player controller + renderer

This commit is contained in:
Hunter 2023-05-27 13:10:56 -04:00
parent 4913fc7667
commit a1f8e26d9a
21 changed files with 348 additions and 279 deletions

1
.gitignore vendored
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"file": "/home/interfiber/repos/Interfiber/Linux-Game-Jam-Game/vendor/imgui/misc/cpp/imgui_stdlib.cpp"
}
]

View file

@ -4,12 +4,12 @@ Size=400,400
Collapsed=0
[Window][Phoenix Map Editor]
Pos=1739,1007
Size=521,71
Pos=1261,211
Size=556,101
Collapsed=0
[Window][Map Editor Tools]
Pos=1716,555
Pos=3009,535
Size=338,211
Collapsed=0

View file

@ -1,8 +1,8 @@
#pragma once
// GFX constants
#define SCREEN_WIDTH 1000
#define SCREEN_HEIGHT 1000
#define MAX_AMMO 400
// 32x32 textures
#define TEXTURE_WIDTH 32
@ -11,3 +11,12 @@
// Texture IDs
#define BRICK_WALL_TEXTURE_ID 0
#define FLOOR_TEXTURE_ID 1
// Player texture IDs
#define PLAYER_WALK_DOWN_TEXTURE_ID 2
#define PLAYER_WALK_UP_TEXTURE_ID 3
#define PLAYER_WALK_LEFT_TEXTURE_ID 4
#define PLAYER_WALK_RIGHT_TEXTURE_ID 5
// Gameplay constants
#define MAX_AMMO 200

15
include/player.hpp Normal file
View file

@ -0,0 +1,15 @@
#pragma once
#include <string>
enum PPlayerFacingDirection { Up, Down, Left, Right };
struct PPlayer {
std::string name;
int x;
int y;
int health = 100;
int maxHealth = 100;
PPlayerFacingDirection facing = Up;
};
void PRenderPlayer(PPlayer *player);

View file

@ -1,11 +1,13 @@
#pragma once
#include "assets.hpp"
#include "config.hpp"
#include "player.hpp"
#include <SDL.h>
struct GlobalState {
SDL_Window *window;
SDL_Renderer *renderer;
PPlayer player;
PhoenixAssets assets;
int scale = 20;
};

View file

@ -204,4 +204,14 @@ TILE FLOOR
TILE WALL
TILE WALL
TILE WALL
TILE WALL
TILE WALL
TILE WALL
TILE WALL
TILE WALL
TILE WALL
TILE WALL
TILE WALL
TILE WALL
TILE WALL
ENDMAP

View file

@ -106,7 +106,6 @@ void runMapEditor() {
done = true;
}
// Start the Dear ImGui frame
ImGui_ImplSDLRenderer_NewFrame();
ImGui_ImplSDL2_NewFrame();

View file

@ -13,6 +13,10 @@ GlobalState state;
void PRunBoostrap() {
PLoadTextureAsset("assets/textures/wall_brick.png");
PLoadTextureAsset("assets/textures/floor.png");
PLoadTextureAsset("assets/player/player_walk_down.png");
PLoadTextureAsset("assets/player/player_walk_up.png");
PLoadTextureAsset("assets/player/player_walk_left.png");
PLoadTextureAsset("assets/player/player_walk_right.png");
}
PhoenixGame::PhoenixGame() {
@ -46,6 +50,7 @@ void PhoenixGame::render() {
SDL_RenderClear(state.renderer);
PRenderMap(&m_currentMap);
PRenderPlayer(&state.player);
// PRenderTexture(&m_texture, 0, 0);
}
@ -64,26 +69,25 @@ void PhoenixGame::run() {
}
unsigned char const *keys = SDL_GetKeyboardState(nullptr);
if (keys[SDL_SCANCODE_UP]) {
m_viewport.w += 5;
m_viewport.h += 5;
} else if (keys[SDL_SCANCODE_DOWN]) {
m_viewport.w -= 5;
m_viewport.h -= 5;
} else if (keys[SDL_SCANCODE_W]) {
m_viewport.y += 20;
if (m_viewport.y > 0)
m_viewport.y = 0;
} else if (keys[SDL_SCANCODE_S]) {
m_viewport.y -= 20;
if (m_viewport.y < -720)
m_viewport.y = -720;
} else if (keys[SDL_SCANCODE_A]) {
m_viewport.x += 20;
} else if (keys[SDL_SCANCODE_D]) {
m_viewport.x -= 20;
if (m_viewport.x < -1280)
m_viewport.x = -1280;
if (keys[SDL_SCANCODE_W]) {
state.player.facing = Up;
state.player.y -= 5;
}
if (keys[SDL_SCANCODE_S]) {
state.player.facing = Down;
state.player.y += 5;
}
if (keys[SDL_SCANCODE_A]) {
state.player.facing = Left;
state.player.x -= 5;
}
if (keys[SDL_SCANCODE_D]) {
state.player.facing = Right;
state.player.x += 5;
}
// Rendering code

29
src/player.cpp Normal file
View file

@ -0,0 +1,29 @@
#include "player.hpp"
#include "assets.hpp"
#include "config.hpp"
#include "state.hpp"
#include "texture.hpp"
#include <stdexcept>
void PRenderPlayer(PPlayer *player) {
PhoenixTexture *playerUpTexture = PGetTextureById(PLAYER_WALK_UP_TEXTURE_ID);
PhoenixTexture *playerDownTexture =
PGetTextureById(PLAYER_WALK_DOWN_TEXTURE_ID);
PhoenixTexture *playerLeftTexture =
PGetTextureById(PLAYER_WALK_LEFT_TEXTURE_ID);
PhoenixTexture *playerRightTexture =
PGetTextureById(PLAYER_WALK_RIGHT_TEXTURE_ID);
if (player->facing == Up) {
PRenderTexture(playerUpTexture, player->x, player->y);
} else if (player->facing == Down) {
PRenderTexture(playerDownTexture, player->x, player->y);
} else if (player->facing == Left) {
PRenderTexture(playerLeftTexture, player->x, player->y);
} else if (player->facing == Right) {
PRenderTexture(playerRightTexture, player->x, player->y);
} else {
throw std::runtime_error(
"Invalid player->facing direction, expected Up, Down, Left, or Right");
}
}