We have items and a conveyor belt!
Map is now a singleton so nodes can look up blocks that are next to them Conveyor block/entity now exists and can move an item to the right Added a wrench item for conveyor belts to move, it has the best texture ever
This commit is contained in:
parent
9633b155bd
commit
b3f1071a1d
3 changed files with 25 additions and 6 deletions
22
src/app.cpp
22
src/app.cpp
|
@ -1,7 +1,10 @@
|
|||
#include "app.h"
|
||||
|
||||
#include "map/map.h"
|
||||
#include "interfaces/itemsink.h"
|
||||
#include "items/wrench.h"
|
||||
#include "tiles/rainbow.h"
|
||||
#include "tiles/conveyor.h"
|
||||
#include "tiles/dirt.h"
|
||||
#include "tiles/grass.h"
|
||||
#include "util/vector2.h"
|
||||
|
@ -23,14 +26,16 @@ bool App::OnUserCreate()
|
|||
|
||||
bool App::OnUserUpdate(float delta)
|
||||
{
|
||||
auto &map = Map::instance();
|
||||
|
||||
Vector2<int> screen = {ScreenWidth(), ScreenHeight()};
|
||||
Vector2<int> mouse = {GetMouseX(), GetMouseY()};
|
||||
|
||||
// Save and load keys
|
||||
if(GetKey(olc::Key::S).bReleased)
|
||||
m_map.save();
|
||||
map.save();
|
||||
if(GetKey(olc::Key::L).bReleased)
|
||||
m_map.load();
|
||||
map.load();
|
||||
|
||||
// Basic block placing
|
||||
if(GetMouse(0).bPressed) {
|
||||
|
@ -38,14 +43,21 @@ bool App::OnUserUpdate(float delta)
|
|||
auto tile_pos = screen_pos / (TILE_SIZE + 1);
|
||||
if(screen_pos.x() < 0) tile_pos -= {1, 0};
|
||||
if(screen_pos.y() < 0) tile_pos -= {0, 1};
|
||||
m_map.set_tile(tile_pos, new Rainbow());
|
||||
map.set_tile(tile_pos, new Conveyor());
|
||||
}
|
||||
if(GetMouse(1).bPressed) {
|
||||
auto screen_pos = mouse - m_camera_pos;
|
||||
auto tile_pos = screen_pos / (TILE_SIZE + 1);
|
||||
if(screen_pos.x() < 0) tile_pos -= {1, 0};
|
||||
if(screen_pos.y() < 0) tile_pos -= {0, 1};
|
||||
m_map.set_tile(tile_pos, new Dirt());
|
||||
// map.set_tile(tile_pos, new Dirt());
|
||||
auto sink = dynamic_cast<ItemSink *>(&map.at(tile_pos).entity());
|
||||
std::cout << "Insert " << sink << std::endl;
|
||||
if(sink) {
|
||||
std::cout << sink->can_accept(*(new Wrench())) << std::endl;
|
||||
sink->insert(*(new Wrench()));
|
||||
std::cout << sink->can_accept(*(new Wrench())) << std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
// Pan camera with middle mouse
|
||||
|
@ -68,7 +80,7 @@ bool App::OnUserUpdate(float delta)
|
|||
|
||||
for(int y = min.y() - 1; y < max.y() + 1; y++) {
|
||||
for(int x = min.x() - 1; x < max.x() + 1; x++) {
|
||||
auto &node = m_map.at(Vector2<int>(x, y));
|
||||
auto &node = map.at(Vector2<int>(x, y));
|
||||
node.update(delta);
|
||||
node.render(m_render);
|
||||
}
|
||||
|
|
|
@ -17,7 +17,6 @@ public:
|
|||
|
||||
private:
|
||||
Render m_render;
|
||||
Map m_map;
|
||||
|
||||
Vector2<int> m_drag_start;
|
||||
Vector2<int> m_camera_pos;
|
||||
|
|
|
@ -10,6 +10,14 @@ class Map {
|
|||
public:
|
||||
Map() = default;
|
||||
|
||||
Map(Map const &) = delete;
|
||||
void operator=(const Map &) = delete;
|
||||
|
||||
static Map &instance() {
|
||||
static Map s_instance;
|
||||
return s_instance;
|
||||
}
|
||||
|
||||
Node &at(Vector2<int> pos);
|
||||
void set_tile(Vector2<int> pos, Tile *tile);
|
||||
|
||||
|
|
Loading…
Reference in a new issue