Add pause scene, make custom movement easier to implement
This commit is contained in:
@@ -277,8 +277,11 @@ public:
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texture = t;
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}
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void setTexture(const std::string &img_path) {
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if(polygon)
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polygon.reset();
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texture = std::make_shared<Texture>(renderer, img_path);
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}
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virtual void setColor(const std::string &color) = 0;
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void setTexture(Font &font, const std::string &text, const std::string &color = "FFFFFF", const std::string &outline_color = "000000", int outline_size = -1) {
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texture = std::make_shared<Texture>(renderer, font, text, color, outline_color, outline_size);
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}
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@@ -290,6 +293,12 @@ public:
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movementDirection.first += x;
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movementDirection.second += y;
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}
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void resetMovementX() {
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movementDirection.first = 0;
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}
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void resetMovementY() {
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movementDirection.second = 0;
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}
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void clearColided() {
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colidedWith.clear();
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}
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@@ -322,6 +331,7 @@ public:
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colider_color = getColorsHEX(color);
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}
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virtual void move(int ticks) = 0;
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virtual void custom_move(int ticks) = 0;
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virtual void updateSizeAndPosition() = 0;
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virtual SDL_Rect getRect() = 0;
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void setPermanent(bool perm) {
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@@ -330,6 +340,7 @@ public:
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bool getPermanent() const {
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return permanent;
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}
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virtual void centerX() = 0;
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protected:
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std::vector<std::shared_ptr<CollisionPolygon>> collisions;
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std::shared_ptr<Texture> texture;
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@@ -403,10 +414,11 @@ public:
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}
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return ret;
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}
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void renderScene() {
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void renderScene(bool clear_scene = true) {
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checkKilled();
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render_mutex.lock();
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SDL_RenderClear(renderer->getRendererPtr());
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if(clear_scene)
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SDL_RenderClear(renderer->getRendererPtr());
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if(background && background->getTexturePtr())
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SDL_RenderCopy(renderer->getRendererPtr(), background->getTexturePtr(), NULL, NULL);
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for( const auto &x : renderObjects ) {
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@@ -627,24 +639,28 @@ public:
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rect.y = y * dimension;
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rect.w = w * dimension;
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rect.h = h * dimension;
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x_ = x;
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y_ = y;
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w_ = w;
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h_ = h;
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og_x = x_ = x;
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og_y = y_ = y;
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og_w = w_ = w;
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og_h = h_ = h;
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}
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RectangleRender(double x, double y, double w, double h, std::shared_ptr<Renderer> &r, std::shared_ptr<Texture> &t) : RectangleRender(x, y, w, h, r) {
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setTexture(t);
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}
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RectangleRender(double x, double y, double w, double h, std::shared_ptr<Renderer> &r, const std::string &img_or_color, bool is_polygon = false) : RectangleRender(x,y,w,h,r) {
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if(!is_polygon) {
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auto texture = std::make_shared<Texture>(r, img_or_color);
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setTexture(texture);
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setTexture(img_or_color);
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} else {
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polygon = std::make_shared<Rect>(0,0,1,1);
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polygon->setColor(img_or_color);
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polygon->updateCollision(collisionPushX(), collisionPushY(), collisionWidth(), collisionHeight());
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setColor(img_or_color);
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}
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}
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virtual void setColor(const std::string &color) {
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if(texture)
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texture.reset();
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polygon = std::make_shared<Rect>(0,0,1,1);
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polygon->setColor(color);
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polygon->updateCollision(collisionPushX(), collisionPushY(), collisionWidth(), collisionHeight());
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}
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virtual void specialAction(int /*UNUSED*/) {};
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virtual void render() {
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if(texture != NULL && !getHidden())
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@@ -665,6 +681,9 @@ public:
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auto addy = static_cast<double>(movementSpeed * movementDirection.second)*(static_cast<double>(ticks)/1000);
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x_ += addx;
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y_ += addy;
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custom_move(ticks);
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rect.x = x_ * dimension;
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rect.y = y_ * dimension;
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for( auto &x : collisions ) {
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@@ -673,6 +692,7 @@ public:
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if(polygon)
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polygon->updateCollision(collisionPushX(), collisionPushY(), collisionWidth(), collisionHeight());
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}
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virtual void custom_move(int ticks) {}
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virtual std::pair<std::pair<double,double>,std::pair<double,double>> getDoubleRect() {
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return {{x_,y_}, {w_,h_}};
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}
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@@ -708,6 +728,8 @@ public:
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return rect.h;
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}
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virtual void updateSizeAndPosition() {
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if(centerx)
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actuallyCenterX();
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auto dimension = renderer->getSmallerSide();
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rect.x = x_ * dimension;
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rect.y = y_ * dimension;
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@@ -719,11 +741,36 @@ public:
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virtual SDL_Rect getRect() {
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return rect;
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}
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virtual void centerX() {
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centerx = true;
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updateSizeAndPosition();
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}
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protected:
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void actuallyCenterX() {
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auto width = renderer->getWidth();
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auto height = renderer->getHeight();
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if(width > height) {
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std::cout << "WIDTH IS LARGER!" << std::endl;
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std::cout << "og_x: " << og_x << std::endl;
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auto multiplier = static_cast<double>(width)/static_cast<double>(height);
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std::cout << "MULTIPLIER: " << multiplier << std::endl;
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x_ = og_x * multiplier;
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w_ = og_w * multiplier;
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std::cout << "X_: " << x_ << std::endl;
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} else {
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x_ = og_x;
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w_ = og_w;
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}
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}
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double og_x;
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double og_y;
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double og_w;
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double og_h;
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double x_;
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double y_;
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double w_;
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double h_;
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bool centerx = false;
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SDL_Rect rect;
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};
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