Compare commits
5 commits
0620990611
...
f7f68e500b
| Author | SHA1 | Date | |
|---|---|---|---|
| f7f68e500b | |||
| 95fa07b183 | |||
| 169cc6d617 | |||
| b11a99b0d4 | |||
| 868ec3eb56 |
71 changed files with 1887 additions and 268 deletions
36
.vscode/launch.json
vendored
Normal file
36
.vscode/launch.json
vendored
Normal file
|
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@ -0,0 +1,36 @@
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|||
{
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||||
"version": "0.2.0",
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"configurations": [
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||||
{
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||||
"name": "(Windows) Launch",
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"type": "cppvsdbg",
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"request": "launch",
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"program": "${workspaceFolder}/out/build/x64-debug/YuppleMayham/YuppleMayham.exe",
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"args": [],
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"stopAtEntry": false,
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"cwd": "${workspaceFolder}/out/build/x64-debug/YuppleMayham/",
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"environment": [],
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"console": "externalTerminal"
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},
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{
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"name": "(gdb) Attach",
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"type": "cppdbg",
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"request": "attach",
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"program": "${workspaceFolder}/YuppleMayham.exe",
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"MIMode": "gdb",
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"miDebuggerPath": "gdb",
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"setupCommands": [
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{
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"description": "Enable pretty-printing for gdb",
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"text": "-enable-pretty-printing",
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"ignoreFailures": true
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},
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{
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||||
"description": "Set Disassembly Flavor to Intel",
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"text": "-gdb-set disassembly-flavor intel",
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"ignoreFailures": true
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}
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]
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},
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]
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}
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5
.vscode/settings.json
vendored
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5
.vscode/settings.json
vendored
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@ -0,0 +1,5 @@
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{
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"files.associations": {
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"memory": "cpp"
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}
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||||
}
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||||
28
.vscode/tasks.json
vendored
Normal file
28
.vscode/tasks.json
vendored
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@ -0,0 +1,28 @@
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|||
{
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"tasks": [
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{
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"type": "cppbuild",
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"label": "C/C++: cl.exe build active file",
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"command": "cl.exe",
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"args": [
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"/Zi",
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"/EHsc",
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"/nologo",
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"/Fe${fileDirname}\\${fileBasenameNoExtension}.exe",
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"${file}"
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],
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"options": {
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"cwd": "${fileDirname}"
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},
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"problemMatcher": [
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"$msCompile"
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],
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"group": {
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"kind": "build",
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||||
"isDefault": true
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},
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"detail": "Task generated by Debugger."
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}
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],
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"version": "2.0.0"
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}
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@ -1,7 +1,7 @@
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# CMakeList.txt : Top-level CMake project file, do global configuration
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# and include sub-projects here.
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#
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cmake_minimum_required (VERSION 3.8)
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cmake_minimum_required (VERSION 3.11)
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# Enable Hot Reload for MSVC compilers if supported.
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if (POLICY CMP0141)
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@ -9,6 +9,22 @@ if (POLICY CMP0141)
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set(CMAKE_MSVC_DEBUG_INFORMATION_FORMAT "$<IF:$<AND:$<C_COMPILER_ID:MSVC>,$<CXX_COMPILER_ID:MSVC>>,$<$<CONFIG:Debug,RelWithDebInfo>:EditAndContinue>,$<$<CONFIG:Debug,RelWithDebInfo>:ProgramDatabase>>")
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endif()
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||||
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include(FetchContent)
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SET(TRACY_ENABLE 1)
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SET(TRACY_ON_DEMAND 1)
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SET(TRACY_ONLY_LOCALHOST 1)
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FetchContent_Declare(
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tracy
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GIT_REPOSITORY https://github.com/wolfpld/tracy.git
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GIT_TAG v0.11.1
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GIT_SHALLOW TRUE
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GIT_PROGRESS TRUE
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)
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FetchContent_MakeAvailable(tracy)
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project ("YuppleMayham")
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# Include sub-projects.
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|
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@ -1,4 +1,4 @@
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|||
{
|
||||
{
|
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"version": 3,
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"configurePresets": [
|
||||
{
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||||
|
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@ -97,5 +97,13 @@
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}
|
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}
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||||
}
|
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],
|
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"buildPresets": [
|
||||
{
|
||||
"name": "x64-release",
|
||||
"description": "",
|
||||
"displayName": "",
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"configurePreset": "x64-release"
|
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}
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]
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}
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14
Resources/animations/shot_gun_anim.xml
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14
Resources/animations/shot_gun_anim.xml
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@ -0,0 +1,14 @@
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<animations>
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<animation name="shot_gun_idle_anim" type="idle">
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<FPS>4</FPS>
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<sprite path="sprites/shotGunIdle128.png" frameSize="128.0"/>
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</animation>
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<animation name="shot_gun_fire_anim" type="fire">
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<FPS>8</FPS>
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<sprite path="sprites/shotGunFire128.png" frameSize="128.0"/>
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||||
</animation>
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<animation name="shot_gun_reload_anim" type="reload">
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||||
<FPS>8</FPS>
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||||
<sprite path="sprites/shotGunReload128.png" frameSize="128.0"/>
|
||||
</animation>
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</animations>
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||||
BIN
Resources/backgrounds/blue_sky.jpg
Normal file
BIN
Resources/backgrounds/blue_sky.jpg
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Binary file not shown.
|
After Width: | Height: | Size: 157 KiB |
BIN
Resources/backgrounds/blue_sky.png
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BIN
Resources/backgrounds/blue_sky.png
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Binary file not shown.
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After Width: | Height: | Size: 220 KiB |
|
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@ -1,20 +1,21 @@
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<?xml version="1.0" encoding="UTF-8"?>
|
||||
<map version="1.10" tiledversion="1.11.0" orientation="orthogonal" renderorder="right-down" width="30" height="20" tilewidth="64" tileheight="64" infinite="0" nextlayerid="4" nextobjectid="20">
|
||||
<map version="1.10" tiledversion="1.11.0" orientation="orthogonal" renderorder="right-down" width="30" height="20" tilewidth="62" tileheight="62" infinite="0" nextlayerid="5" nextobjectid="20">
|
||||
<tileset firstgid="1" source="tilesets/shooterWorldOne.tsx"/>
|
||||
<tileset firstgid="65" source="tilesets/wOne.tsx"/>
|
||||
<layer id="2" name="Tile Layer 2" width="30" height="20">
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<data encoding="csv">
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|
|
@ -43,20 +44,44 @@
|
|||
<object id="18" gid="57" x="126" y="894" width="64" height="64"/>
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<object id="19" gid="58" x="1536" y="260" width="64" height="64"/>
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</objectgroup>
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<layer id="4" name="Tile Layer 3" width="30" height="20">
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||||
|
|
|
|||
100
Resources/maps/newmap.tmx
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100
Resources/maps/newmap.tmx
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|
|
@ -0,0 +1,100 @@
|
|||
<?xml version="1.0" encoding="UTF-8"?>
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<tileset firstgid="1" source="tilesets/wOne.tsx"/>
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@ -1,5 +1,6 @@
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570
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570
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Normal file
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BIN
Resources/maps/tilesets/worldOne.png
Normal file
BIN
Resources/maps/tilesets/worldOne.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 12 KiB |
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|
||||
"debugmap.tmx",
|
||||
"tilesets/shooterWorldOne.tsx",
|
||||
"newmap.tmx",
|
||||
"tilesets/wOne.tsx"
|
||||
],
|
||||
"project": "yupple.tiled-project",
|
||||
"property.type": "bool",
|
||||
"recentFiles": [
|
||||
"tilesets/wOne.tsx",
|
||||
"newmap.tmx",
|
||||
"tilesets/shooterWorldOne.tsx",
|
||||
"debugmap.tmx",
|
||||
"tilesets/wsa.tsx",
|
||||
"tilesets/was.tsx",
|
||||
"tilesets/shooterWorldOneAtlas.tsx",
|
||||
"shooterWorldOneAtlas.tsx",
|
||||
"C:/Users/Ethan/Documents/yupplemayham/shooterWorldOneAtlas.tsx",
|
||||
"C:/Users/Ethan/Documents/yupplemayham/debugmap.tmx"
|
||||
],
|
||||
"tileset.lastUsedFilter": "Tiled tileset files (*.tsx *.xml)"
|
||||
"tileset.lastUsedFilter": "Tiled tileset files (*.tsx *.xml)",
|
||||
"tileset.lastUsedFormat": "tsx",
|
||||
"tileset.margin": 0,
|
||||
"tileset.spacing": 2,
|
||||
"tileset.tileSize": {
|
||||
"height": 62,
|
||||
"width": 62
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,7 +1,7 @@
|
|||
<?xml version="1.0" encoding="utf-8"?>
|
||||
|
||||
<scene type="shooter" id="000">
|
||||
<map name="debugmap"/>
|
||||
<scene type="shooter" id="000" bg="backgrounds/blue_sky.png">
|
||||
<map name="newmap"/>
|
||||
<entities>
|
||||
<player x="7" y="5" weapon="shotGun">
|
||||
<animation name="player_anim"/>
|
||||
|
|
|
|||
|
|
@ -3,22 +3,26 @@ patrolDestination = { x=500.0, y=500.0, z=0.0 }
|
|||
moveLeft = true
|
||||
-- helper functions
|
||||
function watchPosition(actor, pos)
|
||||
y = pos.y - actor.position.y
|
||||
x = pos.x - actor.position.x
|
||||
rotation = math.atan(y, x)
|
||||
local y = pos.y - actor.position.y
|
||||
local x = pos.x - actor.position.x
|
||||
local rotation = math.atan(y, x)
|
||||
actor.rotation = math.deg(rotation)
|
||||
end
|
||||
|
||||
function distance(a, b)
|
||||
return math.sqrt((math.abs(a.x - b.x)^2) + (math.abs(a.y - b.y)^2))
|
||||
local dx = a.x - b.x
|
||||
local dy = a.y - b.y
|
||||
return math.sqrt(dx * dx + dy * dy)
|
||||
end
|
||||
|
||||
function moveTo(actor, pos)
|
||||
watchPosition(actor, pos)
|
||||
if distance(actor.position, pos) < 50 then
|
||||
local a = actor
|
||||
local p = pos
|
||||
watchPosition(a, p)
|
||||
if distance(a.position, p) < 50 then
|
||||
return true
|
||||
end
|
||||
actor:moveForward()
|
||||
a:moveForward()
|
||||
return false
|
||||
end
|
||||
|
||||
|
|
@ -28,19 +32,23 @@ end
|
|||
-- The AI will be spawned in idle mode, so if you want to put the bot into patrol mode
|
||||
-- It's on you to do that in this function.
|
||||
function idle(actor, target)
|
||||
if target ~= nil then
|
||||
local a = actor
|
||||
local t = target
|
||||
if t ~= nil then
|
||||
-- print("target is at " .. target.position.x)
|
||||
-- watchPosition(actor, target.position)
|
||||
ai.state = AIState.Patrol
|
||||
actor.rotation = 180
|
||||
a.rotation = 180
|
||||
end
|
||||
actor:shoot()
|
||||
a:shoot()
|
||||
--print("actor is idling at " .. actor.position.x)
|
||||
end
|
||||
|
||||
-- It is most appropriate to put any patrolling behaviour into this function of course
|
||||
function patrol(actor, target)
|
||||
if target ~= nil then
|
||||
local a = actor
|
||||
local t = target
|
||||
if t ~= nil then
|
||||
-- print("target is at " .. target.position.x)
|
||||
end
|
||||
--if moveTo(actor, patrolDestination) == true then
|
||||
|
|
@ -52,7 +60,7 @@ function patrol(actor, target)
|
|||
--if raycaster:performRaycast(actor.position, actor.rotation, target.position) == true then
|
||||
--ai.state = AIState.Alert
|
||||
--end
|
||||
if raycaster:bresenhamRaycast(actor.position, actor.rotation, target.position) == true then
|
||||
if raycaster:bresenhamRaycast(a.position, a.rotation, t.position) == true then
|
||||
--target hit!
|
||||
ai.state = AIState.Alert
|
||||
end
|
||||
|
|
@ -60,32 +68,34 @@ function patrol(actor, target)
|
|||
upOrDown = math.random(2)
|
||||
if moveLeft == true then
|
||||
if upOrDown == 1 then
|
||||
actor.rotation = 180
|
||||
a.rotation = 180
|
||||
else
|
||||
actor.rotation = 270
|
||||
a.rotation = 270
|
||||
end
|
||||
moveLeft = false
|
||||
else
|
||||
if upOrDown == 1 then
|
||||
actor.rotation = 0
|
||||
a.rotation = 0
|
||||
else
|
||||
actor.rotation = 90
|
||||
a.rotation = 90
|
||||
end
|
||||
moveLeft = true
|
||||
end
|
||||
end
|
||||
actor:moveForward()
|
||||
a:moveForward()
|
||||
end
|
||||
|
||||
-- the ai has found the player, this is what function is called
|
||||
function alert(actor, target)
|
||||
local a = actor
|
||||
local t = target
|
||||
if target ~= nil then
|
||||
-- print("target is at " .. target.position.x)
|
||||
watchPosition(actor, target.position)
|
||||
watchPosition(a, t.position)
|
||||
end
|
||||
--print("actor is alert at " .. actor.position.x)
|
||||
if distance(actor.position, target.position) > 300 then
|
||||
actor:moveForward()
|
||||
if distance(a.position, t.position) > 300 then
|
||||
a:moveForward()
|
||||
end
|
||||
actor:shoot()
|
||||
a:shoot()
|
||||
end
|
||||
|
|
|
|||
|
|
@ -6,8 +6,12 @@ out vec2 texCoord;
|
|||
|
||||
uniform mat4 MVP;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
void main()
|
||||
{
|
||||
texCoord = aTexCoord;
|
||||
gl_Position = MVP * vec4(aPos, 1.0);
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
}
|
||||
11
Resources/shaders/GL_flat.frag
Normal file
11
Resources/shaders/GL_flat.frag
Normal file
|
|
@ -0,0 +1,11 @@
|
|||
#version 330 core
|
||||
in vec2 texCoord;
|
||||
|
||||
out vec4 FragColor;
|
||||
|
||||
uniform sampler2D sprite;
|
||||
|
||||
void main()
|
||||
{
|
||||
FragColor = texture(sprite, texCoord) * vec4(1.0, 0.8, 1.0, 1.0);
|
||||
}
|
||||
15
Resources/shaders/GL_flat.vert
Normal file
15
Resources/shaders/GL_flat.vert
Normal file
|
|
@ -0,0 +1,15 @@
|
|||
#version 330 core
|
||||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoord;
|
||||
|
||||
out vec2 texCoord;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
void main()
|
||||
{
|
||||
texCoord = aTexCoord;
|
||||
gl_Position = projection * vec4(aPos.xyz, 1.0);
|
||||
|
||||
}
|
||||
|
|
@ -5,12 +5,16 @@ layout (location = 1) in vec2 aTexCoord;
|
|||
out vec2 texCoord;
|
||||
|
||||
uniform mat4 MVP;
|
||||
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
uniform mat4 model;
|
||||
uniform bool flip;
|
||||
|
||||
void main()
|
||||
{
|
||||
texCoord = aTexCoord;
|
||||
gl_Position = MVP * vec4(aPos, 1.0);
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
if (flip)
|
||||
{
|
||||
texCoord = vec2(aTexCoord.x, 1.0 - aTexCoord.y);
|
||||
|
|
|
|||
|
|
@ -7,9 +7,13 @@ out vec2 texPos;
|
|||
|
||||
uniform mat4 MVP;
|
||||
|
||||
uniform mat4 model;
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
void main()
|
||||
{
|
||||
pos = aPos;
|
||||
texPos = aTexPos;
|
||||
gl_Position = MVP * vec4(aPos, 1.0);
|
||||
gl_Position = projection * view * model * vec4(aPos, 1.0);
|
||||
}
|
||||
|
|
@ -1,8 +1,9 @@
|
|||
#version 330 core
|
||||
out vec4 FragColor;
|
||||
in vec2 texCoord;
|
||||
flat in int textureIndex;
|
||||
|
||||
uniform sampler2D tileTexture;
|
||||
uniform sampler2DArray tileTexture;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
|
@ -12,7 +13,7 @@ void main()
|
|||
}
|
||||
else
|
||||
{
|
||||
FragColor = texture(tileTexture, texCoord);
|
||||
FragColor = texture(tileTexture, vec3(texCoord.xy, textureIndex));
|
||||
}
|
||||
//FragColor = vec4(mod(tileindex / float(tilesperrow), 1.0), mod(tileindex / float(tilesperrow), 1.0), 0.0, 1.0);
|
||||
}
|
||||
|
|
@ -2,32 +2,37 @@
|
|||
layout (location = 0) in vec3 aPos;
|
||||
layout (location = 1) in vec2 aTexCoord;
|
||||
layout (location = 2) in int aTileIndex;
|
||||
layout (location = 3) in mat4 aModel;
|
||||
layout (location = 3) in int aTextureIndex;
|
||||
layout (location = 4) in int aTilesPerRow;
|
||||
layout (location = 5) in int aStartIndex;
|
||||
layout (location = 6) in vec2 aOriginalSize;
|
||||
layout (location = 7) in mat4 aModel;
|
||||
|
||||
uniform int tilesPerRow;
|
||||
uniform mat4 proj;
|
||||
uniform vec2 uCanvasSize;
|
||||
uniform mat4 projection;
|
||||
uniform mat4 view;
|
||||
|
||||
out vec2 texCoord;
|
||||
out int tileIndex;
|
||||
flat out int textureIndex;
|
||||
|
||||
void main()
|
||||
{
|
||||
tileIndex = aTileIndex;
|
||||
gl_Position = proj * view * aModel * vec4(aPos, 1.0);
|
||||
if (tileIndex != 0)
|
||||
int tilesPerRow = aTilesPerRow;
|
||||
gl_Position = projection * view * aModel * vec4(aPos, 1.0);
|
||||
textureIndex = aTextureIndex;
|
||||
if (aTileIndex != 0)
|
||||
{
|
||||
int index = tileIndex - 1;
|
||||
vec2 scale = vec2(aOriginalSize.x / uCanvasSize.x, aOriginalSize.y / uCanvasSize.y);
|
||||
|
||||
int index = aTileIndex - aStartIndex;
|
||||
float tileSize = 1.0 / float(tilesPerRow);
|
||||
|
||||
int row = index / tilesPerRow;
|
||||
int col = index % tilesPerRow;
|
||||
|
||||
float offsetX = float(col) * tileSize;
|
||||
float offsetY = float(row) * tileSize;
|
||||
|
||||
texCoord.x = (aTexCoord.x + col) * tileSize;
|
||||
texCoord.y = (aTexCoord.y + row) * tileSize;
|
||||
texCoord = texCoord * scale;
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
|||
BIN
Resources/sprites/shotGunFire128.png
Normal file
BIN
Resources/sprites/shotGunFire128.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 6 KiB |
BIN
Resources/sprites/shotGunIdle128.png
Normal file
BIN
Resources/sprites/shotGunIdle128.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.8 KiB |
BIN
Resources/sprites/shotGunReload128.png
Normal file
BIN
Resources/sprites/shotGunReload128.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 6.4 KiB |
|
|
@ -11,9 +11,9 @@
|
|||
</bullet>
|
||||
</weapon>
|
||||
|
||||
<weapon name="shotGun" fireSpeed="750.0" maxAmmo="64" clipSize="4">
|
||||
<weapon name="shotGun" fireSpeed="1750.0" maxAmmo="64" clipSize="4">
|
||||
<script file="scripts/weapons/shotgun_script.lua"/>
|
||||
<animation name="machine_gun_anim">
|
||||
<animation name="shot_gun_anim">
|
||||
<size x="55.0" y="55.0"/>
|
||||
<offset x="-30.0" y="0.0"/>
|
||||
</animation>
|
||||
|
|
|
|||
|
|
@ -13,7 +13,11 @@ include_directories(SYSTEM "C:/sdks/sol2-3.3.0/single/single/include")
|
|||
include_directories(SYSTEM "c:/sdks/lua-5.4.6/include")
|
||||
include_directories(SYSTEM "C:/sdks/freetype-2.13.2/include")
|
||||
link_directories(SYSTEM "C:/sdks/freetype-2.13.2/objs")
|
||||
link_directories(SYSTEM "c:/sdks/tinyxml2-10.0.0/debug/lib")
|
||||
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
|
||||
link_directories(SYSTEM "c:/sdks/tinyxml2-10.0.0/debug/lib")
|
||||
else()
|
||||
link_directories(SYSTEM "c:/sdks/tinyxml2-10.0.0/release/lib")
|
||||
endif()
|
||||
link_directories(SYSTEM "c:/sdks/lua-5.4.6/lib")
|
||||
|
||||
include_directories("${PROJECT_SOURCE_DIR}/YuppleMayham/include")
|
||||
|
|
@ -67,7 +71,12 @@ add_executable (YuppleMayham
|
|||
"include/utility/raycaster.h"
|
||||
"include/utility/ftfont.h"
|
||||
"include/utility/direction.h"
|
||||
"include/graphics/animation.h" "src/graphics/animation.cpp")
|
||||
"include/graphics/animation.h"
|
||||
"src/graphics/animation.cpp"
|
||||
"include/utility/logger.h"
|
||||
"src/utility/logger.cpp"
|
||||
"include/graphics/renderer.h"
|
||||
"src/graphics/renderer.cpp")
|
||||
|
||||
add_custom_command(TARGET YuppleMayham PRE_BUILD COMMAND ${CMAKE_COMMAND} -E copy_directory ${CMAKE_SOURCE_DIR}/Resources/ $<TARGET_FILE_DIR:YuppleMayham>)
|
||||
|
||||
|
|
@ -75,6 +84,6 @@ if (CMAKE_VERSION VERSION_GREATER 3.12)
|
|||
set_property(TARGET YuppleMayham PROPERTY CXX_STANDARD 20)
|
||||
endif()
|
||||
|
||||
target_link_libraries(YuppleMayham SDL2::SDL2main SDL2::SDL2 SDL2_image::SDL2_image tinyxml2 lua_static freetype)
|
||||
target_link_libraries(YuppleMayham SDL2::SDL2main SDL2::SDL2 SDL2_image::SDL2_image tinyxml2 lua_static freetype Tracy::TracyClient)
|
||||
|
||||
# TODO: Add tests and install targets if needed.
|
||||
|
|
|
|||
|
|
@ -2,7 +2,10 @@
|
|||
#define _H_AI_H
|
||||
|
||||
#include <memory>
|
||||
#include <thread>
|
||||
#include <mutex>
|
||||
#include <string>
|
||||
#include <sol/sol.hpp>
|
||||
|
||||
class GameActor;
|
||||
class Raycaster;
|
||||
|
|
@ -33,6 +36,14 @@ private:
|
|||
std::shared_ptr<AIScript> behaviour;
|
||||
std::shared_ptr<GameActor> actor;
|
||||
std::shared_ptr<GameActor> target;
|
||||
|
||||
// cache our lua function calls
|
||||
sol::function idleFunc;
|
||||
sol::function patrolFunc;
|
||||
sol::function alertFunc;
|
||||
|
||||
std::chrono::high_resolution_clock::time_point lastGCTime;
|
||||
std::chrono::minutes GCTimeout;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -6,23 +6,22 @@
|
|||
#include <glm/gtc/type_ptr.hpp>
|
||||
#include <SDL_timer.h>
|
||||
|
||||
#include "graphics/shader.h"
|
||||
#include "graphics/renderer.h"
|
||||
|
||||
class Camera;
|
||||
struct PhysicsComponent;
|
||||
// TODO: Allow speed to be changed and add speed as creation value in XML File!
|
||||
// TODO: Create Entity System that loads entity types and creates them in scene according to name.
|
||||
class Entity
|
||||
class Entity : public Drawable
|
||||
{
|
||||
public:
|
||||
Entity(const std::shared_ptr<Shader>& shader) :
|
||||
shader(shader),
|
||||
Entity(unsigned shaderID) :
|
||||
position(glm::vec3(0.0f)),
|
||||
scale(glm::vec3(1.0f)),
|
||||
rotation(0.0f),
|
||||
speed(20.0f),
|
||||
entityid(SDL_GetTicks())
|
||||
{};
|
||||
{ this->shaderID = shaderID; };
|
||||
virtual ~Entity() {};
|
||||
|
||||
void setPosition(const glm::vec3& position);
|
||||
|
|
@ -44,10 +43,11 @@ public:
|
|||
const bool getIsMoving() const { return isMoving; }
|
||||
const int getEntityID() const { return entityid; }
|
||||
const std::shared_ptr<PhysicsComponent> getPhysicsComponent() const { return physics; }
|
||||
const unsigned getShaderID() const { return shaderID; }
|
||||
|
||||
// TODO: right now there is no default behavior, but eventually the Entity class will be expanded to handle physics
|
||||
virtual void update(float deltaTime) = 0;
|
||||
virtual void render(const std::shared_ptr<Camera>& camera) = 0;
|
||||
virtual void update(double deltaTime) = 0;
|
||||
virtual void draw() = 0;
|
||||
|
||||
protected:
|
||||
glm::vec3 localPosition;
|
||||
|
|
@ -69,8 +69,6 @@ protected:
|
|||
glm::mat4 modelMatrix;
|
||||
|
||||
void updateModelMatrix();
|
||||
|
||||
std::shared_ptr<Shader> shader;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
|||
|
|
@ -8,6 +8,7 @@ class InputHandler;
|
|||
class Scene;
|
||||
class Text;
|
||||
class ResourceManager;
|
||||
class Renderer;
|
||||
class GLWindow;
|
||||
|
||||
enum {
|
||||
|
|
@ -27,7 +28,7 @@ public:
|
|||
|
||||
void handleInput(SDL_Event& e);
|
||||
|
||||
void update(float deltaTime);
|
||||
void update(double deltaTime);
|
||||
void render();
|
||||
|
||||
const unsigned getGameState() const { return game_state; }
|
||||
|
|
@ -45,6 +46,7 @@ private:
|
|||
std::shared_ptr<Scene> currentScene;
|
||||
std::shared_ptr<InputHandler> inputHandler;
|
||||
std::shared_ptr<ResourceManager> resourceManager;
|
||||
std::shared_ptr<Renderer> renderer;
|
||||
std::shared_ptr<Text> textHandler;
|
||||
};
|
||||
|
||||
|
|
|
|||
|
|
@ -19,16 +19,16 @@ class EventManager;
|
|||
class GameActor : public Entity
|
||||
{
|
||||
public:
|
||||
GameActor(const std::shared_ptr<Shader>& shader) : Entity(shader) {}
|
||||
GameActor(const unsigned shaderID) : Entity(shaderID) {}
|
||||
~GameActor();
|
||||
|
||||
void addComponent(std::shared_ptr<Component> component);
|
||||
void pickupWeapon(std::shared_ptr<Weapon> weapon);
|
||||
void hookEventManager(std::shared_ptr<EventManager> eventManager);
|
||||
void update(float deltaTime) override;
|
||||
void render(const std::shared_ptr<Camera>& camera) override;
|
||||
void update(double deltaTime) override;
|
||||
void draw() override;
|
||||
|
||||
const std::optional<std::shared_ptr<Weapon>> getHeldWeapon() const;
|
||||
const std::shared_ptr<Weapon> getHeldWeapon() const;
|
||||
|
||||
void setRotation(const float& rotation) override;
|
||||
|
||||
|
|
|
|||
|
|
@ -5,6 +5,7 @@
|
|||
#include <memory>
|
||||
|
||||
#include "graphics/instancedraw.h"
|
||||
#include "graphics/renderer.h"
|
||||
|
||||
class Shader;
|
||||
class Camera;
|
||||
|
|
@ -12,24 +13,25 @@ class ResourceManager;
|
|||
struct MapData;
|
||||
struct TileSetData;
|
||||
|
||||
class Map
|
||||
class Map : public Drawable
|
||||
{
|
||||
public:
|
||||
Map(std::shared_ptr<MapData> mapData, const std::shared_ptr<Shader>& shader, std::shared_ptr<ResourceManager> resourceManager);
|
||||
Map(std::shared_ptr<MapData> mapData, const unsigned shaderID, std::shared_ptr<ResourceManager> resourceManager);
|
||||
|
||||
const std::vector<std::vector<int>> getCollisionMap() const { return collisionMap; }
|
||||
|
||||
void render(const std::shared_ptr<Camera>& camera);
|
||||
void draw() override;
|
||||
|
||||
private:
|
||||
void loadMap();
|
||||
void createCollisionMap();
|
||||
|
||||
int getTileSetIndex(int id) const;
|
||||
|
||||
std::shared_ptr<MapData> mapData;
|
||||
std::shared_ptr<TileSetData> tileSetData;
|
||||
std::vector<std::shared_ptr<TileSetData>> tileSetData;
|
||||
|
||||
std::vector<std::shared_ptr<TileTextureInstance>> instanceHandles;
|
||||
std::shared_ptr<Shader> shader;
|
||||
std::vector<std::vector<std::vector<int>>> tileIds;
|
||||
std::vector<std::vector<int>> collisionMap;
|
||||
std::vector<std::vector<InstanceData>> tileData;
|
||||
|
|
|
|||
|
|
@ -9,10 +9,13 @@ class Entity;
|
|||
class Camera;
|
||||
class Map;
|
||||
class ResourceManager;
|
||||
class Renderer;
|
||||
class EventManager;
|
||||
class GameActor;
|
||||
class Line;
|
||||
class PhysicsEngine;
|
||||
class Sprite;
|
||||
class Shader;
|
||||
|
||||
struct SceneData;
|
||||
|
||||
|
|
@ -26,8 +29,8 @@ class Scene
|
|||
public:
|
||||
Scene(SceneType type, std::shared_ptr<ResourceManager> resources);
|
||||
|
||||
void update(float deltaTime);
|
||||
void render();
|
||||
void update(double deltaTime);
|
||||
void render(std::shared_ptr<Renderer> renderer);
|
||||
|
||||
std::shared_ptr<GameActor> getPlayer() const;
|
||||
|
||||
|
|
|
|||
|
|
@ -14,14 +14,14 @@ public:
|
|||
Bullet
|
||||
(
|
||||
const unsigned int owner,
|
||||
std::shared_ptr<Shader> shader,
|
||||
unsigned shaderID,
|
||||
glm::vec3 fireFrom,
|
||||
glm::vec2 direction,
|
||||
float bulletSpeed,
|
||||
float bulletDrop,
|
||||
glm::vec2 bulletSize
|
||||
) :
|
||||
Entity(shader),
|
||||
Entity(shaderID),
|
||||
origin(fireFrom),
|
||||
direction(direction),
|
||||
bulletSpeed(bulletSpeed),
|
||||
|
|
@ -35,8 +35,8 @@ public:
|
|||
|
||||
void addComponent(std::shared_ptr<Component> component);
|
||||
|
||||
void update(float deltaTime) override;
|
||||
void render(const std::shared_ptr<Camera>& camera) override;
|
||||
void update(double deltaTime) override;
|
||||
void draw() override;
|
||||
|
||||
float getBulletDrop() const { return bulletDrop; }
|
||||
glm::vec3 getBulletOrigin() const { return origin; }
|
||||
|
|
|
|||
|
|
@ -22,14 +22,16 @@ public:
|
|||
float bulletSpeed,
|
||||
float bulletDrop,
|
||||
glm::vec2 bulletSize,
|
||||
const std::shared_ptr<Shader>& shader,
|
||||
const unsigned& shaderID,
|
||||
const std::shared_ptr<Component>& sprite);
|
||||
|
||||
void update(float deltaTime);
|
||||
void render(const std::shared_ptr<Camera>& camera);
|
||||
void update(double deltaTime);
|
||||
void draw();
|
||||
|
||||
void hookEventManager(const std::shared_ptr<EventManager>& eventManager);
|
||||
|
||||
const std::vector<std::shared_ptr<Bullet>> getBullets() { return bullets; }
|
||||
|
||||
private:
|
||||
std::vector<std::shared_ptr<Bullet>> bullets;
|
||||
std::shared_ptr<EventManager> eventManager;
|
||||
|
|
|
|||
|
|
@ -27,7 +27,7 @@ struct WeaponData;
|
|||
class Weapon : public Entity, public std::enable_shared_from_this<Weapon>
|
||||
{
|
||||
public:
|
||||
Weapon(std::shared_ptr<WeaponData> data, const std::shared_ptr<Shader>& weaponShader, const std::shared_ptr<Shader>& bulletShader, ResourceManager* resourceManager);
|
||||
Weapon(std::shared_ptr<WeaponData> data, const unsigned weaponShaderID, const unsigned bulletShaderID, ResourceManager* resourceManager);
|
||||
|
||||
void setWielder(const std::shared_ptr<GameActor>& wielder) { this->wielder = wielder; }
|
||||
void toggleInfiniteAmmo() { infiniteAmmo = !infiniteAmmo; }
|
||||
|
|
@ -39,8 +39,8 @@ public:
|
|||
void hookEventManager(const std::shared_ptr<EventManager>& eventManager);
|
||||
void shoot();
|
||||
void reload();
|
||||
void update(float deltaTime);
|
||||
void render(const std::shared_ptr<Camera>& camera);
|
||||
void update(double deltaTime);
|
||||
void draw();
|
||||
|
||||
struct BulletData {
|
||||
glm::vec3 origin;
|
||||
|
|
@ -65,6 +65,8 @@ public:
|
|||
Weapon::BulletData genBulletData ();
|
||||
void createBullet (const BulletData& data);
|
||||
|
||||
const std::shared_ptr<BulletManager>& getBulletManager() { return bulletManager; }
|
||||
|
||||
private:
|
||||
void adjustWeapon();
|
||||
|
||||
|
|
@ -82,7 +84,7 @@ private:
|
|||
// in ms
|
||||
float fireSpeed;
|
||||
glm::vec2 bulletSize;
|
||||
std::shared_ptr<Shader> bulletShader;
|
||||
unsigned bulletShaderID;
|
||||
std::shared_ptr<Component> bulletSprite;
|
||||
std::shared_ptr<BulletManager> bulletManager;
|
||||
std::shared_ptr<EventManager> eventManager;
|
||||
|
|
|
|||
|
|
@ -33,11 +33,14 @@ public:
|
|||
|
||||
void play() { isPlaying = true; }
|
||||
void stop() { isPlaying = false; }
|
||||
void reset() { currentFrame = 0; }
|
||||
|
||||
const bool getPlaying() const { return isPlaying; }
|
||||
const bool getDirectional() const { return isDirectional; }
|
||||
const int getCycles() const { return cycles; }
|
||||
|
||||
void setFPS(const float fps) { FPS = fps; }
|
||||
|
||||
private:
|
||||
std::string animName;
|
||||
std::string animType;
|
||||
|
|
|
|||
|
|
@ -5,12 +5,18 @@
|
|||
#include <glm/glm.hpp>
|
||||
|
||||
#define MAX_INSTANCES 1000
|
||||
#define MAX_TEXTURES 31
|
||||
|
||||
class Texture;
|
||||
class TextureArray;
|
||||
|
||||
struct InstanceData {
|
||||
glm::mat4 modelMatrix;
|
||||
glm::vec2 originalSize;
|
||||
int tileIndex = 0;
|
||||
int textureIndex = 0;
|
||||
int tilesPerRow = 0;
|
||||
int startID = 0;
|
||||
};
|
||||
|
||||
class BaseInstanceDraw
|
||||
|
|
@ -26,7 +32,6 @@ protected:
|
|||
Texture* texture = nullptr;
|
||||
InstanceData instanceData[MAX_INSTANCES];
|
||||
size_t numOfInstances = 0;
|
||||
size_t numOfLayers = 0;
|
||||
unsigned indices[6] = {
|
||||
0, 1, 2,
|
||||
3, 2, 0
|
||||
|
|
@ -37,12 +42,17 @@ class TileTextureInstance : public BaseInstanceDraw
|
|||
{
|
||||
public:
|
||||
TileTextureInstance(const char* texturePath);
|
||||
TileTextureInstance(const std::vector<const char*> texturePaths);
|
||||
|
||||
void updateInstanceData(const std::vector<InstanceData>&) override;
|
||||
void draw() override;
|
||||
|
||||
const TextureArray* getTextureArray() { return textures; }
|
||||
const Texture* getTexture() { return texture; }
|
||||
|
||||
private:
|
||||
void setup() override;
|
||||
TextureArray* textures = nullptr;
|
||||
float vertices[20] = {
|
||||
// vertex
|
||||
0.0f, 0.0f, 0.0f, 0.0f, 0.0f, // bottom left
|
||||
|
|
|
|||
94
YuppleMayham/include/graphics/renderer.h
Normal file
94
YuppleMayham/include/graphics/renderer.h
Normal file
|
|
@ -0,0 +1,94 @@
|
|||
#ifndef _H_RENDERER_H
|
||||
#define _H_RENDERER_H
|
||||
|
||||
#include <unordered_map>
|
||||
#include <memory>
|
||||
#include <variant>
|
||||
#include <string>
|
||||
#include <glm/glm.hpp>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
||||
class ResourceManager;
|
||||
|
||||
enum class RenderLayer {
|
||||
Background,
|
||||
Map,
|
||||
GameObjects,
|
||||
Effects,
|
||||
HUD,
|
||||
Menu
|
||||
};
|
||||
|
||||
using UniformValue = std::variant<
|
||||
int,
|
||||
bool,
|
||||
float,
|
||||
double,
|
||||
glm::mat4,
|
||||
glm::vec2
|
||||
>;
|
||||
|
||||
struct Uniform {
|
||||
std::string name;
|
||||
UniformValue value;
|
||||
};
|
||||
|
||||
class Drawable
|
||||
{
|
||||
public:
|
||||
virtual void draw() = 0;
|
||||
const unsigned getShaderID() const { return shaderID; }
|
||||
const std::vector<Uniform>& getUniforms() { return uniforms; }
|
||||
const std::vector<Uniform>& getOneShotUniforms() { return oneShotUniforms; }
|
||||
void clearOneShot() { oneShotUniforms.clear(); }
|
||||
void clearUniforms() { uniforms.clear(); }
|
||||
protected:
|
||||
unsigned shaderID;
|
||||
template <typename T>
|
||||
void editUniform(const std::string& name, T value)
|
||||
{
|
||||
uniforms.emplace_back(Uniform {name, value});
|
||||
}
|
||||
|
||||
template <typename T>
|
||||
void editUniformOnce(const std::string& name, T value)
|
||||
{
|
||||
oneShotUniforms.emplace_back(Uniform {name, value});
|
||||
}
|
||||
private:
|
||||
std::vector<Uniform> uniforms;
|
||||
std::vector<Uniform> oneShotUniforms;
|
||||
};
|
||||
|
||||
class Renderer
|
||||
{
|
||||
public:
|
||||
Renderer(const std::shared_ptr<ResourceManager>&);
|
||||
void clear();
|
||||
|
||||
void setProjAndViewMatrix(const glm::mat4& proj, const glm::mat4& view);
|
||||
void addDrawable(RenderLayer renderLayer, std::shared_ptr<Drawable> drawable);
|
||||
void removeDrawable(RenderLayer renderLayer, std::shared_ptr<Drawable> drawable);
|
||||
|
||||
void render();
|
||||
|
||||
private:
|
||||
std::unordered_map<RenderLayer, std::vector<std::shared_ptr<Drawable>>> layerPool;
|
||||
std::vector<RenderLayer> renderingOrder = {
|
||||
RenderLayer::Background,
|
||||
RenderLayer::Map,
|
||||
RenderLayer::GameObjects,
|
||||
RenderLayer::Effects,
|
||||
RenderLayer::HUD,
|
||||
RenderLayer::Menu
|
||||
};
|
||||
|
||||
void uploadUniforms(const unsigned shaderID, const std::vector<Uniform>& uniforms);
|
||||
|
||||
glm::mat4 projMat;
|
||||
glm::mat4 viewMat;
|
||||
|
||||
std::shared_ptr<ResourceManager> resourceManager;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -18,6 +18,7 @@ public:
|
|||
void setFloat(const std::string& name, float value);
|
||||
void setInt(const std::string& name, int value);
|
||||
void setBool(const std::string& name, bool value);
|
||||
void setVec2(const std::string& name, const float* value);
|
||||
void setMatrix4f(const std::string& name, const float* value);
|
||||
|
||||
~Shader();
|
||||
|
|
|
|||
|
|
@ -24,6 +24,8 @@ public:
|
|||
void bind();
|
||||
virtual void draw() = 0;
|
||||
|
||||
bool loaded() const;
|
||||
|
||||
virtual std::shared_ptr<Sprite> clone() const = 0;
|
||||
protected:
|
||||
Texture* texture = nullptr;
|
||||
|
|
|
|||
|
|
@ -1,6 +1,10 @@
|
|||
#ifndef _H_TEXTURE_H
|
||||
#define _H_TEXTURE_H
|
||||
|
||||
#include <vector>
|
||||
|
||||
struct SDL_Surface;
|
||||
|
||||
class Texture
|
||||
{
|
||||
public:
|
||||
|
|
@ -19,4 +23,43 @@ private:
|
|||
int textureHeight = 0;
|
||||
};
|
||||
|
||||
class TextureArray
|
||||
{
|
||||
private:
|
||||
struct TextureData {
|
||||
int width, height;
|
||||
};
|
||||
public:
|
||||
TextureArray() : numOfLayers(0) {}
|
||||
/* We are going to assume each texture atlas is a square (512x512, 756x756 ... etc) */
|
||||
bool loadTextures(std::vector<const char*> imagePaths);
|
||||
|
||||
void bind();
|
||||
|
||||
TextureData* operator[](const size_t index) {
|
||||
try
|
||||
{
|
||||
return textures.at(index);
|
||||
}
|
||||
catch (std::exception&)
|
||||
{
|
||||
return nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
const int getWidth() const { return canvasWidth; }
|
||||
const int getHeight() const { return canvasHeight; }
|
||||
|
||||
~TextureArray();
|
||||
|
||||
private:
|
||||
bool adjustCanvasSizes(std::vector<SDL_Surface*>& surfaces);
|
||||
|
||||
size_t numOfLayers;
|
||||
unsigned ID = 0;
|
||||
std::vector<TextureData*> textures;
|
||||
int canvasWidth = 0;
|
||||
int canvasHeight = 0;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -78,6 +78,14 @@ public:
|
|||
int entityid;
|
||||
};
|
||||
|
||||
class EntityFireEvent : public Event {
|
||||
public:
|
||||
EntityFireEvent(const int entityid, const float fireDelay) : entityid(entityid), fireDelay(fireDelay) {}
|
||||
std::string getType() const override { return "OnEntityFire"; }
|
||||
int entityid;
|
||||
float fireDelay;
|
||||
};
|
||||
|
||||
class AnimationFinishedEvent : public Event {
|
||||
public:
|
||||
AnimationFinishedEvent(const int entityid, const std::string animType) : entityid(entityid), animType(animType) {}
|
||||
|
|
|
|||
79
YuppleMayham/include/utility/logger.h
Normal file
79
YuppleMayham/include/utility/logger.h
Normal file
|
|
@ -0,0 +1,79 @@
|
|||
#ifndef _H_LOGGER_H
|
||||
#define _H_LOGGER_H
|
||||
|
||||
#include <mutex>
|
||||
#include <chrono>
|
||||
#include <iostream>
|
||||
#include <sstream>
|
||||
|
||||
#define LOG(lvl, msg, ...) Logger::getInstance()->log(lvl, msg, __VA_ARGS__)
|
||||
#define ERROR_LOG(msg, ...) {Logger::getInstance()->log(ERROR, msg, __VA_ARGS__); return false;}
|
||||
#define LOG_LEVEL(lvl) Logger::getInstance()->setLevel(lvl)
|
||||
|
||||
enum LogLevel {DEBUG, INFO, WARN, ERROR};
|
||||
|
||||
class Logger
|
||||
{
|
||||
public:
|
||||
static Logger* getInstance();
|
||||
|
||||
template <typename... Args>
|
||||
void log(LogLevel level, const std::string& message, Args... args) const
|
||||
{
|
||||
if (level >= currentLogLevel)
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mutex);
|
||||
auto msg = formatString(message, args...);
|
||||
std::cout
|
||||
<< "["
|
||||
<< logTag(level)
|
||||
<< "] "
|
||||
<< "["
|
||||
<< std::format("{:%m-%d-%Y %X}", std::chrono::current_zone()->to_local(std::chrono::system_clock::now()))
|
||||
<< "] "
|
||||
<< msg
|
||||
<< std::endl;
|
||||
}
|
||||
}
|
||||
|
||||
void setLevel(LogLevel level) { currentLogLevel = level; }
|
||||
|
||||
Logger(const Logger& l) = delete;
|
||||
void operator=(const Logger& l) = delete;
|
||||
|
||||
protected:
|
||||
Logger()
|
||||
{
|
||||
};
|
||||
~Logger() { };
|
||||
|
||||
LogLevel currentLogLevel = INFO;
|
||||
|
||||
template <typename... Args>
|
||||
std::string formatString(const std::string& str, Args... args) const
|
||||
{
|
||||
return std::vformat(str, std::make_format_args(args...));
|
||||
}
|
||||
|
||||
inline const std::string logTag(LogLevel lvl) const
|
||||
{
|
||||
switch (lvl)
|
||||
{
|
||||
case DEBUG:
|
||||
return "DEBUG";
|
||||
case INFO:
|
||||
return "INFO";
|
||||
case WARN:
|
||||
return "WARN";
|
||||
case ERROR:
|
||||
return "ERROR";
|
||||
}
|
||||
return "INFO";
|
||||
};
|
||||
|
||||
private:
|
||||
static Logger* instance;
|
||||
static std::mutex mutex;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
@ -6,11 +6,11 @@
|
|||
#include <string>
|
||||
|
||||
#include "utility/xmlloader.h"
|
||||
#include "graphics/shader.h"
|
||||
#include <cassert>
|
||||
|
||||
class Sprite;
|
||||
class SpriteAtlas;
|
||||
class Shader;
|
||||
class Weapon;
|
||||
class Script;
|
||||
class AnimationSet;
|
||||
|
|
@ -37,19 +37,24 @@ public:
|
|||
std::shared_ptr<AIScript> loadAIScript (const std::string& path);
|
||||
std::shared_ptr<WeaponScript> loadWeaponScript (const std::string& path);
|
||||
|
||||
std::shared_ptr<Shader> loadShader (const std::string& name, const std::string& vertexPath, const std::string& fragPath);
|
||||
std::shared_ptr<Weapon> loadWeapon (const std::string& name, std::shared_ptr<Shader> weaponShader, std::shared_ptr<Shader> bulletShader);
|
||||
const unsigned loadShader (const std::string& name, const std::string& vertexPath, const std::string& fragPath);
|
||||
std::shared_ptr<Weapon> loadWeapon (const std::string& name, const unsigned weaponShaderID, const unsigned bulletShaderID);
|
||||
std::shared_ptr<SceneData> loadScene (const std::string& id);
|
||||
std::shared_ptr<AnimationSet> loadAnimationSet(const std::string& name, int entityid = 0);
|
||||
std::shared_ptr<TileSetData> loadTileSet (const std::string& name);
|
||||
|
||||
Shader* getShaderByID(unsigned int ID);
|
||||
|
||||
void clearResources();
|
||||
|
||||
~ResourceManager();
|
||||
|
||||
private:
|
||||
std::unordered_map<std::string, std::shared_ptr<Sprite>> sprites;
|
||||
std::unordered_map<std::string, std::shared_ptr<Shader>> shaders;
|
||||
std::unordered_map<std::string, std::shared_ptr<Weapon>> weapons;
|
||||
std::unordered_map<std::string, std::shared_ptr<Script>> scripts;
|
||||
std::unordered_map<std::string, std::unique_ptr<Shader>> shaders;
|
||||
std::unordered_map<unsigned, Shader*> shaderIDs;
|
||||
std::unordered_map<std::string, std::shared_ptr<Sprite>> sprites;
|
||||
std::unordered_map<std::string, std::shared_ptr<Weapon>> weapons;
|
||||
std::unordered_map<std::string, std::shared_ptr<Script>> scripts;
|
||||
std::unordered_map<std::string, std::shared_ptr<TileSetData>>tileSets;
|
||||
//std::unordered_map<std::string, std::shared_ptr<EntityData>> entityData;
|
||||
//std::unordered_map<std::string, std::shared_ptr<SceneData>> scenes;
|
||||
|
|
|
|||
|
|
@ -4,6 +4,7 @@
|
|||
#define SOL_ALL_SAFETIES_ON 1
|
||||
|
||||
#include <sol/sol.hpp>
|
||||
#include <chrono>
|
||||
#include <memory>
|
||||
|
||||
class Script {
|
||||
|
|
|
|||
|
|
@ -25,11 +25,15 @@ struct EntityData {
|
|||
|
||||
struct MapData {
|
||||
std::string name;
|
||||
std::string tileSet;
|
||||
struct TileSet {
|
||||
int startID = 1;
|
||||
std::string path;
|
||||
};
|
||||
std::vector<TileSet> tileSets;
|
||||
int width = 0, height = 0;
|
||||
float tileSize = 32.f;
|
||||
// 3D array, 0: layer, 1: y, 2: x
|
||||
// Holding tile ids + 1, 0 is an empty tile
|
||||
// Holding tile startID + ids, 0 is an empty tile
|
||||
std::vector<std::vector<std::vector<int>>> tiles;
|
||||
};
|
||||
|
||||
|
|
@ -61,6 +65,7 @@ struct TileSetData {
|
|||
struct SceneData {
|
||||
std::string id;
|
||||
std::string type;
|
||||
std::string bgFile;
|
||||
|
||||
std::shared_ptr<MapData> map;
|
||||
std::vector<EntityData> entities;
|
||||
|
|
|
|||
|
|
@ -4,9 +4,12 @@
|
|||
#include "utility/raycaster.h"
|
||||
#include "utility/script.h"
|
||||
|
||||
#include <tracy/Tracy.hpp>
|
||||
|
||||
|
||||
AI::AI(const std::shared_ptr<GameActor>& actor, const std::shared_ptr<Raycaster>& raycaster)
|
||||
: actor(actor), raycaster(raycaster), state(AIState::Idle)
|
||||
: actor(actor), raycaster(raycaster), state(AIState::Idle),
|
||||
lastGCTime(std::chrono::high_resolution_clock::now()), GCTimeout(3)
|
||||
{}
|
||||
|
||||
void AI::attachBehaviourScript(const std::shared_ptr<AIScript>& behaviour)
|
||||
|
|
@ -16,6 +19,13 @@ void AI::attachBehaviourScript(const std::shared_ptr<AIScript>& behaviour)
|
|||
this->behaviour = behaviour;
|
||||
this->behaviour->lua["raycaster"] = raycaster;
|
||||
this->behaviour->lua["ai"] = shared_from_this();
|
||||
|
||||
if (this->behaviour->lua["idle"].valid())
|
||||
idleFunc = this->behaviour->lua["idle"];
|
||||
if (this->behaviour->lua["patrol"].valid())
|
||||
patrolFunc = this->behaviour->lua["patrol"];
|
||||
if (this->behaviour->lua["alert"].valid())
|
||||
alertFunc = this->behaviour->lua["alert"];
|
||||
}
|
||||
|
||||
void AI::update()
|
||||
|
|
@ -24,9 +34,9 @@ void AI::update()
|
|||
switch (state)
|
||||
{
|
||||
case AIState::Idle:
|
||||
if (behaviour && behaviour->lua["idle"].valid())
|
||||
if (idleFunc.valid())
|
||||
{
|
||||
auto result = behaviour->lua["idle"](actor, target);
|
||||
auto result = idleFunc(actor, target);
|
||||
if (!result.valid())
|
||||
{
|
||||
sol::error err = result;
|
||||
|
|
@ -35,9 +45,9 @@ void AI::update()
|
|||
}
|
||||
break;
|
||||
case AIState::Patrol:
|
||||
if (behaviour && behaviour->lua["patrol"].valid())
|
||||
if (patrolFunc.valid())
|
||||
{
|
||||
auto result = behaviour->lua["patrol"](actor, target);
|
||||
auto result = patrolFunc(actor, target);
|
||||
if (!result.valid())
|
||||
{
|
||||
sol::error err = result;
|
||||
|
|
@ -46,9 +56,9 @@ void AI::update()
|
|||
}
|
||||
break;
|
||||
case AIState::Alert:
|
||||
if (behaviour && behaviour->lua["alert"].valid())
|
||||
if (alertFunc.valid())
|
||||
{
|
||||
auto result = behaviour->lua["alert"](actor, target);
|
||||
auto result = alertFunc(actor, target);
|
||||
if (!result.valid())
|
||||
{
|
||||
sol::error err = result;
|
||||
|
|
@ -57,7 +67,12 @@ void AI::update()
|
|||
}
|
||||
break;
|
||||
}
|
||||
behaviour->lua.collect_gc();
|
||||
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::cerr << "Error during AI update: " << e.what() << std::endl;
|
||||
|
|
|
|||
|
|
@ -4,9 +4,9 @@ void Camera::update(float deltaTime)
|
|||
{
|
||||
if (target == nullptr)
|
||||
return;
|
||||
float smoothingFactor = 0.01f;
|
||||
if (glm::distance(target->getCenter(), getCenterPos()) > 20.f)
|
||||
position += (target->getCenter() - getCenterPos()) * speed * smoothingFactor * deltaTime;
|
||||
float smoothingFactor = 5.0f;
|
||||
//if (glm::distance(target->getCenter(), getCenterPos()) > 20.f)
|
||||
position += (target->getCenter() - getCenterPos()) * smoothingFactor * deltaTime;
|
||||
}
|
||||
|
||||
glm::mat4 Camera::getViewMatrix()
|
||||
|
|
|
|||
|
|
@ -38,7 +38,7 @@ void Entity::addPhysicsComponent(const std::shared_ptr<PhysicsComponent>& physic
|
|||
this->physics = physics;
|
||||
}
|
||||
|
||||
void Entity::update(float deltaTime)
|
||||
void Entity::update(double deltaTime)
|
||||
{
|
||||
if (physics && physics->rigidBody.velocity != glm::vec3(0.0f))
|
||||
{
|
||||
|
|
@ -54,13 +54,11 @@ void Entity::update(float deltaTime)
|
|||
}
|
||||
}
|
||||
|
||||
void Entity::render(const std::shared_ptr<Camera>& camera)
|
||||
void Entity::draw()
|
||||
{
|
||||
glm::mat4 mvp = camera->getProjectionMatrix() * camera->getViewMatrix() * modelMatrix;
|
||||
|
||||
shader->use();
|
||||
shader->setMatrix4f("MVP", glm::value_ptr(mvp));
|
||||
shader->setBool("flip", flipped);
|
||||
//glm::mat4 mvp = camera->getProjectionMatrix() * camera->getViewMatrix() * modelMatrix;
|
||||
editUniform("model", modelMatrix);
|
||||
editUniform("flip", flipped);
|
||||
}
|
||||
|
||||
void Entity::updateModelMatrix()
|
||||
|
|
@ -73,5 +71,4 @@ void Entity::updateModelMatrix()
|
|||
rotationMat *
|
||||
origin *
|
||||
glm::scale(glm::mat4(1.0f), scale);
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -9,6 +9,7 @@
|
|||
#include "utility/command.h"
|
||||
#include "utility/resourcemanager.h"
|
||||
#include "utility/ftfont.h"
|
||||
#include "utility/logger.h"
|
||||
|
||||
#include "graphics/glwindow.h"
|
||||
|
||||
|
|
@ -20,16 +21,16 @@ bool Game::init()
|
|||
window = std::make_shared<GLWindow>("Yupple Mayham", 800, 600);
|
||||
|
||||
if (!window->Init())
|
||||
{
|
||||
std::cout << "Failed to init GLWindow: \n" << SDL_GetError() << std::endl;
|
||||
return false;
|
||||
}
|
||||
ERROR_LOG("Failed to init GLWindow: {}", SDL_GetError());
|
||||
|
||||
if (!gladLoadGLLoader((GLADloadproc)SDL_GL_GetProcAddress))
|
||||
{
|
||||
std::cout << "Failed to load GLLoader" << std::endl;
|
||||
return false;
|
||||
}
|
||||
ERROR_LOG("Failed to load GLLoader");
|
||||
|
||||
#if _DEBUG
|
||||
LOG_LEVEL(DEBUG);
|
||||
#else
|
||||
LOG_LEVEL(INFO);
|
||||
#endif
|
||||
|
||||
SDL_GL_SetSwapInterval(1);
|
||||
glViewport(0, 0, window->width(), window->height());
|
||||
|
|
@ -49,6 +50,7 @@ bool Game::init()
|
|||
|
||||
game_state |= GAME_RUNNING;
|
||||
resourceManager = std::make_shared<ResourceManager>();
|
||||
renderer = std::make_shared<Renderer>(resourceManager);
|
||||
textHandler = std::make_shared<Text>();
|
||||
if (!textHandler->loadFonts("fonts"))
|
||||
return false;
|
||||
|
|
@ -74,7 +76,7 @@ void Game::handleInput(SDL_Event& e)
|
|||
inputHandler->handleInput();
|
||||
}
|
||||
|
||||
void Game::update(float deltaTime)
|
||||
void Game::update(double deltaTime)
|
||||
{
|
||||
if (currentScene)
|
||||
currentScene->update(deltaTime);
|
||||
|
|
@ -87,11 +89,11 @@ void Game::render()
|
|||
|
||||
if (currentScene)
|
||||
{
|
||||
currentScene->render();
|
||||
currentScene->render(renderer);
|
||||
/*Debug ammo indicator*/
|
||||
textHandler->DrawText("comic.ttf", std::to_string(currentScene->getPlayer()->getHeldWeapon()->get()->getMagazine()), glm::vec2(10, 10), 0.5f);
|
||||
textHandler->DrawText("comic.ttf", std::to_string(currentScene->getPlayer()->getHeldWeapon()->getMagazine()), glm::vec2(10, 10), 0.5f);
|
||||
textHandler->DrawText("comic.ttf", "/", glm::vec2(50, 10), 0.5f);
|
||||
textHandler->DrawText("comic.ttf", std::to_string(currentScene->getPlayer()->getHeldWeapon()->get()->getAmmo()), glm::vec2(90, 10), 0.5f);
|
||||
textHandler->DrawText("comic.ttf", std::to_string(currentScene->getPlayer()->getHeldWeapon()->getAmmo()), glm::vec2(90, 10), 0.5f);
|
||||
}
|
||||
|
||||
window->swap();
|
||||
|
|
|
|||
|
|
@ -14,9 +14,9 @@ void GameActor::addComponent(std::shared_ptr<Component> component)
|
|||
components.push_back(component);
|
||||
}
|
||||
|
||||
const std::optional<std::shared_ptr<Weapon>> GameActor::getHeldWeapon() const
|
||||
const std::shared_ptr<Weapon> GameActor::getHeldWeapon() const
|
||||
{
|
||||
return (weapons.empty() || currentWeaponIndex >= weapons.size()) ? std::nullopt : std::make_optional(weapons[currentWeaponIndex]);
|
||||
return (weapons.empty() || currentWeaponIndex >= weapons.size()) ? nullptr : weapons[currentWeaponIndex];
|
||||
}
|
||||
|
||||
void GameActor::pickupWeapon(std::shared_ptr<Weapon> weapon)
|
||||
|
|
@ -24,9 +24,9 @@ void GameActor::pickupWeapon(std::shared_ptr<Weapon> weapon)
|
|||
weapon->setWielder(std::shared_ptr<GameActor>(this));
|
||||
weapons.push_back(weapon);
|
||||
// wield the newly picked up weapon.
|
||||
getHeldWeapon().value()->putaway();
|
||||
getHeldWeapon()->putaway();
|
||||
currentWeaponIndex = weapons.size() - 1;
|
||||
getHeldWeapon().value()->wield();
|
||||
getHeldWeapon()->wield();
|
||||
}
|
||||
|
||||
void GameActor::hookEventManager(std::shared_ptr<EventManager> eventManager)
|
||||
|
|
@ -47,13 +47,13 @@ void GameActor::setRotation(const float& rotation)
|
|||
updateModelMatrix();
|
||||
}
|
||||
|
||||
void GameActor::update(float deltaTime)
|
||||
void GameActor::update(double deltaTime)
|
||||
{
|
||||
Entity::update(deltaTime);
|
||||
|
||||
for (auto& component : components)
|
||||
for (const auto& component : components)
|
||||
component->update();
|
||||
for (auto& weapon : weapons)
|
||||
for (const auto& weapon : weapons)
|
||||
weapon->update(deltaTime);
|
||||
|
||||
if (eventManager)
|
||||
|
|
@ -72,19 +72,19 @@ void GameActor::update(float deltaTime)
|
|||
isMoving = false;
|
||||
}
|
||||
|
||||
void GameActor::render(const std::shared_ptr<Camera>& camera)
|
||||
void GameActor::draw()
|
||||
{
|
||||
Entity::render(camera);
|
||||
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 (auto& component : components)
|
||||
for (const auto& component : components)
|
||||
{
|
||||
component->bind();
|
||||
component->render();
|
||||
}
|
||||
for (auto& weapon : weapons)
|
||||
weapon->render(camera);
|
||||
//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; }
|
||||
|
|
@ -93,7 +93,7 @@ void GameActor::moveLeft() { if (physics) physics->rigidBody.applyForce(glm::vec
|
|||
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()) weapon.value()->shoot(); }
|
||||
void GameActor::fireWeapon()const { if (auto& weapon = getHeldWeapon()) weapon->shoot(); }
|
||||
void GameActor::cycleUpWeapons() {
|
||||
if (!weapons.empty()) {
|
||||
weapons[currentWeaponIndex]->putaway();
|
||||
|
|
|
|||
|
|
@ -1,21 +1,33 @@
|
|||
#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 <glm/gtc/matrix_transform.hpp>
|
||||
|
||||
Map::Map(std::shared_ptr<MapData> mapData, const std::shared_ptr<Shader>& shader, std::shared_ptr<ResourceManager> resourceManager) :
|
||||
shader(shader),
|
||||
Map::Map(std::shared_ptr<MapData> mapData, const unsigned shaderID, std::shared_ptr<ResourceManager> resourceManager) :
|
||||
mapData(mapData),
|
||||
tileIds(mapData->tiles)
|
||||
{
|
||||
tileSetData = resourceManager->loadTileSet(mapData->tileSet);
|
||||
if (tileSetData)
|
||||
this->shaderID = shaderID;
|
||||
|
||||
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++)
|
||||
instanceHandles.push_back(std::make_shared<TileTextureInstance>(tileSetData->file.c_str()));
|
||||
{
|
||||
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();
|
||||
}
|
||||
|
|
@ -34,14 +46,23 @@ void Map::loadMap()
|
|||
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 tileIndex = static_cast<int>(tileIds[layer][y][x]);
|
||||
tileData[layer].push_back({modelMatrix, tileIndex});
|
||||
|
||||
|
||||
int textureIndex = 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]);
|
||||
}
|
||||
shader->use();
|
||||
// TODO: Figure someway to put these in with my xml data
|
||||
shader->setInt("tilesPerRow", tileSetData->columns);
|
||||
glm::vec2 canvasSize = glm::vec2(instanceHandles[0]->getTextureArray()->getWidth(), instanceHandles[0]->getTextureArray()->getHeight());
|
||||
editUniformOnce("uCanvasSize", canvasSize);
|
||||
}
|
||||
|
||||
void Map::createCollisionMap()
|
||||
|
|
@ -60,11 +81,13 @@ void Map::createCollisionMap()
|
|||
for (int x = 0; x < tileIds[layer][y].size(); x++)
|
||||
{
|
||||
int id = tileIds[layer][y][x];
|
||||
if (id == 0)
|
||||
int tileSetIndex = getTileSetIndex(id);
|
||||
if (tileSetIndex == -1)
|
||||
collisionMap[y][x] = 0;
|
||||
else
|
||||
{
|
||||
auto& tile = tileSetData->tiles[id - 1];
|
||||
int startID = mapData->tileSets[tileSetIndex].startID;
|
||||
auto& tile = tileSetData[tileSetIndex]->tiles[id - startID];
|
||||
if (!tile->walkable)
|
||||
collisionMap[y][x] = 1;
|
||||
}
|
||||
|
|
@ -73,14 +96,30 @@ void Map::createCollisionMap()
|
|||
}
|
||||
}
|
||||
|
||||
void Map::render(const std::shared_ptr<Camera>& camera)
|
||||
void Map::draw()
|
||||
{
|
||||
shader->use();
|
||||
shader->setMatrix4f("proj", glm::value_ptr(camera->getProjectionMatrix()));
|
||||
shader->setMatrix4f("view", glm::value_ptr(camera->getViewMatrix()));
|
||||
for (int layer = 0; layer < instanceHandles.size(); layer++)
|
||||
{
|
||||
instanceHandles[layer]->updateInstanceData(tileData[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
|
||||
|
||||
returns tileSetIndex of the tile id passed. Unless the id is either 0 or
|
||||
the returned tileSetIndex is out of bounds, returns -1
|
||||
*/
|
||||
int 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
|
||||
int tileSetIndex = mapData->tileSets.size() - 1;
|
||||
for (; tileSetIndex != -1; --tileSetIndex)
|
||||
{
|
||||
if (id >= mapData->tileSets[tileSetIndex].startID)
|
||||
break;
|
||||
}
|
||||
return (tileSetIndex >= mapData->tileSets.size()) ? -1 : tileSetIndex;
|
||||
}
|
||||
|
|
@ -2,6 +2,8 @@
|
|||
#include "gameplay/weapons/bullet.h"
|
||||
#include "utility/events.h"
|
||||
|
||||
#include "utility/logger.h"
|
||||
|
||||
#include <iostream>
|
||||
|
||||
void PhysicsEngine::hookEventManager(const std::shared_ptr<EventManager>& eventManager)
|
||||
|
|
@ -21,7 +23,7 @@ std::shared_ptr<PhysicsComponent> PhysicsEngine::createObject(const unsigned int
|
|||
const glm::vec3& pos,
|
||||
float mass,
|
||||
PhysicsComponent::Collider::Shape shape,
|
||||
glm::vec3 dimensions,
|
||||
glm::vec3 dimensions, const
|
||||
glm::vec3 offset)
|
||||
{
|
||||
auto component = std::make_shared <PhysicsComponent>();
|
||||
|
|
|
|||
|
|
@ -2,6 +2,7 @@
|
|||
#include "gameplay/camera.h"
|
||||
#include "gameplay/gameactor.h"
|
||||
#include "gameplay/weapons/weapons.h"
|
||||
#include "gameplay/weapons/bulletmanager.h"
|
||||
#include "gameplay/map.h"
|
||||
#include "gameplay/physics.h"
|
||||
#include "gameplay/ai.h"
|
||||
|
|
@ -16,6 +17,8 @@
|
|||
#include "utility/raycaster.h"
|
||||
#include "utility/debugdraw.h"
|
||||
|
||||
#include <tracy/Tracy.hpp>
|
||||
|
||||
#include <execution>
|
||||
|
||||
// Scene xml files, should contain a node called <player> that holds the sprite location
|
||||
|
|
@ -123,8 +126,9 @@ std::shared_ptr<GameActor> Scene::getPlayer() const
|
|||
return (!player) ? nullptr : player;
|
||||
}
|
||||
|
||||
void Scene::update(float deltaTime)
|
||||
void Scene::update(double deltaTime)
|
||||
{
|
||||
ZoneScoped;
|
||||
for (const auto& [id, e] : entities)
|
||||
{
|
||||
e->update(deltaTime);
|
||||
|
|
@ -135,14 +139,29 @@ void Scene::update(float deltaTime)
|
|||
camera->update(deltaTime);
|
||||
}
|
||||
|
||||
void Scene::render()
|
||||
void Scene::render(std::shared_ptr<Renderer> renderer)
|
||||
{
|
||||
map->render(camera);
|
||||
ZoneScoped;
|
||||
renderer->clear();
|
||||
|
||||
renderer->setProjAndViewMatrix(camera->getProjectionMatrix(), camera->getViewMatrix());
|
||||
renderer->addDrawable(RenderLayer::Map, map);
|
||||
//map->draw();
|
||||
for (auto& [id, e] : entities)
|
||||
{
|
||||
e->render(camera);
|
||||
//e->draw();
|
||||
renderer->addDrawable(RenderLayer::GameObjects, e);
|
||||
if (e->getHeldWeapon()) {
|
||||
renderer->addDrawable(RenderLayer::GameObjects, e->getHeldWeapon());
|
||||
for (const auto& bullet : e->getHeldWeapon()->getBulletManager()->getBullets()) {
|
||||
renderer->addDrawable(RenderLayer::GameObjects, bullet);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DebugDrawer::getInstance().draw(camera->getProjectionMatrix() * camera->getViewMatrix());
|
||||
|
||||
renderer->render();
|
||||
}
|
||||
|
||||
void Scene::unloadScene()
|
||||
|
|
@ -158,7 +177,7 @@ void Scene::hookSceneEvents()
|
|||
std::shared_ptr<GameActor> target = getGameActorByID(collideEvent->victimID);
|
||||
if (shooter && target)
|
||||
if (auto& weapon = shooter->getHeldWeapon())
|
||||
weapon.value()->onHitCallback(target, collideEvent->bullet, collideEvent->normal);
|
||||
weapon->onHitCallback(target, collideEvent->bullet, collideEvent->normal);
|
||||
});
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -2,12 +2,14 @@
|
|||
#include "gameplay/physics.h"
|
||||
#include "utility/component.h"
|
||||
|
||||
#include "gameplay/camera.h"
|
||||
|
||||
void Bullet::addComponent(std::shared_ptr<Component> component)
|
||||
{
|
||||
components.push_back(component);
|
||||
}
|
||||
|
||||
void Bullet::update(float deltaTime)
|
||||
void Bullet::update(double deltaTime)
|
||||
{
|
||||
Entity::update(deltaTime);
|
||||
|
||||
|
|
@ -19,11 +21,10 @@ void Bullet::update(float deltaTime)
|
|||
component->update();
|
||||
}
|
||||
|
||||
void Bullet::render(const std::shared_ptr<Camera>& camera)
|
||||
void Bullet::draw()
|
||||
{
|
||||
Entity::render(camera);
|
||||
Entity::draw();
|
||||
|
||||
shader->use();
|
||||
for (auto& component : components)
|
||||
{
|
||||
component->play();
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
#include "gameplay/weapons/bulletmanager.h"
|
||||
#include "gameplay/weapons/bullet.h"
|
||||
#include "gameplay/physics.h"
|
||||
#include "gameplay/camera.h"
|
||||
#include "utility/events.h"
|
||||
#include "utility/component.h"
|
||||
|
||||
|
|
@ -29,16 +30,16 @@ void BulletManager::addBullet(const unsigned int owner, const glm::vec3& fireFro
|
|||
float bulletSpeed,
|
||||
float bulletDrop,
|
||||
glm::vec2 bulletSize,
|
||||
const std::shared_ptr<Shader>& shader,
|
||||
const unsigned& shaderID,
|
||||
const std::shared_ptr<Component>& sprite)
|
||||
{
|
||||
auto bullet = std::make_shared<Bullet>(owner, shader, fireFrom, direction, bulletSpeed, bulletDrop, bulletSize);
|
||||
auto bullet = std::make_shared<Bullet>(owner, shaderID, fireFrom, direction, bulletSpeed, bulletDrop, bulletSize);
|
||||
bullet->addComponent(sprite);
|
||||
//bullet->addPhysicsComponent(phy)
|
||||
bullets.emplace_back(bullet);
|
||||
}
|
||||
|
||||
void BulletManager::update(float deltaTime)
|
||||
void BulletManager::update(double deltaTime)
|
||||
{
|
||||
for (auto& bullet : bullets)
|
||||
{
|
||||
|
|
@ -54,11 +55,11 @@ void BulletManager::update(float deltaTime)
|
|||
}
|
||||
}
|
||||
|
||||
void BulletManager::render(const std::shared_ptr<Camera>& camera)
|
||||
void BulletManager::draw()
|
||||
{
|
||||
for (auto& bullet : bullets)
|
||||
{
|
||||
if (!bullet) continue;
|
||||
bullet->render(camera);
|
||||
bullet->draw();
|
||||
}
|
||||
}
|
||||
|
|
@ -10,13 +10,14 @@
|
|||
#include "utility/events.h"
|
||||
#include "utility/resourcemanager.h"
|
||||
#include "utility/script.h"
|
||||
#include "utility/logger.h"
|
||||
|
||||
// TODO: Regular clean up, make this mess readable!
|
||||
|
||||
Weapon::Weapon(std::shared_ptr<WeaponData> data, const std::shared_ptr<Shader>& weaponShader, const std::shared_ptr<Shader>& bulletShader, ResourceManager* resourceManager)
|
||||
Weapon::Weapon(std::shared_ptr<WeaponData> data, const unsigned weaponShaderID, const unsigned bulletShaderID, ResourceManager* resourceManager)
|
||||
:
|
||||
Entity (weaponShader),
|
||||
bulletShader (bulletShader),
|
||||
Entity (weaponShaderID),
|
||||
bulletShaderID (bulletShaderID),
|
||||
weaponSize (glm::vec2(data->sizeX, data->sizeY)),
|
||||
weaponOffset (glm::vec2(data->offsetX, data->offsetY)),
|
||||
weaponMagSize (data->clipSize),
|
||||
|
|
@ -71,25 +72,30 @@ void Weapon::shoot()
|
|||
if (wielder)
|
||||
{
|
||||
Uint32 currentTime = SDL_GetTicks();
|
||||
if (weaponMag <= 0 && !reloading) reload();
|
||||
if (currentTime - lastFireTime >= fireSpeed && !reloading && weaponMag > 0)
|
||||
if (currentTime - lastFireTime >= fireSpeed && !reloading)
|
||||
{
|
||||
if (!weaponScript || !weaponScript->lua["onShoot"].valid())
|
||||
if (weaponMag > 0)
|
||||
{
|
||||
// create bullet using this generated data
|
||||
BulletData b = genBulletData();
|
||||
createBullet(b);
|
||||
weaponMag -= 1;
|
||||
}
|
||||
else {
|
||||
auto result = weaponScript->lua["onShoot"]();
|
||||
if (!result.valid())
|
||||
if (eventManager)
|
||||
eventManager->notify(std::make_shared<EntityFireEvent>(entityid, fireSpeed));
|
||||
if (!weaponScript || !weaponScript->lua["onShoot"].valid())
|
||||
{
|
||||
sol::error err = result;
|
||||
std::cerr << "lua error: " << err.what() << std::endl;
|
||||
// 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;
|
||||
}
|
||||
weaponMag -= 1;
|
||||
}
|
||||
weaponMag -= 1;
|
||||
}
|
||||
else if (weaponMag <= 0) reload();
|
||||
lastFireTime = currentTime;
|
||||
}
|
||||
}
|
||||
|
|
@ -127,7 +133,7 @@ void Weapon::attachScript(const std::shared_ptr<WeaponScript>& script)
|
|||
{
|
||||
weaponScript = script;
|
||||
weaponScript->lua["weapon"] = shared_from_this();
|
||||
std::cout << "weapon state bound" << std::endl;
|
||||
LOG(DEBUG, "Weapon state bound");
|
||||
}
|
||||
|
||||
void Weapon::onHitCallback(std::shared_ptr<GameActor> target, std::shared_ptr<PhysicsComponent> bullet, const glm::vec2& normal)
|
||||
|
|
@ -143,7 +149,7 @@ void Weapon::onHitCallback(std::shared_ptr<GameActor> target, std::shared_ptr<Ph
|
|||
}
|
||||
}
|
||||
|
||||
void Weapon::update(float deltaTime)
|
||||
void Weapon::update(double deltaTime)
|
||||
{
|
||||
Entity::update(deltaTime);
|
||||
if (wielded)
|
||||
|
|
@ -163,9 +169,9 @@ void Weapon::update(float deltaTime)
|
|||
bulletManager->update(deltaTime);
|
||||
}
|
||||
|
||||
void Weapon::render(const std::shared_ptr<Camera>& camera)
|
||||
void Weapon::draw()
|
||||
{
|
||||
Entity::render(camera);
|
||||
Entity::draw();
|
||||
if (wielded)
|
||||
{
|
||||
for (auto& component : components)
|
||||
|
|
@ -175,7 +181,7 @@ void Weapon::render(const std::shared_ptr<Camera>& camera)
|
|||
component->render();
|
||||
}
|
||||
}
|
||||
bulletManager->render(camera);
|
||||
//bulletManager->draw();
|
||||
}
|
||||
|
||||
void Weapon::adjustWeapon()
|
||||
|
|
@ -235,7 +241,7 @@ Weapon::BulletData Weapon::genBulletData()
|
|||
|
||||
void Weapon::createBullet(const Weapon::BulletData& data)
|
||||
{
|
||||
auto bullet = std::make_shared<Bullet>(wielder->getEntityID(), bulletShader, data.origin, data.direction, bulletSpeed, bulletDrop, bulletSize);
|
||||
auto bullet = std::make_shared<Bullet>(wielder->getEntityID(), bulletShaderID, data.origin, data.direction, bulletSpeed, bulletDrop, bulletSize);
|
||||
bullet->addComponent(bulletSprite);
|
||||
bullet->addPhysicsComponent(std::make_shared<PhysicsComponent>(PhysicsComponentFactory::makeBullet(wielder->getEntityID(), data.origin, data.mass, bulletSize.x / 2)));
|
||||
bullet->getPhysicsComponent()->rigidBody.velocity += bulletSpeed * glm::vec3(data.direction.x, data.direction.y, 0.f) / data.mass;
|
||||
|
|
|
|||
|
|
@ -143,7 +143,10 @@ void AnimationSet::attachEventManager(const std::shared_ptr<EventManager>& e)
|
|||
if (reloadEvent->entityid == entityid)
|
||||
{
|
||||
if (anims["reload"] != NULL)
|
||||
{
|
||||
curAnim = anims["reload"];
|
||||
curAnim->reset();
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
|
|
@ -155,6 +158,29 @@ void AnimationSet::attachEventManager(const std::shared_ptr<EventManager>& e)
|
|||
curAnim = anims["idle"];
|
||||
}
|
||||
});
|
||||
|
||||
eventManager->subscribe("OnEntityFire", [this](std::shared_ptr<Event> e) {
|
||||
auto fireEvent = std::static_pointer_cast<EntityFireEvent>(e);
|
||||
if (fireEvent->entityid == entityid)
|
||||
{
|
||||
if (anims["fire"] != NULL)
|
||||
{
|
||||
curAnim = anims["fire"];
|
||||
curAnim->reset();
|
||||
float newFPS = (1000.f / fireEvent->fireDelay) * 15.f;
|
||||
curAnim->setFPS(newFPS);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
eventManager->subscribe("OnAnimationFinished", [this](std::shared_ptr<Event> e) {
|
||||
auto animEvent = std::static_pointer_cast<AnimationFinishedEvent>(e);
|
||||
if (animEvent->entityid == entityid && animEvent->animType == "fire")
|
||||
{
|
||||
if (anims["idle"] != NULL)
|
||||
curAnim = anims["idle"];
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void AnimationSet::bind()
|
||||
|
|
|
|||
|
|
@ -12,6 +12,13 @@ TileTextureInstance::TileTextureInstance(const char* texturePath)
|
|||
setup();
|
||||
}
|
||||
|
||||
TileTextureInstance::TileTextureInstance(const std::vector<const char*> texturePaths)
|
||||
{
|
||||
textures = new TextureArray();
|
||||
if (textures->loadTextures(texturePaths))
|
||||
setup();
|
||||
}
|
||||
|
||||
void TileTextureInstance::setup()
|
||||
{
|
||||
glGenVertexArrays(1, &VAO);
|
||||
|
|
@ -37,15 +44,38 @@ void TileTextureInstance::setup()
|
|||
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(InstanceData) * MAX_INSTANCES, nullptr, GL_DYNAMIC_DRAW);
|
||||
|
||||
// tileIndex instanceData layout position 2
|
||||
glVertexAttribIPointer(2, 1, GL_INT, sizeof(InstanceData), (void*)(offsetof(InstanceData, tileIndex)));
|
||||
glEnableVertexAttribArray(2);
|
||||
glVertexAttribDivisor(2, 1);
|
||||
|
||||
// textureIndex instanceData layout position 3 -> We are using multiple textures to hold each tileset
|
||||
glVertexAttribIPointer(3, 1, GL_INT, sizeof(InstanceData), (void*)(offsetof(InstanceData, textureIndex)));
|
||||
glEnableVertexAttribArray(3);
|
||||
glVertexAttribDivisor(3, 1);
|
||||
|
||||
// tilesPerRow instanceData layout position 4, This is needed since we are supporting multiple tilesets
|
||||
// of different sizes
|
||||
glVertexAttribIPointer(4, 1, GL_INT, sizeof(InstanceData), (void*)(offsetof(InstanceData, tilesPerRow)));
|
||||
glEnableVertexAttribArray(4);
|
||||
glVertexAttribDivisor(4, 1);
|
||||
|
||||
// startID instanceData layout position 5
|
||||
glVertexAttribIPointer(5, 1, GL_INT, sizeof(InstanceData), (void*)(offsetof(InstanceData, startID)));
|
||||
glEnableVertexAttribArray(5);
|
||||
glVertexAttribDivisor(5, 1);
|
||||
|
||||
// originalSize instanceData layout position 6
|
||||
glVertexAttribPointer(6, 2, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (void*)(offsetof(InstanceData, originalSize)));
|
||||
glEnableVertexAttribArray(6);
|
||||
glVertexAttribDivisor(6, 1);
|
||||
|
||||
// modelMatrix instanceData as 4 vec 4s (a 4x4 matrix) layout head position 7
|
||||
for (int i = 0; i < 4; i++)
|
||||
{
|
||||
glVertexAttribPointer(3 + i, 4, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (void*)(offsetof(InstanceData, modelMatrix) + (sizeof(glm::vec4) * i)));
|
||||
glEnableVertexAttribArray(3 + i);
|
||||
glVertexAttribDivisor(3 + i, 1);
|
||||
glVertexAttribPointer(7 + i, 4, GL_FLOAT, GL_FALSE, sizeof(InstanceData), (void*)(offsetof(InstanceData, modelMatrix) + (sizeof(glm::vec4) * i)));
|
||||
glEnableVertexAttribArray(7 + i);
|
||||
glVertexAttribDivisor(7 + i, 1);
|
||||
}
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
glBindVertexArray(0);
|
||||
|
|
@ -60,23 +90,39 @@ void TileTextureInstance::updateInstanceData(const std::vector<InstanceData>& in
|
|||
|
||||
InstanceData* instances = (InstanceData*)glMapBufferRange(GL_ARRAY_BUFFER, 0,
|
||||
sizeof(InstanceData) * instanceData.size(),
|
||||
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT);
|
||||
GL_MAP_WRITE_BIT | GL_MAP_INVALIDATE_BUFFER_BIT | GL_MAP_UNSYNCHRONIZED_BIT);
|
||||
if (!instances)
|
||||
return;
|
||||
|
||||
if (instances)
|
||||
{
|
||||
std::memcpy(instances, instanceData.data(), sizeof(InstanceData) * instanceData.size());
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
}
|
||||
|
||||
/*
|
||||
for (int i = 0; i < instanceData.size(); i++)
|
||||
{
|
||||
instances[i].modelMatrix = instanceData[i].modelMatrix;
|
||||
instances[i].originalSize = instanceData[i].originalSize;
|
||||
instances[i].tileIndex = instanceData[i].tileIndex;
|
||||
instances[i].textureIndex = instanceData[i].textureIndex;
|
||||
instances[i].tilesPerRow = instanceData[i].tilesPerRow;
|
||||
instances[i].startID = instanceData[i].startID;
|
||||
}
|
||||
*/
|
||||
|
||||
glUnmapBuffer(GL_ARRAY_BUFFER);
|
||||
glBindBuffer(GL_ARRAY_BUFFER, 0);
|
||||
}
|
||||
|
||||
void TileTextureInstance::draw()
|
||||
{
|
||||
texture->bind();
|
||||
// bind textures
|
||||
if (texture)
|
||||
texture->bind();
|
||||
else if (textures)
|
||||
textures->bind();
|
||||
|
||||
glBindVertexArray(VAO);
|
||||
glDrawElementsInstanced(GL_TRIANGLES, 6, GL_UNSIGNED_INT, nullptr, numOfInstances);
|
||||
glBindVertexArray(0);
|
||||
|
|
|
|||
102
YuppleMayham/src/graphics/renderer.cpp
Normal file
102
YuppleMayham/src/graphics/renderer.cpp
Normal file
|
|
@ -0,0 +1,102 @@
|
|||
#include "graphics/renderer.h"
|
||||
#include "graphics/shader.h"
|
||||
#include "utility/resourcemanager.h"
|
||||
#include "utility/logger.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
Renderer::Renderer(const std::shared_ptr<ResourceManager>& r)
|
||||
: resourceManager(r)
|
||||
{
|
||||
projMat = glm::mat4(0.f);
|
||||
viewMat = glm::mat4(0.f);
|
||||
}
|
||||
|
||||
void Renderer::setProjAndViewMatrix(const glm::mat4& proj, const glm::mat4& view)
|
||||
{
|
||||
projMat = proj;
|
||||
viewMat = view;
|
||||
}
|
||||
|
||||
void Renderer::addDrawable(RenderLayer renderLayer, std::shared_ptr<Drawable> drawable)
|
||||
{
|
||||
layerPool[renderLayer].push_back(drawable);
|
||||
}
|
||||
|
||||
void Renderer::removeDrawable(RenderLayer renderLayer, std::shared_ptr<Drawable> drawable)
|
||||
{
|
||||
auto& pool = layerPool[renderLayer];
|
||||
pool.erase(std::remove(pool.begin(), pool.end(), drawable));
|
||||
}
|
||||
|
||||
void Renderer::render()
|
||||
{
|
||||
// Sort by shader id, this works to batch shaders together to avoid shader switching too much
|
||||
for (auto& [_,pool] : layerPool) {
|
||||
std::sort(pool.begin(), pool.end(),
|
||||
[](const std::shared_ptr<Drawable>& a, const std::shared_ptr<Drawable>& b) {
|
||||
return a->getShaderID() < b->getShaderID();
|
||||
});
|
||||
}
|
||||
Shader* curShader = nullptr;
|
||||
for (const auto& layer : renderingOrder) {
|
||||
unsigned curShaderID = static_cast<unsigned>(-1);
|
||||
for (const auto& item : layerPool[layer]) {
|
||||
if (item->getShaderID() != curShaderID) {
|
||||
curShaderID = item->getShaderID();
|
||||
curShader = resourceManager->getShaderByID(curShaderID);
|
||||
|
||||
if (curShader) {
|
||||
curShader->use();
|
||||
curShader->setMatrix4f("projection", glm::value_ptr(projMat));
|
||||
curShader->setMatrix4f("view", glm::value_ptr(viewMat));
|
||||
} else {
|
||||
LOG(ERROR, "Shader with ID {} not found!", curShaderID);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
if (!item->getOneShotUniforms().empty()) {
|
||||
uploadUniforms(curShaderID, item->getOneShotUniforms());
|
||||
item->clearOneShot();
|
||||
}
|
||||
uploadUniforms(curShaderID, item->getUniforms());
|
||||
item->clearUniforms();
|
||||
|
||||
item->draw();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void Renderer::clear()
|
||||
{
|
||||
layerPool.clear();
|
||||
}
|
||||
|
||||
void Renderer::uploadUniforms(const unsigned shaderID, const std::vector<Uniform>& uniforms)
|
||||
{
|
||||
Shader *shader = resourceManager->getShaderByID(shaderID);
|
||||
if (shader == nullptr) {
|
||||
LOG(ERROR, "No shader found with id {} !", shaderID);
|
||||
return;
|
||||
}
|
||||
for (const auto& uniform : uniforms) {
|
||||
std::visit([&](auto&& arg) {
|
||||
using T = std::decay_t<decltype(arg)>;
|
||||
if constexpr (std::is_same_v<T, bool>) {
|
||||
shader->setBool(uniform.name, arg);
|
||||
}
|
||||
else if constexpr (std::is_same_v<T, int>) {
|
||||
shader->setInt(uniform.name, arg);
|
||||
}
|
||||
else if constexpr (std::is_same_v<T, float>) {
|
||||
shader->setFloat(uniform.name, arg);
|
||||
}
|
||||
else if constexpr (std::is_same_v<T, glm::vec2>) {
|
||||
shader->setVec2(uniform.name, glm::value_ptr(arg));
|
||||
}
|
||||
else if constexpr (std::is_same_v<T, glm::mat4>) {
|
||||
shader->setMatrix4f(uniform.name, glm::value_ptr(arg));
|
||||
}
|
||||
}, uniform.value);
|
||||
}
|
||||
}
|
||||
|
|
@ -93,6 +93,11 @@ void Shader::setBool(const std::string& name, bool value)
|
|||
glUniform1i(glGetUniformLocation(ID, name.c_str()), value);
|
||||
}
|
||||
|
||||
void Shader::setVec2(const std::string& name, const float* value)
|
||||
{
|
||||
glUniform2fv(glGetUniformLocation(ID, name.c_str()), 1, value);
|
||||
}
|
||||
|
||||
void Shader::setMatrix4f(const std::string& name, const float* value)
|
||||
{
|
||||
GLuint loc = glGetUniformLocation(ID, name.c_str());
|
||||
|
|
|
|||
|
|
@ -3,6 +3,8 @@
|
|||
#include "util.h"
|
||||
#include "utility/events.h"
|
||||
|
||||
bool Sprite::loaded() const { return (texture != nullptr); }
|
||||
|
||||
SpriteStatic::SpriteStatic(const char* texturePath)
|
||||
{
|
||||
EBO = 0, VBO = 0, VAO = 0;
|
||||
|
|
@ -10,6 +12,8 @@ SpriteStatic::SpriteStatic(const char* texturePath)
|
|||
texture->loadTexture(texturePath);
|
||||
if (texture)
|
||||
setupSprite();
|
||||
else
|
||||
delete texture;
|
||||
}
|
||||
|
||||
void SpriteStatic::setupSprite()
|
||||
|
|
@ -71,6 +75,8 @@ SpriteAtlas::SpriteAtlas(const char* textureAtlasPath, float frameSize, bool isD
|
|||
else
|
||||
SetupDirectional(frameSize);
|
||||
}
|
||||
else
|
||||
delete texture;
|
||||
}
|
||||
|
||||
void SpriteAtlas::Setup(float frameSize)
|
||||
|
|
|
|||
|
|
@ -1,25 +1,24 @@
|
|||
#include "graphics/texture.h"
|
||||
#include "utility/logger.h"
|
||||
#include "util.h"
|
||||
|
||||
#include <SDL_image.h>
|
||||
#include <iostream>
|
||||
#include <glad/glad.h>
|
||||
|
||||
bool Texture::loadTexture(const char* imagePath)
|
||||
{
|
||||
SDL_Surface* buffer = IMG_Load(imagePath);
|
||||
if (!buffer)
|
||||
{
|
||||
std::cout << "Failed to load image file: " << imagePath << std::endl;
|
||||
return false;
|
||||
}
|
||||
ERROR_LOG("Failed to load image file: {}", imagePath);
|
||||
//UTIL::flip_surface(buffer);
|
||||
|
||||
glGenTextures(1, &ID);
|
||||
/*
|
||||
GLenum error = glGetError();
|
||||
if(error != GL_NO_ERROR) {
|
||||
std::cout << "OpenGL error: " << error << std::endl;
|
||||
}
|
||||
*/
|
||||
|
||||
glBindTexture(GL_TEXTURE_2D, ID);
|
||||
|
||||
|
|
@ -45,7 +44,115 @@ void Texture::bind()
|
|||
glBindTexture(GL_TEXTURE_2D, ID);
|
||||
}
|
||||
|
||||
|
||||
Texture::~Texture()
|
||||
{
|
||||
glDeleteTextures(1, &ID);
|
||||
}
|
||||
|
||||
bool TextureArray::loadTextures(std::vector<const char*> imagePaths)
|
||||
{
|
||||
std::vector<SDL_Surface*> surfaces;
|
||||
surfaces.resize(imagePaths.size());
|
||||
// Fill surfaces vector
|
||||
for (int i = 0; i < imagePaths.size(); ++i)
|
||||
{
|
||||
surfaces[i] = IMG_Load(imagePaths[i]);
|
||||
if (!surfaces[i])
|
||||
ERROR_LOG("Failed to load image file: {}", imagePaths[i]);
|
||||
}
|
||||
if (!adjustCanvasSizes(surfaces))
|
||||
ERROR_LOG("Failed to adjust canvas size of images! \n Make sure to check that every tileset has square dimensions! (512x512, 756x756 ... etc)");
|
||||
if (surfaces.empty())
|
||||
ERROR_LOG("No surfaces created!");
|
||||
numOfLayers = imagePaths.size();
|
||||
|
||||
glGenTextures(1, &ID);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, ID);
|
||||
|
||||
// Creating the texture array all of our textures will live in.
|
||||
// adjustCanvasSizes makes every image the same size, so we can just use the first
|
||||
// surface in the list of surfaces
|
||||
glTexImage3D(GL_TEXTURE_2D_ARRAY,
|
||||
0,
|
||||
GL_RGBA,
|
||||
surfaces[0]->w,
|
||||
surfaces[0]->h,
|
||||
(GLsizei)numOfLayers,
|
||||
0,
|
||||
GL_RGBA,
|
||||
GL_UNSIGNED_BYTE,
|
||||
nullptr);
|
||||
|
||||
for (int layer = 0; layer < numOfLayers; ++layer)
|
||||
{
|
||||
glTexSubImage3D(GL_TEXTURE_2D_ARRAY,
|
||||
0,
|
||||
0, 0, layer,
|
||||
surfaces[layer]->w,
|
||||
surfaces[layer]->h,
|
||||
1,
|
||||
GL_RGBA,
|
||||
GL_UNSIGNED_BYTE,
|
||||
surfaces[layer]->pixels);
|
||||
}
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_S, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_WRAP_T, GL_REPEAT);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D_ARRAY, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
|
||||
glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
|
||||
|
||||
for (auto& surface : surfaces)
|
||||
SDL_FreeSurface(surface);
|
||||
surfaces.clear();
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void TextureArray::bind()
|
||||
{
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glBindTexture(GL_TEXTURE_2D_ARRAY, ID);
|
||||
}
|
||||
|
||||
bool TextureArray::adjustCanvasSizes(std::vector<SDL_Surface*>& surfaces)
|
||||
{
|
||||
int maxWidth = 0;
|
||||
int maxHeight = 0;
|
||||
for (auto& surface : surfaces)
|
||||
{
|
||||
if (surface->w != surface->h)
|
||||
ERROR_LOG("Image must be a square!");
|
||||
|
||||
if (surface->w > maxWidth) maxWidth = surface->w;
|
||||
if (surface->h > maxHeight) maxHeight = surface->h;
|
||||
textures.push_back(new TextureData({ surface->w, surface->h }));
|
||||
}
|
||||
for (int i = 0; i < surfaces.size(); ++i)
|
||||
{
|
||||
SDL_Surface* canvas = SDL_CreateRGBSurface(0, maxWidth, maxHeight,
|
||||
surfaces[i]->format->BitsPerPixel,
|
||||
surfaces[i]->format->Rmask,
|
||||
surfaces[i]->format->Gmask,
|
||||
surfaces[i]->format->Bmask,
|
||||
surfaces[i]->format->Amask);
|
||||
|
||||
SDL_FillRect(canvas, NULL, SDL_MapRGBA(canvas->format, 0, 0, 0, 0));
|
||||
|
||||
SDL_BlitSurface(surfaces[i], NULL, canvas, NULL);
|
||||
|
||||
SDL_FreeSurface(surfaces[i]);
|
||||
surfaces[i] = canvas;
|
||||
}
|
||||
|
||||
canvasWidth = maxWidth;
|
||||
canvasHeight = maxHeight;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
TextureArray::~TextureArray()
|
||||
{
|
||||
glDeleteTextures(1, &ID);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,8 +1,8 @@
|
|||
#include <SDL.h>
|
||||
#include <SDL_image.h>
|
||||
|
||||
|
||||
#include <iostream>
|
||||
#include <tracy/Tracy.hpp>
|
||||
|
||||
// TODO: Fix circular dependency issues, mostly with input.h needing gameactor.h and command.h
|
||||
#include "gameplay/game.h"
|
||||
|
|
@ -43,8 +43,8 @@ int main(int argc, char* args[])
|
|||
while (game->getGameState() & GAME_RUNNING)
|
||||
{
|
||||
Uint64 curCounter = SDL_GetPerformanceCounter();
|
||||
float deltaTime = ((curCounter - lastCounter) / freq);
|
||||
deltaTime = (deltaTime < 10.f) ? deltaTime : 1.f;
|
||||
double deltaTime = ((curCounter - lastCounter) / freq);
|
||||
deltaTime = (deltaTime < 1.0) ? deltaTime : 1.0;
|
||||
SDL_PollEvent(&e);
|
||||
if (e.type == SDL_QUIT)
|
||||
game->quit();
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
#include "utility/ftfont.h"
|
||||
#include "utility/logger.h"
|
||||
|
||||
#include <glad/glad.h>
|
||||
#include <glm/gtc/type_ptr.hpp>
|
||||
|
|
@ -97,6 +98,9 @@ bool Text::loadFonts(const std::string& font_folder)
|
|||
}
|
||||
// load every font in the fonts folder then create corresponding textures for each character of each font.
|
||||
std::filesystem::path folder(font_folder);
|
||||
if (!std::filesystem::exists(folder) || !std::filesystem::is_directory(font_folder))
|
||||
ERROR_LOG("{} folder does not exist!", font_folder);
|
||||
|
||||
for (auto& file : std::filesystem::directory_iterator(folder))
|
||||
{
|
||||
if (!file.path().has_extension() || !file.path().has_filename() || !file.exists() || file.is_directory())
|
||||
|
|
|
|||
14
YuppleMayham/src/utility/logger.cpp
Normal file
14
YuppleMayham/src/utility/logger.cpp
Normal file
|
|
@ -0,0 +1,14 @@
|
|||
#include "utility/logger.h"
|
||||
|
||||
Logger* Logger::instance{ nullptr };
|
||||
std::mutex Logger::mutex;
|
||||
|
||||
Logger* Logger::getInstance()
|
||||
{
|
||||
std::lock_guard<std::mutex> lock(mutex);
|
||||
if (instance == nullptr)
|
||||
{
|
||||
instance = new Logger();
|
||||
}
|
||||
return instance;
|
||||
}
|
||||
|
|
@ -22,6 +22,8 @@ std::shared_ptr<Sprite> ResourceManager::loadSpriteStatic(const std::string& pat
|
|||
if (iterator != sprites.end())
|
||||
return iterator->second;
|
||||
auto sprite = std::make_shared<SpriteStatic>(path.c_str());
|
||||
if (!sprite->loaded())
|
||||
return nullptr;
|
||||
sprites[path] = sprite;
|
||||
return sprite;
|
||||
}
|
||||
|
|
@ -41,22 +43,30 @@ std::shared_ptr<TileSetData> ResourceManager::loadTileSet(const std::string& nam
|
|||
return xmlLoader->getTileSetData(name);
|
||||
}
|
||||
|
||||
std::shared_ptr<Shader> ResourceManager::loadShader(const std::string& name, const std::string& vertexPath, const std::string& fragPath)
|
||||
const unsigned ResourceManager::loadShader(const std::string& name, const std::string& vertexPath, const std::string& fragPath)
|
||||
{
|
||||
auto iterator = shaders.find(name);
|
||||
if (iterator != shaders.end())
|
||||
return iterator->second;
|
||||
auto shader = std::make_shared<Shader>(vertexPath.c_str(), fragPath.c_str());
|
||||
shaders[name] = shader;
|
||||
return shader;
|
||||
return iterator->second->ID;
|
||||
auto shader = std::make_unique<Shader>(vertexPath.c_str(), fragPath.c_str());
|
||||
unsigned id = shader->ID;
|
||||
shaderIDs[shader->ID] = shader.get();
|
||||
shaders[name] = std::move(shader);
|
||||
return id;
|
||||
}
|
||||
|
||||
Shader* ResourceManager::getShaderByID(unsigned int ID)
|
||||
{
|
||||
auto iterator = shaderIDs.find(ID);
|
||||
return (iterator != shaderIDs.end() ? iterator->second : nullptr);
|
||||
}
|
||||
|
||||
// We attach our script after we create our weapon because we are passing a reference to the weapon into the script and we don't want to pass an
|
||||
// incomplete reference to our script.
|
||||
std::shared_ptr<Weapon> ResourceManager::loadWeapon(const std::string& name, std::shared_ptr<Shader> weaponShader, std::shared_ptr<Shader> shader)
|
||||
std::shared_ptr<Weapon> ResourceManager::loadWeapon(const std::string& name, const unsigned weaponShaderID, const unsigned bulletShaderID)
|
||||
{
|
||||
std::shared_ptr<WeaponData> data = xmlLoader->getWeaponData(name);
|
||||
auto weapon = std::make_shared<Weapon>(data, weaponShader, shader, this);
|
||||
auto weapon = std::make_shared<Weapon>(data, weaponShaderID, bulletShaderID, this);
|
||||
if (!data->script.empty())
|
||||
weapon->attachScript(loadWeaponScript(data->script));
|
||||
return weapon;
|
||||
|
|
@ -70,6 +80,7 @@ std::shared_ptr<SceneData> ResourceManager::loadScene(const std::string& id)
|
|||
std::shared_ptr<AnimationSet> ResourceManager::loadAnimationSet(const std::string& name, int entityid)
|
||||
{
|
||||
auto animSetData = xmlLoader->getAnimationSet(name);
|
||||
|
||||
return std::make_shared<AnimationSet>(entityid, this, animSetData);
|
||||
}
|
||||
|
||||
|
|
@ -91,6 +102,13 @@ void ResourceManager::clearResources()
|
|||
{
|
||||
sprites.clear();
|
||||
shaders.clear();
|
||||
shaderIDs.clear();
|
||||
weapons.clear();
|
||||
tileSets.clear();
|
||||
}
|
||||
|
||||
ResourceManager::~ResourceManager()
|
||||
{
|
||||
clearResources();
|
||||
xmlLoader.reset();
|
||||
}
|
||||
|
|
|
|||
|
|
@ -106,4 +106,5 @@ Script::Script(const std::string& path)
|
|||
lua.open_libraries(sol::lib::base, sol::lib::math);
|
||||
registerGlobalUserTypes();
|
||||
loadScript(path);
|
||||
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,5 +1,7 @@
|
|||
#include "utility/xmlloader.h"
|
||||
|
||||
#include "utility/logger.h"
|
||||
|
||||
/*
|
||||
Loading every scene in the scene folder and storing in hashmap scenes
|
||||
hashkey is the id of the scene
|
||||
|
|
@ -7,6 +9,8 @@
|
|||
bool XMLLoader::loadScenes(const char* sceneFolder)
|
||||
{
|
||||
std::filesystem::path folder(sceneFolder);
|
||||
if (!std::filesystem::exists(folder) || !std::filesystem::is_directory(folder))
|
||||
ERROR_LOG("'{}' folder not found!", sceneFolder);
|
||||
for (auto& file : std::filesystem::directory_iterator(folder))
|
||||
{
|
||||
if (!file.path().has_extension() || !file.path().has_filename() || !file.exists() || file.is_directory())
|
||||
|
|
@ -26,26 +30,32 @@ bool XMLLoader::loadXmlScene(const char* xmlFile, SceneData* out)
|
|||
{
|
||||
tinyxml2::XMLDocument doc;
|
||||
if (doc.LoadFile(xmlFile) != tinyxml2::XML_SUCCESS)
|
||||
return false;
|
||||
ERROR_LOG("Failed to load file: {}", xmlFile);
|
||||
tinyxml2::XMLElement* scene = doc.FirstChildElement("scene");
|
||||
|
||||
const char* type, * id, * mapName;
|
||||
const char* type, * id, * mapName, * bgFile;
|
||||
if (scene->QueryStringAttribute("type", &type) != tinyxml2::XML_SUCCESS ||
|
||||
scene->QueryStringAttribute("id", &id) != tinyxml2::XML_SUCCESS)
|
||||
return false;
|
||||
ERROR_LOG("Could not read type or id tag in file: {}", xmlFile);
|
||||
out->type = type;
|
||||
out->id = id;
|
||||
|
||||
if (scene->QueryStringAttribute("bg", &bgFile) != tinyxml2::XML_SUCCESS)
|
||||
LOG(WARN, "No background set! attribute 'bg' is empty");
|
||||
else
|
||||
out->bgFile = bgFile;
|
||||
|
||||
tinyxml2::XMLElement* map = scene->FirstChildElement("map");
|
||||
if (map == NULL)
|
||||
return false;
|
||||
ERROR_LOG("Could not find 'map' tag in file: {}", xmlFile);
|
||||
if (map->QueryStringAttribute("name", &mapName) != tinyxml2::XML_SUCCESS)
|
||||
return false;
|
||||
ERROR_LOG("Could not find attribute 'name' in map tag. file: {}", xmlFile)
|
||||
|
||||
if (!(out->map = getMapData(mapName)))
|
||||
return false;
|
||||
if (!loadEntityData(xmlFile, out))
|
||||
return false;
|
||||
LOG(DEBUG, "Loading scene: {}", xmlFile);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
@ -56,21 +66,21 @@ bool XMLLoader::loadEntityData(const char* xmlFile, SceneData* out)
|
|||
{
|
||||
tinyxml2::XMLDocument doc;
|
||||
if (doc.LoadFile(xmlFile) != tinyxml2::XML_SUCCESS)
|
||||
return false;
|
||||
ERROR_LOG("Failed to load file: {}", xmlFile);
|
||||
|
||||
tinyxml2::XMLElement* entities = doc.FirstChildElement()->FirstChildElement("entities");
|
||||
|
||||
// Adding the player. Player must be in the scene or the scene will not load!
|
||||
tinyxml2::XMLElement* playerElement = entities->FirstChildElement("player");
|
||||
if (playerElement == NULL)
|
||||
return false;
|
||||
ERROR_LOG("Player element not found in scene! File: {}", xmlFile);
|
||||
|
||||
EntityData playData;
|
||||
const char *graphic, *weaponName = "pistolGun";
|
||||
|
||||
if (playerElement->QueryIntAttribute("x", &playData.x) != tinyxml2::XML_SUCCESS ||
|
||||
playerElement->QueryIntAttribute("y", &playData.y) != tinyxml2::XML_SUCCESS)
|
||||
return false;
|
||||
ERROR_LOG("Failed to find x or y attribute in 'player' tag. File: {}", xmlFile);
|
||||
playerElement->QueryStringAttribute("weapon", &weaponName);
|
||||
tinyxml2::XMLElement* anim = playerElement->FirstChildElement("animation");
|
||||
if (anim == NULL)
|
||||
|
|
@ -78,33 +88,33 @@ bool XMLLoader::loadEntityData(const char* xmlFile, SceneData* out)
|
|||
playData.animated = false;
|
||||
tinyxml2::XMLElement* sprite = playerElement->FirstChildElement("sprite");
|
||||
if (sprite == NULL)
|
||||
return false;
|
||||
ERROR_LOG("Could not find tag 'sprite' in 'player' tag. File: {}", xmlFile);
|
||||
if (sprite->QueryStringAttribute("file", &graphic) != tinyxml2::XML_SUCCESS)
|
||||
return false;
|
||||
ERROR_LOG("Could not find attribute 'file' in 'player' -> 'sprite' tag. File: {}", xmlFile);
|
||||
}
|
||||
else
|
||||
{
|
||||
playData.animated = true;
|
||||
if (anim->QueryStringAttribute("name", &graphic) != tinyxml2::XML_SUCCESS)
|
||||
return false;
|
||||
ERROR_LOG("Could not find 'name' attribute in 'animation' tag. File: {}", xmlFile);
|
||||
}
|
||||
playData.isPlayer = true;
|
||||
playData.graphic = graphic;
|
||||
playData.weapon = weaponName;
|
||||
|
||||
out->entities.push_back(playData);
|
||||
LOG(DEBUG, "Loaded player with sprite: {} in file: {}", graphic, xmlFile);
|
||||
|
||||
// Adding every other entity...
|
||||
// TODO: Add npcs to game and enable their use with XMLLoader
|
||||
|
||||
for (tinyxml2::XMLElement* e = entities->FirstChildElement("entity"); e != NULL; e = e->NextSiblingElement("entity"))
|
||||
{
|
||||
|
||||
EntityData data;
|
||||
const char *graphic, *weaponName = "pistolGun", *scriptPath;
|
||||
if (e->QueryIntAttribute("x", &data.x) != tinyxml2::XML_SUCCESS ||
|
||||
e->QueryIntAttribute("y", &data.y) != tinyxml2::XML_SUCCESS)
|
||||
return false;
|
||||
ERROR_LOG("Could not load position coordinates for entity. File: {}", xmlFile);
|
||||
e->QueryStringAttribute("weapon", &weaponName);
|
||||
tinyxml2::XMLElement* anim = e->FirstChildElement("animation");
|
||||
if (anim == NULL)
|
||||
|
|
@ -154,7 +164,7 @@ bool XMLLoader::loadWeapons(const char* weaponFolder)
|
|||
// We are gonna check every xml file within the weaponFolder, then check every weapon node within each file.
|
||||
std::filesystem::path folder(weaponFolder);
|
||||
if (!std::filesystem::exists(folder) || !std::filesystem::is_directory(folder))
|
||||
return false;
|
||||
ERROR_LOG("'{}' folder does not exist!", weaponFolder);
|
||||
for (auto& file : std::filesystem::directory_iterator(folder))
|
||||
{
|
||||
if (!file.path().has_extension() || !file.path().has_filename() || !file.exists() || file.is_directory())
|
||||
|
|
@ -261,6 +271,7 @@ bool XMLLoader::loadWeapons(const char* weaponFolder)
|
|||
modifier->QueryFloatAttribute("max", &data.modMax);
|
||||
}
|
||||
|
||||
LOG(DEBUG, "Loaded {} from {}", data.name, file.path().filename().generic_string());
|
||||
weapons.try_emplace(data.name, std::make_shared<WeaponData>(data));
|
||||
}
|
||||
}
|
||||
|
|
@ -274,19 +285,22 @@ bool XMLLoader::loadAnimations(const char* animationFolder)
|
|||
{
|
||||
std::filesystem::path folder(animationFolder);
|
||||
if (!std::filesystem::exists(folder) || !std::filesystem::is_directory(folder))
|
||||
return false;
|
||||
ERROR_LOG("'{}' folder does not exist!", animationFolder);
|
||||
for (auto& file : std::filesystem::directory_iterator(folder))
|
||||
{
|
||||
if (!file.path().has_extension() || !file.path().has_filename() || !file.exists() || file.is_directory())
|
||||
continue;
|
||||
|
||||
tinyxml2::XMLDocument doc;
|
||||
if (doc.LoadFile(file.path().generic_string().c_str()) != tinyxml2::XML_SUCCESS)
|
||||
continue;
|
||||
|
||||
tinyxml2::XMLElement* anims = doc.FirstChildElement("animations");
|
||||
bool directional = false;
|
||||
anims->QueryBoolAttribute("directional", &directional);
|
||||
if (anims == NULL)
|
||||
continue;
|
||||
|
||||
for (tinyxml2::XMLElement* e = anims->FirstChildElement("animation"); e != NULL; e = e->NextSiblingElement("animation"))
|
||||
{
|
||||
AnimationData animData;
|
||||
|
|
@ -295,6 +309,7 @@ bool XMLLoader::loadAnimations(const char* animationFolder)
|
|||
if (e->QueryStringAttribute("name", &name) != tinyxml2::XML_SUCCESS ||
|
||||
e->QueryStringAttribute("type", &type) != tinyxml2::XML_SUCCESS)
|
||||
continue;
|
||||
|
||||
tinyxml2::XMLElement* fps = e->FirstChildElement("FPS");
|
||||
fps->QueryFloatText(&animData.FPS);
|
||||
|
||||
|
|
@ -333,7 +348,7 @@ bool XMLLoader::loadTileSets(const char* tileSetFolder)
|
|||
{
|
||||
std::filesystem::path folder(tileSetFolder);
|
||||
if (!std::filesystem::exists(folder) || !std::filesystem::is_directory(folder))
|
||||
return false;
|
||||
ERROR_LOG("'{}' folder failed to load!", tileSetFolder);
|
||||
|
||||
for (auto& file : std::filesystem::directory_iterator(folder))
|
||||
{
|
||||
|
|
@ -347,11 +362,12 @@ bool XMLLoader::loadTileSets(const char* tileSetFolder)
|
|||
if (tileSet == NULL)
|
||||
continue;
|
||||
TileSetData tileSetData;
|
||||
const char* setName, * setType, * setFile;
|
||||
const char* setName, * setType = "shooter", * setFile;
|
||||
|
||||
tileSet->QueryStringAttribute("class", &setType);
|
||||
|
||||
// Read attributes of tileset element
|
||||
if (tileSet->QueryStringAttribute("name", &setName) != tinyxml2::XML_SUCCESS ||
|
||||
tileSet->QueryStringAttribute("class", &setType) != tinyxml2::XML_SUCCESS ||
|
||||
tileSet->QueryFloatAttribute("tilewidth", &tileSetData.tileSize) != tinyxml2::XML_SUCCESS ||
|
||||
tileSet->QueryIntAttribute("tilecount", &tileSetData.tileCount) != tinyxml2::XML_SUCCESS ||
|
||||
tileSet->QueryIntAttribute("columns", &tileSetData.columns) != tinyxml2::XML_SUCCESS)
|
||||
|
|
@ -390,10 +406,10 @@ bool XMLLoader::loadTile(tinyxml2::XMLElement* tileElement, TileSetData::TileDat
|
|||
const char* tileType;
|
||||
|
||||
if (tileElement == NULL)
|
||||
return false;
|
||||
ERROR_LOG("Failed to find 'tile' tag.");
|
||||
if (tileElement->QueryIntAttribute("id", &tileData.id) != tinyxml2::XML_SUCCESS ||
|
||||
tileElement->QueryStringAttribute("type", &tileType) != tinyxml2::XML_SUCCESS)
|
||||
return false;
|
||||
ERROR_LOG("Failed to load tile id or type. {}", tileElement->Value());
|
||||
|
||||
if (std::string(tileType).compare("object") == 0)
|
||||
{
|
||||
|
|
@ -405,7 +421,7 @@ bool XMLLoader::loadTile(tinyxml2::XMLElement* tileElement, TileSetData::TileDat
|
|||
*/
|
||||
tinyxml2::XMLElement* objectGroup = tileElement->FirstChildElement("objectgroup");
|
||||
if (objectGroup == NULL)
|
||||
return false;
|
||||
ERROR_LOG("Failed to find tag 'objectgroup' in tile id: {}", tileData.id);
|
||||
for (tinyxml2::XMLElement* obj = objectGroup->FirstChildElement("object"); obj != NULL; obj = obj->NextSiblingElement("object"))
|
||||
{
|
||||
TileSetData::TileData::ObjectData objData;
|
||||
|
|
@ -414,7 +430,7 @@ bool XMLLoader::loadTile(tinyxml2::XMLElement* tileElement, TileSetData::TileDat
|
|||
tileData.objects.push_back(std::make_shared<TileSetData::TileData::ObjectData>(objData));
|
||||
}
|
||||
if (tileData.objects.empty())
|
||||
return false;
|
||||
ERROR_LOG("No objects found");
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -445,19 +461,19 @@ bool XMLLoader::loadObject(tinyxml2::XMLElement* objElement, TileSetData::TileDa
|
|||
|
||||
// avoid null pointer exception
|
||||
if (objElement == NULL)
|
||||
return false;
|
||||
ERROR_LOG("Failed to find 'object' tag");
|
||||
// load id and name
|
||||
if (objElement->QueryIntAttribute("id", &objData.id) != tinyxml2::XML_SUCCESS ||
|
||||
objElement->QueryStringAttribute("name", &objName) != tinyxml2::XML_SUCCESS)
|
||||
return false;
|
||||
ERROR_LOG("No id or name found for object. {}", objElement->Value());
|
||||
// load position into vec2
|
||||
if (objElement->QueryFloatAttribute("x", &objData.pos.x) != tinyxml2::XML_SUCCESS ||
|
||||
objElement->QueryFloatAttribute("y", &objData.pos.y) != tinyxml2::XML_SUCCESS)
|
||||
return false;
|
||||
ERROR_LOG("Failed to load position coordinates for object: {}", objData.name);
|
||||
// load size into seperate vec2
|
||||
if (objElement->QueryFloatAttribute("width", &objData.size.x) != tinyxml2::XML_SUCCESS ||
|
||||
objElement->QueryFloatAttribute("height", &objData.size.y) != tinyxml2::XML_SUCCESS)
|
||||
return false;
|
||||
ERROR_LOG("Failed to load size of object: {}", objData.name);
|
||||
|
||||
// refer to comment in XMLLoader::loadTile regarding the properties portion as to why we return true here
|
||||
tinyxml2::XMLElement* properties = objElement->FirstChildElement("properties");
|
||||
|
|
@ -479,7 +495,7 @@ bool XMLLoader::loadMaps(const char* mapFolder)
|
|||
{
|
||||
std::filesystem::path folder(mapFolder);
|
||||
if (!std::filesystem::exists(folder) || !std::filesystem::is_directory(folder))
|
||||
return false;
|
||||
ERROR_LOG("'{}' folder not found!", mapFolder);
|
||||
|
||||
for (auto& file : std::filesystem::directory_iterator(folder))
|
||||
{
|
||||
|
|
@ -493,17 +509,23 @@ bool XMLLoader::loadMaps(const char* mapFolder)
|
|||
if (map == NULL)
|
||||
continue;
|
||||
MapData mapData;
|
||||
const char* tileSetPath;
|
||||
|
||||
if (map->QueryIntAttribute("width", &mapData.width) != tinyxml2::XML_SUCCESS ||
|
||||
map->QueryIntAttribute("height", &mapData.height) != tinyxml2::XML_SUCCESS ||
|
||||
map->QueryFloatAttribute("tilewidth", &mapData.tileSize) != tinyxml2::XML_SUCCESS)
|
||||
continue;
|
||||
|
||||
tinyxml2::XMLElement* tileSet = map->FirstChildElement("tileset");
|
||||
if (tileSet == NULL)
|
||||
continue;
|
||||
if (tileSet->QueryStringAttribute("source", &tileSetPath) != tinyxml2::XML_SUCCESS)
|
||||
for (tinyxml2::XMLElement* tileSet = map->FirstChildElement("tileset"); tileSet != NULL; tileSet = tileSet->NextSiblingElement("tileset"))
|
||||
{
|
||||
int firstGID = 0;
|
||||
const char* tileSetPath;
|
||||
if (tileSet->QueryStringAttribute("source", &tileSetPath) != tinyxml2::XML_SUCCESS ||
|
||||
tileSet->QueryIntAttribute("firstgid", &firstGID) != tinyxml2::XML_SUCCESS)
|
||||
continue;
|
||||
mapData.tileSets.push_back({ firstGID, tileSetPath });
|
||||
}
|
||||
|
||||
if (mapData.tileSets.empty())
|
||||
continue;
|
||||
|
||||
mapData.tiles.reserve(10);
|
||||
|
|
@ -557,7 +579,6 @@ bool XMLLoader::loadMaps(const char* mapFolder)
|
|||
/* TODO: Add object layer */
|
||||
|
||||
mapData.name = file.path().stem().string();
|
||||
mapData.tileSet = tileSetPath;
|
||||
|
||||
maps.try_emplace(mapData.name, std::make_shared<MapData>(mapData));
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Reference in a new issue