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-rw-r--r--src/main.cpp33
-rw-r--r--src/resourceIds.h15
2 files changed, 30 insertions, 18 deletions
diff --git a/src/main.cpp b/src/main.cpp
index 02697d7..45c2b3a 100644
--- a/src/main.cpp
+++ b/src/main.cpp
@@ -6,16 +6,19 @@
#include "graphics/animation.h"
#include "entity.h"
#include "resourceManager.h"
+#include "resourceIds.h"
namespace gph = Graphics;
+
class Unit: Entity{
private:
sf::Texture spritesheet_;
public:
- gph::Animation dying_animation;
- gph::Animation& current_animation = dying_animation;
+ gph::Animation ne_shooting_animation;
+ gph::Animation se_shooting_animation;
+ gph::Animation& current_animation = ne_shooting_animation;
sf::Sprite sprite;
sf::Vector2f position;
@@ -23,14 +26,14 @@ class Unit: Entity{
sf::Vector2f speed;
- Unit(sf::Texture& spritesheet){
- spritesheet_ = spritesheet;
- dying_animation = gph::Animation(spritesheet_, 14, sf::milliseconds(1400), false);
- current_animation = dying_animation;
+ Unit(TextureManager& textures){
+ ne_shooting_animation = gph::Animation(textures.get(Textures::Id::Player_NE_Shooting), 6, sf::milliseconds(100 * 6), false);
+ se_shooting_animation = gph::Animation(textures.get(Textures::Id::Player_SE_Shooting), 6, sf::milliseconds(100 * 6), false);
+ current_animation = ne_shooting_animation;
position = sf::Vector2f{0,0};
speed = sf::Vector2f{0,0};
- };
+ }
void walk(float vx, float vy){
speed.y = vy;
speed.x = vx;
@@ -48,14 +51,6 @@ class Unit: Entity{
};
-enum class TextureId{
- Angle1,
- Angle2,
- Front,
- Back,
- Side
-};
-
int main()
{
sf::RenderWindow renderWindow(sf::VideoMode(640, 480), "Demo Game");
@@ -63,10 +58,11 @@ int main()
sf::Event event;
sf::Clock clock;
- ResourceManager<sf::Texture, TextureId> TextureManager;
- TextureManager.load( TextureId::Angle1, "assets/img/Player/angle1-dying.png");
+ TextureManager textureManager;
+ textureManager.load(Textures::Id::Player_NE_Shooting, "assets/img/Player/angle2-shooting.png");
+ textureManager.load(Textures::Id::Player_SE_Shooting, "assets/img/Player/angle1-shooting.png");
- Unit unit = Unit(TextureManager.get(TextureId::Angle1));
+ Unit unit = Unit(textureManager);
renderWindow.setFramerateLimit(60);
@@ -84,6 +80,7 @@ int main()
if(elapsed_time > sf::milliseconds(4000) && once){
unit.current_animation.reset();
+ unit.current_animation = unit.se_shooting_animation;
once = false;
}
diff --git a/src/resourceIds.h b/src/resourceIds.h
new file mode 100644
index 0000000..9236fb6
--- /dev/null
+++ b/src/resourceIds.h
@@ -0,0 +1,15 @@
+#ifndef RESOURCE_IDS_H
+#define RESOURCE_IDS_H
+
+#include "resourceManager.h"
+
+namespace Textures{
+ enum class Id{
+ Player_NE_Shooting,
+ Player_SE_Shooting,
+ };
+}
+
+using TextureManager = ResourceManager<sf::Texture, Textures::Id>;
+
+#endif // RESOURCE_IDS_H