Added readme and various comments and general cleanup
This commit is contained in:
parent
701ac3e151
commit
3437441feb
17 changed files with 964 additions and 937 deletions
1
.gitignore
vendored
1
.gitignore
vendored
|
|
@ -366,3 +366,4 @@ FodyWeavers.xsd
|
||||||
*.swp
|
*.swp
|
||||||
/Resources/scenes/.debugScene.xml.swp
|
/Resources/scenes/.debugScene.xml.swp
|
||||||
compile_commands.json
|
compile_commands.json
|
||||||
|
compile_flags.txt
|
||||||
|
|
|
||||||
66
README.md
Normal file
66
README.md
Normal file
|
|
@ -0,0 +1,66 @@
|
||||||
|
# Personal Game Engine
|
||||||
|
|
||||||
|
A modular, event driven 2D game engine, built from scratch to learn engine architecture and low-level graphics programming.
|
||||||
|
|
||||||
|
Supports sprite-based animation, Lua scripting, XML-driven definitions and Tiled map creation.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Features
|
||||||
|
|
||||||
|
- Event-based animation and sound system
|
||||||
|
- Animation and tile-sets supported by texture atlases
|
||||||
|
- Map creation and collision map support in Tiled map editor
|
||||||
|
- Component-based entity structure
|
||||||
|
- Basic audio engine integration via OpenAL (XML definitions)
|
||||||
|
- Basic physics system
|
||||||
|
- Lua scripted enemy and weapon behavior
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Current Status
|
||||||
|
|
||||||
|
**Work in Progress** - This project is still under active development, I am currently cleaning up my resource management system for better ease of use for future users of this engine.
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Dependencies
|
||||||
|
|
||||||
|
- SDL2, SDL2_image
|
||||||
|
- OpenGL 3.3
|
||||||
|
- sol2 (Lua binding)
|
||||||
|
- TinyXML2
|
||||||
|
- OpenAL
|
||||||
|
- Freetype
|
||||||
|
- GLM
|
||||||
|
- pkg-config
|
||||||
|
- CMake
|
||||||
|
|
||||||
|
## Build Instructions
|
||||||
|
|
||||||
|
1. Clone the repo (git.wienermeister.net/snakert12345/yupplemayham.git)
|
||||||
|
2. Install list of dependencies. Ensure they're available via pkg-config
|
||||||
|
3. Build with CMake
|
||||||
|
|
||||||
|
```bash
|
||||||
|
git clone https://git.wienermeister.net/snakert12345/yupplemayham.git
|
||||||
|
cd yupplemayham
|
||||||
|
mkdir build && cd build
|
||||||
|
cmake ..
|
||||||
|
make
|
||||||
|
```
|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Screenshot
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|
---
|
||||||
|
|
||||||
|
## Roadmap
|
||||||
|
|
||||||
|
- Save/Load system
|
||||||
|
- Modular and scalable menu system
|
||||||
|
- In-game dialog and conversation systems
|
||||||
|
- Expanded combat system
|
||||||
|
|
@ -3,34 +3,35 @@
|
||||||
|
|
||||||
#include "gameplay/entity.h"
|
#include "gameplay/entity.h"
|
||||||
|
|
||||||
class Camera
|
class Camera {
|
||||||
{
|
|
||||||
public:
|
public:
|
||||||
Camera(float viewPortW, float viewPortH) :
|
Camera(float viewPortW, float viewPortH)
|
||||||
position(glm::vec3(0.0f, 0.0f, 0.0f)),
|
: position(glm::vec3(0.0f, 0.0f, 0.0f)),
|
||||||
front(glm::vec3(0.0f, 0.0f, -1.0f)),
|
front(glm::vec3(0.0f, 0.0f, -1.0f)), up(glm::vec3(0.0f, 1.0f, 0.0f)),
|
||||||
up(glm::vec3(0.0f, 1.0f, 0.0f)),
|
viewPortW(viewPortW), viewPortH(viewPortH) {};
|
||||||
viewPortW(viewPortW),
|
|
||||||
viewPortH(viewPortH)
|
|
||||||
{};
|
|
||||||
|
|
||||||
void setPosition(const glm::vec3& position) { this->position = position; }
|
void setPosition(const glm::vec3 &position) { this->position = position; }
|
||||||
|
|
||||||
const Entity* getTarget() const { return target; }
|
const Entity *getTarget() const { return target; }
|
||||||
const glm::vec3 getCenterPos() const { return glm::vec3(position.x + (viewPortW / 2.f), position.y + (viewPortH / 2.f), 0.0f); }
|
const glm::vec3 getCenterPos() const {
|
||||||
void setTarget(Entity* target) { this->target = target; }
|
return glm::vec3(position.x + (viewPortW / 2.f),
|
||||||
|
position.y + (viewPortH / 2.f), 0.0f);
|
||||||
|
}
|
||||||
|
void setTarget(Entity *target) { this->target = target; }
|
||||||
void unsetTarget() { target = nullptr; }
|
void unsetTarget() { target = nullptr; }
|
||||||
bool isTargeting() { return (target != nullptr); }
|
bool isTargeting() { return (target != nullptr); }
|
||||||
|
|
||||||
void update(double deltaTime);
|
void update(double deltaTime);
|
||||||
|
void setViewportSize(float width, float height);
|
||||||
|
|
||||||
const glm::vec3 worldToLocal(const glm::vec3& worldCoordinates);
|
const glm::vec3 worldToLocal(const glm::vec3 &worldCoordinates);
|
||||||
|
|
||||||
glm::mat4 getViewMatrix();
|
glm::mat4 getViewMatrix();
|
||||||
glm::mat4 getProjectionMatrix();
|
glm::mat4 getProjectionMatrix();
|
||||||
const glm::vec3 getPosition() const { return position; }
|
const glm::vec3 getPosition() const { return position; }
|
||||||
|
|
||||||
private:
|
private:
|
||||||
Entity* target = nullptr;
|
Entity *target = nullptr;
|
||||||
|
|
||||||
glm::vec3 position;
|
glm::vec3 position;
|
||||||
glm::vec3 front;
|
glm::vec3 front;
|
||||||
|
|
|
||||||
|
|
@ -20,6 +20,8 @@ public:
|
||||||
unsigned Width() const { return w; }
|
unsigned Width() const { return w; }
|
||||||
unsigned Height() const { return h; }
|
unsigned Height() const { return h; }
|
||||||
|
|
||||||
|
void resizeWindow(size_t w, size_t h);
|
||||||
|
|
||||||
SDL_Window *getWindow() const { return window; }
|
SDL_Window *getWindow() const { return window; }
|
||||||
const SDL_GLContext &getContext() const { return glContext; }
|
const SDL_GLContext &getContext() const { return glContext; }
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -56,6 +56,8 @@ private:
|
||||||
void initFrameBuffers();
|
void initFrameBuffers();
|
||||||
void initUniformBuffers();
|
void initUniformBuffers();
|
||||||
|
|
||||||
|
void resizeFrameBuffers();
|
||||||
|
|
||||||
std::unique_ptr<Postprocessor> postProcessor;
|
std::unique_ptr<Postprocessor> postProcessor;
|
||||||
|
|
||||||
void sortLayerPool(auto &layerPool);
|
void sortLayerPool(auto &layerPool);
|
||||||
|
|
|
||||||
|
|
@ -1,10 +1,10 @@
|
||||||
#ifndef _H_EVENTS_H
|
#ifndef _H_EVENTS_H
|
||||||
#define _H_EVENTS_H
|
#define _H_EVENTS_H
|
||||||
|
|
||||||
|
#include <functional>
|
||||||
|
#include <memory>
|
||||||
#include <string>
|
#include <string>
|
||||||
#include <typeindex>
|
#include <typeindex>
|
||||||
#include <memory>
|
|
||||||
#include <functional>
|
|
||||||
#include <unordered_map>
|
#include <unordered_map>
|
||||||
|
|
||||||
#include "utility/direction.h"
|
#include "utility/direction.h"
|
||||||
|
|
@ -73,31 +73,31 @@ struct ScreenBlurEvent {
|
||||||
float duration;
|
float duration;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct WindowResizeEvent {
|
||||||
|
size_t width;
|
||||||
|
size_t height;
|
||||||
|
};
|
||||||
|
|
||||||
class EventManager {
|
class EventManager {
|
||||||
public:
|
public:
|
||||||
template <typename T>
|
template <typename T> using EventCallback = std::function<void(const T &)>;
|
||||||
using EventCallback = std::function<void(const T&)>;
|
|
||||||
|
|
||||||
template <typename T>
|
template <typename T> void subscribe(EventCallback<T> cb) {
|
||||||
void subscribe(EventCallback<T> cb) {
|
auto wrapper = [cb](void *ev) { cb(*static_cast<T *>(ev)); };
|
||||||
auto wrapper = [cb](void *ev) {
|
|
||||||
cb(*static_cast<T*>(ev));
|
|
||||||
};
|
|
||||||
callbacks[typeid(T)].push_back(wrapper);
|
callbacks[typeid(T)].push_back(wrapper);
|
||||||
}
|
}
|
||||||
template <typename T>
|
template <typename T> void notify(const T &event) {
|
||||||
void notify(const T& event) {
|
|
||||||
auto iterator = callbacks.find(typeid(T));
|
auto iterator = callbacks.find(typeid(T));
|
||||||
if (iterator != callbacks.end())
|
if (iterator != callbacks.end()) {
|
||||||
{
|
for (auto &cb : iterator->second) {
|
||||||
for (auto& cb : iterator->second)
|
cb((void *)&event);
|
||||||
{
|
|
||||||
cb((void*)&event);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
std::unordered_map <std::type_index, std::vector <std::function<void(void*)>>> callbacks;
|
std::unordered_map<std::type_index, std::vector<std::function<void(void *)>>>
|
||||||
|
callbacks;
|
||||||
};
|
};
|
||||||
|
|
||||||
#endif //_H_EVENTS_H
|
#endif //_H_EVENTS_H
|
||||||
|
|
|
||||||
|
|
@ -4,20 +4,20 @@
|
||||||
#include "utility/raycaster.h"
|
#include "utility/raycaster.h"
|
||||||
#include "utility/script.h"
|
#include "utility/script.h"
|
||||||
|
|
||||||
AI::AI(GameActor* actor, std::unique_ptr<Raycaster> raycaster)
|
AI::AI(GameActor *actor, std::unique_ptr<Raycaster> raycaster)
|
||||||
: state(AIState::Idle), raycaster(std::move(raycaster)), actor(actor),
|
: state(AIState::Idle), raycaster(std::move(raycaster)), actor(actor),
|
||||||
lastGCTime(std::chrono::high_resolution_clock::now()), GCTimeout(3)
|
lastGCTime(std::chrono::high_resolution_clock::now()), GCTimeout(3) {}
|
||||||
{}
|
|
||||||
|
|
||||||
/*
|
/*
|
||||||
* The behavior script works off of three different states, idle, patrol and alert.
|
* The behavior script works off of three different states, idle, patrol and
|
||||||
* When the script is idle, this is */
|
* alert. When the script is idle, this is */
|
||||||
void AI::attachBehaviourScript(std::unique_ptr<AIScript> behaviour)
|
void AI::attachBehaviourScript(std::unique_ptr<AIScript> behaviour) {
|
||||||
{
|
|
||||||
// passing out instance of raycaster and this AI into our scripting api
|
// passing out instance of raycaster and this AI into our scripting api
|
||||||
// pay special attention each ai script has control of only their own instance of ai!
|
// pay special attention each ai script has control of only their own instance
|
||||||
|
// of ai!
|
||||||
this->behaviour = std::move(behaviour);
|
this->behaviour = std::move(behaviour);
|
||||||
this->behaviour->lua["raycaster"] = sol::make_reference(this->behaviour->lua, raycaster.get());
|
this->behaviour->lua["raycaster"] =
|
||||||
|
sol::make_reference(this->behaviour->lua, raycaster.get());
|
||||||
this->behaviour->lua["ai"] = sol::make_reference(this->behaviour->lua, this);
|
this->behaviour->lua["ai"] = sol::make_reference(this->behaviour->lua, this);
|
||||||
|
|
||||||
idleFunc = this->behaviour->lua["idle"];
|
idleFunc = this->behaviour->lua["idle"];
|
||||||
|
|
@ -25,42 +25,35 @@ void AI::attachBehaviourScript(std::unique_ptr<AIScript> behaviour)
|
||||||
alertFunc = this->behaviour->lua["alert"];
|
alertFunc = this->behaviour->lua["alert"];
|
||||||
}
|
}
|
||||||
|
|
||||||
void AI::update()
|
void AI::update() {
|
||||||
{
|
|
||||||
try {
|
try {
|
||||||
// If our ai doesn't have a reference to the actor it's controlling it will do nothing.
|
// If our ai doesn't have a reference to the actor it's controlling it will
|
||||||
// If our ai script does have an actor but no target, it will default to its idle state.
|
// do nothing. If our ai script does have an actor but no target, it will
|
||||||
|
// default to its idle state.
|
||||||
if (actor && target) {
|
if (actor && target) {
|
||||||
switch (state)
|
switch (state) {
|
||||||
{
|
|
||||||
case AIState::Idle:
|
case AIState::Idle:
|
||||||
if (idleFunc.valid())
|
if (idleFunc.valid()) {
|
||||||
{
|
|
||||||
auto result = idleFunc(actor, target);
|
auto result = idleFunc(actor, target);
|
||||||
if (!result.valid())
|
if (!result.valid()) {
|
||||||
{
|
|
||||||
sol::error err = result;
|
sol::error err = result;
|
||||||
LOG(ERROR, "Lua error: {}", err.what(), NULL);
|
LOG(ERROR, "Lua error: {}", err.what(), NULL);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case AIState::Patrol:
|
case AIState::Patrol:
|
||||||
if (patrolFunc.valid())
|
if (patrolFunc.valid()) {
|
||||||
{
|
|
||||||
auto result = patrolFunc(actor, target);
|
auto result = patrolFunc(actor, target);
|
||||||
if (!result.valid())
|
if (!result.valid()) {
|
||||||
{
|
|
||||||
sol::error err = result;
|
sol::error err = result;
|
||||||
LOG(ERROR, "Lua error: {}", err.what(), NULL);
|
LOG(ERROR, "Lua error: {}", err.what(), NULL);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case AIState::Alert:
|
case AIState::Alert:
|
||||||
if (alertFunc.valid())
|
if (alertFunc.valid()) {
|
||||||
{
|
|
||||||
auto result = alertFunc(actor, target);
|
auto result = alertFunc(actor, target);
|
||||||
if (!result.valid())
|
if (!result.valid()) {
|
||||||
{
|
|
||||||
sol::error err = result;
|
sol::error err = result;
|
||||||
LOG(ERROR, "Lua error: {}", err.what(), NULL);
|
LOG(ERROR, "Lua error: {}", err.what(), NULL);
|
||||||
}
|
}
|
||||||
|
|
@ -68,9 +61,6 @@ void AI::update()
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
} else if (actor) {
|
} else if (actor) {
|
||||||
switch (state)
|
|
||||||
{
|
|
||||||
case AIState::Idle:
|
|
||||||
if (idleFunc.valid()) {
|
if (idleFunc.valid()) {
|
||||||
auto result = idleFunc(actor, nullptr);
|
auto result = idleFunc(actor, nullptr);
|
||||||
if (!result.valid()) {
|
if (!result.valid()) {
|
||||||
|
|
@ -79,24 +69,22 @@ void AI::update()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
|
||||||
// Collect garbage just to be sure.
|
// Collect garbage just to be sure.
|
||||||
std::chrono::high_resolution_clock::time_point curTime = std::chrono::high_resolution_clock::now();
|
std::chrono::high_resolution_clock::time_point curTime =
|
||||||
if (curTime - lastGCTime >= GCTimeout)
|
std::chrono::high_resolution_clock::now();
|
||||||
{
|
if (curTime - lastGCTime >= GCTimeout) {
|
||||||
behaviour->lua.collect_gc();
|
behaviour->lua.collect_gc();
|
||||||
lastGCTime = curTime;
|
lastGCTime = curTime;
|
||||||
}
|
}
|
||||||
}
|
} catch (const std::exception &e) {
|
||||||
catch (const std::exception& e) {
|
|
||||||
LOG(ERROR, "Problem occured during AI update: {}", e.what());
|
LOG(ERROR, "Problem occured during AI update: {}", e.what());
|
||||||
state = AIState::Idle;
|
state = AIState::Idle;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
AI::~AI()
|
AI::~AI() {
|
||||||
{
|
// Just set all of the references to null, given they are smart pointers, they
|
||||||
// Just set all of the references to null, given they are smart pointers, they are freed when no longer used.
|
// are freed when no longer used.
|
||||||
behaviour->lua["raycaster"] = sol::nil;
|
behaviour->lua["raycaster"] = sol::nil;
|
||||||
behaviour->lua["ai"] = sol::nil;
|
behaviour->lua["ai"] = sol::nil;
|
||||||
behaviour->lua["idle"] = sol::nil;
|
behaviour->lua["idle"] = sol::nil;
|
||||||
|
|
|
||||||
|
|
@ -1,28 +1,31 @@
|
||||||
#include "gameplay/camera.h"
|
#include "gameplay/camera.h"
|
||||||
|
|
||||||
// follow our target set using the setTarget. If there is no target set the camera will not move.
|
// follow our target set using the setTarget. If there is no target set the
|
||||||
void Camera::update(double deltaTime)
|
// camera will not move.
|
||||||
{
|
void Camera::update(double deltaTime) {
|
||||||
if (target == nullptr)
|
if (target == nullptr)
|
||||||
return;
|
return;
|
||||||
float smoothingFactor = 5.0f;
|
float smoothingFactor = 5.0f;
|
||||||
//if (glm::distance(target->getCenter(), getCenterPos()) > 20.f)
|
// if (glm::distance(target->getCenter(), getCenterPos()) > 20.f)
|
||||||
position += (target->getCenter() - getCenterPos()) * smoothingFactor * static_cast<float>(deltaTime);
|
position += (target->getCenter() - getCenterPos()) * smoothingFactor *
|
||||||
|
static_cast<float>(deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::mat4 Camera::getViewMatrix()
|
glm::mat4 Camera::getViewMatrix() {
|
||||||
{
|
|
||||||
return glm::lookAt(position, position + front, up);
|
return glm::lookAt(position, position + front, up);
|
||||||
}
|
}
|
||||||
|
|
||||||
glm::mat4 Camera::getProjectionMatrix()
|
glm::mat4 Camera::getProjectionMatrix() {
|
||||||
{
|
|
||||||
return glm::ortho(0.f, viewPortW, viewPortH, 0.f);
|
return glm::ortho(0.f, viewPortW, viewPortH, 0.f);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Camera::setViewportSize(float width, float height) {
|
||||||
|
viewPortW = width;
|
||||||
|
viewPortH = height;
|
||||||
|
}
|
||||||
|
|
||||||
// The local coordinates are the corrdinates relative to the camera.
|
// The local coordinates are the corrdinates relative to the camera.
|
||||||
const glm::vec3 Camera::worldToLocal(const glm::vec3& worldCoordinates)
|
const glm::vec3 Camera::worldToLocal(const glm::vec3 &worldCoordinates) {
|
||||||
{
|
// return worldCoordinates - position;
|
||||||
//return worldCoordinates - position;
|
|
||||||
return glm::vec3(getViewMatrix() * glm::vec4(worldCoordinates, 1.0f));
|
return glm::vec3(getViewMatrix() * glm::vec4(worldCoordinates, 1.0f));
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -11,6 +11,7 @@
|
||||||
|
|
||||||
#include "sound/engine.h"
|
#include "sound/engine.h"
|
||||||
|
|
||||||
|
#include <SDL_video.h>
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
#include <memory>
|
#include <memory>
|
||||||
#include <utility/events.h>
|
#include <utility/events.h>
|
||||||
|
|
@ -85,7 +86,17 @@ bool Game::loadDebugScene() {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Game::captureInput(SDL_Event &e) { inputHandler->captureInput(e); }
|
void Game::captureInput(SDL_Event &e) {
|
||||||
|
inputHandler->captureInput(e);
|
||||||
|
if (e.type == SDL_WINDOWEVENT_RESIZED) {
|
||||||
|
size_t width = static_cast<size_t>(e.window.data1);
|
||||||
|
size_t height = static_cast<size_t>(e.window.data2);
|
||||||
|
globalEventManager->notify<WindowResizeEvent>({width, height});
|
||||||
|
window->resizeWindow(width, height);
|
||||||
|
camera->setViewportSize(static_cast<float>(e.window.data1),
|
||||||
|
static_cast<float>(e.window.data2));
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void Game::executeInputs() {
|
void Game::executeInputs() {
|
||||||
inputHandler->handleInput();
|
inputHandler->handleInput();
|
||||||
|
|
|
||||||
|
|
@ -3,31 +3,33 @@
|
||||||
#include "gameplay/physics.h"
|
#include "gameplay/physics.h"
|
||||||
#include "gameplay/scene.h"
|
#include "gameplay/scene.h"
|
||||||
#include "gameplay/weapons/weapon.h"
|
#include "gameplay/weapons/weapon.h"
|
||||||
#include "utility/events.h"
|
|
||||||
#include "utility/direction.h"
|
|
||||||
#include "utility/component.h"
|
#include "utility/component.h"
|
||||||
|
#include "utility/direction.h"
|
||||||
|
#include "utility/events.h"
|
||||||
#include <memory>
|
#include <memory>
|
||||||
|
|
||||||
GameActor::~GameActor() { }
|
// The components are smart pointer references to resources owned by the
|
||||||
|
// resource manager. So the GameActor is not responsible for cleaning resources.
|
||||||
|
GameActor::~GameActor() {}
|
||||||
|
|
||||||
void GameActor::addComponent(std::unique_ptr<Component> component)
|
// Adding a component also means attaching the id of the entity to the
|
||||||
{
|
// component, so it's aware of who owns it. This is important for event handling
|
||||||
|
void GameActor::addComponent(std::unique_ptr<Component> component) {
|
||||||
component->ownerid = entityid;
|
component->ownerid = entityid;
|
||||||
components.push_back(std::move(component));
|
components.push_back(std::move(component));
|
||||||
}
|
}
|
||||||
|
|
||||||
Weapon* GameActor::getHeldWeapon() const
|
Weapon *GameActor::getHeldWeapon() const {
|
||||||
{
|
return (weapons.empty() || currentWeaponIndex >= weapons.size())
|
||||||
return (weapons.empty() || currentWeaponIndex >= weapons.size()) ? nullptr : weapons[currentWeaponIndex].get();
|
? nullptr
|
||||||
|
: weapons[currentWeaponIndex].get();
|
||||||
}
|
}
|
||||||
|
|
||||||
std::span<Weapon*> GameActor::getAllWeapons()
|
std::span<Weapon *> GameActor::getAllWeapons() { return weaponCache; }
|
||||||
{
|
|
||||||
return weaponCache;
|
|
||||||
}
|
|
||||||
|
|
||||||
void GameActor::pickupWeapon(std::unique_ptr<Weapon> weapon)
|
// Keep a seperate vector that is used as the cache for external calls to
|
||||||
{
|
// getAllWeapons()
|
||||||
|
void GameActor::pickupWeapon(std::unique_ptr<Weapon> weapon) {
|
||||||
weapon->setWielder(this);
|
weapon->setWielder(this);
|
||||||
if (auto eventManager = sceneContext->getEventManager().lock()) {
|
if (auto eventManager = sceneContext->getEventManager().lock()) {
|
||||||
weapon->hookEventManager(eventManager);
|
weapon->hookEventManager(eventManager);
|
||||||
|
|
@ -40,69 +42,79 @@ void GameActor::pickupWeapon(std::unique_ptr<Weapon> weapon)
|
||||||
getHeldWeapon()->wield();
|
getHeldWeapon()->wield();
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameActor::setRotation(const float& rotation)
|
void GameActor::setRotation(const float &rotation) {
|
||||||
{
|
// Any attached animation component would be interested if their owner needs
|
||||||
|
// their sprite swapped
|
||||||
if (!isRotatable) {
|
if (!isRotatable) {
|
||||||
if (auto eventManager = sceneContext->getEventManager().lock()) {
|
if (auto eventManager = sceneContext->getEventManager().lock()) {
|
||||||
Direction newDir = getDirectionFromRotation(rotation);
|
Direction newDir = getDirectionFromRotation(rotation);
|
||||||
if (getDirectionFromRotation(this->rotation) != newDir)
|
if (getDirectionFromRotation(this->rotation) != newDir)
|
||||||
eventManager->notify<DirectionChangeEvent>({ entityid, newDir });
|
eventManager->notify<DirectionChangeEvent>({entityid, newDir});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
this->rotation = rotation;
|
this->rotation = rotation;
|
||||||
updateModelMatrix();
|
updateModelMatrix();
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameActor::update(double deltaTime)
|
void GameActor::update(double deltaTime) {
|
||||||
{
|
|
||||||
Entity::update(deltaTime);
|
Entity::update(deltaTime);
|
||||||
|
|
||||||
for (const auto& component : components)
|
for (const auto &component : components)
|
||||||
component->update();
|
component->update();
|
||||||
for (const auto& weapon : weapons)
|
for (const auto &weapon : weapons)
|
||||||
weapon->update(deltaTime);
|
weapon->update(deltaTime);
|
||||||
|
|
||||||
if (isMoving && !wasMoving)
|
// Not the cleanest solution, but this is to make sure the animation isn't
|
||||||
{
|
// starting to move over and over.
|
||||||
|
if (isMoving && !wasMoving) {
|
||||||
if (auto event = sceneContext->getEventManager().lock()) {
|
if (auto event = sceneContext->getEventManager().lock()) {
|
||||||
event->notify<EntityMoveEvent>({ entityid });
|
event->notify<EntityMoveEvent>({entityid});
|
||||||
}
|
}
|
||||||
wasMoving = true;
|
wasMoving = true;
|
||||||
}
|
} else if (!isMoving && wasMoving) {
|
||||||
else if (!isMoving && wasMoving)
|
|
||||||
{
|
|
||||||
if (auto event = sceneContext->getEventManager().lock()) {
|
if (auto event = sceneContext->getEventManager().lock()) {
|
||||||
event->notify<EntityStopEvent>({ entityid });
|
event->notify<EntityStopEvent>({entityid});
|
||||||
}
|
}
|
||||||
wasMoving = false;
|
wasMoving = false;
|
||||||
}
|
}
|
||||||
isMoving = false;
|
isMoving = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameActor::draw()
|
void GameActor::draw() {
|
||||||
{
|
|
||||||
Entity::draw();
|
Entity::draw();
|
||||||
|
for (const auto &component : components) {
|
||||||
// regular loop through components, but if the component returns true to kill, we erase it.
|
|
||||||
// Components are always assumed to be smart pointers!
|
|
||||||
for (const auto& component : components)
|
|
||||||
{
|
|
||||||
component->bind();
|
component->bind();
|
||||||
component->render();
|
component->render();
|
||||||
}
|
}
|
||||||
//for (auto& weapon : weapons)
|
|
||||||
// weapon->draw();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void GameActor::moveUp() { if (physics) physics->rigidBody.applyForce(glm::vec3( 0.f,-1.f, 0.f), 1500.25f); isMoving = true; }
|
void GameActor::moveUp() {
|
||||||
void GameActor::moveDown() { if (physics) physics->rigidBody.applyForce(glm::vec3( 0.f, 1.f, 0.f), 1500.25f); isMoving = true; }
|
if (physics)
|
||||||
void GameActor::moveLeft() { if (physics) physics->rigidBody.applyForce(glm::vec3(-1.f, 0.f, 0.f), 1500.25f); isMoving = true; }
|
physics->rigidBody.applyForce(glm::vec3(0.f, -1.f, 0.f), 1500.25f);
|
||||||
void GameActor::moveRight(){ if (physics) physics->rigidBody.applyForce(glm::vec3( 1.f, 0.f, 0.f), 1500.25f); isMoving = true; }
|
isMoving = true;
|
||||||
|
}
|
||||||
|
void GameActor::moveDown() {
|
||||||
|
if (physics)
|
||||||
|
physics->rigidBody.applyForce(glm::vec3(0.f, 1.f, 0.f), 1500.25f);
|
||||||
|
isMoving = true;
|
||||||
|
}
|
||||||
|
void GameActor::moveLeft() {
|
||||||
|
if (physics)
|
||||||
|
physics->rigidBody.applyForce(glm::vec3(-1.f, 0.f, 0.f), 1500.25f);
|
||||||
|
isMoving = true;
|
||||||
|
}
|
||||||
|
void GameActor::moveRight() {
|
||||||
|
if (physics)
|
||||||
|
physics->rigidBody.applyForce(glm::vec3(1.f, 0.f, 0.f), 1500.25f);
|
||||||
|
isMoving = true;
|
||||||
|
}
|
||||||
|
|
||||||
// top-down shooter mode controls
|
// top-down shooter mode controls
|
||||||
void GameActor::fireWeapon()const {
|
void GameActor::fireWeapon() const {
|
||||||
if (auto weapon = getHeldWeapon()) {
|
if (auto weapon = getHeldWeapon()) {
|
||||||
if (weapon->shoot()) {
|
if (weapon->shoot()) {
|
||||||
|
// If it's the player that is shooting apply a shake and blur effect to
|
||||||
|
// give the shots some weight
|
||||||
if (sceneContext->getPlayerID() == entityid) {
|
if (sceneContext->getPlayerID() == entityid) {
|
||||||
if (auto gEvent = sceneContext->getGlobalEventManager().lock()) {
|
if (auto gEvent = sceneContext->getGlobalEventManager().lock()) {
|
||||||
gEvent->notify<ScreenShakeEvent>({0.01f, 0.8f});
|
gEvent->notify<ScreenShakeEvent>({0.01f, 0.8f});
|
||||||
|
|
@ -123,33 +135,46 @@ void GameActor::cycleUpWeapons() {
|
||||||
void GameActor::cycleDownWeapons() {
|
void GameActor::cycleDownWeapons() {
|
||||||
if (!weapons.empty()) {
|
if (!weapons.empty()) {
|
||||||
weapons[currentWeaponIndex]->putaway();
|
weapons[currentWeaponIndex]->putaway();
|
||||||
currentWeaponIndex = (currentWeaponIndex + weapons.size() - 1) % weapons.size();
|
currentWeaponIndex =
|
||||||
|
(currentWeaponIndex + weapons.size() - 1) % weapons.size();
|
||||||
weapons[currentWeaponIndex]->wield();
|
weapons[currentWeaponIndex]->wield();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
void GameActor::cycleWeapons(const MouseState& mouse_state)
|
void GameActor::cycleWeapons(const MouseState &mouse_state) {
|
||||||
{
|
|
||||||
if (mouse_state.scroll < 0)
|
if (mouse_state.scroll < 0)
|
||||||
cycleUpWeapons();
|
cycleUpWeapons();
|
||||||
else if (mouse_state.scroll > 0)
|
else if (mouse_state.scroll > 0)
|
||||||
cycleDownWeapons();
|
cycleDownWeapons();
|
||||||
}
|
}
|
||||||
void GameActor::followMouse(const MouseState& mouse_state)
|
void GameActor::followMouse(const MouseState &mouse_state) {
|
||||||
{
|
glm::vec2 direction = glm::vec2(mouse_state.x, mouse_state.y) -
|
||||||
glm::vec2 direction = glm::vec2(mouse_state.x, mouse_state.y) - glm::vec2(localPosition.x, localPosition.y);
|
glm::vec2(localPosition.x, localPosition.y);
|
||||||
float newRotation = glm::degrees(glm::atan(direction.y, direction.x));
|
float newRotation = glm::degrees(glm::atan(direction.y, direction.x));
|
||||||
if (getDirectionFromRotation(rotation) != getDirectionFromRotation(newRotation)) {
|
if (getDirectionFromRotation(rotation) !=
|
||||||
|
getDirectionFromRotation(newRotation)) {
|
||||||
if (auto event = sceneContext->getEventManager().lock()) {
|
if (auto event = sceneContext->getEventManager().lock()) {
|
||||||
event->notify<DirectionChangeEvent>({ entityid, getDirectionFromRotation(newRotation) });
|
event->notify<DirectionChangeEvent>(
|
||||||
|
{entityid, getDirectionFromRotation(newRotation)});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//setRotation(glm::degrees(glm::atan(direction.y, direction.x)));
|
// setRotation(glm::degrees(glm::atan(direction.y, direction.x)));
|
||||||
this->rotation = newRotation;
|
this->rotation = newRotation;
|
||||||
}
|
}
|
||||||
void GameActor::strafeLeft() { position.x += sin(glm::radians(rotation)) * speed; position.y -= cos(glm::radians(rotation)) * speed; }
|
void GameActor::strafeLeft() {
|
||||||
void GameActor::strafeRight() { position.x -= sin(glm::radians(rotation)) * speed; position.y += cos(glm::radians(rotation)) * speed; }
|
position.x += sin(glm::radians(rotation)) * speed;
|
||||||
void GameActor::moveBackward() { position.x -= cos(glm::radians(rotation)) * speed; position.y -= sin(glm::radians(rotation)) * speed; }
|
position.y -= cos(glm::radians(rotation)) * speed;
|
||||||
void GameActor::moveForward() {
|
}
|
||||||
|
void GameActor::strafeRight() {
|
||||||
|
position.x -= sin(glm::radians(rotation)) * speed;
|
||||||
|
position.y += cos(glm::radians(rotation)) * speed;
|
||||||
|
}
|
||||||
|
void GameActor::moveBackward() {
|
||||||
|
position.x -= cos(glm::radians(rotation)) * speed;
|
||||||
|
position.y -= sin(glm::radians(rotation)) * speed;
|
||||||
|
}
|
||||||
|
void GameActor::moveForward() { // More than likely the most useful of the
|
||||||
|
// movement commands so far. But this could
|
||||||
|
// change in the future
|
||||||
if (physics) {
|
if (physics) {
|
||||||
physics->rigidBody.velocity.x += cos(glm::radians(rotation)) * speed;
|
physics->rigidBody.velocity.x += cos(glm::radians(rotation)) * speed;
|
||||||
physics->rigidBody.velocity.y += sin(glm::radians(rotation)) * speed;
|
physics->rigidBody.velocity.y += sin(glm::radians(rotation)) * speed;
|
||||||
|
|
|
||||||
|
|
@ -3,31 +3,28 @@
|
||||||
|
|
||||||
#include <SDL_timer.h>
|
#include <SDL_timer.h>
|
||||||
|
|
||||||
void InputHandler::handleInput()
|
void InputHandler::handleInput() {
|
||||||
{
|
// If our input handler is not attached to an actor we return.
|
||||||
if (!actor) return;
|
// This will be due for change given we will need to handle input during menus
|
||||||
|
if (!actor)
|
||||||
|
return;
|
||||||
Uint32 currentTime = SDL_GetTicks();
|
Uint32 currentTime = SDL_GetTicks();
|
||||||
// check for bound keys that were pressed,
|
// check for bound keys that were pressed,
|
||||||
// next check if the hasn't been executed within the amount specified in delay
|
// next check if the hasn't been executed within the amount specified in delay
|
||||||
// if not execute the command and set lastExecution to currentTime
|
// if not execute the command and set lastExecution to currentTime
|
||||||
for (auto& [key, command] : keyCommands)
|
for (auto &[key, command] : keyCommands) {
|
||||||
{
|
if (keys[key] == true) {
|
||||||
if (keys[key] == true)
|
if (currentTime - command.lastExecution >= command.delay) {
|
||||||
{
|
|
||||||
if (currentTime - command.lastExecution >= command.delay)
|
|
||||||
{
|
|
||||||
commandQueue.push_back(command.cmd.get());
|
commandQueue.push_back(command.cmd.get());
|
||||||
command.lastExecution = currentTime;
|
command.lastExecution = currentTime;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
// Same with the mouse, for this context we'll be checking for motion events and for click events
|
// Same with the mouse, for this context we'll be checking for motion events
|
||||||
for (auto& [button, command] : mouseCommands)
|
// and for click events
|
||||||
{
|
for (auto &[button, command] : mouseCommands) {
|
||||||
if (mouseButtons[button] == true)
|
if (mouseButtons[button] == true) {
|
||||||
{
|
if (currentTime - command.lastExecution >= command.delay) {
|
||||||
if (currentTime - command.lastExecution >= command.delay)
|
|
||||||
{
|
|
||||||
mouseQueue.push_back(command.cmd.get());
|
mouseQueue.push_back(command.cmd.get());
|
||||||
command.lastExecution = currentTime;
|
command.lastExecution = currentTime;
|
||||||
}
|
}
|
||||||
|
|
@ -37,22 +34,20 @@ void InputHandler::handleInput()
|
||||||
mouseMotionCommand->execute(*actor, mouse_state);
|
mouseMotionCommand->execute(*actor, mouse_state);
|
||||||
if (mouseScrollCommand)
|
if (mouseScrollCommand)
|
||||||
mouseScrollCommand->execute(*actor, mouse_state);
|
mouseScrollCommand->execute(*actor, mouse_state);
|
||||||
mouse_state.scroll = 0.0f; // clear mouse scroll since we have handled the event.
|
mouse_state.scroll =
|
||||||
|
0.0f; // clear mouse scroll since we have handled the event.
|
||||||
}
|
}
|
||||||
|
|
||||||
// Executes every captured command during the frame
|
// Executes every captured command during the frame
|
||||||
void InputHandler::executeCommands()
|
void InputHandler::executeCommands() {
|
||||||
{
|
for (auto &command : commandQueue) {
|
||||||
for (auto& command : commandQueue) {
|
|
||||||
command->execute(*actor);
|
command->execute(*actor);
|
||||||
}
|
}
|
||||||
for (auto& mouse : mouseQueue) {
|
for (auto &mouse : mouseQueue) {
|
||||||
mouse->execute(*actor, mouse_state);
|
mouse->execute(*actor, mouse_state);
|
||||||
}
|
}
|
||||||
commandQueue.clear();
|
commandQueue.clear();
|
||||||
mouseQueue.clear();
|
mouseQueue.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
InputHandler::~InputHandler()
|
InputHandler::~InputHandler() {}
|
||||||
{
|
|
||||||
}
|
|
||||||
|
|
|
||||||
|
|
@ -1,93 +1,99 @@
|
||||||
#include "gameplay/map.h"
|
#include "gameplay/map.h"
|
||||||
#include "gameplay/camera.h"
|
|
||||||
#include "graphics/shader.h"
|
|
||||||
#include "graphics/texture.h"
|
#include "graphics/texture.h"
|
||||||
#include "utility/xmlloader.h"
|
|
||||||
#include "utility/resourcemanager.h"
|
|
||||||
#include "utility/logger.h"
|
#include "utility/logger.h"
|
||||||
|
#include "utility/resourcemanager.h"
|
||||||
|
#include "utility/xmlloader.h"
|
||||||
|
|
||||||
#include <glm/gtc/matrix_transform.hpp>
|
#include <glm/gtc/matrix_transform.hpp>
|
||||||
|
|
||||||
Map::Map(const MapData* mapData, const unsigned shaderID, std::shared_ptr<ResourceManager> resourceManager) :
|
Map::Map(const MapData *mapData, const unsigned shaderID,
|
||||||
mapData(mapData),
|
std::shared_ptr<ResourceManager> resourceManager)
|
||||||
tileIds(mapData->tiles)
|
: mapData(mapData), tileIds(mapData->tiles) {
|
||||||
{
|
|
||||||
this->shaderID = shaderID;
|
this->shaderID = shaderID;
|
||||||
|
|
||||||
for (auto& tileSet : mapData->tileSets)
|
// Tiles are held on layers, drawn back to front
|
||||||
|
for (auto &tileSet : mapData->tileSets)
|
||||||
tileSetData.push_back(resourceManager->loadTileSet(tileSet.path));
|
tileSetData.push_back(resourceManager->loadTileSet(tileSet.path));
|
||||||
|
|
||||||
if (!tileSetData.empty())
|
if (!tileSetData.empty()) {
|
||||||
{
|
// Storing all of the tilesets we will need to load and sending it to our
|
||||||
std::vector<const char*> buffer;
|
// texture instance handle
|
||||||
for (int layer = 0; layer < tileIds.size(); layer++)
|
std::vector<const char *> buffer;
|
||||||
{
|
for (int layer = 0; layer < tileIds.size(); layer++) {
|
||||||
buffer.clear();
|
buffer.clear();
|
||||||
for (auto& set : tileSetData)
|
for (auto &set : tileSetData)
|
||||||
buffer.push_back(set->file.c_str());
|
buffer.push_back(set->file.c_str());
|
||||||
if (!buffer.empty())
|
if (!buffer.empty())
|
||||||
instanceHandles.push_back(std::make_shared<TileTextureInstance>(buffer));
|
instanceHandles.push_back(
|
||||||
|
std::make_shared<TileTextureInstance>(buffer));
|
||||||
}
|
}
|
||||||
|
|
||||||
loadMap();
|
loadMap();
|
||||||
createCollisionMap();
|
createCollisionMap();
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
#include <glm/ext.hpp>
|
|
||||||
void Map::loadMap()
|
|
||||||
{
|
|
||||||
tileData.resize(tileIds.size());
|
|
||||||
for (int layer = 0; layer < tileIds.size(); layer++)
|
|
||||||
{
|
|
||||||
for (int y = 0; y < tileIds[layer].size(); y++)
|
|
||||||
{
|
|
||||||
for (int x = 0; x < tileIds[layer][y].size(); x++)
|
|
||||||
{
|
|
||||||
glm::mat4 modelMatrix =
|
|
||||||
glm::translate(glm::mat4(1.f), glm::vec3(x * mapData->tileSize, y * mapData->tileSize, 0.0f)) *
|
|
||||||
glm::scale(glm::mat4(1.f), glm::vec3(mapData->tileSize, mapData->tileSize, 1.0f));
|
|
||||||
|
|
||||||
int textureIndex = static_cast<int>(getTileSetIndex(tileIds[layer][y][x]));
|
void Map::loadMap() {
|
||||||
glm::vec2 originalSize = (textureIndex != -1) ?
|
tileData.resize(tileIds.size());
|
||||||
glm::vec2(tileSetData[textureIndex]->width, tileSetData[textureIndex]->height) :
|
// Tiles are drawn back to front, we track the tileset the tile comes from and
|
||||||
glm::vec2(0.0f);
|
// additional information about the tilesets themselves so the shader can
|
||||||
int tilesPerRow = (textureIndex != -1) ? tileSetData[textureIndex]->columns : 0;
|
// properly draw the right tile. Each layer is its own instance
|
||||||
int startID = (textureIndex != -1) ? mapData->tileSets[textureIndex].startID : 0;
|
for (int layer = 0; layer < tileIds.size(); layer++) {
|
||||||
|
for (int y = 0; y < tileIds[layer].size(); y++) {
|
||||||
|
for (int x = 0; x < tileIds[layer][y].size(); x++) {
|
||||||
|
glm::mat4 modelMatrix =
|
||||||
|
glm::translate(
|
||||||
|
glm::mat4(1.f),
|
||||||
|
glm::vec3(x * mapData->tileSize, y * mapData->tileSize, 0.0f)) *
|
||||||
|
glm::scale(glm::mat4(1.f),
|
||||||
|
glm::vec3(mapData->tileSize, mapData->tileSize, 1.0f));
|
||||||
|
|
||||||
|
int textureIndex =
|
||||||
|
static_cast<int>(getTileSetIndex(tileIds[layer][y][x]));
|
||||||
|
glm::vec2 originalSize =
|
||||||
|
(textureIndex != -1) ? glm::vec2(tileSetData[textureIndex]->width,
|
||||||
|
tileSetData[textureIndex]->height)
|
||||||
|
: glm::vec2(0.0f);
|
||||||
|
int tilesPerRow =
|
||||||
|
(textureIndex != -1) ? tileSetData[textureIndex]->columns : 0;
|
||||||
|
int startID =
|
||||||
|
(textureIndex != -1) ? mapData->tileSets[textureIndex].startID : 0;
|
||||||
int tileIndex = tileIds[layer][y][x];
|
int tileIndex = tileIds[layer][y][x];
|
||||||
|
|
||||||
tileData[layer].push_back({modelMatrix, originalSize, tileIndex, textureIndex, tilesPerRow, startID});
|
tileData[layer].push_back({modelMatrix, originalSize, tileIndex,
|
||||||
|
textureIndex, tilesPerRow, startID});
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
instanceHandles[layer]->updateInstanceData(tileData[layer]);
|
instanceHandles[layer]->updateInstanceData(tileData[layer]);
|
||||||
}
|
}
|
||||||
glm::vec2 canvasSize = glm::vec2(instanceHandles[0]->getTextureArray()->getWidth(), instanceHandles[0]->getTextureArray()->getHeight());
|
// The canvas size is the same for every tile atlas, each one growing to match
|
||||||
|
// the size of the larget tileset
|
||||||
|
glm::vec2 canvasSize =
|
||||||
|
glm::vec2(instanceHandles[0]->getTextureArray()->getWidth(),
|
||||||
|
instanceHandles[0]->getTextureArray()->getHeight());
|
||||||
editUniformOnce("uCanvasSize", canvasSize);
|
editUniformOnce("uCanvasSize", canvasSize);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Map::createCollisionMap()
|
// The collision map is just a 2D array of 0's and 1's, 1's being collidable and
|
||||||
{
|
// 0's not. This may see some changes in the future to properly address special
|
||||||
|
// tiles, such as portals.
|
||||||
|
void Map::createCollisionMap() {
|
||||||
// Match collisionMap to map size
|
// Match collisionMap to map size
|
||||||
collisionMap.resize(tileIds[0].size());
|
collisionMap.resize(tileIds[0].size());
|
||||||
for (int y = 0; y < tileIds[0].size(); ++y)
|
for (int y = 0; y < tileIds[0].size(); ++y) {
|
||||||
{
|
|
||||||
collisionMap[y].resize(tileIds[0][y].size(), 0);
|
collisionMap[y].resize(tileIds[0][y].size(), 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
for (int layer = 0; layer < tileIds.size(); layer++)
|
for (int layer = 0; layer < tileIds.size(); layer++) {
|
||||||
{
|
for (int y = 0; y < tileIds[layer].size(); y++) {
|
||||||
for (int y = 0; y < tileIds[layer].size(); y++)
|
for (int x = 0; x < tileIds[layer][y].size(); x++) {
|
||||||
{
|
|
||||||
for (int x = 0; x < tileIds[layer][y].size(); x++)
|
|
||||||
{
|
|
||||||
int id = tileIds[layer][y][x];
|
int id = tileIds[layer][y][x];
|
||||||
size_t tileSetIndex = getTileSetIndex(id);
|
size_t tileSetIndex = getTileSetIndex(id);
|
||||||
if (tileSetIndex == -1)
|
if (tileSetIndex == -1)
|
||||||
collisionMap[y][x] = 0;
|
collisionMap[y][x] = 0;
|
||||||
else
|
else {
|
||||||
{
|
|
||||||
int startID = mapData->tileSets[tileSetIndex].startID;
|
int startID = mapData->tileSets[tileSetIndex].startID;
|
||||||
auto& tile = tileSetData[tileSetIndex]->tiles[id - startID];
|
auto &tile = tileSetData[tileSetIndex]->tiles[id - startID];
|
||||||
if (!tile->walkable)
|
if (!tile->walkable)
|
||||||
collisionMap[y][x] = 1;
|
collisionMap[y][x] = 1;
|
||||||
}
|
}
|
||||||
|
|
@ -96,28 +102,26 @@ void Map::createCollisionMap()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Map::draw()
|
// Draw each layer in it's own instance
|
||||||
{
|
void Map::draw() {
|
||||||
for (int layer = 0; layer < instanceHandles.size(); layer++)
|
for (int layer = 0; layer < instanceHandles.size(); layer++) {
|
||||||
{
|
|
||||||
instanceHandles[layer]->draw();
|
instanceHandles[layer]->draw();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
Use this function to get the tileSetIndex from a tile ID.
|
Use this function to get the tileSetIndex from a tile ID.
|
||||||
the index of the tileSet is the same index as the texture index used in the instanceHandle
|
the index of the tileSet is the same index as the texture index used in the
|
||||||
|
instanceHandle
|
||||||
|
|
||||||
returns tileSetIndex of the tile id passed. Unless the id is either 0 or
|
returns tileSetIndex of the tile id passed. Unless the id is either 0 or
|
||||||
the returned tileSetIndex is out of bounds, returns -1
|
the returned tileSetIndex is out of bounds, returns -1
|
||||||
*/
|
*/
|
||||||
size_t Map::getTileSetIndex(int id) const
|
size_t Map::getTileSetIndex(int id) const {
|
||||||
{
|
|
||||||
// work from the bottom, break if ID > startID
|
// work from the bottom, break if ID > startID
|
||||||
// If we get a textureIndex of -1 then we are on an empty tile
|
// If we get a textureIndex of -1 then we are on an empty tile
|
||||||
size_t tileSetIndex = mapData->tileSets.size() - 1;
|
size_t tileSetIndex = mapData->tileSets.size() - 1;
|
||||||
for (; tileSetIndex != -1; --tileSetIndex)
|
for (; tileSetIndex != -1; --tileSetIndex) {
|
||||||
{
|
|
||||||
if (id >= mapData->tileSets[tileSetIndex].startID)
|
if (id >= mapData->tileSets[tileSetIndex].startID)
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -2,29 +2,26 @@
|
||||||
#include "gameplay/weapons/bullet.h"
|
#include "gameplay/weapons/bullet.h"
|
||||||
#include "utility/events.h"
|
#include "utility/events.h"
|
||||||
|
|
||||||
#include "utility/logger.h"
|
void PhysicsEngine::hookEventManager(
|
||||||
|
const std::shared_ptr<EventManager> &eventManager) {
|
||||||
void PhysicsEngine::hookEventManager(const std::shared_ptr<EventManager>& eventManager)
|
|
||||||
{
|
|
||||||
this->eventManager = eventManager;
|
this->eventManager = eventManager;
|
||||||
this->eventManager->subscribe<BulletFiredEvent>([this](const BulletFiredEvent& event) {
|
this->eventManager->subscribe<BulletFiredEvent>(
|
||||||
|
[this](const BulletFiredEvent &event) {
|
||||||
if (auto bullet = event.bullet.lock()) {
|
if (auto bullet = event.bullet.lock()) {
|
||||||
this->addObject(bullet->getPhysicsComponent());
|
this->addObject(bullet->getPhysicsComponent());
|
||||||
}
|
}
|
||||||
});
|
});
|
||||||
this->eventManager->subscribe<BulletDiedEvent>([this](const BulletDiedEvent& event) {
|
this->eventManager->subscribe<BulletDiedEvent>(
|
||||||
|
[this](const BulletDiedEvent &event) {
|
||||||
this->removeObject(event.physObj);
|
this->removeObject(event.physObj);
|
||||||
});
|
});
|
||||||
}
|
}
|
||||||
|
|
||||||
std::shared_ptr<PhysicsComponent> PhysicsEngine::createObject(const unsigned int ID,
|
std::shared_ptr<PhysicsComponent>
|
||||||
const glm::vec3& pos,
|
PhysicsEngine::createObject(const unsigned int ID, const glm::vec3 &pos,
|
||||||
float mass,
|
float mass, PhysicsComponent::Collider::Shape shape,
|
||||||
PhysicsComponent::Collider::Shape shape,
|
glm::vec3 dimensions, const glm::vec3 offset) {
|
||||||
glm::vec3 dimensions, const
|
auto component = std::make_shared<PhysicsComponent>();
|
||||||
glm::vec3 offset)
|
|
||||||
{
|
|
||||||
auto component = std::make_shared <PhysicsComponent>();
|
|
||||||
component->ID = ID;
|
component->ID = ID;
|
||||||
component->rigidBody.position = pos;
|
component->rigidBody.position = pos;
|
||||||
component->rigidBody.acceleration = glm::vec2(0.f);
|
component->rigidBody.acceleration = glm::vec2(0.f);
|
||||||
|
|
@ -37,50 +34,50 @@ std::shared_ptr<PhysicsComponent> PhysicsEngine::createObject(const unsigned int
|
||||||
return component;
|
return component;
|
||||||
}
|
}
|
||||||
|
|
||||||
void PhysicsEngine::loadCollisionMap(const std::vector<std::vector<int>>& collisionMap, float tileSize)
|
void PhysicsEngine::loadCollisionMap(
|
||||||
{
|
const std::vector<std::vector<int>> &collisionMap, float tileSize) {
|
||||||
this->collisionMap = collisionMap;
|
this->collisionMap = collisionMap;
|
||||||
this->tileSize = tileSize;
|
this->tileSize = tileSize;
|
||||||
}
|
}
|
||||||
|
|
||||||
void PhysicsEngine::addObject(const std::shared_ptr<PhysicsComponent>& component)
|
void PhysicsEngine::addObject(
|
||||||
{
|
const std::shared_ptr<PhysicsComponent> &component) {
|
||||||
if (component)
|
if (component)
|
||||||
objects.emplace_back(component);
|
objects.emplace_back(component);
|
||||||
}
|
}
|
||||||
|
|
||||||
void PhysicsEngine::removeObject(const std::shared_ptr<PhysicsComponent>& component)
|
void PhysicsEngine::removeObject(
|
||||||
{
|
const std::shared_ptr<PhysicsComponent> &component) {
|
||||||
if (std::find(objects.begin(), objects.end(), component) != objects.end())
|
if (std::find(objects.begin(), objects.end(), component) != objects.end())
|
||||||
objects.erase(std::remove(objects.begin(), objects.end(), component));
|
objects.erase(std::remove(objects.begin(), objects.end(), component));
|
||||||
}
|
}
|
||||||
|
|
||||||
int PhysicsEngine::getTileCollider(const glm::vec2& position)
|
int PhysicsEngine::getTileCollider(const glm::vec2 &position) {
|
||||||
{
|
|
||||||
int x = static_cast<int>((position.x + 0.5f * tileSize) / tileSize);
|
int x = static_cast<int>((position.x + 0.5f * tileSize) / tileSize);
|
||||||
int y = static_cast<int>((position.y + 0.5f * tileSize) / tileSize);
|
int y = static_cast<int>((position.y + 0.5f * tileSize) / tileSize);
|
||||||
if (y >= 0 && y < collisionMap.size())
|
if (y >= 0 && y < collisionMap.size()) {
|
||||||
{
|
|
||||||
if (x >= 0 && x < collisionMap[y].size())
|
if (x >= 0 && x < collisionMap[y].size())
|
||||||
return collisionMap[y][x];
|
return collisionMap[y][x];
|
||||||
}
|
}
|
||||||
return 0;
|
return 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
void PhysicsEngine::getPossibleCollisions()
|
void PhysicsEngine::getPossibleCollisions() {
|
||||||
{
|
|
||||||
objCollisions.clear();
|
objCollisions.clear();
|
||||||
for (size_t i = 0; i < objects.size(); ++i)
|
for (size_t i = 0; i < objects.size(); ++i) {
|
||||||
{
|
auto &obj = objects[i];
|
||||||
auto& obj = objects[i];
|
for (size_t j = i + 1; j < objects.size(); ++j) {
|
||||||
for (size_t j = i + 1; j < objects.size(); ++j)
|
auto &colliderObj = objects[j];
|
||||||
{
|
if (obj.get() == colliderObj.get() || obj->ID == colliderObj->ID)
|
||||||
auto& colliderObj = objects[j];
|
continue;
|
||||||
if (obj.get() == colliderObj.get() || obj->ID == colliderObj->ID) continue;
|
float colliderRight = colliderObj->rigidBody.position.x +
|
||||||
float colliderRight = colliderObj->rigidBody.position.x + colliderObj->collider.dimensions.x;
|
colliderObj->collider.dimensions.x;
|
||||||
float colliderBottom = colliderObj->rigidBody.position.y + colliderObj->collider.dimensions.y;
|
float colliderBottom = colliderObj->rigidBody.position.y +
|
||||||
float objectRight = obj->rigidBody.position.x + obj->collider.dimensions.x;
|
colliderObj->collider.dimensions.y;
|
||||||
float objectBottom = obj->rigidBody.position.y + obj->collider.dimensions.y;
|
float objectRight =
|
||||||
|
obj->rigidBody.position.x + obj->collider.dimensions.x;
|
||||||
|
float objectBottom =
|
||||||
|
obj->rigidBody.position.y + obj->collider.dimensions.y;
|
||||||
if ((obj->rigidBody.position.x <= colliderRight &&
|
if ((obj->rigidBody.position.x <= colliderRight &&
|
||||||
objectRight >= colliderObj->rigidBody.position.x) ||
|
objectRight >= colliderObj->rigidBody.position.x) ||
|
||||||
(obj->rigidBody.position.y <= colliderBottom &&
|
(obj->rigidBody.position.y <= colliderBottom &&
|
||||||
|
|
@ -90,50 +87,60 @@ void PhysicsEngine::getPossibleCollisions()
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void PhysicsEngine::resolvePossibleCollisions()
|
void PhysicsEngine::resolvePossibleCollisions() {
|
||||||
{
|
for (auto &objs : objCollisions) {
|
||||||
for (auto& objs : objCollisions)
|
// Solve for two circles, we'll need to expand upon this for different
|
||||||
{
|
// colliders...
|
||||||
// Solve for two circles, we'll need to expand upon this for different colliders...
|
float sumOfRadius =
|
||||||
float sumOfRadius = objs.first->collider.dimensions.x + objs.second->collider.dimensions.x;
|
objs.first->collider.dimensions.x + objs.second->collider.dimensions.x;
|
||||||
glm::vec2 objFirstCenter = objs.first->rigidBody.position + objs.first->collider.offset;
|
glm::vec2 objFirstCenter =
|
||||||
glm::vec2 objSecondCenter = objs.second->rigidBody.position + objs.second->collider.offset;
|
objs.first->rigidBody.position + objs.first->collider.offset;
|
||||||
|
glm::vec2 objSecondCenter =
|
||||||
|
objs.second->rigidBody.position + objs.second->collider.offset;
|
||||||
glm::vec2 distance = objFirstCenter - objSecondCenter;
|
glm::vec2 distance = objFirstCenter - objSecondCenter;
|
||||||
if (glm::length(distance) < sumOfRadius)
|
if (glm::length(distance) < sumOfRadius) {
|
||||||
{
|
|
||||||
// We got impact!
|
// We got impact!
|
||||||
glm::vec2 normal = distance / glm::length(distance);
|
glm::vec2 normal = distance / glm::length(distance);
|
||||||
// That impact is a bullet hitting a gameactor!
|
// That impact is a bullet hitting a gameactor!
|
||||||
if ((objs.first->isBullet || objs.second->isBullet) && !(objs.first->isBullet && objs.second->isBullet))
|
if ((objs.first->isBullet || objs.second->isBullet) &&
|
||||||
{
|
!(objs.first->isBullet && objs.second->isBullet)) {
|
||||||
eventManager->notify(std::make_shared<BulletCollideEvent>(
|
eventManager->notify(std::make_shared<BulletCollideEvent>(
|
||||||
( objs.first->isBullet) ? objs.first->ID : objs.second->ID,
|
(objs.first->isBullet) ? objs.first->ID : objs.second->ID,
|
||||||
(!objs.first->isBullet) ? objs.first->ID : objs.second->ID,
|
(!objs.first->isBullet) ? objs.first->ID : objs.second->ID,
|
||||||
std::make_shared<PhysicsComponent>(( objs.first->isBullet) ? objs.first : objs.second),
|
std::make_shared<PhysicsComponent>(
|
||||||
normal
|
(objs.first->isBullet) ? objs.first : objs.second),
|
||||||
));
|
normal));
|
||||||
}
|
}
|
||||||
// Apply impulse force
|
// Apply impulse force
|
||||||
float penetrationDepth = sumOfRadius - glm::length(distance);
|
float penetrationDepth = sumOfRadius - glm::length(distance);
|
||||||
glm::vec2 correctionVector = normal * (penetrationDepth / ((1 / objs.first->rigidBody.mass) + (1 / objs.second->rigidBody.mass)));
|
glm::vec2 correctionVector =
|
||||||
glm::vec2 vrel = objs.first->rigidBody.velocity - objs.second->rigidBody.velocity;
|
normal * (penetrationDepth / ((1 / objs.first->rigidBody.mass) +
|
||||||
|
(1 / objs.second->rigidBody.mass)));
|
||||||
|
glm::vec2 vrel =
|
||||||
|
objs.first->rigidBody.velocity - objs.second->rigidBody.velocity;
|
||||||
|
|
||||||
// smallest elasticity of the two colliders
|
// smallest elasticity of the two colliders
|
||||||
float e = std::min(objs.first->rigidBody.elasticity, objs.second->rigidBody.elasticity);
|
float e = std::min(objs.first->rigidBody.elasticity,
|
||||||
float impulseMag = (-(1 + e) * glm::dot(vrel, normal)) / ((1 / objs.first->rigidBody.mass) + (1 / objs.second->rigidBody.mass));
|
objs.second->rigidBody.elasticity);
|
||||||
|
float impulseMag = (-(1 + e) * glm::dot(vrel, normal)) /
|
||||||
|
((1 / objs.first->rigidBody.mass) +
|
||||||
|
(1 / objs.second->rigidBody.mass));
|
||||||
|
|
||||||
objs.first->rigidBody.position += (correctionVector / objs.first->rigidBody.mass);
|
objs.first->rigidBody.position +=
|
||||||
objs.second->rigidBody.position -= (correctionVector / objs.second->rigidBody.mass);
|
(correctionVector / objs.first->rigidBody.mass);
|
||||||
objs.first->rigidBody.velocity += impulseMag * normal / objs.first->rigidBody.mass;
|
objs.second->rigidBody.position -=
|
||||||
objs.second->rigidBody.velocity -= impulseMag * normal / objs.second->rigidBody.mass;
|
(correctionVector / objs.second->rigidBody.mass);
|
||||||
|
objs.first->rigidBody.velocity +=
|
||||||
|
impulseMag * normal / objs.first->rigidBody.mass;
|
||||||
|
objs.second->rigidBody.velocity -=
|
||||||
|
impulseMag * normal / objs.second->rigidBody.mass;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void PhysicsEngine::resolveWorldCollision(const std::shared_ptr<PhysicsComponent>& obj)
|
void PhysicsEngine::resolveWorldCollision(
|
||||||
{
|
const std::shared_ptr<PhysicsComponent> &obj) {
|
||||||
switch (obj->collider.shape)
|
switch (obj->collider.shape) {
|
||||||
{
|
|
||||||
case PhysicsComponent::Collider::Shape::Circle:
|
case PhysicsComponent::Collider::Shape::Circle:
|
||||||
float radius = obj->collider.dimensions.x;
|
float radius = obj->collider.dimensions.x;
|
||||||
glm::vec2 position = obj->rigidBody.position + obj->collider.offset;
|
glm::vec2 position = obj->rigidBody.position + obj->collider.offset;
|
||||||
|
|
@ -141,47 +148,42 @@ void PhysicsEngine::resolveWorldCollision(const std::shared_ptr<PhysicsComponent
|
||||||
int bottomTile = getTileCollider(position + glm::vec2(0, radius));
|
int bottomTile = getTileCollider(position + glm::vec2(0, radius));
|
||||||
int leftTile = getTileCollider(position - glm::vec2(radius, 0));
|
int leftTile = getTileCollider(position - glm::vec2(radius, 0));
|
||||||
int rightTile = getTileCollider(position + glm::vec2(radius, 0));
|
int rightTile = getTileCollider(position + glm::vec2(radius, 0));
|
||||||
if (obj->isBullet)
|
if (obj->isBullet) {
|
||||||
{
|
if (topTile || bottomTile || leftTile || rightTile) {
|
||||||
if (topTile || bottomTile || leftTile || rightTile)
|
|
||||||
{
|
|
||||||
eventManager->notify(std::make_shared<BulletDiedEvent>(obj));
|
eventManager->notify(std::make_shared<BulletDiedEvent>(obj));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
int tileY = static_cast<int>((position.y) / tileSize);
|
int tileY = static_cast<int>((position.y) / tileSize);
|
||||||
int tileX = static_cast<int>((position.x) / tileSize);
|
int tileX = static_cast<int>((position.x) / tileSize);
|
||||||
if (topTile)
|
if (topTile) {
|
||||||
{
|
// obj->rigidBody.velocity.y = -obj->rigidBody.velocity.y;
|
||||||
//obj->rigidBody.velocity.y = -obj->rigidBody.velocity.y;
|
obj->rigidBody.position.y =
|
||||||
obj->rigidBody.position.y = (tileY+1) * tileSize + obj->collider.offset.y;
|
(tileY + 1) * tileSize + obj->collider.offset.y;
|
||||||
}
|
}
|
||||||
if (bottomTile)
|
if (bottomTile) {
|
||||||
{
|
// obj->rigidBody.velocity.y = -obj->rigidBody.velocity.y;
|
||||||
//obj->rigidBody.velocity.y = -obj->rigidBody.velocity.y;
|
obj->rigidBody.position.y = (tileY)*tileSize - obj->collider.offset.y;
|
||||||
obj->rigidBody.position.y = (tileY) * tileSize - obj->collider.offset.y;
|
|
||||||
}
|
}
|
||||||
if (leftTile)
|
if (leftTile) {
|
||||||
{
|
// obj->rigidBody.velocity.x = -obj->rigidBody.velocity.x;
|
||||||
//obj->rigidBody.velocity.x = -obj->rigidBody.velocity.x;
|
obj->rigidBody.position.x =
|
||||||
obj->rigidBody.position.x = (tileX + 1) * tileSize + obj->collider.offset.x;
|
(tileX + 1) * tileSize + obj->collider.offset.x;
|
||||||
}
|
}
|
||||||
if (rightTile)
|
if (rightTile) {
|
||||||
{
|
// obj->rigidBody.velocity.x = -obj->rigidBody.velocity.x;
|
||||||
//obj->rigidBody.velocity.x = -obj->rigidBody.velocity.x;
|
obj->rigidBody.position.x = (tileX)*tileSize - obj->collider.offset.x;
|
||||||
obj->rigidBody.position.x = (tileX) * tileSize - obj->collider.offset.x;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void PhysicsEngine::update(double deltaTime)
|
void PhysicsEngine::update(double deltaTime) {
|
||||||
{
|
for (auto &obj : objects) {
|
||||||
for (auto& obj : objects)
|
if (!obj)
|
||||||
{
|
continue;
|
||||||
if (!obj) continue;
|
|
||||||
glm::vec2 frictionForce = obj->rigidBody.velocity * -0.1f;
|
glm::vec2 frictionForce = obj->rigidBody.velocity * -0.1f;
|
||||||
if (std::abs(obj->rigidBody.acceleration.x) == std::abs(obj->rigidBody.acceleration.y))
|
if (std::abs(obj->rigidBody.acceleration.x) ==
|
||||||
{
|
std::abs(obj->rigidBody.acceleration.y)) {
|
||||||
obj->rigidBody.acceleration.x *= 0.75f;
|
obj->rigidBody.acceleration.x *= 0.75f;
|
||||||
obj->rigidBody.acceleration.y *= 0.75f;
|
obj->rigidBody.acceleration.y *= 0.75f;
|
||||||
}
|
}
|
||||||
|
|
@ -191,19 +193,20 @@ void PhysicsEngine::update(double deltaTime)
|
||||||
|
|
||||||
float maxSpeed = 500.f;
|
float maxSpeed = 500.f;
|
||||||
float curSpeed = glm::length(obj->rigidBody.velocity);
|
float curSpeed = glm::length(obj->rigidBody.velocity);
|
||||||
if (curSpeed > maxSpeed)
|
if (curSpeed > maxSpeed) {
|
||||||
{
|
|
||||||
// Move at maxspeed
|
// Move at maxspeed
|
||||||
obj->rigidBody.velocity = glm::normalize(obj->rigidBody.velocity) * maxSpeed;
|
obj->rigidBody.velocity =
|
||||||
|
glm::normalize(obj->rigidBody.velocity) * maxSpeed;
|
||||||
}
|
}
|
||||||
obj->rigidBody.acceleration = glm::vec2(0.f);
|
obj->rigidBody.acceleration = glm::vec2(0.f);
|
||||||
if (obj->collider.dimensions != glm::vec2(0.f))
|
if (obj->collider.dimensions != glm::vec2(0.f)) {
|
||||||
{
|
|
||||||
// check map collisions
|
// check map collisions
|
||||||
resolveWorldCollision(obj);
|
resolveWorldCollision(obj);
|
||||||
}
|
}
|
||||||
obj->rigidBody.position += obj->rigidBody.velocity * static_cast<float>(deltaTime);
|
obj->rigidBody.position +=
|
||||||
// Make sure we keep our Z at 0.f, a better choice would be to remove the need for vec3 all together!
|
obj->rigidBody.velocity * static_cast<float>(deltaTime);
|
||||||
|
// Make sure we keep our Z at 0.f, a better choice would be to remove the
|
||||||
|
// need for vec3 all together!
|
||||||
// TODO: REMOVE VEC3 NO NEED FOR Z COODINATE!
|
// TODO: REMOVE VEC3 NO NEED FOR Z COODINATE!
|
||||||
// obj->rigidBody.position.z = 0.f;
|
// obj->rigidBody.position.z = 0.f;
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -21,18 +21,6 @@
|
||||||
|
|
||||||
#include <memory>
|
#include <memory>
|
||||||
|
|
||||||
#include <execution>
|
|
||||||
|
|
||||||
// Scene xml files, should contain a node called <player> that holds the sprite
|
|
||||||
// location
|
|
||||||
/*
|
|
||||||
like this:
|
|
||||||
<player sprite="sprites/player2Atlas.png" frameSize=64.0>
|
|
||||||
<x=5/>
|
|
||||||
<y=6/>
|
|
||||||
</player>
|
|
||||||
*/
|
|
||||||
|
|
||||||
Scene::Scene(SceneType sceneType, std::shared_ptr<ResourceManager> resources,
|
Scene::Scene(SceneType sceneType, std::shared_ptr<ResourceManager> resources,
|
||||||
std::weak_ptr<EventManager> globalEvents)
|
std::weak_ptr<EventManager> globalEvents)
|
||||||
: type(sceneType), resourceManager(resources),
|
: type(sceneType), resourceManager(resources),
|
||||||
|
|
@ -43,7 +31,6 @@ Scene::Scene(SceneType sceneType, std::shared_ptr<ResourceManager> resources,
|
||||||
|
|
||||||
void Scene::init() {
|
void Scene::init() {
|
||||||
physicsEngine->hookEventManager(eventManager);
|
physicsEngine->hookEventManager(eventManager);
|
||||||
// if (sceneType == SCENE_SHOOTER)
|
|
||||||
loadDebugShooterScene();
|
loadDebugShooterScene();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -128,8 +115,6 @@ void Scene::loadDebugShooterScene() {
|
||||||
}
|
}
|
||||||
|
|
||||||
physicsEngine->loadCollisionMap(map->getCollisionMap(), mapData->tileSize);
|
physicsEngine->loadCollisionMap(map->getCollisionMap(), mapData->tileSize);
|
||||||
|
|
||||||
// Setup map and other entities...
|
|
||||||
}
|
}
|
||||||
|
|
||||||
std::shared_ptr<GameActor> Scene::getPlayer() const {
|
std::shared_ptr<GameActor> Scene::getPlayer() const {
|
||||||
|
|
@ -152,9 +137,7 @@ void Scene::render(std::shared_ptr<Renderer> renderer) {
|
||||||
renderer->addDrawable(RenderLayer::Background,
|
renderer->addDrawable(RenderLayer::Background,
|
||||||
static_cast<Drawable *>(background));
|
static_cast<Drawable *>(background));
|
||||||
}
|
}
|
||||||
// map->draw();
|
|
||||||
for (auto &[id, e] : entities) {
|
for (auto &[id, e] : entities) {
|
||||||
// e->draw();
|
|
||||||
renderer->addDrawable(RenderLayer::GameObjects, e.get());
|
renderer->addDrawable(RenderLayer::GameObjects, e.get());
|
||||||
if (e->getHeldWeapon()) {
|
if (e->getHeldWeapon()) {
|
||||||
renderer->addDrawable(RenderLayer::GameObjects, e->getHeldWeapon());
|
renderer->addDrawable(RenderLayer::GameObjects, e->getHeldWeapon());
|
||||||
|
|
@ -168,37 +151,6 @@ void Scene::render(std::shared_ptr<Renderer> renderer) {
|
||||||
}
|
}
|
||||||
|
|
||||||
renderer->render();
|
renderer->render();
|
||||||
/*
|
|
||||||
for (const auto& bullet :
|
|
||||||
player->getHeldWeapon()->getBulletManager()->getBullets()) {
|
|
||||||
DebugDrawer::getInstance().addLine(player->getCenter(),
|
|
||||||
bullet->getCenter(), glm::vec4(1.f, 0.f, 0.f, 0.f)); DEBUG_TEXT(
|
|
||||||
glm::vec3(camera.get()->worldToLocal(bullet->getCenter()).x,
|
|
||||||
camera.get()->worldToLocal(bullet->getCenter()).y,
|
|
||||||
0.f), glm::vec4(1.f, 0.f, 0.f, 1.f), 0.2f,
|
|
||||||
"( {}, {}, {} )",
|
|
||||||
bullet->getCenter().x,
|
|
||||||
bullet->getCenter().y,
|
|
||||||
bullet->getCenter().z
|
|
||||||
);
|
|
||||||
DEBUG_TEXT(
|
|
||||||
glm::vec3(camera.get()->worldToLocal(bullet->getCenter()).x,
|
|
||||||
camera.get()->worldToLocal(bullet->getCenter()).y
|
|
||||||
+ 10.f, 0.f), glm::vec4(1.f, 1.f, 0.f, 1.f), 0.2f,
|
|
||||||
"( {}, {} )",
|
|
||||||
bullet->getPhysicsComponent()->rigidBody.position.x,
|
|
||||||
bullet->getPhysicsComponent()->rigidBody.position.y
|
|
||||||
);
|
|
||||||
DEBUG_TEXT(
|
|
||||||
glm::vec3(camera.get()->worldToLocal(bullet->getCenter()).x,
|
|
||||||
camera.get()->worldToLocal(bullet->getCenter()).y
|
|
||||||
+ 20.f, 0.f), glm::vec4(0.f, 1.f, 1.f, 1.f), 0.2f,
|
|
||||||
"( {}, {} )",
|
|
||||||
bullet->getPhysicsComponent()->rigidBody.velocity.x,
|
|
||||||
bullet->getPhysicsComponent()->rigidBody.velocity.y);
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
|
|
||||||
DEBUG_TEXT(glm::vec3(10.f, 10.f, 0.f), glm::vec4(0.f, 0.f, 0.f, 1.f), 0.5f,
|
DEBUG_TEXT(glm::vec3(10.f, 10.f, 0.f), glm::vec4(0.f, 0.f, 0.f, 1.f), 0.5f,
|
||||||
"{} / {}", getPlayer()->getHeldWeapon()->getMagazine(),
|
"{} / {}", getPlayer()->getHeldWeapon()->getMagazine(),
|
||||||
getPlayer()->getHeldWeapon()->getAmmo());
|
getPlayer()->getHeldWeapon()->getAmmo());
|
||||||
|
|
|
||||||
|
|
@ -1,48 +1,47 @@
|
||||||
#include "gameplay/weapons/weapon.h"
|
#include "gameplay/weapons/weapon.h"
|
||||||
#include "gameplay/weapons/bulletmanager.h"
|
|
||||||
#include "gameplay/weapons/bullet.h"
|
|
||||||
#include "gameplay/gameactor.h"
|
#include "gameplay/gameactor.h"
|
||||||
#include "gameplay/physics.h"
|
#include "gameplay/physics.h"
|
||||||
|
#include "gameplay/weapons/bullet.h"
|
||||||
|
#include "gameplay/weapons/bulletmanager.h"
|
||||||
#include <SDL_timer.h>
|
#include <SDL_timer.h>
|
||||||
|
|
||||||
#include "utility/debugdraw.h"
|
|
||||||
#include "utility/component.h"
|
#include "utility/component.h"
|
||||||
|
#include "utility/debugdraw.h"
|
||||||
#include "utility/events.h"
|
#include "utility/events.h"
|
||||||
|
#include "utility/logger.h"
|
||||||
#include "utility/resourcemanager.h"
|
#include "utility/resourcemanager.h"
|
||||||
#include "utility/script.h"
|
#include "utility/script.h"
|
||||||
#include "utility/logger.h"
|
|
||||||
|
|
||||||
// TODO: Regular clean up, make this mess readable!
|
// TODO: Regular clean up, make this mess readable!
|
||||||
|
|
||||||
Weapon::Weapon(const WeaponData* data, const unsigned weaponShaderID, const unsigned bulletShaderID, ResourceManager* resourceManager)
|
Weapon::Weapon(const WeaponData *data, const unsigned weaponShaderID,
|
||||||
:
|
const unsigned bulletShaderID, ResourceManager *resourceManager)
|
||||||
Entity (weaponShaderID),
|
: Entity(weaponShaderID), weaponType(data->id),
|
||||||
weaponType (data->id),
|
weaponSize(glm::vec2(data->sizeX, data->sizeY)),
|
||||||
weaponSize (glm::vec2(data->sizeX, data->sizeY)),
|
weaponOffset(glm::vec2(data->offsetX, data->offsetY)),
|
||||||
weaponOffset (glm::vec2(data->offsetX, data->offsetY)),
|
weaponMag(data->clipSize), weaponMagSize(data->clipSize),
|
||||||
weaponMag (data->clipSize),
|
weaponAmmo(data->maxAmmo), bulletSpeed(data->bulletSpeed),
|
||||||
weaponMagSize (data->clipSize),
|
bulletDrop(data->bulletDrop), fireSpeed(data->fireSpeed),
|
||||||
weaponAmmo (data->maxAmmo),
|
bulletSize(glm::vec2(data->bulletSizeX, data->bulletSizeY)),
|
||||||
bulletSpeed (data->bulletSpeed),
|
bulletShaderID(bulletShaderID),
|
||||||
bulletDrop (data->bulletDrop),
|
bulletManager(std::make_shared<BulletManager>()),
|
||||||
fireSpeed (data->fireSpeed),
|
bulletSpread(std::make_unique<UTIL::RandomGenerator>(-data->bulletSpread,
|
||||||
bulletSize (glm::vec2(data->bulletSizeX, data->bulletSizeY)),
|
data->bulletSpread)),
|
||||||
bulletShaderID (bulletShaderID),
|
bulletModifer(
|
||||||
bulletManager (std::make_shared<BulletManager>()),
|
std::make_unique<UTIL::RandomGenerator>(data->modMin, data->modMax)) {
|
||||||
bulletSpread (std::make_unique<UTIL::RandomGenerator>(-data->bulletSpread, data->bulletSpread)),
|
|
||||||
bulletModifer (std::make_unique<UTIL::RandomGenerator>(data->modMin, data->modMax))
|
|
||||||
{
|
|
||||||
if (data->bulletAnimated)
|
if (data->bulletAnimated)
|
||||||
bulletSprite = std::make_unique<AnimationComponent>(resourceManager->loadAnimationSet(data->bulletGraphic, entityid));
|
bulletSprite = std::make_unique<AnimationComponent>(
|
||||||
|
resourceManager->loadAnimationSet(data->bulletGraphic, entityid));
|
||||||
else
|
else
|
||||||
bulletSprite = std::make_unique<SpriteComponent>(resourceManager->loadSpriteStatic(data->bulletGraphic));
|
bulletSprite = std::make_unique<SpriteComponent>(
|
||||||
|
resourceManager->loadSpriteStatic(data->bulletGraphic));
|
||||||
|
|
||||||
if (data->animated)
|
if (data->animated) {
|
||||||
{
|
addComponent(std::make_unique<AnimationComponent>(
|
||||||
addComponent(std::make_unique<AnimationComponent>(resourceManager->loadAnimationSet(data->id, entityid)));
|
resourceManager->loadAnimationSet(data->id, entityid)));
|
||||||
}
|
} else
|
||||||
else
|
addComponent(std::make_unique<SpriteComponent>(
|
||||||
addComponent(std::make_unique<SpriteComponent>(resourceManager->loadSpriteStatic(data->graphic)));
|
resourceManager->loadSpriteStatic(data->graphic)));
|
||||||
this->setScale(glm::vec3(weaponSize.x, weaponSize.y, 1.0f));
|
this->setScale(glm::vec3(weaponSize.x, weaponSize.y, 1.0f));
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
@ -50,82 +49,71 @@ void Weapon::addComponent(std::unique_ptr<Component> comp) {
|
||||||
components.push_back(std::move(comp));
|
components.push_back(std::move(comp));
|
||||||
}
|
}
|
||||||
|
|
||||||
void Weapon::reload()
|
void Weapon::reload() {
|
||||||
{
|
if (auto event = eventManager.lock()) {
|
||||||
if (auto event = eventManager.lock())
|
event->notify<EntityReloadEvent>(
|
||||||
{
|
{entityid, wielder->getPosition(), weaponType});
|
||||||
event->notify<EntityReloadEvent>({ entityid, wielder->getPosition(), weaponType });
|
|
||||||
reloading = true;
|
reloading = true;
|
||||||
if (weaponAmmo < weaponMagSize) {
|
if (weaponAmmo < weaponMagSize) {
|
||||||
weaponMag = weaponAmmo;
|
weaponMag = weaponAmmo;
|
||||||
weaponAmmo = 0;
|
weaponAmmo = 0;
|
||||||
}
|
} else {
|
||||||
else {
|
|
||||||
weaponMag = weaponMagSize;
|
weaponMag = weaponMagSize;
|
||||||
weaponAmmo -= weaponMagSize;
|
weaponAmmo -= weaponMagSize;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Weapon::shoot()
|
bool Weapon::shoot() {
|
||||||
{
|
|
||||||
bool shotsFired = false;
|
bool shotsFired = false;
|
||||||
if (wielder)
|
if (wielder) {
|
||||||
{
|
|
||||||
Uint32 currentTime = SDL_GetTicks();
|
Uint32 currentTime = SDL_GetTicks();
|
||||||
if (currentTime - lastFireTime >= fireSpeed && !reloading)
|
if (currentTime - lastFireTime >= fireSpeed && !reloading) {
|
||||||
{
|
if (weaponMag > 0) {
|
||||||
if (weaponMag > 0)
|
|
||||||
{
|
|
||||||
shotsFired = true;
|
shotsFired = true;
|
||||||
if (auto event = eventManager.lock())
|
if (auto event = eventManager.lock())
|
||||||
event->notify<EntityFireEvent>({entityid, fireSpeed, wielder->getPosition(), weaponType});
|
event->notify<EntityFireEvent>(
|
||||||
if (!weaponScript || !weaponScript->lua["onShoot"].valid())
|
{entityid, fireSpeed, wielder->getPosition(), weaponType});
|
||||||
{
|
if (!weaponScript || !weaponScript->lua["onShoot"].valid()) {
|
||||||
// create bullet using this generated data
|
// create bullet using this generated data
|
||||||
BulletData b = genBulletData();
|
BulletData b = genBulletData();
|
||||||
createBullet(b);
|
createBullet(b);
|
||||||
weaponMag -= 1;
|
weaponMag -= 1;
|
||||||
}
|
} else {
|
||||||
else {
|
|
||||||
auto result = weaponScript->lua["onShoot"]();
|
auto result = weaponScript->lua["onShoot"]();
|
||||||
if (!result.valid())
|
if (!result.valid()) {
|
||||||
{
|
|
||||||
sol::error err = result;
|
sol::error err = result;
|
||||||
std::cerr << "lua error: " << err.what() << std::endl;
|
std::cerr << "lua error: " << err.what() << std::endl;
|
||||||
}
|
}
|
||||||
// auto reload
|
// auto reload
|
||||||
if ((weaponMag -= 1) <= 0) reload();
|
if ((weaponMag -= 1) <= 0)
|
||||||
|
reload();
|
||||||
}
|
}
|
||||||
}
|
} else if (weaponMag <= 0)
|
||||||
else if (weaponMag <= 0) reload();
|
reload();
|
||||||
lastFireTime = currentTime;
|
lastFireTime = currentTime;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
return shotsFired;
|
return shotsFired;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Weapon::hookEventManager(std::weak_ptr<EventManager> eventManager)
|
void Weapon::hookEventManager(std::weak_ptr<EventManager> eventManager) {
|
||||||
{
|
|
||||||
this->eventManager = eventManager;
|
this->eventManager = eventManager;
|
||||||
|
|
||||||
for (auto& component : components)
|
for (auto &component : components) {
|
||||||
{
|
if (component->getType() == Component::TYPE::ANIMATION) {
|
||||||
if (component->getType() == Component::TYPE::ANIMATION)
|
auto animComponent = static_cast<AnimationComponent *>(component.get());
|
||||||
{
|
|
||||||
auto animComponent = static_cast<AnimationComponent*>(component.get());
|
|
||||||
animComponent->getAnimationSet()->attachEventManager(eventManager);
|
animComponent->getAnimationSet()->attachEventManager(eventManager);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
if (auto event = this->eventManager.lock()) {
|
if (auto event = this->eventManager.lock()) {
|
||||||
auto self = this;
|
auto self = this;
|
||||||
event->subscribe<AnimationFinishedEvent>([self](const AnimationFinishedEvent& e) {
|
event->subscribe<AnimationFinishedEvent>(
|
||||||
|
[self](const AnimationFinishedEvent &e) {
|
||||||
if (self) {
|
if (self) {
|
||||||
if (e.entityid == self->entityid && e.animType == "reload")
|
if (e.entityid == self->entityid && e.animType == "reload") {
|
||||||
{
|
if (self->reloading) {
|
||||||
if (self->reloading)
|
|
||||||
{
|
|
||||||
self->reloading = false;
|
self->reloading = false;
|
||||||
self->wasReloading = true;
|
self->wasReloading = true;
|
||||||
}
|
}
|
||||||
|
|
@ -137,39 +125,33 @@ void Weapon::hookEventManager(std::weak_ptr<EventManager> eventManager)
|
||||||
bulletManager->hookEventManager(eventManager);
|
bulletManager->hookEventManager(eventManager);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Weapon::attachScript(std::unique_ptr<WeaponScript> script)
|
void Weapon::attachScript(std::unique_ptr<WeaponScript> script) {
|
||||||
{
|
|
||||||
weaponScript = std::move(script);
|
weaponScript = std::move(script);
|
||||||
weaponScript->lua["weapon"] = this;
|
weaponScript->lua["weapon"] = this;
|
||||||
LOG(DEBUG, "Weapon state bound", NULL);
|
LOG(DEBUG, "Weapon state bound", NULL);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Weapon::onHitCallback(GameActor* target, PhysicsComponent* bullet, const glm::vec2& normal)
|
void Weapon::onHitCallback(GameActor *target, PhysicsComponent *bullet,
|
||||||
{
|
const glm::vec2 &normal) {
|
||||||
if (weaponScript && weaponScript->lua["onHit"].valid())
|
if (weaponScript && weaponScript->lua["onHit"].valid()) {
|
||||||
{
|
|
||||||
auto result = weaponScript->lua["onHit"](target, bullet, normal);
|
auto result = weaponScript->lua["onHit"](target, bullet, normal);
|
||||||
if (!result.valid())
|
if (!result.valid()) {
|
||||||
{
|
|
||||||
sol::error err = result;
|
sol::error err = result;
|
||||||
std::cerr << "lua error: " << err.what() << std::endl;
|
std::cerr << "lua error: " << err.what() << std::endl;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void Weapon::update(double deltaTime)
|
void Weapon::update(double deltaTime) {
|
||||||
{
|
|
||||||
Entity::update(deltaTime);
|
Entity::update(deltaTime);
|
||||||
if (wielded)
|
if (wielded) {
|
||||||
{
|
|
||||||
// move the weapon into place as the wielder rotates and moves
|
// move the weapon into place as the wielder rotates and moves
|
||||||
if (wielder)
|
if (wielder)
|
||||||
adjustWeapon();
|
adjustWeapon();
|
||||||
|
|
||||||
for (auto& component : components)
|
for (auto &component : components)
|
||||||
component->update();
|
component->update();
|
||||||
if (wasReloading)
|
if (wasReloading) {
|
||||||
{
|
|
||||||
wasReloading = false;
|
wasReloading = false;
|
||||||
if (auto event = eventManager.lock()) {
|
if (auto event = eventManager.lock()) {
|
||||||
event->notify<EntityFinishReloadEvent>({entityid});
|
event->notify<EntityFinishReloadEvent>({entityid});
|
||||||
|
|
@ -179,33 +161,27 @@ void Weapon::update(double deltaTime)
|
||||||
bulletManager->update(deltaTime);
|
bulletManager->update(deltaTime);
|
||||||
}
|
}
|
||||||
|
|
||||||
void Weapon::draw()
|
void Weapon::draw() {
|
||||||
{
|
|
||||||
Entity::draw();
|
Entity::draw();
|
||||||
if (wielded)
|
if (wielded) {
|
||||||
{
|
for (auto &component : components) {
|
||||||
for (auto& component : components)
|
|
||||||
{
|
|
||||||
component->play();
|
component->play();
|
||||||
component->bind();
|
component->bind();
|
||||||
component->render();
|
component->render();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
//bulletManager->draw();
|
// bulletManager->draw();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Weapon::adjustWeapon()
|
void Weapon::adjustWeapon() {
|
||||||
{
|
|
||||||
float rotation = glm::radians(wielder->getRotation());
|
float rotation = glm::radians(wielder->getRotation());
|
||||||
|
|
||||||
glm::vec3 offset = glm::vec3(
|
glm::vec3 offset = glm::vec3(
|
||||||
cos(rotation) * ((wielder->getScale().x) - weaponSize.x * 0.5f),
|
cos(rotation) * ((wielder->getScale().x) - weaponSize.x * 0.5f),
|
||||||
sin(rotation) * ((wielder->getScale().y) - weaponSize.y * 0.5f),
|
sin(rotation) * ((wielder->getScale().y) - weaponSize.y * 0.5f), 0.0f);
|
||||||
0.0f
|
|
||||||
);
|
|
||||||
glm::vec3 origin = wielder->getCenter() + offset;
|
glm::vec3 origin = wielder->getCenter() + offset;
|
||||||
//origin.x += (weaponSize.x) * 0.25f;
|
// origin.x += (weaponSize.x) * 0.25f;
|
||||||
//origin.y += (weaponSize.y) * 0.25f;
|
// origin.y += (weaponSize.y) * 0.25f;
|
||||||
|
|
||||||
// Flip the texture if the weapon is facing upwards or downwards
|
// Flip the texture if the weapon is facing upwards or downwards
|
||||||
Direction d = getDirectionFromRotation(glm::degrees(rotation));
|
Direction d = getDirectionFromRotation(glm::degrees(rotation));
|
||||||
|
|
@ -221,16 +197,14 @@ void Weapon::adjustWeapon()
|
||||||
lastDir = getDirectionFromRotation(glm::degrees(rotation));
|
lastDir = getDirectionFromRotation(glm::degrees(rotation));
|
||||||
}
|
}
|
||||||
|
|
||||||
Weapon::BulletData Weapon::genBulletData()
|
Weapon::BulletData Weapon::genBulletData() {
|
||||||
{
|
|
||||||
BulletData b;
|
BulletData b;
|
||||||
float rotation = glm::radians(wielder->getRotation());
|
float rotation = glm::radians(wielder->getRotation());
|
||||||
float spreadOffset = glm::radians(static_cast<float>(bulletSpread->genFloat()));
|
float spreadOffset =
|
||||||
|
glm::radians(static_cast<float>(bulletSpread->genFloat()));
|
||||||
b.mass = 0.1f;
|
b.mass = 0.1f;
|
||||||
glm::vec2 facing = glm::vec2(
|
glm::vec2 facing =
|
||||||
cos(rotation + spreadOffset),
|
glm::vec2(cos(rotation + spreadOffset), sin(rotation + spreadOffset));
|
||||||
sin(rotation + spreadOffset)
|
|
||||||
);
|
|
||||||
b.direction = glm::normalize(facing);
|
b.direction = glm::normalize(facing);
|
||||||
b.sizeMod = bulletModifer->genFloat();
|
b.sizeMod = bulletModifer->genFloat();
|
||||||
b.speedMod = bulletModifer->genFloat();
|
b.speedMod = bulletModifer->genFloat();
|
||||||
|
|
@ -240,52 +214,36 @@ Weapon::BulletData Weapon::genBulletData()
|
||||||
|
|
||||||
b.origin = glm::vec3(
|
b.origin = glm::vec3(
|
||||||
// x offset from the wielder
|
// x offset from the wielder
|
||||||
wielder->getCenter().x + cos(rotation) * radius - sin(rotation) * weaponOffset.y,
|
wielder->getCenter().x + cos(rotation) * radius -
|
||||||
|
sin(rotation) * weaponOffset.y,
|
||||||
// y offset from the wielder
|
// y offset from the wielder
|
||||||
wielder->getCenter().y + sin(rotation) * radius + cos(rotation) * weaponOffset.y,
|
wielder->getCenter().y + sin(rotation) * radius +
|
||||||
0.0f
|
cos(rotation) * weaponOffset.y,
|
||||||
);
|
0.0f);
|
||||||
b.origin.x -= ((bulletSize.x) * b.sizeMod) * 0.5f;
|
b.origin.x -= ((bulletSize.x) * b.sizeMod) * 0.5f;
|
||||||
b.origin.y -= ((bulletSize.y) * b.sizeMod) * 0.5f;
|
b.origin.y -= ((bulletSize.y) * b.sizeMod) * 0.5f;
|
||||||
return b;
|
return b;
|
||||||
}
|
}
|
||||||
|
|
||||||
void Weapon::createBullet(const Weapon::BulletData& data)
|
void Weapon::createBullet(const Weapon::BulletData &data) {
|
||||||
{
|
auto bullet = std::make_shared<Bullet>(wielder->getEntityID(), bulletShaderID,
|
||||||
auto bullet = std::make_shared<Bullet>(wielder->getEntityID(), bulletShaderID, data.origin, data.direction, bulletSpeed, bulletDrop, bulletSize);
|
data.origin, data.direction,
|
||||||
|
bulletSpeed, bulletDrop, bulletSize);
|
||||||
bullet->addComponent(bulletSprite.get());
|
bullet->addComponent(bulletSprite.get());
|
||||||
bullet->addPhysicsComponent(std::make_shared<PhysicsComponent>(PhysicsComponentFactory::makeBullet(wielder->getEntityID(), data.origin, data.mass, bulletSize.x / 2)));
|
bullet->addPhysicsComponent(
|
||||||
bullet->getPhysicsComponent()->rigidBody.velocity += bulletSpeed * data.direction / data.mass;
|
std::make_shared<PhysicsComponent>(PhysicsComponentFactory::makeBullet(
|
||||||
|
wielder->getEntityID(), data.origin, data.mass, bulletSize.x / 2)));
|
||||||
|
bullet->getPhysicsComponent()->rigidBody.velocity +=
|
||||||
|
bulletSpeed * data.direction / data.mass;
|
||||||
|
|
||||||
if (auto event = eventManager.lock())
|
if (auto event = eventManager.lock())
|
||||||
event->notify<BulletFiredEvent>({bullet});
|
event->notify<BulletFiredEvent>({bullet});
|
||||||
bulletManager->addBullet(bullet);
|
bulletManager->addBullet(bullet);
|
||||||
}
|
}
|
||||||
|
|
||||||
Weapon::~Weapon()
|
Weapon::~Weapon() {
|
||||||
{
|
|
||||||
if (weaponScript) {
|
if (weaponScript) {
|
||||||
weaponScript->lua["onShoot"] = sol::nil;
|
weaponScript->lua["onShoot"] = sol::nil;
|
||||||
weaponScript->lua.collect_gc();
|
weaponScript->lua.collect_gc();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
|
||||||
!| SLATED FOR REMOVAL |!
|
|
||||||
|
|
||||||
// Swap the reload animation and the regular weapon animation
|
|
||||||
void Weapon::swapSprites()
|
|
||||||
{
|
|
||||||
//std::swap(weaponSprites.first, weaponSprites.second);
|
|
||||||
}
|
|
||||||
|
|
||||||
void Weapon::checkAndFinishReload()
|
|
||||||
{
|
|
||||||
if (weaponSprites.first->kill() && reloading) {
|
|
||||||
weaponSprites.first->idle();
|
|
||||||
weaponSprites.first->reset();
|
|
||||||
std::swap(weaponSprites.first, weaponSprites.second);
|
|
||||||
reloading = false;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
*/
|
|
||||||
|
|
|
||||||
|
|
@ -1,5 +1,6 @@
|
||||||
#include "graphics/glwindow.h"
|
#include "graphics/glwindow.h"
|
||||||
#include <SDL_error.h>
|
#include <SDL_error.h>
|
||||||
|
#include <SDL_video.h>
|
||||||
|
|
||||||
bool GLWindow::Init() {
|
bool GLWindow::Init() {
|
||||||
window = SDL_CreateWindow(name, SDL_WINDOWPOS_UNDEFINED,
|
window = SDL_CreateWindow(name, SDL_WINDOWPOS_UNDEFINED,
|
||||||
|
|
@ -16,6 +17,11 @@ bool GLWindow::Init() {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void GLWindow::resizeWindow(size_t width, size_t height) {
|
||||||
|
w = width;
|
||||||
|
h = height;
|
||||||
|
}
|
||||||
|
|
||||||
GLWindow::~GLWindow() {
|
GLWindow::~GLWindow() {
|
||||||
SDL_GL_DeleteContext(glContext);
|
SDL_GL_DeleteContext(glContext);
|
||||||
SDL_DestroyWindow(window);
|
SDL_DestroyWindow(window);
|
||||||
|
|
|
||||||
|
|
@ -28,6 +28,8 @@ void Renderer::hookEventManager(std::weak_ptr<EventManager> eventManager) {
|
||||||
postProcessor->ApplyEffect(Postprocessor::BLUR, event.intensity,
|
postProcessor->ApplyEffect(Postprocessor::BLUR, event.intensity,
|
||||||
event.duration);
|
event.duration);
|
||||||
});
|
});
|
||||||
|
e->subscribe<WindowResizeEvent>(
|
||||||
|
[this](const WindowResizeEvent &event) { resizeFrameBuffers(); });
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
@ -41,7 +43,6 @@ void Renderer::initFrameBuffers() {
|
||||||
// World buffer creation
|
// World buffer creation
|
||||||
glGenTextures(1, &worldBuffer.texture);
|
glGenTextures(1, &worldBuffer.texture);
|
||||||
glBindTexture(GL_TEXTURE_2D, worldBuffer.texture);
|
glBindTexture(GL_TEXTURE_2D, worldBuffer.texture);
|
||||||
|
|
||||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glWindow->Width(), glWindow->Height(),
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glWindow->Width(), glWindow->Height(),
|
||||||
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||||
|
|
||||||
|
|
@ -88,6 +89,15 @@ void Renderer::initFrameBuffers() {
|
||||||
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
glBindFramebuffer(GL_FRAMEBUFFER, 0);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void Renderer::resizeFrameBuffers() {
|
||||||
|
glDeleteFramebuffers(1, &worldBuffer.frame);
|
||||||
|
glDeleteFramebuffers(1, &hudBuffer.frame);
|
||||||
|
glDeleteTextures(1, &worldBuffer.texture);
|
||||||
|
glDeleteTextures(1, &hudBuffer.texture);
|
||||||
|
|
||||||
|
initFrameBuffers();
|
||||||
|
}
|
||||||
|
|
||||||
void Renderer::initUniformBuffers() {
|
void Renderer::initUniformBuffers() {
|
||||||
glGenBuffers(1, &uboMatrices);
|
glGenBuffers(1, &uboMatrices);
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Reference in a new issue