Teleportation in editor
Some checks reported errors
continuous-integration/drone/push Build encountered an error

This commit is contained in:
zv0n 2022-11-19 22:53:24 +01:00
parent 6ac2726a94
commit 9402f2afa2
12 changed files with 255 additions and 19 deletions

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@ -100,6 +100,7 @@ target_sources(editor
PRIVATE scenes/yes_no_scene.cpp
PRIVATE scenes/ok_scene.cpp
PRIVATE scenes/load_scene.cpp
PRIVATE scenes/text_scene.cpp
)
target_compile_definitions(editor PUBLIC EDITOR)

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@ -41,10 +41,13 @@ void MushroomBlock::setParent(MarioBlock *parent) {
}
void MushroomBlock::handleVisitor(SDLPP::Visitor &visitor) {
auto &m_visitor = dynamic_cast<MushroomVisitor &>(visitor);
if (m_visitor.getDeath()) {
destroy();
}
if (!_started_movement) {
return;
}
auto &m_visitor = dynamic_cast<MushroomVisitor &>(visitor);
setOnGround(m_visitor.isOnGround());
if (isOnGround()) {
setPos(getPos().getX(), m_visitor.getGroundY() - BLOCK_SIZE);
@ -53,9 +56,6 @@ void MushroomBlock::handleVisitor(SDLPP::Visitor &visitor) {
setPos(m_visitor.getValidXPos(), getPos().getY());
setMovement(-getMovement().getX(), getMovement().getY());
}
if (m_visitor.getDeath()) {
destroy();
}
}
void MushroomBlock::setFireFlower(bool fire_flower) {

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@ -65,8 +65,6 @@ bool FSLib::isDirectory(const string &path) {
}
bool FSLib::rename(const string &file_a, const string &file_b) {
// TODO log
std::cout << file_a << " -> " << file_b << std::endl;
return ::rename(file_a.c_str(), file_b.c_str()) == 0;
}

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@ -385,7 +385,6 @@ SceneStruct mainGameScene(const std::string &level_path) {
}
void setTeleportLevelMain(const std::string &level) {
std::cout << "Setting: " << level << std::endl;
_teleport_level = level;
}

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@ -2,6 +2,7 @@
#include "../sdlpp/sdlpp_rectrenderer.hpp"
#include <array>
#include <fstream>
#include <functional>
#include "mario.hpp"
#include "sprites.hpp"
#include "blocks.hpp"

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@ -132,10 +132,10 @@ void Mario::handleVisitor(SDLPP::Visitor &visitor) {
if (m_visitor.hasMushroom()) {
setBig();
}
if (m_visitor.hasTeleport() && isCrouching()) {
std::cout << "TELEPORTING" << std::endl;
if (m_visitor.hasTeleport() && (
(m_visitor.teleportBottom() && isCrouching()) || (!m_visitor.teleportBottom() && walkingRight())
)) {
setTeleportLevelMain(m_visitor.getTeleportLevel());
std::cout << "Setted" << std::endl;
}
if (m_visitor.levelEnd() && controllable) {
if (std::abs(getPos().getX() - m_visitor.getEndPos().getX()) <
@ -261,6 +261,7 @@ void Mario::setBig() {
} else {
setBigFlag();
setSize({ BLOCK_SIZE, 2 * BLOCK_SIZE });
setPos(getPos() - SDLPP::Vec2D<double>(0, BLOCK_SIZE));
}
setBaseRect(isJumping()
? (hasFire() ? MARIO_JUMP_FIRE_SRC : MARIO_JUMP_BIG_SRC)
@ -272,7 +273,6 @@ void Mario::setBig() {
change_dir_src = hasFire() ? &MARIO_CHANGE_DIR_FIRE_SRC : &MARIO_CHANGE_DIR_BIG_SRC;
jump_src = hasFire() ? &MARIO_JUMP_FIRE_SRC : &MARIO_JUMP_BIG_SRC;
walk_anim = hasFire() ? &MARIO_WALK_FIRE_ANIM : &MARIO_WALK_BIG_ANIM;
setPos(getPos() - SDLPP::Vec2D<double>(0, BLOCK_SIZE));
}
void Mario::unsetBig() {

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@ -52,6 +52,8 @@ bool quit_editor = false;
const std::string levelsDir = "levels";
bool map_changed = false;
MapObject *current_obj = nullptr;
std::shared_ptr<MarioBlock> current_modifier = nullptr;
struct ToolType {
enum Value {
@ -148,14 +150,12 @@ bool getFlag(uint64_t flag) {
}
void saveMapCallback(void * /*UNUSED*/, Button * /*UNUSED*/) {
std::cout << "SAVING" << std::endl;
saveMap(levelsDir + FSLib::dir_divisor + level_name_text + ".marmap",
global_vars.objects);
map_changed = false;
game_scenes.pop_back();
}
void loadMapDialogCallback(const std::string &level_name) {
std::cout << "LOADING" << std::endl;
map_changed = false;
level_name_text = level_name.substr(0, level_name.length() - 7);
setFlag(LOAD_MAP_FLAG);
@ -511,7 +511,6 @@ void updateWorld() {
void handleKeyUp(SDL_Keycode key, SDLPP::Scene &scene) {
switch (key) {
case SDLK_ESCAPE:
std::cout << "Eskape" << std::endl;
game_scenes.push_back(mainMenuScene);
break;
case SDLK_a:
@ -681,6 +680,17 @@ MapObject &getSelectedObject() {
return global_vars.objects[pos.getX()][pos.getY()];
}
void setObjTeleport(const std::string &level) {
if(current_obj == nullptr) {
return;
}
if(level.empty()) {
current_modifier->destroy();
return;
}
current_obj->setModifier(TELEPORT_MODIFIER_ID, level);
}
void placeTool(SDLPP::Scene &scene) {
std::lock_guard<std::mutex> lock(render_mutex);
map_changed = true;
@ -767,8 +777,9 @@ void placeTool(SDLPP::Scene &scene) {
new_obj->setData(global_vars.current_tool->getData());
if(new_obj->getId() == TELEPORT_MODIFIER_ID) {
// TODO input
new_obj->setTeleportLevel("test2.marmap");
obj.setModifier(global_vars.current_tool->getId(), "test2.marmap");
current_obj = &obj;
current_modifier = new_obj;
game_scenes.push_back(createTextScene(scene.getRendererShared(), setObjTeleport));
}
new_obj->getCollisions()[0]->setId(EDITOR_TERRAIN_ID);
// TODO createModifierBlock
@ -783,6 +794,7 @@ void placeTool(SDLPP::Scene &scene) {
}
}
// TODO move to a functions file, used in text_scene.cpp as well
bool controlOrCommandPressed() {
return SDL_GetModState() & KMOD_CTRL || SDL_GetModState() & KMOD_GUI;
}

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@ -19,4 +19,8 @@ createEditorMainMenuScene(std::shared_ptr<SDLPP::Renderer> &renderer,
SceneStruct
createEditorFileChoiceScene(std::shared_ptr<SDLPP::Renderer> &renderer);
SceneStruct
createTextScene(std::shared_ptr<SDLPP::Renderer> renderer,
std::function<void(const std::string &)> finalizer);
#endif

216
mario/scenes/text_scene.cpp Normal file
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@ -0,0 +1,216 @@
#include "SDL2/SDL_keycode.h"
#include "editor_scenes.hpp"
#include "../../sdlpp/sdlpp.hpp"
#include "../../sdlpp/sdlpp_mouse.hpp"
#include "../global_vars.hpp"
#include "../objectids.hpp"
#include "../editor_visitor.hpp"
bool __update_scenes_text_dialog = false;
bool __quit_scenes_text_dialog = false;
bool __started_text_dialog = false;
bool __update_text = false;
uint64_t __cur_button_index_text_dialog = -1;
uint64_t __cur_button_index_text_dialog_down = -1;
std::vector<std::shared_ptr<Button>> __buttons_text_dialog{};
std::shared_ptr<SDLPP::RectangleRender> __mouse_text_dialog{};
std::shared_ptr<SDLPP::TextRenderer> __level_name_object{};
std::string __level_name_text = "LEVEL NAME";
std::function<void(const std::string &)> __text_dialog_finalizer;
void __quitTextDialog() {
__quit_scenes_text_dialog = true;
}
void __quitCallback_TextDialog(void * /*UNUSED*/, Button * /*UNUSED*/) {
__quitTextDialog();
}
void __handleKeyUp_TextDialog(SDL_Keycode key, SDLPP::Scene & /*UNUSED*/) {
switch (key) {
case SDLK_ESCAPE:
__level_name_text = "";
// fallthrough
case SDLK_RETURN:
__quitTextDialog();
break;
default:
break;
}
}
std::shared_ptr<SDLPP::Scene>
createSceneTextDialog(std::shared_ptr<SDLPP::Renderer> &renderer) {
auto scene = std::make_shared<SDLPP::Scene>(renderer);
auto bg = std::make_shared<SDLPP::RectangleRender>(0, 0, 10, 10, renderer,
"#00000088", true);
bg->setPermanent();
bg->setId(1);
scene->addObject(bg);
__mouse_text_dialog =
std::make_shared<SDLPP::RectangleRender>(0.01, 0.01, 0, 0, renderer);
__mouse_text_dialog->setMinWidth(1);
__mouse_text_dialog->setMinHeight(1);
__mouse_text_dialog->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
__mouse_text_dialog->setId(EDITOR_MOUSE_ID);
__mouse_text_dialog->setColiderColor("#00FF00");
__mouse_text_dialog->addCollision(SDLPP::RectColider({ 0, 0 }, { 1, 1 }));
scene->addObject(__mouse_text_dialog);
ButtonConfig default_button_theme{};
default_button_theme.bg_color = "#FFFFFF88";
default_button_theme.bg_color_highlight = "#FFFFFFBB";
default_button_theme.bg_color_disabled = "#AAAAAA88";
default_button_theme.font_color = "#000000";
default_button_theme.font_color_highlight = "#000000";
default_button_theme.font_color_disabled = "#555555";
default_button_theme.font_outline_color = "#FFFFFF88";
default_button_theme.font_outline_color_highlight = "#FFFFFFAA";
default_button_theme.font_outline_color_disabled = "#787878";
default_button_theme.outline = 0.1;
// buttons
__buttons_text_dialog.emplace_back(std::make_shared<Button>(
0.3, 0.7, 0.4, 0.2, renderer, "OK", default_button_theme,
__quitCallback_TextDialog, nullptr));
__buttons_text_dialog.back()->setAlignment(SDLPP::OBJ_CENTER,
SDLPP::OBJ_CENTER);
__buttons_text_dialog.back()->setPermanent();
__buttons_text_dialog.back()->setButtonIndex(__buttons_text_dialog.size() - 1);
__buttons_text_dialog.back()->setHighlight();
for (auto &button : __buttons_text_dialog) {
scene->addObject(button);
}
auto font_config = std::make_shared<SDLPP::FontConfiguration>(
g_text_config->getFont(), "#000000", "#282828", 0.05);
// level name
__level_name_object = std::make_shared<SDLPP::TextRenderer>(
0.1, 0.4, 0.8, 0.2, renderer, __level_name_text,
font_config, SDLPP_TEXT_LEFT);
__level_name_object->setAlignment(SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER);
__level_name_object->setPermanent();
__level_name_object->setColor("#FFFFFF88");
scene->addObject(__level_name_object);
return scene;
}
void __resetGlobals_TextDialog() {
__update_scenes_text_dialog = false;
__quit_scenes_text_dialog = false;
__started_text_dialog = false;
__cur_button_index_text_dialog = -1;
__cur_button_index_text_dialog_down = -1;
__buttons_text_dialog.clear();
__mouse_text_dialog.reset();
__level_name_object.reset();
__level_name_text = "LEVEL NAME";
}
void __additionalRender_TextDialog(std::shared_ptr<SDLPP::Scene> & /*UNUSED*/) {
if (__update_text) {
__level_name_object->changeText(__level_name_text);
__update_text = false;
__update_scenes_text_dialog = true;
}
if (__update_scenes_text_dialog) {
for (auto &_scene : game_scenes) {
_scene.scene->updateSizeAndPosition();
}
if (__started_text_dialog) {
__update_scenes_text_dialog = false;
} else {
__started_text_dialog = true;
}
}
if (__quit_scenes_text_dialog) {
SDL_StopTextInput();
if(!__level_name_text.empty() &&
(__level_name_text.size() < 7 || __level_name_text.substr(__level_name_text.size() - 7) != ".marmap")) {
__level_name_text += ".marmap";
}
__text_dialog_finalizer(__level_name_text);
game_scenes.pop_back();
__resetGlobals_TextDialog();
}
}
void __getMousePositionFlags_TextDialog(SDLPP::Scene &scene) {
auto mouse = scene.getObjects({ EDITOR_MOUSE_ID })[0];
// move mouse colider to mouse position
mouse->setPos(SDLPP::Mouse::getMousePositionDouble(
scene.getRenderer(), SDLPP::OBJ_CENTER, SDLPP::OBJ_CENTER));
MouseVisitor visitor;
scene.visitCollisions(*mouse, visitor);
__cur_button_index_text_dialog = visitor.getCurButton();
}
bool controlOrCommandPressed();
void __pollEvents_TextDialog(std::shared_ptr<SDLPP::Scene> &scene) {
SDL_Event event;
while (SDLPP::getSDLEvent(event)) {
switch (event.type) {
case SDL_QUIT:
__quitTextDialog();
break;
case SDL_KEYUP:
__handleKeyUp_TextDialog(event.key.keysym.sym, *scene);
break;
case SDL_KEYDOWN:
if (event.key.keysym.sym == SDLK_BACKSPACE &&
!__level_name_text.empty()) {
__level_name_text.pop_back();
__update_text = true;
} else if (event.key.keysym.sym == SDLK_c &&
controlOrCommandPressed()) {
// handle copy
SDL_SetClipboardText(__level_name_text.c_str());
} else if (event.key.keysym.sym == SDLK_v &&
controlOrCommandPressed()) {
// handle paste
__level_name_text += SDL_GetClipboardText();
__update_text = true;
}
break;
case SDL_WINDOWEVENT:
if (event.window.event == SDL_WINDOWEVENT_RESIZED) {
__update_scenes_text_dialog = true;
}
break;
case SDL_MOUSEMOTION:
__getMousePositionFlags_TextDialog(*scene);
break;
case SDL_MOUSEBUTTONUP:
if (__cur_button_index_text_dialog_down ==
__cur_button_index_text_dialog &&
__cur_button_index_text_dialog != (uint64_t)-1) {
__buttons_text_dialog[__cur_button_index_text_dialog]
->performFunction();
}
break;
case SDL_MOUSEBUTTONDOWN:
// store current mouse flags in previous mouse flags
__cur_button_index_text_dialog_down = __cur_button_index_text_dialog;
break;
case SDL_TEXTINPUT:
__level_name_text += event.text.text;
__update_text = true;
break;
default:
break;
}
}
}
SceneStruct createTextScene(std::shared_ptr<SDLPP::Renderer> renderer,
std::function<void(const std::string &)> finalizer) {
__text_dialog_finalizer = finalizer;
SceneStruct ret{};
ret.scene = createSceneTextDialog(renderer);
ret.additionalRender = __additionalRender_TextDialog;
ret.doInput = __pollEvents_TextDialog;
__update_scenes_text_dialog = true;
SDL_StartTextInput();
return ret;
}

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@ -6,10 +6,12 @@
void MarioVisitor::visit(const SDLPP::RenderObject &obj) {
auto id = obj.getId();
switch (id) {
case PIPE_LEFT_BOTTOM_ID:
case PIPE_RIGHT_BOTTOM_ID:
case PIPE_LEFT_TOP_ID:
case PIPE_RIGHT_TOP_ID:
teleport_bottom = true;
// fallthrough
case PIPE_LEFT_BOTTOM_ID:
case PIPE_RIGHT_BOTTOM_ID:
{
auto m_obj = dynamic_cast<const MarioBlock &>(obj);
if(m_obj.hasTeleport()) {

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@ -136,6 +136,9 @@ public:
void setTeleportLevel(const std::string &level) {
teleport_level = level;
}
bool teleportBottom() {
return teleport_bottom;
}
private:
bool onGround = false;
@ -165,6 +168,7 @@ private:
bool _death = false;
bool _instant_death = false;
std::string teleport_level = "";
bool teleport_bottom = false;
};
#endif

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@ -46,7 +46,6 @@ void ProjectileVisitor::visit(const SDLPP::RenderObject &obj) {
}
break;
case GOOMBA_ID:
std::cout << "DEATH" << std::endl;
death = true;
default:
break;