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3 Commits

Author SHA1 Message Date
Jan Mrna
2f346c11c3 Deselect all entities on re-selection 2025-10-12 16:44:59 +02:00
Jan Mrna
df6d323e42 Fix collision radius size when zooming 2025-10-12 16:19:38 +02:00
Jan Mrna
1ce793c6e8 Fixed selection rectangle glitch 2025-10-12 16:09:12 +02:00
7 changed files with 49 additions and 13 deletions

View File

@ -16,6 +16,18 @@ public:
WindowSize WorldToWindowSize(WorldSize) const;
WorldSize WindowToWorldSize(WindowSize) const;
template <typename T>
requires std::floating_point<T>
T WindowToWorldSize(T window_size) const {
return window_size / static_cast<T>(m_Zoom);
}
template <typename T>
requires std::floating_point<T>
T WorldToWindowSize(T world_size) const {
return world_size * static_cast<T>(m_Zoom);
}
private:
// TODO this should be replaced with a matrix
float m_Zoom = 1.0f;

View File

@ -67,6 +67,10 @@ public:
bool IsCollisionBoxVisible() const { return m_CollisionBoxVisible; }
void Select() { m_Selected = true; }
void Deselect() { m_Selected = false; }
bool IsSelected() const { return m_Selected; }
protected:
WorldPos m_Position;
WorldPos m_ActualVelocity;
@ -76,6 +80,7 @@ protected:
private:
bool m_FlagExpired = false;
bool m_CollisionBoxVisible = true;
bool m_Selected = false;
};
class Player final : public Entity {

View File

@ -43,13 +43,19 @@ void GameLoop::Draw() {
// draw all the entities (player etc)
for (auto &entity : m_Game->GetEntities()) {
const auto &camera = m_Game->GetCamera();
auto entity_pos_window = camera.WorldToWindow(entity->GetPosition());
m_Window->DrawSprite(entity_pos_window,
auto entity_pos = camera.WorldToWindow(entity->GetPosition());
m_Window->DrawSprite(entity_pos,
entity->GetSprite(),
camera.GetZoom());
if (entity->IsCollisionBoxVisible())
{
m_Window->DrawCircle(entity_pos_window, entity->GetCollisionRadius());
float collision_radius = camera.WorldToWindowSize(entity->GetCollisionRadius());
m_Window->DrawCircle(entity_pos, collision_radius, 255, 0, 0);
}
if (entity->IsSelected())
{
float collision_radius = camera.WorldToWindowSize(entity->GetCollisionRadius());
m_Window->DrawCircle(entity_pos, collision_radius, 0, 255, 0);
}
}
@ -57,7 +63,7 @@ void GameLoop::Draw() {
if (m_Game->IsSelectionBoxActive())
{
const auto& [corner_pos, size] = m_Game->GetSelectionBoxPosSize();
m_Window->DrawRect(corner_pos, size, 200, 20, 20, 100);
m_Window->DrawRect(corner_pos, size, 200, 20, 20);
}

View File

@ -207,6 +207,7 @@ void PathFindingDemo::HandleActions(const std::vector<UserAction> &actions)
{
m_SelectionBox.active = true;
m_SelectionBox.start = action.Argument.position;
m_SelectionBox.end = action.Argument.position;
}
else if (action.type == UserAction::Type::SELECTION_END)
{
@ -228,10 +229,21 @@ void PathFindingDemo::HandleActions(const std::vector<UserAction> &actions)
};
}
void PathFindingDemo::DeselectEntities()
{
std::for_each(m_SelectedEntities.begin(), m_SelectedEntities.end(), [](auto& x)
{
if (auto entity = x.lock())
entity->Deselect();
}
);
m_SelectedEntities.clear();
}
void PathFindingDemo::SelectEntitiesInRectangle(WorldPos A, WorldPos B)
{
DeselectEntities();
// TODO use colliders for this
m_SelectedEntities.clear();
auto [x_min, x_max] = std::minmax(A.x(), B.x());
auto [y_min, y_max] = std::minmax(A.y(), B.y());
for (const auto& entity : m_Entities)
@ -242,6 +254,7 @@ void PathFindingDemo::SelectEntitiesInRectangle(WorldPos A, WorldPos B)
if (x_in_range && y_in_range)
{
m_SelectedEntities.push_back(std::weak_ptr(entity));
entity->Select();
}
}
LOG_INFO("Selected ", m_SelectedEntities.size(), " entities");

View File

@ -43,8 +43,10 @@ public:
WorldPos GetRandomPosition() const;
void SelectEntitiesInRectangle(WorldPos A, WorldPos B);
void DeselectEntities();
bool IsSelectionBoxActive() const { return m_SelectionBox.active; }
std::pair<WindowPos, WindowSize> GetSelectionBoxPosSize();
std::vector<std::weak_ptr<Entity>> GetSelectedEntities() { return m_SelectedEntities; }
private:
const std::vector<Collision>& GetEntityCollisions();

View File

@ -91,12 +91,10 @@ void Window::DrawFilledRect(const WindowPos &position, const WindowSize size, ui
SDL_RenderFillRect(m_Renderer.get(), &rect);
}
void Window::DrawRect(const WindowPos &position, const WindowSize size, uint8_t R,
uint8_t G, uint8_t B, uint8_t fill_alpha) {
void Window::DrawRect(const WindowPos &position, const WindowSize size, uint8_t R, uint8_t G, uint8_t B) {
SDL_FRect rect = {position.x(), position.y(), size.x(), size.y()};
SDL_SetRenderDrawColor(m_Renderer.get(), R, G, B, 255);
SDL_RenderRect(m_Renderer.get(), &rect);
//SDL_RenderFillRect(m_Renderer.get(), &rect);
}
void Window::ClearWindow() {
@ -106,10 +104,11 @@ void Window::ClearWindow() {
void Window::Flush() { SDL_RenderPresent(m_Renderer.get()); }
void Window::DrawCircle(const WindowPos &position, float radius) {
// TODO use some struct for color
void Window::DrawCircle(const WindowPos &position, float radius, uint8_t R, uint8_t G, uint8_t B) {
int cx = static_cast<int>(position.x());
int cy = static_cast<int>(position.y());
SDL_SetRenderDrawColor(m_Renderer.get(), 255, 0, 0, 255);
SDL_SetRenderDrawColor(m_Renderer.get(), R, G, B, 255);
for (int i = 0; i < 360; ++i) {
double a = i * M_PI / 180.0;
SDL_RenderPoint(m_Renderer.get(),

View File

@ -25,11 +25,10 @@ public:
void DrawSprite(const WindowPos &position, Sprite &s, float scale = 1.0f);
void DrawFilledRect(const WindowPos &position, const WindowSize size, uint8_t R,
uint8_t G, uint8_t B, uint8_t A);
void DrawRect(const WindowPos &position, const WindowSize size, uint8_t R,
uint8_t G, uint8_t B, uint8_t fill_alpha);
void DrawRect(const WindowPos &position, const WindowSize size, uint8_t R, uint8_t G, uint8_t B);
void ClearWindow();
void Flush();
void DrawCircle(const WindowPos &position, float radius);
void DrawCircle(const WindowPos &position, float radius, uint8_t R, uint8_t G, uint8_t B);
void DrawLine(const WindowPos &A, const WindowPos &B);
private: