (from holder center).
};
#endif /* DG_WEAPON_H_ */

View file

@ -12,17 +12,17 @@
#include "../util/Vector.h"
#include "../items/Weapon.h"
const float Player::SPEED = 100.0f;
const Vector2i Player::SIZE = Vector2i(50, 50);
const float Player::SPEED = 100.0f;
const Vector2i Player::SIZE = Vector2i(50, 50);
/**
* Initializes Sprite.
*/
*/
Player::Player(b2World& world, Collection& collection, const Vector2f& position) :
Sprite("player.png", PhysicalData(position, SIZE, world,
CATEGORY_ACTOR, MASK_ALL, true)),
Actor(100),
mWeapon(*this, collection, world, SIZE),
mWeapon(*this, collection, world, SIZE),
mDestination(Vector2i(50, 50)) {
}

View file

@ -23,8 +23,8 @@ class Sprite;
*/
class Player : public Sprite, public Actor {
// Public functions.
public:
Player(b2World& world, Collection& collection, const Vector2f& position);
public:
Player(b2World& world, Collection& collection, const Vector2f& position);
void setCrosshairPosition(const Vector2f& position);
void fire();
@ -37,8 +37,9 @@ protected:
// Private variables.
private:
static const float SPEED;
static const float SPEED;
static const Vector2i SIZE;
Weapon mWeapon; //< Weapon object used for Player::fire().
Vector2f mDestination; //< Absolute position of the movement destination.
Vector2f mCrosshairPosition; //< Relative position of the point to fire at (mouse cursor).