Exemplo n.º 1
0
PlayerRenderComponent::PlayerRenderComponent(GameObject* player, function_t func)
{
	gameObjectRef = player;
	gameObjectRef->AddComponent(COMPONENT_RENDER, this);

	RenderComponent::RenderComponent();
	SceneManager* sceneMan = SceneManager::GetSceneManager();
	RenderManager* renderMan = RenderManager::getRenderManager();
	std::string playerName = NetworkManager::sInstance->getLobbyMap().find(gameObjectRef->ID)->second;

	SDLRenderObject * name = sceneMan->InstantiateBlankObject(sceneMan->findLayer("layer2"), 0, 0, 0, 0);
	int r, g, b;
	if (gameObjectRef->posY < 0){
		r = 200, g=0, b = 200;
	}
	else r = 255, g = 255, b=0;
	name->setResourceObject(renderMan->renderText(playerName.c_str(), r, g, b, 20, "BowlbyOneSC-Regular"));
	//name->setParent(base);
	name->setPos(0, -60);
	allObjs["name"] = name;
	if (allObjs["box"])allObjs["box"]->visible = true;
	

	//pick random egg resource. currently hardcoded to 74
	SDLRenderObject* egg = sceneMan->InstantiateObject(sceneMan->findLayer("layer2"), 74, 0, 0);
	egg->visible = false;
	egg->setParent(allObjs["base"]);
	allObjs["egg"] = egg;

	//assign animations
	func(&objRef, allObjs, animations);
}
Exemplo n.º 2
0
void ChickenClassComponent::animation(SDLRenderObject** objRef, map_obj& allObjs, map_anim& animations)
{
    SceneManager* sceneMan = SceneManager::GetSceneManager();
    RenderManager* renderMan = RenderManager::getRenderManager();
    SDLRenderObject * base = sceneMan->InstantiateObject(sceneMan->findLayer("layer2"), 0, 0, 0);
    base->toggleIfRenderImage();
    SDLRenderObject * armL = sceneMan->InstantiateObject(sceneMan->findLayer("layer2"), 100103, 0, 0);
    SDLRenderObject * legL = sceneMan->InstantiateObject(sceneMan->findLayer("layer2"), 100105, 30, 300);
    SDLRenderObject * body = sceneMan->InstantiateObject(sceneMan->findLayer("layer2"), 100101, 0, -18);
    SDLRenderObject * legR = sceneMan->InstantiateObject(sceneMan->findLayer("layer2"), 100104, 50, 300);
    SDLRenderObject * armR = sceneMan->InstantiateObject(sceneMan->findLayer("layer2"), 100102, 0, 0);

    //PlayerPhysicsComponent pos = gameObjectRef->GetComponent(COMPONENT_PHYSICS);


    //objRef->setAnchor(0.5, 0.5);

    armR->setAnchor(174 / double(armR->renderRect.w), 154 / double(armR->renderRect.h));
    armL->setAnchor(178 / double(armL->renderRect.w), 168 / double(armL->renderRect.h));
    legR->setAnchor(128 / double(legR->renderRect.w), 39 / double(legR->renderRect.h));
    legL->setAnchor(253 / double(legL->renderRect.w), 62 / double(legL->renderRect.h));
    //armR->setCurrentFrame(1);
    body->setParent(base);
    armL->setParent(body);
    armR->setParent(body);
    legL->setParent(body);
    legR->setParent(body);

    //body->setScale(0.1);
    //body->calcScale(50,50);
    body->setScale(body->calcXScale(50));
    //body->setScale(body->calcXScale(90));

    *objRef = base;
    allObjs["base"] = base;
    allObjs["body"] = body;
    allObjs["legL"] = legL;
    allObjs["legR"] = legR;
    allObjs["armL"] = armL;
    allObjs["armR"] = armR;

    SDLRenderObject * box = sceneMan->InstantiateBlankObject(sceneMan->findLayer("layer2"), 0, 0, 0, 0);
    box->setIfRenderRect(true);
    //box->setParent(base);
    allObjs["box"] = box;
    //SDLRenderObject * name = sceneMan->InstantiateBlankObject(sceneMan->findLayer("layer2"), 0, 0, 0, 0);
    // changing the values in InstantiateBlankObject does not stop the text from being stretched
    // need fixing (to not stretch text to fill box)
    // text, R, G, B, fontsize, fontname

    //std::string playerName = GamerServices::sInstance->GetLocalPlayerName();
    //name->setResourceObject(renderMan->renderText(playerName.c_str(), 200, 0, 200, 20, "BowlbyOneSC-Regular"));
    //name->setParent(base);
    //name->setPos(0, -60);
    //allObjs["name"] = name;

    /////// IDLE ANIMATION
    std::list<motion> motions;
    motions.push_back(makeMotion(keyframeJump(armR, 0), 0.0, 0.0));
    motions.push_back(makeMotion(moveCircArc(armR, 0, 50, 50, 0, 360), 0, 1));
    motions.push_back(makeMotion(moveCircArc(armL, 0, 50, 50, 180, 360), 0, 1));
    motions.push_back(makeMotion(rotateTransform(legR, 0, 0), 0, 0));
    motions.push_back(makeMotion(rotateTransform(legL, 0, 0), 0, 0));
    Animation* idle = new Animation(400, motions);
    animations["idle"] = idle;
    //auto mot = idle.motions.begin();
    //currentAnimation = idle;
    ////// WALKING ANIMATION
    std::list<motion> motions2;
    motions2.push_back(makeMotion(keyframeJump(armR, 0), 0.0, 0.0));
    motions2.push_back(makeMotion(moveCircArc(armR, 0, 50, 50, 0, 360), 0, 1));
    motions2.push_back(makeMotion(moveCircArc(armL, 0, 50, 50, 180, 360), 0, 1));
    motions2.push_back(makeMotion(rotateTransform(legR, -60, 120), 0, 0.5, ease_QuadInOut));
    motions2.push_back(makeMotion(rotateTransform(legR, 60, -120), 0.5, 0.5, ease_QuadInOut));
    motions2.push_back(makeMotion(rotateTransform(legL, 60, -120), 0, 0.5, ease_QuadInOut));
    motions2.push_back(makeMotion(rotateTransform(legL, -60, 120), 0.5, 0.5, ease_QuadInOut));
    //motions2.push_back(makeMotion(rotateTransform(legR, -30, 60), 0.5, 0.5, ease_QuadIn));
    animations["walk"] = new Animation(400, motions2);

    ////// THROW ANIMATION
    std::list<motion> motions3;
    motions3.push_back(makeMotion(keyframeJump(armR, 1), 0.0, 0.0));
    motions3.push_back(makeMotion(rotateTransform(armR, -30, 0), 0.0, 1.0,ease_QuadOut));
    animations["throw"] = new Animation(100, motions3);
    ////// CHARGE ANIMATION
    std::list<motion> motions4;
    motions4.push_back(makeMotion(rotateTransform(armR,-20,0), 0.0, 0.0));
    animations["charge"] = new Animation(100, motions4);
}
Exemplo n.º 3
0
void UITypeComponent::createUIType(UIType ID){

	SceneManager* sceneMan = SceneManager::GetSceneManager();
	SDLRenderObject *play;

	switch (ID){
	case PLAY_BUTTON:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 19, uiObjectRef->posX, uiObjectRef->posY, true);
		objRef = play;
		allObjs.push_back(play);
		break;
	case CANCEL_BUTTON:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 22, uiObjectRef->posX, uiObjectRef->posY, true);
		objRef = play;
		allObjs.push_back(play);
		break;
	case BACK_BUTTON:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 23, uiObjectRef->posX, uiObjectRef->posY, true);
		objRef = play;
		allObjs.push_back(play);
		break;
	case JOIN_BUTTON:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 24, uiObjectRef->posX, uiObjectRef->posY, true);
		objRef = play;
		allObjs.push_back(play);
		break;
	case OPTIONS_BUTTON:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 29, uiObjectRef->posX, uiObjectRef->posY, true);
		objRef = play;
		allObjs.push_back(play);
		break;
	case READY_BUTTON:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 26, uiObjectRef->posX, uiObjectRef->posY, true);
		objRef = play;
		allObjs.push_back(play);
		break;
	case PLAYER_SLOT:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 28, uiObjectRef->posX, uiObjectRef->posY, true);
		objRef = play;
		allObjs.push_back(play);
		break;
	case CHICKEN:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), CHICKEN, uiObjectRef->posX, uiObjectRef->posY, true);
		uiObjectRef->setWidthAndHeight(play->getWidth(), play->getHeight());
		objRef = play;
		allObjs.push_back(play);
		break;
	case PEACOCK:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), PEACOCK, uiObjectRef->posX, uiObjectRef->posY, true);
		uiObjectRef->setWidthAndHeight(play->getWidth(), play->getHeight());
		objRef = play;
		allObjs.push_back(play);
		break;
	case FLAMINGO:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), FLAMINGO, uiObjectRef->posX, uiObjectRef->posY, true);
		uiObjectRef->setWidthAndHeight(play->getWidth(), play->getHeight());
		objRef = play;
		allObjs.push_back(play);
		break;
	case QUAIL:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), QUAIL, uiObjectRef->posX, uiObjectRef->posY, true);
		uiObjectRef->setWidthAndHeight(play->getWidth(), play->getHeight());
		objRef = play;
		allObjs.push_back(play);
		break;
	case TURKEY:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), TURKEY, uiObjectRef->posX, uiObjectRef->posY, true);
		uiObjectRef->setWidthAndHeight(play->getWidth(), play->getHeight());
		objRef = play;
		allObjs.push_back(play);
		break;
	case EAGLE:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), EAGLE, uiObjectRef->posX, uiObjectRef->posY, true);		
		uiObjectRef->setWidthAndHeight(play->getWidth(), play->getHeight());
		objRef = play;
		allObjs.push_back(play);
		break;
	case INVITE_BUTTON:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 29, uiObjectRef->posX, uiObjectRef->posY, true);
		objRef = play;
		allObjs.push_back(play);
		break;
	case TIMER:{
		RenderManager* renderMan = RenderManager::getRenderManager();
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), -1, uiObjectRef->posX, uiObjectRef->posY, true);
		play->setResourceObject(renderMan->renderText("Timer", 247, 92, 15, 50, "BowlbyOneSC-Regular"));

		objRef = play;
		allObjs.push_back(play);
		break;
	}
	case LOBBY_TIMER:{
		RenderManager* renderMan = RenderManager::getRenderManager();

		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), -1, uiObjectRef->posX, uiObjectRef->posY, true);
		play->setResourceObject(renderMan->renderText("", 247, 92,255, 50, "BowlbyOneSC-Regular"));

		objRef = play;
		allObjs.push_back(play);
		break;
	}
	case BIRDSEED_BAR:
		//TODO: these hardcoded positions are to put it a bit away from the borders of the screen.
		//We'll need to store them as variables, since PlayerLogicComponent->update has hardcoded
		//values to match
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 1101, uiObjectRef->posX, uiObjectRef->posY, true);
		objRef = play;
		allObjs.push_back(play);
		break;
	case BIRDSEED_SHELL:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 1100, uiObjectRef->posX, uiObjectRef->posY, true);
		objRef = play;
		allObjs.push_back(play);
		break;
	case CROSSHAIR:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 1109, uiObjectRef->posX, uiObjectRef->posY, true);
		objRef = play;
		allObjs.push_back(play);
		break;
	case MENU_NAME:{
		std::string playerName = GamerServices::sInstance->GetLocalPlayerName();
		RenderManager* renderMan = RenderManager::getRenderManager();
		SDLRenderObject * name = sceneMan->InstantiateBlankObject(sceneMan->findLayer("layer2"), 0, 0, 0, 0);
		int x, y;
		renderMan->getWindowSize(&x, &y);
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), -1, (float)x / 2.0f, (float)y / 2.0f, true);
		play->setResourceObject(renderMan->renderText(playerName.c_str(), 255, 0, 255, 50, "BowlbyOneSC-Regular"));
		break;
	}
	// CHARGE BAR needs to follow player posX/posY at a slight offset
	// using 1102 and 1103 for object IDs
	// position is currently hardcoded, need to move to follow the player sprite location
	case CHARGE_BAR:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 1103, uiObjectRef->posX, uiObjectRef->posY, true);
		objRef = play;
		allObjs.push_back(play);
		break;
	case CHARGE_SHELL:
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), 1102, uiObjectRef->posX, uiObjectRef->posY, true);
		objRef = play;
		allObjs.push_back(play);
		break;
	case KILL_NOTIFICATION:{
		play = sceneMan->InstantiateObject(sceneMan->findLayer("layer1"), -1, uiObjectRef->posX, uiObjectRef->posY, true);
		objRef = play;
		RenderManager* renderMan = RenderManager::getRenderManager();
		objRef->setResourceObject(renderMan->renderText("", 255, 0, 255, 30, "BowlbyOneSC-Regular"));
		objRef->visible = false;
		allObjs.push_back(play);
	}
	}
}