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73eedda429
| Author | SHA1 | Date | |
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| 73eedda429 | |||
| 84afd0829c |
6 changed files with 41 additions and 24 deletions
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@ -1,7 +1,6 @@
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#include <raylib.h>
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#include <raymath.h>
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#include "world.h"
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#include "maploader.h"
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const int SCREEN_HEIGHT = 320;
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const int SCREEN_WIDTH = 320;
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@ -15,7 +14,7 @@ int main() {
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World& world = get_world();
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loadmap(world);
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load_world(world,"assets/map");
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world.setup();
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@ -1,22 +1,31 @@
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#include "maploader.h"
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#include <fstream>
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#include <iostream>
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#include "components.h"
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#include "world.h"
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void loadmap(World& world) {
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void load_world(World& world,const char* path) {
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std::ifstream in;
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in.open("assets/map");
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in.open(path);
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int x = 0;
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int y = 0;
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int max_x = 0;
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int max_y = 0;
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while(in.eof() == false)
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{
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char c;
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in.get(c);
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if (max_x < x)
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max_x = x;
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if (max_y < y)
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max_y = y;
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switch (c) {
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case '#':
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{
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Wall* wall = new Wall;
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@ -35,6 +44,7 @@ void loadmap(World& world) {
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break;
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case '\n':
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x = 0;
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y++;
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break;
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@ -42,6 +52,12 @@ void loadmap(World& world) {
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x++;
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break;
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}
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}
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world.height = CELL_SIZE * (max_y-1);
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world.width = CELL_SIZE * (max_x-1);
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}
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@ -1,8 +0,0 @@
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#ifndef MAPLOADER_H
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#define MAPLOADER_H
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#include "world.h"
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void loadmap(World& world);
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#endif
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@ -1,3 +1,4 @@
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#include <iostream>
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#include <raylib.h>
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#include <raymath.h>
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#include "components.h"
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@ -19,6 +20,7 @@ Pacman::Pacman() {
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this->facing = 0;
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this->position = {0.,0.};
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this->frame = 0;
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this->time = 0;
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}
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Pacman::Pacman(Vector2 position) {
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this->texture = LoadTexture("assets/sprites/pacman.png");
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@ -40,22 +42,24 @@ void Pacman::tick() {
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Vector2 direction = {(float)(cos(angle)),(float)(sin(-angle))};
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Vector2 new_position = Vector2Add(this->position,Vector2Scale(direction, (float)speed));
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if (get_world().grid[indexify_position(new_position)] == nullptr){
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World& world = get_world();
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if (world.grid[indexify_position(new_position)] == nullptr){
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this->position=new_position;
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}
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// Bound check
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if (this->position.x < 0){
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this->position.x += 320;
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if (this->position.x < world.bound_offset*CELL_SIZE){
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this->position.x += world.width-2*world.bound_offset*CELL_SIZE;
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}
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if (this->position.y < 0){
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this->position.y += 320;
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if (this->position.y < world.bound_offset*CELL_SIZE){
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this->position.y += world.height-2*world.bound_offset*CELL_SIZE;
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}
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if (this->position.x >= 320){
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this->position.x -= 320;
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if (this->position.x >= world.width-(world.bound_offset-1)*CELL_SIZE){
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this->position.x -= world.width-2*world.bound_offset*CELL_SIZE;
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}
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if (this->position.y >= 320){
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this->position.y -= 320;
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if (this->position.y >= world.height-(world.bound_offset-1)*CELL_SIZE){
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this->position.y -= world.height-2*world.bound_offset*CELL_SIZE;
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}
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}
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@ -8,6 +8,7 @@ World::World(){
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this->seconds_per_tick = 0;
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this->clock = 0;
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this->debug = false;
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this->bound_offset = 1;
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}
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World::~World(){
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@ -9,6 +9,7 @@
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const int GRID_ROWS = 20;
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const int GRID_COLUMNS = 20;
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const int GRID_CAPACITY = GRID_COLUMNS*GRID_ROWS;
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const int CELL_SIZE = 16;
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/// Class that holds information about game world
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class World {
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@ -19,7 +20,10 @@ class World {
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std::vector<Entity*> entities; /// Main subjects of game world.
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Entity* grid[GRID_CAPACITY]; /// Grid representation
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float seconds_per_tick; /// Internal clock speed
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int width;
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int height;
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int bound_offset;
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void setup(); /// Sets up game world.
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/// Should be called once when entites are set.
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@ -36,5 +40,6 @@ class World {
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void create_world_with(float seconds_per_tick);
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World& get_world(); // Thanks, 2ndbeam, helps a lot
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int indexify_position(Vector2 vector);
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void load_world(World& world, const char* path);
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#endif
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