Remove unused stuff from 2D game engine (sound)

This commit is contained in:
Jan Mrna 2025-09-26 17:50:13 +02:00
parent 83d18443c3
commit 9913d5b938
3 changed files with 6 additions and 85 deletions

View File

@ -48,6 +48,6 @@ Alternatively (or if you want to edit the file), you can use the [Jupyeter Lab o
- [x] drawing tiles
- [x] add "terrain tiles" with different costs
- [x] add mouse-click action
- [ ] add direct movement (through mouse click action, no pathfinding)
- [x] add direct movement (through mouse click action, no pathfinding)
- [ ] implement pathfinding
- [ ] windows build?

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@ -14,18 +14,14 @@
#include "array.hpp"
#include "log.hpp"
#include "math.hpp"
#include "pathfinder.hpp"
//
// Utils
//
//
// Math stuff
//
// Forward declarations
class Sprite;
class Sound;
class UserAction;
//
@ -38,29 +34,6 @@ class UserAction;
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
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<void, std::string> Init() {
LOG_INFO("Initialing audio output");
return {};
}
void PlaySound(Sound &s);
};
class Sprite {
public:
Sprite() : m_Texture(nullptr, SDL_DestroyTexture) {}
@ -376,10 +349,6 @@ public:
}
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; }
@ -399,34 +368,10 @@ public:
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;
@ -435,7 +380,6 @@ protected:
private:
bool m_FlagExpired = false;
static constexpr float m_CollisionRadiusSq = 1000.0f;
};
class Wall final : public Entity {
@ -454,9 +398,6 @@ public:
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() {
@ -486,9 +427,6 @@ public:
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() {
@ -500,7 +438,6 @@ private:
std::unique_ptr<Sprite> Player::m_Sprite;
using Collision = std::pair<std::shared_ptr<Entity>, std::shared_ptr<Entity>>;
struct Tile {
float cost;
@ -514,8 +451,6 @@ static const std::map<std::string_view, Tile> tile_types = {
{"Water", {10.0, 0, 50, 200, 255}},
};
using TilePos = Vec2D<int>;
using WorldPos = Vec2D<float>;
class Map {
@ -534,7 +469,7 @@ public:
if (sw)
m_Tiles[row].push_back(&tile_types.at("Grass"));
else
m_Tiles[row].push_back(&tile_types.at("Water"));
m_Tiles[row].push_back(&tile_types.at("Road"));
sw = !sw;
}
sw = !sw;
@ -682,14 +617,12 @@ public:
const Map &GetMap() const { return m_Map; }
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<std::shared_ptr<Entity>> m_Entities;
std::shared_ptr<Player> m_Player;
std::queue<WorldPos> m_MoveQueue;
@ -727,10 +660,6 @@ public:
// draw all the entities (player etc)
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();
@ -746,15 +675,11 @@ public:
inline void SetUserInput(std::unique_ptr<UserInput> x) {
m_UserInput = std::move(x);
}
inline void SetAudioOutput(std::unique_ptr<AudioOutput> x) {
m_AudioOutput = std::move(x);
}
private:
std::unique_ptr<PathFindingDemo> m_Game;
std::unique_ptr<Window> m_Window;
std::unique_ptr<UserInput> m_UserInput;
std::unique_ptr<AudioOutput> m_AudioOutput;
};
int main(int argc, char **argv) {
@ -777,12 +702,6 @@ int main(int argc, char **argv) {
return error;
}
auto audio_output = std::make_unique<AudioOutput>();
if (auto initialized = audio_output->Init(); !initialized) {
LOG_ERROR(initialized.error());
return error;
}
/*
* Initialize the map and run the pathfinding demo
*/
@ -793,7 +712,6 @@ int main(int argc, char **argv) {
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(demo));
game_loop.Run();
}

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@ -86,3 +86,6 @@ public:
return os;
}
};
using TilePos = Vec2D<int>;
using WorldPos = Vec2D<float>;