fixed windows build

This commit is contained in:
Sarah Faey 2025-05-07 17:59:50 +02:00
parent 794fa5bba0
commit 5aff6f6326
13 changed files with 33 additions and 27 deletions

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@ -6,9 +6,12 @@ cmake_minimum_required(VERSION 3.24)
# Set the project name # Set the project name
project(Witch-Game) project(Witch-Game)
#disable big libraries
#find_package(SDL3 REQUIRED) #AVIF needs special compilers
#find_package(SDL3_image REQUIRED) set(SDLIMAGE_AVIF OFF)
set(SDLIMAGE_TIF OFF)
set(SDLIMAGE_WEBP OFF)
set(SDLIMAGE_JXL OFF)
#download SDL if not installed #download SDL if not installed
#use git ls-remote --tags https://github.com/libsdl-org/SDL.git | tail -n 1 #use git ls-remote --tags https://github.com/libsdl-org/SDL.git | tail -n 1
@ -42,11 +45,11 @@ set(DATA_STRUCTURES src/DataStructures/NormalizedDirection.cpp src/DataStructure
add_executable(Witch-Game main.cpp src/Game.cpp ${ACTORS} ${COMPONENTS} ${DATA_STRUCTURES}) add_executable(Witch-Game main.cpp src/Game.cpp ${ACTORS} ${COMPONENTS} ${DATA_STRUCTURES})
target_compile_features(Witch-Game PRIVATE cxx_std_17) target_compile_features(Witch-Game PRIVATE cxx_std_17)
target_link_libraries(Witch-Game SDL3 SDL3_image SDL3_ttf) target_link_libraries(Witch-Game SDL3::SDL3 SDL3_image::SDL3_image SDL3_ttf::SDL3_ttf)
#set compiler flags for warnings #set compiler flags for warnings
if(MSVC) if(MSVC)
target_compile_options(Witch-Game PRIVATE /W4 /WX) # target_compile_options(Witch-Game PRIVATE /W4 /WX)
else() else()
target_compile_options(Witch-Game PRIVATE -Wall -Wextra -Wpedantic) target_compile_options(Witch-Game PRIVATE -Wall -Wextra -Wpedantic)
endif() endif()

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@ -26,10 +26,10 @@ protected:
Vector2D m_Position; Vector2D m_Position;
Hitbox m_MoveHitbox; Hitbox m_MoveHitbox;
Hitbox m_CombatHitbox; Hitbox m_CombatHitbox;
std::shared_ptr<InputComponent> m_InputComponent; //Input or AI /*std::shared_ptr<InputComponent> m_InputComponent; //Input or AI
std::shared_ptr<MoveComponent> m_MoveComponent; std::shared_ptr<MoveComponent> m_MoveComponent;
std::shared_ptr<ActionComponent> m_ActionComponent; //Skills, hit with Axe, Fiery rush,... std::shared_ptr<ActionComponent> m_ActionComponent; //Skills, hit with Axe, Fiery rush,...
std::shared_ptr<SpriteComponent> m_SpriteComponent; //Sprites or anim Sprites std::shared_ptr<SpriteComponent> m_SpriteComponent; //Sprites or anim Sprites*/
//every other action needs a sprite //every other action needs a sprite
//move needs input, input maybe needs move? //move needs input, input maybe needs move?

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@ -2,16 +2,16 @@
#include <memory> #include <memory>
std::shared_ptr<Actor> ActorFactory::CreateActor(SDL_FRect hitbox) std::shared_ptr<Actor> ActorFactory::CreateActor(Vector2D position, Hitbox moveHitbox, Hitbox combatHitbox)
{ {
auto actor = std::make_shared<Actor>(Actor(hitbox)); auto actor = std::make_shared<Actor>(Actor(position, moveHitbox, combatHitbox));
actor ->Init(); actor ->Init();
return actor; return actor;
} }
std::shared_ptr<MovingActor> ActorFactory::CreateMovingActor(SDL_FRect hitbox) std::shared_ptr<MovingActor> ActorFactory::CreateMovingActor(Vector2D position, Hitbox moveHitbox, Hitbox combatHitbox)
{ {
auto actor = std::make_shared<MovingActor>(MovingActor(hitbox)); auto actor = std::make_shared<MovingActor>(MovingActor(position, moveHitbox, combatHitbox));
actor ->Init(); actor ->Init();
return actor; return actor;
} }

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@ -9,8 +9,8 @@
class ActorFactory class ActorFactory
{ {
public: public:
static std::shared_ptr<Actor> CreateActor(SDL_FRect hitbox); static std::shared_ptr<Actor> CreateActor(Vector2D position, Hitbox moveHitbox, Hitbox combatHitbox);
static std::shared_ptr<MovingActor> CreateMovingActor(SDL_FRect hitbox); static std::shared_ptr<MovingActor> CreateMovingActor(Vector2D position, Hitbox moveHitbox, Hitbox combatHitbox);
}; };

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@ -6,7 +6,7 @@ void MovingActor::Init()
m_MoveComponent = std::make_shared<MoveComponent>(MoveComponent(shared_from_this())); m_MoveComponent = std::make_shared<MoveComponent>(MoveComponent(shared_from_this()));
} }
MovingActor::MovingActor(SDL_FRect hitbox) : Actor(hitbox) MovingActor::MovingActor(Vector2D position, Hitbox moveHitbox, Hitbox combatHitbox) : Actor(position, moveHitbox, combatHitbox)
{ {
//m_MoveComponent = std::make_unique<MoveComponent>(MoveComponent(shared_from_this())); //m_MoveComponent = std::make_unique<MoveComponent>(MoveComponent(shared_from_this()));
//m_MoveComponent = std::make_shared<MoveComponent>(MoveComponent(shared_from_this())); //m_MoveComponent = std::make_shared<MoveComponent>(MoveComponent(shared_from_this()));

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@ -17,7 +17,7 @@ public:
friend class ActorFactory; friend class ActorFactory;
protected: protected:
MovingActor(SDL_FRect hitbox); MovingActor(Vector2D position, Hitbox moveHitbox, Hitbox combatHitbox);
//MovingActor(const MovingActor&) = default; //MovingActor(const MovingActor&) = default;
//MovingActor& operator=(const MovingActor&) = default; //MovingActor& operator=(const MovingActor&) = default;
void Init() override; void Init() override;

View file

@ -10,7 +10,7 @@
class MoveComponent class MoveComponent
{ {
public: public:
MoveComponent(std::weak_ptr<Actor> actor): m_Actor(actor), m_Speed(50) {}; //TODO: speed MoveComponent(std::weak_ptr<Actor> actor) : m_Actor(actor), m_Direction(NormalizedDirection()), m_Speed(50), m_ForcedDistance(0) {}; //TODO: speed
void Update(float deltaTime); void Update(float deltaTime);
void SetDirection(const NormalizedDirection & direction); void SetDirection(const NormalizedDirection & direction);
void SetSpeed(float speed); void SetSpeed(float speed);

View file

@ -11,8 +11,8 @@ bool DirectionButtonStatus::GetDirection(NormalizedDirection & ref_direction)
if(LeftPressed) direction.x -= 1; if(LeftPressed) direction.x -= 1;
if(RightPressed) direction.x += 1; if(RightPressed) direction.x += 1;
float x = direction.x; float x = (float)direction.x;
float y = direction.y; float y = (float)direction.y;
if((direction.y == 1 || direction.y == -1) if((direction.y == 1 || direction.y == -1)
&& (direction.x == 1 || direction.x == -1)) && (direction.x == 1 || direction.x == -1))
{ {

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@ -12,7 +12,7 @@ public:
bool DownPressed = false; bool DownPressed = false;
bool LeftPressed = false; bool LeftPressed = false;
bool RightPressed = false; bool RightPressed = false;
const float c_NormalizedDiagonal = 1 / sqrt(2); const float c_NormalizedDiagonal = (float)(1.0 / sqrt(2));
bool GetDirection(NormalizedDirection & ref_direction); bool GetDirection(NormalizedDirection & ref_direction);
}; };

View file

@ -10,7 +10,7 @@ NormalizedDirection::NormalizedDirection(float x, float y, bool isNormalized)
} }
else else
{ {
float normalizeValue = 1 / sqrt(pow(x,2) + pow(y,2)); float normalizeValue = (float)(1.0 / sqrt(pow(x,2) + pow(y,2)));
m_Direction.x = x * normalizeValue; m_Direction.x = x * normalizeValue;
m_Direction.y = y * normalizeValue; m_Direction.y = y * normalizeValue;
} }

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@ -8,7 +8,7 @@
class NormalizedDirection class NormalizedDirection
{ {
public: public:
NormalizedDirection() {}; NormalizedDirection() : m_Direction(Vector2D()){};
NormalizedDirection(float x, float y, bool isNormalized); NormalizedDirection(float x, float y, bool isNormalized);
NormalizedDirection(SDL_FPoint direction, bool isNormalized); NormalizedDirection(SDL_FPoint direction, bool isNormalized);
NormalizedDirection(Vector2D direction, bool isNormalized); NormalizedDirection(Vector2D direction, bool isNormalized);

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@ -17,14 +17,17 @@
Game::Game(SDL_Window *window, SDL_Renderer *renderer) Game::Game(SDL_Window *window, SDL_Renderer *renderer)
: m_Window(window, SDL_DestroyWindow), : m_Window(window, SDL_DestroyWindow),
m_Renderer(renderer, SDL_DestroyRenderer), m_Renderer(renderer, SDL_DestroyRenderer),
m_Gamepad1(nullptr, SDL_CloseGamepad) m_Gamepad1(nullptr, SDL_CloseGamepad),
m_TickCount(0),
m_Player1DirectionInput({ 0,0 }),
m_Player2DirectionInput({ 0,0 })
{ {
SDL_FRect player1Hitbox; SDL_FRect player1Hitbox;
player1Hitbox.x = 0; player1Hitbox.x = 0;
player1Hitbox.y = 0; player1Hitbox.y = 0;
player1Hitbox.w = 20; player1Hitbox.w = 20;
player1Hitbox.h = 20; player1Hitbox.h = 20;
m_Player1 = ActorFactory::CreateMovingActor(player1Hitbox); m_Player1 = ActorFactory::CreateMovingActor(Vector2D(0,0), player1Hitbox, player1Hitbox);
//TODO: read keybinds from config if it exists. otherwise initialze standard and write file //TODO: read keybinds from config if it exists. otherwise initialze standard and write file
m_KeyboardCommandMap.emplace(SDL_SCANCODE_ESCAPE, new EndGameCommand(this)); m_KeyboardCommandMap.emplace(SDL_SCANCODE_ESCAPE, new EndGameCommand(this));
@ -46,7 +49,7 @@ void Game::Run()
float deltaTime = (SDL_GetTicks() - m_TickCount) / 1000.0f; float deltaTime = (SDL_GetTicks() - m_TickCount) / 1000.0f;
uint64_t ticks = SDL_GetTicks() - m_TickCount; uint64_t ticks = SDL_GetTicks() - m_TickCount;
ticks = ticks > 0 ? ticks : 1; ticks = ticks > 0 ? ticks : 1;
int fps = 1000/(ticks); long fps = 1000/(ticks);
m_TickCount = SDL_GetTicks(); m_TickCount = SDL_GetTicks();
HandleMovement(); HandleMovement();
m_Player1->Update(deltaTime); m_Player1->Update(deltaTime);
@ -56,7 +59,7 @@ void Game::Run()
SDL_SetRenderDrawColor(m_Renderer.get(), 255, 255, 255, 255); SDL_SetRenderDrawColor(m_Renderer.get(), 255, 255, 255, 255);
SDL_RenderDebugTextFormat(m_Renderer.get(), 10, 440, "%" SDL_PRIu64 " fps", fps); SDL_RenderDebugTextFormat(m_Renderer.get(), 10, 440, "%" SDL_PRIu32 " fps", fps);
SDL_SetRenderDrawColor(m_Renderer.get(), 150, 0, 150, 255); SDL_SetRenderDrawColor(m_Renderer.get(), 150, 0, 150, 255);
SDL_FRect player = m_Player1->GetMovementHitbox(); SDL_FRect player = m_Player1->GetMovementHitbox();
SDL_RenderFillRect(m_Renderer.get(), &player); SDL_RenderFillRect(m_Renderer.get(), &player);

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@ -23,10 +23,10 @@ public:
void RemoveGamepad(SDL_JoystickID id); void RemoveGamepad(SDL_JoystickID id);
void EndGame(); void EndGame();
private: private:
const float c_GamepadAxisDeadzone = 0.2; //TODO: make this a setting? const float c_GamepadAxisDeadzone = (float)0.2; //TODO: make this a setting?
bool m_running = true; bool m_running = true;
uint64_t m_TickCount; uint64_t m_TickCount = 0;
std::map<SDL_Scancode, GameCommand*> m_KeyboardCommandMap; std::map<SDL_Scancode, GameCommand*> m_KeyboardCommandMap;
std::map<SDL_GamepadButton, GameCommand*> m_Gamepad1ButtonCommandMap; std::map<SDL_GamepadButton, GameCommand*> m_Gamepad1ButtonCommandMap;
std::map<SDL_GamepadButton, GameCommand*> m_Gamepad2ButtonCommandMap; std::map<SDL_GamepadButton, GameCommand*> m_Gamepad2ButtonCommandMap;