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#include "customTypes.h"
#include "event.h"
#include "iKeyListener.h"
#include "iMouseListener.h"
#include "keyListenerTest.h"
#include "loopManager.h"
#include "mouseListenerTest.h"
#include <SDL2/SDL.h>
#include <iostream>
#include <memory>
class PlayerDamagedEvent : public Event {
public:
PlayerDamagedEvent(int damage, int playerID)
: Event("PlayerDamaged"),
damage(damage),
playerID(playerID) {}
REGISTER_EVENT_TYPE(PlayerDamagedEvent);
int getDamage() const { return damage; }
int getPlayerID() const { return playerID; }
private:
int damage;
int playerID;
};
void onPlayerDamaged(const PlayerDamagedEvent & e) {
std::cout << "Player " << e.getPlayerID() << " took " << e.getDamage()
<< " damage." << std::endl;
}
void onKeyPressed1(const KeyPressedEvent & e) {
int keyCode = e.getKeyCode();
fprintf(stderr, "first function KeyCode %d\n", keyCode);
}
void onKeyPressed(const KeyPressedEvent & e) {
int keyCode = e.getKeyCode();
fprintf(stderr, "second function KeyCode %d\n", keyCode);
}
void CollisionHandler(const CollisionEvent & e) {
std::cout << "collision betwee object id: "
<< e.getCollisionData().objectIdA
<< " and id: " << e.getCollisionData().objectIdB << std::endl;
}
void testCollisionEvent() {
Collision testCollision(1, 2, {3, 4}, {5, 6}, 7.8f);
subscribe<CollisionEvent>(CollisionHandler, 1);
// EventHandler<PlayerDamagedEvent>
triggerEvent(CollisionEvent(testCollision), 1);
}
int main(int argc, char * args[]) {
LoopManager gameLoop;
int testListenerId = 0;
KeyListenerTest keyListener(testListenerId);
MouseListenerTest mouseListener(testListenerId);
// custom event class poc
subscribe<PlayerDamagedEvent>(onPlayerDamaged);
triggerEvent(PlayerDamagedEvent(50, 1));
subscribe<KeyPressedEvent>(onKeyPressed, 1, false);
subscribe<KeyPressedEvent>(onKeyPressed1, false);
// queueEvent(std::move(anotherKeyPressEvent));
triggerEvent(KeyPressedEvent(42), 1);
EventManager::getInstance().dispatchEvents();
//collision event call
testCollisionEvent();
gameLoop.setup();
gameLoop.loop();
return 0;
}
// void collisionUpdate(){
// int count;
// //iedere collision
// for (int i = 0; i < count; i++)
// {
// //trigger object 1
// //triger object 2
// triggerEvent(CollisionEvent(1,2),1);
// triggerEvent(CollisionEvent(1,2),2);
// }
// }
// int main(){
// return 0;
// }
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