Add mouse movement and remove unused game engine stuff
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129
cpp/src/main.cpp
129
cpp/src/main.cpp
@ -1,4 +1,5 @@
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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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@ -620,89 +621,41 @@ public:
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std::vector<std::shared_ptr<Entity>> &GetEntities() { return m_Entities; }
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void UpdateEntities() {
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std::optional<WorldPos> GetMoveTarget() {
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WorldPos current_player_pos = GetPlayer()->GetPosition();
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if (m_MoveQueue.empty()) {
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return {};
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}
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WorldPos next_player_pos = m_MoveQueue.front();
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if (current_player_pos.distance(next_player_pos) > 10.0) {
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// target not reached yet
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return next_player_pos;
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}
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// target reached, pop it
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m_MoveQueue.pop();
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// return nothing - we'll get the next value in the next iteration
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return {};
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}
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void UpdatePlayerVelocity()
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{
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auto player = GetPlayer();
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auto current_pos = player->GetPosition();
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double tile_velocity_coeff = m_Map.GetTileVelocityCoeff(current_pos);
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auto next_pos = GetMoveTarget();
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auto velocity = WorldPos{};
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if (next_pos) {
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velocity = next_pos.value() - current_pos;
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velocity.normalize();
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LOG_DEBUG("I want to move to: ", next_pos.value(), ", velocity: ", velocity);
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}
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player->SetActualVelocity(velocity * tile_velocity_coeff);
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float time_delta = 1.0f;
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// Remove entities marked as expired and handle expiry logic (e.g. bomb
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// exploding); for all other entities, reset the actual velocity to the
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// requested; actual velocity will be updated later with collisions
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for (auto &entity : m_Entities) {
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if (entity->IsFlaggedExpired()) {
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ExpiryGameLogic(*entity);
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auto it = std::find(m_Entities.begin(), m_Entities.end(), entity);
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if (it != m_Entities.end()) {
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std::swap(*it, m_Entities.back());
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m_Entities.pop_back();
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}
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} else {
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// Actual velocity might be changed later by collisions
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auto pos = GetPlayer()->GetPosition();
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double tile_velocity_coeff = m_Map.GetTileVelocityCoeff(pos);
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entity->SetActualVelocity(entity->GetRequestedVelocity() * tile_velocity_coeff);
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}
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}
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// Handle collisions:
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// - update actual velocity for colliding objects
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// - modify velocity based on current tile
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// - handle collision logic
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auto &collisions = GetEntityCollisions();
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// LOG_DEBUG("number of collisions: ", collisions.size());
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for (auto &collision : collisions) {
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Entity &A = *std::get<0>(collision);
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Entity &B = *std::get<1>(collision);
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if (!A.IsMovable())
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continue;
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// modify actual speed
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// LOG_DEBUG("Collision: A is ", A, ", B is ", B);
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Vec2D<float> AB = B.GetPosition() - A.GetPosition();
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A.ZeroActualVelocityInDirection(AB);
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// handle logic
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CollisionGameLogic(A, B);
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}
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// Update entities: this advances animations,
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// internal timers, and updates positions (with velocity
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// modified by the collision handling)
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for (auto &entity : m_Entities) {
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entity->Update(time_delta);
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}
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}
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void CollisionGameLogic(Entity &A, Entity &B) {
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// not used for path finding demo
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}
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void ExpiryGameLogic(Entity &entity) {
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// not used for path finding demo
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}
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const std::vector<Collision> &GetEntityCollisions() {
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static std::vector<Collision> m_Collisions;
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m_Collisions.clear();
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for (const auto &entity_A : m_Entities) {
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for (const auto &entity_B : m_Entities) {
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if (entity_A == entity_B)
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continue;
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if (!entity_A->IsCollidable() || !entity_B->IsCollidable())
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continue;
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// check distance of player to given entity
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auto position_A = entity_A->GetPosition();
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auto position_B = entity_B->GetPosition();
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auto distance_sq = position_A.distance_squared(position_B);
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auto collision_distance_sq =
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entity_A->GetCollisionRadiusSquared() +
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entity_B->GetCollisionRadiusSquared() +
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2 * entity_A->GetCollisionRadius() * entity_B->GetCollisionRadius();
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// TODO use vector instructions
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if (distance_sq < collision_distance_sq) {
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m_Collisions.emplace_back(Collision(entity_A, entity_B));
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}
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}
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}
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return m_Collisions;
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player->Update(time_delta);
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}
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void HandleActions(const std::vector<UserAction> &actions) {
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@ -717,9 +670,12 @@ public:
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LOG_INFO("Move direction ", action.Argument.position);
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m_Player->SetRequestedVelocity(action.Argument.position * 4.0f);
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} else if (action.type == UserAction::Type::MOVE_TARGET) {
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TilePos p = m_Map.WorldToTile(action.Argument.position);
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LOG_INFO("Move target: ", action.Argument.position, ", tile pos: ", p);
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// TODO move
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WorldPos wp = action.Argument.position;
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TilePos p = m_Map.WorldToTile(wp);
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LOG_INFO("Clearing current move queue and inserting new target: ", wp);
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std::queue<WorldPos> empty;
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std::swap(empty, m_MoveQueue);
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m_MoveQueue.push(wp);
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}
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};
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}
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@ -736,6 +692,7 @@ private:
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bool m_DrawCollisionBox = true;
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std::vector<std::shared_ptr<Entity>> m_Entities;
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std::shared_ptr<Player> m_Player;
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std::queue<WorldPos> m_MoveQueue;
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Map m_Map;
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};
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@ -750,7 +707,7 @@ public:
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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->UpdateEntities();
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m_Game->UpdatePlayerVelocity();
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m_Window->ClearWindow();
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