diff --git a/cpp/Makefile b/cpp/Makefile new file mode 100644 index 0000000..d6b6651 --- /dev/null +++ b/cpp/Makefile @@ -0,0 +1,9 @@ +all: test zomberman +# TODO add extra warnings +# TODO linter? + +zomberman: src/main.cpp src/array.hpp + g++ -Wall -ggdb3 -lSDL3 -lSDL3_image -std=c++23 -lGLEW -lGL -o zomberman src/main.cpp + +test: src/test.cpp src/array.hpp + g++ -Wall -Wextra -Wpedantic -ggdb3 -std=c++23 -lgtest -o test src/test.cpp diff --git a/cpp/resources/archive_org_bomberman_sprites.png b/cpp/resources/archive_org_bomberman_sprites.png new file mode 100644 index 0000000..1bfde24 Binary files /dev/null and b/cpp/resources/archive_org_bomberman_sprites.png differ diff --git a/cpp/resources/bomb.png b/cpp/resources/bomb.png new file mode 100644 index 0000000..a1cdf95 Binary files /dev/null and b/cpp/resources/bomb.png differ diff --git a/cpp/resources/bomb.xcf b/cpp/resources/bomb.xcf new file mode 100644 index 0000000..25dc7ed Binary files /dev/null and b/cpp/resources/bomb.xcf differ diff --git a/cpp/resources/explosion.png b/cpp/resources/explosion.png new file mode 100644 index 0000000..15a01f4 Binary files /dev/null and b/cpp/resources/explosion.png differ diff --git a/cpp/resources/explosion.xcf b/cpp/resources/explosion.xcf new file mode 100644 index 0000000..5d9cd86 Binary files /dev/null and b/cpp/resources/explosion.xcf differ diff --git a/cpp/resources/player.png b/cpp/resources/player.png new file mode 100644 index 0000000..d313d39 Binary files /dev/null and b/cpp/resources/player.png differ diff --git a/cpp/resources/player.xcf b/cpp/resources/player.xcf new file mode 100644 index 0000000..f162fdb Binary files /dev/null and b/cpp/resources/player.xcf differ diff --git a/cpp/resources/wall.png b/cpp/resources/wall.png new file mode 100644 index 0000000..9c4b859 Binary files /dev/null and b/cpp/resources/wall.png differ diff --git a/cpp/resources/wall.xcf b/cpp/resources/wall.xcf new file mode 100644 index 0000000..ad94689 Binary files /dev/null and b/cpp/resources/wall.xcf differ diff --git a/cpp/src/array.hpp b/cpp/src/array.hpp new file mode 100644 index 0000000..3100794 --- /dev/null +++ b/cpp/src/array.hpp @@ -0,0 +1,202 @@ +#include "log.hpp" +#include +#include +#include +#include + +namespace array { // TODO rename to container or something + +template +concept Deletable = requires(U u) { + { delete u } -> std::same_as; +}; + +// +// Unordered dynamic container with contiguous memory +// with fast deleting and adding +// +template class Pool { + + // Pair type and helper functions + + using pair_t = std::pair; + + static T &get_item(pair_t &X) { return std::get<1>(X); } + + static bool is_valid(const pair_t &X) { return std::get<0>(X); } + + static bool &validity(pair_t &X) { return std::get<0>(X); } + +public: + // Forward declaration for Iterator + class Iterator; + + Pool(size_t prealloc_size = 16) { + LOG_DEBUG("."); + Realloc(prealloc_size); + } + + Pool(const Pool &p) = delete; + Pool(Pool &&p) = delete; + + ~Pool() { + LOG_DEBUG("."); + delete[] m_Pool; + } + + template void Add(U &&u) { + EnsureAddCapacity(1); + auto idx = m_FreeIdx.top(); + get_item(m_Pool[idx]) = std::forward(u); + validity(m_Pool[idx]) = true; + m_FreeIdx.pop(); + m_Size++; + } + + void Remove(Iterator &it) { + // Calculate the index from the iterator's pointer + size_t index = it.ptr - m_Pool; + + // Validate the iterator points to a valid element + if (index >= m_Capacity || !is_valid(m_Pool[index])) { + throw std::logic_error("Invalid iterator for removal"); + } + + // Delete if deletable + if constexpr (Deletable) + delete get_item(m_Pool[index]); + + // Mark as invalid and add to free list + validity(m_Pool[index]) = false; + m_FreeIdx.push(index); + m_Size--; + + // Advance iterator to next valid element + it.ptr++; + it.iter_until_valid(); + } + + void Remove(size_t index) { + index_check(index); + if constexpr (Deletable) + delete get_item(m_Pool[index]); + validity(m_Pool[index]) = false; + m_Size--; + } + + T &operator[](size_t index) { + index_check(index); + return get_item(m_Pool[index]); + } + + const T &operator[](size_t index) const { + index_check(index); + return get_item(m_Pool[index]); + } + + friend std::ostream &operator<<(std::ostream &os, const Pool &obj) { + os << "Pool( Size: " << obj.m_Size << ", capacity: " << obj.m_Capacity + << "\n"; + for (size_t i = 0; i < obj.m_Capacity; i++) { + os << "\t" << (std::get(obj.m_Pool[i]) ? "VALID" : "INVALID") + << "\n"; + } + os << "\n)"; + return os; + } + + auto Size() const { return m_Size; } + + auto Capacity() const { return m_Capacity; } + + // Iterating related + class Iterator { + friend class Pool; // Allow Pool to access private members + + public: + Iterator(pair_t *start, pair_t *stop) : ptr(start), end_ptr(stop) { + iter_until_valid(); + } + + T &operator*() const { return get_item(*ptr); } + + Iterator &operator++() { + if (ptr != end_ptr) { + ptr++; + iter_until_valid(); + } + return *this; + } + + bool operator!=(const Iterator &other) const { return ptr != other.ptr; } + + bool operator==(const Iterator &other) const { return ptr == other.ptr; } + + private: + pair_t *ptr = nullptr; + pair_t *end_ptr = nullptr; + + void iter_until_valid() { + while (ptr < end_ptr && !is_valid(*ptr)) { + ptr++; + } + } + }; + + Iterator begin() { return Iterator(m_Pool, m_Pool + m_Capacity); } + Iterator end() { return Iterator(m_Pool + m_Capacity, m_Pool + m_Capacity); } + +private: + pair_t *m_Pool = nullptr; + // TODO use unique_ptr + std::stack m_FreeIdx; + + size_t m_Capacity = 0; + size_t m_Size = 0; + + void index_check(size_t index) const { + if (index >= m_Capacity) { + throw std::out_of_range("Out of range"); + } + if (!is_valid(m_Pool[index])) { + throw std::logic_error("Invalid item"); + } + } + + void Realloc(size_t requested_capacity) { + // Calculate new capacity + size_t new_capacity = m_Capacity > 0 ? m_Capacity : 1; + while (new_capacity < requested_capacity) { + new_capacity *= 2; + } + LOG_DEBUG("Realloc from ", m_Capacity, " to ", new_capacity); + // Alloc new pool and copy from old pool + pair_t *new_pool = new pair_t[new_capacity]; + size_t new_idx = 0; + size_t old_capacity = m_Capacity; + for (size_t old_idx = 0; old_idx < old_capacity; old_idx++) { + if (is_valid(m_Pool[old_idx])) { + new_pool[new_idx++] = std::move(m_Pool[old_idx]); + } + } + // Remaining new items are all free + while (new_idx < new_capacity) { + m_FreeIdx.push(new_idx); + validity(new_pool[new_idx++]) = false; + } + // Swap and free the old pool + std::swap(m_Pool, new_pool); + delete[] new_pool; + // Update state variables + m_Capacity = new_capacity; + // m_Size stays the same + } + + void EnsureAddCapacity(size_t additional_elements) { + if (m_Size + additional_elements > m_Capacity) { + Realloc(m_Size + additional_elements); + } + } +}; + +} /* namespace array */ diff --git a/cpp/src/log.hpp b/cpp/src/log.hpp new file mode 100644 index 0000000..e8bcffe --- /dev/null +++ b/cpp/src/log.hpp @@ -0,0 +1,57 @@ +#pragma once + +#include + +#define LOG_CRITICAL(...) Log::critical(__PRETTY_FUNCTION__, ": ", __VA_ARGS__) +#define LOG_ERROR(...) Log::error(__PRETTY_FUNCTION__, ": ", __VA_ARGS__) +#define LOG_WARNING(...) Log::warning(__PRETTY_FUNCTION__, ": ", __VA_ARGS__) +#define LOG_INFO(...) Log::info(__PRETTY_FUNCTION__, ": ", __VA_ARGS__) +#define LOG_DEBUG(...) Log::debug(__PRETTY_FUNCTION__, ": ", __VA_ARGS__) +#define LOG_PROFILING_DEBUG(...) \ + Log::profiling_debug(__PRETTY_FUNCTION__, ": ", __VA_ARGS__) + +namespace Log { +enum class LevelTypes { + CRITICAL = 0, // Things that crash + ERROR, // Bad stuff, but we can go on + WARNING, // Minor inconvenience + INFO, // Normal stuff + DEBUG, // Everything. Will slow down execution + PROFILING_DEBUG, // including constructors etc. +}; + +// Set logging level here +constexpr LevelTypes Level = LevelTypes::DEBUG; + +template +void _print(const Args &...args) { + if constexpr (Level < FUNC_LEVEL) { + return; + } + (std::cout << ... << args) << std::endl; +} + +template void critical(const Args &...args) { + _print("CRITICAL: ", args...); +} + +template void error(const Args &...args) { + _print("ERROR: ", args...); +} + +template void warning(const Args &...args) { + _print("WARNING: ", args...); +} + +template void info(const Args &...args) { + _print("INFO: ", args...); +} + +template void debug(const Args &...args) { + _print("DEBUG: ", args...); +} + +template void profiling_debug(const Args &...args) { + _print("PROFILING_DEBUG: ", args...); +} +} // namespace Log diff --git a/cpp/src/main.cpp b/cpp/src/main.cpp new file mode 100644 index 0000000..5b94833 --- /dev/null +++ b/cpp/src/main.cpp @@ -0,0 +1,885 @@ +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include +#include + +#include "array.hpp" +#include "log.hpp" +#include "math.hpp" + +// +// Utils +// + +// +// Math stuff +// + +// Forward declarations +class Sprite; +class Sound; +class UserAction; + +// +// UI stuff. This is the part directly dependent on the SDL +// + +// containers + +#include +#include +#include + +class Sound { +public: + Sound() { LOG_DEBUG("."); } + + Sound(const Sound &x) { LOG_DEBUG("."); } + + Sound(Sound &&x) noexcept { LOG_DEBUG("."); } + + ~Sound() { LOG_DEBUG("."); } +}; + +class AudioOutput { +public: + AudioOutput() { LOG_DEBUG("."); } + AudioOutput(const AudioOutput &x) = delete; + AudioOutput(AudioOutput &&x) = delete; + ~AudioOutput() { LOG_DEBUG("."); } + + std::expected Init() { + LOG_INFO("Initialing audio output"); + return {}; + } + + void PlaySound(Sound &s); +}; + +class Sprite { +public: + Sprite() : m_Texture(nullptr, SDL_DestroyTexture) {} + Sprite(std::string path, Vec2D 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 image_center = {0.0, 0.0}) { + LOG_INFO("Loading image ", path); + assert(m_Renderer != nullptr); + + auto surface = std::unique_ptr( + 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_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 renderer) { + m_Renderer = renderer; + } + + // GetTexture cannot return pointer to const, as SDL_RenderTexture modifies it + SDL_Texture *GetTexture() { return m_Texture.get(); } + + Vec2D GetSize() const { return m_Size; } + Vec2D GetCenter() const { return m_ImageCenter; } + +private: + static std::shared_ptr m_Renderer; + std::unique_ptr m_Texture; + Vec2D m_Size; + Vec2D m_ImageCenter; + float m_TextureWidth = 0; + float m_TextureHeight = 0; +}; +std::shared_ptr 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 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_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 &position, Sprite &s) { + Vec2D size = s.GetSize(); + Vec2D 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 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 &position, float radius) { + int cx = static_cast(position.x); + int cy = static_cast(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(std::round(radius * std::cos(a))), + cy + static_cast(std::round(radius * std::sin(a)))); + } + } + + std::shared_ptr 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 }; + + UserAction() = default; + + UserAction(Type t) : type(t) {} + + UserAction(Type t, char key) : type(t), Argument{.key = key} {} + + UserAction(Type t, Vec2D v) : type(t), Argument{.position = v} {} + + ~UserAction() = default; + + Type type; + + union { + Vec2D 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 Init() { return {}; } + + const std::vector &GetActions() { + m_Actions.clear(); + static Vec2D 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(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> move_base{ + {'w', {0.0, 1.0}}, + {'s', {0.0, -1.0}}, + {'a', {1.0, 0.0}}, + {'d', {-1.0, 0.0}}, + {static_cast(SDLK_UP), {0.0, 1.0}}, + {static_cast(SDLK_DOWN), {0.0, -1.0}}, + {static_cast(SDLK_LEFT), {1.0, 0.0}}, + {static_cast(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(kbd_event.key), "' not mapped"); + break; + } + } 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 m_Actions; +}; + +// +// Game classes +// + +class Entity { +public: + enum class Type : std::uint8_t { + NONE, + PLAYER, + WALL, + BOMB, + ZOMBIE, + ITEM, + BOX, + EXPLOSION, + COUNT // must be last + }; + + Entity(Vec2D 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(Entity::Type::COUNT)> + type_name{"NONE", "PLAYER", "WALL", "BOMB", "ZOMBIE", "ITEM", "BOX"}; + size_t idx = static_cast(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(); + } + // TODO virtual float GetCollisionRadius() const + + virtual constexpr Type GetType() const = 0; + void SetFlagExpired() { m_FlagExpired = true; } + bool IsFlaggedExpired() { return m_FlagExpired; } + + const Vec2D &GetPosition() const { return m_Position; } + void SetPosition(Vec2D new_pos) { m_Position = new_pos; } + + const Vec2D &GetActualVelocity() const { return m_ActualVelocity; } + const Vec2D &GetRequestedVelocity() const { + return m_RequestedVelocity; + } + void SetActualVelocity(const Vec2D &new_velocity) { + m_ActualVelocity = new_velocity; + } + void SetRequestedVelocity(const Vec2D &new_velocity) { + m_RequestedVelocity = new_velocity; + } + + void ZeroActualVelocityInDirection(Vec2D 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 e1 = direction.normalized(); + Vec2D 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 m_Position; + Vec2D m_ActualVelocity; + Vec2D m_RequestedVelocity; + +private: + bool m_FlagExpired = false; + static constexpr float m_CollisionRadiusSq = 1000.0f; +}; + +class Explosion final : public Entity { +public: + Explosion(Vec2D position) : Entity(position) { + LOG_DEBUG("."); + if (m_Sprite == nullptr) { + LoadResources(); + } + } + Explosion(const Explosion &) = delete; + Explosion(Explosion &&) = delete; + ~Explosion() = default; + + Sprite &GetSprite() override { + assert(m_Sprite != nullptr); + return *m_Sprite; + } + + void Update(float time_delta) override { + m_ExpirationTime -= time_delta; + if (m_ExpirationTime < 0.0f) { + this->SetFlagExpired(); + } + Entity::Update(time_delta); + } + + constexpr float GetCollisionRadius() const override { return 30.0f; } + constexpr Type GetType() const { return Entity::Type::EXPLOSION; } + bool IsMovable() const override { return false; } + bool IsCollidable() const override { return false; } + +private: + void LoadResources() { + m_Sprite = std::make_unique("resources/explosion.png", + Vec2D{25.0f, 25.0f}); + } + static std::unique_ptr m_Sprite; + float m_ExpirationTime = 100.0f; +}; +std::unique_ptr Explosion::m_Sprite = nullptr; + +class Player; + +class Bomb final : public Entity { +public: + Bomb(Vec2D position, const Player& creator) : + Entity(position), + m_CreatingPlayer(creator) + { + LOG_DEBUG("."); + if (m_Sprite == nullptr) { + LoadResources(); + } + } + Bomb(const Bomb &x) = delete; + Bomb(Bomb &&x) = delete; + + Sprite &GetSprite() override { + assert(m_Sprite != nullptr); + return *m_Sprite; + } + void Update(float time_delta) override { + m_ExpirationTime -= time_delta; + if (m_ExpirationTime < 0.0f) { + this->SetFlagExpired(); + } + Entity::Update(time_delta); + } + + constexpr float GetCollisionRadius() const override { return 30.0f; } + constexpr Type GetType() const { return Entity::Type::BOMB; } + bool IsMovable() const override { return false; } + bool IsCollidable() const override { return true; } + void SpawnExplosions() + { + // TODO spawn 4 explosions + } + + const Player& GetCreatingPlayer() { return m_CreatingPlayer; } + +private: + void LoadResources() { + m_Sprite = std::make_unique("resources/bomb.png", + Vec2D{25.0f, 40.0f}); + } + static std::unique_ptr m_Sprite; + float m_ExpirationTime = 100.0f; + const Player& m_CreatingPlayer; +}; + +std::unique_ptr Bomb::m_Sprite; + +class Item final : public Entity { +public: + void OnPickup(Entity &other); + + constexpr float GetCollisionRadius() const override { return 50.0f; } + bool IsMovable() const override { return false; } + bool IsCollidable() const override { return true; } +}; + +class Wall final : public Entity { +public: + Wall(Vec2D 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("resources/wall.png", + Vec2D{50.0f, 50.0f}); + } + static std::unique_ptr m_Sprite; +}; +std::unique_ptr 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; + } + + std::shared_ptr CreateBomb() { + return std::make_shared(this->GetPosition(), *this); + } + + 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("resources/player.png", + Vec2D{38.0f, 46.0f}); + } + static std::unique_ptr m_Sprite; +}; + +std::unique_ptr Player::m_Sprite; + +using Collision = std::pair, std::shared_ptr>; + +// Game class - TODO Game will be interface, +// implementations will be LocalGame and RemoteGame (server)? +// Class with game logic should be identical for remote and local games +// GameLoop <--> Game +// GameLoop <--> GameClient <========> GameServer <--> Game + +class Game { +public: + Game(int width, int height) : m_Width(width), m_Height(height) { + LOG_DEBUG("."); + } + + ~Game() { LOG_DEBUG("."); } + + Game(const Game &m) = delete; + Game(Game &&m) = delete; + + void AddEntity(std::shared_ptr e) { + // TODO emplace_back + m_Entities.push_back(e); + } + + void CreateMap() { + m_Entities.clear(); + m_Player = std::make_shared(); + m_Player->SetPosition(Vec2D{200.0f, 200.0f}); + m_Entities.push_back(m_Player); + LOG_INFO("Re-creating random map"); + // add some entities + size_t map_size_bricks = 8; + auto wall = std::make_shared(); + auto wall_size = wall->GetSprite().GetSize(); + Vec2D offset{100.0f, 100.0f}; + for (size_t u = 0; u < map_size_bricks; u++) { + Vec2D pos{offset.x + wall_size.x * u, offset.y}; + m_Entities.push_back(std::make_shared(pos)); + } + for (size_t u = 1; u < map_size_bricks; u++) { + Vec2D pos{offset.x, offset.y + u * wall_size.y}; + m_Entities.push_back(std::make_shared(pos)); + } + for (size_t u = 0; u < map_size_bricks; u++) { + Vec2D pos{offset.x + wall_size.x * u, + offset.y + map_size_bricks * wall_size.y}; + m_Entities.push_back(std::make_shared(pos)); + } + for (size_t u = 0; u < map_size_bricks; u++) { + Vec2D pos{offset.x + map_size_bricks * wall_size.x, + offset.y + u * wall_size.y}; + m_Entities.push_back(std::make_shared(pos)); + } + // TODO tady jsi skoncil - problem s tim ze ne vsechny steny se spawnou, bud + // jsou spatne cykly, nebo to souvisi s tim ze se obcas nespawnou bomby - + // investigovat + } + + std::shared_ptr GetPlayer() { return m_Player; } + + Vec2D GetRandomPosition() const { return Vec2D{0.0, 0.0}; } + + std::vector> &GetEntities() { return m_Entities; } + + void UpdateEntities() { + float time_delta = 1.0f; + + // Remove entities marked as expired and handle expiry logic (e.g. bomb + // exploding); for all other entities, reset the actual velocity to the + // requested; actual velocity will be updated later with collisions + for (auto &entity : m_Entities) { + if (entity->IsFlaggedExpired()) { + ExpiryGameLogic(*entity); + auto it = std::find(m_Entities.begin(), m_Entities.end(), entity); + if (it != m_Entities.end()) { + std::swap(*it, m_Entities.back()); + m_Entities.pop_back(); + } + } else { + // Actual velocity might be changed later by collisions + entity->SetActualVelocity(entity->GetRequestedVelocity()); + } + } + + // Handle collisions: + // - update actual velocity for colliding objects + // - handle collision logic + auto &collisions = GetEntityCollisions(); + // LOG_DEBUG("number of collisions: ", collisions.size()); + for (auto &collision : collisions) { + Entity &A = *std::get<0>(collision); + Entity &B = *std::get<1>(collision); + if (!A.IsMovable()) + continue; + // modify actual speed + // LOG_DEBUG("Collision: A is ", A, ", B is ", B); + Vec2D AB = B.GetPosition() - A.GetPosition(); + A.ZeroActualVelocityInDirection(AB); + // handle logic + CollisionGameLogic(A, B); + } + + // Update entities: this advances animations, + // internal timers, and updates positions (with velocity + // modified by the collision handling) + for (auto &entity : m_Entities) { + entity->Update(time_delta); + } + } + + void CollisionGameLogic(Entity &A, Entity &B) { + if (A.GetType() == Entity::Type::PLAYER) { + // LOG_DEBUG("got player"); + if (B.GetType() == Entity::Type::EXPLOSION) { + LOG_DEBUG("got player and bomb"); + } + } + } + + void ExpiryGameLogic(Entity &entity) + { + switch (entity.GetType()) { + case Entity::Type::BOMB: + { + Bomb& bomb = static_cast(entity); + bomb.SpawnExplosions(); + break; + } + case Entity::Type::EXPLOSION: + + break; + // non-expiring classes + case Entity::Type::PLAYER: + case Entity::Type::WALL: + case Entity::Type::ZOMBIE: + case Entity::Type::ITEM: + case Entity::Type::BOX: + default: + assert(false); + break; + } + } + + const std::vector &GetEntityCollisions() { + static std::vector m_Collisions; + + m_Collisions.clear(); + for (const auto &entity_A : m_Entities) { + for (const auto &entity_B : m_Entities) { + if (entity_A == entity_B) + continue; + if (!entity_A->IsCollidable() || !entity_B->IsCollidable()) + continue; + // check distance of player to given entity + auto position_A = entity_A->GetPosition(); + auto position_B = entity_B->GetPosition(); + auto distance_sq = position_A.distance_squared(position_B); + auto collision_distance_sq = + entity_A->GetCollisionRadiusSquared() + + entity_B->GetCollisionRadiusSquared() + + 2 * entity_A->GetCollisionRadius() * entity_B->GetCollisionRadius(); + // TODO use vector instructions + if (distance_sq < collision_distance_sq) { + m_Collisions.emplace_back(Collision(entity_A, entity_B)); + } + } + } + return m_Collisions; + } + + void HandleActions(const std::vector &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); + } + }; + } + + bool IsCollisionBoxVisible() const { return m_DrawCollisionBox; } + bool IsExitRequested() const { return m_ExitRequested; } + +private: + int m_Width; + int m_Height; + bool m_ExitRequested = false; + bool m_DrawCollisionBox = true; + std::vector> m_Entities; + std::shared_ptr m_Player; +}; + +// 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->UpdateEntities(); + + m_Window->ClearWindow(); + for (auto &entity : m_Game->GetEntities()) { + m_Window->DrawSprite(entity->GetPosition(), entity->GetSprite()); + if (m_Game->IsCollisionBoxVisible()) { + m_Window->DrawCircle(entity->GetPosition(), + entity->GetCollisionRadius()); + } + } + m_Window->Flush(); + // TODO measure fps + std::this_thread::sleep_for(std::chrono::milliseconds(30)); + } + } + + inline void SetGame(std::unique_ptr x) { m_Game = std::move(x); } + inline void SetWindow(std::unique_ptr x) { m_Window = std::move(x); } + inline void SetUserInput(std::unique_ptr x) { + m_UserInput = std::move(x); + } + inline void SetAudioOutput(std::unique_ptr x) { + m_AudioOutput = std::move(x); + } + +private: + std::unique_ptr m_Game; + std::unique_ptr m_Window; + std::unique_ptr m_UserInput; + std::unique_ptr m_AudioOutput; +}; + +int main(int argc, char **argv) { + constexpr int error = -1; + + /* + * Initialize the input/output system + */ + + auto window = std::make_unique(640, 480); // the holy resolution + // auto window_init = window->Init(); + if (auto initialized = window->Init(); !initialized) { + LOG_ERROR(initialized.error()); + return error; + } + + auto user_input = std::make_unique(); + if (auto initialized = user_input->Init(); !initialized) { + LOG_ERROR(initialized.error()); + return error; + } + + auto audio_output = std::make_unique(); + if (auto initialized = audio_output->Init(); !initialized) { + LOG_ERROR(initialized.error()); + return error; + } + + /* + * Initialize the map and run the game + */ + + // some menu should be used to configure the game itself, + // e.g. set map size, type, local or remote game, + // optionally game server... + // for now we go directly to the game + + auto game = std::make_unique(50, 50); + game->CreateMap(); + + auto game_loop = GameLoop{}; + game_loop.SetWindow(std::move(window)); + game_loop.SetUserInput(std::move(user_input)); + game_loop.SetAudioOutput(std::move(audio_output)); + game_loop.SetGame(std::move(game)); + game_loop.Run(); +} diff --git a/cpp/src/math.hpp b/cpp/src/math.hpp new file mode 100644 index 0000000..2756185 --- /dev/null +++ b/cpp/src/math.hpp @@ -0,0 +1,88 @@ +#pragma once + +#include +#include +#include +#include + +template struct Vec2D { +public: + Vec2D() = default; + ~Vec2D() = default; + + Vec2D &operator+=(const Vec2D &other) { + x += other.x; + y += other.y; + return *this; + } + + friend Vec2D operator+(const Vec2D &a, const Vec2D &b) { + return Vec2D{a.x + b.x, a.y + b.y}; + } + + friend Vec2D operator-(const Vec2D &a, const Vec2D &b) { + return Vec2D{a.x - b.x, a.y - b.y}; + } + + friend Vec2D operator*(float k, const Vec2D &v) { + return Vec2D{k * v.x, k * v.y}; + } + + Vec2D operator*(float b) const { return Vec2D{b * x, b * y}; } + + T distance_squared(const Vec2D &other) const { + T dx = x - other.x; + T dy = y - other.y; + return dx * dx + dy * dy; + } + + T distance(const Vec2D &other) const + requires std::floating_point + { + return sqrt(distance_squared(other)); + } + + void normalize() + requires std::floating_point + { + auto length = sqrt(x * x + y * y); + if (length < 1e-6) { + x = y = 0; + } else { + x /= length; + y /= length; + } + } + + Vec2D normalized() + requires std::floating_point + { + Vec2D v(*this); + v.normalize(); + return v; + } + + Vec2D orthogonal() + { + Vec2D v(*this); + + std::swap(v.x, v.y); + v.x = -v.x; + return v; + } + + template Vec2D(std::initializer_list list) { + assert(list.size() == 2); + auto first_element = *list.begin(); + auto second_element = *(list.begin() + 1); + x = static_cast(first_element); + y = static_cast(second_element); + } + + T x, y; + + friend std::ostream &operator<<(std::ostream &os, const Vec2D &obj) { + os << "( " << obj.x << ", " << obj.y << ")"; + return os; + } +}; diff --git a/cpp/src/test.cpp b/cpp/src/test.cpp new file mode 100644 index 0000000..403ed83 --- /dev/null +++ b/cpp/src/test.cpp @@ -0,0 +1,158 @@ +#include +#include +#include +#include +#include +#include + +#include "array.hpp" +#include "log.hpp" +#include "math.hpp" + +// Vec2D Tests +TEST(Vec2D, DefaultConstruction) { + Vec2D v; + // Default values are uninitialized, but we can test basic functionality + v.x = 0; + v.y = 0; + ASSERT_EQ(v.x, 0); + ASSERT_EQ(v.y, 0); +} + +TEST(Vec2D, InitializerListConstruction) { + Vec2D v{3, 4}; + ASSERT_EQ(v.x, 3); + ASSERT_EQ(v.y, 4); + + Vec2D vf{1.5f, 2.5f}; + ASSERT_FLOAT_EQ(vf.x, 1.5f); + ASSERT_FLOAT_EQ(vf.y, 2.5f); + + // Test type conversion + Vec2D vd{1, 2}; // int to float + ASSERT_FLOAT_EQ(vd.x, 1.0f); + ASSERT_FLOAT_EQ(vd.y, 2.0f); +} + +TEST(Vec2D, Addition) { + Vec2D a{1, 2}; + Vec2D b{3, 4}; + + Vec2D c = a + b; + ASSERT_EQ(c.x, 4); + ASSERT_EQ(c.y, 6); + + // Test that original vectors are unchanged + ASSERT_EQ(a.x, 1); + ASSERT_EQ(a.y, 2); + ASSERT_EQ(b.x, 3); + ASSERT_EQ(b.y, 4); +} + +TEST(Vec2D, AdditionAssignment) { + Vec2D a{1, 2}; + Vec2D b{3, 4}; + + a += b; + ASSERT_EQ(a.x, 4); + ASSERT_EQ(a.y, 6); + + // Test that b is unchanged + ASSERT_EQ(b.x, 3); + ASSERT_EQ(b.y, 4); +} + +TEST(Vec2D, ScalarMultiplication) { + Vec2D v{2, 3}; + + Vec2D result = v * 2.0f; + ASSERT_EQ(result.x, 4); + ASSERT_EQ(result.y, 6); + + // Test with float vector + Vec2D vf{1.5f, 2.5f}; + Vec2D resultf = vf * 2.0f; + ASSERT_FLOAT_EQ(resultf.x, 3.0f); + ASSERT_FLOAT_EQ(resultf.y, 5.0f); +} + +TEST(Vec2D, Normalization) { + Vec2D v{3.0f, 4.0f}; // Length = 5 + + v.normalize(); + ASSERT_FLOAT_EQ(v.x, 0.6f); + ASSERT_FLOAT_EQ(v.y, 0.8f); + + // Check that length is approximately 1 + float length = sqrt(v.x * v.x + v.y * v.y); + ASSERT_NEAR(length, 1.0f, 1e-6f); +} + +TEST(Vec2D, NormalizedCopy) { + Vec2D v{3.0f, 4.0f}; + Vec2D normalized = v.normalized(); + + // Original should be unchanged + ASSERT_FLOAT_EQ(v.x, 3.0f); + ASSERT_FLOAT_EQ(v.y, 4.0f); + + // Normalized copy should be unit length + ASSERT_FLOAT_EQ(normalized.x, 0.6f); + ASSERT_FLOAT_EQ(normalized.y, 0.8f); + + float length = + sqrt(normalized.x * normalized.x + normalized.y * normalized.y); + ASSERT_NEAR(length, 1.0f, 1e-6f); +} + +TEST(Vec2D, ZeroVectorNormalization) { + Vec2D v{0.0f, 0.0f}; + + v.normalize(); + ASSERT_FLOAT_EQ(v.x, 0.0f); + ASSERT_FLOAT_EQ(v.y, 0.0f); + + // Test normalized() as well + Vec2D v2{0.0f, 0.0f}; + Vec2D normalized = v2.normalized(); + ASSERT_FLOAT_EQ(normalized.x, 0.0f); + ASSERT_FLOAT_EQ(normalized.y, 0.0f); +} + +TEST(Vec2D, VerySmallVectorNormalization) { + Vec2D v{1e-7f, 1e-7f}; // Very small vector + + v.normalize(); + // Should be treated as zero vector + ASSERT_FLOAT_EQ(v.x, 0.0f); + ASSERT_FLOAT_EQ(v.y, 0.0f); +} + +TEST(Vec2D, OutputOperator) { + Vec2D v{42, 24}; + + std::ostringstream oss; + oss << v; + ASSERT_EQ(oss.str(), "( 42, 24)"); +} + +TEST(Vec2D, ChainedOperations) { + Vec2D a{1.0f, 2.0f}; + Vec2D b{3.0f, 4.0f}; + + // Test chaining: (a + b) * 2.0f + Vec2D result = (a + b) * 2.0f; + ASSERT_FLOAT_EQ(result.x, 8.0f); + ASSERT_FLOAT_EQ(result.y, 12.0f); + + // Test chaining with assignment + a += b; + a = a * 0.5f; + ASSERT_FLOAT_EQ(a.x, 2.0f); + ASSERT_FLOAT_EQ(a.y, 3.0f); +} + +int main(int argc, char **argv) { + ::testing::InitGoogleTest(&argc, argv); + return RUN_ALL_TESTS(); +}