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David Maul
cpp-project
Commits
665df454
Commit
665df454
authored
6 months ago
by
Nicolas Will
Browse files
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Plain Diff
add attacking event handling
parent
f90165a0
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
+53
-124
53 additions, 124 deletions
src/game/Level.cpp
src/game/Level.hpp
+18
-1
18 additions, 1 deletion
src/game/Level.hpp
with
71 additions
and
125 deletions
src/game/Level.cpp
+
53
−
124
View file @
665df454
...
...
@@ -109,11 +109,11 @@ void Level::selectEntity(int x, int y)
{
std
::
pair
<
int
,
int
>
tilePos
=
calcTilePos
(
x
,
y
);
if
(
!
(
m_selectedUnit
=
selectUnit
(
tilePos
.
first
,
tilePos
.
second
)))
if
((
m_selectedUnit
=
selectUnit
(
tilePos
.
first
,
tilePos
.
second
))
>=
0
)
{
return
;
}
if
(
!
(
m_selectedBuilding
=
selectBuilding
(
tilePos
.
first
,
tilePos
.
second
)))
if
((
m_selectedBuilding
=
selectBuilding
(
tilePos
.
first
,
tilePos
.
second
))
>=
0
)
{
return
;
}
...
...
@@ -145,25 +145,6 @@ int Level::selectBuilding(int tileX, int tileY)
void
Level
::
handleEvent
(
Engine
&
engine
,
SDL_Event
&
event
)
{
/*
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
LevelState
::
MENUACTIVE_STATE
:
...
...
@@ -176,110 +157,14 @@ void Level::handleEvent(Engine& engine, SDL_Event& event)
// maybe do nothing
break
;
case
LevelState
::
MOVEMENT_STATE
:
/*
key left right up down
escape
enter
*/
handleMovementEvents
(
engine
,
event
);
break
;
case
LevelState
::
ATTACKING_STATE
:
handleAttackingEvents
(
engine
,
event
);
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)
{
int tileX = event.button.x / (16 * RENDERING_SCALE);
int tileY = event.button.y / (16 * RENDERING_SCALE);
if (clickCheckLeft(tileX, tileY))
{
if (m_selectedUnit > -1)
{
m_units.at(m_selectedUnit).on_left_click(event);
}
if (m_selectedBuilding > -1)
{
// building stuff
}
}
else
{
std::cout << "Neither building nor unit clicked!" << std::endl;
m_selectedUnit = -1;
m_selectedBuilding = -1;
}
}
else if (event.button.button == SDL_BUTTON_RIGHT)
{
if (m_selectedUnit > -1)
{
int tileX = event.button.x / (16 * RENDERING_SCALE);
int tileY = event.button.y / (16 * RENDERING_SCALE);
if (clickCheckRight(tileX, tileY))
{
m_units.at(m_selectedUnit).attack((m_units.at(m_targetedUnit)));
if (m_units.at(m_selectedUnit).m_health <= 0)
{
removeUnit(m_selectedUnit);
}
}
else
{
m_units.at(m_selectedUnit).updatePosition(tileX, tileY);
}
}
else
{
std::cout << "No unit selected! " << std::endl;
}
}
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_ESCAPE)
{
// Pause the game
std::cout << "Pausing game..." << std::endl;
SDL_Texture* currentTexture = SDL_CreateTexture(
engine.renderer(), SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, 800, 600);
PauseMenu pauseMenu(0, currentTexture);
engine.pushScene(std::make_shared<PauseMenu>(pauseMenu));
}
if (m_contextMenuActive)
{
if (event.key.keysym.sym == SDLK_RETURN)
{
if (m_contextMenu.getSelectedOption() == "Wait")
{
m_contextMenuActive = false;
}
}
else
{
m_contextMenu.handleEvent(engine, event);
}
}
break;
}*/
}
void
Level
::
render
(
Engine
&
engine
)
...
...
@@ -398,7 +283,7 @@ void Level::handleSelectingEvents(Engine& engine, SDL_Event& event)
(
tilePos
.
second
*
16
+
15
)
*
RENDERING_SCALE
);
if
(
m_selectedUnit
>=
0
)
{
m_contextMenu
.
setOptions
({
"Move"
,
"Info"
,
"Wait"
});
m_contextMenu
.
setOptions
({
"Move"
,
"Attack"
,
"Info"
,
"Wait"
});
}
else
{
...
...
@@ -433,16 +318,21 @@ void Level::handleMenuActiveEvents(Engine& engine, SDL_Event& event)
}
if
(
event
.
key
.
keysym
.
sym
==
SDLK_RETURN
)
{
if
(
m_contextMenu
.
getSelectedOption
()
==
"Wait"
)
std
::
string
cmd
=
m_contextMenu
.
getSelectedOption
();
if
(
cmd
==
"Wait"
)
{
m_state
=
LevelState
::
SELECTING_STATE
;
}
if
(
m_contextMenu
.
getSelectedOption
()
==
"Move"
)
if
(
cmd
==
"Move"
)
{
m_state
=
LevelState
::
MOVEMENT_STATE
;
// Hier Pathfinding einsetzen
}
if
(
m_contextMenu
.
getSelectedOption
()
==
"Info"
)
if
(
cmd
==
"Attack"
)
{
m_state
=
LevelState
::
ATTACKING_STATE
;
}
if
(
cmd
==
"Info"
)
{
// TODO: Hier Informationen zur Einheit darstellen
}
...
...
@@ -472,6 +362,7 @@ void Level::handleMovementEvents(Engine& engine, SDL_Event& event)
{
std
::
pair
<
int
,
int
>
tilePos
=
calcTilePos
(
event
.
button
.
x
,
event
.
button
.
y
);
m_units
.
at
(
m_selectedUnit
).
updatePosition
(
tilePos
.
first
,
tilePos
.
second
);
m_selectedUnit
=
-
1
;
m_state
=
LevelState
::
SELECTING_STATE
;
}
break
;
...
...
@@ -480,4 +371,42 @@ void Level::handleMovementEvents(Engine& engine, SDL_Event& event)
}
}
void
Level
::
handleAttackingEvents
(
Engine
&
engine
,
SDL_Event
&
event
)
{
switch
(
event
.
type
)
{
case
SDL_KEYDOWN
:
if
(
event
.
key
.
keysym
.
sym
==
SDLK_ESCAPE
)
{
m_state
=
LevelState
::
MENUACTIVE_STATE
;
}
break
;
case
SDL_MOUSEBUTTONDOWN
:
if
(
event
.
button
.
button
==
SDL_BUTTON_LEFT
)
{
std
::
pair
<
int
,
int
>
tilePos
=
calcTilePos
(
event
.
button
.
x
,
event
.
button
.
y
);
int
targetedUnit
;
if
((
targetedUnit
=
selectUnit
(
tilePos
.
first
,
tilePos
.
second
))
>=
0
)
{
Unit
&
attacking
=
m_units
.
at
(
m_selectedUnit
);
Unit
&
defending
=
m_units
.
at
(
targetedUnit
);
attacking
.
attack
(
defending
);
if
(
attacking
.
m_health
<=
0
)
{
removeUnit
(
m_selectedUnit
);
}
if
(
defending
.
m_health
<=
0
)
{
removeUnit
(
targetedUnit
);
}
m_selectedUnit
=
-
1
;
m_state
=
LevelState
::
SELECTING_STATE
;
}
}
break
;
default
:
break
;
}
}
}
// namespace advanced_wars
This diff is collapsed.
Click to expand it.
src/game/Level.hpp
+
18
−
1
View file @
665df454
...
...
@@ -20,7 +20,8 @@ enum class LevelState
SELECTING_STATE
,
MOVEMENT_STATE
,
ANIMATING_STATE
,
MENUACTIVE_STATE
MENUACTIVE_STATE
,
ATTACKING_STATE
};
/**
...
...
@@ -37,6 +38,21 @@ class Level : public Scene
void
render
(
Engine
&
engine
);
/*
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
*/
void
handleEvent
(
Engine
&
engine
,
SDL_Event
&
event
);
int
addBuilding
(
Building
building
);
...
...
@@ -80,6 +96,7 @@ class Level : public Scene
void
handleSelectingEvents
(
Engine
&
engine
,
SDL_Event
&
event
);
void
handleMenuActiveEvents
(
Engine
&
engine
,
SDL_Event
&
event
);
void
handleMovementEvents
(
Engine
&
engine
,
SDL_Event
&
event
);
void
handleAttackingEvents
(
Engine
&
engine
,
SDL_Event
&
event
);
bool
clickCheckLeft
(
int
mouseX
,
int
mouseY
);
bool
clickCheckRight
(
int
mouseX
,
int
mouseY
);
...
...
This diff is collapsed.
Click to expand it.
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