7 Commits

Author SHA1 Message Date
Mrna
aa52ff9f8e Fixed working dir for windows binary 2025-10-07 10:12:47 +02:00
Mrna
3180fc026d Added windows VS solution 2025-09-24 09:40:08 +02:00
Mrna
f57d52c670 M_PI fix for windows 2025-09-24 09:36:34 +02:00
Mrna
7ef37e180a Provide MSVC alternative for __PRETTY_FUNCTION__ 2025-09-23 15:31:39 +02:00
Mrna
8008f55cb9 Added SDL image submodule 2025-09-23 15:30:31 +02:00
Mrna
118c6260b4 Added glew submodule 2025-09-23 14:54:58 +02:00
Mrna
1240d21ef8 Added SDL submodule 2025-09-23 14:52:22 +02:00
11 changed files with 396 additions and 77 deletions

9
.gitmodules vendored Normal file
View File

@@ -0,0 +1,9 @@
[submodule "vs/SDL"]
path = vs/SDL
url = https://github.com/libsdl-org/SDL.git
[submodule "vs/glew"]
path = vs/glew
url = gitea@gitea.veleslabs.org:jan.mrna/glew.git
[submodule "vs/SDL_image"]
path = vs/SDL_image
url = https://github.com/libsdl-org/SDL_image.git

View File

@@ -2,13 +2,21 @@
#include <iostream>
#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__)
#if defined(__GNUC__) || defined(__clang__)
# define PRETTY_FUNC __PRETTY_FUNCTION__
#elif defined(_MSC_VER)
# define PRETTY_FUNC __FUNCTION__
#else
# define PRETTY_FUNC __func__
#endif
#define LOG_CRITICAL(...) Log::critical(PRETTY_FUNC, ": ", __VA_ARGS__)
#define LOG_ERROR(...) Log::error(PRETTY_FUNC, ": ", __VA_ARGS__)
#define LOG_WARNING(...) Log::warning(PRETTY_FUNC, ": ", __VA_ARGS__)
#define LOG_INFO(...) Log::info(PRETTY_FUNC, ": ", __VA_ARGS__)
#define LOG_DEBUG(...) Log::debug(PRETTY_FUNC, ": ", __VA_ARGS__)
#define LOG_PROFILING_DEBUG(...) \
Log::profiling_debug(__PRETTY_FUNCTION__, ": ", __VA_ARGS__)
Log::profiling_debug(PRETTY_FUNC, ": ", __VA_ARGS__)
namespace Log {
enum class LevelTypes {

View File

@@ -1,5 +1,4 @@
#include <cassert>
#include <queue>
#include <chrono>
#include <cmath>
#include <cstdlib>
@@ -524,17 +523,17 @@ class Map {
public:
static constexpr float TILE_SIZE = 100.0f; // tile size in world
Map(int rows, int cols) : m_Cols(cols), m_Rows(rows) {
Map(int width, int height) : m_Width(width), m_Height(height) {
bool sw = true;
LOG_DEBUG("cols = ", cols, " rows = ", rows);
LOG_DEBUG("width = ", width, " height = ", height);
m_Tiles = std::vector<std::vector<const Tile *>>{};
for (size_t row = 0; row < m_Rows; row++) {
for (int i = 0; i < m_Width; i++) {
m_Tiles.push_back(std::vector<const Tile *>{});
for (size_t col = 0; col < m_Cols; col++) {
for (int j = 0; j < m_Height; j++) {
if (sw)
m_Tiles[row].push_back(&tile_types.at("Grass"));
m_Tiles[i].push_back(&tile_types.at("Grass"));
else
m_Tiles[row].push_back(&tile_types.at("Water"));
m_Tiles[i].push_back(&tile_types.at("Water"));
sw = !sw;
}
sw = !sw;
@@ -558,36 +557,11 @@ public:
return Vec2D<float>{TILE_SIZE, TILE_SIZE};
}
const Tile* GetTileAt(TilePos p) const {
assert(IsTilePosValid(p));
size_t row = p.x;
size_t col = p.y;
return m_Tiles[row][col];
}
const Tile* GetTileAt(WorldPos p) const {
return GetTileAt(WorldToTile(p));
}
bool IsTilePosValid(TilePos p) const {
size_t row = p.x;
size_t col = p.y;
return row < m_Tiles.size() && col < m_Tiles[0].size();
}
template<typename T>
double GetTileVelocityCoeff(T p) const {
return 1.0 / GetTileAt(p)->cost;
}
private:
// std::vector<std::vector<const Tile*>> m_Tiles;
std::vector<std::vector<const Tile *>> m_Tiles;
size_t m_Cols = 0;
size_t m_Rows = 0;
int m_Width = 0;
int m_Height = 0;
};
class PathFindingDemo {
@@ -621,41 +595,85 @@ public:
std::vector<std::shared_ptr<Entity>> &GetEntities() { return m_Entities; }
std::optional<WorldPos> GetMoveTarget() {
WorldPos current_player_pos = GetPlayer()->GetPosition();
void UpdateEntities() {
float time_delta = 1.0f;
if (m_MoveQueue.empty()) {
return {};
// 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());
}
}
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;
// 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<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);
}
// target reached, pop it
m_MoveQueue.pop();
// return nothing - we'll get the next value in the next iteration
return {};
}
void CollisionGameLogic(Entity &A, Entity &B) {
// not used for path finding demo
}
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);
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));
}
}
}
player->SetActualVelocity(velocity * tile_velocity_coeff);
float time_delta = 1.0f;
player->Update(time_delta);
return m_Collisions;
}
void HandleActions(const std::vector<UserAction> &actions) {
@@ -670,12 +688,9 @@ public:
LOG_INFO("Move direction ", action.Argument.position);
m_Player->SetRequestedVelocity(action.Argument.position * 4.0f);
} else if (action.type == UserAction::Type::MOVE_TARGET) {
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);
TilePos p = m_Map.WorldToTile(action.Argument.position);
LOG_INFO("Move target: ", action.Argument.position, ", tile pos: ", p);
// TODO move
}
};
}
@@ -692,7 +707,6 @@ 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;
};
@@ -707,15 +721,15 @@ public:
LOG_INFO("Running the game");
while (!m_Game->IsExitRequested()) {
m_Game->HandleActions(m_UserInput->GetActions());
m_Game->UpdatePlayerVelocity();
m_Game->UpdateEntities();
m_Window->ClearWindow();
// draw the map (terrain tiles)
const Map &map = m_Game->GetMap();
const auto &tiles = map.GetMapTiles();
for (size_t row = 0; row < tiles.size(); row++) {
for (size_t col = 0; col < tiles[row].size(); col++) {
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}),

View File

@@ -5,6 +5,11 @@
#include <concepts>
#include <iostream>
#ifdef _WIN32
#include <numbers>
#define M_PI std::numbers::pi
#endif
template <typename T> struct Vec2D {
public:
Vec2D() = default;

1
vs/SDL Submodule

Submodule vs/SDL added at 3e9e22f17d

1
vs/SDL_image Submodule

Submodule vs/SDL_image added at eeae8a64df

1
vs/glew Submodule

Submodule vs/glew added at 02505d6cc1

View File

@@ -0,0 +1,61 @@

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@@ -0,0 +1,167 @@
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