feat:二维向量类,Animation类

This commit is contained in:
sjm
2024-06-24 00:17:55 +08:00
parent 49a2c6beeb
commit 7676213633
5 changed files with 209 additions and 3 deletions

View File

@@ -136,6 +136,7 @@
<ClCompile Include="main.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="animation.h" />
<ClInclude Include="config_manager.h" />
<ClInclude Include="enemy_type.h" />
<ClInclude Include="game_manager.h" />
@@ -145,6 +146,7 @@
<ClInclude Include="route.h" />
<ClInclude Include="tile.h" />
<ClInclude Include="timer.h" />
<ClInclude Include="vector2.h" />
<ClInclude Include="wave.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />

View File

@@ -62,5 +62,11 @@
<ClInclude Include="timer.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="animation.h">
<Filter>头文件</Filter>
</ClInclude>
<ClInclude Include="vector2.h">
<Filter>头文件</Filter>
</ClInclude>
</ItemGroup>
</Project>

109
TdGame/TdGame/animation.h Normal file
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@@ -0,0 +1,109 @@
#pragma once
#ifndef _ANIMATION_H_
#define _ANIMATION_H_
#include "timer.h"
#include <SDL.h>
#include <vector>
#include <functional>
class Animation
{
public:
//<2F><>ʾһ<CABE><D2BB><EFBFBD><EFBFBD><EFBFBD>Դ洢<D4B4>͵<EFBFBD><CDB5><EFBFBD><EFBFBD>޲<EFBFBD><DEB2><EFBFBD><EFBFBD><EFBFBD><EFBFBD>޷<EFBFBD><DEB7><EFBFBD>ֵ<EFBFBD>Ŀɵ<C4BF><C9B5>ö<EFBFBD><C3B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD>͡<EFBFBD>
typedef std::function<void()> PlayCallBack;
public:
Animation()
{
timer.set_one_shot(false);
timer.set_on_timeout
(
//[&]<5D><>ʾ lambda <20><><EFBFBD><EFBFBD>ʽ<EFBFBD><CABD><EFBFBD><EFBFBD><EFBFBD>ò<EFBFBD><C3B2><EFBFBD><EFBFBD>ⲿ<EFBFBD><E2B2BF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>б<EFBFBD><D0B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD> lambda <20><><EFBFBD><EFBFBD>ʽ<EFBFBD><CABD>ʹ<EFBFBD>ò<EFBFBD><C3B2>޸<EFBFBD><DEB8><EFBFBD>Щ<EFBFBD><D0A9><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
[&]()
{
idx_frame++;
if (idx_frame >= rect_src_list.size())
{
idx_frame = is_loop ? 0 : rect_src_list.size() - 1;
if (!is_loop && on_finished)
on_finished();
}
}
);
}
~Animation() = default;
void reset()
{
timer.restart();
idx_frame = 0;
}
void set_frame_data(SDL_Texture* texture, int num_x, int num_y, const std::vector<int>& idx_list)
{
int width_tex, height_tex;
this->texture = texture;
SDL_QueryTexture(texture, nullptr, nullptr, &width_tex, &height_tex);
width_frame = width_tex / num_x, height_frame = height_tex / num_y;
rect_src_list.resize(idx_list.size());
for (size_t i = 0; i < idx_list.size(); i++)
{
int idx = idx_list[i];
SDL_Rect& rect_src = rect_src_list[i];
rect_src.x = (idx % num_x) * width_frame;
rect_src.y = (idx / num_x) * height_frame;
rect_src.w = width_frame; rect_src.h = height_frame;
};
}
void set_loop(bool is_loop)
{
this->is_loop = is_loop;
}
void set_interval(double interval)
{
timer.set_wait_time(interval);
}
void set_on_finished(PlayCallBack on_finished)
{
this->on_finished = on_finished;
}
void on_update(double delta)
{
timer.on_update(delta);
}
//<2F><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ⱦλ<C8BE>ã<EFBFBD><C3A3>Ƕȣ<C7B6><C8A3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ת<EFBFBD><D7AA>
void on_render(SDL_Renderer* renderer, const SDL_Point& pos_dst, double angle = 0)const
{
static SDL_Rect rect_dst;
rect_dst.x = pos_dst.x; rect_dst.y = pos_dst.y;
rect_dst.w = width_frame; rect_dst.h = height_frame;
//<2F><>Ⱦ<EFBFBD><C8BE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ü<EFBFBD><C3BC><EFBFBD><EFBFBD>Σ<EFBFBD>Ŀ<EFBFBD><C4BF><EFBFBD><EFBFBD><EFBFBD>Σ<EFBFBD><CEA3>Ƕȣ<C7B6><C8A3><EFBFBD>ת<EFBFBD><D7AA><EFBFBD>ĵ<EFBFBD><><C4AC>1/2)<29><><EFBFBD><EFBFBD>ת
SDL_RenderCopyEx(renderer, texture, &rect_src_list[idx_frame], &rect_dst, 0, nullptr, SDL_RendererFlip::SDL_FLIP_NONE);
}
private:
Timer timer;
//<2F><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ɫ<EFBFBD><C9AB><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ѭ<EFBFBD><D1AD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ч<EFBFBD><D0A7><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ܣ<EFBFBD>
bool is_loop = true;
//<2F><>¼<EFBFBD><C2BC>ǰ<EFBFBD><C7B0><EFBFBD>ŵڼ<C5B5>֡
size_t idx_frame = 0;
PlayCallBack on_finished;
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
SDL_Texture* texture = nullptr;
std::vector<SDL_Rect> rect_src_list;
int width_frame = 0, height_frame = 0;
};
#endif // ! _ANIMATION_H_

View File

@@ -50,6 +50,7 @@ public:
{
bool can_shot = (!one_shot || (one_shot && !shotted));
shotted = true;
//<2F><><EFBFBD><EFBFBD><EFBFBD>ܴ<EFBFBD><DCB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ҳ<EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><EFBFBD>Ѿ<EFBFBD><D1BE><EFBFBD><EFBFBD><EFBFBD>
if (can_shot && on_timeout)
on_timeout;
@@ -59,16 +60,16 @@ public:
private:
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD>ʼ<EFBFBD><CABC>ȥ<EFBFBD><C8A5><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>
double pass_time = 0;
//<2F>ȴ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ô<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD>ǰ<EFBFBD>ȴ<EFBFBD>ʱ<EFBFBD><EFBFBD>
double wait_time = 0;
//<2F><>ע<EFBFBD><D7A2>ʱ<EFBFBD><CAB1><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD>ͣ
bool paused = false;
//<2F><><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD><C7B5>δ<EFBFBD><CEB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¼״̬<D7B4><CCAC><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٴδ<D9B4><CEB4><EFBFBD>
//<2F><><EFBFBD><EFBFBD><EFBFBD>ǵ<EFBFBD><C7B5>δ<EFBFBD><CEB4><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>¼<EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ٴδ<EFBFBD><EFBFBD><EFBFBD>
bool shotted = false;
//<2F>Ƿ<EFBFBD><C7B7>ǵ<EFBFBD><C7B5>δ<EFBFBD><CEB4><EFBFBD>
bool one_shot = false;
//<2F>ص<EFBFBD><D8B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ<EFBFBD><CABE>ʱӦ<CAB1>ô<EFBFBD><C3B4><EFBFBD>ʲô
std::function<void()> on_timeout;
};

88
TdGame/TdGame/vector2.h Normal file
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@@ -0,0 +1,88 @@
#pragma once
#ifndef _VECTOR2_H_
#define _VECTOR2_H_
#include <cmath>
class Vector2
{
public:
double x = 0;
double y = 0;
public:
Vector2() = default;
~Vector2() = default;
Vector2(double x, double y)
:x(x), y(y) {}
Vector2 operator+(const Vector2& vec) const
{
return Vector2(x + vec.x, y + vec.y);
}
void operator+=(const Vector2& vec)
{
x += vec.x; y += vec.y;
}
Vector2 operator-(const Vector2& vec) const
{
return Vector2(x - vec.x, y - vec.y);
}
void operator-=(const Vector2& vec)
{
x -= vec.x; y -= vec.y;
}
Vector2 operator*(const Vector2& vec)const
{
return Vector2(x * vec.x , y* vec.y);
}
void operator*=(double val)
{
x *= val, y *= val;
}
bool operator==(const Vector2& vec)const
{
return x == vec.x && y == vec.y;
}
bool operator>(const Vector2& vec)const
{
return length() > vec.length();
}
bool operator<(const Vector2& vec)const
{
return length() < vec.length();
}
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
double length() const
{
return sqrt(x * x + y * y);
}
//<2F><>λ<EFBFBD><CEBB><EFBFBD><EFBFBD>
Vector2 normalize() const
{
double len = length();
if (len == 0)
return Vector2(0, 0);
return Vector2(x / len, y / len);
}
bool approx_zero() const
{
return length() < 0.00001;
}
};
#endif