Split main.cpp to different files
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0
cpp/src/entities.cpp
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0
cpp/src/entities.cpp
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162
cpp/src/entities.hpp
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162
cpp/src/entities.hpp
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#pragma once
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#include <array>
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#include <cstdint>
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#include <iostream>
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#include <memory>
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#include <string_view>
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#include "math.hpp"
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#include "sprite.hpp"
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#include "log.hpp"
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class Entity {
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public:
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enum class Type : std::uint8_t {
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NONE,
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PLAYER,
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WALL,
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TILE,
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COUNT // must be last
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};
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Entity(Vec2D<float> position = {0.0f, 0.0f}) : m_Position(position) {
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LOG_DEBUG("spawning entity at position ", position);
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}
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friend std::ostream &operator<<(std::ostream &os, const Entity &obj) {
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static constexpr std::array<std::string_view,
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static_cast<size_t>(Entity::Type::COUNT)>
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type_name{"NONE", "PLAYER", "WALL", "TILE"};
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size_t idx = static_cast<size_t>(obj.GetType());
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assert(idx < type_name.size());
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os << type_name[idx];
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return os;
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}
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virtual Sprite &GetSprite() = 0;
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virtual constexpr float GetCollisionRadius() const = 0;
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virtual constexpr float GetCollisionRadiusSquared() {
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return GetCollisionRadius() * GetCollisionRadius();
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}
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virtual constexpr Type GetType() const = 0;
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void SetFlagExpired() { m_FlagExpired = true; }
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bool IsFlaggedExpired() { return m_FlagExpired; }
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const Vec2D<float> &GetPosition() const { return m_Position; }
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void SetPosition(Vec2D<float> new_pos) { m_Position = new_pos; }
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const Vec2D<float> &GetActualVelocity() const { return m_ActualVelocity; }
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const Vec2D<float> &GetRequestedVelocity() const {
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return m_RequestedVelocity;
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}
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void SetActualVelocity(const Vec2D<float> &new_velocity) {
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m_ActualVelocity = new_velocity;
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}
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void SetRequestedVelocity(const Vec2D<float> &new_velocity) {
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m_RequestedVelocity = new_velocity;
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}
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void ZeroActualVelocityInDirection(Vec2D<float> direction) {
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// Vectors e1, e2 form the basis for a local coord system,
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// where e1 is formed by the direction where we want to zero-out
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// the velocity, and e2 is the orthogonal vector.
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// Scalars q1, q2 are coordinates for e1, e2 basis.
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Vec2D<float> e1 = direction.normalized();
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Vec2D<float> e2 = e1.orthogonal();
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// q1 * e1 + q2 * e2 = v, from this follows:
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auto &v = GetActualVelocity();
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float q2 = (v.y * e1.x - v.x * e1.y) / (e2.y * e1.x - e2.x * e1.y);
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float q1 = (v.x - q2 * e2.x) / e1.x;
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// We then zero-out the q1, but only if it's positive - meaning
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// it is aiming in the direction of "direction", not out.
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// (otherwise we're not able to move out from collision with
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// another object)
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if (q1 > 0.0f) {
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SetActualVelocity(q2 * e2);
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}
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}
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virtual void Update(float time_delta) {
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m_Position += m_ActualVelocity * time_delta;
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}
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virtual bool IsMovable() const = 0;
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virtual bool IsCollidable() const = 0;
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protected:
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Vec2D<float> m_Position;
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Vec2D<float> m_ActualVelocity;
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Vec2D<float> m_RequestedVelocity;
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private:
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bool m_FlagExpired = false;
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static constexpr float m_CollisionRadiusSq = 1000.0f;
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};
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class Wall final : public Entity {
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public:
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Wall(Vec2D<float> pos = {0.0f, 0.0f}) : Entity(pos) {
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LOG_DEBUG(".");
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if (m_Sprite == nullptr) {
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LoadResources();
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}
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}
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Wall(const Wall &x) = delete;
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Wall(Wall &&x) = delete;
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Sprite &GetSprite() override {
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assert(m_Sprite != nullptr);
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return *m_Sprite;
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}
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constexpr Entity::Type GetType() const override { return Entity::Type::WALL; }
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constexpr float GetCollisionRadius() const override { return 50.0f; }
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bool IsMovable() const override { return false; }
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bool IsCollidable() const override { return true; }
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private:
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void LoadResources() {
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m_Sprite = std::make_unique<Sprite>("resources/wall.png",
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Vec2D<float>{50.0f, 50.0f});
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}
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static std::unique_ptr<Sprite> m_Sprite;
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};
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std::unique_ptr<Sprite> Wall::m_Sprite;
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class Player final : public Entity {
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public:
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Player() {
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LOG_DEBUG(".");
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if (m_Sprite == nullptr) {
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LoadResources();
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}
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}
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Player(const Player &x) = delete;
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Player(Player &&x) = delete;
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Sprite &GetSprite() override {
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assert(m_Sprite != nullptr);
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return *m_Sprite;
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}
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constexpr Entity::Type GetType() const override {
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return Entity::Type::PLAYER;
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}
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constexpr float GetCollisionRadius() const override { return 50.0f; }
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bool IsMovable() const override { return true; }
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bool IsCollidable() const override { return true; }
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private:
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void LoadResources() {
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m_Sprite = std::make_unique<Sprite>("resources/player.png",
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Vec2D<float>{38.0f, 46.0f});
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}
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static std::unique_ptr<Sprite> m_Sprite;
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};
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std::unique_ptr<Sprite> Player::m_Sprite;
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0
cpp/src/gameloop.cpp
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cpp/src/gameloop.cpp
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cpp/src/gameloop.hpp
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cpp/src/gameloop.hpp
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#pragma once
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#include <chrono>
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#include <memory>
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#include <thread>
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#include "pathfindingdemo.hpp"
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#include "window.hpp"
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#include "user_input.hpp"
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#include "log.hpp"
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class GameLoop {
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public:
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GameLoop() = default;
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void Run() {
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LOG_INFO("Running the game");
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while (!m_Game->IsExitRequested()) {
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m_Game->HandleActions(m_UserInput->GetActions());
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m_Game->UpdatePlayerVelocity();
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m_Window->ClearWindow();
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// draw the map (terrain tiles)
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const Map &map = m_Game->GetMap();
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const auto &tiles = map.GetMapTiles();
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for (size_t row = 0; row < tiles.size(); row++) {
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for (size_t col = 0; col < tiles[row].size(); col++) {
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// LOG_DEBUG("Drawing rect (", row, ", ", col, ")");
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m_Window->DrawRect(
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map.TileToWorld(TilePos{row, col}),
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map.GetTileSize(), tiles[row][col]->R, tiles[row][col]->G,
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tiles[row][col]->B, tiles[row][col]->A);
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}
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}
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// draw all the entities (player etc)
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for (auto &entity : m_Game->GetEntities()) {
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m_Window->DrawSprite(entity->GetPosition(), entity->GetSprite());
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}
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m_Window->Flush();
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// TODO measure fps
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std::this_thread::sleep_for(std::chrono::milliseconds(30));
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}
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}
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inline void SetGame(std::unique_ptr<PathFindingDemo> x) {
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m_Game = std::move(x);
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}
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inline void SetWindow(std::unique_ptr<Window> x) { m_Window = std::move(x); }
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inline void SetUserInput(std::unique_ptr<UserInput> x) {
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m_UserInput = std::move(x);
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}
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private:
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std::unique_ptr<PathFindingDemo> m_Game;
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std::unique_ptr<Window> m_Window;
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std::unique_ptr<UserInput> m_UserInput;
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};
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cpp/src/main.cpp
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cpp/src/main.cpp
@ -1,686 +1,9 @@
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#include <cassert>
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#include <queue>
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#include <chrono>
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#include <cmath>
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#include <cstdlib>
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#include <expected>
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#include <iostream>
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#include <map>
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#include <memory>
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#include <thread>
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#include <unordered_set>
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#include <vector>
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#include "array.hpp"
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#include "window.hpp"
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#include "user_input.hpp"
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#include "pathfindingdemo.hpp"
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#include "gameloop.hpp"
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#include "log.hpp"
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#include "math.hpp"
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#include "pathfinder.hpp"
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//
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// Utils
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//
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// Forward declarations
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class Sprite;
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class UserAction;
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//
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// UI stuff. This is the part directly dependent on the SDL
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//
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// containers
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#include <GL/glew.h>
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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class Sprite {
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public:
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Sprite() : m_Texture(nullptr, SDL_DestroyTexture) {}
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Sprite(std::string path, Vec2D<float> center) : Sprite() {
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LoadImage(path, center);
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}
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int m_R = 0;
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int m_G = 0;
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int m_B = 0;
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int m_A = 0;
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Sprite(const Sprite &x) = delete;
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Sprite(Sprite &&x) = delete;
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~Sprite() { LOG_DEBUG("."); }
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void LoadImage(std::string path, Vec2D<float> image_center = {0.0, 0.0}) {
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LOG_INFO("Loading image ", path);
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assert(m_Renderer != nullptr);
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auto surface = std::unique_ptr<SDL_Surface, decltype(&SDL_DestroySurface)>(
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IMG_Load(path.c_str()), SDL_DestroySurface);
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if (surface == nullptr) {
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LOG_ERROR("IMG_Load failed to load ", path);
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throw std::runtime_error("Failed to load resources");
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}
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m_Texture = std::unique_ptr<SDL_Texture, decltype(&SDL_DestroyTexture)>(
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SDL_CreateTextureFromSurface(m_Renderer.get(), surface.get()),
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SDL_DestroyTexture);
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if (m_Texture == nullptr) {
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LOG_ERROR("SDL_CreateTextureFromSurface failed");
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throw std::runtime_error("Failed to load resources");
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}
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float w, h;
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SDL_GetTextureSize(m_Texture.get(), &w, &h);
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m_Size = {w, h};
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m_ImageCenter = image_center;
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}
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// Renderer is shared for all class instances - we need it in order
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// to create textures from images
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static void SetRenderer(std::shared_ptr<SDL_Renderer> renderer) {
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m_Renderer = renderer;
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}
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// GetTexture cannot return pointer to const, as SDL_RenderTexture modifies it
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SDL_Texture *GetTexture() { return m_Texture.get(); }
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Vec2D<float> GetSize() const { return m_Size; }
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Vec2D<float> GetCenter() const { return m_ImageCenter; }
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private:
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static std::shared_ptr<SDL_Renderer> m_Renderer;
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std::unique_ptr<SDL_Texture, decltype(&SDL_DestroyTexture)> m_Texture;
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Vec2D<float> m_Size;
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Vec2D<float> m_ImageCenter;
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float m_TextureWidth = 0;
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float m_TextureHeight = 0;
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};
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std::shared_ptr<SDL_Renderer> Sprite::m_Renderer = nullptr;
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// User interface classes
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class Window {
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public:
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Window(const Window &x) = delete;
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Window(Window &&x) = delete;
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Window(int width, int height) : m_Width(width), m_Height(height) {
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LOG_DEBUG(".");
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}
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std::expected<void, std::string> Init() {
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LOG_DEBUG(".");
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if (SDL_Init(SDL_INIT_VIDEO) == false) {
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return std::unexpected(std::string("SDL could not initialize! Error: ") +
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SDL_GetError());
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}
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m_Window = SDL_CreateWindow("SDL2 Window", m_Width, m_Height,
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SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
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if (m_Window == nullptr) {
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std::atexit(SDL_Quit);
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return std::unexpected(
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std::string("Window could not be created! Error: ") + SDL_GetError());
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}
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m_Context = SDL_GL_CreateContext(m_Window);
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if (m_Context == nullptr) {
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SDL_DestroyWindow(m_Window);
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std::atexit(SDL_Quit);
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return std::unexpected(
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std::string("GL context could not be created! Error: ") +
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SDL_GetError());
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}
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if (glewInit() != GLEW_OK) {
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SDL_GL_DestroyContext(m_Context);
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SDL_DestroyWindow(m_Window);
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std::atexit(SDL_Quit);
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return std::unexpected("GLEW init failed!");
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}
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// Resize();
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m_Renderer = std::shared_ptr<SDL_Renderer>(
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SDL_CreateRenderer(m_Window, NULL), SDL_DestroyRenderer);
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if (m_Renderer == nullptr) {
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SDL_DestroyWindow(m_Window);
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std::atexit(SDL_Quit);
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return std::unexpected(
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std::string("Renderer could not be created! Error: ") +
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SDL_GetError());
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}
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// Set renderer to the Sprite class
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Sprite::SetRenderer(m_Renderer);
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// TODO this needs to be tied to map size
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SDL_SetRenderScale(m_Renderer.get(), 1.0f, 1.0f);
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return {};
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}
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~Window() {
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// SDL_DestroyRenderer(m_Renderer); // handled by shared_ptr
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SDL_GL_DestroyContext(m_Context);
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SDL_DestroyWindow(m_Window);
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std::atexit(SDL_Quit);
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LOG_DEBUG(".");
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}
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void DrawSprite(const Vec2D<float> &position, Sprite &s) {
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Vec2D<float> size = s.GetSize();
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Vec2D<float> img_center = s.GetCenter();
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SDL_FRect rect = {position.x - img_center.x, position.y - img_center.y,
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size.x, size.y};
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SDL_RenderTexture(m_Renderer.get(), s.GetTexture(), nullptr, &rect);
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}
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void DrawRect(const Vec2D<float> &position, const Vec2D<float> size,
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uint8_t R, uint8_t G, uint8_t B, uint8_t A) {
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SDL_FRect rect = {position.x, position.y,
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size.x, size.y};
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SDL_SetRenderDrawColor(m_Renderer.get(), R, G, B, A);
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SDL_RenderFillRect(m_Renderer.get(), &rect);
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}
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void ClearWindow() {
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SDL_SetRenderDrawColor(m_Renderer.get(), 50, 50, 50, 255);
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SDL_RenderClear(m_Renderer.get());
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}
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void Flush() { SDL_RenderPresent(m_Renderer.get()); }
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void DrawCircle(const Vec2D<float> &position, float radius) {
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int cx = static_cast<int>(position.x);
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int cy = static_cast<int>(position.y);
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SDL_SetRenderDrawColor(m_Renderer.get(), 255, 0, 0, 255);
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for (int i = 0; i < 360; ++i) {
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double a = i * M_PI / 180.0;
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SDL_RenderPoint(m_Renderer.get(),
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cx + static_cast<int>(std::round(radius * std::cos(a))),
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cy + static_cast<int>(std::round(radius * std::sin(a))));
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}
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}
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std::shared_ptr<SDL_Renderer> m_Renderer = nullptr;
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SDL_Window *m_Window;
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SDL_GLContext m_Context;
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private:
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uint32_t m_Width;
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uint32_t m_Height;
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};
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class UserAction {
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public:
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enum class Type { NONE, EXIT, MOVE, CROUCH, STAND, FIRE, MOVE_TARGET};
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UserAction() = default;
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UserAction(Type t) : type(t) {}
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UserAction(Type t, char key) : type(t), Argument{.key = key} {}
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UserAction(Type t, Vec2D<float> v) : type(t), Argument{.position = v} {}
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~UserAction() = default;
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Type type;
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union {
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Vec2D<float> position;
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char key;
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} Argument;
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};
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class UserInput {
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public:
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UserInput()
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: // pre-alloc some space
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m_Actions(10) {
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LOG_DEBUG(".");
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};
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UserInput(const UserInput &x) = delete;
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UserInput(UserInput &&x) = delete;
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~UserInput() { LOG_DEBUG("."); };
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std::expected<void, std::string> Init() { return {}; }
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const std::vector<UserAction> &GetActions() {
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m_Actions.clear();
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static Vec2D<float> move_direction = {0.0f, 0.0f};
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static bool send_move_action = false;
|
||||
SDL_Event event;
|
||||
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_EVENT_KEY_DOWN || event.type == SDL_EVENT_KEY_UP) {
|
||||
bool key_down = event.type == SDL_EVENT_KEY_DOWN ? true : false;
|
||||
SDL_KeyboardEvent kbd_event = event.key;
|
||||
if (kbd_event.repeat) {
|
||||
// SDL repeats KEY_DOWN if key is held down, we ignore that
|
||||
continue;
|
||||
}
|
||||
LOG_DEBUG("Key '", static_cast<char>(kbd_event.key),
|
||||
key_down ? "' down" : "' up");
|
||||
|
||||
switch (kbd_event.key) {
|
||||
case 'q':
|
||||
m_Actions.emplace_back(UserAction::Type::EXIT);
|
||||
// further processing of inputs is not needed
|
||||
return m_Actions;
|
||||
case 'w':
|
||||
case 's':
|
||||
case 'a':
|
||||
case 'd':
|
||||
case SDLK_UP:
|
||||
case SDLK_DOWN:
|
||||
case SDLK_LEFT:
|
||||
case SDLK_RIGHT: {
|
||||
static std::map<char, Vec2D<float>> move_base{
|
||||
{'w', {0.0, 1.0}},
|
||||
{'s', {0.0, -1.0}},
|
||||
{'a', {1.0, 0.0}},
|
||||
{'d', {-1.0, 0.0}},
|
||||
{static_cast<char>(SDLK_UP), {0.0, 1.0}},
|
||||
{static_cast<char>(SDLK_DOWN), {0.0, -1.0}},
|
||||
{static_cast<char>(SDLK_LEFT), {1.0, 0.0}},
|
||||
{static_cast<char>(SDLK_RIGHT), {-1.0, 0.0}},
|
||||
};
|
||||
|
||||
float direction = key_down ? -1.0f : 1.0f;
|
||||
send_move_action = true;
|
||||
move_direction += move_base[kbd_event.key] * direction;
|
||||
break;
|
||||
}
|
||||
case SDLK_SPACE:
|
||||
if (key_down)
|
||||
m_Actions.emplace_back(UserAction::Type::FIRE);
|
||||
break;
|
||||
default:
|
||||
LOG_INFO("Key '", static_cast<char>(kbd_event.key), "' not mapped");
|
||||
break;
|
||||
}
|
||||
} else if (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
|
||||
SDL_MouseButtonEvent mouse_event = event.button;
|
||||
LOG_DEBUG("Mouse down: ", mouse_event.x, ", ", mouse_event.y);
|
||||
m_Actions.emplace_back(UserAction::Type::MOVE_TARGET,
|
||||
Vec2D<float>{mouse_event.x, mouse_event.y});
|
||||
} else {
|
||||
// TODO uncomment, for now too much noise
|
||||
// LOG_WARNING("Action not processed");
|
||||
}
|
||||
}
|
||||
if (send_move_action) {
|
||||
m_Actions.emplace_back(UserAction::Type::MOVE,
|
||||
move_direction.normalized());
|
||||
send_move_action = false;
|
||||
}
|
||||
return m_Actions;
|
||||
}
|
||||
|
||||
private:
|
||||
std::vector<UserAction> m_Actions;
|
||||
};
|
||||
|
||||
//
|
||||
// Game classes
|
||||
//
|
||||
|
||||
class Entity {
|
||||
public:
|
||||
enum class Type : std::uint8_t {
|
||||
NONE,
|
||||
PLAYER,
|
||||
WALL,
|
||||
TILE,
|
||||
COUNT // must be last
|
||||
};
|
||||
|
||||
Entity(Vec2D<float> position = {0.0f, 0.0f}) : m_Position(position) {
|
||||
LOG_DEBUG("spawning entity at position ", position);
|
||||
}
|
||||
|
||||
friend std::ostream &operator<<(std::ostream &os, const Entity &obj) {
|
||||
static constexpr std::array<std::string_view,
|
||||
static_cast<size_t>(Entity::Type::COUNT)>
|
||||
type_name{"NONE", "PLAYER", "WALL", "TILE"};
|
||||
size_t idx = static_cast<size_t>(obj.GetType());
|
||||
assert(idx < type_name.size());
|
||||
os << type_name[idx];
|
||||
return os;
|
||||
}
|
||||
|
||||
virtual Sprite &GetSprite() = 0;
|
||||
|
||||
virtual constexpr Type GetType() const = 0;
|
||||
void SetFlagExpired() { m_FlagExpired = true; }
|
||||
bool IsFlaggedExpired() { return m_FlagExpired; }
|
||||
|
||||
const Vec2D<float> &GetPosition() const { return m_Position; }
|
||||
void SetPosition(Vec2D<float> new_pos) { m_Position = new_pos; }
|
||||
|
||||
const Vec2D<float> &GetActualVelocity() const { return m_ActualVelocity; }
|
||||
const Vec2D<float> &GetRequestedVelocity() const {
|
||||
return m_RequestedVelocity;
|
||||
}
|
||||
void SetActualVelocity(const Vec2D<float> &new_velocity) {
|
||||
m_ActualVelocity = new_velocity;
|
||||
}
|
||||
void SetRequestedVelocity(const Vec2D<float> &new_velocity) {
|
||||
m_RequestedVelocity = new_velocity;
|
||||
}
|
||||
|
||||
virtual void Update(float time_delta) {
|
||||
m_Position += m_ActualVelocity * time_delta;
|
||||
}
|
||||
|
||||
|
||||
protected:
|
||||
Vec2D<float> m_Position;
|
||||
Vec2D<float> m_ActualVelocity;
|
||||
Vec2D<float> m_RequestedVelocity;
|
||||
|
||||
private:
|
||||
bool m_FlagExpired = false;
|
||||
};
|
||||
|
||||
class Wall final : public Entity {
|
||||
public:
|
||||
Wall(Vec2D<float> pos = {0.0f, 0.0f}) : Entity(pos) {
|
||||
LOG_DEBUG(".");
|
||||
if (m_Sprite == nullptr) {
|
||||
LoadResources();
|
||||
}
|
||||
}
|
||||
Wall(const Wall &x) = delete;
|
||||
Wall(Wall &&x) = delete;
|
||||
|
||||
Sprite &GetSprite() override {
|
||||
assert(m_Sprite != nullptr);
|
||||
return *m_Sprite;
|
||||
}
|
||||
constexpr Entity::Type GetType() const override { return Entity::Type::WALL; }
|
||||
|
||||
private:
|
||||
void LoadResources() {
|
||||
m_Sprite = std::make_unique<Sprite>("resources/wall.png",
|
||||
Vec2D<float>{50.0f, 50.0f});
|
||||
}
|
||||
static std::unique_ptr<Sprite> m_Sprite;
|
||||
};
|
||||
std::unique_ptr<Sprite> Wall::m_Sprite;
|
||||
|
||||
class Player final : public Entity {
|
||||
public:
|
||||
Player() {
|
||||
LOG_DEBUG(".");
|
||||
if (m_Sprite == nullptr) {
|
||||
LoadResources();
|
||||
}
|
||||
}
|
||||
Player(const Player &x) = delete;
|
||||
Player(Player &&x) = delete;
|
||||
|
||||
Sprite &GetSprite() override {
|
||||
assert(m_Sprite != nullptr);
|
||||
return *m_Sprite;
|
||||
}
|
||||
|
||||
constexpr Entity::Type GetType() const override {
|
||||
return Entity::Type::PLAYER;
|
||||
}
|
||||
|
||||
private:
|
||||
void LoadResources() {
|
||||
m_Sprite = std::make_unique<Sprite>("resources/player.png",
|
||||
Vec2D<float>{38.0f, 46.0f});
|
||||
}
|
||||
static std::unique_ptr<Sprite> m_Sprite;
|
||||
};
|
||||
|
||||
std::unique_ptr<Sprite> Player::m_Sprite;
|
||||
|
||||
|
||||
struct Tile {
|
||||
float cost;
|
||||
uint8_t R, G, B, A;
|
||||
};
|
||||
|
||||
static const std::map<std::string_view, Tile> tile_types = {
|
||||
{"Grass", {1.0, 0, 200, 0, 255}},
|
||||
{"Mud", {2.0, 100, 100, 100, 255}},
|
||||
{"Road", {0.5, 200, 200, 200, 255}},
|
||||
{"Water", {10.0, 0, 50, 200, 255}},
|
||||
};
|
||||
|
||||
|
||||
class Map {
|
||||
|
||||
// TODO using = ... for tile vector
|
||||
|
||||
public:
|
||||
static constexpr float TILE_SIZE = 100.0f; // tile size in world
|
||||
|
||||
Map(int rows, int cols) : m_Cols(cols), m_Rows(rows) {
|
||||
bool sw = true;
|
||||
LOG_DEBUG("cols = ", cols, " rows = ", rows);
|
||||
m_Tiles = std::vector<std::vector<const Tile *>>{};
|
||||
for (size_t row = 0; row < m_Rows; row++) {
|
||||
m_Tiles.push_back(std::vector<const Tile *>{});
|
||||
for (size_t col = 0; col < m_Cols; col++) {
|
||||
if (sw)
|
||||
m_Tiles[row].push_back(&tile_types.at("Grass"));
|
||||
else
|
||||
m_Tiles[row].push_back(&tile_types.at("Road"));
|
||||
sw = !sw;
|
||||
}
|
||||
sw = !sw;
|
||||
}
|
||||
}
|
||||
Map() : Map(0, 0) {}
|
||||
|
||||
const std::vector<std::vector<const Tile *>> &GetMapTiles() const {
|
||||
return m_Tiles;
|
||||
}
|
||||
|
||||
WorldPos TileToWorld(TilePos p) const {
|
||||
return WorldPos{p.x * TILE_SIZE, p.y * TILE_SIZE};
|
||||
}
|
||||
|
||||
TilePos WorldToTile(WorldPos p) const {
|
||||
return TilePos{p.x / TILE_SIZE, p.y / TILE_SIZE};
|
||||
}
|
||||
|
||||
Vec2D<float> GetTileSize() const {
|
||||
return Vec2D<float>{TILE_SIZE, TILE_SIZE};
|
||||
}
|
||||
|
||||
const Tile* GetTileAt(TilePos p) const {
|
||||
assert(IsTilePosValid(p));
|
||||
size_t row = p.x;
|
||||
size_t col = p.y;
|
||||
|
||||
return m_Tiles[row][col];
|
||||
|
||||
}
|
||||
|
||||
const Tile* GetTileAt(WorldPos p) const {
|
||||
return GetTileAt(WorldToTile(p));
|
||||
}
|
||||
|
||||
bool IsTilePosValid(TilePos p) const {
|
||||
size_t row = p.x;
|
||||
size_t col = p.y;
|
||||
|
||||
return row < m_Tiles.size() && col < m_Tiles[0].size();
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
double GetTileVelocityCoeff(T p) const {
|
||||
return 1.0 / GetTileAt(p)->cost;
|
||||
}
|
||||
|
||||
private:
|
||||
// std::vector<std::vector<const Tile*>> m_Tiles;
|
||||
std::vector<std::vector<const Tile *>> m_Tiles;
|
||||
size_t m_Cols = 0;
|
||||
size_t m_Rows = 0;
|
||||
};
|
||||
|
||||
class PathFindingDemo {
|
||||
public:
|
||||
PathFindingDemo(int width, int height)
|
||||
: m_Width(width), m_Height(height), // TODO delete width, height
|
||||
m_Map(width, height) {
|
||||
LOG_DEBUG(".");
|
||||
}
|
||||
|
||||
~PathFindingDemo() { LOG_DEBUG("."); }
|
||||
|
||||
PathFindingDemo(const PathFindingDemo &m) = delete;
|
||||
PathFindingDemo(PathFindingDemo &&m) = delete;
|
||||
|
||||
void AddEntity(std::shared_ptr<Entity> e) {
|
||||
// TODO emplace_back
|
||||
m_Entities.push_back(e);
|
||||
}
|
||||
|
||||
void CreateMap() {
|
||||
m_Entities.clear();
|
||||
m_Player = std::make_shared<Player>();
|
||||
m_Player->SetPosition(Vec2D<float>{200.0f, 200.0f});
|
||||
m_Entities.push_back(m_Player);
|
||||
}
|
||||
|
||||
std::shared_ptr<Player> GetPlayer() { return m_Player; }
|
||||
|
||||
Vec2D<float> GetRandomPosition() const { return Vec2D<float>{0.0, 0.0}; }
|
||||
|
||||
std::vector<std::shared_ptr<Entity>> &GetEntities() { return m_Entities; }
|
||||
|
||||
std::optional<WorldPos> GetMoveTarget() {
|
||||
WorldPos current_player_pos = GetPlayer()->GetPosition();
|
||||
|
||||
if (m_MoveQueue.empty()) {
|
||||
return {};
|
||||
}
|
||||
|
||||
WorldPos next_player_pos = m_MoveQueue.front();
|
||||
|
||||
if (current_player_pos.distance(next_player_pos) > 10.0) {
|
||||
// target not reached yet
|
||||
return next_player_pos;
|
||||
}
|
||||
// target reached, pop it
|
||||
m_MoveQueue.pop();
|
||||
// return nothing - we'll get the next value in the next iteration
|
||||
return {};
|
||||
}
|
||||
|
||||
|
||||
void UpdatePlayerVelocity()
|
||||
{
|
||||
auto player = GetPlayer();
|
||||
auto current_pos = player->GetPosition();
|
||||
double tile_velocity_coeff = m_Map.GetTileVelocityCoeff(current_pos);
|
||||
auto next_pos = GetMoveTarget();
|
||||
auto velocity = WorldPos{};
|
||||
if (next_pos) {
|
||||
velocity = next_pos.value() - current_pos;
|
||||
velocity.normalize();
|
||||
LOG_DEBUG("I want to move to: ", next_pos.value(), ", velocity: ", velocity);
|
||||
}
|
||||
player->SetActualVelocity(velocity * tile_velocity_coeff);
|
||||
float time_delta = 1.0f;
|
||||
player->Update(time_delta);
|
||||
}
|
||||
|
||||
void HandleActions(const std::vector<UserAction> &actions) {
|
||||
for (const auto &action : actions) {
|
||||
if (action.type == UserAction::Type::EXIT) {
|
||||
LOG_INFO("Exit requested");
|
||||
m_ExitRequested = true;
|
||||
} else if (action.type == UserAction::Type::FIRE) {
|
||||
LOG_INFO("Fire");
|
||||
// AddEntity(m_Player->CreateBomb());
|
||||
} else if (action.type == UserAction::Type::MOVE) {
|
||||
LOG_INFO("Move direction ", action.Argument.position);
|
||||
m_Player->SetRequestedVelocity(action.Argument.position * 4.0f);
|
||||
} else if (action.type == UserAction::Type::MOVE_TARGET) {
|
||||
WorldPos wp = action.Argument.position;
|
||||
TilePos p = m_Map.WorldToTile(wp);
|
||||
LOG_INFO("Clearing current move queue and inserting new target: ", wp);
|
||||
std::queue<WorldPos> empty;
|
||||
std::swap(empty, m_MoveQueue);
|
||||
m_MoveQueue.push(wp);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
const Map &GetMap() const { return m_Map; }
|
||||
|
||||
bool IsExitRequested() const { return m_ExitRequested; }
|
||||
|
||||
private:
|
||||
int m_Width;
|
||||
int m_Height;
|
||||
bool m_ExitRequested = false;
|
||||
std::vector<std::shared_ptr<Entity>> m_Entities;
|
||||
std::shared_ptr<Player> m_Player;
|
||||
std::queue<WorldPos> m_MoveQueue;
|
||||
Map m_Map;
|
||||
};
|
||||
|
||||
// GameLoop class handles user input and audio/video output,
|
||||
// client side only. No game logic should be handled here.
|
||||
|
||||
class GameLoop {
|
||||
public:
|
||||
GameLoop() = default;
|
||||
|
||||
void Run() {
|
||||
LOG_INFO("Running the game");
|
||||
while (!m_Game->IsExitRequested()) {
|
||||
m_Game->HandleActions(m_UserInput->GetActions());
|
||||
m_Game->UpdatePlayerVelocity();
|
||||
|
||||
m_Window->ClearWindow();
|
||||
|
||||
// draw the map (terrain tiles)
|
||||
const Map &map = m_Game->GetMap();
|
||||
const auto &tiles = map.GetMapTiles();
|
||||
for (size_t row = 0; row < tiles.size(); row++) {
|
||||
for (size_t col = 0; col < tiles[row].size(); col++) {
|
||||
// LOG_DEBUG("Drawing rect (", row, ", ", col, ")");
|
||||
m_Window->DrawRect(
|
||||
map.TileToWorld(TilePos{row, col}),
|
||||
map.GetTileSize(), tiles[row][col]->R, tiles[row][col]->G,
|
||||
tiles[row][col]->B, tiles[row][col]->A);
|
||||
}
|
||||
}
|
||||
|
||||
// draw all the entities (player etc)
|
||||
for (auto &entity : m_Game->GetEntities()) {
|
||||
m_Window->DrawSprite(entity->GetPosition(), entity->GetSprite());
|
||||
}
|
||||
|
||||
m_Window->Flush();
|
||||
// TODO measure fps
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(30));
|
||||
}
|
||||
}
|
||||
|
||||
inline void SetGame(std::unique_ptr<PathFindingDemo> x) {
|
||||
m_Game = std::move(x);
|
||||
}
|
||||
inline void SetWindow(std::unique_ptr<Window> x) { m_Window = std::move(x); }
|
||||
inline void SetUserInput(std::unique_ptr<UserInput> x) {
|
||||
m_UserInput = std::move(x);
|
||||
}
|
||||
|
||||
private:
|
||||
std::unique_ptr<PathFindingDemo> m_Game;
|
||||
std::unique_ptr<Window> m_Window;
|
||||
std::unique_ptr<UserInput> m_UserInput;
|
||||
};
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
constexpr int error = -1;
|
||||
|
0
cpp/src/map.cpp
Normal file
0
cpp/src/map.cpp
Normal file
80
cpp/src/map.hpp
Normal file
80
cpp/src/map.hpp
Normal file
@ -0,0 +1,80 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <cassert>
|
||||
|
||||
#include "math.hpp"
|
||||
#include "tile.hpp"
|
||||
|
||||
class Map {
|
||||
|
||||
// TODO using = ... for tile vector
|
||||
|
||||
public:
|
||||
static constexpr float TILE_SIZE = 100.0f; // tile size in world
|
||||
|
||||
Map(int rows, int cols) : m_Cols(cols), m_Rows(rows) {
|
||||
bool sw = true;
|
||||
LOG_DEBUG("cols = ", cols, " rows = ", rows);
|
||||
m_Tiles = std::vector<std::vector<const Tile *>>{};
|
||||
for (size_t row = 0; row < m_Rows; row++) {
|
||||
m_Tiles.push_back(std::vector<const Tile *>{});
|
||||
for (size_t col = 0; col < m_Cols; col++) {
|
||||
if (sw)
|
||||
m_Tiles[row].push_back(&tile_types.at("Grass"));
|
||||
else
|
||||
m_Tiles[row].push_back(&tile_types.at("Road"));
|
||||
sw = !sw;
|
||||
}
|
||||
sw = !sw;
|
||||
}
|
||||
}
|
||||
Map() : Map(0, 0) {}
|
||||
|
||||
const std::vector<std::vector<const Tile *>> &GetMapTiles() const {
|
||||
return m_Tiles;
|
||||
}
|
||||
|
||||
WorldPos TileToWorld(TilePos p) const {
|
||||
return WorldPos{p.x * TILE_SIZE, p.y * TILE_SIZE};
|
||||
}
|
||||
|
||||
TilePos WorldToTile(WorldPos p) const {
|
||||
return TilePos{p.x / TILE_SIZE, p.y / TILE_SIZE};
|
||||
}
|
||||
|
||||
Vec2D<float> GetTileSize() const {
|
||||
return Vec2D<float>{TILE_SIZE, TILE_SIZE};
|
||||
}
|
||||
|
||||
const Tile* GetTileAt(TilePos p) const {
|
||||
assert(IsTilePosValid(p));
|
||||
size_t row = p.x;
|
||||
size_t col = p.y;
|
||||
|
||||
return m_Tiles[row][col];
|
||||
|
||||
}
|
||||
|
||||
const Tile* GetTileAt(WorldPos p) const {
|
||||
return GetTileAt(WorldToTile(p));
|
||||
}
|
||||
|
||||
bool IsTilePosValid(TilePos p) const {
|
||||
size_t row = p.x;
|
||||
size_t col = p.y;
|
||||
|
||||
return row < m_Tiles.size() && col < m_Tiles[0].size();
|
||||
}
|
||||
|
||||
template<typename T>
|
||||
double GetTileVelocityCoeff(T p) const {
|
||||
return 1.0 / GetTileAt(p)->cost;
|
||||
}
|
||||
|
||||
private:
|
||||
// std::vector<std::vector<const Tile*>> m_Tiles;
|
||||
std::vector<std::vector<const Tile *>> m_Tiles;
|
||||
size_t m_Cols = 0;
|
||||
size_t m_Rows = 0;
|
||||
};
|
@ -3,7 +3,10 @@
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
#include <concepts>
|
||||
#include <initializer_list> // needed?
|
||||
#include <iostream>
|
||||
#include <utility> // TODO needed?
|
||||
|
||||
|
||||
template <typename T> struct Vec2D {
|
||||
public:
|
||||
|
@ -1,5 +1,7 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "math.hpp"
|
||||
|
||||
namespace pathfinder {
|
||||
|
0
cpp/src/pathfindingdemo.cpp
Normal file
0
cpp/src/pathfindingdemo.cpp
Normal file
115
cpp/src/pathfindingdemo.hpp
Normal file
115
cpp/src/pathfindingdemo.hpp
Normal file
@ -0,0 +1,115 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <queue>
|
||||
#include <vector>
|
||||
|
||||
#include "entities.hpp"
|
||||
#include "map.hpp"
|
||||
#include "user_input.hpp"
|
||||
#include "log.hpp"
|
||||
|
||||
class PathFindingDemo {
|
||||
public:
|
||||
PathFindingDemo(int width, int height)
|
||||
: m_Width(width), m_Height(height), // TODO delete width, height
|
||||
m_Map(width, height) {
|
||||
LOG_DEBUG(".");
|
||||
}
|
||||
|
||||
~PathFindingDemo() { LOG_DEBUG("."); }
|
||||
|
||||
PathFindingDemo(const PathFindingDemo &m) = delete;
|
||||
PathFindingDemo(PathFindingDemo &&m) = delete;
|
||||
|
||||
void AddEntity(std::shared_ptr<Entity> e) {
|
||||
// TODO emplace_back
|
||||
m_Entities.push_back(e);
|
||||
}
|
||||
|
||||
void CreateMap() {
|
||||
m_Entities.clear();
|
||||
m_Player = std::make_shared<Player>();
|
||||
m_Player->SetPosition(Vec2D<float>{200.0f, 200.0f});
|
||||
m_Entities.push_back(m_Player);
|
||||
}
|
||||
|
||||
std::shared_ptr<Player> GetPlayer() { return m_Player; }
|
||||
|
||||
Vec2D<float> GetRandomPosition() const { return Vec2D<float>{0.0, 0.0}; }
|
||||
|
||||
std::vector<std::shared_ptr<Entity>> &GetEntities() { return m_Entities; }
|
||||
|
||||
std::optional<WorldPos> GetMoveTarget() {
|
||||
WorldPos current_player_pos = GetPlayer()->GetPosition();
|
||||
|
||||
if (m_MoveQueue.empty()) {
|
||||
return {};
|
||||
}
|
||||
|
||||
WorldPos next_player_pos = m_MoveQueue.front();
|
||||
|
||||
if (current_player_pos.distance(next_player_pos) > 10.0) {
|
||||
// target not reached yet
|
||||
return next_player_pos;
|
||||
}
|
||||
// target reached, pop it
|
||||
m_MoveQueue.pop();
|
||||
// return nothing - we'll get the next value in the next iteration
|
||||
return {};
|
||||
}
|
||||
|
||||
|
||||
void UpdatePlayerVelocity()
|
||||
{
|
||||
auto player = GetPlayer();
|
||||
auto current_pos = player->GetPosition();
|
||||
double tile_velocity_coeff = m_Map.GetTileVelocityCoeff(current_pos);
|
||||
auto next_pos = GetMoveTarget();
|
||||
auto velocity = WorldPos{};
|
||||
if (next_pos) {
|
||||
velocity = next_pos.value() - current_pos;
|
||||
velocity.normalize();
|
||||
LOG_DEBUG("I want to move to: ", next_pos.value(), ", velocity: ", velocity);
|
||||
}
|
||||
player->SetActualVelocity(velocity * tile_velocity_coeff);
|
||||
float time_delta = 1.0f;
|
||||
player->Update(time_delta);
|
||||
}
|
||||
|
||||
void HandleActions(const std::vector<UserAction> &actions) {
|
||||
for (const auto &action : actions) {
|
||||
if (action.type == UserAction::Type::EXIT) {
|
||||
LOG_INFO("Exit requested");
|
||||
m_ExitRequested = true;
|
||||
} else if (action.type == UserAction::Type::FIRE) {
|
||||
LOG_INFO("Fire");
|
||||
// AddEntity(m_Player->CreateBomb());
|
||||
} else if (action.type == UserAction::Type::MOVE) {
|
||||
LOG_INFO("Move direction ", action.Argument.position);
|
||||
m_Player->SetRequestedVelocity(action.Argument.position * 4.0f);
|
||||
} else if (action.type == UserAction::Type::MOVE_TARGET) {
|
||||
WorldPos wp = action.Argument.position;
|
||||
TilePos p = m_Map.WorldToTile(wp);
|
||||
LOG_INFO("Clearing current move queue and inserting new target: ", wp);
|
||||
std::queue<WorldPos> empty;
|
||||
std::swap(empty, m_MoveQueue);
|
||||
m_MoveQueue.push(wp);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
const Map &GetMap() const { return m_Map; }
|
||||
|
||||
bool IsExitRequested() const { return m_ExitRequested; }
|
||||
|
||||
private:
|
||||
int m_Width;
|
||||
int m_Height;
|
||||
bool m_ExitRequested = false;
|
||||
std::vector<std::shared_ptr<Entity>> m_Entities;
|
||||
std::shared_ptr<Player> m_Player;
|
||||
std::queue<WorldPos> m_MoveQueue;
|
||||
Map m_Map;
|
||||
};
|
0
cpp/src/sprite.cpp
Normal file
0
cpp/src/sprite.cpp
Normal file
73
cpp/src/sprite.hpp
Normal file
73
cpp/src/sprite.hpp
Normal file
@ -0,0 +1,73 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3_image/SDL_image.h>
|
||||
#include <cassert>
|
||||
#include <memory>
|
||||
#include <stdexcept>
|
||||
#include <string>
|
||||
|
||||
#include "math.hpp"
|
||||
#include "log.hpp"
|
||||
|
||||
class Sprite {
|
||||
public:
|
||||
Sprite() : m_Texture(nullptr, SDL_DestroyTexture) {}
|
||||
Sprite(std::string path, Vec2D<float> center) : Sprite() {
|
||||
LoadImage(path, center);
|
||||
}
|
||||
int m_R = 0;
|
||||
int m_G = 0;
|
||||
int m_B = 0;
|
||||
int m_A = 0;
|
||||
Sprite(const Sprite &x) = delete;
|
||||
Sprite(Sprite &&x) = delete;
|
||||
~Sprite() { LOG_DEBUG("."); }
|
||||
void LoadImage(std::string path, Vec2D<float> image_center = {0.0, 0.0}) {
|
||||
LOG_INFO("Loading image ", path);
|
||||
assert(m_Renderer != nullptr);
|
||||
|
||||
auto surface = std::unique_ptr<SDL_Surface, decltype(&SDL_DestroySurface)>(
|
||||
IMG_Load(path.c_str()), SDL_DestroySurface);
|
||||
|
||||
if (surface == nullptr) {
|
||||
LOG_ERROR("IMG_Load failed to load ", path);
|
||||
throw std::runtime_error("Failed to load resources");
|
||||
}
|
||||
|
||||
m_Texture = std::unique_ptr<SDL_Texture, decltype(&SDL_DestroyTexture)>(
|
||||
SDL_CreateTextureFromSurface(m_Renderer.get(), surface.get()),
|
||||
SDL_DestroyTexture);
|
||||
if (m_Texture == nullptr) {
|
||||
LOG_ERROR("SDL_CreateTextureFromSurface failed");
|
||||
throw std::runtime_error("Failed to load resources");
|
||||
}
|
||||
float w, h;
|
||||
SDL_GetTextureSize(m_Texture.get(), &w, &h);
|
||||
m_Size = {w, h};
|
||||
m_ImageCenter = image_center;
|
||||
}
|
||||
|
||||
// Renderer is shared for all class instances - we need it in order
|
||||
// to create textures from images
|
||||
static void SetRenderer(std::shared_ptr<SDL_Renderer> renderer) {
|
||||
m_Renderer = renderer;
|
||||
}
|
||||
|
||||
// GetTexture cannot return pointer to const, as SDL_RenderTexture modifies it
|
||||
SDL_Texture *GetTexture() { return m_Texture.get(); }
|
||||
|
||||
Vec2D<float> GetSize() const { return m_Size; }
|
||||
Vec2D<float> GetCenter() const { return m_ImageCenter; }
|
||||
|
||||
private:
|
||||
static std::shared_ptr<SDL_Renderer> m_Renderer;
|
||||
std::unique_ptr<SDL_Texture, decltype(&SDL_DestroyTexture)> m_Texture;
|
||||
Vec2D<float> m_Size;
|
||||
Vec2D<float> m_ImageCenter;
|
||||
float m_TextureWidth = 0;
|
||||
float m_TextureHeight = 0;
|
||||
};
|
||||
std::shared_ptr<SDL_Renderer> Sprite::m_Renderer = nullptr;
|
||||
|
||||
|
0
cpp/src/tile.cpp
Normal file
0
cpp/src/tile.cpp
Normal file
18
cpp/src/tile.hpp
Normal file
18
cpp/src/tile.hpp
Normal file
@ -0,0 +1,18 @@
|
||||
#pragma once
|
||||
|
||||
#include <map>
|
||||
#include <string_view>
|
||||
#include <cstdint>
|
||||
|
||||
struct Tile {
|
||||
float cost;
|
||||
uint8_t R, G, B, A;
|
||||
};
|
||||
|
||||
static const std::map<std::string_view, Tile> tile_types = {
|
||||
{"Grass", {1.0, 0, 200, 0, 255}},
|
||||
{"Mud", {2.0, 100, 100, 100, 255}},
|
||||
{"Road", {0.5, 200, 200, 200, 255}},
|
||||
{"Water", {10.0, 0, 50, 200, 255}},
|
||||
};
|
||||
|
0
cpp/src/user_input.cpp
Normal file
0
cpp/src/user_input.cpp
Normal file
121
cpp/src/user_input.hpp
Normal file
121
cpp/src/user_input.hpp
Normal file
@ -0,0 +1,121 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <vector>
|
||||
#include <map>
|
||||
#include <string>
|
||||
|
||||
#include "math.hpp"
|
||||
#include "log.hpp"
|
||||
|
||||
class UserAction {
|
||||
public:
|
||||
enum class Type { NONE, EXIT, MOVE, CROUCH, STAND, FIRE, MOVE_TARGET};
|
||||
|
||||
UserAction() = default;
|
||||
|
||||
UserAction(Type t) : type(t) {}
|
||||
|
||||
UserAction(Type t, char key) : type(t), Argument{.key = key} {}
|
||||
|
||||
UserAction(Type t, Vec2D<float> v) : type(t), Argument{.position = v} {}
|
||||
|
||||
~UserAction() = default;
|
||||
|
||||
Type type;
|
||||
|
||||
union {
|
||||
Vec2D<float> position;
|
||||
char key;
|
||||
} Argument;
|
||||
};
|
||||
|
||||
class UserInput {
|
||||
public:
|
||||
UserInput()
|
||||
: // pre-alloc some space
|
||||
m_Actions(10) {
|
||||
LOG_DEBUG(".");
|
||||
};
|
||||
|
||||
UserInput(const UserInput &x) = delete;
|
||||
UserInput(UserInput &&x) = delete;
|
||||
~UserInput() { LOG_DEBUG("."); };
|
||||
|
||||
std::expected<void, std::string> Init() { return {}; }
|
||||
|
||||
const std::vector<UserAction> &GetActions() {
|
||||
m_Actions.clear();
|
||||
static Vec2D<float> move_direction = {0.0f, 0.0f};
|
||||
static bool send_move_action = false;
|
||||
SDL_Event event;
|
||||
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_EVENT_KEY_DOWN || event.type == SDL_EVENT_KEY_UP) {
|
||||
bool key_down = event.type == SDL_EVENT_KEY_DOWN ? true : false;
|
||||
SDL_KeyboardEvent kbd_event = event.key;
|
||||
if (kbd_event.repeat) {
|
||||
// SDL repeats KEY_DOWN if key is held down, we ignore that
|
||||
continue;
|
||||
}
|
||||
LOG_DEBUG("Key '", static_cast<char>(kbd_event.key),
|
||||
key_down ? "' down" : "' up");
|
||||
|
||||
switch (kbd_event.key) {
|
||||
case 'q':
|
||||
m_Actions.emplace_back(UserAction::Type::EXIT);
|
||||
// further processing of inputs is not needed
|
||||
return m_Actions;
|
||||
case 'w':
|
||||
case 's':
|
||||
case 'a':
|
||||
case 'd':
|
||||
case SDLK_UP:
|
||||
case SDLK_DOWN:
|
||||
case SDLK_LEFT:
|
||||
case SDLK_RIGHT: {
|
||||
static std::map<char, Vec2D<float>> move_base{
|
||||
{'w', {0.0, 1.0}},
|
||||
{'s', {0.0, -1.0}},
|
||||
{'a', {1.0, 0.0}},
|
||||
{'d', {-1.0, 0.0}},
|
||||
{static_cast<char>(SDLK_UP), {0.0, 1.0}},
|
||||
{static_cast<char>(SDLK_DOWN), {0.0, -1.0}},
|
||||
{static_cast<char>(SDLK_LEFT), {1.0, 0.0}},
|
||||
{static_cast<char>(SDLK_RIGHT), {-1.0, 0.0}},
|
||||
};
|
||||
|
||||
float direction = key_down ? -1.0f : 1.0f;
|
||||
send_move_action = true;
|
||||
move_direction += move_base[kbd_event.key] * direction;
|
||||
break;
|
||||
}
|
||||
case SDLK_SPACE:
|
||||
if (key_down)
|
||||
m_Actions.emplace_back(UserAction::Type::FIRE);
|
||||
break;
|
||||
default:
|
||||
LOG_INFO("Key '", static_cast<char>(kbd_event.key), "' not mapped");
|
||||
break;
|
||||
}
|
||||
} else if (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
|
||||
SDL_MouseButtonEvent mouse_event = event.button;
|
||||
LOG_DEBUG("Mouse down: ", mouse_event.x, ", ", mouse_event.y);
|
||||
m_Actions.emplace_back(UserAction::Type::MOVE_TARGET,
|
||||
Vec2D<float>{mouse_event.x, mouse_event.y});
|
||||
} else {
|
||||
// TODO uncomment, for now too much noise
|
||||
// LOG_WARNING("Action not processed");
|
||||
}
|
||||
}
|
||||
if (send_move_action) {
|
||||
m_Actions.emplace_back(UserAction::Type::MOVE,
|
||||
move_direction.normalized());
|
||||
send_move_action = false;
|
||||
}
|
||||
return m_Actions;
|
||||
}
|
||||
|
||||
private:
|
||||
std::vector<UserAction> m_Actions;
|
||||
};
|
0
cpp/src/window.cpp
Normal file
0
cpp/src/window.cpp
Normal file
127
cpp/src/window.hpp
Normal file
127
cpp/src/window.hpp
Normal file
@ -0,0 +1,127 @@
|
||||
#pragma once
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_opengl.h>
|
||||
#include <cmath>
|
||||
#include <memory>
|
||||
#include <expected>
|
||||
#include <string>
|
||||
#include <cstdlib>
|
||||
|
||||
#include "math.hpp"
|
||||
#include "sprite.hpp"
|
||||
#include "log.hpp"
|
||||
|
||||
|
||||
class Window {
|
||||
public:
|
||||
Window(const Window &x) = delete;
|
||||
Window(Window &&x) = delete;
|
||||
Window(int width, int height) : m_Width(width), m_Height(height) {
|
||||
LOG_DEBUG(".");
|
||||
}
|
||||
|
||||
std::expected<void, std::string> Init() {
|
||||
LOG_DEBUG(".");
|
||||
|
||||
if (SDL_Init(SDL_INIT_VIDEO) == false) {
|
||||
return std::unexpected(std::string("SDL could not initialize! Error: ") +
|
||||
SDL_GetError());
|
||||
}
|
||||
m_Window = SDL_CreateWindow("SDL2 Window", m_Width, m_Height,
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
||||
if (m_Window == nullptr) {
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected(
|
||||
std::string("Window could not be created! Error: ") + SDL_GetError());
|
||||
}
|
||||
|
||||
m_Context = SDL_GL_CreateContext(m_Window);
|
||||
if (m_Context == nullptr) {
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected(
|
||||
std::string("GL context could not be created! Error: ") +
|
||||
SDL_GetError());
|
||||
}
|
||||
|
||||
if (glewInit() != GLEW_OK) {
|
||||
SDL_GL_DestroyContext(m_Context);
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected("GLEW init failed!");
|
||||
}
|
||||
|
||||
// Resize();
|
||||
|
||||
m_Renderer = std::shared_ptr<SDL_Renderer>(
|
||||
SDL_CreateRenderer(m_Window, NULL), SDL_DestroyRenderer);
|
||||
if (m_Renderer == nullptr) {
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected(
|
||||
std::string("Renderer could not be created! Error: ") +
|
||||
SDL_GetError());
|
||||
}
|
||||
|
||||
// Set renderer to the Sprite class
|
||||
Sprite::SetRenderer(m_Renderer);
|
||||
|
||||
// TODO this needs to be tied to map size
|
||||
SDL_SetRenderScale(m_Renderer.get(), 1.0f, 1.0f);
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
~Window() {
|
||||
// SDL_DestroyRenderer(m_Renderer); // handled by shared_ptr
|
||||
SDL_GL_DestroyContext(m_Context);
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
LOG_DEBUG(".");
|
||||
}
|
||||
|
||||
void DrawSprite(const Vec2D<float> &position, Sprite &s) {
|
||||
Vec2D<float> size = s.GetSize();
|
||||
Vec2D<float> img_center = s.GetCenter();
|
||||
SDL_FRect rect = {position.x - img_center.x, position.y - img_center.y,
|
||||
size.x, size.y};
|
||||
SDL_RenderTexture(m_Renderer.get(), s.GetTexture(), nullptr, &rect);
|
||||
}
|
||||
|
||||
void DrawRect(const Vec2D<float> &position, const Vec2D<float> size,
|
||||
uint8_t R, uint8_t G, uint8_t B, uint8_t A) {
|
||||
SDL_FRect rect = {position.x, position.y,
|
||||
size.x, size.y};
|
||||
SDL_SetRenderDrawColor(m_Renderer.get(), R, G, B, A);
|
||||
SDL_RenderFillRect(m_Renderer.get(), &rect);
|
||||
}
|
||||
|
||||
void ClearWindow() {
|
||||
SDL_SetRenderDrawColor(m_Renderer.get(), 50, 50, 50, 255);
|
||||
SDL_RenderClear(m_Renderer.get());
|
||||
}
|
||||
|
||||
void Flush() { SDL_RenderPresent(m_Renderer.get()); }
|
||||
|
||||
void DrawCircle(const Vec2D<float> &position, float radius) {
|
||||
int cx = static_cast<int>(position.x);
|
||||
int cy = static_cast<int>(position.y);
|
||||
SDL_SetRenderDrawColor(m_Renderer.get(), 255, 0, 0, 255);
|
||||
for (int i = 0; i < 360; ++i) {
|
||||
double a = i * M_PI / 180.0;
|
||||
SDL_RenderPoint(m_Renderer.get(),
|
||||
cx + static_cast<int>(std::round(radius * std::cos(a))),
|
||||
cy + static_cast<int>(std::round(radius * std::sin(a))));
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<SDL_Renderer> m_Renderer = nullptr;
|
||||
SDL_Window *m_Window;
|
||||
SDL_GLContext m_Context;
|
||||
|
||||
private:
|
||||
uint32_t m_Width;
|
||||
uint32_t m_Height;
|
||||
};
|
Loading…
x
Reference in New Issue
Block a user