Split main.cpp to different files

This commit is contained in:
Jan Mrna 2025-09-27 09:55:32 +02:00
parent bf7c1ab2a7
commit 1aebe47acf
19 changed files with 765 additions and 681 deletions

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cpp/src/entities.cpp Normal file
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#pragma once
#include <array>
#include <cstdint>
#include <iostream>
#include <memory>
#include <string_view>
#include "math.hpp"
#include "sprite.hpp"
#include "log.hpp"
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 float GetCollisionRadius() const = 0;
virtual constexpr float GetCollisionRadiusSquared() {
return GetCollisionRadius() * GetCollisionRadius();
}
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;
}
void ZeroActualVelocityInDirection(Vec2D<float> direction) {
// Vectors e1, e2 form the basis for a local coord system,
// where e1 is formed by the direction where we want to zero-out
// the velocity, and e2 is the orthogonal vector.
// Scalars q1, q2 are coordinates for e1, e2 basis.
Vec2D<float> e1 = direction.normalized();
Vec2D<float> e2 = e1.orthogonal();
// q1 * e1 + q2 * e2 = v, from this follows:
auto &v = GetActualVelocity();
float q2 = (v.y * e1.x - v.x * e1.y) / (e2.y * e1.x - e2.x * e1.y);
float q1 = (v.x - q2 * e2.x) / e1.x;
// We then zero-out the q1, but only if it's positive - meaning
// it is aiming in the direction of "direction", not out.
// (otherwise we're not able to move out from collision with
// another object)
if (q1 > 0.0f) {
SetActualVelocity(q2 * e2);
}
}
virtual void Update(float time_delta) {
m_Position += m_ActualVelocity * time_delta;
}
virtual bool IsMovable() const = 0;
virtual bool IsCollidable() const = 0;
protected:
Vec2D<float> m_Position;
Vec2D<float> m_ActualVelocity;
Vec2D<float> m_RequestedVelocity;
private:
bool m_FlagExpired = false;
static constexpr float m_CollisionRadiusSq = 1000.0f;
};
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; }
constexpr float GetCollisionRadius() const override { return 50.0f; }
bool IsMovable() const override { return false; }
bool IsCollidable() const override { return true; }
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;
}
constexpr float GetCollisionRadius() const override { return 50.0f; }
bool IsMovable() const override { return true; }
bool IsCollidable() const override { return true; }
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;

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cpp/src/gameloop.hpp Normal file
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#pragma once
#include <chrono>
#include <memory>
#include <thread>
#include "pathfindingdemo.hpp"
#include "window.hpp"
#include "user_input.hpp"
#include "log.hpp"
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;
};

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#include <cassert>
#include <queue>
#include <chrono>
#include <cmath>
#include <cstdlib>
#include <expected>
#include <iostream>
#include <map>
#include <memory>
#include <thread>
#include <unordered_set>
#include <vector>
#include "array.hpp"
#include "window.hpp"
#include "user_input.hpp"
#include "pathfindingdemo.hpp"
#include "gameloop.hpp"
#include "log.hpp"
#include "math.hpp"
#include "pathfinder.hpp"
//
// Utils
//
// Forward declarations
class Sprite;
class UserAction;
//
// UI stuff. This is the part directly dependent on the SDL
//
// containers
#include <GL/glew.h>
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
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;
// User interface classes
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;
};
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;
};
//
// 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;

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#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;
};

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#include <cassert>
#include <cmath>
#include <concepts>
#include <initializer_list> // needed?
#include <iostream>
#include <utility> // TODO needed?
template <typename T> struct Vec2D {
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#pragma once
#include <vector>
#include "math.hpp"
namespace pathfinder {

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#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;
};

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#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;

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#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}},
};

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#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;
};

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#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;
};