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23 changed files with 1550 additions and 1538 deletions

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

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@ -1,66 +0,0 @@
# Personal Game Engine
A modular, event driven 2D game engine, built from scratch to learn engine architecture and low-level graphics programming.
Supports sprite-based animation, Lua scripting, XML-driven definitions and Tiled map creation.
---
## Features
- Event-based animation and sound system
- Animation and tile-sets supported by texture atlases
- Map creation and collision map support in Tiled map editor
- Component-based entity structure
- Basic audio engine integration via OpenAL (XML definitions)
- Basic physics system
- Lua scripted enemy and weapon behavior
---
## Current Status
**Work in Progress** - This project is still under active development, I am currently cleaning up my resource management system for better ease of use for future users of this engine.
---
## Dependencies
- SDL2, SDL2_image
- OpenGL 3.3
- sol2 (Lua binding)
- TinyXML2
- OpenAL
- Freetype
- GLM
- pkg-config
- CMake
## Build Instructions
1. Clone the repo (git.wienermeister.net/snakert12345/yupplemayham.git)
2. Install list of dependencies. Ensure they're available via pkg-config
3. Build with CMake
```bash
git clone https://git.wienermeister.net/snakert12345/yupplemayham.git
cd yupplemayham
mkdir build && cd build
cmake ..
make
```
---
## Screenshot
![Screenshot](https://git.wienermeister.net/attachments/79b04767-d675-4aa3-a17e-969341105579)
---
## Roadmap
- Save/Load system
- Modular and scalable menu system
- In-game dialog and conversation systems
- Expanded combat system

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@ -1,19 +1,31 @@
-- global vars -- global vars
MoveLeft = true patrolDestination = { x=500.0, y=500.0, z=0.0 }
moveLeft = true
-- helper functions -- helper functions
local function watchPosition(actor, pos) function watchPosition(actor, pos)
local y = pos.y - actor.position.y local y = pos.y - actor.position.y
local x = pos.x - actor.position.x local x = pos.x - actor.position.x
local rotation = math.atan2(y, x) local rotation = math.atan2(y, x)
actor.rotation = math.deg(rotation) actor.rotation = math.deg(rotation)
end end
local function distance(a, b) function distance(a, b)
local dx = a.x - b.x local dx = a.x - b.x
local dy = a.y - b.y local dy = a.y - b.y
return math.sqrt(dx * dx + dy * dy) return math.sqrt(dx * dx + dy * dy)
end end
function moveTo(actor, pos)
local a = actor
local p = pos
watchPosition(a, p)
if distance(a.position, p) < 50 then
return true
end
a:moveForward()
return false
end
-- Behaviour Functions called on AI -- Behaviour Functions called on AI
-- These functions are ai behaviour functions called in the game -- These functions are ai behaviour functions called in the game
@ -36,12 +48,24 @@ end
function patrol(actor, target) function patrol(actor, target)
local a = actor local a = actor
local t = target local t = target
if t ~= nil then
-- print("target is at " .. target.position.x)
end
--if moveTo(actor, patrolDestination) == true then
-- patrolDestination = { x=math.random(400.0, 750.0), y=math.random(400.0, 750.0), z=0.0 }
--end
-- performRaycast returns if true if the raycast hits the target position it also sets the getter function
-- distFromWall, at bot creation distFromWall is and infinite float value.
-- This performRaycast function is highly discourage due to slow down
--if raycaster:performRaycast(actor.position, actor.rotation, target.position) == true then
--ai.state = AIState.Alert
--end
if raycaster:bresenhamRaycast(a.position, a.rotation, t.position) == true then if raycaster:bresenhamRaycast(a.position, a.rotation, t.position) == true then
--target hit! --target hit!
ai.state = AIState.Alert ai.state = AIState.Alert
end end
if raycaster:distFromWall() < 3 then if raycaster:distFromWall() < 3 then
local upOrDown = math.random(2) upOrDown = math.random(2)
if moveLeft == true then if moveLeft == true then
if upOrDown == 1 then if upOrDown == 1 then
a.rotation = 180 a.rotation = 180
@ -66,8 +90,10 @@ function alert(actor, target)
local a = actor local a = actor
local t = target local t = target
if target ~= nil then if target ~= nil then
-- print("target is at " .. target.position.x)
watchPosition(a, t.position) watchPosition(a, t.position)
end end
--print("actor is alert at " .. actor.position.x)
if distance(a.position, t.position) > 300 then if distance(a.position, t.position) > 300 then
a:moveForward() a:moveForward()
end end

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@ -1,13 +1,13 @@
-- helper functions -- helper functions
local function lookAway(actor, pos) function lookAway(actor, pos)
local y = actor.position.y - pos.y y = actor.position.y - pos.y
local x = actor.position.x - pos.x x = actor.position.x - pos.x
local rotation = math.atan(y, x) rotation = math.atan(y, x)
actor.rotation = math.deg(rotation) actor.rotation = math.deg(rotation)
end end
local function distance(a, b) function distance(a, b)
return math.sqrt((math.abs(a.x - b.x)^2) + (math.abs(a.y - b.y)^2)) return math.sqrt((math.abs(a.x - b.x)^2) + (math.abs(a.y - b.y)^2))
end end

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@ -3,7 +3,7 @@
# #
find_package(SDL2 2.30.2 REQUIRED) find_package(SDL2 2.30.2 REQUIRED)
find_package(SDL2_image 2.8.2 REQUIRED) find_package(SDL2_IMAGE 2.8.2 REQUIRED)
find_package(PkgConfig REQUIRED) find_package(PkgConfig REQUIRED)
pkg_check_modules(LuaJIT REQUIRED IMPORTED_TARGET GLOBAL luajit) pkg_check_modules(LuaJIT REQUIRED IMPORTED_TARGET GLOBAL luajit)
find_package(sol2 REQUIRED) find_package(sol2 REQUIRED)
@ -42,7 +42,6 @@ add_executable (YuppleMayham
"src/utility/ftfont.cpp" "src/utility/ftfont.cpp"
"src/graphics/sprite.cpp" "src/graphics/sprite.cpp"
"src/graphics/mesh.cpp" "src/graphics/mesh.cpp"
"src/graphics/glwindow.cpp"
"src/gameplay/entity.cpp" "src/gameplay/entity.cpp"
"src/gameplay/gameactor.cpp" "src/gameplay/gameactor.cpp"
"src/graphics/shader.cpp" "src/graphics/shader.cpp"
@ -105,6 +104,6 @@ endif()
target_include_directories(YuppleMayham PRIVATE "${PROJECT_SOURCE_DIR}/YuppleMayham/include" ${LuaJIT_INCLUDE_DIRS} ${FREETYPE_INCLUDE_DIR_ft2build}) target_include_directories(YuppleMayham PRIVATE "${PROJECT_SOURCE_DIR}/YuppleMayham/include" ${LuaJIT_INCLUDE_DIRS} ${FREETYPE_INCLUDE_DIR_ft2build})
target_link_libraries(YuppleMayham SDL2::SDL2main SDL2::SDL2 SDL2_image::SDL2_image openal glm::glm tinyxml2 freetype ${LuaJIT_LINK_LIBRARIES}) target_link_libraries(YuppleMayham SDL2::SDL2main SDL2::SDL2 SDL2_image::SDL2_image openal glm::glm-header-only tinyxml2 freetype ${LuaJIT_LINK_LIBRARIES})
# TODO: Add tests and install targets if needed. # TODO: Add tests and install targets if needed.

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@ -3,33 +3,32 @@
#include "gameplay/entity.h" #include "gameplay/entity.h"
class Camera { class Camera
{
public: public:
Camera(float viewPortW, float viewPortH) Camera(float viewPortW, float viewPortH) :
: position(glm::vec3(0.0f, 0.0f, 0.0f)), position(glm::vec3(0.0f, 0.0f, 0.0f)),
front(glm::vec3(0.0f, 0.0f, -1.0f)), up(glm::vec3(0.0f, 1.0f, 0.0f)), front(glm::vec3(0.0f, 0.0f, -1.0f)),
viewPortW(viewPortW), viewPortH(viewPortH) {}; up(glm::vec3(0.0f, 1.0f, 0.0f)),
viewPortW(viewPortW),
viewPortH(viewPortH)
{};
void setPosition(const glm::vec3& position) { this->position = position; } void setPosition(const glm::vec3& position) { this->position = position; }
const Entity* getTarget() const { return target; } const Entity* getTarget() const { return target; }
const glm::vec3 getCenterPos() const { const glm::vec3 getCenterPos() const { return glm::vec3(position.x + (viewPortW / 2.f), position.y + (viewPortH / 2.f), 0.0f); }
return glm::vec3(position.x + (viewPortW / 2.f),
position.y + (viewPortH / 2.f), 0.0f);
}
void setTarget(Entity* target) { this->target = target; } void setTarget(Entity* target) { this->target = target; }
void unsetTarget() { target = nullptr; } void unsetTarget() { target = nullptr; }
bool isTargeting() { return (target != nullptr); } bool isTargeting() { return (target != nullptr); }
void update(double deltaTime); void update(double deltaTime);
void setViewportSize(float width, float height);
const glm::vec3 worldToLocal(const glm::vec3& worldCoordinates); const glm::vec3 worldToLocal(const glm::vec3& worldCoordinates);
glm::mat4 getViewMatrix(); glm::mat4 getViewMatrix();
glm::mat4 getProjectionMatrix(); glm::mat4 getProjectionMatrix();
const glm::vec3 getPosition() const { return position; } const glm::vec3 getPosition() const { return position; }
private: private:
Entity* target = nullptr; Entity* target = nullptr;

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@ -1,12 +1,10 @@
#ifndef _H_GAME_H #ifndef _H_GAME_H
#define _H_GAME_H #define _H_GAME_H
#include <SDL_events.h>
#include <memory> #include <memory>
#include <SDL_events.h>
#include <utility/events.h> #include <utility/events.h>
#include "gameplay/camera.h"
class InputHandler; class InputHandler;
class Scene; class Scene;
class Text; class Text;
@ -15,9 +13,15 @@ class Renderer;
class AudioEngine; class AudioEngine;
class GLWindow; class GLWindow;
enum { GAME_QUITTING = 0, GAME_RUNNING = 1, GAME_MENU = 2, GAME_PLAYING = 4 }; enum {
GAME_QUITTING = 0,
GAME_RUNNING = 1,
GAME_MENU = 2,
GAME_PLAYING = 4
};
class Game { class Game
{
public: public:
Game() {} Game() {}
bool init(); bool init();
@ -43,7 +47,6 @@ private:
std::shared_ptr<GLWindow> window; std::shared_ptr<GLWindow> window;
std::unique_ptr<Camera> camera;
std::shared_ptr<Scene> currentScene; std::shared_ptr<Scene> currentScene;
std::shared_ptr<InputHandler> inputHandler; std::shared_ptr<InputHandler> inputHandler;
std::shared_ptr<ResourceManager> resourceManager; std::shared_ptr<ResourceManager> resourceManager;

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@ -2,14 +2,17 @@
#define _H_GLWINDOW_H #define _H_GLWINDOW_H
#include <SDL_video.h> #include <SDL_video.h>
//#include <SDL_opengl.h>
#include <thirdparty/glad/glad.h> #include <thirdparty/glad/glad.h>
#include "utility/logger.h" class GLWindow
{
class GLWindow {
public: public:
GLWindow(const char *windowName, int width, int height) GLWindow(const char* windowName, int width, int height) :
: w(width), h(height), name(windowName) {}; w(width),
h(height),
name(windowName) {};
~GLWindow(); ~GLWindow();
bool Init(); bool Init();
@ -17,14 +20,11 @@ public:
void swap() { SDL_GL_SwapWindow(window); } void swap() { SDL_GL_SwapWindow(window); }
void makeCurrent() { SDL_GL_MakeCurrent(window, glContext); } void makeCurrent() { SDL_GL_MakeCurrent(window, glContext); }
unsigned Width() const { return w; } unsigned width() const { return w; }
unsigned Height() const { return h; } unsigned height() const { return h; }
void resizeWindow(size_t w, size_t h);
SDL_Window* getWindow() const { return window; } SDL_Window* getWindow() const { return window; }
const SDL_GLContext& getContext() const { return glContext; } const SDL_GLContext& getContext() const { return glContext; }
private: private:
SDL_Window* window = nullptr; SDL_Window* window = nullptr;
SDL_GLContext glContext = NULL; SDL_GLContext glContext = NULL;
@ -33,4 +33,21 @@ private:
const char* name; const char* name;
}; };
bool GLWindow::Init()
{
window = SDL_CreateWindow(name, SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, w, h, SDL_WINDOW_OPENGL);
if (!window)
return false;
glContext = SDL_GL_CreateContext(window);
if (!glContext)
return false;
return true;
}
GLWindow::~GLWindow()
{
SDL_GL_DeleteContext(glContext);
SDL_DestroyWindow(window);
}
#endif // _H_GLWINDOW_H #endif // _H_GLWINDOW_H

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@ -1,25 +1,31 @@
#ifndef _H_RENDERER_H #ifndef _H_RENDERER_H
#define _H_RENDERER_H #define _H_RENDERER_H
#include <unordered_map>
#include <memory>
#include <glm/glm.hpp> #include <glm/glm.hpp>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
#include <memory>
#include <unordered_map>
#include "graphics/drawable.h"
#include "graphics/glwindow.h"
#include "graphics/postprocess.h"
#include "graphics/quad.h" #include "graphics/quad.h"
#include "graphics/drawable.h"
#include "graphics/postprocess.h"
class ResourceManager; class ResourceManager;
class Shader; class Shader;
enum class RenderLayer { Background, Map, GameObjects, Effects, HUD, Menu }; enum class RenderLayer {
Background,
Map,
GameObjects,
Effects,
HUD,
Menu
};
class Renderer { class Renderer
{
public: public:
Renderer(const std::shared_ptr<ResourceManager> &, Renderer(const std::shared_ptr<ResourceManager>&);
const std::shared_ptr<GLWindow> &);
void clear(); void clear();
@ -35,11 +41,15 @@ private:
std::unordered_map<RenderLayer, std::vector<Drawable*>> worldLayerPool; std::unordered_map<RenderLayer, std::vector<Drawable*>> worldLayerPool;
std::unordered_map<RenderLayer, std::vector<Drawable*>> HUDLayerPool; std::unordered_map<RenderLayer, std::vector<Drawable*>> HUDLayerPool;
std::vector<RenderLayer> renderingOrder = { std::vector<RenderLayer> renderingOrder = {
RenderLayer::Background, RenderLayer::Map, RenderLayer::GameObjects, RenderLayer::Background,
RenderLayer::Effects, RenderLayer::HUD, RenderLayer::Menu}; RenderLayer::Map,
RenderLayer::GameObjects,
RenderLayer::Effects,
RenderLayer::HUD,
RenderLayer::Menu
};
void uploadUniforms(const unsigned shaderID, void uploadUniforms(const unsigned shaderID, const std::vector<Uniform>& uniforms);
const std::vector<Uniform> &uniforms);
unsigned uboMatrices; unsigned uboMatrices;
@ -51,13 +61,10 @@ private:
std::unique_ptr<ScreenQuad> screenQuad; std::unique_ptr<ScreenQuad> screenQuad;
std::shared_ptr<ResourceManager> resourceManager; std::shared_ptr<ResourceManager> resourceManager;
std::shared_ptr<GLWindow> glWindow;
void initFrameBuffers(); void initFrameBuffers();
void initUniformBuffers(); void initUniformBuffers();
void resizeFrameBuffers();
std::unique_ptr<Postprocessor> postProcessor; std::unique_ptr<Postprocessor> postProcessor;
void sortLayerPool(auto& layerPool); void sortLayerPool(auto& layerPool);

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@ -1,10 +1,10 @@
#ifndef _H_EVENTS_H #ifndef _H_EVENTS_H
#define _H_EVENTS_H #define _H_EVENTS_H
#include <functional>
#include <memory>
#include <string> #include <string>
#include <typeindex> #include <typeindex>
#include <memory>
#include <functional>
#include <unordered_map> #include <unordered_map>
#include "utility/direction.h" #include "utility/direction.h"
@ -73,31 +73,31 @@ struct ScreenBlurEvent {
float duration; float duration;
}; };
struct WindowResizeEvent {
size_t width;
size_t height;
};
class EventManager { class EventManager {
public: public:
template <typename T> using EventCallback = std::function<void(const T &)>; template <typename T>
using EventCallback = std::function<void(const T&)>;
template <typename T> void subscribe(EventCallback<T> cb) { template <typename T>
auto wrapper = [cb](void *ev) { cb(*static_cast<T *>(ev)); }; void subscribe(EventCallback<T> cb) {
auto wrapper = [cb](void *ev) {
cb(*static_cast<T*>(ev));
};
callbacks[typeid(T)].push_back(wrapper); callbacks[typeid(T)].push_back(wrapper);
} }
template <typename T> void notify(const T &event) { template <typename T>
void notify(const T& event) {
auto iterator = callbacks.find(typeid(T)); auto iterator = callbacks.find(typeid(T));
if (iterator != callbacks.end()) { if (iterator != callbacks.end())
for (auto &cb : iterator->second) { {
for (auto& cb : iterator->second)
{
cb((void*)&event); cb((void*)&event);
} }
} }
} }
private: private:
std::unordered_map<std::type_index, std::vector<std::function<void(void *)>>> std::unordered_map <std::type_index, std::vector <std::function<void(void*)>>> callbacks;
callbacks;
}; };
#endif //_H_EVENTS_H #endif //_H_EVENTS_H

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@ -6,18 +6,15 @@
AI::AI(GameActor* actor, std::unique_ptr<Raycaster> raycaster) AI::AI(GameActor* actor, std::unique_ptr<Raycaster> raycaster)
: state(AIState::Idle), raycaster(std::move(raycaster)), actor(actor), : state(AIState::Idle), raycaster(std::move(raycaster)), actor(actor),
lastGCTime(std::chrono::high_resolution_clock::now()), GCTimeout(3) {} lastGCTime(std::chrono::high_resolution_clock::now()), GCTimeout(3)
{}
/* void AI::attachBehaviourScript(std::unique_ptr<AIScript> behaviour)
* The behavior script works off of three different states, idle, patrol and {
* alert. When the script is idle, this is */
void AI::attachBehaviourScript(std::unique_ptr<AIScript> behaviour) {
// passing out instance of raycaster and this AI into our scripting api // passing out instance of raycaster and this AI into our scripting api
// pay special attention each ai script has control of only their own instance // pay special attention each ai script has control of only their own instance of ai!
// of ai!
this->behaviour = std::move(behaviour); this->behaviour = std::move(behaviour);
this->behaviour->lua["raycaster"] = this->behaviour->lua["raycaster"] = sol::make_reference(this->behaviour->lua, raycaster.get());
sol::make_reference(this->behaviour->lua, raycaster.get());
this->behaviour->lua["ai"] = sol::make_reference(this->behaviour->lua, this); this->behaviour->lua["ai"] = sol::make_reference(this->behaviour->lua, this);
idleFunc = this->behaviour->lua["idle"]; idleFunc = this->behaviour->lua["idle"];
@ -25,66 +22,62 @@ void AI::attachBehaviourScript(std::unique_ptr<AIScript> behaviour) {
alertFunc = this->behaviour->lua["alert"]; alertFunc = this->behaviour->lua["alert"];
} }
void AI::update() { void AI::update()
{
try { try {
// If our ai doesn't have a reference to the actor it's controlling it will
// do nothing. If our ai script does have an actor but no target, it will
// default to its idle state.
if (actor && target) { if (actor && target) {
switch (state) { switch (state)
{
case AIState::Idle: case AIState::Idle:
if (idleFunc.valid()) { if (idleFunc.valid())
{
auto result = idleFunc(actor, target); auto result = idleFunc(actor, target);
if (!result.valid()) { if (!result.valid())
{
sol::error err = result; sol::error err = result;
LOG(ERROR, "Lua error: {}", err.what(), NULL); std::cerr << "lua error: " << err.what() << std::endl;
} }
} }
break; break;
case AIState::Patrol: case AIState::Patrol:
if (patrolFunc.valid()) { if (patrolFunc.valid())
{
auto result = patrolFunc(actor, target); auto result = patrolFunc(actor, target);
if (!result.valid()) { if (!result.valid())
{
sol::error err = result; sol::error err = result;
LOG(ERROR, "Lua error: {}", err.what(), NULL); std::cerr << "lua error: " << err.what() << std::endl;
} }
} }
break; break;
case AIState::Alert: case AIState::Alert:
if (alertFunc.valid()) { if (alertFunc.valid())
{
auto result = alertFunc(actor, target); auto result = alertFunc(actor, target);
if (!result.valid()) { if (!result.valid())
{
sol::error err = result; sol::error err = result;
LOG(ERROR, "Lua error: {}", err.what(), NULL); std::cerr << "lua error: " << err.what() << std::endl;
} }
} }
break; break;
} }
} else if (actor) {
if (idleFunc.valid()) {
auto result = idleFunc(actor, nullptr);
if (!result.valid()) {
sol::error err = result;
LOG(ERROR, "Lua Error: {}", err.what());
} }
} std::chrono::high_resolution_clock::time_point curTime = std::chrono::high_resolution_clock::now();
} if (curTime - lastGCTime >= GCTimeout)
// Collect garbage just to be sure. {
std::chrono::high_resolution_clock::time_point curTime =
std::chrono::high_resolution_clock::now();
if (curTime - lastGCTime >= GCTimeout) {
behaviour->lua.collect_gc(); behaviour->lua.collect_gc();
lastGCTime = curTime; lastGCTime = curTime;
} }
} catch (const std::exception &e) { }
LOG(ERROR, "Problem occured during AI update: {}", e.what()); catch (const std::exception& e) {
std::cerr << "Error during AI update: " << e.what() << std::endl;
state = AIState::Idle; state = AIState::Idle;
} }
} }
AI::~AI() { AI::~AI()
// Just set all of the references to null, given they are smart pointers, they {
// are freed when no longer used.
behaviour->lua["raycaster"] = sol::nil; behaviour->lua["raycaster"] = sol::nil;
behaviour->lua["ai"] = sol::nil; behaviour->lua["ai"] = sol::nil;
behaviour->lua["idle"] = sol::nil; behaviour->lua["idle"] = sol::nil;

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@ -1,31 +1,26 @@
#include "gameplay/camera.h" #include "gameplay/camera.h"
// follow our target set using the setTarget. If there is no target set the void Camera::update(double deltaTime)
// camera will not move. {
void Camera::update(double deltaTime) {
if (target == nullptr) if (target == nullptr)
return; return;
float smoothingFactor = 5.0f; float smoothingFactor = 5.0f;
//if (glm::distance(target->getCenter(), getCenterPos()) > 20.f) //if (glm::distance(target->getCenter(), getCenterPos()) > 20.f)
position += (target->getCenter() - getCenterPos()) * smoothingFactor * position += (target->getCenter() - getCenterPos()) * smoothingFactor * static_cast<float>(deltaTime);
static_cast<float>(deltaTime);
} }
glm::mat4 Camera::getViewMatrix() { glm::mat4 Camera::getViewMatrix()
{
return glm::lookAt(position, position + front, up); return glm::lookAt(position, position + front, up);
} }
glm::mat4 Camera::getProjectionMatrix() { glm::mat4 Camera::getProjectionMatrix()
{
return glm::ortho(0.f, viewPortW, viewPortH, 0.f); return glm::ortho(0.f, viewPortW, viewPortH, 0.f);
} }
void Camera::setViewportSize(float width, float height) { const glm::vec3 Camera::worldToLocal(const glm::vec3& worldCoordinates)
viewPortW = width; {
viewPortH = height;
}
// The local coordinates are the corrdinates relative to the camera.
const glm::vec3 Camera::worldToLocal(const glm::vec3 &worldCoordinates) {
//return worldCoordinates - position; //return worldCoordinates - position;
return glm::vec3(getViewMatrix() * glm::vec4(worldCoordinates, 1.0f)); return glm::vec3(getViewMatrix() * glm::vec4(worldCoordinates, 1.0f));
} }

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@ -32,7 +32,6 @@ void Entity::flip()
flipped = !flipped; flipped = !flipped;
} }
// Add physics component implies more than one can be attached to an entity...
void Entity::addPhysicsComponent(const std::shared_ptr<PhysicsComponent>& physics) void Entity::addPhysicsComponent(const std::shared_ptr<PhysicsComponent>& physics)
{ {
this->physics = physics; this->physics = physics;
@ -40,8 +39,6 @@ void Entity::addPhysicsComponent(const std::shared_ptr<PhysicsComponent>& physic
void Entity::update(double deltaTime) void Entity::update(double deltaTime)
{ {
// If our entity has a physics component attached and that they're moving,
// we will update the entity position to match the rigidBody position.
if (physics && physics->rigidBody.velocity != glm::vec2(0.0f)) if (physics && physics->rigidBody.velocity != glm::vec2(0.0f))
{ {
position = glm::vec3(physics->rigidBody.position, 0.f); position = glm::vec3(physics->rigidBody.position, 0.f);
@ -50,24 +47,21 @@ void Entity::update(double deltaTime)
} }
else if (!physics) else if (!physics)
{ {
// In the case that the entity does not have a physics component we will handle movement on the entity itself.
position += deltaPosition * 1.f; position += deltaPosition * 1.f;
updateModelMatrix(); updateModelMatrix();
deltaPosition = glm::vec3(0.f); deltaPosition = glm::vec3(0.f);
} }
} }
// The entity will only need to update its model matrix and the flipped flag on its attached shader.
// The shader and sprite component will handle the drawing.
void Entity::draw() void Entity::draw()
{ {
//glm::mat4 mvp = camera->getProjectionMatrix() * camera->getViewMatrix() * modelMatrix;
editUniform("model", modelMatrix); editUniform("model", modelMatrix);
editUniform("flip", flipped); editUniform("flip", flipped);
} }
void Entity::updateModelMatrix() void Entity::updateModelMatrix()
{ {
// Quick sanity check to make sure our Z position is zero. Since we are in 2D
position.z = 0.f; position.z = 0.f;
glm::mat4 rotationMat = (isRotatable) ? glm::rotate(glm::mat4(1.f), glm::radians(rotation), glm::vec3(0.0f, 0.0f, 1.0f)) : glm::mat4(1.0f); glm::mat4 rotationMat = (isRotatable) ? glm::rotate(glm::mat4(1.f), glm::radians(rotation), glm::vec3(0.0f, 0.0f, 1.0f)) : glm::mat4(1.0f);
glm::mat4 translation = glm::translate(glm::mat4(1.f), position); glm::mat4 translation = glm::translate(glm::mat4(1.f), position);

View file

@ -1,23 +1,28 @@
#include "gameplay/game.h" #include "gameplay/game.h"
#include "gameplay/input.h" #include "gameplay/input.h"
#include "gameplay/scene.h" #include "gameplay/scene.h"
/*due for possible removal!*/
#include "gameplay/gameactor.h"
#include "gameplay/weapons/weapon.h"
/*-------------------------*/
#include "utility/command.h" #include "utility/command.h"
#include "utility/resourcemanager.h"
#include "utility/ftfont.h" #include "utility/ftfont.h"
#include "utility/logger.h" #include "utility/logger.h"
#include "utility/resourcemanager.h"
#include "graphics/glwindow.h" #include "graphics/glwindow.h"
#include "sound/engine.h" #include "sound/engine.h"
#include <SDL_video.h>
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
#include <memory> #include <memory>
#include <thread>
#include <utility/events.h> #include <utility/events.h>
bool Game::init() { bool Game::init()
window = std::make_shared<GLWindow>("Yupple Mayham", 1024, 768); {
window = std::make_shared<GLWindow>("Yupple Mayham", 800, 600);
if (!window->Init()) if (!window->Init())
ERROR_LOG("Failed to init GLWindow: {}", SDL_GetError()); ERROR_LOG("Failed to init GLWindow: {}", SDL_GetError());
@ -32,31 +37,27 @@ bool Game::init() {
#endif #endif
SDL_GL_SetSwapInterval(1); SDL_GL_SetSwapInterval(1);
glViewport(0, 0, window->Width(), window->Height()); glViewport(0, 0, window->width(), window->height());
glDisable(GL_DEPTH_TEST); glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// For now we'll init default bindings, but as we move forward controls will // For now we'll init default bindings, but as we move forward controls will be set by the player and saved in controls.xml
// be set by the player and saved in controls.xml
inputHandler = std::make_shared<InputHandler>(); inputHandler = std::make_shared<InputHandler>();
inputHandler->bindKeyCommand(SDLK_w, 0, std::make_unique<MoveUpCommand>()); inputHandler->bindKeyCommand(SDLK_w, 0, std::make_unique<MoveUpCommand>());
inputHandler->bindKeyCommand(SDLK_a, 0, std::make_unique<MoveLeftCommand>()); inputHandler->bindKeyCommand(SDLK_a, 0, std::make_unique<MoveLeftCommand>());
inputHandler->bindKeyCommand(SDLK_s, 0, std::make_unique<MoveDownCommand>()); inputHandler->bindKeyCommand(SDLK_s, 0, std::make_unique<MoveDownCommand>());
inputHandler->bindKeyCommand(SDLK_d, 0, std::make_unique<MoveRightCommand>()); inputHandler->bindKeyCommand(SDLK_d, 0, std::make_unique<MoveRightCommand>());
inputHandler->bindMouseCommand(MOUSE_BUTTON_LEFT, 100, inputHandler->bindMouseCommand(MOUSE_BUTTON_LEFT, 100, std::make_unique<ShootCommand>());
std::make_unique<ShootCommand>());
inputHandler->bindMouseMotion(std::make_unique<FollowMouseCommand>()); inputHandler->bindMouseMotion(std::make_unique<FollowMouseCommand>());
inputHandler->bindMouseScroll(std::make_unique<CycleCommand>()); inputHandler->bindMouseScroll(std::make_unique<CycleCommand>());
game_state |= GAME_RUNNING; game_state |= GAME_RUNNING;
globalEventManager = std::make_shared<EventManager>(); globalEventManager = std::make_shared<EventManager>();
resourceManager = std::make_shared<ResourceManager>(); resourceManager = std::make_shared<ResourceManager>();
renderer = std::make_shared<Renderer>(resourceManager, window); renderer = std::make_shared<Renderer>(resourceManager);
audioEngine = std::make_shared<AudioEngine>(resourceManager); audioEngine = std::make_shared<AudioEngine>(resourceManager);
camera = std::make_unique<Camera>(static_cast<float>(window->Width()),
static_cast<float>(window->Height()));
audioEngine->hookEventManager(globalEventManager); audioEngine->hookEventManager(globalEventManager);
/* Testing */ /* Testing */
audioEngine->pushMusic("music/short_song.ogg"); audioEngine->pushMusic("music/short_song.ogg");
@ -71,66 +72,65 @@ bool Game::init() {
return true; return true;
} }
const unsigned Game::getWindowWidth() const { return window->Width(); } const unsigned Game::getWindowWidth() const { return window->width(); }
const unsigned Game::getWindowHeight() const { return window->Height(); } const unsigned Game::getWindowHeight() const { return window->height(); }
bool Game::loadDebugScene() { bool Game::loadDebugScene()
currentScene = std::make_shared<Scene>(SCENE_SHOOTER, resourceManager, {
globalEventManager); currentScene = std::make_shared<Scene>(SCENE_SHOOTER, resourceManager, globalEventManager);
currentScene->init(); currentScene->init();
audioEngine->hookSceneManager(currentScene->getEventManager()); audioEngine->hookSceneManager(currentScene->getEventManager());
if (currentScene->getPlayer() == nullptr) if (currentScene->getPlayer() == nullptr)
return false; return false;
inputHandler->setActor(currentScene->getPlayer().get()); inputHandler->setActor(currentScene->getPlayer().get());
camera->setTarget(currentScene->getPlayer().get());
return true; return true;
} }
void Game::captureInput(SDL_Event &e) { void Game::captureInput(SDL_Event& e)
{
inputHandler->captureInput(e); inputHandler->captureInput(e);
if (e.type == SDL_WINDOWEVENT_RESIZED) {
size_t width = static_cast<size_t>(e.window.data1);
size_t height = static_cast<size_t>(e.window.data2);
globalEventManager->notify<WindowResizeEvent>({width, height});
window->resizeWindow(width, height);
camera->setViewportSize(static_cast<float>(e.window.data1),
static_cast<float>(e.window.data2));
}
} }
void Game::executeInputs() { void Game::executeInputs()
{
inputHandler->handleInput(); inputHandler->handleInput();
inputHandler->executeCommands(); inputHandler->executeCommands();
} }
void Game::update(double deltaTime) { void Game::update(double deltaTime)
{
if (currentScene) { if (currentScene) {
currentScene->update(deltaTime); currentScene->update(deltaTime);
if (auto player = currentScene->getPlayer()) { if (auto player = currentScene->getPlayer())
audioEngine->updateListener(player->getPosition()); audioEngine->updateListener(player->getPosition());
player->setLocalPosition(camera->worldToLocal(player->getPosition()));
} }
}
camera->update(deltaTime);
audioEngine->poll(); audioEngine->poll();
} }
void Game::render() { void Game::render()
{
glClearColor(0.05f, 0.25f, 0.05f, 1.0f); glClearColor(0.05f, 0.25f, 0.05f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
renderer->setProjAndViewMatrix(camera->getProjectionMatrix(),
camera->getViewMatrix());
if (currentScene) if (currentScene)
{
currentScene->render(renderer); currentScene->render(renderer);
/*Debug ammo indicator*/
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()->getAmmo()), glm::vec2(90, 10), 0.5f);
}
window->swap(); window->swap();
} }
void Game::quit() { game_state = GAME_QUITTING; } void Game::quit()
{
game_state = GAME_QUITTING;
}
Game::~Game() { Game::~Game()
{
if (audioEngine) { if (audioEngine) {
audioEngine->killMusic(); audioEngine->killMusic();
} }

View file

@ -3,33 +3,31 @@
#include "gameplay/physics.h" #include "gameplay/physics.h"
#include "gameplay/scene.h" #include "gameplay/scene.h"
#include "gameplay/weapons/weapon.h" #include "gameplay/weapons/weapon.h"
#include "utility/component.h"
#include "utility/direction.h"
#include "utility/events.h" #include "utility/events.h"
#include "utility/direction.h"
#include "utility/component.h"
#include <memory> #include <memory>
// The components are smart pointer references to resources owned by the
// resource manager. So the GameActor is not responsible for cleaning resources.
GameActor::~GameActor() { } GameActor::~GameActor() { }
// Adding a component also means attaching the id of the entity to the void GameActor::addComponent(std::unique_ptr<Component> component)
// component, so it's aware of who owns it. This is important for event handling {
void GameActor::addComponent(std::unique_ptr<Component> component) {
component->ownerid = entityid; component->ownerid = entityid;
components.push_back(std::move(component)); components.push_back(std::move(component));
} }
Weapon *GameActor::getHeldWeapon() const { Weapon* GameActor::getHeldWeapon() const
return (weapons.empty() || currentWeaponIndex >= weapons.size()) {
? nullptr return (weapons.empty() || currentWeaponIndex >= weapons.size()) ? nullptr : weapons[currentWeaponIndex].get();
: weapons[currentWeaponIndex].get();
} }
std::span<Weapon *> GameActor::getAllWeapons() { return weaponCache; } std::span<Weapon*> GameActor::getAllWeapons()
{
return weaponCache;
}
// Keep a seperate vector that is used as the cache for external calls to void GameActor::pickupWeapon(std::unique_ptr<Weapon> weapon)
// getAllWeapons() {
void GameActor::pickupWeapon(std::unique_ptr<Weapon> weapon) {
weapon->setWielder(this); weapon->setWielder(this);
if (auto eventManager = sceneContext->getEventManager().lock()) { if (auto eventManager = sceneContext->getEventManager().lock()) {
weapon->hookEventManager(eventManager); weapon->hookEventManager(eventManager);
@ -42,9 +40,8 @@ void GameActor::pickupWeapon(std::unique_ptr<Weapon> weapon) {
getHeldWeapon()->wield(); getHeldWeapon()->wield();
} }
void GameActor::setRotation(const float &rotation) { void GameActor::setRotation(const float& rotation)
// Any attached animation component would be interested if their owner needs {
// their sprite swapped
if (!isRotatable) { if (!isRotatable) {
if (auto eventManager = sceneContext->getEventManager().lock()) { if (auto eventManager = sceneContext->getEventManager().lock()) {
Direction newDir = getDirectionFromRotation(rotation); Direction newDir = getDirectionFromRotation(rotation);
@ -56,7 +53,8 @@ void GameActor::setRotation(const float &rotation) {
updateModelMatrix(); updateModelMatrix();
} }
void GameActor::update(double deltaTime) { void GameActor::update(double deltaTime)
{
Entity::update(deltaTime); Entity::update(deltaTime);
for (const auto& component : components) for (const auto& component : components)
@ -64,14 +62,15 @@ void GameActor::update(double deltaTime) {
for (const auto& weapon : weapons) for (const auto& weapon : weapons)
weapon->update(deltaTime); weapon->update(deltaTime);
// Not the cleanest solution, but this is to make sure the animation isn't if (isMoving && !wasMoving)
// starting to move over and over. {
if (isMoving && !wasMoving) {
if (auto event = sceneContext->getEventManager().lock()) { if (auto event = sceneContext->getEventManager().lock()) {
event->notify<EntityMoveEvent>({ entityid }); event->notify<EntityMoveEvent>({ entityid });
} }
wasMoving = true; wasMoving = true;
} else if (!isMoving && wasMoving) { }
else if (!isMoving && wasMoving)
{
if (auto event = sceneContext->getEventManager().lock()) { if (auto event = sceneContext->getEventManager().lock()) {
event->notify<EntityStopEvent>({ entityid }); event->notify<EntityStopEvent>({ entityid });
} }
@ -80,41 +79,30 @@ void GameActor::update(double deltaTime) {
isMoving = false; isMoving = false;
} }
void GameActor::draw() { void GameActor::draw()
{
Entity::draw(); Entity::draw();
for (const auto &component : components) {
// regular loop through components, but if the component returns true to kill, we erase it.
// Components are always assumed to be smart pointers!
for (const auto& component : components)
{
component->bind(); component->bind();
component->render(); component->render();
} }
//for (auto& weapon : weapons)
// weapon->draw();
} }
void GameActor::moveUp() { void GameActor::moveUp() { if (physics) physics->rigidBody.applyForce(glm::vec3( 0.f,-1.f, 0.f), 1500.25f); isMoving = true; }
if (physics) void GameActor::moveDown() { if (physics) physics->rigidBody.applyForce(glm::vec3( 0.f, 1.f, 0.f), 1500.25f); isMoving = true; }
physics->rigidBody.applyForce(glm::vec3(0.f, -1.f, 0.f), 1500.25f); void GameActor::moveLeft() { if (physics) physics->rigidBody.applyForce(glm::vec3(-1.f, 0.f, 0.f), 1500.25f); isMoving = true; }
isMoving = true; void GameActor::moveRight(){ if (physics) physics->rigidBody.applyForce(glm::vec3( 1.f, 0.f, 0.f), 1500.25f); isMoving = true; }
}
void GameActor::moveDown() {
if (physics)
physics->rigidBody.applyForce(glm::vec3(0.f, 1.f, 0.f), 1500.25f);
isMoving = true;
}
void GameActor::moveLeft() {
if (physics)
physics->rigidBody.applyForce(glm::vec3(-1.f, 0.f, 0.f), 1500.25f);
isMoving = true;
}
void GameActor::moveRight() {
if (physics)
physics->rigidBody.applyForce(glm::vec3(1.f, 0.f, 0.f), 1500.25f);
isMoving = true;
}
// top-down shooter mode controls // top-down shooter mode controls
void GameActor::fireWeapon()const { void GameActor::fireWeapon()const {
if (auto weapon = getHeldWeapon()) { if (auto weapon = getHeldWeapon()) {
if (weapon->shoot()) { if (weapon->shoot()) {
// If it's the player that is shooting apply a shake and blur effect to
// give the shots some weight
if (sceneContext->getPlayerID() == entityid) { if (sceneContext->getPlayerID() == entityid) {
if (auto gEvent = sceneContext->getGlobalEventManager().lock()) { if (auto gEvent = sceneContext->getGlobalEventManager().lock()) {
gEvent->notify<ScreenShakeEvent>({0.01f, 0.8f}); gEvent->notify<ScreenShakeEvent>({0.01f, 0.8f});
@ -135,46 +123,33 @@ void GameActor::cycleUpWeapons() {
void GameActor::cycleDownWeapons() { void GameActor::cycleDownWeapons() {
if (!weapons.empty()) { if (!weapons.empty()) {
weapons[currentWeaponIndex]->putaway(); weapons[currentWeaponIndex]->putaway();
currentWeaponIndex = currentWeaponIndex = (currentWeaponIndex + weapons.size() - 1) % weapons.size();
(currentWeaponIndex + weapons.size() - 1) % weapons.size();
weapons[currentWeaponIndex]->wield(); weapons[currentWeaponIndex]->wield();
} }
} }
void GameActor::cycleWeapons(const MouseState &mouse_state) { void GameActor::cycleWeapons(const MouseState& mouse_state)
{
if (mouse_state.scroll < 0) if (mouse_state.scroll < 0)
cycleUpWeapons(); cycleUpWeapons();
else if (mouse_state.scroll > 0) else if (mouse_state.scroll > 0)
cycleDownWeapons(); cycleDownWeapons();
} }
void GameActor::followMouse(const MouseState &mouse_state) { void GameActor::followMouse(const MouseState& mouse_state)
glm::vec2 direction = glm::vec2(mouse_state.x, mouse_state.y) - {
glm::vec2(localPosition.x, localPosition.y); glm::vec2 direction = glm::vec2(mouse_state.x, mouse_state.y) - glm::vec2(localPosition.x, localPosition.y);
float newRotation = glm::degrees(glm::atan(direction.y, direction.x)); float newRotation = glm::degrees(glm::atan(direction.y, direction.x));
if (getDirectionFromRotation(rotation) != if (getDirectionFromRotation(rotation) != getDirectionFromRotation(newRotation)) {
getDirectionFromRotation(newRotation)) {
if (auto event = sceneContext->getEventManager().lock()) { if (auto event = sceneContext->getEventManager().lock()) {
event->notify<DirectionChangeEvent>( event->notify<DirectionChangeEvent>({ entityid, getDirectionFromRotation(newRotation) });
{entityid, getDirectionFromRotation(newRotation)});
} }
} }
//setRotation(glm::degrees(glm::atan(direction.y, direction.x))); //setRotation(glm::degrees(glm::atan(direction.y, direction.x)));
this->rotation = newRotation; this->rotation = newRotation;
} }
void GameActor::strafeLeft() { void GameActor::strafeLeft() { position.x += sin(glm::radians(rotation)) * speed; position.y -= cos(glm::radians(rotation)) * speed; }
position.x += sin(glm::radians(rotation)) * speed; void GameActor::strafeRight() { position.x -= sin(glm::radians(rotation)) * speed; position.y += cos(glm::radians(rotation)) * speed; }
position.y -= cos(glm::radians(rotation)) * speed; void GameActor::moveBackward() { position.x -= cos(glm::radians(rotation)) * speed; position.y -= sin(glm::radians(rotation)) * speed; }
} void GameActor::moveForward() {
void GameActor::strafeRight() {
position.x -= sin(glm::radians(rotation)) * speed;
position.y += cos(glm::radians(rotation)) * speed;
}
void GameActor::moveBackward() {
position.x -= cos(glm::radians(rotation)) * speed;
position.y -= sin(glm::radians(rotation)) * speed;
}
void GameActor::moveForward() { // More than likely the most useful of the
// movement commands so far. But this could
// change in the future
if (physics) { if (physics) {
physics->rigidBody.velocity.x += cos(glm::radians(rotation)) * speed; physics->rigidBody.velocity.x += cos(glm::radians(rotation)) * speed;
physics->rigidBody.velocity.y += sin(glm::radians(rotation)) * speed; physics->rigidBody.velocity.y += sin(glm::radians(rotation)) * speed;

View file

@ -3,28 +3,31 @@
#include <SDL_timer.h> #include <SDL_timer.h>
void InputHandler::handleInput() { void InputHandler::handleInput()
// If our input handler is not attached to an actor we return. {
// This will be due for change given we will need to handle input during menus if (!actor) return;
if (!actor)
return;
Uint32 currentTime = SDL_GetTicks(); Uint32 currentTime = SDL_GetTicks();
// check for bound keys that were pressed, // check for bound keys that were pressed,
// next check if the hasn't been executed within the amount specified in delay // next check if the hasn't been executed within the amount specified in delay
// if not execute the command and set lastExecution to currentTime // if not execute the command and set lastExecution to currentTime
for (auto &[key, command] : keyCommands) { for (auto& [key, command] : keyCommands)
if (keys[key] == true) { {
if (currentTime - command.lastExecution >= command.delay) { if (keys[key] == true)
{
if (currentTime - command.lastExecution >= command.delay)
{
commandQueue.push_back(command.cmd.get()); commandQueue.push_back(command.cmd.get());
command.lastExecution = currentTime; command.lastExecution = currentTime;
} }
} }
} }
// Same with the mouse, for this context we'll be checking for motion events // Same with the mouse, for this context we'll be checking for motion events and for click events
// and for click events for (auto& [button, command] : mouseCommands)
for (auto &[button, command] : mouseCommands) { {
if (mouseButtons[button] == true) { if (mouseButtons[button] == true)
if (currentTime - command.lastExecution >= command.delay) { {
if (currentTime - command.lastExecution >= command.delay)
{
mouseQueue.push_back(command.cmd.get()); mouseQueue.push_back(command.cmd.get());
command.lastExecution = currentTime; command.lastExecution = currentTime;
} }
@ -34,12 +37,12 @@ void InputHandler::handleInput() {
mouseMotionCommand->execute(*actor, mouse_state); mouseMotionCommand->execute(*actor, mouse_state);
if (mouseScrollCommand) if (mouseScrollCommand)
mouseScrollCommand->execute(*actor, mouse_state); mouseScrollCommand->execute(*actor, mouse_state);
mouse_state.scroll = mouse_state.scroll = 0.0f; // clear mouse scroll since we have handled the event.
0.0f; // clear mouse scroll since we have handled the event.
} }
// Executes every captured command during the frame // Executes every captured command during the frame
void InputHandler::executeCommands() { void InputHandler::executeCommands()
{
for (auto& command : commandQueue) { for (auto& command : commandQueue) {
command->execute(*actor); command->execute(*actor);
} }
@ -50,4 +53,6 @@ void InputHandler::executeCommands() {
mouseQueue.clear(); mouseQueue.clear();
} }
InputHandler::~InputHandler() {} InputHandler::~InputHandler()
{
}

View file

@ -1,97 +1,91 @@
#include "gameplay/map.h" #include "gameplay/map.h"
#include "gameplay/camera.h"
#include "graphics/shader.h"
#include "graphics/texture.h" #include "graphics/texture.h"
#include "utility/logger.h"
#include "utility/resourcemanager.h"
#include "utility/xmlloader.h" #include "utility/xmlloader.h"
#include "utility/resourcemanager.h"
#include "utility/logger.h"
#include <glm/gtc/matrix_transform.hpp> #include <glm/gtc/matrix_transform.hpp>
Map::Map(const MapData *mapData, const unsigned shaderID, Map::Map(const MapData* mapData, const unsigned shaderID, std::shared_ptr<ResourceManager> resourceManager) :
std::shared_ptr<ResourceManager> resourceManager) mapData(mapData),
: mapData(mapData), tileIds(mapData->tiles) { tileIds(mapData->tiles)
{
this->shaderID = shaderID; this->shaderID = shaderID;
// Tiles are held on layers, drawn back to front
for (auto& tileSet : mapData->tileSets) for (auto& tileSet : mapData->tileSets)
tileSetData.push_back(resourceManager->loadTileSet(tileSet.path)); tileSetData.push_back(resourceManager->loadTileSet(tileSet.path));
if (!tileSetData.empty()) { if (!tileSetData.empty())
// Storing all of the tilesets we will need to load and sending it to our {
// texture instance handle
std::vector<const char*> buffer; std::vector<const char*> buffer;
for (int layer = 0; layer < tileIds.size(); layer++) { for (int layer = 0; layer < tileIds.size(); layer++)
{
buffer.clear(); buffer.clear();
for (auto& set : tileSetData) for (auto& set : tileSetData)
buffer.push_back(set->file.c_str()); buffer.push_back(set->file.c_str());
if (!buffer.empty()) if (!buffer.empty())
instanceHandles.push_back( instanceHandles.push_back(std::make_shared<TileTextureInstance>(buffer));
std::make_shared<TileTextureInstance>(buffer));
} }
loadMap(); loadMap();
createCollisionMap(); createCollisionMap();
} }
} }
#include <glm/ext.hpp>
void Map::loadMap() { void Map::loadMap()
{
tileData.resize(tileIds.size()); tileData.resize(tileIds.size());
// Tiles are drawn back to front, we track the tileset the tile comes from and for (int layer = 0; layer < tileIds.size(); layer++)
// additional information about the tilesets themselves so the shader can {
// properly draw the right tile. Each layer is its own instance for (int y = 0; y < tileIds[layer].size(); y++)
for (int layer = 0; layer < tileIds.size(); layer++) { {
for (int y = 0; y < tileIds[layer].size(); y++) { for (int x = 0; x < tileIds[layer][y].size(); x++)
for (int x = 0; x < tileIds[layer][y].size(); x++) { {
glm::mat4 modelMatrix = glm::mat4 modelMatrix =
glm::translate( glm::translate(glm::mat4(1.f), glm::vec3(x * mapData->tileSize, y * mapData->tileSize, 0.0f)) *
glm::mat4(1.f), glm::scale(glm::mat4(1.f), glm::vec3(mapData->tileSize, mapData->tileSize, 1.0f));
glm::vec3(x * mapData->tileSize, y * mapData->tileSize, 0.0f)) *
glm::scale(glm::mat4(1.f),
glm::vec3(mapData->tileSize, mapData->tileSize, 1.0f));
int textureIndex = int textureIndex = static_cast<int>(getTileSetIndex(tileIds[layer][y][x]));
static_cast<int>(getTileSetIndex(tileIds[layer][y][x])); glm::vec2 originalSize = (textureIndex != -1) ?
glm::vec2 originalSize = glm::vec2(tileSetData[textureIndex]->width, tileSetData[textureIndex]->height) :
(textureIndex != -1) ? glm::vec2(tileSetData[textureIndex]->width, glm::vec2(0.0f);
tileSetData[textureIndex]->height) int tilesPerRow = (textureIndex != -1) ? tileSetData[textureIndex]->columns : 0;
: glm::vec2(0.0f); int startID = (textureIndex != -1) ? mapData->tileSets[textureIndex].startID : 0;
int tilesPerRow =
(textureIndex != -1) ? tileSetData[textureIndex]->columns : 0;
int startID =
(textureIndex != -1) ? mapData->tileSets[textureIndex].startID : 0;
int tileIndex = tileIds[layer][y][x]; int tileIndex = tileIds[layer][y][x];
tileData[layer].push_back({modelMatrix, originalSize, tileIndex, tileData[layer].push_back({modelMatrix, originalSize, tileIndex, textureIndex, tilesPerRow, startID});
textureIndex, tilesPerRow, startID});
} }
} }
instanceHandles[layer]->updateInstanceData(tileData[layer]); instanceHandles[layer]->updateInstanceData(tileData[layer]);
} }
// The canvas size is the same for every tile atlas, each one growing to match glm::vec2 canvasSize = glm::vec2(instanceHandles[0]->getTextureArray()->getWidth(), instanceHandles[0]->getTextureArray()->getHeight());
// the size of the larget tileset
glm::vec2 canvasSize =
glm::vec2(instanceHandles[0]->getTextureArray()->getWidth(),
instanceHandles[0]->getTextureArray()->getHeight());
editUniformOnce("uCanvasSize", canvasSize); editUniformOnce("uCanvasSize", canvasSize);
} }
// The collision map is just a 2D array of 0's and 1's, 1's being collidable and void Map::createCollisionMap()
// 0's not. This may see some changes in the future to properly address special {
// tiles, such as portals.
void Map::createCollisionMap() {
// Match collisionMap to map size // Match collisionMap to map size
collisionMap.resize(tileIds[0].size()); collisionMap.resize(tileIds[0].size());
for (int y = 0; y < tileIds[0].size(); ++y) { for (int y = 0; y < tileIds[0].size(); ++y)
{
collisionMap[y].resize(tileIds[0][y].size(), 0); collisionMap[y].resize(tileIds[0][y].size(), 0);
} }
for (int layer = 0; layer < tileIds.size(); layer++) { for (int layer = 0; layer < tileIds.size(); layer++)
for (int y = 0; y < tileIds[layer].size(); y++) { {
for (int x = 0; x < tileIds[layer][y].size(); x++) { for (int y = 0; y < tileIds[layer].size(); y++)
{
for (int x = 0; x < tileIds[layer][y].size(); x++)
{
int id = tileIds[layer][y][x]; int id = tileIds[layer][y][x];
size_t tileSetIndex = getTileSetIndex(id); size_t tileSetIndex = getTileSetIndex(id);
if (tileSetIndex == -1) if (tileSetIndex == -1)
collisionMap[y][x] = 0; collisionMap[y][x] = 0;
else { else
{
int startID = mapData->tileSets[tileSetIndex].startID; int startID = mapData->tileSets[tileSetIndex].startID;
auto& tile = tileSetData[tileSetIndex]->tiles[id - startID]; auto& tile = tileSetData[tileSetIndex]->tiles[id - startID];
if (!tile->walkable) if (!tile->walkable)
@ -102,26 +96,28 @@ void Map::createCollisionMap() {
} }
} }
// Draw each layer in it's own instance void Map::draw()
void Map::draw() { {
for (int layer = 0; layer < instanceHandles.size(); layer++) { for (int layer = 0; layer < instanceHandles.size(); layer++)
{
instanceHandles[layer]->draw(); instanceHandles[layer]->draw();
} }
} }
/* /*
Use this function to get the tileSetIndex from a tile ID. Use this function to get the tileSetIndex from a tile ID.
the index of the tileSet is the same index as the texture index used in the the index of the tileSet is the same index as the texture index used in the instanceHandle
instanceHandle
returns tileSetIndex of the tile id passed. Unless the id is either 0 or returns tileSetIndex of the tile id passed. Unless the id is either 0 or
the returned tileSetIndex is out of bounds, returns -1 the returned tileSetIndex is out of bounds, returns -1
*/ */
size_t Map::getTileSetIndex(int id) const { size_t Map::getTileSetIndex(int id) const
{
// work from the bottom, break if ID > startID // work from the bottom, break if ID > startID
// If we get a textureIndex of -1 then we are on an empty tile // If we get a textureIndex of -1 then we are on an empty tile
size_t tileSetIndex = mapData->tileSets.size() - 1; size_t tileSetIndex = mapData->tileSets.size() - 1;
for (; tileSetIndex != -1; --tileSetIndex) { for (; tileSetIndex != -1; --tileSetIndex)
{
if (id >= mapData->tileSets[tileSetIndex].startID) if (id >= mapData->tileSets[tileSetIndex].startID)
break; break;
} }

View file

@ -2,25 +2,28 @@
#include "gameplay/weapons/bullet.h" #include "gameplay/weapons/bullet.h"
#include "utility/events.h" #include "utility/events.h"
void PhysicsEngine::hookEventManager( #include "utility/logger.h"
const std::shared_ptr<EventManager> &eventManager) {
void PhysicsEngine::hookEventManager(const std::shared_ptr<EventManager>& eventManager)
{
this->eventManager = eventManager; this->eventManager = eventManager;
this->eventManager->subscribe<BulletFiredEvent>( this->eventManager->subscribe<BulletFiredEvent>([this](const BulletFiredEvent& event) {
[this](const BulletFiredEvent &event) {
if (auto bullet = event.bullet.lock()) { if (auto bullet = event.bullet.lock()) {
this->addObject(bullet->getPhysicsComponent()); this->addObject(bullet->getPhysicsComponent());
} }
}); });
this->eventManager->subscribe<BulletDiedEvent>( this->eventManager->subscribe<BulletDiedEvent>([this](const BulletDiedEvent& event) {
[this](const BulletDiedEvent &event) {
this->removeObject(event.physObj); this->removeObject(event.physObj);
}); });
} }
std::shared_ptr<PhysicsComponent> std::shared_ptr<PhysicsComponent> PhysicsEngine::createObject(const unsigned int ID,
PhysicsEngine::createObject(const unsigned int ID, const glm::vec3 &pos, const glm::vec3& pos,
float mass, PhysicsComponent::Collider::Shape shape, float mass,
glm::vec3 dimensions, const glm::vec3 offset) { PhysicsComponent::Collider::Shape shape,
glm::vec3 dimensions, const
glm::vec3 offset)
{
auto component = std::make_shared <PhysicsComponent>(); auto component = std::make_shared <PhysicsComponent>();
component->ID = ID; component->ID = ID;
component->rigidBody.position = pos; component->rigidBody.position = pos;
@ -34,50 +37,50 @@ PhysicsEngine::createObject(const unsigned int ID, const glm::vec3 &pos,
return component; return component;
} }
void PhysicsEngine::loadCollisionMap( void PhysicsEngine::loadCollisionMap(const std::vector<std::vector<int>>& collisionMap, float tileSize)
const std::vector<std::vector<int>> &collisionMap, float tileSize) { {
this->collisionMap = collisionMap; this->collisionMap = collisionMap;
this->tileSize = tileSize; this->tileSize = tileSize;
} }
void PhysicsEngine::addObject( void PhysicsEngine::addObject(const std::shared_ptr<PhysicsComponent>& component)
const std::shared_ptr<PhysicsComponent> &component) { {
if (component) if (component)
objects.emplace_back(component); objects.emplace_back(component);
} }
void PhysicsEngine::removeObject( void PhysicsEngine::removeObject(const std::shared_ptr<PhysicsComponent>& component)
const std::shared_ptr<PhysicsComponent> &component) { {
if (std::find(objects.begin(), objects.end(), component) != objects.end()) if (std::find(objects.begin(), objects.end(), component) != objects.end())
objects.erase(std::remove(objects.begin(), objects.end(), component)); objects.erase(std::remove(objects.begin(), objects.end(), component));
} }
int PhysicsEngine::getTileCollider(const glm::vec2 &position) { int PhysicsEngine::getTileCollider(const glm::vec2& position)
{
int x = static_cast<int>((position.x + 0.5f * tileSize) / tileSize); int x = static_cast<int>((position.x + 0.5f * tileSize) / tileSize);
int y = static_cast<int>((position.y + 0.5f * tileSize) / tileSize); int y = static_cast<int>((position.y + 0.5f * tileSize) / tileSize);
if (y >= 0 && y < collisionMap.size()) { if (y >= 0 && y < collisionMap.size())
{
if (x >= 0 && x < collisionMap[y].size()) if (x >= 0 && x < collisionMap[y].size())
return collisionMap[y][x]; return collisionMap[y][x];
} }
return 0; return 0;
} }
void PhysicsEngine::getPossibleCollisions() { void PhysicsEngine::getPossibleCollisions()
{
objCollisions.clear(); objCollisions.clear();
for (size_t i = 0; i < objects.size(); ++i) { for (size_t i = 0; i < objects.size(); ++i)
{
auto& obj = objects[i]; auto& obj = objects[i];
for (size_t j = i + 1; j < objects.size(); ++j) { for (size_t j = i + 1; j < objects.size(); ++j)
{
auto& colliderObj = objects[j]; auto& colliderObj = objects[j];
if (obj.get() == colliderObj.get() || obj->ID == colliderObj->ID) if (obj.get() == colliderObj.get() || obj->ID == colliderObj->ID) continue;
continue; float colliderRight = colliderObj->rigidBody.position.x + colliderObj->collider.dimensions.x;
float colliderRight = colliderObj->rigidBody.position.x + float colliderBottom = colliderObj->rigidBody.position.y + colliderObj->collider.dimensions.y;
colliderObj->collider.dimensions.x; float objectRight = obj->rigidBody.position.x + obj->collider.dimensions.x;
float colliderBottom = colliderObj->rigidBody.position.y + float objectBottom = obj->rigidBody.position.y + obj->collider.dimensions.y;
colliderObj->collider.dimensions.y;
float objectRight =
obj->rigidBody.position.x + obj->collider.dimensions.x;
float objectBottom =
obj->rigidBody.position.y + obj->collider.dimensions.y;
if ((obj->rigidBody.position.x <= colliderRight && if ((obj->rigidBody.position.x <= colliderRight &&
objectRight >= colliderObj->rigidBody.position.x) || objectRight >= colliderObj->rigidBody.position.x) ||
(obj->rigidBody.position.y <= colliderBottom && (obj->rigidBody.position.y <= colliderBottom &&
@ -87,60 +90,50 @@ void PhysicsEngine::getPossibleCollisions() {
} }
} }
void PhysicsEngine::resolvePossibleCollisions() { void PhysicsEngine::resolvePossibleCollisions()
for (auto &objs : objCollisions) { {
// Solve for two circles, we'll need to expand upon this for different for (auto& objs : objCollisions)
// colliders... {
float sumOfRadius = // Solve for two circles, we'll need to expand upon this for different colliders...
objs.first->collider.dimensions.x + objs.second->collider.dimensions.x; float sumOfRadius = objs.first->collider.dimensions.x + objs.second->collider.dimensions.x;
glm::vec2 objFirstCenter = glm::vec2 objFirstCenter = objs.first->rigidBody.position + objs.first->collider.offset;
objs.first->rigidBody.position + objs.first->collider.offset; glm::vec2 objSecondCenter = objs.second->rigidBody.position + objs.second->collider.offset;
glm::vec2 objSecondCenter =
objs.second->rigidBody.position + objs.second->collider.offset;
glm::vec2 distance = objFirstCenter - objSecondCenter; glm::vec2 distance = objFirstCenter - objSecondCenter;
if (glm::length(distance) < sumOfRadius) { if (glm::length(distance) < sumOfRadius)
{
// We got impact! // We got impact!
glm::vec2 normal = distance / glm::length(distance); glm::vec2 normal = distance / glm::length(distance);
// That impact is a bullet hitting a gameactor! // That impact is a bullet hitting a gameactor!
if ((objs.first->isBullet || objs.second->isBullet) && if ((objs.first->isBullet || objs.second->isBullet) && !(objs.first->isBullet && objs.second->isBullet))
!(objs.first->isBullet && objs.second->isBullet)) { {
eventManager->notify(std::make_shared<BulletCollideEvent>( eventManager->notify(std::make_shared<BulletCollideEvent>(
( objs.first->isBullet) ? objs.first->ID : objs.second->ID, ( objs.first->isBullet) ? objs.first->ID : objs.second->ID,
(!objs.first->isBullet) ? objs.first->ID : objs.second->ID, (!objs.first->isBullet) ? objs.first->ID : objs.second->ID,
std::make_shared<PhysicsComponent>( std::make_shared<PhysicsComponent>(( objs.first->isBullet) ? objs.first : objs.second),
(objs.first->isBullet) ? objs.first : objs.second), normal
normal)); ));
} }
// Apply impulse force // Apply impulse force
float penetrationDepth = sumOfRadius - glm::length(distance); float penetrationDepth = sumOfRadius - glm::length(distance);
glm::vec2 correctionVector = glm::vec2 correctionVector = normal * (penetrationDepth / ((1 / objs.first->rigidBody.mass) + (1 / objs.second->rigidBody.mass)));
normal * (penetrationDepth / ((1 / objs.first->rigidBody.mass) + glm::vec2 vrel = objs.first->rigidBody.velocity - objs.second->rigidBody.velocity;
(1 / objs.second->rigidBody.mass)));
glm::vec2 vrel =
objs.first->rigidBody.velocity - objs.second->rigidBody.velocity;
// smallest elasticity of the two colliders // smallest elasticity of the two colliders
float e = std::min(objs.first->rigidBody.elasticity, float e = std::min(objs.first->rigidBody.elasticity, objs.second->rigidBody.elasticity);
objs.second->rigidBody.elasticity); float impulseMag = (-(1 + e) * glm::dot(vrel, normal)) / ((1 / objs.first->rigidBody.mass) + (1 / objs.second->rigidBody.mass));
float impulseMag = (-(1 + e) * glm::dot(vrel, normal)) /
((1 / objs.first->rigidBody.mass) +
(1 / objs.second->rigidBody.mass));
objs.first->rigidBody.position += objs.first->rigidBody.position += (correctionVector / objs.first->rigidBody.mass);
(correctionVector / objs.first->rigidBody.mass); objs.second->rigidBody.position -= (correctionVector / objs.second->rigidBody.mass);
objs.second->rigidBody.position -= objs.first->rigidBody.velocity += impulseMag * normal / objs.first->rigidBody.mass;
(correctionVector / objs.second->rigidBody.mass); objs.second->rigidBody.velocity -= impulseMag * normal / objs.second->rigidBody.mass;
objs.first->rigidBody.velocity +=
impulseMag * normal / objs.first->rigidBody.mass;
objs.second->rigidBody.velocity -=
impulseMag * normal / objs.second->rigidBody.mass;
} }
} }
} }
void PhysicsEngine::resolveWorldCollision( void PhysicsEngine::resolveWorldCollision(const std::shared_ptr<PhysicsComponent>& obj)
const std::shared_ptr<PhysicsComponent> &obj) { {
switch (obj->collider.shape) { switch (obj->collider.shape)
{
case PhysicsComponent::Collider::Shape::Circle: case PhysicsComponent::Collider::Shape::Circle:
float radius = obj->collider.dimensions.x; float radius = obj->collider.dimensions.x;
glm::vec2 position = obj->rigidBody.position + obj->collider.offset; glm::vec2 position = obj->rigidBody.position + obj->collider.offset;
@ -148,42 +141,47 @@ void PhysicsEngine::resolveWorldCollision(
int bottomTile = getTileCollider(position + glm::vec2(0, radius)); int bottomTile = getTileCollider(position + glm::vec2(0, radius));
int leftTile = getTileCollider(position - glm::vec2(radius, 0)); int leftTile = getTileCollider(position - glm::vec2(radius, 0));
int rightTile = getTileCollider(position + glm::vec2(radius, 0)); int rightTile = getTileCollider(position + glm::vec2(radius, 0));
if (obj->isBullet) { if (obj->isBullet)
if (topTile || bottomTile || leftTile || rightTile) { {
if (topTile || bottomTile || leftTile || rightTile)
{
eventManager->notify(std::make_shared<BulletDiedEvent>(obj)); eventManager->notify(std::make_shared<BulletDiedEvent>(obj));
return; return;
} }
} }
int tileY = static_cast<int>((position.y) / tileSize); int tileY = static_cast<int>((position.y) / tileSize);
int tileX = static_cast<int>((position.x) / tileSize); int tileX = static_cast<int>((position.x) / tileSize);
if (topTile) { if (topTile)
{
//obj->rigidBody.velocity.y = -obj->rigidBody.velocity.y; //obj->rigidBody.velocity.y = -obj->rigidBody.velocity.y;
obj->rigidBody.position.y = obj->rigidBody.position.y = (tileY+1) * tileSize + obj->collider.offset.y;
(tileY + 1) * tileSize + obj->collider.offset.y;
} }
if (bottomTile) { if (bottomTile)
{
//obj->rigidBody.velocity.y = -obj->rigidBody.velocity.y; //obj->rigidBody.velocity.y = -obj->rigidBody.velocity.y;
obj->rigidBody.position.y = (tileY) * tileSize - obj->collider.offset.y; obj->rigidBody.position.y = (tileY) * tileSize - obj->collider.offset.y;
} }
if (leftTile) { if (leftTile)
{
//obj->rigidBody.velocity.x = -obj->rigidBody.velocity.x; //obj->rigidBody.velocity.x = -obj->rigidBody.velocity.x;
obj->rigidBody.position.x = obj->rigidBody.position.x = (tileX + 1) * tileSize + obj->collider.offset.x;
(tileX + 1) * tileSize + obj->collider.offset.x;
} }
if (rightTile) { if (rightTile)
{
//obj->rigidBody.velocity.x = -obj->rigidBody.velocity.x; //obj->rigidBody.velocity.x = -obj->rigidBody.velocity.x;
obj->rigidBody.position.x = (tileX) * tileSize - obj->collider.offset.x; obj->rigidBody.position.x = (tileX) * tileSize - obj->collider.offset.x;
} }
} }
} }
void PhysicsEngine::update(double deltaTime) { void PhysicsEngine::update(double deltaTime)
for (auto &obj : objects) { {
if (!obj) for (auto& obj : objects)
continue; {
if (!obj) continue;
glm::vec2 frictionForce = obj->rigidBody.velocity * -0.1f; glm::vec2 frictionForce = obj->rigidBody.velocity * -0.1f;
if (std::abs(obj->rigidBody.acceleration.x) == if (std::abs(obj->rigidBody.acceleration.x) == std::abs(obj->rigidBody.acceleration.y))
std::abs(obj->rigidBody.acceleration.y)) { {
obj->rigidBody.acceleration.x *= 0.75f; obj->rigidBody.acceleration.x *= 0.75f;
obj->rigidBody.acceleration.y *= 0.75f; obj->rigidBody.acceleration.y *= 0.75f;
} }
@ -193,20 +191,19 @@ void PhysicsEngine::update(double deltaTime) {
float maxSpeed = 500.f; float maxSpeed = 500.f;
float curSpeed = glm::length(obj->rigidBody.velocity); float curSpeed = glm::length(obj->rigidBody.velocity);
if (curSpeed > maxSpeed) { if (curSpeed > maxSpeed)
{
// Move at maxspeed // Move at maxspeed
obj->rigidBody.velocity = obj->rigidBody.velocity = glm::normalize(obj->rigidBody.velocity) * maxSpeed;
glm::normalize(obj->rigidBody.velocity) * maxSpeed;
} }
obj->rigidBody.acceleration = glm::vec2(0.f); obj->rigidBody.acceleration = glm::vec2(0.f);
if (obj->collider.dimensions != glm::vec2(0.f)) { if (obj->collider.dimensions != glm::vec2(0.f))
{
// check map collisions // check map collisions
resolveWorldCollision(obj); resolveWorldCollision(obj);
} }
obj->rigidBody.position += obj->rigidBody.position += obj->rigidBody.velocity * static_cast<float>(deltaTime);
obj->rigidBody.velocity * static_cast<float>(deltaTime); // Make sure we keep our Z at 0.f, a better choice would be to remove the need for vec3 all together!
// Make sure we keep our Z at 0.f, a better choice would be to remove the
// need for vec3 all together!
// TODO: REMOVE VEC3 NO NEED FOR Z COODINATE! // TODO: REMOVE VEC3 NO NEED FOR Z COODINATE!
// obj->rigidBody.position.z = 0.f; // obj->rigidBody.position.z = 0.f;
} }

View file

@ -1,54 +1,65 @@
#include "gameplay/scene.h" #include "gameplay/scene.h"
#include "gameplay/ai.h" #include "gameplay/camera.h"
#include "gameplay/gameactor.h" #include "gameplay/gameactor.h"
#include "gameplay/weapons/weapons.h"
#include "gameplay/weapons/bulletmanager.h"
#include "gameplay/map.h" #include "gameplay/map.h"
#include "gameplay/physics.h" #include "gameplay/physics.h"
#include "gameplay/weapons/bulletmanager.h" #include "gameplay/ai.h"
#include "gameplay/weapons/weapons.h"
#include "graphics/sprite.h"
#include "graphics/animation.h" #include "graphics/animation.h"
#include "graphics/background.h" #include "graphics/background.h"
#include "graphics/sprite.h"
#include "utility/component.h"
#include "utility/debugdraw.h"
#include "utility/events.h"
#include "utility/ftfont.h"
#include "utility/raycaster.h"
#include "utility/resourcemanager.h"
#include "utility/script.h" #include "utility/script.h"
#include "utility/component.h"
#include "utility/ftfont.h"
#include "utility/xmlloader.h" #include "utility/xmlloader.h"
#include "utility/resourcemanager.h"
#include "utility/events.h"
#include "utility/raycaster.h"
#include "utility/debugdraw.h"
#include <memory> #include <memory>
Scene::Scene(SceneType sceneType, std::shared_ptr<ResourceManager> resources, #include <execution>
std::weak_ptr<EventManager> globalEvents)
: type(sceneType), resourceManager(resources), // Scene xml files, should contain a node called <player> that holds the sprite location
globalEventManager(globalEvents) { /*
like this:
<player sprite="sprites/player2Atlas.png" frameSize=64.0>
<x=5/>
<y=6/>
</player>
*/
Scene::Scene(SceneType sceneType, std::shared_ptr<ResourceManager> resources, std::weak_ptr<EventManager> globalEvents)
: type(sceneType), resourceManager(resources), globalEventManager(globalEvents)
{
camera = std::make_shared<Camera>(800.f, 600.f);
physicsEngine = std::make_shared<PhysicsEngine>(); physicsEngine = std::make_shared<PhysicsEngine>();
eventManager = std::make_shared<EventManager>(); eventManager = std::make_shared<EventManager>();
} }
void Scene::init() { void Scene::init()
{
physicsEngine->hookEventManager(eventManager); physicsEngine->hookEventManager(eventManager);
//if (sceneType == SCENE_SHOOTER)
loadDebugShooterScene(); loadDebugShooterScene();
} }
// This function is full of hardcoded values and test sprites, NOT for use with // This function is full of hardcoded values and test sprites, NOT for use with final product
// final product void Scene::loadDebugShooterScene()
void Scene::loadDebugShooterScene() { {
hookSceneEvents(); hookSceneEvents();
sceneData = resourceManager->loadScene("000"); sceneData = resourceManager->loadScene("000");
if (!sceneData) if (!sceneData)
return; return;
EntityData playerData = sceneData->entities[0]; EntityData playerData = sceneData->entities[0];
auto mapData = sceneData->map; auto mapData = sceneData->map;
auto playerShader = resourceManager->loadShader( auto playerShader = resourceManager->loadShader("GL_player", "shaders/GL_player.vert", "shaders/GL_player.frag");
"GL_player", "shaders/GL_player.vert", "shaders/GL_player.frag"); auto bubbleShader = resourceManager->loadShader("GL_bubble", "shaders/GL_bubble.vert", "shaders/GL_bubble.frag");
auto bubbleShader = resourceManager->loadShader( auto weaponShader = resourceManager->loadShader("GL_pistol", "shaders/GL_pistol.vert", "shaders/GL_pistol.frag");
"GL_bubble", "shaders/GL_bubble.vert", "shaders/GL_bubble.frag");
auto weaponShader = resourceManager->loadShader(
"GL_pistol", "shaders/GL_pistol.vert", "shaders/GL_pistol.frag");
if (!sceneData->bgFile.empty()) { if (!sceneData->bgFile.empty()) {
LOG(INFO, "Found background loading '{}'", sceneData->bgFile); LOG(INFO, "Found background loading '{}'", sceneData->bgFile);
@ -56,54 +67,57 @@ void Scene::loadDebugShooterScene() {
} }
// creating map from scene // creating map from scene
auto tileShader = resourceManager->loadShader( auto tileShader = resourceManager->loadShader("GL_tile", "shaders/GL_tile.vert", "shaders/GL_tile.frag");
"GL_tile", "shaders/GL_tile.vert", "shaders/GL_tile.frag");
map = std::make_shared<Map>(mapData, tileShader, resourceManager); map = std::make_shared<Map>(mapData, tileShader, resourceManager);
for (EntityData entityData : sceneData->entities) { for (EntityData entityData : sceneData->entities)
{
auto entity = std::make_shared<GameActor>(this, playerShader); auto entity = std::make_shared<GameActor>(this, playerShader);
// Directional is the kind of sprite sheet we are using, in this case for // Directional is the kind of sprite sheet we are using, in this case for directional, I have the sprite sheet handle the rotations
// directional, I have the sprite sheet handle the rotations instead of just // instead of just rotating the object, this makes it look quite a bit better from the end user perspective.
// rotating the object, this makes it look quite a bit better from the end if (entityData.animated)
// user perspective. {
if (entityData.animated) { auto entityAnimation = resourceManager->loadAnimationSet(entityData.graphic, entity->getEntityID());
auto entityAnimation = resourceManager->loadAnimationSet( // because we don't want to have the engine rotate the object based on the entities rotation,
entityData.graphic, entity->getEntityID()); // we set the this value to false so we no longer rotate the object.
// because we don't want to have the engine rotate the object based on the
// entities rotation, we set the this value to false so we no longer
// rotate the object.
if (entityAnimation->getDirectional()) if (entityAnimation->getDirectional())
entity->setRotatable(false); entity->setRotatable(false);
entity->addComponent( entity->addComponent(std::make_unique<AnimationComponent>(entityAnimation, eventManager));
std::make_unique<AnimationComponent>(entityAnimation, eventManager)); }
} else { else
{
auto entitySprite = resourceManager->loadSpriteStatic(entityData.graphic); auto entitySprite = resourceManager->loadSpriteStatic(entityData.graphic);
entity->addComponent(std::make_unique<SpriteComponent>(entitySprite)); entity->addComponent(std::make_unique<SpriteComponent>(entitySprite));
} }
auto defaultWeapon = auto defaultWeapon = resourceManager->loadWeapon("gun/pistol", weaponShader, bubbleShader);
resourceManager->loadWeapon("gun/pistol", weaponShader, bubbleShader); auto entityWeapon = resourceManager->loadWeapon(entityData.weapon, weaponShader, bubbleShader);
auto entityWeapon = resourceManager->loadWeapon(entityData.weapon,
weaponShader, bubbleShader);
entity->pickupWeapon(std::move(defaultWeapon)); entity->pickupWeapon(std::move(defaultWeapon));
entity->pickupWeapon(std::move(entityWeapon)); entity->pickupWeapon(std::move(entityWeapon));
entity->setPosition(glm::vec3(entityData.x * mapData->tileSize, entity->setPosition(glm::vec3(entityData.x * mapData->tileSize, entityData.y * mapData->tileSize, 0.f));
entityData.y * mapData->tileSize, 0.f));
entity->setScale(glm::vec3(mapData->tileSize, mapData->tileSize, 1.f)); entity->setScale(glm::vec3(mapData->tileSize, mapData->tileSize, 1.f));
entity->addPhysicsComponent(physicsEngine->createObject( entity->addPhysicsComponent(
entity->getEntityID(), entity->getPosition(), 49.0, physicsEngine->createObject(entity->getEntityID(),
entity->getPosition(),
49.0,
PhysicsComponent::Collider::Shape::Circle, PhysicsComponent::Collider::Shape::Circle,
glm::vec3(mapData->tileSize / 2))); glm::vec3(mapData->tileSize / 2))
);
if (entityData.isPlayer) { if (entityData.isPlayer)
{
player = entity; player = entity;
} else { camera->setTarget(entity.get());
entity->setLocalPosition(camera->worldToLocal(entity->getPosition()));
}
else
{
// attach ai // attach ai
if (!entityData.script.empty()) { if (!entityData.script.empty())
{
auto behaviour = resourceManager->loadAIScript(entityData.script); auto behaviour = resourceManager->loadAIScript(entityData.script);
auto rayCaster = std::make_unique<Raycaster>( auto rayCaster = std::make_unique<Raycaster>(40.f, 300.f, map->getCollisionMap(), mapData->tileSize);
40.f, 300.f, map->getCollisionMap(), mapData->tileSize);
auto ai = std::make_shared<AI>(entity.get(), std::move(rayCaster)); auto ai = std::make_shared<AI>(entity.get(), std::move(rayCaster));
ai->setTarget(player.get()); ai->setTarget(player.get());
ai->attachBehaviourScript(std::move(behaviour)); ai->attachBehaviourScript(std::move(behaviour));
@ -115,29 +129,41 @@ void Scene::loadDebugShooterScene() {
} }
physicsEngine->loadCollisionMap(map->getCollisionMap(), mapData->tileSize); physicsEngine->loadCollisionMap(map->getCollisionMap(), mapData->tileSize);
// Setup map and other entities...
} }
std::shared_ptr<GameActor> Scene::getPlayer() const { std::shared_ptr<GameActor> Scene::getPlayer() const
{
return (!player) ? nullptr : player; return (!player) ? nullptr : player;
} }
void Scene::update(double deltaTime) { void Scene::update(double deltaTime)
{
for (const auto &[id, e] : entities) { for (const auto& [id, e] : entities)
{
e->update(deltaTime); e->update(deltaTime);
if (camera->getTarget() == e.get())
e->setLocalPosition(camera->worldToLocal(e->getPosition()));
} }
physicsEngine->update(deltaTime); physicsEngine->update(deltaTime);
camera->update(deltaTime);
} }
void Scene::render(std::shared_ptr<Renderer> renderer) { void Scene::render(std::shared_ptr<Renderer> renderer)
{
renderer->clear(); renderer->clear();
renderer->setProjAndViewMatrix(camera->getProjectionMatrix(), camera->getViewMatrix());
renderer->addDrawable(RenderLayer::Map, map.get()); renderer->addDrawable(RenderLayer::Map, map.get());
if (background) { if (background) {
renderer->addDrawable(RenderLayer::Background, renderer->addDrawable(RenderLayer::Background, static_cast<Drawable*>(background));
static_cast<Drawable *>(background));
} }
for (auto &[id, e] : entities) { //map->draw();
for (auto& [id, e] : entities)
{
//e->draw();
renderer->addDrawable(RenderLayer::GameObjects, e.get()); renderer->addDrawable(RenderLayer::GameObjects, e.get());
if (e->getHeldWeapon()) { if (e->getHeldWeapon()) {
renderer->addDrawable(RenderLayer::GameObjects, e->getHeldWeapon()); renderer->addDrawable(RenderLayer::GameObjects, e->getHeldWeapon());
@ -151,19 +177,50 @@ void Scene::render(std::shared_ptr<Renderer> renderer) {
} }
renderer->render(); renderer->render();
DEBUG_TEXT(glm::vec3(10.f, 10.f, 0.f), glm::vec4(0.f, 0.f, 0.f, 1.f), 0.5f, /*
"{} / {}", getPlayer()->getHeldWeapon()->getMagazine(), for (const auto& bullet : player->getHeldWeapon()->getBulletManager()->getBullets()) {
getPlayer()->getHeldWeapon()->getAmmo()); DebugDrawer::getInstance().addLine(player->getCenter(), bullet->getCenter(), glm::vec4(1.f, 0.f, 0.f, 0.f));
DEBUG_TEXT(
glm::vec3(camera.get()->worldToLocal(bullet->getCenter()).x,
camera.get()->worldToLocal(bullet->getCenter()).y, 0.f),
glm::vec4(1.f, 0.f, 0.f, 1.f),
0.2f,
"( {}, {}, {} )",
bullet->getCenter().x,
bullet->getCenter().y,
bullet->getCenter().z
);
DEBUG_TEXT(
glm::vec3(camera.get()->worldToLocal(bullet->getCenter()).x,
camera.get()->worldToLocal(bullet->getCenter()).y + 10.f, 0.f),
glm::vec4(1.f, 1.f, 0.f, 1.f),
0.2f,
"( {}, {} )",
bullet->getPhysicsComponent()->rigidBody.position.x,
bullet->getPhysicsComponent()->rigidBody.position.y
);
DEBUG_TEXT(
glm::vec3(camera.get()->worldToLocal(bullet->getCenter()).x,
camera.get()->worldToLocal(bullet->getCenter()).y + 20.f, 0.f),
glm::vec4(0.f, 1.f, 1.f, 1.f),
0.2f,
"( {}, {} )",
bullet->getPhysicsComponent()->rigidBody.velocity.x,
bullet->getPhysicsComponent()->rigidBody.velocity.y);
}
*/
DebugDrawer::getInstance().draw(camera->getProjectionMatrix() * camera->getViewMatrix());
} }
void Scene::unloadScene() { void Scene::unloadScene()
{
//xmlLoader.reset(); //xmlLoader.reset();
} }
void Scene::hookSceneEvents() { void Scene::hookSceneEvents()
{
std::weak_ptr<Scene> weakSelf = shared_from_this(); std::weak_ptr<Scene> weakSelf = shared_from_this();
eventManager->subscribe<BulletCollideEvent>( eventManager->subscribe<BulletCollideEvent>([weakSelf](const BulletCollideEvent& e) {
[weakSelf](const BulletCollideEvent &e) {
if (auto self = weakSelf.lock()) { if (auto self = weakSelf.lock()) {
GameActor* shooter = self->getGameActorByID(e.ownerID); GameActor* shooter = self->getGameActorByID(e.ownerID);
GameActor* target = self->getGameActorByID(e.victimID); GameActor* target = self->getGameActorByID(e.victimID);
@ -174,14 +231,16 @@ void Scene::hookSceneEvents() {
}); });
} }
GameActor *Scene::getGameActorByID(const unsigned int ID) { GameActor* Scene::getGameActorByID(const unsigned int ID)
{
auto iterator = entities.find(ID); auto iterator = entities.find(ID);
if (iterator == entities.end()) if (iterator == entities.end())
return nullptr; return nullptr;
return iterator->second.get(); return iterator->second.get();
} }
std::span<std::weak_ptr<GameActor>> Scene::getAllEntities() const { std::span<std::weak_ptr<GameActor>> Scene::getAllEntities() const
{
entityCache.clear(); entityCache.clear();
for (const auto& [_, entity] : entities) { for (const auto& [_, entity] : entities) {
entityCache.push_back(entity); entityCache.push_back(entity);

View file

@ -1,47 +1,48 @@
#include "gameplay/weapons/weapon.h" #include "gameplay/weapons/weapon.h"
#include "gameplay/weapons/bulletmanager.h"
#include "gameplay/weapons/bullet.h"
#include "gameplay/gameactor.h" #include "gameplay/gameactor.h"
#include "gameplay/physics.h" #include "gameplay/physics.h"
#include "gameplay/weapons/bullet.h"
#include "gameplay/weapons/bulletmanager.h"
#include <SDL_timer.h> #include <SDL_timer.h>
#include "utility/component.h"
#include "utility/debugdraw.h" #include "utility/debugdraw.h"
#include "utility/component.h"
#include "utility/events.h" #include "utility/events.h"
#include "utility/logger.h"
#include "utility/resourcemanager.h" #include "utility/resourcemanager.h"
#include "utility/script.h" #include "utility/script.h"
#include "utility/logger.h"
// TODO: Regular clean up, make this mess readable! // TODO: Regular clean up, make this mess readable!
Weapon::Weapon(const WeaponData *data, const unsigned weaponShaderID, Weapon::Weapon(const WeaponData* data, const unsigned weaponShaderID, const unsigned bulletShaderID, ResourceManager* resourceManager)
const unsigned bulletShaderID, ResourceManager *resourceManager) :
: Entity(weaponShaderID), weaponType(data->id), Entity (weaponShaderID),
weaponType (data->id),
weaponSize (glm::vec2(data->sizeX, data->sizeY)), weaponSize (glm::vec2(data->sizeX, data->sizeY)),
weaponOffset (glm::vec2(data->offsetX, data->offsetY)), weaponOffset (glm::vec2(data->offsetX, data->offsetY)),
weaponMag(data->clipSize), weaponMagSize(data->clipSize), weaponMag (data->clipSize),
weaponAmmo(data->maxAmmo), bulletSpeed(data->bulletSpeed), weaponMagSize (data->clipSize),
bulletDrop(data->bulletDrop), fireSpeed(data->fireSpeed), weaponAmmo (data->maxAmmo),
bulletSpeed (data->bulletSpeed),
bulletDrop (data->bulletDrop),
fireSpeed (data->fireSpeed),
bulletSize (glm::vec2(data->bulletSizeX, data->bulletSizeY)), bulletSize (glm::vec2(data->bulletSizeX, data->bulletSizeY)),
bulletShaderID (bulletShaderID), bulletShaderID (bulletShaderID),
bulletManager (std::make_shared<BulletManager>()), bulletManager (std::make_shared<BulletManager>()),
bulletSpread(std::make_unique<UTIL::RandomGenerator>(-data->bulletSpread, bulletSpread (std::make_unique<UTIL::RandomGenerator>(-data->bulletSpread, data->bulletSpread)),
data->bulletSpread)), bulletModifer (std::make_unique<UTIL::RandomGenerator>(data->modMin, data->modMax))
bulletModifer( {
std::make_unique<UTIL::RandomGenerator>(data->modMin, data->modMax)) {
if (data->bulletAnimated) if (data->bulletAnimated)
bulletSprite = std::make_unique<AnimationComponent>( bulletSprite = std::make_unique<AnimationComponent>(resourceManager->loadAnimationSet(data->bulletGraphic, entityid));
resourceManager->loadAnimationSet(data->bulletGraphic, entityid));
else else
bulletSprite = std::make_unique<SpriteComponent>( bulletSprite = std::make_unique<SpriteComponent>(resourceManager->loadSpriteStatic(data->bulletGraphic));
resourceManager->loadSpriteStatic(data->bulletGraphic));
if (data->animated) { if (data->animated)
addComponent(std::make_unique<AnimationComponent>( {
resourceManager->loadAnimationSet(data->id, entityid))); addComponent(std::make_unique<AnimationComponent>(resourceManager->loadAnimationSet(data->id, entityid)));
} else }
addComponent(std::make_unique<SpriteComponent>( else
resourceManager->loadSpriteStatic(data->graphic))); addComponent(std::make_unique<SpriteComponent>(resourceManager->loadSpriteStatic(data->graphic)));
this->setScale(glm::vec3(weaponSize.x, weaponSize.y, 1.0f)); this->setScale(glm::vec3(weaponSize.x, weaponSize.y, 1.0f));
}; };
@ -49,59 +50,69 @@ void Weapon::addComponent(std::unique_ptr<Component> comp) {
components.push_back(std::move(comp)); components.push_back(std::move(comp));
} }
void Weapon::reload() { void Weapon::reload()
if (auto event = eventManager.lock()) { {
event->notify<EntityReloadEvent>( if (auto event = eventManager.lock())
{entityid, wielder->getPosition(), weaponType}); {
event->notify<EntityReloadEvent>({ entityid, wielder->getPosition(), weaponType });
reloading = true; reloading = true;
if (weaponAmmo < weaponMagSize) { if (weaponAmmo < weaponMagSize) {
weaponMag = weaponAmmo; weaponMag = weaponAmmo;
weaponAmmo = 0; weaponAmmo = 0;
} else { }
else {
weaponMag = weaponMagSize; weaponMag = weaponMagSize;
weaponAmmo -= weaponMagSize; weaponAmmo -= weaponMagSize;
} }
} }
} }
bool Weapon::shoot() { bool Weapon::shoot()
{
bool shotsFired = false; bool shotsFired = false;
if (wielder) { if (wielder)
{
Uint32 currentTime = SDL_GetTicks(); Uint32 currentTime = SDL_GetTicks();
if (currentTime - lastFireTime >= fireSpeed && !reloading) { if (currentTime - lastFireTime >= fireSpeed && !reloading)
if (weaponMag > 0) { {
if (weaponMag > 0)
{
shotsFired = true; shotsFired = true;
if (auto event = eventManager.lock()) if (auto event = eventManager.lock())
event->notify<EntityFireEvent>( event->notify<EntityFireEvent>({entityid, fireSpeed, wielder->getPosition(), weaponType});
{entityid, fireSpeed, wielder->getPosition(), weaponType}); if (!weaponScript || !weaponScript->lua["onShoot"].valid())
if (!weaponScript || !weaponScript->lua["onShoot"].valid()) { {
// create bullet using this generated data // create bullet using this generated data
BulletData b = genBulletData(); BulletData b = genBulletData();
createBullet(b); createBullet(b);
weaponMag -= 1; weaponMag -= 1;
} else { }
else {
auto result = weaponScript->lua["onShoot"](); auto result = weaponScript->lua["onShoot"]();
if (!result.valid()) { if (!result.valid())
{
sol::error err = result; sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl; std::cerr << "lua error: " << err.what() << std::endl;
} }
// auto reload // auto reload
if ((weaponMag -= 1) <= 0) if ((weaponMag -= 1) <= 0) reload();
reload();
} }
} else if (weaponMag <= 0) }
reload(); else if (weaponMag <= 0) reload();
lastFireTime = currentTime; lastFireTime = currentTime;
} }
} }
return shotsFired; return shotsFired;
} }
void Weapon::hookEventManager(std::weak_ptr<EventManager> eventManager) { void Weapon::hookEventManager(std::weak_ptr<EventManager> eventManager)
{
this->eventManager = eventManager; this->eventManager = eventManager;
for (auto &component : components) { for (auto& component : components)
if (component->getType() == Component::TYPE::ANIMATION) { {
if (component->getType() == Component::TYPE::ANIMATION)
{
auto animComponent = static_cast<AnimationComponent*>(component.get()); auto animComponent = static_cast<AnimationComponent*>(component.get());
animComponent->getAnimationSet()->attachEventManager(eventManager); animComponent->getAnimationSet()->attachEventManager(eventManager);
} }
@ -109,11 +120,12 @@ void Weapon::hookEventManager(std::weak_ptr<EventManager> eventManager) {
if (auto event = this->eventManager.lock()) { if (auto event = this->eventManager.lock()) {
auto self = this; auto self = this;
event->subscribe<AnimationFinishedEvent>( event->subscribe<AnimationFinishedEvent>([self](const AnimationFinishedEvent& e) {
[self](const AnimationFinishedEvent &e) {
if (self) { if (self) {
if (e.entityid == self->entityid && e.animType == "reload") { if (e.entityid == self->entityid && e.animType == "reload")
if (self->reloading) { {
if (self->reloading)
{
self->reloading = false; self->reloading = false;
self->wasReloading = true; self->wasReloading = true;
} }
@ -125,33 +137,39 @@ void Weapon::hookEventManager(std::weak_ptr<EventManager> eventManager) {
bulletManager->hookEventManager(eventManager); bulletManager->hookEventManager(eventManager);
} }
void Weapon::attachScript(std::unique_ptr<WeaponScript> script) { void Weapon::attachScript(std::unique_ptr<WeaponScript> script)
{
weaponScript = std::move(script); weaponScript = std::move(script);
weaponScript->lua["weapon"] = this; weaponScript->lua["weapon"] = this;
LOG(DEBUG, "Weapon state bound", NULL); LOG(DEBUG, "Weapon state bound", NULL);
} }
void Weapon::onHitCallback(GameActor *target, PhysicsComponent *bullet, void Weapon::onHitCallback(GameActor* target, PhysicsComponent* bullet, const glm::vec2& normal)
const glm::vec2 &normal) { {
if (weaponScript && weaponScript->lua["onHit"].valid()) { if (weaponScript && weaponScript->lua["onHit"].valid())
{
auto result = weaponScript->lua["onHit"](target, bullet, normal); auto result = weaponScript->lua["onHit"](target, bullet, normal);
if (!result.valid()) { if (!result.valid())
{
sol::error err = result; sol::error err = result;
std::cerr << "lua error: " << err.what() << std::endl; std::cerr << "lua error: " << err.what() << std::endl;
} }
} }
} }
void Weapon::update(double deltaTime) { void Weapon::update(double deltaTime)
{
Entity::update(deltaTime); Entity::update(deltaTime);
if (wielded) { if (wielded)
{
// move the weapon into place as the wielder rotates and moves // move the weapon into place as the wielder rotates and moves
if (wielder) if (wielder)
adjustWeapon(); adjustWeapon();
for (auto& component : components) for (auto& component : components)
component->update(); component->update();
if (wasReloading) { if (wasReloading)
{
wasReloading = false; wasReloading = false;
if (auto event = eventManager.lock()) { if (auto event = eventManager.lock()) {
event->notify<EntityFinishReloadEvent>({entityid}); event->notify<EntityFinishReloadEvent>({entityid});
@ -161,10 +179,13 @@ void Weapon::update(double deltaTime) {
bulletManager->update(deltaTime); bulletManager->update(deltaTime);
} }
void Weapon::draw() { void Weapon::draw()
{
Entity::draw(); Entity::draw();
if (wielded) { if (wielded)
for (auto &component : components) { {
for (auto& component : components)
{
component->play(); component->play();
component->bind(); component->bind();
component->render(); component->render();
@ -173,12 +194,15 @@ void Weapon::draw() {
//bulletManager->draw(); //bulletManager->draw();
} }
void Weapon::adjustWeapon() { void Weapon::adjustWeapon()
{
float rotation = glm::radians(wielder->getRotation()); float rotation = glm::radians(wielder->getRotation());
glm::vec3 offset = glm::vec3( glm::vec3 offset = glm::vec3(
cos(rotation) * ((wielder->getScale().x) - weaponSize.x * 0.5f), cos(rotation) * ((wielder->getScale().x) - weaponSize.x * 0.5f),
sin(rotation) * ((wielder->getScale().y) - weaponSize.y * 0.5f), 0.0f); sin(rotation) * ((wielder->getScale().y) - weaponSize.y * 0.5f),
0.0f
);
glm::vec3 origin = wielder->getCenter() + offset; glm::vec3 origin = wielder->getCenter() + offset;
//origin.x += (weaponSize.x) * 0.25f; //origin.x += (weaponSize.x) * 0.25f;
//origin.y += (weaponSize.y) * 0.25f; //origin.y += (weaponSize.y) * 0.25f;
@ -197,14 +221,16 @@ void Weapon::adjustWeapon() {
lastDir = getDirectionFromRotation(glm::degrees(rotation)); lastDir = getDirectionFromRotation(glm::degrees(rotation));
} }
Weapon::BulletData Weapon::genBulletData() { Weapon::BulletData Weapon::genBulletData()
{
BulletData b; BulletData b;
float rotation = glm::radians(wielder->getRotation()); float rotation = glm::radians(wielder->getRotation());
float spreadOffset = float spreadOffset = glm::radians(static_cast<float>(bulletSpread->genFloat()));
glm::radians(static_cast<float>(bulletSpread->genFloat()));
b.mass = 0.1f; b.mass = 0.1f;
glm::vec2 facing = glm::vec2 facing = glm::vec2(
glm::vec2(cos(rotation + spreadOffset), sin(rotation + spreadOffset)); cos(rotation + spreadOffset),
sin(rotation + spreadOffset)
);
b.direction = glm::normalize(facing); b.direction = glm::normalize(facing);
b.sizeMod = bulletModifer->genFloat(); b.sizeMod = bulletModifer->genFloat();
b.speedMod = bulletModifer->genFloat(); b.speedMod = bulletModifer->genFloat();
@ -214,36 +240,52 @@ Weapon::BulletData Weapon::genBulletData() {
b.origin = glm::vec3( b.origin = glm::vec3(
// x offset from the wielder // x offset from the wielder
wielder->getCenter().x + cos(rotation) * radius - wielder->getCenter().x + cos(rotation) * radius - sin(rotation) * weaponOffset.y,
sin(rotation) * weaponOffset.y,
// y offset from the wielder // y offset from the wielder
wielder->getCenter().y + sin(rotation) * radius + wielder->getCenter().y + sin(rotation) * radius + cos(rotation) * weaponOffset.y,
cos(rotation) * weaponOffset.y, 0.0f
0.0f); );
b.origin.x -= ((bulletSize.x) * b.sizeMod) * 0.5f; b.origin.x -= ((bulletSize.x) * b.sizeMod) * 0.5f;
b.origin.y -= ((bulletSize.y) * b.sizeMod) * 0.5f; b.origin.y -= ((bulletSize.y) * b.sizeMod) * 0.5f;
return b; return b;
} }
void Weapon::createBullet(const Weapon::BulletData &data) { void Weapon::createBullet(const Weapon::BulletData& data)
auto bullet = std::make_shared<Bullet>(wielder->getEntityID(), bulletShaderID, {
data.origin, data.direction, auto bullet = std::make_shared<Bullet>(wielder->getEntityID(), bulletShaderID, data.origin, data.direction, bulletSpeed, bulletDrop, bulletSize);
bulletSpeed, bulletDrop, bulletSize);
bullet->addComponent(bulletSprite.get()); bullet->addComponent(bulletSprite.get());
bullet->addPhysicsComponent( bullet->addPhysicsComponent(std::make_shared<PhysicsComponent>(PhysicsComponentFactory::makeBullet(wielder->getEntityID(), data.origin, data.mass, bulletSize.x / 2)));
std::make_shared<PhysicsComponent>(PhysicsComponentFactory::makeBullet( bullet->getPhysicsComponent()->rigidBody.velocity += bulletSpeed * data.direction / data.mass;
wielder->getEntityID(), data.origin, data.mass, bulletSize.x / 2)));
bullet->getPhysicsComponent()->rigidBody.velocity +=
bulletSpeed * data.direction / data.mass;
if (auto event = eventManager.lock()) if (auto event = eventManager.lock())
event->notify<BulletFiredEvent>({bullet}); event->notify<BulletFiredEvent>({bullet});
bulletManager->addBullet(bullet); bulletManager->addBullet(bullet);
} }
Weapon::~Weapon() { Weapon::~Weapon()
{
if (weaponScript) { if (weaponScript) {
weaponScript->lua["onShoot"] = sol::nil; weaponScript->lua["onShoot"] = sol::nil;
weaponScript->lua.collect_gc(); weaponScript->lua.collect_gc();
} }
} }
/*
!| SLATED FOR REMOVAL |!
// Swap the reload animation and the regular weapon animation
void Weapon::swapSprites()
{
//std::swap(weaponSprites.first, weaponSprites.second);
}
void Weapon::checkAndFinishReload()
{
if (weaponSprites.first->kill() && reloading) {
weaponSprites.first->idle();
weaponSprites.first->reset();
std::swap(weaponSprites.first, weaponSprites.second);
reloading = false;
}
}
*/

View file

@ -1,28 +0,0 @@
#include "graphics/glwindow.h"
#include <SDL_error.h>
#include <SDL_video.h>
bool GLWindow::Init() {
window = SDL_CreateWindow(name, SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED, w, h, SDL_WINDOW_OPENGL);
if (!window) {
LOG(ERROR, "Failed to create window! {}", SDL_GetError());
return false;
}
glContext = SDL_GL_CreateContext(window);
if (!glContext) {
LOG(ERROR, "Failed to create opengl context! {}", SDL_GetError());
return false;
}
return true;
}
void GLWindow::resizeWindow(size_t width, size_t height) {
w = width;
h = height;
}
GLWindow::~GLWindow() {
SDL_GL_DeleteContext(glContext);
SDL_DestroyWindow(window);
}

View file

@ -1,41 +1,44 @@
#include "graphics/renderer.h" #include "graphics/renderer.h"
#include "graphics/shader.h" #include "graphics/shader.h"
#include "utility/events.h"
#include "utility/logger.h"
#include "utility/resourcemanager.h" #include "utility/resourcemanager.h"
#include "utility/logger.h"
#include "utility/events.h"
#include <algorithm> #include <algorithm>
#include <glm/gtc/type_ptr.hpp> #include <glm/gtc/type_ptr.hpp>
#include <graphics/postprocess.h> #include <graphics/postprocess.h>
#include <memory> #include <memory>
Renderer::Renderer(const std::shared_ptr<ResourceManager> &r, Renderer::Renderer(const std::shared_ptr<ResourceManager>& r)
const std::shared_ptr<GLWindow> &w) : resourceManager(r)
: resourceManager(r), glWindow(w) { {
initFrameBuffers(); initFrameBuffers();
initUniformBuffers(); initUniformBuffers();
screenQuad = std::make_unique<ScreenQuad>(); screenQuad = std::make_unique<ScreenQuad>();
postProcessor = std::make_unique<Postprocessor>(r); postProcessor = std::make_unique<Postprocessor>(r);
} }
void Renderer::hookEventManager(std::weak_ptr<EventManager> eventManager) { void Renderer::hookEventManager(std::weak_ptr<EventManager> eventManager)
{
if (auto e = eventManager.lock()) { if (auto e = eventManager.lock()) {
e->subscribe<ScreenShakeEvent>([this](const ScreenShakeEvent& event) { e->subscribe<ScreenShakeEvent>([this](const ScreenShakeEvent& event) {
postProcessor->ApplyEffect(Postprocessor::SHAKE, event.intensity, postProcessor->ApplyEffect(Postprocessor::SHAKE,
event.duration); event.intensity,
event.duration
);
}); });
e->subscribe<ScreenBlurEvent>([this](const ScreenBlurEvent& event) { e->subscribe<ScreenBlurEvent>([this](const ScreenBlurEvent& event) {
postProcessor->ApplyEffect(Postprocessor::BLUR, event.intensity, postProcessor->ApplyEffect(Postprocessor::BLUR,
event.duration); event.intensity,
event.duration
);
}); });
e->subscribe<WindowResizeEvent>(
[this](const WindowResizeEvent &event) { resizeFrameBuffers(); });
} }
} }
// Initialize the framebuffers used by the renderer to allow for post-processing // Initialize the framebuffers used by the renderer to allow for post-processing effects
// effects void Renderer::initFrameBuffers()
void Renderer::initFrameBuffers() { {
glGenFramebuffers(1, &worldBuffer.frame); glGenFramebuffers(1, &worldBuffer.frame);
glGenFramebuffers(1, &hudBuffer.frame); glGenFramebuffers(1, &hudBuffer.frame);
glBindFramebuffer(GL_FRAMEBUFFER, worldBuffer.frame); glBindFramebuffer(GL_FRAMEBUFFER, worldBuffer.frame);
@ -43,20 +46,17 @@ void Renderer::initFrameBuffers() {
// World buffer creation // World buffer creation
glGenTextures(1, &worldBuffer.texture); glGenTextures(1, &worldBuffer.texture);
glBindTexture(GL_TEXTURE_2D, worldBuffer.texture); glBindTexture(GL_TEXTURE_2D, worldBuffer.texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glWindow->Width(), glWindow->Height(), // !!! NEED TO CREATE STATIC WINDOW SIZING !!!
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 800, 600, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
//Attaching empty texture as color buffer for framebuffer //Attaching empty texture as color buffer for framebuffer
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, worldBuffer.texture, 0);
worldBuffer.texture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG(ERROR, "Failed to complete world framebuffer: {}", LOG(ERROR, "Failed to complete world framebuffer: {}", glCheckFramebufferStatus(GL_FRAMEBUFFER));
glCheckFramebufferStatus(GL_FRAMEBUFFER));
assert(1 == 0); // force crash assert(1 == 0); // force crash
} }
@ -68,18 +68,15 @@ void Renderer::initFrameBuffers() {
glGenTextures(1, &hudBuffer.texture); glGenTextures(1, &hudBuffer.texture);
glBindTexture(GL_TEXTURE_2D, hudBuffer.texture); glBindTexture(GL_TEXTURE_2D, hudBuffer.texture);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glWindow->Width(), glWindow->Height(), glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 800, 600, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, hudBuffer.texture, 0);
hudBuffer.texture, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) {
LOG(ERROR, "Failed to complete hud framebuffer: {}", LOG(ERROR, "Failed to complete hud framebuffer: {}", glCheckFramebufferStatus(GL_FRAMEBUFFER));
glCheckFramebufferStatus(GL_FRAMEBUFFER));
assert(1 == 0); // force crash assert(1 == 0); // force crash
} }
@ -89,16 +86,8 @@ void Renderer::initFrameBuffers() {
glBindFramebuffer(GL_FRAMEBUFFER, 0); glBindFramebuffer(GL_FRAMEBUFFER, 0);
} }
void Renderer::resizeFrameBuffers() { void Renderer::initUniformBuffers()
glDeleteFramebuffers(1, &worldBuffer.frame); {
glDeleteFramebuffers(1, &hudBuffer.frame);
glDeleteTextures(1, &worldBuffer.texture);
glDeleteTextures(1, &hudBuffer.texture);
initFrameBuffers();
}
void Renderer::initUniformBuffers() {
glGenBuffers(1, &uboMatrices); glGenBuffers(1, &uboMatrices);
glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices); glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
@ -106,38 +95,39 @@ void Renderer::initUniformBuffers() {
glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBuffer(GL_UNIFORM_BUFFER, 0);
glBindBufferBase(GL_UNIFORM_BUFFER, 0, uboMatrices); glBindBufferBase(GL_UNIFORM_BUFFER, 0, uboMatrices);
// glBindBufferRange(GL_UNIFORM_BUFFER, 0, uboMatrices, 0, 2 * //glBindBufferRange(GL_UNIFORM_BUFFER, 0, uboMatrices, 0, 2 * sizeof(glm::mat4));
// sizeof(glm::mat4));
} }
void Renderer::setProjAndViewMatrix(const glm::mat4 &proj, void Renderer::setProjAndViewMatrix(const glm::mat4& proj, const glm::mat4& view)
const glm::mat4 &view) { {
glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices); glBindBuffer(GL_UNIFORM_BUFFER, uboMatrices);
glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), glBufferSubData(GL_UNIFORM_BUFFER, 0, sizeof(glm::mat4), glm::value_ptr(proj));
glm::value_ptr(proj)); glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), sizeof(glm::mat4), glm::value_ptr(view));
glBufferSubData(GL_UNIFORM_BUFFER, sizeof(glm::mat4), sizeof(glm::mat4),
glm::value_ptr(view));
glBindBuffer(GL_UNIFORM_BUFFER, 0); glBindBuffer(GL_UNIFORM_BUFFER, 0);
} }
void Renderer::addDrawable(RenderLayer renderLayer, Drawable *drawable) { void Renderer::addDrawable(RenderLayer renderLayer, Drawable *drawable)
{
if (renderLayer == RenderLayer::HUD || renderLayer == RenderLayer::Menu) if (renderLayer == RenderLayer::HUD || renderLayer == RenderLayer::Menu)
HUDLayerPool[renderLayer].push_back(drawable); HUDLayerPool[renderLayer].push_back(drawable);
else else
worldLayerPool[renderLayer].push_back(drawable); worldLayerPool[renderLayer].push_back(drawable);
} }
void Renderer::removeDrawable(RenderLayer renderLayer, Drawable *drawable) { void Renderer::removeDrawable(RenderLayer renderLayer, Drawable *drawable)
{
auto erase = [&](auto& pool) { auto erase = [&](auto& pool) {
pool.erase(std::remove(pool.begin(), pool.end(), drawable), pool.end()); pool.erase(std::remove(pool.begin(), pool.end(), drawable), pool.end());
}; };
if (renderLayer == RenderLayer::HUD || renderLayer == RenderLayer::Menu) { if (renderLayer == RenderLayer::HUD || renderLayer == RenderLayer::Menu) {
erase(HUDLayerPool[renderLayer]); erase(HUDLayerPool[renderLayer]);
} else }
else
erase(worldLayerPool[renderLayer]); erase(worldLayerPool[renderLayer]);
} }
void Renderer::render() { void Renderer::render()
{
// Bind the world frame buffer // Bind the world frame buffer
glBindFramebuffer(GL_FRAMEBUFFER, worldBuffer.frame); glBindFramebuffer(GL_FRAMEBUFFER, worldBuffer.frame);
// clear color and depth buffer // clear color and depth buffer
@ -157,11 +147,12 @@ void Renderer::render() {
screenQuad->draw(); screenQuad->draw();
glBindTexture(GL_TEXTURE_2D, hudBuffer.texture); glBindTexture(GL_TEXTURE_2D, hudBuffer.texture);
// postProcessor->applyPostProcess(1); postProcessor->applyPostProcess(1);
screenQuad->draw(); screenQuad->draw();
} }
void Renderer::renderPool(auto &layerPool) { void Renderer::renderPool(auto& layerPool)
{
sortLayerPool(layerPool); sortLayerPool(layerPool);
Shader* curShader = nullptr; Shader* curShader = nullptr;
for (const auto& layer : renderingOrder) { for (const auto& layer : renderingOrder) {
@ -184,40 +175,43 @@ void Renderer::renderPool(auto &layerPool) {
} }
} }
void Renderer::clear() { void Renderer::clear()
{
worldLayerPool.clear(); worldLayerPool.clear();
HUDLayerPool.clear(); HUDLayerPool.clear();
} }
void Renderer::uploadUniforms(const unsigned shaderID, void Renderer::uploadUniforms(const unsigned shaderID, const std::vector<Uniform>& uniforms)
const std::vector<Uniform> &uniforms) { {
Shader *shader = resourceManager->getShaderByID(shaderID); Shader *shader = resourceManager->getShaderByID(shaderID);
if (shader == nullptr) { if (shader == nullptr) {
LOG(ERROR, "No shader found with id {} !", shaderID); LOG(ERROR, "No shader found with id {} !", shaderID);
return; return;
} }
for (const auto& uniform : uniforms) { for (const auto& uniform : uniforms) {
std::visit( std::visit([&](auto&& arg) {
[&](auto &&arg) {
using T = std::decay_t<decltype(arg)>; using T = std::decay_t<decltype(arg)>;
if constexpr (std::is_same_v<T, bool>) { if constexpr (std::is_same_v<T, bool>) {
shader->setBool(uniform.name, arg); shader->setBool(uniform.name, arg);
} else if constexpr (std::is_same_v<T, int>) { }
else if constexpr (std::is_same_v<T, int>) {
shader->setInt(uniform.name, arg); shader->setInt(uniform.name, arg);
} else if constexpr (std::is_same_v<T, float>) { }
else if constexpr (std::is_same_v<T, float>) {
shader->setFloat(uniform.name, arg); shader->setFloat(uniform.name, arg);
} else if constexpr (std::is_same_v<T, glm::vec2>) { }
else if constexpr (std::is_same_v<T, glm::vec2>) {
shader->setVec2(uniform.name, glm::value_ptr(arg)); shader->setVec2(uniform.name, glm::value_ptr(arg));
} else if constexpr (std::is_same_v<T, glm::mat4>) { }
else if constexpr (std::is_same_v<T, glm::mat4>) {
shader->setMatrix4f(uniform.name, glm::value_ptr(arg)); shader->setMatrix4f(uniform.name, glm::value_ptr(arg));
} }
}, }, uniform.value);
uniform.value);
} }
} }
void Renderer::sortLayerPool(auto &layerPool) { void Renderer::sortLayerPool(auto& layerPool)
// Sort by shader id, this works to batch shaders together to avoid shader {
// switching too much // Sort by shader id, this works to batch shaders together to avoid shader switching too much
for (auto& [_,pool] : layerPool) { for (auto& [_,pool] : layerPool) {
std::sort(pool.begin(), pool.end(), std::sort(pool.begin(), pool.end(),
[](const Drawable* a, const Drawable* b) { [](const Drawable* a, const Drawable* b) {

View file

@ -1,22 +1,28 @@
#undef GLM_FORCE_FAST_MATH
#define GLM_FORCE_PURE
#define GLM_FORCE_CTOR_INIT
#define GLM_FORCE_COLUMN_MAJOR
#include <SDL.h> #include <SDL.h>
#include <SDL_events.h> #include <SDL_events.h>
#include <SDL_image.h> #include <SDL_image.h>
#include <iostream> #include <iostream>
// TODO: Fix circular dependency issues, mostly with input.h needing gameactor.h and command.h
#include "gameplay/game.h" #include "gameplay/game.h"
#include "utility/logger.h"
const float vertices[] = {
0.0f, 0.5f, 0.0f,
-0.5f, -0.5f, 0.0f,
0.5f, -0.5f, 0.0f
};
int main(int argc, char* args[]) int main(int argc, char* args[])
{ {
if (SDL_Init(SDL_INIT_VIDEO) < 0) { if (SDL_Init(SDL_INIT_VIDEO) < 0)
LOG(ERROR, "Failed to initialize SDL!", NULL);
return -1; return -1;
} if (IMG_Init(IMG_INIT_PNG) < 0)
if (IMG_Init(IMG_INIT_PNG) < 0) {
LOG(ERROR, "Could not initialize png library", NULL);
return -1; return -1;
}
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
@ -25,13 +31,13 @@ int main(int argc, char* args[])
Game* game = new Game(); Game* game = new Game();
if (!game->init()) if (!game->init())
{ {
LOG(ERROR, "Failed to init game!", NULL); std::cout << "Failed to init game!" << std::endl;
return -1; return -1;
} }
if (!game->loadDebugScene()) if (!game->loadDebugScene())
{ {
LOG(ERROR, "Failed to load debug scene!", NULL); std::cout << "Failed to load debug scene!" << std::endl;
return -1; return -1;
} }