Add mouse movement and remove unused game engine stuff

This commit is contained in:
Jan Mrna 2025-09-26 17:24:32 +02:00
parent bdac14c6cb
commit 83d18443c3

View File

@ -1,4 +1,5 @@
#include <cassert>
#include <queue>
#include <chrono>
#include <cmath>
#include <cstdlib>
@ -620,89 +621,41 @@ public:
std::vector<std::shared_ptr<Entity>> &GetEntities() { return m_Entities; }
void UpdateEntities() {
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;
// 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
auto pos = GetPlayer()->GetPosition();
double tile_velocity_coeff = m_Map.GetTileVelocityCoeff(pos);
entity->SetActualVelocity(entity->GetRequestedVelocity() * tile_velocity_coeff);
}
}
// Handle collisions:
// - update actual velocity for colliding objects
// - modify velocity based on current tile
// - 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<float> 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) {
// not used for path finding demo
}
void ExpiryGameLogic(Entity &entity) {
// not used for path finding demo
}
const std::vector<Collision> &GetEntityCollisions() {
static std::vector<Collision> 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;
player->Update(time_delta);
}
void HandleActions(const std::vector<UserAction> &actions) {
@ -717,9 +670,12 @@ public:
LOG_INFO("Move direction ", action.Argument.position);
m_Player->SetRequestedVelocity(action.Argument.position * 4.0f);
} else if (action.type == UserAction::Type::MOVE_TARGET) {
TilePos p = m_Map.WorldToTile(action.Argument.position);
LOG_INFO("Move target: ", action.Argument.position, ", tile pos: ", p);
// TODO move
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);
}
};
}
@ -736,6 +692,7 @@ private:
bool m_DrawCollisionBox = true;
std::vector<std::shared_ptr<Entity>> m_Entities;
std::shared_ptr<Player> m_Player;
std::queue<WorldPos> m_MoveQueue;
Map m_Map;
};
@ -750,7 +707,7 @@ public:
LOG_INFO("Running the game");
while (!m_Game->IsExitRequested()) {
m_Game->HandleActions(m_UserInput->GetActions());
m_Game->UpdateEntities();
m_Game->UpdatePlayerVelocity();
m_Window->ClearWindow();