cleaned up project following CLion recommendations

This commit is contained in:
Sarah Faey 2025-05-09 16:42:09 +02:00
parent 32cdec6b7e
commit fe16c843cc
15 changed files with 40 additions and 53 deletions

View file

@ -2,7 +2,7 @@
void Actor::SetPosition(Vector2D position)
{
//differenct = velocity vector to new position
//difference = velocity vector to new position
Vector2D difference = position - m_Position;
m_MoveHitbox.ApplyVelocity(difference);
m_CombatHitbox.ApplyVelocity(difference);

View file

@ -2,7 +2,6 @@
#define ACTOR_H
#include <memory>
#include <SDL3/SDL_rect.h>
#include "../DataStructures/Vector2D.h"
#include "../DataStructures/Hitbox.h"
@ -14,9 +13,9 @@ public:
void SetPosition(Vector2D position);
void MoveBy(Vector2D velocity);
Vector2D GetPosition() {return m_Position;}
Hitbox GetMovementHitbox() {return m_MoveHitbox;}
Hitbox GetCombatHitbox() {return m_CombatHitbox;}
Vector2D GetPosition() const {return m_Position;}
Hitbox GetMovementHitbox() const {return m_MoveHitbox;}
Hitbox GetCombatHitbox() const {return m_CombatHitbox;}
friend class ActorFactory;
protected:

View file

@ -2,7 +2,6 @@
#define ACTOR_FACTORY_H
#include <memory>
#include <SDL3/SDL_rect.h>
#include "Actor.h"
#include "MovingActor.h"

View file

@ -1,6 +1,4 @@
#include "MoveComponent.h"
#include <math.h>
void MoveComponent::Update(float deltaTime)
{

View file

@ -2,8 +2,6 @@
#define MOVE_COMPONENT_H
#include <memory>
#include<math.h>
#include <SDL3/SDL_rect.h>
#include "../Actors/Actor.h"
#include "../DataStructures/NormalizedDirection.h"

View file

@ -3,7 +3,7 @@
#include "NormalizedDirection.h"
bool DirectionButtonStatus::GetDirection(NormalizedDirection & ref_direction)
bool DirectionButtonStatus::GetDirection(NormalizedDirection & ref_direction) const
{
SDL_Point direction = {0,0};
if(UpPressed) direction.y -= 1;
@ -11,8 +11,8 @@ bool DirectionButtonStatus::GetDirection(NormalizedDirection & ref_direction)
if(LeftPressed) direction.x -= 1;
if(RightPressed) direction.x += 1;
float x = (float)direction.x;
float y = (float)direction.y;
float x = static_cast<float>(direction.x);
float y = static_cast<float>(direction.y);
if((direction.y == 1 || direction.y == -1)
&& (direction.x == 1 || direction.x == -1))
{

View file

@ -2,7 +2,6 @@
#define DIRECTION_BUTTON_STATUS_H
#include <math.h>
#include <SDL3/SDL.h>
#include "NormalizedDirection.h"
class DirectionButtonStatus
@ -12,9 +11,9 @@ public:
bool DownPressed = false;
bool LeftPressed = false;
bool RightPressed = false;
const float c_NormalizedDiagonal = (float)(1.0 / sqrt(2));
const float c_NormalizedDiagonal = static_cast<float>(1.0 / sqrt(2));
bool GetDirection(NormalizedDirection & ref_direction);
bool GetDirection(NormalizedDirection & ref_direction) const;
};
#endif

View file

@ -1,10 +1,10 @@
#include "Hitbox.h"
#include "Vector2D.h"
void Hitbox::ApplyVelocity(Vector2D vector)
void Hitbox::ApplyVelocity(Vector2D velocity)
{
x += vector.x;
y += vector.y;
x += velocity.x;
y += velocity.y;
}
void Hitbox::SetPosition(Vector2D vector)
@ -13,7 +13,7 @@ void Hitbox::SetPosition(Vector2D vector)
y = vector.y;
}
Vector2D Hitbox::GetDirectionTo(const Hitbox & other)
Vector2D Hitbox::GetDirectionTo(const Hitbox & other) const
{
Vector2D vec;
vec.x = other.x - x;

View file

@ -14,7 +14,7 @@ public:
void ApplyVelocity(Vector2D velocity);
void SetPosition(Vector2D vector);
Vector2D GetDirectionTo(const Hitbox & other);
Vector2D GetDirectionTo(const Hitbox & other) const;
};
#endif

View file

@ -1,5 +1,5 @@
#include "NormalizedDirection.h"
#include <math.h>
#include <cmath>
NormalizedDirection::NormalizedDirection(float x, float y, bool isNormalized)
{
@ -10,18 +10,14 @@ NormalizedDirection::NormalizedDirection(float x, float y, bool isNormalized)
}
else
{
float normalizeValue = (float)(1.0 / sqrt(pow(x,2) + pow(y,2)));
float normalizeValue = static_cast<float>(1.0 / sqrt(pow(x, 2) + pow(y, 2)));
m_Direction.x = x * normalizeValue;
m_Direction.y = y * normalizeValue;
}
}
NormalizedDirection::NormalizedDirection(SDL_FPoint direction, bool isNormalized)
{
NormalizedDirection(direction.x, direction.y, isNormalized);
}
NormalizedDirection::NormalizedDirection(SDL_FPoint direction, bool isNormalized):
NormalizedDirection(direction.x, direction.y, isNormalized) {}
NormalizedDirection::NormalizedDirection(Vector2D direction, bool isNormalized)
{
NormalizedDirection(direction.x, direction.y, isNormalized);
}
NormalizedDirection::NormalizedDirection(Vector2D direction, bool isNormalized) :
NormalizedDirection(direction.x, direction.y, isNormalized) {}

View file

@ -3,7 +3,6 @@
#include "Vector2D.h"
#include <SDL3/SDL.h>
#include "Vector2D.h"
class NormalizedDirection
{
@ -13,9 +12,9 @@ public:
NormalizedDirection(SDL_FPoint direction, bool isNormalized);
NormalizedDirection(Vector2D direction, bool isNormalized);
float GetX() {return m_Direction.x;}
float GetY() {return m_Direction.y;}
Vector2D GetDirection() {return m_Direction;};
float GetX() const {return m_Direction.x;}
float GetY() const {return m_Direction.y;}
Vector2D GetDirection() const {return m_Direction;};
private:
Vector2D m_Direction;
};

View file

@ -32,7 +32,7 @@ Game::Game(SDL_Window *window, SDL_Renderer *renderer) :
//TODO: read game settings from config file
SetFps(60);
//TODO: read keybinds from config if it exists. otherwise initialze standard and write file
//TODO: read keybinds from config if it exists. otherwise initialize standard and write file
m_KeyboardCommandMap.emplace(SDL_SCANCODE_ESCAPE, new EndGameCommand(this));
m_KeyboardCommandMap.emplace(SDL_SCANCODE_W, new MoveUpCommand(m_Player1DirectionButtonStatus));
m_KeyboardCommandMap.emplace(SDL_SCANCODE_A, new MoveLeftCommand(m_Player1DirectionButtonStatus));
@ -79,7 +79,7 @@ float Game::GetDeltaTime()
frameTicks = currentTicksNS - m_TickCount;
}
m_TickCount = currentTicksNS;
return frameTicks / c_NSPerSecond;
return static_cast<float>(frameTicks) / static_cast<float>(c_NSPerSecond);
}
void Game::HandleMovement()
@ -136,10 +136,10 @@ void Game::HandleGamepadButton(const SDL_Event &event)
void Game::HandleGamepadAxis(const SDL_Event &event)
{
auto commandIterator = m_Gamepad1AxisCommandMap.find((SDL_GamepadAxis)event.gaxis.axis);
auto commandIterator = m_Gamepad1AxisCommandMap.find(static_cast<SDL_GamepadAxis>(event.gaxis.axis));
if(commandIterator != m_Gamepad1AxisCommandMap.end())
{
float value = (float)event.gaxis.value / std::numeric_limits<int16_t>::max();
float value = static_cast<float>(event.gaxis.value) / std::numeric_limits<int16_t>::max();
commandIterator->second->Execute(value);
}
}
@ -179,7 +179,7 @@ void Game::SetFps(uint16_t fps)
void Game::EndGame()
{
SDL_Event * event = new SDL_Event();
event->type = SDL_EVENT_QUIT;
SDL_PushEvent(event);
SDL_Event event;
event.type = SDL_EVENT_QUIT;
SDL_PushEvent(&event);
}

View file

@ -26,7 +26,7 @@ public:
void EndGame();
private:
const float c_GamepadAxisDeadzone = 0.2f; //TODO: make this a setting?
const float c_NSPerSecond = 1000000000.0f;
const uint32_t c_NSPerSecond = 1000000000;
bool m_running = true;
uint64_t m_TickCount = 0;