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David Maul
cpp-project
Commits
3ab8bbe4
Commit
3ab8bbe4
authored
6 months ago
by
Nicolas Will
Browse files
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Plain Diff
editing event handler in level
parent
ebe083b4
Branches
Branches containing commit
No related tags found
2 merge requests
!29
Merge main into box2d to implement physics
,
!20
Level event handler
Changes
2
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2 changed files
src/game/Level.cpp
+93
-41
93 additions, 41 deletions
src/game/Level.cpp
src/game/Level.hpp
+15
-3
15 additions, 3 deletions
src/game/Level.hpp
with
108 additions
and
44 deletions
src/game/Level.cpp
+
93
−
41
View file @
3ab8bbe4
...
...
@@ -23,7 +23,7 @@ Level::Level(
std
::
string
name
,
int
width
,
int
height
,
std
::
vector
<
Tile
>
tiles
,
std
::
vector
<
Building
>
buildings
,
std
::
vector
<
Unit
>
units
,
std
::
vector
<
Effect
>
effects
)
:
m_name
(
name
),
m_width
(
width
),
m_height
(
height
),
m_tiles
(
tiles
),
m_contextMenu
(
ContextMenu
()),
m_
contextMenuActive
(
false
),
m_id
(
0
)
m_
state
(
LevelState
::
SELECTING_STATE
),
m_id
(
0
)
{
m_contextMenu
.
setOptions
({
"Move"
,
"Info"
,
"Wait"
});
...
...
@@ -95,20 +95,20 @@ Level Level::loadLevel(std::string path)
return
Level
(
name
,
width
,
height
,
tiles
,
buildings
,
{},
{});
};
bool
Level
::
clickCheckLeft
(
int
tileX
,
int
tileY
)
void
Level
::
selectEntity
(
int
x
,
int
y
)
{
int
tileSize
=
(
16
*
RENDERING_SCALE
);
int
tileX
=
x
/
tileSize
;
int
tileY
=
y
/
tileSize
;
if
(
selectUnit
(
tileX
,
tileY
))
if
(
m_selectedUnit
=
selectUnit
(
tileX
,
tileY
))
{
return
true
;
return
;
}
if
(
selectBuilding
(
tileX
,
tileY
))
if
(
m_selectedBuilding
=
selectBuilding
(
tileX
,
tileY
))
{
return
true
;
return
;
}
return
false
;
}
bool
Level
::
clickCheckRight
(
int
tileX
,
int
tileY
)
...
...
@@ -122,23 +122,16 @@ bool Level::clickCheckRight(int tileX, int tileY)
return
false
;
}
bool
Level
::
selectUnit
(
int
tileX
,
int
tileY
)
int
Level
::
selectUnit
(
int
tileX
,
int
tileY
)
{
// std::cout << "tileX:" << tileX << "tileX:" << tileY << std::endl;
for
(
auto
&
[
id
,
unit
]
:
m_units
)
{
if
(
unit
.
m_x
==
tileX
&&
unit
.
m_y
==
tileY
)
{
// std::cout << "unitX:" << unit.x << "unitY:" << unit.y << std::endl;
m_selectedUnit
=
id
;
return
true
;
return
id
;
}
}
return
false
;
return
-
1
;
}
bool
Level
::
targetUnit
(
int
tileX
,
int
tileY
)
...
...
@@ -160,31 +153,75 @@ bool Level::targetUnit(int tileX, int tileY)
return
false
;
}
bool
Level
::
selectBuilding
(
int
tileX
,
int
tileY
)
int
Level
::
selectBuilding
(
int
tileX
,
int
tileY
)
{
for
(
auto
&
[
id
,
building
]
:
m_buildings
)
{
if
(
building
.
m_x
==
tileX
&&
building
.
m_y
==
tileY
)
{
// std::cout << "X:" << unit.x << "Y:" << unit.y << std::endl;
m_selectedBuilding
=
id
;
return
true
;
return
id
;
}
}
return
false
;
return
-
1
;
}
void
Level
::
handleEvent
(
Engine
&
engine
,
SDL_Event
&
event
)
{
switch
(
event
.
type
)
/*
on event
key down
escape -> deselect/ open pause menu
key left -> move one tile left
key right -> move one tile right
key up -> move one tile up / change context menu selection up
key down -> move one tile down / change context menu selection down
key enter -> confirm selection in context menu / confirm selected position (moving)/
select entity on tile
mousebutton down
button left -> select field/building/unit / move to position
button right-> not neccessarliy needed
two states: unit/building selected/ nothing selected
*/
switch
(
m_state
)
{
case
SDL_MOUSEBUTTONDOWN
:
case
LevelState
::
MENUACTIVE_STATE
:
m_contextMenu
.
update
(
event
.
button
.
x
,
event
.
button
.
y
);
m_contextMenuActive
=
true
;
/*
Escape
Key Down
Key up
Enter
*/
break
;
case
LevelState
::
SELECTING_STATE
:
/*
Mouse Left
Key up down right left
escape
enter
*/
break
;
case
LevelState
::
ANIMATING_STATE
:
break
;
case
LevelState
::
MOVEMENT_STATE
:
/*
key left right up down
escape
enter
*/
break
;
default:
break
;
}
/*switch (event.type)
{
case SDL_MOUSEBUTTONDOWN:
// the current unit debug combat should be handled by the contextmenu with its menu options
if (event.button.button == SDL_BUTTON_LEFT)
...
...
@@ -274,20 +311,11 @@ void Level::handleEvent(Engine& engine, SDL_Event& event)
}
}
break;
}
}
*/
}
void
Level
::
render
(
Engine
&
engine
)
{
// Iterate over all events
while
(
!
engine
.
events
().
empty
())
{
handleEvent
(
engine
,
engine
.
events
().
at
(
0
));
engine
.
events
().
pop_front
();
}
// Tiles
for
(
Tile
&
tile
:
m_tiles
)
{
...
...
@@ -326,7 +354,7 @@ void Level::render(Engine& engine)
this
->
removeEffect
(
id
);
}
if
(
m_
contextMenuActive
)
if
(
m_
state
==
LevelState
::
MENUACTIVE_STATE
)
{
m_contextMenu
.
render
(
engine
);
}
...
...
@@ -380,4 +408,28 @@ Effect Level::removeEffect(int id)
return
value
;
}
void
Level
::
handleSelectingEvents
(
Engine
&
engine
,
SDL_Event
&
event
)
{
switch
(
event
.
type
)
{
case
SDL_KEYDOWN
:
if
(
event
.
key
.
keysym
.
sym
==
SDLK_ESCAPE
)
{
engine
.
pushScene
(
std
::
make_shared
<
PauseMenu
>
(
0
));
}
break
;
case
SDL_MOUSEBUTTONDOWN
:
if
(
event
.
button
.
button
==
SDL_BUTTON_LEFT
)
{
selectEntity
(
event
.
button
.
x
,
event
.
button
.
y
);
if
(
m_selectedUnit
>=
0
||
m_selectedBuilding
>=
0
)
{
m_state
=
LevelState
::
MENUACTIVE_STATE
;
}
}
default
:
break
;
}
}
}
// namespace advanced_wars
This diff is collapsed.
Click to expand it.
src/game/Level.hpp
+
15
−
3
View file @
3ab8bbe4
...
...
@@ -15,6 +15,14 @@
namespace
advanced_wars
{
enum
class
LevelState
{
SELECTING_STATE
,
MOVEMENT_STATE
,
ANIMATING_STATE
,
MENUACTIVE_STATE
};
/**
* @brief The main window of the game
*/
...
...
@@ -61,10 +69,14 @@ class Level : public Scene
bool
m_contextMenuActive
;
int
m_id
;
LevelState
m_state
;
bool
selectUnit
(
int
tileX
,
int
tileY
);
void
selectEntity
(
int
x
,
int
y
);
int
selectUnit
(
int
tileX
,
int
tileY
);
bool
targetUnit
(
int
tileX
,
int
tileY
);
bool
selectBuilding
(
int
tileX
,
int
tileY
);
int
selectBuilding
(
int
tileX
,
int
tileY
);
void
handleSelectingEvents
(
Engine
&
engine
,
SDL_Event
&
event
);
bool
clickCheckLeft
(
int
mouseX
,
int
mouseY
);
bool
clickCheckRight
(
int
mouseX
,
int
mouseY
);
...
...
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Click to expand it.
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