Added readme and various comments and general cleanup

This commit is contained in:
ethan 2025-04-17 11:30:11 -04:00
parent 701ac3e151
commit 3437441feb
17 changed files with 964 additions and 937 deletions

1
.gitignore vendored
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@ -366,3 +366,4 @@ FodyWeavers.xsd
*.swp
/Resources/scenes/.debugScene.xml.swp
compile_commands.json
compile_flags.txt

66
README.md Normal file
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@ -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
![Screenshot](https://git.wienermeister.net/attachments/79b04767-d675-4aa3-a17e-969341105579)
---
## Roadmap
- Save/Load system
- Modular and scalable menu system
- In-game dialog and conversation systems
- Expanded combat system

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@ -3,42 +3,43 @@
#include "gameplay/entity.h"
class Camera
{
class Camera {
public:
Camera(float viewPortW, float viewPortH) :
position(glm::vec3(0.0f, 0.0f, 0.0f)),
front(glm::vec3(0.0f, 0.0f, -1.0f)),
up(glm::vec3(0.0f, 1.0f, 0.0f)),
viewPortW(viewPortW),
viewPortH(viewPortH)
{};
Camera(float viewPortW, float viewPortH)
: position(glm::vec3(0.0f, 0.0f, 0.0f)),
front(glm::vec3(0.0f, 0.0f, -1.0f)), up(glm::vec3(0.0f, 1.0f, 0.0f)),
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 glm::vec3 getCenterPos() const { 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; }
bool isTargeting() { return (target != nullptr); }
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);
}
void setTarget(Entity *target) { this->target = target; }
void unsetTarget() { 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 getProjectionMatrix();
const glm::vec3 getPosition() const { return position; }
glm::mat4 getViewMatrix();
glm::mat4 getProjectionMatrix();
const glm::vec3 getPosition() const { return position; }
private:
Entity* target = nullptr;
Entity *target = nullptr;
glm::vec3 position;
glm::vec3 front;
glm::vec3 up;
glm::vec3 position;
glm::vec3 front;
glm::vec3 up;
float viewPortW, viewPortH;
float viewPortW, viewPortH;
float speed = 300.0f;
float speed = 300.0f;
};
#endif // _H_CAMERA_H

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@ -20,6 +20,8 @@ public:
unsigned Width() const { return w; }
unsigned Height() const { return h; }
void resizeWindow(size_t w, size_t h);
SDL_Window *getWindow() const { return window; }
const SDL_GLContext &getContext() const { return glContext; }

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@ -56,6 +56,8 @@ private:
void initFrameBuffers();
void initUniformBuffers();
void resizeFrameBuffers();
std::unique_ptr<Postprocessor> postProcessor;
void sortLayerPool(auto &layerPool);

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@ -1,10 +1,10 @@
#ifndef _H_EVENTS_H
#define _H_EVENTS_H
#include <functional>
#include <memory>
#include <string>
#include <typeindex>
#include <memory>
#include <functional>
#include <unordered_map>
#include "utility/direction.h"
@ -14,90 +14,90 @@ class Bullet;
struct PhysicsComponent;
struct BulletFiredEvent {
std::weak_ptr<Bullet> bullet;
std::weak_ptr<Bullet> bullet;
};
struct BulletDiedEvent {
std::shared_ptr<PhysicsComponent> physObj;
std::shared_ptr<PhysicsComponent> physObj;
};
struct BulletCollideEvent {
unsigned int ownerID;
unsigned int victimID;
std::shared_ptr<PhysicsComponent> bullet;
glm::vec2 normal;
unsigned int ownerID;
unsigned int victimID;
std::shared_ptr<PhysicsComponent> bullet;
glm::vec2 normal;
};
struct DirectionChangeEvent {
int entityid;
Direction direction;
int entityid;
Direction direction;
};
struct EntityMoveEvent {
int entityid;
int entityid;
};
struct EntityStopEvent {
int entityid;
int entityid;
};
struct EntityReloadEvent {
int entityid;
glm::vec3 position;
std::string weaponType;
int entityid;
glm::vec3 position;
std::string weaponType;
};
struct EntityFinishReloadEvent {
int entityid;
int entityid;
};
struct EntityFireEvent {
int entityid;
float fireDelay;
glm::vec3 firePosition;
std::string weaponType;
int entityid;
float fireDelay;
glm::vec3 firePosition;
std::string weaponType;
};
struct AnimationFinishedEvent {
int entityid;
std::string animType;
int entityid;
std::string animType;
};
struct ScreenShakeEvent {
float intensity;
float duration;
float intensity;
float duration;
};
struct ScreenBlurEvent {
float intensity;
float duration;
float intensity;
float duration;
};
struct WindowResizeEvent {
size_t width;
size_t height;
};
class EventManager {
public:
template <typename T>
using EventCallback = std::function<void(const T&)>;
template <typename T> using EventCallback = std::function<void(const T &)>;
template <typename T> void subscribe(EventCallback<T> cb) {
auto wrapper = [cb](void *ev) { cb(*static_cast<T *>(ev)); };
callbacks[typeid(T)].push_back(wrapper);
}
template <typename T> void notify(const T &event) {
auto iterator = callbacks.find(typeid(T));
if (iterator != callbacks.end()) {
for (auto &cb : iterator->second) {
cb((void *)&event);
}
}
}
template <typename T>
void subscribe(EventCallback<T> cb) {
auto wrapper = [cb](void *ev) {
cb(*static_cast<T*>(ev));
};
callbacks[typeid(T)].push_back(wrapper);
}
template <typename T>
void notify(const T& event) {
auto iterator = callbacks.find(typeid(T));
if (iterator != callbacks.end())
{
for (auto& cb : iterator->second)
{
cb((void*)&event);
}
}
}
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

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@ -4,103 +4,91 @@
#include "utility/raycaster.h"
#include "utility/script.h"
AI::AI(GameActor* actor, std::unique_ptr<Raycaster> raycaster)
: state(AIState::Idle), raycaster(std::move(raycaster)), actor(actor),
lastGCTime(std::chrono::high_resolution_clock::now()), GCTimeout(3)
{}
AI::AI(GameActor *actor, std::unique_ptr<Raycaster> raycaster)
: state(AIState::Idle), raycaster(std::move(raycaster)), actor(actor),
lastGCTime(std::chrono::high_resolution_clock::now()), GCTimeout(3) {}
/*
* The behavior script works off of three different states, idle, patrol and alert.
* When the script is idle, this is */
void AI::attachBehaviourScript(std::unique_ptr<AIScript> behaviour)
{
// 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!
this->behaviour = std::move(behaviour);
this->behaviour->lua["raycaster"] = sol::make_reference(this->behaviour->lua, raycaster.get());
this->behaviour->lua["ai"] = sol::make_reference(this->behaviour->lua, this);
* The behavior script works off of three different states, idle, patrol and
* alert. When the script is idle, this is */
void AI::attachBehaviourScript(std::unique_ptr<AIScript> behaviour) {
// 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!
this->behaviour = std::move(behaviour);
this->behaviour->lua["raycaster"] =
sol::make_reference(this->behaviour->lua, raycaster.get());
this->behaviour->lua["ai"] = sol::make_reference(this->behaviour->lua, this);
idleFunc = this->behaviour->lua["idle"];
patrolFunc = this->behaviour->lua["patrol"];
alertFunc = this->behaviour->lua["alert"];
idleFunc = this->behaviour->lua["idle"];
patrolFunc = this->behaviour->lua["patrol"];
alertFunc = this->behaviour->lua["alert"];
}
void AI::update()
{
try {
// If our ai doesn't have a reference to the actor it's controlling it will do nothing.
// If our ai script does have an actor but no target, it will default to its idle state.
if (actor && target) {
switch (state)
{
case AIState::Idle:
if (idleFunc.valid())
{
auto result = idleFunc(actor, target);
if (!result.valid())
{
sol::error err = result;
void AI::update() {
try {
// If our ai doesn't have a reference to the actor it's controlling it will
// do nothing. If our ai script does have an actor but no target, it will
// default to its idle state.
if (actor && target) {
switch (state) {
case AIState::Idle:
if (idleFunc.valid()) {
auto result = idleFunc(actor, target);
if (!result.valid()) {
sol::error err = result;
LOG(ERROR, "Lua error: {}", err.what(), NULL);
}
}
break;
case AIState::Patrol:
if (patrolFunc.valid())
{
auto result = patrolFunc(actor, target);
if (!result.valid())
{
sol::error err = result;
LOG(ERROR, "Lua error: {}", err.what(), NULL);
}
}
break;
case AIState::Alert:
if (alertFunc.valid())
{
auto result = alertFunc(actor, target);
if (!result.valid())
{
sol::error err = result;
LOG(ERROR, "Lua error: {}", err.what(), NULL);
}
}
break;
}
} else if (actor) {
switch (state)
{
case AIState::Idle:
if (idleFunc.valid()) {
auto result = idleFunc(actor, nullptr);
if (!result.valid()) {
sol::error err = result;
LOG(ERROR, "Lua Error: {}", err.what());
}
}
}
break;
case AIState::Patrol:
if (patrolFunc.valid()) {
auto result = patrolFunc(actor, target);
if (!result.valid()) {
sol::error err = result;
LOG(ERROR, "Lua error: {}", err.what(), NULL);
}
}
break;
case AIState::Alert:
if (alertFunc.valid()) {
auto result = alertFunc(actor, target);
if (!result.valid()) {
sol::error err = result;
LOG(ERROR, "Lua error: {}", err.what(), NULL);
}
}
break;
}
} else if (actor) {
if (idleFunc.valid()) {
auto result = idleFunc(actor, nullptr);
if (!result.valid()) {
sol::error err = result;
LOG(ERROR, "Lua Error: {}", err.what());
}
}
}
// Collect garbage just to be sure.
std::chrono::high_resolution_clock::time_point curTime = std::chrono::high_resolution_clock::now();
if (curTime - lastGCTime >= GCTimeout)
{
behaviour->lua.collect_gc();
lastGCTime = curTime;
}
}
catch (const std::exception& e) {
std::chrono::high_resolution_clock::time_point curTime =
std::chrono::high_resolution_clock::now();
if (curTime - lastGCTime >= GCTimeout) {
behaviour->lua.collect_gc();
lastGCTime = curTime;
}
} catch (const std::exception &e) {
LOG(ERROR, "Problem occured during AI update: {}", e.what());
state = AIState::Idle;
}
state = AIState::Idle;
}
}
AI::~AI()
{
// Just set all of the references to null, given they are smart pointers, they are freed when no longer used.
behaviour->lua["raycaster"] = sol::nil;
behaviour->lua["ai"] = sol::nil;
behaviour->lua["idle"] = sol::nil;
behaviour->lua["patrol"] = sol::nil;
behaviour->lua["alert"] = sol::nil;
behaviour->lua.collect_gc();
AI::~AI() {
// Just set all of the references to null, given they are smart pointers, they
// are freed when no longer used.
behaviour->lua["raycaster"] = sol::nil;
behaviour->lua["ai"] = sol::nil;
behaviour->lua["idle"] = sol::nil;
behaviour->lua["patrol"] = sol::nil;
behaviour->lua["alert"] = sol::nil;
behaviour->lua.collect_gc();
}

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@ -1,28 +1,31 @@
#include "gameplay/camera.h"
// follow our target set using the setTarget. If there is no target set the camera will not move.
void Camera::update(double deltaTime)
{
if (target == nullptr)
return;
float smoothingFactor = 5.0f;
//if (glm::distance(target->getCenter(), getCenterPos()) > 20.f)
position += (target->getCenter() - getCenterPos()) * smoothingFactor * static_cast<float>(deltaTime);
// follow our target set using the setTarget. If there is no target set the
// camera will not move.
void Camera::update(double deltaTime) {
if (target == nullptr)
return;
float smoothingFactor = 5.0f;
// if (glm::distance(target->getCenter(), getCenterPos()) > 20.f)
position += (target->getCenter() - getCenterPos()) * smoothingFactor *
static_cast<float>(deltaTime);
}
glm::mat4 Camera::getViewMatrix()
{
return glm::lookAt(position, position + front, up);
glm::mat4 Camera::getViewMatrix() {
return glm::lookAt(position, position + front, up);
}
glm::mat4 Camera::getProjectionMatrix()
{
return glm::ortho(0.f, viewPortW, viewPortH, 0.f);
glm::mat4 Camera::getProjectionMatrix() {
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.
const glm::vec3 Camera::worldToLocal(const glm::vec3& worldCoordinates)
{
//return worldCoordinates - position;
return glm::vec3(getViewMatrix() * glm::vec4(worldCoordinates, 1.0f));
const glm::vec3 Camera::worldToLocal(const glm::vec3 &worldCoordinates) {
// return worldCoordinates - position;
return glm::vec3(getViewMatrix() * glm::vec4(worldCoordinates, 1.0f));
}

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@ -11,6 +11,7 @@
#include "sound/engine.h"
#include <SDL_video.h>
#include <glm/gtc/matrix_transform.hpp>
#include <memory>
#include <utility/events.h>
@ -85,7 +86,17 @@ bool Game::loadDebugScene() {
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() {
inputHandler->handleInput();

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@ -3,156 +3,181 @@
#include "gameplay/physics.h"
#include "gameplay/scene.h"
#include "gameplay/weapons/weapon.h"
#include "utility/events.h"
#include "utility/direction.h"
#include "utility/component.h"
#include "utility/direction.h"
#include "utility/events.h"
#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)
{
component->ownerid = entityid;
components.push_back(std::move(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;
components.push_back(std::move(component));
}
Weapon* GameActor::getHeldWeapon() const
{
return (weapons.empty() || currentWeaponIndex >= weapons.size()) ? nullptr : weapons[currentWeaponIndex].get();
Weapon *GameActor::getHeldWeapon() const {
return (weapons.empty() || currentWeaponIndex >= weapons.size())
? nullptr
: weapons[currentWeaponIndex].get();
}
std::span<Weapon*> GameActor::getAllWeapons()
{
return weaponCache;
std::span<Weapon *> GameActor::getAllWeapons() { return weaponCache; }
// 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);
if (auto eventManager = sceneContext->getEventManager().lock()) {
weapon->hookEventManager(eventManager);
}
weaponCache.push_back(weapon.get());
weapons.push_back(std::move(weapon));
// wield the newly picked up weapon.
getHeldWeapon()->putaway();
currentWeaponIndex = weapons.size() - 1;
getHeldWeapon()->wield();
}
void GameActor::pickupWeapon(std::unique_ptr<Weapon> weapon)
{
weapon->setWielder(this);
if (auto eventManager = sceneContext->getEventManager().lock()) {
weapon->hookEventManager(eventManager);
}
weaponCache.push_back(weapon.get());
weapons.push_back(std::move(weapon));
// wield the newly picked up weapon.
getHeldWeapon()->putaway();
currentWeaponIndex = weapons.size() - 1;
getHeldWeapon()->wield();
void GameActor::setRotation(const float &rotation) {
// Any attached animation component would be interested if their owner needs
// their sprite swapped
if (!isRotatable) {
if (auto eventManager = sceneContext->getEventManager().lock()) {
Direction newDir = getDirectionFromRotation(rotation);
if (getDirectionFromRotation(this->rotation) != newDir)
eventManager->notify<DirectionChangeEvent>({entityid, newDir});
}
}
this->rotation = rotation;
updateModelMatrix();
}
void GameActor::setRotation(const float& rotation)
{
if (!isRotatable) {
if (auto eventManager = sceneContext->getEventManager().lock()) {
Direction newDir = getDirectionFromRotation(rotation);
if (getDirectionFromRotation(this->rotation) != newDir)
eventManager->notify<DirectionChangeEvent>({ entityid, newDir });
}
}
this->rotation = rotation;
updateModelMatrix();
void GameActor::update(double deltaTime) {
Entity::update(deltaTime);
for (const auto &component : components)
component->update();
for (const auto &weapon : weapons)
weapon->update(deltaTime);
// 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()) {
event->notify<EntityMoveEvent>({entityid});
}
wasMoving = true;
} else if (!isMoving && wasMoving) {
if (auto event = sceneContext->getEventManager().lock()) {
event->notify<EntityStopEvent>({entityid});
}
wasMoving = false;
}
isMoving = false;
}
void GameActor::update(double deltaTime)
{
Entity::update(deltaTime);
for (const auto& component : components)
component->update();
for (const auto& weapon : weapons)
weapon->update(deltaTime);
if (isMoving && !wasMoving)
{
if (auto event = sceneContext->getEventManager().lock()) {
event->notify<EntityMoveEvent>({ entityid });
}
wasMoving = true;
}
else if (!isMoving && wasMoving)
{
if (auto event = sceneContext->getEventManager().lock()) {
event->notify<EntityStopEvent>({ entityid });
}
wasMoving = false;
}
isMoving = false;
void GameActor::draw() {
Entity::draw();
for (const auto &component : components) {
component->bind();
component->render();
}
}
void GameActor::draw()
{
Entity::draw();
// 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->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::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;
}
void GameActor::moveUp() { if (physics) physics->rigidBody.applyForce(glm::vec3( 0.f,-1.f, 0.f), 1500.25f); 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
void GameActor::fireWeapon()const {
if (auto weapon = getHeldWeapon()) {
if (weapon->shoot()) {
if (sceneContext->getPlayerID() == entityid) {
if (auto gEvent = sceneContext->getGlobalEventManager().lock()) {
gEvent->notify<ScreenShakeEvent>({0.01f, 0.8f});
gEvent->notify<ScreenBlurEvent>({1.f, 0.8f});
}
}
}
}
void GameActor::fireWeapon() const {
if (auto weapon = getHeldWeapon()) {
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 (auto gEvent = sceneContext->getGlobalEventManager().lock()) {
gEvent->notify<ScreenShakeEvent>({0.01f, 0.8f});
gEvent->notify<ScreenBlurEvent>({1.f, 0.8f});
}
}
}
}
}
void GameActor::cycleUpWeapons() {
if (!weapons.empty()) {
weapons[currentWeaponIndex]->putaway();
currentWeaponIndex = (currentWeaponIndex + 1) % weapons.size();
weapons[currentWeaponIndex]->wield();
}
if (!weapons.empty()) {
weapons[currentWeaponIndex]->putaway();
currentWeaponIndex = (currentWeaponIndex + 1) % weapons.size();
weapons[currentWeaponIndex]->wield();
}
}
void GameActor::cycleDownWeapons() {
if (!weapons.empty()) {
weapons[currentWeaponIndex]->putaway();
currentWeaponIndex = (currentWeaponIndex + weapons.size() - 1) % weapons.size();
weapons[currentWeaponIndex]->wield();
}
if (!weapons.empty()) {
weapons[currentWeaponIndex]->putaway();
currentWeaponIndex =
(currentWeaponIndex + weapons.size() - 1) % weapons.size();
weapons[currentWeaponIndex]->wield();
}
}
void GameActor::cycleWeapons(const MouseState& mouse_state)
{
if (mouse_state.scroll < 0)
cycleUpWeapons();
else if (mouse_state.scroll > 0)
cycleDownWeapons();
void GameActor::cycleWeapons(const MouseState &mouse_state) {
if (mouse_state.scroll < 0)
cycleUpWeapons();
else if (mouse_state.scroll > 0)
cycleDownWeapons();
}
void GameActor::followMouse(const MouseState& mouse_state)
{
glm::vec2 direction = glm::vec2(mouse_state.x, mouse_state.y) - glm::vec2(localPosition.x, localPosition.y);
float newRotation = glm::degrees(glm::atan(direction.y, direction.x));
if (getDirectionFromRotation(rotation) != getDirectionFromRotation(newRotation)) {
if (auto event = sceneContext->getEventManager().lock()) {
event->notify<DirectionChangeEvent>({ entityid, getDirectionFromRotation(newRotation) });
}
}
//setRotation(glm::degrees(glm::atan(direction.y, direction.x)));
this->rotation = newRotation;
void GameActor::followMouse(const MouseState &mouse_state) {
glm::vec2 direction = glm::vec2(mouse_state.x, mouse_state.y) -
glm::vec2(localPosition.x, localPosition.y);
float newRotation = glm::degrees(glm::atan(direction.y, direction.x));
if (getDirectionFromRotation(rotation) !=
getDirectionFromRotation(newRotation)) {
if (auto event = sceneContext->getEventManager().lock()) {
event->notify<DirectionChangeEvent>(
{entityid, getDirectionFromRotation(newRotation)});
}
}
// setRotation(glm::degrees(glm::atan(direction.y, direction.x)));
this->rotation = newRotation;
}
void GameActor::strafeLeft() { position.x += sin(glm::radians(rotation)) * speed; position.y -= cos(glm::radians(rotation)) * speed; }
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() {
if (physics) {
physics->rigidBody.velocity.x += cos(glm::radians(rotation)) * speed;
physics->rigidBody.velocity.y += sin(glm::radians(rotation)) * speed;
}
isMoving = true;
void GameActor::strafeLeft() {
position.x += sin(glm::radians(rotation)) * speed;
position.y -= cos(glm::radians(rotation)) * speed;
}
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) {
physics->rigidBody.velocity.x += cos(glm::radians(rotation)) * speed;
physics->rigidBody.velocity.y += sin(glm::radians(rotation)) * speed;
}
isMoving = true;
}

View file

@ -3,56 +3,51 @@
#include <SDL_timer.h>
void InputHandler::handleInput()
{
if (!actor) return;
Uint32 currentTime = SDL_GetTicks();
// check for bound keys that were pressed,
// next check if the hasn't been executed within the amount specified in delay
// if not execute the command and set lastExecution to currentTime
for (auto& [key, command] : keyCommands)
{
if (keys[key] == true)
{
if (currentTime - command.lastExecution >= command.delay)
{
commandQueue.push_back(command.cmd.get());
command.lastExecution = currentTime;
}
}
}
// Same with the mouse, for this context we'll be checking for motion events and for click events
for (auto& [button, command] : mouseCommands)
{
if (mouseButtons[button] == true)
{
if (currentTime - command.lastExecution >= command.delay)
{
mouseQueue.push_back(command.cmd.get());
command.lastExecution = currentTime;
}
}
}
if (mouseMotionCommand)
mouseMotionCommand->execute(*actor, mouse_state);
if (mouseScrollCommand)
mouseScrollCommand->execute(*actor, mouse_state);
mouse_state.scroll = 0.0f; // clear mouse scroll since we have handled the event.
void InputHandler::handleInput() {
// If our input handler is not attached to an actor we return.
// This will be due for change given we will need to handle input during menus
if (!actor)
return;
Uint32 currentTime = SDL_GetTicks();
// check for bound keys that were pressed,
// next check if the hasn't been executed within the amount specified in delay
// if not execute the command and set lastExecution to currentTime
for (auto &[key, command] : keyCommands) {
if (keys[key] == true) {
if (currentTime - command.lastExecution >= command.delay) {
commandQueue.push_back(command.cmd.get());
command.lastExecution = currentTime;
}
}
}
// Same with the mouse, for this context we'll be checking for motion events
// and for click events
for (auto &[button, command] : mouseCommands) {
if (mouseButtons[button] == true) {
if (currentTime - command.lastExecution >= command.delay) {
mouseQueue.push_back(command.cmd.get());
command.lastExecution = currentTime;
}
}
}
if (mouseMotionCommand)
mouseMotionCommand->execute(*actor, mouse_state);
if (mouseScrollCommand)
mouseScrollCommand->execute(*actor, mouse_state);
mouse_state.scroll =
0.0f; // clear mouse scroll since we have handled the event.
}
// Executes every captured command during the frame
void InputHandler::executeCommands()
{
for (auto& command : commandQueue) {
command->execute(*actor);
}
for (auto& mouse : mouseQueue) {
mouse->execute(*actor, mouse_state);
}
commandQueue.clear();
mouseQueue.clear();
void InputHandler::executeCommands() {
for (auto &command : commandQueue) {
command->execute(*actor);
}
for (auto &mouse : mouseQueue) {
mouse->execute(*actor, mouse_state);
}
commandQueue.clear();
mouseQueue.clear();
}
InputHandler::~InputHandler()
{
}
InputHandler::~InputHandler() {}

View file

@ -1,125 +1,129 @@
#include "gameplay/map.h"
#include "gameplay/camera.h"
#include "graphics/shader.h"
#include "graphics/texture.h"
#include "utility/xmlloader.h"
#include "utility/resourcemanager.h"
#include "utility/logger.h"
#include "utility/resourcemanager.h"
#include "utility/xmlloader.h"
#include <glm/gtc/matrix_transform.hpp>
Map::Map(const MapData* mapData, const unsigned shaderID, std::shared_ptr<ResourceManager> resourceManager) :
mapData(mapData),
tileIds(mapData->tiles)
{
this->shaderID = shaderID;
Map::Map(const MapData *mapData, const unsigned shaderID,
std::shared_ptr<ResourceManager> resourceManager)
: mapData(mapData), tileIds(mapData->tiles) {
this->shaderID = shaderID;
for (auto& tileSet : mapData->tileSets)
tileSetData.push_back(resourceManager->loadTileSet(tileSet.path));
// Tiles are held on layers, drawn back to front
for (auto &tileSet : mapData->tileSets)
tileSetData.push_back(resourceManager->loadTileSet(tileSet.path));
if (!tileSetData.empty())
{
std::vector<const char*> buffer;
for (int layer = 0; layer < tileIds.size(); layer++)
{
buffer.clear();
for (auto& set : tileSetData)
buffer.push_back(set->file.c_str());
if (!buffer.empty())
instanceHandles.push_back(std::make_shared<TileTextureInstance>(buffer));
}
if (!tileSetData.empty()) {
// Storing all of the tilesets we will need to load and sending it to our
// texture instance handle
std::vector<const char *> buffer;
for (int layer = 0; layer < tileIds.size(); layer++) {
buffer.clear();
for (auto &set : tileSetData)
buffer.push_back(set->file.c_str());
if (!buffer.empty())
instanceHandles.push_back(
std::make_shared<TileTextureInstance>(buffer));
}
loadMap();
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]));
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];
tileData[layer].push_back({modelMatrix, originalSize, tileIndex, textureIndex, tilesPerRow, startID});
}
}
instanceHandles[layer]->updateInstanceData(tileData[layer]);
}
glm::vec2 canvasSize = glm::vec2(instanceHandles[0]->getTextureArray()->getWidth(), instanceHandles[0]->getTextureArray()->getHeight());
editUniformOnce("uCanvasSize", canvasSize);
loadMap();
createCollisionMap();
}
}
void Map::createCollisionMap()
{
// Match collisionMap to map size
collisionMap.resize(tileIds[0].size());
for (int y = 0; y < tileIds[0].size(); ++y)
{
collisionMap[y].resize(tileIds[0][y].size(), 0);
}
void Map::loadMap() {
tileData.resize(tileIds.size());
// Tiles are drawn back to front, we track the tileset the tile comes from and
// additional information about the tilesets themselves so the shader can
// properly draw the right tile. Each layer is its own instance
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));
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++)
{
int id = tileIds[layer][y][x];
size_t tileSetIndex = getTileSetIndex(id);
if (tileSetIndex == -1)
collisionMap[y][x] = 0;
else
{
int startID = mapData->tileSets[tileSetIndex].startID;
auto& tile = tileSetData[tileSetIndex]->tiles[id - startID];
if (!tile->walkable)
collisionMap[y][x] = 1;
}
}
}
}
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];
tileData[layer].push_back({modelMatrix, originalSize, tileIndex,
textureIndex, tilesPerRow, startID});
}
}
instanceHandles[layer]->updateInstanceData(tileData[layer]);
}
// 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);
}
void Map::draw()
{
for (int layer = 0; layer < instanceHandles.size(); layer++)
{
instanceHandles[layer]->draw();
}
// 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
collisionMap.resize(tileIds[0].size());
for (int y = 0; y < tileIds[0].size(); ++y) {
collisionMap[y].resize(tileIds[0][y].size(), 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++) {
int id = tileIds[layer][y][x];
size_t tileSetIndex = getTileSetIndex(id);
if (tileSetIndex == -1)
collisionMap[y][x] = 0;
else {
int startID = mapData->tileSets[tileSetIndex].startID;
auto &tile = tileSetData[tileSetIndex]->tiles[id - startID];
if (!tile->walkable)
collisionMap[y][x] = 1;
}
}
}
}
}
// Draw each layer in it's own instance
void Map::draw() {
for (int layer = 0; layer < instanceHandles.size(); layer++) {
instanceHandles[layer]->draw();
}
}
/*
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
the returned tileSetIndex is out of bounds, returns -1
*/
size_t Map::getTileSetIndex(int id) const
{
// work from the bottom, break if ID > startID
// If we get a textureIndex of -1 then we are on an empty tile
size_t tileSetIndex = mapData->tileSets.size() - 1;
for (; tileSetIndex != -1; --tileSetIndex)
{
if (id >= mapData->tileSets[tileSetIndex].startID)
break;
}
return (tileSetIndex >= mapData->tileSets.size()) ? -1 : tileSetIndex;
size_t Map::getTileSetIndex(int id) const {
// work from the bottom, break if ID > startID
// If we get a textureIndex of -1 then we are on an empty tile
size_t tileSetIndex = mapData->tileSets.size() - 1;
for (; tileSetIndex != -1; --tileSetIndex) {
if (id >= mapData->tileSets[tileSetIndex].startID)
break;
}
return (tileSetIndex >= mapData->tileSets.size()) ? -1 : tileSetIndex;
}

View file

@ -2,212 +2,215 @@
#include "gameplay/weapons/bullet.h"
#include "utility/events.h"
#include "utility/logger.h"
void PhysicsEngine::hookEventManager(const std::shared_ptr<EventManager>& eventManager)
{
this->eventManager = eventManager;
this->eventManager->subscribe<BulletFiredEvent>([this](const BulletFiredEvent& event) {
if (auto bullet = event.bullet.lock()) {
this->addObject(bullet->getPhysicsComponent());
}
});
this->eventManager->subscribe<BulletDiedEvent>([this](const BulletDiedEvent& event) {
this->removeObject(event.physObj);
});
void PhysicsEngine::hookEventManager(
const std::shared_ptr<EventManager> &eventManager) {
this->eventManager = eventManager;
this->eventManager->subscribe<BulletFiredEvent>(
[this](const BulletFiredEvent &event) {
if (auto bullet = event.bullet.lock()) {
this->addObject(bullet->getPhysicsComponent());
}
});
this->eventManager->subscribe<BulletDiedEvent>(
[this](const BulletDiedEvent &event) {
this->removeObject(event.physObj);
});
}
std::shared_ptr<PhysicsComponent> PhysicsEngine::createObject(const unsigned int ID,
const glm::vec3& pos,
float mass,
PhysicsComponent::Collider::Shape shape,
glm::vec3 dimensions, const
glm::vec3 offset)
{
auto component = std::make_shared <PhysicsComponent>();
component->ID = ID;
component->rigidBody.position = pos;
component->rigidBody.acceleration = glm::vec2(0.f);
component->rigidBody.mass = mass;
component->collider.shape = shape;
component->collider.dimensions = dimensions;
component->collider.offset = offset;
std::shared_ptr<PhysicsComponent>
PhysicsEngine::createObject(const unsigned int ID, const glm::vec3 &pos,
float mass, PhysicsComponent::Collider::Shape shape,
glm::vec3 dimensions, const glm::vec3 offset) {
auto component = std::make_shared<PhysicsComponent>();
component->ID = ID;
component->rigidBody.position = pos;
component->rigidBody.acceleration = glm::vec2(0.f);
component->rigidBody.mass = mass;
component->collider.shape = shape;
component->collider.dimensions = dimensions;
component->collider.offset = offset;
addObject(component);
return component;
addObject(component);
return component;
}
void PhysicsEngine::loadCollisionMap(const std::vector<std::vector<int>>& collisionMap, float tileSize)
{
this->collisionMap = collisionMap;
this->tileSize = tileSize;
void PhysicsEngine::loadCollisionMap(
const std::vector<std::vector<int>> &collisionMap, float tileSize) {
this->collisionMap = collisionMap;
this->tileSize = tileSize;
}
void PhysicsEngine::addObject(const std::shared_ptr<PhysicsComponent>& component)
{
if (component)
objects.emplace_back(component);
void PhysicsEngine::addObject(
const std::shared_ptr<PhysicsComponent> &component) {
if (component)
objects.emplace_back(component);
}
void PhysicsEngine::removeObject(const std::shared_ptr<PhysicsComponent>& component)
{
if (std::find(objects.begin(), objects.end(), component) != objects.end())
objects.erase(std::remove(objects.begin(), objects.end(), component));
void PhysicsEngine::removeObject(
const std::shared_ptr<PhysicsComponent> &component) {
if (std::find(objects.begin(), objects.end(), component) != objects.end())
objects.erase(std::remove(objects.begin(), objects.end(), component));
}
int PhysicsEngine::getTileCollider(const glm::vec2& position)
{
int x = static_cast<int>((position.x + 0.5f * tileSize) / tileSize);
int y = static_cast<int>((position.y + 0.5f * tileSize) / tileSize);
if (y >= 0 && y < collisionMap.size())
{
if (x >= 0 && x < collisionMap[y].size())
return collisionMap[y][x];
}
return 0;
int PhysicsEngine::getTileCollider(const glm::vec2 &position) {
int x = static_cast<int>((position.x + 0.5f * tileSize) / tileSize);
int y = static_cast<int>((position.y + 0.5f * tileSize) / tileSize);
if (y >= 0 && y < collisionMap.size()) {
if (x >= 0 && x < collisionMap[y].size())
return collisionMap[y][x];
}
return 0;
}
void PhysicsEngine::getPossibleCollisions()
{
objCollisions.clear();
for (size_t i = 0; i < objects.size(); ++i)
{
auto& obj = objects[i];
for (size_t j = i + 1; j < objects.size(); ++j)
{
auto& colliderObj = objects[j];
if (obj.get() == colliderObj.get() || obj->ID == colliderObj->ID) continue;
float colliderRight = colliderObj->rigidBody.position.x + colliderObj->collider.dimensions.x;
float colliderBottom = colliderObj->rigidBody.position.y + colliderObj->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 &&
objectRight >= colliderObj->rigidBody.position.x) ||
(obj->rigidBody.position.y <= colliderBottom &&
objectBottom >= colliderObj->rigidBody.position.y))
objCollisions.push_back(CollisionPair(obj.get(), colliderObj.get()));
}
}
void PhysicsEngine::getPossibleCollisions() {
objCollisions.clear();
for (size_t i = 0; i < objects.size(); ++i) {
auto &obj = objects[i];
for (size_t j = i + 1; j < objects.size(); ++j) {
auto &colliderObj = objects[j];
if (obj.get() == colliderObj.get() || obj->ID == colliderObj->ID)
continue;
float colliderRight = colliderObj->rigidBody.position.x +
colliderObj->collider.dimensions.x;
float colliderBottom = colliderObj->rigidBody.position.y +
colliderObj->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 &&
objectRight >= colliderObj->rigidBody.position.x) ||
(obj->rigidBody.position.y <= colliderBottom &&
objectBottom >= colliderObj->rigidBody.position.y))
objCollisions.push_back(CollisionPair(obj.get(), colliderObj.get()));
}
}
}
void PhysicsEngine::resolvePossibleCollisions()
{
for (auto& objs : objCollisions)
{
// Solve for two circles, we'll need to expand upon this for different colliders...
float sumOfRadius = objs.first->collider.dimensions.x + objs.second->collider.dimensions.x;
glm::vec2 objFirstCenter = objs.first->rigidBody.position + objs.first->collider.offset;
glm::vec2 objSecondCenter = objs.second->rigidBody.position + objs.second->collider.offset;
glm::vec2 distance = objFirstCenter - objSecondCenter;
if (glm::length(distance) < sumOfRadius)
{
// We got impact!
glm::vec2 normal = distance / glm::length(distance);
// That impact is a bullet hitting a gameactor!
if ((objs.first->isBullet || objs.second->isBullet) && !(objs.first->isBullet && objs.second->isBullet))
{
eventManager->notify(std::make_shared<BulletCollideEvent>(
( 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),
normal
));
}
// Apply impulse force
float penetrationDepth = sumOfRadius - glm::length(distance);
glm::vec2 correctionVector = normal * (penetrationDepth / ((1 / objs.first->rigidBody.mass) + (1 / objs.second->rigidBody.mass)));
glm::vec2 vrel = objs.first->rigidBody.velocity - objs.second->rigidBody.velocity;
void PhysicsEngine::resolvePossibleCollisions() {
for (auto &objs : objCollisions) {
// Solve for two circles, we'll need to expand upon this for different
// colliders...
float sumOfRadius =
objs.first->collider.dimensions.x + objs.second->collider.dimensions.x;
glm::vec2 objFirstCenter =
objs.first->rigidBody.position + objs.first->collider.offset;
glm::vec2 objSecondCenter =
objs.second->rigidBody.position + objs.second->collider.offset;
glm::vec2 distance = objFirstCenter - objSecondCenter;
if (glm::length(distance) < sumOfRadius) {
// We got impact!
glm::vec2 normal = distance / glm::length(distance);
// That impact is a bullet hitting a gameactor!
if ((objs.first->isBullet || objs.second->isBullet) &&
!(objs.first->isBullet && objs.second->isBullet)) {
eventManager->notify(std::make_shared<BulletCollideEvent>(
(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),
normal));
}
// Apply impulse force
float penetrationDepth = sumOfRadius - glm::length(distance);
glm::vec2 correctionVector =
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
float e = std::min(objs.first->rigidBody.elasticity, objs.second->rigidBody.elasticity);
float impulseMag = (-(1 + e) * glm::dot(vrel, normal)) / ((1 / objs.first->rigidBody.mass) + (1 / objs.second->rigidBody.mass));
// smallest elasticity of the two colliders
float e = std::min(objs.first->rigidBody.elasticity,
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.second->rigidBody.position -= (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;
}
}
objs.first->rigidBody.position +=
(correctionVector / objs.first->rigidBody.mass);
objs.second->rigidBody.position -=
(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)
{
switch (obj->collider.shape)
{
case PhysicsComponent::Collider::Shape::Circle:
float radius = obj->collider.dimensions.x;
glm::vec2 position = obj->rigidBody.position + obj->collider.offset;
int topTile = getTileCollider(position - glm::vec2(0, radius));
int bottomTile = getTileCollider(position + glm::vec2(0, radius));
int leftTile = getTileCollider(position - glm::vec2(radius, 0));
int rightTile = getTileCollider(position + glm::vec2(radius, 0));
if (obj->isBullet)
{
if (topTile || bottomTile || leftTile || rightTile)
{
eventManager->notify(std::make_shared<BulletDiedEvent>(obj));
return;
}
}
int tileY = static_cast<int>((position.y) / tileSize);
int tileX = static_cast<int>((position.x) / tileSize);
if (topTile)
{
//obj->rigidBody.velocity.y = -obj->rigidBody.velocity.y;
obj->rigidBody.position.y = (tileY+1) * tileSize + obj->collider.offset.y;
}
if (bottomTile)
{
//obj->rigidBody.velocity.y = -obj->rigidBody.velocity.y;
obj->rigidBody.position.y = (tileY) * tileSize - obj->collider.offset.y;
}
if (leftTile)
{
//obj->rigidBody.velocity.x = -obj->rigidBody.velocity.x;
obj->rigidBody.position.x = (tileX + 1) * tileSize + obj->collider.offset.x;
}
if (rightTile)
{
//obj->rigidBody.velocity.x = -obj->rigidBody.velocity.x;
obj->rigidBody.position.x = (tileX) * tileSize - obj->collider.offset.x;
}
}
void PhysicsEngine::resolveWorldCollision(
const std::shared_ptr<PhysicsComponent> &obj) {
switch (obj->collider.shape) {
case PhysicsComponent::Collider::Shape::Circle:
float radius = obj->collider.dimensions.x;
glm::vec2 position = obj->rigidBody.position + obj->collider.offset;
int topTile = getTileCollider(position - glm::vec2(0, radius));
int bottomTile = getTileCollider(position + glm::vec2(0, radius));
int leftTile = getTileCollider(position - glm::vec2(radius, 0));
int rightTile = getTileCollider(position + glm::vec2(radius, 0));
if (obj->isBullet) {
if (topTile || bottomTile || leftTile || rightTile) {
eventManager->notify(std::make_shared<BulletDiedEvent>(obj));
return;
}
}
int tileY = static_cast<int>((position.y) / tileSize);
int tileX = static_cast<int>((position.x) / tileSize);
if (topTile) {
// obj->rigidBody.velocity.y = -obj->rigidBody.velocity.y;
obj->rigidBody.position.y =
(tileY + 1) * tileSize + obj->collider.offset.y;
}
if (bottomTile) {
// obj->rigidBody.velocity.y = -obj->rigidBody.velocity.y;
obj->rigidBody.position.y = (tileY)*tileSize - obj->collider.offset.y;
}
if (leftTile) {
// obj->rigidBody.velocity.x = -obj->rigidBody.velocity.x;
obj->rigidBody.position.x =
(tileX + 1) * tileSize + obj->collider.offset.x;
}
if (rightTile) {
// obj->rigidBody.velocity.x = -obj->rigidBody.velocity.x;
obj->rigidBody.position.x = (tileX)*tileSize - obj->collider.offset.x;
}
}
}
void PhysicsEngine::update(double deltaTime)
{
for (auto& obj : objects)
{
if (!obj) continue;
glm::vec2 frictionForce = obj->rigidBody.velocity * -0.1f;
if (std::abs(obj->rigidBody.acceleration.x) == std::abs(obj->rigidBody.acceleration.y))
{
obj->rigidBody.acceleration.x *= 0.75f;
obj->rigidBody.acceleration.y *= 0.75f;
}
if (!obj->isBullet)
obj->rigidBody.velocity += (frictionForce);
obj->rigidBody.velocity += obj->rigidBody.acceleration;
void PhysicsEngine::update(double deltaTime) {
for (auto &obj : objects) {
if (!obj)
continue;
glm::vec2 frictionForce = obj->rigidBody.velocity * -0.1f;
if (std::abs(obj->rigidBody.acceleration.x) ==
std::abs(obj->rigidBody.acceleration.y)) {
obj->rigidBody.acceleration.x *= 0.75f;
obj->rigidBody.acceleration.y *= 0.75f;
}
if (!obj->isBullet)
obj->rigidBody.velocity += (frictionForce);
obj->rigidBody.velocity += obj->rigidBody.acceleration;
float maxSpeed = 500.f;
float curSpeed = glm::length(obj->rigidBody.velocity);
if (curSpeed > maxSpeed)
{
// Move at maxspeed
obj->rigidBody.velocity = glm::normalize(obj->rigidBody.velocity) * maxSpeed;
}
obj->rigidBody.acceleration = glm::vec2(0.f);
if (obj->collider.dimensions != glm::vec2(0.f))
{
// check map collisions
resolveWorldCollision(obj);
}
obj->rigidBody.position += 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!
// obj->rigidBody.position.z = 0.f;
}
getPossibleCollisions();
if (!objCollisions.empty())
resolvePossibleCollisions();
float maxSpeed = 500.f;
float curSpeed = glm::length(obj->rigidBody.velocity);
if (curSpeed > maxSpeed) {
// Move at maxspeed
obj->rigidBody.velocity =
glm::normalize(obj->rigidBody.velocity) * maxSpeed;
}
obj->rigidBody.acceleration = glm::vec2(0.f);
if (obj->collider.dimensions != glm::vec2(0.f)) {
// check map collisions
resolveWorldCollision(obj);
}
obj->rigidBody.position +=
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!
// obj->rigidBody.position.z = 0.f;
}
getPossibleCollisions();
if (!objCollisions.empty())
resolvePossibleCollisions();
}

View file

@ -21,18 +21,6 @@
#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,
std::weak_ptr<EventManager> globalEvents)
: type(sceneType), resourceManager(resources),
@ -43,7 +31,6 @@ Scene::Scene(SceneType sceneType, std::shared_ptr<ResourceManager> resources,
void Scene::init() {
physicsEngine->hookEventManager(eventManager);
// if (sceneType == SCENE_SHOOTER)
loadDebugShooterScene();
}
@ -128,8 +115,6 @@ void Scene::loadDebugShooterScene() {
}
physicsEngine->loadCollisionMap(map->getCollisionMap(), mapData->tileSize);
// Setup map and other entities...
}
std::shared_ptr<GameActor> Scene::getPlayer() const {
@ -152,9 +137,7 @@ void Scene::render(std::shared_ptr<Renderer> renderer) {
renderer->addDrawable(RenderLayer::Background,
static_cast<Drawable *>(background));
}
// map->draw();
for (auto &[id, e] : entities) {
// e->draw();
renderer->addDrawable(RenderLayer::GameObjects, e.get());
if (e->getHeldWeapon()) {
renderer->addDrawable(RenderLayer::GameObjects, e->getHeldWeapon());
@ -168,37 +151,6 @@ void Scene::render(std::shared_ptr<Renderer> renderer) {
}
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,
"{} / {}", getPlayer()->getHeldWeapon()->getMagazine(),
getPlayer()->getHeldWeapon()->getAmmo());

View file

@ -1,291 +1,249 @@
#include "gameplay/weapons/weapon.h"
#include "gameplay/weapons/bulletmanager.h"
#include "gameplay/weapons/bullet.h"
#include "gameplay/gameactor.h"
#include "gameplay/physics.h"
#include "gameplay/weapons/bullet.h"
#include "gameplay/weapons/bulletmanager.h"
#include <SDL_timer.h>
#include "utility/debugdraw.h"
#include "utility/component.h"
#include "utility/debugdraw.h"
#include "utility/events.h"
#include "utility/logger.h"
#include "utility/resourcemanager.h"
#include "utility/script.h"
#include "utility/logger.h"
// TODO: Regular clean up, make this mess readable!
Weapon::Weapon(const WeaponData* data, const unsigned weaponShaderID, const unsigned bulletShaderID, ResourceManager* resourceManager)
:
Entity (weaponShaderID),
weaponType (data->id),
weaponSize (glm::vec2(data->sizeX, data->sizeY)),
weaponOffset (glm::vec2(data->offsetX, data->offsetY)),
weaponMag (data->clipSize),
weaponMagSize (data->clipSize),
weaponAmmo (data->maxAmmo),
bulletSpeed (data->bulletSpeed),
bulletDrop (data->bulletDrop),
fireSpeed (data->fireSpeed),
bulletSize (glm::vec2(data->bulletSizeX, data->bulletSizeY)),
bulletShaderID (bulletShaderID),
bulletManager (std::make_shared<BulletManager>()),
bulletSpread (std::make_unique<UTIL::RandomGenerator>(-data->bulletSpread, data->bulletSpread)),
bulletModifer (std::make_unique<UTIL::RandomGenerator>(data->modMin, data->modMax))
{
if (data->bulletAnimated)
bulletSprite = std::make_unique<AnimationComponent>(resourceManager->loadAnimationSet(data->bulletGraphic, entityid));
else
bulletSprite = std::make_unique<SpriteComponent>(resourceManager->loadSpriteStatic(data->bulletGraphic));
Weapon::Weapon(const WeaponData *data, const unsigned weaponShaderID,
const unsigned bulletShaderID, ResourceManager *resourceManager)
: Entity(weaponShaderID), weaponType(data->id),
weaponSize(glm::vec2(data->sizeX, data->sizeY)),
weaponOffset(glm::vec2(data->offsetX, data->offsetY)),
weaponMag(data->clipSize), weaponMagSize(data->clipSize),
weaponAmmo(data->maxAmmo), bulletSpeed(data->bulletSpeed),
bulletDrop(data->bulletDrop), fireSpeed(data->fireSpeed),
bulletSize(glm::vec2(data->bulletSizeX, data->bulletSizeY)),
bulletShaderID(bulletShaderID),
bulletManager(std::make_shared<BulletManager>()),
bulletSpread(std::make_unique<UTIL::RandomGenerator>(-data->bulletSpread,
data->bulletSpread)),
bulletModifer(
std::make_unique<UTIL::RandomGenerator>(data->modMin, data->modMax)) {
if (data->bulletAnimated)
bulletSprite = std::make_unique<AnimationComponent>(
resourceManager->loadAnimationSet(data->bulletGraphic, entityid));
else
bulletSprite = std::make_unique<SpriteComponent>(
resourceManager->loadSpriteStatic(data->bulletGraphic));
if (data->animated)
{
addComponent(std::make_unique<AnimationComponent>(resourceManager->loadAnimationSet(data->id, entityid)));
}
else
addComponent(std::make_unique<SpriteComponent>(resourceManager->loadSpriteStatic(data->graphic)));
this->setScale(glm::vec3(weaponSize.x, weaponSize.y, 1.0f));
if (data->animated) {
addComponent(std::make_unique<AnimationComponent>(
resourceManager->loadAnimationSet(data->id, entityid)));
} else
addComponent(std::make_unique<SpriteComponent>(
resourceManager->loadSpriteStatic(data->graphic)));
this->setScale(glm::vec3(weaponSize.x, weaponSize.y, 1.0f));
};
void Weapon::addComponent(std::unique_ptr<Component> comp) {
components.push_back(std::move(comp));
components.push_back(std::move(comp));
}
void Weapon::reload()
{
if (auto event = eventManager.lock())
{
event->notify<EntityReloadEvent>({ entityid, wielder->getPosition(), weaponType });
reloading = true;
if (weaponAmmo < weaponMagSize) {
weaponMag = weaponAmmo;
weaponAmmo = 0;
}
else {
weaponMag = weaponMagSize;
weaponAmmo -= weaponMagSize;
}
}
void Weapon::reload() {
if (auto event = eventManager.lock()) {
event->notify<EntityReloadEvent>(
{entityid, wielder->getPosition(), weaponType});
reloading = true;
if (weaponAmmo < weaponMagSize) {
weaponMag = weaponAmmo;
weaponAmmo = 0;
} else {
weaponMag = weaponMagSize;
weaponAmmo -= weaponMagSize;
}
}
}
bool Weapon::shoot()
{
bool shotsFired = false;
if (wielder)
{
Uint32 currentTime = SDL_GetTicks();
if (currentTime - lastFireTime >= fireSpeed && !reloading)
{
if (weaponMag > 0)
{
shotsFired = true;
if (auto event = eventManager.lock())
event->notify<EntityFireEvent>({entityid, fireSpeed, wielder->getPosition(), weaponType});
if (!weaponScript || !weaponScript->lua["onShoot"].valid())
{
// create bullet using this generated data
BulletData b = genBulletData();
createBullet(b);
weaponMag -= 1;
}
else {
auto result = weaponScript->lua["onShoot"]();
if (!result.valid())
{
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
}
// auto reload
if ((weaponMag -= 1) <= 0) reload();
}
}
else if (weaponMag <= 0) reload();
lastFireTime = currentTime;
}
}
return shotsFired;
bool Weapon::shoot() {
bool shotsFired = false;
if (wielder) {
Uint32 currentTime = SDL_GetTicks();
if (currentTime - lastFireTime >= fireSpeed && !reloading) {
if (weaponMag > 0) {
shotsFired = true;
if (auto event = eventManager.lock())
event->notify<EntityFireEvent>(
{entityid, fireSpeed, wielder->getPosition(), weaponType});
if (!weaponScript || !weaponScript->lua["onShoot"].valid()) {
// create bullet using this generated data
BulletData b = genBulletData();
createBullet(b);
weaponMag -= 1;
} else {
auto result = weaponScript->lua["onShoot"]();
if (!result.valid()) {
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
}
// auto reload
if ((weaponMag -= 1) <= 0)
reload();
}
} else if (weaponMag <= 0)
reload();
lastFireTime = currentTime;
}
}
return shotsFired;
}
void Weapon::hookEventManager(std::weak_ptr<EventManager> eventManager)
{
this->eventManager = eventManager;
void Weapon::hookEventManager(std::weak_ptr<EventManager> eventManager) {
this->eventManager = eventManager;
for (auto& component : components)
{
if (component->getType() == Component::TYPE::ANIMATION)
{
auto animComponent = static_cast<AnimationComponent*>(component.get());
animComponent->getAnimationSet()->attachEventManager(eventManager);
}
}
for (auto &component : components) {
if (component->getType() == Component::TYPE::ANIMATION) {
auto animComponent = static_cast<AnimationComponent *>(component.get());
animComponent->getAnimationSet()->attachEventManager(eventManager);
}
}
if (auto event = this->eventManager.lock()) {
auto self = this;
event->subscribe<AnimationFinishedEvent>([self](const AnimationFinishedEvent& e) {
if (self) {
if (e.entityid == self->entityid && e.animType == "reload")
{
if (self->reloading)
{
self->reloading = false;
self->wasReloading = true;
}
}
}
});
}
if (auto event = this->eventManager.lock()) {
auto self = this;
event->subscribe<AnimationFinishedEvent>(
[self](const AnimationFinishedEvent &e) {
if (self) {
if (e.entityid == self->entityid && e.animType == "reload") {
if (self->reloading) {
self->reloading = false;
self->wasReloading = true;
}
}
}
});
}
bulletManager->hookEventManager(eventManager);
bulletManager->hookEventManager(eventManager);
}
void Weapon::attachScript(std::unique_ptr<WeaponScript> script)
{
weaponScript = std::move(script);
weaponScript->lua["weapon"] = this;
LOG(DEBUG, "Weapon state bound", NULL);
void Weapon::attachScript(std::unique_ptr<WeaponScript> script) {
weaponScript = std::move(script);
weaponScript->lua["weapon"] = this;
LOG(DEBUG, "Weapon state bound", NULL);
}
void Weapon::onHitCallback(GameActor* target, PhysicsComponent* bullet, const glm::vec2& normal)
{
if (weaponScript && weaponScript->lua["onHit"].valid())
{
auto result = weaponScript->lua["onHit"](target, bullet, normal);
if (!result.valid())
{
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
}
}
void Weapon::onHitCallback(GameActor *target, PhysicsComponent *bullet,
const glm::vec2 &normal) {
if (weaponScript && weaponScript->lua["onHit"].valid()) {
auto result = weaponScript->lua["onHit"](target, bullet, normal);
if (!result.valid()) {
sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl;
}
}
}
void Weapon::update(double deltaTime)
{
Entity::update(deltaTime);
if (wielded)
{
// move the weapon into place as the wielder rotates and moves
if (wielder)
adjustWeapon();
void Weapon::update(double deltaTime) {
Entity::update(deltaTime);
if (wielded) {
// move the weapon into place as the wielder rotates and moves
if (wielder)
adjustWeapon();
for (auto& component : components)
component->update();
if (wasReloading)
{
wasReloading = false;
if (auto event = eventManager.lock()) {
event->notify<EntityFinishReloadEvent>({entityid});
}
}
}
bulletManager->update(deltaTime);
for (auto &component : components)
component->update();
if (wasReloading) {
wasReloading = false;
if (auto event = eventManager.lock()) {
event->notify<EntityFinishReloadEvent>({entityid});
}
}
}
bulletManager->update(deltaTime);
}
void Weapon::draw()
{
Entity::draw();
if (wielded)
{
for (auto& component : components)
{
component->play();
component->bind();
component->render();
}
}
//bulletManager->draw();
void Weapon::draw() {
Entity::draw();
if (wielded) {
for (auto &component : components) {
component->play();
component->bind();
component->render();
}
}
// bulletManager->draw();
}
void Weapon::adjustWeapon()
{
float rotation = glm::radians(wielder->getRotation());
void Weapon::adjustWeapon() {
float rotation = glm::radians(wielder->getRotation());
glm::vec3 offset = glm::vec3(
cos(rotation) * ((wielder->getScale().x) - weaponSize.x * 0.5f),
sin(rotation) * ((wielder->getScale().y) - weaponSize.y * 0.5f),
0.0f
);
glm::vec3 origin = wielder->getCenter() + offset;
//origin.x += (weaponSize.x) * 0.25f;
//origin.y += (weaponSize.y) * 0.25f;
glm::vec3 offset = glm::vec3(
cos(rotation) * ((wielder->getScale().x) - weaponSize.x * 0.5f),
sin(rotation) * ((wielder->getScale().y) - weaponSize.y * 0.5f), 0.0f);
glm::vec3 origin = wielder->getCenter() + offset;
// origin.x += (weaponSize.x) * 0.25f;
// origin.y += (weaponSize.y) * 0.25f;
// Flip the texture if the weapon is facing upwards or downwards
Direction d = getDirectionFromRotation(glm::degrees(rotation));
if ((lastDir == Direction::Up || lastDir == Direction::Left) &&
(d == Direction::Down || d == Direction::Right) && !isFlipped())
flip();
if ((lastDir == Direction::Down || lastDir == Direction::Right) &&
(d == Direction::Up || d == Direction::Left) && isFlipped())
flip();
// Flip the texture if the weapon is facing upwards or downwards
Direction d = getDirectionFromRotation(glm::degrees(rotation));
if ((lastDir == Direction::Up || lastDir == Direction::Left) &&
(d == Direction::Down || d == Direction::Right) && !isFlipped())
flip();
if ((lastDir == Direction::Down || lastDir == Direction::Right) &&
(d == Direction::Up || d == Direction::Left) && isFlipped())
flip();
setRotation(wielder->getRotation() - 180);
setPosition(origin);
lastDir = getDirectionFromRotation(glm::degrees(rotation));
setRotation(wielder->getRotation() - 180);
setPosition(origin);
lastDir = getDirectionFromRotation(glm::degrees(rotation));
}
Weapon::BulletData Weapon::genBulletData()
{
BulletData b;
float rotation = glm::radians(wielder->getRotation());
float spreadOffset = glm::radians(static_cast<float>(bulletSpread->genFloat()));
b.mass = 0.1f;
glm::vec2 facing = glm::vec2(
cos(rotation + spreadOffset),
sin(rotation + spreadOffset)
);
b.direction = glm::normalize(facing);
b.sizeMod = bulletModifer->genFloat();
b.speedMod = bulletModifer->genFloat();
b.dropMod = bulletModifer->genFloat();
Weapon::BulletData Weapon::genBulletData() {
BulletData b;
float rotation = glm::radians(wielder->getRotation());
float spreadOffset =
glm::radians(static_cast<float>(bulletSpread->genFloat()));
b.mass = 0.1f;
glm::vec2 facing =
glm::vec2(cos(rotation + spreadOffset), sin(rotation + spreadOffset));
b.direction = glm::normalize(facing);
b.sizeMod = bulletModifer->genFloat();
b.speedMod = bulletModifer->genFloat();
b.dropMod = bulletModifer->genFloat();
double radius = wielder->getScale().x + (weaponSize.x * 0.5) + weaponOffset.x;
double radius = wielder->getScale().x + (weaponSize.x * 0.5) + weaponOffset.x;
b.origin = glm::vec3(
// x offset from the wielder
wielder->getCenter().x + cos(rotation) * radius - sin(rotation) * weaponOffset.y,
// y offset from the wielder
wielder->getCenter().y + sin(rotation) * radius + cos(rotation) * weaponOffset.y,
0.0f
);
b.origin.x -= ((bulletSize.x) * b.sizeMod) * 0.5f;
b.origin.y -= ((bulletSize.y) * b.sizeMod) * 0.5f;
return b;
b.origin = glm::vec3(
// x offset from the wielder
wielder->getCenter().x + cos(rotation) * radius -
sin(rotation) * weaponOffset.y,
// y offset from the wielder
wielder->getCenter().y + sin(rotation) * radius +
cos(rotation) * weaponOffset.y,
0.0f);
b.origin.x -= ((bulletSize.x) * b.sizeMod) * 0.5f;
b.origin.y -= ((bulletSize.y) * b.sizeMod) * 0.5f;
return b;
}
void Weapon::createBullet(const Weapon::BulletData& data)
{
auto bullet = std::make_shared<Bullet>(wielder->getEntityID(), bulletShaderID, data.origin, data.direction, bulletSpeed, bulletDrop, bulletSize);
bullet->addComponent(bulletSprite.get());
bullet->addPhysicsComponent(std::make_shared<PhysicsComponent>(PhysicsComponentFactory::makeBullet(wielder->getEntityID(), data.origin, data.mass, bulletSize.x / 2)));
bullet->getPhysicsComponent()->rigidBody.velocity += bulletSpeed * data.direction / data.mass;
void Weapon::createBullet(const Weapon::BulletData &data) {
auto bullet = std::make_shared<Bullet>(wielder->getEntityID(), bulletShaderID,
data.origin, data.direction,
bulletSpeed, bulletDrop, bulletSize);
bullet->addComponent(bulletSprite.get());
bullet->addPhysicsComponent(
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())
event->notify<BulletFiredEvent>({bullet});
bulletManager->addBullet(bullet);
if (auto event = eventManager.lock())
event->notify<BulletFiredEvent>({bullet});
bulletManager->addBullet(bullet);
}
Weapon::~Weapon()
{
if (weaponScript) {
weaponScript->lua["onShoot"] = sol::nil;
weaponScript->lua.collect_gc();
}
Weapon::~Weapon() {
if (weaponScript) {
weaponScript->lua["onShoot"] = sol::nil;
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;
}
}
*/

View file

@ -1,5 +1,6 @@
#include "graphics/glwindow.h"
#include <SDL_error.h>
#include <SDL_video.h>
bool GLWindow::Init() {
window = SDL_CreateWindow(name, SDL_WINDOWPOS_UNDEFINED,
@ -16,6 +17,11 @@ bool GLWindow::Init() {
return true;
}
void GLWindow::resizeWindow(size_t width, size_t height) {
w = width;
h = height;
}
GLWindow::~GLWindow() {
SDL_GL_DeleteContext(glContext);
SDL_DestroyWindow(window);

View file

@ -28,6 +28,8 @@ void Renderer::hookEventManager(std::weak_ptr<EventManager> eventManager) {
postProcessor->ApplyEffect(Postprocessor::BLUR, event.intensity,
event.duration);
});
e->subscribe<WindowResizeEvent>(
[this](const WindowResizeEvent &event) { resizeFrameBuffers(); });
}
}
@ -41,7 +43,6 @@ void Renderer::initFrameBuffers() {
// World buffer creation
glGenTextures(1, &worldBuffer.texture);
glBindTexture(GL_TEXTURE_2D, worldBuffer.texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glWindow->Width(), glWindow->Height(),
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
@ -88,6 +89,15 @@ void Renderer::initFrameBuffers() {
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() {
glGenBuffers(1, &uboMatrices);