Long-Starlight-Snake-Game/GameConfiguration.hpp

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#include "SynEngine.hpp"
class GameConfiguration
{
private:
sf::Vector2i referenceWindowDimensions;
sf::Vector2f canvasSizeMultiplierRatio;
sf::Texture spriteSheet;
std::string spriteSheetPath;
sf::Vector2i spriteSheetCellSize;
sf::IntRect spriteSheetRect;
float spriteSizeMultiplier;
float audioVolume;
void LoadDefaultValues();
bool LoadSpriteSheet(std::string);
public:
GameConfiguration();
GameConfiguration(sf::Vector2i, std::string = std::string());
float GetSpriteSizeMultiplier();
float GetAudioVolume();
sf::Sprite GetSprite(unsigned int, sf::Vector2f = sf::Vector2f(0, 0), float = 0.0);
~GameConfiguration();
};
GameConfiguration::GameConfiguration()
{
LoadDefaultValues();
}
GameConfiguration::GameConfiguration(sf::Vector2i windowDimensions, std::string configurationPath)
{
if(!configurationPath.empty())
std::cout << "External Configurations Are Not Implemented Yet!\n";
// else
LoadDefaultValues();
spriteSizeMultiplier =
(float)windowDimensions.x / (float)referenceWindowDimensions.x * canvasSizeMultiplierRatio.x +
(float)windowDimensions.y / (float)referenceWindowDimensions.y * canvasSizeMultiplierRatio.y;
}
void GameConfiguration::LoadDefaultValues()
{
// !! Placeholder values! Change after real sprites are added! !!
referenceWindowDimensions = sf::Vector2i(600, 500);
canvasSizeMultiplierRatio = sf::Vector2f(0.0, 1.0f);
spriteSizeMultiplier = 1.0;
LoadSpriteSheet("Data\\SpriteSheet.png");
// !! Placeholder values! Change after real sprites are added! !!
spriteSheetCellSize = sf::Vector2i(50, 50);
spriteSheetRect = sf::IntRect(sf::Vector2i(0, 0), spriteSheetCellSize);
audioVolume = 1.0;
}
bool GameConfiguration::LoadSpriteSheet(std::string path)
{
spriteSheetPath = path;
return spriteSheet.loadFromFile(path);
}
sf::Sprite GameConfiguration::GetSprite(unsigned int index, sf::Vector2f position, float rotation)
{
int offset = spriteSheetRect.width * index;
int xSize = spriteSheet.getSize().x;
sf::Sprite sprite;
spriteSheetRect.left = offset % xSize;
spriteSheetRect.top = offset / xSize * spriteSheetCellSize.y;
sprite.setTexture(spriteSheet);
sprite.setTextureRect(spriteSheetRect);
sprite.setPosition(position * spriteSizeMultiplier);
sprite.setRotation(rotation);
sprite.setScale(spriteSizeMultiplier, spriteSizeMultiplier);
std::cout << spriteSizeMultiplier << "\n";
return sprite;
}
float GameConfiguration::GetSpriteSizeMultiplier()
{
return spriteSizeMultiplier;
}
float GameConfiguration::GetAudioVolume()
{
return audioVolume;
}
GameConfiguration::~GameConfiguration()
{
}