Merge branch 'master' of 192.168.1.106:/home/pi/data/git/dungeon-gunner
This commit is contained in:
commit
df94bad5e8
10 changed files with 64 additions and 37 deletions
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@ -10,6 +10,7 @@ R: reload
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Q: use left Gadget
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E: use right Gadget
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F: pick up item or swap Gadgets
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Esc: exit
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## Dependencies
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- SFML
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4
res/yaml/window.yaml
Normal file
4
res/yaml/window.yaml
Normal file
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@ -0,0 +1,4 @@
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resolution_width: 1024
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resolution_height: 768
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fullscreen: false
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borderless: false
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28
src/Game.cpp
28
src/Game.cpp
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@ -66,12 +66,30 @@ Game::initPlayer() {
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Weapon::WeaponType::PISTOL, Weapon::WeaponType::KNIFE,
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Gadget::GadgetType::NONE, Gadget::GadgetType::NONE
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};
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mGenerator.generateCurrentAreaIfNeeded(Vector2f(), playerItems);
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auto enemySpawns = mGenerator.generateCurrentAreaIfNeeded(Vector2f());
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mPlayer = std::shared_ptr<Player>(new Player(mWorld, mPathfinder,
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mGenerator.getPlayerSpawn(), playerItems));
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mWorld.insertCharacter(mPlayer);
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insertEnemies(enemySpawns);
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}
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/**
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* Inserts enemies at the given positions, if they are more than
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* Character::VISION_DISTANCE away from the player's postion.
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*/
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void
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Game::insertEnemies(const std::vector<Vector2f>& positions) {
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for (const auto& spawn : positions) {
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if (thor::length(spawn - mPlayer->getPosition()) >
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Character::VISION_DISTANCE)
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mWorld.insertCharacter(std::make_shared<Enemy>(mWorld,
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mPathfinder, spawn, mPlayer->getEquippedItems()));
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}
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}
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/**
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* Initializes the lights held by the player and sets light system parameters.
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*/
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void
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Game::initLight() {
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Yaml config("light.yaml");
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@ -132,7 +150,8 @@ Game::loop() {
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render();
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mGenerator.generateCurrentAreaIfNeeded(mPlayer->getPosition(), mPlayer->getEquippedItems());
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auto enemySpawns = mGenerator.generateCurrentAreaIfNeeded(mPlayer->getPosition());
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insertEnemies(enemySpawns);
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}
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}
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@ -341,7 +360,10 @@ Game::render() {
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// Update light
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mPlayerAreaLight->SetCenter(mPlayer->getPosition().toVec2f());
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mPlayerDirectionLight->SetCenter(mPlayer->getPosition().toVec2f());
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// Avoid light light drawing partially onto player sprite.
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Vector2f playerLightPosition = mPlayer->getPosition() +
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thor::rotatedVector(Vector2f(0, - 13), mPlayer->getDirection());
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mPlayerDirectionLight->SetCenter(playerLightPosition.toVec2f());
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mPlayerDirectionLight->SetDirectionAngle(degreeToRadian(90 - mPlayer->getDirection()));
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mLightSystem.SetView(mWorldView);
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@ -43,6 +43,7 @@ private:
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void updateGui();
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void initPlayer();
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void initLight();
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void insertEnemies(const std::vector<Vector2f>& positions);
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private:
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static const int FPS_GOAL = 60;
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@ -121,9 +121,9 @@ World::applyMovement(std::shared_ptr<Sprite> sprite, int elapsed) {
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void
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World::think(int elapsed) {
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for (auto it = mCharacters.begin(); it != mCharacters.end(); ) {
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if ((*it)->getDelete() && (*it)->getCategory() != Sprite::CATEGORY_ACTOR) {
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if ((*it)->getDelete()) {
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mCharacters.erase(it);
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auto& d = mDrawables[(*it)->getCategory()];
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auto& d = mDrawables[Sprite::CATEGORY_ACTOR];
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d.erase(std::find(d.begin(), d.end(), *it));
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}
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else {
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@ -39,15 +39,17 @@ Generator::Generator(World& world, Pathfinder& pathfinder,
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/**
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* Generates tiles near player position (maximum distance is determined by
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* GENERATE_AREA_SIZE and GENERATE_AREA_RANGE).
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*
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* @return Potential spawn points for enemies. Guaranteed to be on floor tiles.
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*/
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void
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Generator::generateCurrentAreaIfNeeded(const Vector2f& playerPosition,
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const Character::EquippedItems& playerItems) {
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std::vector<Vector2f>
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Generator::generateCurrentAreaIfNeeded(const Vector2f& position) {
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std::vector<Vector2f> enemySpawns;
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std::map<Vector2i, float> open;
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std::set<Vector2i> closed;
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Vector2i start((int) floor(playerPosition.x / Tile::TILE_SIZE.x),
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(int) floor(playerPosition.y / Tile::TILE_SIZE.y));
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Vector2i start((int) floor(position.x / Tile::TILE_SIZE.x),
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(int) floor(position.y / Tile::TILE_SIZE.y));
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start /= mAreaSize;
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auto makePair = [&start](const Vector2i& point) {
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return std::make_pair(point, thor::length(Vector2f(point - start)));
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@ -65,12 +67,8 @@ Generator::generateCurrentAreaIfNeeded(const Vector2f& playerPosition,
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Vector2i(mAreaSize, mAreaSize) / 2,
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Vector2i(mAreaSize, mAreaSize));
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generateTiles(area);
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for (const auto& spawn : getEnemySpawns(area)) {
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float distance = thor::length(spawn - playerPosition);
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if (distance > Character::VISION_DISTANCE)
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mWorld.insertCharacter(std::shared_ptr<Enemy>(new Enemy(
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mWorld, mPathfinder, spawn, playerItems)));
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}
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auto spawnTemp = getEnemySpawns(area);
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enemySpawns.insert(enemySpawns.end(), spawnTemp.begin(), spawnTemp.end());
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}
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if (mGenerated[current.x][current.y] && distance <= mMaxRange) {
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if (closed.find(Vector2i(current.x + 1, current.y)) == closed.end())
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@ -83,6 +81,7 @@ Generator::generateCurrentAreaIfNeeded(const Vector2f& playerPosition,
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open.insert(makePair(Vector2i(current.x, current.y - 1)));
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}
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}
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return enemySpawns;
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}
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/**
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@ -28,10 +28,8 @@ class Generator : public sf::Drawable {
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public:
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explicit Generator(World& world, Pathfinder& pathfinder,
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ltbl::LightSystem& lightSystem, const Yaml& config);
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void generateCurrentAreaIfNeeded(const Vector2f& position,
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const Character::EquippedItems& playerItems);
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std::vector<Vector2f> generateCurrentAreaIfNeeded(const Vector2f& position);
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Vector2f getPlayerSpawn() const;
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std::vector<Vector2f> getEnemySpawns(const sf::IntRect& area);
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private:
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typedef std::map<int, std::map<int, Tile::Type> > array;
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@ -43,6 +41,7 @@ private:
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std::vector<Vector2i> createMinimalSpanningTree(
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const Vector2i& start, const float limit);
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void connectRooms(const Vector2i& start);
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std::vector<Vector2f> getEnemySpawns(const sf::IntRect& area);
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void draw(sf::RenderTarget& target, sf::RenderStates states) const;
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private:
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16
src/main.cpp
16
src/main.cpp
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@ -17,12 +17,22 @@
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*/
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int main(int argc, char* argv[]) {
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Yaml::setFolder("res/yaml/");
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Loader::i().setFolder("res/");
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Loader::i().setSubFolder<sf::Texture>("textures/");
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tgui::Window window(sf::VideoMode(1024, 768, 32), "Dungeon Gunner",
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sf::Style::Close | sf::Style::Titlebar);
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Yaml windowConfig("window.yaml");
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sf::VideoMode mode(windowConfig.get("resolution_width", 800),
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windowConfig.get("resolution_height", 600),
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32);
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sf::Uint32 style;
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if (windowConfig.get("fullscreen", false))
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style = sf::Style::Fullscreen;
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else if (windowConfig.get("borderless", false))
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style = sf::Style::None;
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else
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style = sf::Style::Titlebar;
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tgui::Window window(mode, "Dungeon Gunner", style);
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Vector2f::SCREEN_HEIGHT = window.getSize().y;
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if (!window.globalFont.loadFromFile("res/DejaVuSans.ttf"))
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@ -34,7 +34,7 @@ Enemy::Enemy(World& world, Pathfinder& pathfinder,
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Character::EquippedItems
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Enemy::generateItems(EquippedItems playerItems) {
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// Uses cast from enum to int to enum in order to increment enum values.
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switch (rand() % 4) {
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switch (rand() % 2) {
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case 0:
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if (playerItems.primary + 1 != Weapon::WeaponType::_LAST)
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playerItems.primary =
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playerItems.secondary =
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(Weapon::WeaponType) (((int) (playerItems.secondary) + 1));
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break;
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case 2:
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if (playerItems.left + 1 != Gadget::GadgetType::_LAST)
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playerItems.left = (Gadget::GadgetType) (((int) (playerItems.left)
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+ 1));
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break;
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case 3:
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if (playerItems.right + 1 != Gadget::GadgetType::_LAST)
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playerItems.left = (Gadget::GadgetType) (((int) (playerItems.left)
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+ 1));
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break;
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}
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playerItems.left = (Gadget::GadgetType) (rand() % 4);
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playerItems.right = (Gadget::GadgetType) (rand() % 4);
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return playerItems;
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}
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@ -23,8 +23,7 @@ public:
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NONE,
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SHIELD,
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HEAL,
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RINGOFFIRE,
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_LAST
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RINGOFFIRE
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};
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public:
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