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2 Commits

Author SHA1 Message Date
Jan Mrna
61efa711c9 Draw terrain tiles 2025-09-21 20:35:14 +02:00
Jan Mrna
fdfee95426 Remove unnecessary stuff from the game engine 2025-09-21 17:56:47 +02:00
2 changed files with 115 additions and 195 deletions

View File

@@ -19,8 +19,10 @@
- [x] create a dedicated python script
- [ ] C++
- [x] re-use 2D game engine
- [ ] add map and tiles with cost
- [ ] add tiles (with cost) to map
- [ ] conversion functions from tile coords to world coords
- [ ] drawing tiles
- [ ] add "terrain tiles" with different costs
- [ ] add mouse-click movement (direct, no pathfinding, player always selected)
- [ ] add "terrain tiles" with different costs
- [ ] add different sprites
- [ ] implement pathfinding and
- [ ] implement pathfinding
- [ ] windows build?

View File

@@ -40,11 +40,8 @@ class UserAction;
class Sound {
public:
Sound() { LOG_DEBUG("."); }
Sound(const Sound &x) { LOG_DEBUG("."); }
Sound(Sound &&x) noexcept { LOG_DEBUG("."); }
~Sound() { LOG_DEBUG("."); }
};
@@ -201,6 +198,14 @@ public:
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 - size.x / 2.0f, position.y - size.y / 2.0f,
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());
@@ -346,11 +351,7 @@ public:
NONE,
PLAYER,
WALL,
BOMB,
ZOMBIE,
ITEM,
BOX,
EXPLOSION,
TILE,
COUNT // must be last
};
@@ -361,7 +362,7 @@ public:
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", "BOMB", "ZOMBIE", "ITEM", "BOX"};
type_name{"NONE", "PLAYER", "WALL", "TILE"};
size_t idx = static_cast<size_t>(obj.GetType());
assert(idx < type_name.size());
os << type_name[idx];
@@ -373,7 +374,6 @@ public:
virtual constexpr float GetCollisionRadiusSquared() {
return GetCollisionRadius() * GetCollisionRadius();
}
// TODO virtual float GetCollisionRadius() const
virtual constexpr Type GetType() const = 0;
void SetFlagExpired() { m_FlagExpired = true; }
@@ -432,106 +432,6 @@ private:
static constexpr float m_CollisionRadiusSq = 1000.0f;
};
class Explosion final : public Entity {
public:
Explosion(Vec2D<float> 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<Sprite>("resources/explosion.png",
Vec2D<float>{25.0f, 25.0f});
}
static std::unique_ptr<Sprite> m_Sprite;
float m_ExpirationTime = 100.0f;
};
std::unique_ptr<Sprite> Explosion::m_Sprite = nullptr;
class Player;
class Bomb final : public Entity {
public:
Bomb(Vec2D<float> 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<Sprite>("resources/bomb.png",
Vec2D<float>{25.0f, 40.0f});
}
static std::unique_ptr<Sprite> m_Sprite;
float m_ExpirationTime = 100.0f;
const Player& m_CreatingPlayer;
};
std::unique_ptr<Sprite> 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<float> pos = {0.0f, 0.0f}) : Entity(pos) {
@@ -577,10 +477,6 @@ public:
return *m_Sprite;
}
std::shared_ptr<Bomb> CreateBomb() {
return std::make_shared<Bomb>(this->GetPosition(), *this);
}
constexpr Entity::Type GetType() const override {
return Entity::Type::PLAYER;
}
@@ -600,22 +496,80 @@ std::unique_ptr<Sprite> Player::m_Sprite;
using Collision = std::pair<std::shared_ptr<Entity>, std::shared_ptr<Entity>>;
// 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
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}},
};
using TilePos = Vec2D<int>;
using WorldPos = Vec2D<float>;
class Map {
// TODO using = ... for tile vector
class Game {
public:
Game(int width, int height) : m_Width(width), m_Height(height) {
static constexpr float TILE_SIZE = 100.0f; // tile size in world
Map(int width, int height) : m_Width(width), m_Height(height) {
bool sw = true;
LOG_DEBUG("width = ", width, " height = ", height);
m_Tiles = std::vector<std::vector<const Tile *>>{};
for (int i = 0; i < m_Width; i++) {
m_Tiles.push_back(std::vector<const Tile *>{});
for (int j = 0; j < m_Height; j++) {
if (sw)
m_Tiles[i].push_back(&tile_types.at("Grass"));
else
m_Tiles[i].push_back(&tile_types.at("Mud"));
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};
}
private:
// std::vector<std::vector<const Tile*>> m_Tiles;
std::vector<std::vector<const Tile *>> m_Tiles;
int m_Width = 0;
int m_Height = 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(".");
}
~Game() { LOG_DEBUG("."); }
~PathFindingDemo() { LOG_DEBUG("."); }
Game(const Game &m) = delete;
Game(Game &&m) = delete;
PathFindingDemo(const PathFindingDemo &m) = delete;
PathFindingDemo(PathFindingDemo &&m) = delete;
void AddEntity(std::shared_ptr<Entity> e) {
// TODO emplace_back
@@ -627,33 +581,6 @@ public:
m_Player = std::make_shared<Player>();
m_Player->SetPosition(Vec2D<float>{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<Wall>();
auto wall_size = wall->GetSprite().GetSize();
Vec2D<float> offset{100.0f, 100.0f};
for (size_t u = 0; u < map_size_bricks; u++) {
Vec2D<float> pos{offset.x + wall_size.x * u, offset.y};
m_Entities.push_back(std::make_shared<Wall>(pos));
}
for (size_t u = 1; u < map_size_bricks; u++) {
Vec2D<float> pos{offset.x, offset.y + u * wall_size.y};
m_Entities.push_back(std::make_shared<Wall>(pos));
}
for (size_t u = 0; u < map_size_bricks; u++) {
Vec2D<float> pos{offset.x + wall_size.x * u,
offset.y + map_size_bricks * wall_size.y};
m_Entities.push_back(std::make_shared<Wall>(pos));
}
for (size_t u = 0; u < map_size_bricks; u++) {
Vec2D<float> pos{offset.x + map_size_bricks * wall_size.x,
offset.y + u * wall_size.y};
m_Entities.push_back(std::make_shared<Wall>(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<Player> GetPlayer() { return m_Player; }
@@ -709,36 +636,11 @@ public:
}
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");
}
}
// not used for path finding demo
}
void ExpiryGameLogic(Entity &entity)
{
switch (entity.GetType()) {
case Entity::Type::BOMB:
{
Bomb& bomb = static_cast<Bomb&>(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;
}
void ExpiryGameLogic(Entity &entity) {
// not used for path finding demo
}
const std::vector<Collision> &GetEntityCollisions() {
@@ -775,7 +677,7 @@ public:
m_ExitRequested = true;
} else if (action.type == UserAction::Type::FIRE) {
LOG_INFO("Fire");
AddEntity(m_Player->CreateBomb());
// 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);
@@ -783,6 +685,8 @@ public:
};
}
const Map &GetMap() const { return m_Map; }
bool IsCollisionBoxVisible() const { return m_DrawCollisionBox; }
bool IsExitRequested() const { return m_ExitRequested; }
@@ -793,6 +697,7 @@ private:
bool m_DrawCollisionBox = true;
std::vector<std::shared_ptr<Entity>> m_Entities;
std::shared_ptr<Player> m_Player;
Map m_Map;
};
// GameLoop class handles user input and audio/video output,
@@ -809,6 +714,21 @@ public:
m_Game->UpdateEntities();
m_Window->ClearWindow();
// draw the map (terrain tiles)
const Map &map = m_Game->GetMap();
const auto &tiles = map.GetMapTiles();
for (int row = 0; row < tiles.size(); row++) {
for (int col = 0; col < tiles[row].size(); col++) {
// LOG_DEBUG("Drawing rect (", row, ", ", col, ")");
m_Window->DrawRect(
map.TileToWorld(TilePos{row, col}) + Vec2D<float>{100.0f, 100.0f},
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());
if (m_Game->IsCollisionBoxVisible()) {
@@ -816,13 +736,16 @@ public:
entity->GetCollisionRadius());
}
}
m_Window->Flush();
// TODO measure fps
std::this_thread::sleep_for(std::chrono::milliseconds(30));
}
}
inline void SetGame(std::unique_ptr<Game> x) { m_Game = std::move(x); }
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);
@@ -832,7 +755,7 @@ public:
}
private:
std::unique_ptr<Game> m_Game;
std::unique_ptr<PathFindingDemo> m_Game;
std::unique_ptr<Window> m_Window;
std::unique_ptr<UserInput> m_UserInput;
std::unique_ptr<AudioOutput> m_AudioOutput;
@@ -865,21 +788,16 @@ int main(int argc, char **argv) {
}
/*
* Initialize the map and run the game
* Initialize the map and run the pathfinding demo
*/
// 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<Game>(50, 50);
game->CreateMap();
auto demo = std::make_unique<PathFindingDemo>(10, 10);
demo->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.SetGame(std::move(demo));
game_loop.Run();
}