aboutsummaryrefslogtreecommitdiff
path: root/game/coins
diff options
context:
space:
mode:
authorJAROWMR <jarorutjes07@gmail.com>2024-12-28 19:33:06 +0100
committerJAROWMR <jarorutjes07@gmail.com>2024-12-28 19:33:06 +0100
commitfb096afbdf3d24f5b9f31626ddf8581033346f88 (patch)
tree1cb4e653322784fc28d87e0458c63d1e3d199f20 /game/coins
parent26d66b7a73ac8d172d342be03bd75bd5bea221e1 (diff)
coins with system pooling
Diffstat (limited to 'game/coins')
-rw-r--r--game/coins/CoinSubScene.cpp9
-rw-r--r--game/coins/CoinSystem.cpp71
-rw-r--r--game/coins/CoinSystem.h14
-rw-r--r--game/coins/CoinSystemScript.cpp134
-rw-r--r--game/coins/CoinSystemScript.h16
5 files changed, 149 insertions, 95 deletions
diff --git a/game/coins/CoinSubScene.cpp b/game/coins/CoinSubScene.cpp
index 12ddb7a..97f5877 100644
--- a/game/coins/CoinSubScene.cpp
+++ b/game/coins/CoinSubScene.cpp
@@ -5,6 +5,7 @@
#include "api/Scene.h"
#include "api/AudioSource.h"
#include <concepts>
+#include <iostream>
using namespace crepe;
using namespace std;
@@ -13,10 +14,10 @@ int CoinSubScene::create(Scene & scn){
vec2 size = {20, 20};
static int coin_counter = 0;
- std::string unique_name = "coin_" + std::to_string(coin_counter++);
+ string unique_name = "coin_" + to_string(coin_counter++);
+ cout << "new coin: "<< unique_name << endl;
-
- GameObject coin = scn.new_object(unique_name.c_str(),"coin",vec2{0,0},0,1);
+ GameObject coin = scn.new_object(unique_name.c_str(),"coin",vec2{650,0},0,1);
coin.add_component<Rigidbody>(Rigidbody::Data{});
coin.add_component<CircleCollider>(size.x / 2).active = false;
crepe::OptionalRef<crepe::Sprite> coin_sprite = coin.add_component<Sprite>(Asset{"asset/coin/coin1_TVOS.png"}, Sprite::Data{
@@ -24,7 +25,7 @@ int CoinSubScene::create(Scene & scn){
.order_in_layer = 100,
.size = size,
});
- // coin_sprite->active = false;
+ coin_sprite->active = false;
coin.add_component<Animator>(coin_sprite, ivec2{32, 32}, uvec2{8, 1},
Animator::Data{
.fps = 15,
diff --git a/game/coins/CoinSystem.cpp b/game/coins/CoinSystem.cpp
index 4474195..60d558b 100644
--- a/game/coins/CoinSystem.cpp
+++ b/game/coins/CoinSystem.cpp
@@ -1,81 +1,10 @@
#include "CoinSystem.h"
#include "CoinSubScene.h"
-#include "api/CircleCollider.h"
-#include "api/Metadata.h"
-#include "api/Script.h"
-#include "api/Sprite.h"
-#include "api/Transform.h"
-#include "types.h"
using namespace crepe;
using namespace std;
-std::vector<CoinData> CoinSystem::coin_locations;
-
void CoinSystem::create_coins(crepe::Scene & scn) {
CoinSubScene coin;
while(coin.create(scn) < this->MAXIMUM_AMOUNT);
}
-
-void CoinSystem::add_location(const crepe::vec2& location){
- coin_locations.push_back(CoinData(location));
-}
-
-void CoinSystem::remove_location(const std::string& name){
- auto it = std::find_if(coin_locations.begin(), coin_locations.end(),
- [&name](const CoinData& data) {
- return data.name == name;
- });
-
- // If a match is found, erase
- if (it != coin_locations.end()) {
- coin_locations.erase(it);
- }
-}
-
-
-void CoinSystem::update(float position, RefVector<Sprite> coin_sprites, RefVector<CircleCollider> coin_colliders, RefVector<Metadata> coin_metadatas) {
- for (auto& coin : coin_locations) {
- if (!coin.active) {
- if (coin.start_location.x > SPAWN_DISTANCE + position && coin.start_location.x < SPAWN_AREA + SPAWN_DISTANCE + position) {
-
- // Local variables to hold the matching coin data
- Metadata* coin_metadata = nullptr;
- CircleCollider* coin_collider = nullptr;
-
- // Iterate over the sprites to find the matching one
- for (Sprite& coin_sprite : coin_sprites) {
- if (!coin_sprite.active) {
- // Find the matching Metadata
- for (Metadata& coin_metadata_unkown : coin_metadatas) {
- if (coin_metadata_unkown.game_object_id == coin_sprite.game_object_id) {
- coin_metadata = &coin_metadata_unkown;
- // No need to continue searching
- break;
- }
- }
-
- // Find the matching CircleCollider
- for (CircleCollider& coin_collider_unkown : coin_colliders) {
- if (coin_collider_unkown.game_object_id == coin_sprite.game_object_id) {
- coin_collider = &coin_collider_unkown;
- // No need to continue searching
- break;
- }
- }
-
- // If we found both the metadata and collider, activate the coin
- if (coin_metadata && coin_collider) {
- coin.name = coin_metadata->name;
- coin.active = true;
- coin_sprite.active = true;
- coin_collider->active = true;
- break;
- }
- }
- }
- }
- }
- }
-}
-
diff --git a/game/coins/CoinSystem.h b/game/coins/CoinSystem.h
index 93cbf98..31e72f1 100644
--- a/game/coins/CoinSystem.h
+++ b/game/coins/CoinSystem.h
@@ -1,22 +1,12 @@
#pragma once
-#include "CoinData.h"
#include "api/Scene.h"
-#include "api/Script.h"
-#include "api/Sprite.h"
-#include "types.h"
-#include <string>
-#include <vector>
+
class CoinSystem {
public:
void create_coins(crepe::Scene & scn);
- void add_location(const crepe::vec2& location);
- void remove_location(const std::string& name);
- void update(float position,crepe::RefVector<crepe::Sprite> coin_sprites,crepe::RefVector<crepe::CircleCollider> coin_colliders,crepe::RefVector<crepe::Metadata> coin_metadatas);
private:
- static constexpr float SPAWN_DISTANCE = 200;
- static constexpr float SPAWN_AREA = 50;
static constexpr int MAXIMUM_AMOUNT = 100;
- static std::vector<CoinData> coin_locations;
};
+
diff --git a/game/coins/CoinSystemScript.cpp b/game/coins/CoinSystemScript.cpp
index 90405a8..da1fc65 100644
--- a/game/coins/CoinSystemScript.cpp
+++ b/game/coins/CoinSystemScript.cpp
@@ -2,17 +2,141 @@
#include "CoinSystem.h"
#include "api/CircleCollider.h"
#include "api/Metadata.h"
+#include "api/Sprite.h"
#include "api/Transform.h"
using namespace crepe;
using namespace std;
-void CoinSystemScript::frame_update(crepe::duration_t dt)
-{
+std::vector<CoinData> CoinSystemScript::coin_locations;
+
+void CoinSystemScript::init() {
+ this->add_location(vec2{1500,-30});
+ this->add_location(vec2{1500,0});
+ this->add_location(vec2{1500,30});
+ this->add_location(vec2{1500,60});
+ this->add_location(vec2{1550,-30});
+ this->add_location(vec2{1550,0});
+ this->add_location(vec2{1550,30});
+ this->add_location(vec2{1550,60});
+
+ this->add_location(vec2{2500,-30});
+ this->add_location(vec2{2500,0});
+ this->add_location(vec2{2500,30});
+ this->add_location(vec2{2500,60});
+ this->add_location(vec2{2550,-30});
+ this->add_location(vec2{2550,0});
+ this->add_location(vec2{2550,30});
+ this->add_location(vec2{2550,60});
+ this->add_location(vec2{2600,-30});
+ this->add_location(vec2{2600,0});
+ this->add_location(vec2{2600,30});
+ this->add_location(vec2{2600,60});
+ this->add_location(vec2{2650,-30});
+ this->add_location(vec2{2650,0});
+ this->add_location(vec2{2650,30});
+ this->add_location(vec2{2650,60});
+ this->add_location(vec2{2700,-30});
+ this->add_location(vec2{2700,0});
+ this->add_location(vec2{2700,30});
+ this->add_location(vec2{2700,60});
+ this->add_location(vec2{2750,-30});
+ this->add_location(vec2{2750,0});
+ this->add_location(vec2{2750,30});
+ this->add_location(vec2{2750,60});
+ this->add_location(vec2{2800,-30});
+ this->add_location(vec2{2800,0});
+ this->add_location(vec2{2800,30});
+ this->add_location(vec2{2800,60});
+ this->add_location(vec2{2850,-30});
+ this->add_location(vec2{2850,0});
+ this->add_location(vec2{2850,30});
+ this->add_location(vec2{2850,60});
+}
+
+void CoinSystemScript::add_location(const crepe::vec2& location){
+ coin_locations.push_back(CoinData(location));
+}
+
+void CoinSystemScript::despawn_coins() {
+ // Get the current x-position of the CoinSystem's Transform component
float position = this->get_component<Transform>().position.x;
+
+ // Retrieve all active coin sprites tagged as "coin"
RefVector<Sprite> coin_sprites = this->get_components_by_tag<Sprite>("coin");
- RefVector<CircleCollider> coin_colliders = this->get_components_by_tag<CircleCollider>("coin");
- RefVector<Metadata> coin_metadatas = this->get_components_by_tag<Metadata>("coin");
- this->coin_system.update(position, coin_sprites, coin_colliders, coin_metadatas);
+
+ for (Sprite& coin_sprite : coin_sprites) {
+ if (!coin_sprite.active) continue; // Skip inactive sprites
+
+ // Retrieve the corresponding Transform, Metadata, and CircleCollider components
+ Transform& coin_transform = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get();
+ Metadata& coin_metadata = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get();
+ CircleCollider& coin_collider = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id).front().get();
+
+ // Check if the coin is out of bounds based on DESPAWN_DISTANCE
+ if (coin_transform.position.x < position - this->DESPAWN_DISTANCE) {
+ // Find the coin in the coin_locations vector using its name
+ auto it = std::find_if(
+ coin_locations.begin(),
+ coin_locations.end(),
+ [&coin_metadata](const CoinData& data) {
+ return data.name == coin_metadata.name;
+ }
+ );
+
+ // If a match is found, erase it from coin_locations
+ if (it != coin_locations.end()) {
+ coin_locations.erase(it);
+ coin_sprite.active = false;
+ coin_collider.active = false;
+ }
+ }
+ }
}
+void CoinSystemScript::spawn_coins(){
+ // Get the current x-position of the CoinSystem's Transform component
+ float position = this->get_component<Transform>().position.x;
+
+ // Iterate through the list of coin locations
+ for (auto& coin : coin_locations) {
+ // Skip this coin if it is already active
+ if (coin.active)continue;
+ // Skip this coin if it is not within the defined spawn area
+ if (coin.start_location.x < this->SPAWN_DISTANCE + position || coin.start_location.x > this->SPAWN_AREA + this->SPAWN_DISTANCE + position) continue;
+
+ // Retrieve all sprites tagged as "coin"
+ RefVector<Sprite> coin_sprites = this->get_components_by_tag<Sprite>("coin");
+
+ // Check for an available (inactive) coin sprite
+ for (Sprite& coin_sprite : coin_sprites) {
+ // Skip this sprite if it is already active
+ if (coin_sprite.active) continue;
+
+ // Found an available (inactive) coin sprite
+ // Retrieve its associated components
+ Transform & coin_transform = this->get_components_by_id<Transform>(coin_sprite.game_object_id).front().get();
+ Metadata & coin_metadata = this->get_components_by_id<Metadata>(coin_sprite.game_object_id).front().get();
+ CircleCollider & coin_collider = this->get_components_by_id<CircleCollider>(coin_sprite.game_object_id).front().get();
+
+ // Assign data and set active
+ coin.name = coin_metadata.name;
+ coin.active = true;
+ coin_sprite.active = true;
+ coin_collider.active = true;
+ coin_transform.position = coin.start_location;
+
+ // Break out of the inner loop since we've assigned this coin to an available sprite
+ break;
+ }
+ }
+}
+
+void CoinSystemScript::frame_update(crepe::duration_t dt)
+{
+ this->despawn_coins();
+ this->spawn_coins();
+}
+
+
+
diff --git a/game/coins/CoinSystemScript.h b/game/coins/CoinSystemScript.h
index 96744f1..6cf613a 100644
--- a/game/coins/CoinSystemScript.h
+++ b/game/coins/CoinSystemScript.h
@@ -1,13 +1,23 @@
#pragma once
-#include "CoinSystem.h"
+#include "CoinData.h"
+#include "api/CircleCollider.h"
#include "api/Script.h"
+#include "api/Sprite.h"
+#include "api/Transform.h"
class CoinSystemScript : public crepe::Script {
public:
CoinSystemScript() {};
- // void init() override;
+ void init() override;
void frame_update(crepe::duration_t dt) override;
private:
- CoinSystem coin_system;
+ void add_location(const crepe::vec2& location);
+ void despawn_coins();
+ void spawn_coins();
+private:
+ static constexpr float SPAWN_DISTANCE = 400;
+ static constexpr float DESPAWN_DISTANCE = 400;
+ static constexpr float SPAWN_AREA = 50;
+ static std::vector<CoinData> coin_locations;
};