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Player updates, Camera updates

Player update: Framerate independent movement
Camera update: Move over camera movement to Camera class
master
Riyyi 9 years ago
parent
commit
129236788f
  1. 94
      src/camera.cpp
  2. 8
      src/camera.h
  3. 99
      src/player.cpp
  4. 2
      src/player.h
  5. 10
      src/state/maingame.cpp
  6. 3
      src/state/maingame.h

94
src/camera.cpp

@ -1,16 +1,6 @@
#include "camera.h" #include "camera.h"
Camera::Camera() Camera::Camera(sf::RenderWindow *window) {
{
}
Camera::~Camera()
{
}
void Camera::SetNewView(sf::RenderWindow *window) {
this->view = sf::View(sf::FloatRect(0, 0, 1280, 720)); this->view = sf::View(sf::FloatRect(0, 0, 1280, 720));
window->setView(view); window->setView(view);
} }
@ -24,3 +14,85 @@ void Camera::SetCenter(sf::RenderWindow *window, sf::Vector2f position) {
this->view.setCenter(position.x, position.y); this->view.setCenter(position.x, position.y);
window->setView(view); window->setView(view);
} }
void Camera::Update(sf::RenderWindow *window, Map *map, sf::Vector2f position) {
// Update camera position
//|------------|--------------|------------|
//| 1 | 2 | 1 |
//| | | |
//|------------x--------------|------------|
//| 3 | 4 | 3 |
//| | | |
//|------------|--------------y------------|
//| 1 | 2 | 1 |
//| | | |
//|------------|--------------|------------|
// Get window center start and end
// x on map scetch
sf::Vector2f windowCenterStart = sf::Vector2f(window->getSize().x / 2, window->getSize().y / 2);
// y on map scetch
sf::Vector2f windowCenterEnd = sf::Vector2f(map->width * map->tilewidth - windowCenterStart.x,
map->height * map->tileheight - windowCenterStart.y);
// If Player is in the center (4)
if(position.x > windowCenterStart.x
&& position.y > windowCenterStart.y
&& position.x < windowCenterEnd.x
&& position.y < windowCenterEnd.y) {
this->SetCenter(window, sf::Vector2f(position.x, position.y));
}
// If Player is in the edge (2,3)
// Middle Top
else if(position.x > windowCenterStart.x
&& position.x < windowCenterEnd.x
&& position.y < windowCenterStart.y) {
this->SetCenter(window, sf::Vector2f(position.x, windowCenterStart.y));
}
// Middle Bottom
else if(position.x > windowCenterStart.x
&& position.x < windowCenterEnd.x
&& position.y > windowCenterEnd.y) {
this->SetCenter(window, sf::Vector2f(position.x, windowCenterEnd.y));
}
// Middle Left
else if(position.y > windowCenterStart.y
&& position.y < windowCenterEnd.y
&& position.x < windowCenterStart.x) {
this->SetCenter(window, sf::Vector2f(windowCenterStart.x, position.y));
}
// Middle Right
else if(position.y > windowCenterStart.y
&& position.y < windowCenterEnd.y
&& position.x > windowCenterEnd.x) {
this->SetCenter(window, sf::Vector2f(windowCenterEnd.x, position.y));
}
// If Player is in one of the corners (1)
// Top Left
else if(position.x < windowCenterStart.x
&& position.y < windowCenterStart.y) {
this->SetCenter(window, sf::Vector2f(windowCenterStart.x, windowCenterStart.y));
}
// Top Right
else if(position.x > windowCenterEnd.x
&& position.y < windowCenterStart.y) {
this->SetCenter(window, sf::Vector2f(windowCenterEnd.x, windowCenterStart.y));
}
// Bottom Left
else if(position.x < windowCenterStart.x
&& position.y > windowCenterEnd.y) {
this->SetCenter(window, sf::Vector2f(windowCenterStart.x, windowCenterEnd.y));
}
// Bottom Right
else if(position.x > windowCenterEnd.x
&& position.y > windowCenterEnd.y) {
this->SetCenter(window, sf::Vector2f(windowCenterEnd.x, windowCenterEnd.y));
}
}
Camera::~Camera()
{
}

8
src/camera.h

@ -3,14 +3,16 @@
#include <SFML/Graphics.hpp> #include <SFML/Graphics.hpp>
#include "map.h"
class Camera class Camera
{ {
public: public:
Camera(); Camera(sf::RenderWindow *window);
~Camera();
void SetNewView(sf::RenderWindow *window);
void MoveCamera(sf::RenderWindow *window, sf::Vector2f move); void MoveCamera(sf::RenderWindow *window, sf::Vector2f move);
void SetCenter(sf::RenderWindow *window, sf::Vector2f position); void SetCenter(sf::RenderWindow *window, sf::Vector2f position);
void Update(sf::RenderWindow *window, Map *map, sf::Vector2f position);
~Camera();
private: private:
//sf::Vector2f position; //sf::Vector2f position;

99
src/player.cpp

@ -7,99 +7,22 @@ Player::Player(EntityManager* entityManager, Map *map, Camera *camera, float x,
this->Load("data/gfx/player.png"); this->Load("data/gfx/player.png");
this->setPosition(x, y); this->setPosition(x, y);
this->speed = 2.5f; this->speed = 0.00015f;
} }
void Player::Update(sf::RenderWindow* window, InputManager inputManager) { void Player::Update(sf::RenderWindow* window, InputManager inputManager, int elapsedTime) {
// Store currect location of the player for the Camera to use float speed = this->speed * elapsedTime;
sf::Vector2f playerPosition = sf::Vector2f(this->getPosition().x, this->getPosition().y);;
// Update player velocity // Update player velocity
this->velocity.x = inputManager.IsPressed(InputManager::Right) * this->speed - this->velocity.x = inputManager.IsPressed(InputManager::Right) * speed -
inputManager.IsPressed(InputManager::Left) * this->speed; inputManager.IsPressed(InputManager::Left) * speed;
this->velocity.y = inputManager.IsPressed(InputManager::Down) * this->speed - this->velocity.y = inputManager.IsPressed(InputManager::Down) * speed -
inputManager.IsPressed(InputManager::Up) * this->speed; inputManager.IsPressed(InputManager::Up) * speed;
// Set correct speed on diagonal movement // Set correct speed on diagonal movement
if((this->velocity.x == this->speed || this->velocity.x == -this->speed) if((this->velocity.x == speed || this->velocity.x == -speed)
&& (this->velocity.y == this->speed || this->velocity.y == -this->speed)) { && (this->velocity.y == speed || this->velocity.y == -speed)) {
this->velocity.x *= sqrt(this->speed * 2 + this->speed * 2) / (this->speed * 2); this->velocity.x *= .75;
this->velocity.y *= sqrt(this->speed * 2 + this->speed * 2) / (this->speed * 2); this->velocity.y *= .75;
}
// Update camera position
//|------------|--------------|------------|
//| 1 | 2 | 1 |
//| | | |
//|------------x--------------|------------|
//| 3 | 4 | 3 |
//| | | |
//|------------|--------------y------------|
//| 1 | 2 | 1 |
//| | | |
//|------------|--------------|------------|
// Get window center start and end
// x on map scetch
sf::Vector2f windowCenterStart = sf::Vector2f(window->getSize().x / 2, window->getSize().y / 2);
// y on map scetch
sf::Vector2f windowCenterEnd = sf::Vector2f(map->width * map->tilewidth - windowCenterStart.x,
map->height * map->tileheight - windowCenterStart.y);
// If Player is in the center (4)
if(playerPosition.x > windowCenterStart.x
&& playerPosition.y > windowCenterStart.y
&& playerPosition.x < windowCenterEnd.x
&& playerPosition.y < windowCenterEnd.y) {
camera->SetCenter(window, sf::Vector2f(playerPosition.x, playerPosition.y));
}
// If Player is in the edge (2,3)
// Middle Top
else if(playerPosition.x > windowCenterStart.x
&& playerPosition.x < windowCenterEnd.x
&& playerPosition.y < windowCenterStart.y) {
camera->SetCenter(window, sf::Vector2f(playerPosition.x, windowCenterStart.y));
}
// Middle Bottom
else if(playerPosition.x > windowCenterStart.x
&& playerPosition.x < windowCenterEnd.x
&& playerPosition.y > windowCenterEnd.y) {
camera->SetCenter(window, sf::Vector2f(playerPosition.x, windowCenterEnd.y));
}
// Middle Left
else if(playerPosition.y > windowCenterStart.y
&& playerPosition.y < windowCenterEnd.y
&& playerPosition.x < windowCenterStart.x) {
camera->SetCenter(window, sf::Vector2f(windowCenterStart.x, playerPosition.y));
}
// Middle Right
else if(playerPosition.y > windowCenterStart.y
&& playerPosition.y < windowCenterEnd.y
&& playerPosition.x > windowCenterEnd.x) {
camera->SetCenter(window, sf::Vector2f(windowCenterEnd.x, playerPosition.y));
}
// If Player is in one of the corners (1)
// Top Left
else if(playerPosition.x < windowCenterStart.x
&& playerPosition.y < windowCenterStart.y) {
camera->SetCenter(window, sf::Vector2f(windowCenterStart.x, windowCenterStart.y));
}
// Top Right
else if(playerPosition.x > windowCenterEnd.x
&& playerPosition.y < windowCenterStart.y) {
camera->SetCenter(window, sf::Vector2f(windowCenterEnd.x, windowCenterStart.y));
}
// Bottom Left
else if(playerPosition.x < windowCenterStart.x
&& playerPosition.y > windowCenterEnd.y) {
camera->SetCenter(window, sf::Vector2f(windowCenterStart.x, windowCenterEnd.y));
}
// Bottom Right
else if(playerPosition.x > windowCenterEnd.x
&& playerPosition.y > windowCenterEnd.y) {
camera->SetCenter(window, sf::Vector2f(windowCenterEnd.x, windowCenterEnd.y));
} }
} }

2
src/player.h

@ -13,7 +13,7 @@ class Player : public Entity
{ {
public: public:
Player(EntityManager* entityManager, Map* map, Camera* camera, float x = 0, float y = 0); Player(EntityManager* entityManager, Map* map, Camera* camera, float x = 0, float y = 0);
void Update(sf::RenderWindow *window, InputManager inputManager); void Update(sf::RenderWindow *window, InputManager inputManager, int elapsedTime);
float SetSpeed(); float SetSpeed();
int GetHealth(); int GetHealth();
int GetMaxHealth(); int GetMaxHealth();

10
src/state/maingame.cpp

@ -21,8 +21,7 @@ void MainGame::Initialize(sf::RenderWindow* window) {
mapLoad.Load(this->map, "data/map/level1.json"); mapLoad.Load(this->map, "data/map/level1.json");
// Load Camera // Load Camera
this->camera = new Camera(); this->camera = new Camera(window);
this->camera->SetNewView(window);
// Load Player // Load Player
this->player = new Player(this->entityManager, this->map, this->camera, 100, 100); this->player = new Player(this->entityManager, this->map, this->camera, 100, 100);
@ -30,8 +29,13 @@ void MainGame::Initialize(sf::RenderWindow* window) {
} }
void MainGame::Update(sf::RenderWindow* window) { void MainGame::Update(sf::RenderWindow* window) {
this->player->Update(window, inputManager); this->time = this->clock.getElapsedTime();
int timeElapsed = this->time.asMicroseconds();
this->clock.restart();
this->player->Update(window, inputManager, timeElapsed);
this->entityManager->Update(); this->entityManager->Update();
this->camera->Update(window, this->map, sf::Vector2f(this->player->getPosition().x, this->player->getPosition().y));
if(inputManager.IsPressed(InputManager::LoadMap)) { if(inputManager.IsPressed(InputManager::LoadMap)) {
std::cout << "Loading Map..." << std::endl; std::cout << "Loading Map..." << std::endl;

3
src/state/maingame.h

@ -19,6 +19,9 @@ public:
void Destroy(sf::RenderWindow* window); void Destroy(sf::RenderWindow* window);
private: private:
sf::Clock clock;
sf::Time time;
EntityManager* entityManager; EntityManager* entityManager;
Map* map; Map* map;
Camera* camera; Camera* camera;

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