Compare commits
21 Commits
win_build
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2
.gitignore
vendored
2
.gitignore
vendored
@@ -1,4 +1,4 @@
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||||
tags
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||||
python/.ipynb_checkpoints
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cpp/test
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cpp/build
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cpp/pathfinding
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@@ -48,6 +48,6 @@ Alternatively (or if you want to edit the file), you can use the [Jupyeter Lab o
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- [x] drawing tiles
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- [x] add "terrain tiles" with different costs
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- [x] add mouse-click action
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- [ ] add direct movement (through mouse click action, no pathfinding)
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- [x] add direct movement (through mouse click action, no pathfinding)
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- [ ] implement pathfinding
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- [ ] windows build?
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39
cpp/Makefile
39
cpp/Makefile
@@ -1,9 +1,34 @@
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all: test pathfinding
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# TODO add extra warnings
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# TODO linter?
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# ---------------------------------
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# Generated by Kimi K2
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#---------- configurable ----------
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CXX := g++
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CXXFLAGS := -std=c++23 -Wall -Wextra -Wpedantic -ggdb3
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LDFLAGS :=
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LDLIBS := -lSDL3 -lSDL3_image -lGLEW -lGL
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pathfinding: src/main.cpp src/array.hpp
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g++ -Wall -ggdb3 -lSDL3 -lSDL3_image -std=c++23 -lGLEW -lGL -o pathfinding src/main.cpp
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SRC_DIR := src
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BUILD_DIR:= build
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TARGET := pathfinding
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test: src/test.cpp src/array.hpp
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g++ -Wall -Wextra -Wpedantic -ggdb3 -std=c++23 -lgtest -o test src/test.cpp
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#----------------------------------
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SOURCES := $(wildcard $(SRC_DIR)/*.cpp)
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OBJECTS := $(SOURCES:$(SRC_DIR)/%.cpp=$(BUILD_DIR)/%.o)
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#----------------------------------
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.PHONY: all clean
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all: $(TARGET)
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# link step
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$(TARGET): $(OBJECTS)
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$(CXX) $(LDFLAGS) -o $@ $^ $(LDLIBS)
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# compile step
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$(BUILD_DIR)/%.o: $(SRC_DIR)/%.cpp | $(BUILD_DIR)
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$(CXX) $(CXXFLAGS) -c -o $@ $<
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$(BUILD_DIR):
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mkdir -p $@
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clean:
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rm -rf $(BUILD_DIR) $(TARGET)
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66
cpp/src/entities.cpp
Normal file
66
cpp/src/entities.cpp
Normal file
@@ -0,0 +1,66 @@
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#include <memory>
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#include "entities.hpp"
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#include "log.hpp"
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#include "math.hpp"
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#include "sprite.hpp"
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Entity::Entity(WorldPos position) : m_Position(position) {
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LOG_DEBUG("spawning entity at position ", position);
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}
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std::ostream &operator<<(std::ostream &os, const Entity &obj) {
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static constexpr std::array<std::string_view,
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static_cast<size_t>(Entity::Type::COUNT)>
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type_name{"NONE", "PLAYER", "TILE"};
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size_t idx = static_cast<size_t>(obj.GetType());
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assert(idx < type_name.size());
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os << type_name[idx];
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return os;
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}
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void Entity::ZeroActualVelocityInDirection(WorldPos direction) {
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// Vectors e1, e2 form the basis for a local coord system,
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// where e1 is formed by the direction where we want to zero-out
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// the velocity, and e2 is the orthogonal vector.
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// Scalars q1, q2 are coordinates for e1, e2 basis.
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WorldPos e1 = direction.normalized();
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WorldPos e2 = e1.orthogonal();
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// q1 * e1 + q2 * e2 = v, from this follows:
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auto &v = GetActualVelocity();
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float q2 = (v.y * e1.x - v.x * e1.y) / (e2.y * e1.x - e2.x * e1.y);
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float q1 = (v.x - q2 * e2.x) / e1.x;
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// We then zero-out the q1, but only if it's positive - meaning
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// it is aiming in the direction of "direction", not out.
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// (otherwise we're not able to move out from collision with
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// another object)
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if (q1 > 0.0f) {
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SetActualVelocity(q2 * e2);
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}
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}
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void Entity::Update(float time_delta) {
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m_Position += m_ActualVelocity * time_delta;
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}
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Player::Player() {
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LOG_DEBUG(".");
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if (m_Sprite == nullptr) {
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LoadResources();
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}
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}
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Sprite &Player::GetSprite() {
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assert(m_Sprite != nullptr);
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return *m_Sprite;
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}
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void Player::LoadResources() {
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m_Sprite =
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std::make_unique<Sprite>("resources/player.png", WorldPos{38.0f, 46.0f});
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}
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std::unique_ptr<Sprite> Player::m_Sprite;
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85
cpp/src/entities.hpp
Normal file
85
cpp/src/entities.hpp
Normal file
@@ -0,0 +1,85 @@
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#pragma once
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#include <array>
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#include <cstdint>
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#include <iostream>
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#include <memory>
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#include <string_view>
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#include "log.hpp"
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#include "math.hpp"
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#include "sprite.hpp"
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class Entity {
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public:
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enum class Type : std::uint8_t {
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NONE,
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PLAYER,
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TILE,
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COUNT // must be last
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};
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Entity(WorldPos position = {0.0f, 0.0f});
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Entity(const Entity &) = delete;
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Entity &operator=(const Entity &) = delete;
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Entity(Entity &&) = delete;
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Entity &operator=(Entity &&) = delete;
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friend std::ostream &operator<<(std::ostream &os, const Entity &obj);
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virtual Sprite &GetSprite() = 0;
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virtual constexpr float GetCollisionRadius() const = 0;
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virtual constexpr Type GetType() const = 0;
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virtual bool IsMovable() const = 0;
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virtual bool IsCollidable() const = 0;
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virtual void Update(float time_delta);
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virtual constexpr float GetCollisionRadiusSquared() const {
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return GetCollisionRadius() * GetCollisionRadius();
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}
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void SetFlagExpired() { m_FlagExpired = true; }
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bool IsFlaggedExpired() const { return m_FlagExpired; }
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const WorldPos &GetPosition() const { return m_Position; }
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void SetPosition(WorldPos new_pos) { m_Position = new_pos; }
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const WorldPos &GetActualVelocity() const { return m_ActualVelocity; }
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const WorldPos &GetRequestedVelocity() const { return m_RequestedVelocity; }
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void SetActualVelocity(const WorldPos &new_velocity) {
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m_ActualVelocity = new_velocity;
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}
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void SetRequestedVelocity(const WorldPos &new_velocity) {
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m_RequestedVelocity = new_velocity;
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}
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void ZeroActualVelocityInDirection(WorldPos direction);
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protected:
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WorldPos m_Position;
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WorldPos m_ActualVelocity;
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WorldPos m_RequestedVelocity;
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private:
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bool m_FlagExpired = false;
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static constexpr float m_CollisionRadiusSq = 1000.0f;
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};
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class Player final : public Entity {
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public:
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Player();
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Sprite &GetSprite() override;
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constexpr Entity::Type GetType() const override {
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return Entity::Type::PLAYER;
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}
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constexpr float GetCollisionRadius() const override { return 50.0f; }
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bool IsMovable() const override { return true; }
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bool IsCollidable() const override { return true; }
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||||
private:
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void LoadResources();
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static std::unique_ptr<Sprite> m_Sprite;
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||||
};
|
||||
53
cpp/src/gameloop.cpp
Normal file
53
cpp/src/gameloop.cpp
Normal file
@@ -0,0 +1,53 @@
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#include <thread>
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#include <memory>
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||||
#include "gameloop.hpp"
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#include "pathfindingdemo.hpp"
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#include "window.hpp"
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#include "user_input.hpp"
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#include "log.hpp"
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#include "pathfinder.hpp"
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#include "math.hpp"
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void GameLoop::Run() {
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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->UpdatePlayerVelocity();
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m_Window->ClearWindow();
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// TODO wrap all of the drawing in some function
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// TODO rethink coupling and dependencies here
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// draw the map (terrain tiles)
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const Map &map = m_Game->GetMap();
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const auto &tiles = map.GetMapTiles();
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for (size_t row = 0; row < tiles.size(); row++) {
|
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for (size_t col = 0; col < tiles[row].size(); col++) {
|
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// LOG_DEBUG("Drawing rect (", row, ", ", col, ")");
|
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m_Window->DrawRect(
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map.TileEdgeToWorld(TilePos{row, col}),
|
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map.GetTileSize(), tiles[row][col]->R, tiles[row][col]->G,
|
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tiles[row][col]->B, tiles[row][col]->A);
|
||||
}
|
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}
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|
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// draw the path, if it exists
|
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WorldPos start_pos = m_Game->GetPlayer()->GetPosition();
|
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for (const auto& next_pos: m_Game->GetPath()) {
|
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m_Window->DrawLine(start_pos, next_pos);
|
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start_pos = next_pos;
|
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}
|
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|
||||
// draw all the entities (player etc)
|
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for (auto &entity : m_Game->GetEntities()) {
|
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m_Window->DrawSprite(entity->GetPosition(), entity->GetSprite());
|
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}
|
||||
|
||||
m_Window->Flush();
|
||||
// TODO measure fps
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(30));
|
||||
}
|
||||
}
|
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33
cpp/src/gameloop.hpp
Normal file
33
cpp/src/gameloop.hpp
Normal file
@@ -0,0 +1,33 @@
|
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#pragma once
|
||||
|
||||
#include <memory>
|
||||
|
||||
#include "pathfindingdemo.hpp"
|
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#include "window.hpp"
|
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#include "user_input.hpp"
|
||||
|
||||
class GameLoop {
|
||||
public:
|
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GameLoop() = default;
|
||||
~GameLoop() = default;
|
||||
|
||||
GameLoop(const GameLoop&) = delete;
|
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GameLoop(GameLoop&&) = delete;
|
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GameLoop& operator=(const GameLoop&) = delete;
|
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GameLoop& operator=(GameLoop&&) = delete;
|
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|
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void Run();
|
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|
||||
void SetGame(std::unique_ptr<PathFindingDemo> x) {
|
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m_Game = std::move(x);
|
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}
|
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void SetWindow(std::unique_ptr<Window> x) { m_Window = std::move(x); }
|
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void SetUserInput(std::unique_ptr<UserInput> x) {
|
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m_UserInput = std::move(x);
|
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}
|
||||
|
||||
private:
|
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std::unique_ptr<PathFindingDemo> m_Game;
|
||||
std::unique_ptr<Window> m_Window;
|
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std::unique_ptr<UserInput> m_UserInput;
|
||||
};
|
||||
789
cpp/src/main.cpp
789
cpp/src/main.cpp
@@ -1,785 +1,18 @@
|
||||
#include <cassert>
|
||||
#include <chrono>
|
||||
#include <cmath>
|
||||
#include <cstdlib>
|
||||
#include <expected>
|
||||
#include <iostream>
|
||||
#include <map>
|
||||
#include <memory>
|
||||
#include <thread>
|
||||
#include <unordered_set>
|
||||
#include <vector>
|
||||
|
||||
#include "array.hpp"
|
||||
#include "gameloop.hpp"
|
||||
#include "log.hpp"
|
||||
#include "math.hpp"
|
||||
#include "pathfindingdemo.hpp"
|
||||
#include "user_input.hpp"
|
||||
#include "window.hpp"
|
||||
#include <memory>
|
||||
|
||||
//
|
||||
// Utils
|
||||
//
|
||||
|
||||
//
|
||||
// Math stuff
|
||||
//
|
||||
|
||||
// Forward declarations
|
||||
class Sprite;
|
||||
class Sound;
|
||||
class UserAction;
|
||||
|
||||
//
|
||||
// UI stuff. This is the part directly dependent on the SDL
|
||||
//
|
||||
|
||||
// containers
|
||||
|
||||
#include <GL/glew.h>
|
||||
#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) {}
|
||||
Sprite(std::string path, Vec2D<float> center) : Sprite() {
|
||||
LoadImage(path, center);
|
||||
}
|
||||
int m_R = 0;
|
||||
int m_G = 0;
|
||||
int m_B = 0;
|
||||
int m_A = 0;
|
||||
Sprite(const Sprite &x) = delete;
|
||||
Sprite(Sprite &&x) = delete;
|
||||
~Sprite() { LOG_DEBUG("."); }
|
||||
void LoadImage(std::string path, Vec2D<float> image_center = {0.0, 0.0}) {
|
||||
LOG_INFO("Loading image ", path);
|
||||
assert(m_Renderer != nullptr);
|
||||
|
||||
auto surface = std::unique_ptr<SDL_Surface, decltype(&SDL_DestroySurface)>(
|
||||
IMG_Load(path.c_str()), SDL_DestroySurface);
|
||||
|
||||
if (surface == nullptr) {
|
||||
LOG_ERROR("IMG_Load failed to load ", path);
|
||||
throw std::runtime_error("Failed to load resources");
|
||||
}
|
||||
|
||||
m_Texture = std::unique_ptr<SDL_Texture, decltype(&SDL_DestroyTexture)>(
|
||||
SDL_CreateTextureFromSurface(m_Renderer.get(), surface.get()),
|
||||
SDL_DestroyTexture);
|
||||
if (m_Texture == nullptr) {
|
||||
LOG_ERROR("SDL_CreateTextureFromSurface failed");
|
||||
throw std::runtime_error("Failed to load resources");
|
||||
}
|
||||
float w, h;
|
||||
SDL_GetTextureSize(m_Texture.get(), &w, &h);
|
||||
m_Size = {w, h};
|
||||
m_ImageCenter = image_center;
|
||||
}
|
||||
|
||||
// Renderer is shared for all class instances - we need it in order
|
||||
// to create textures from images
|
||||
static void SetRenderer(std::shared_ptr<SDL_Renderer> renderer) {
|
||||
m_Renderer = renderer;
|
||||
}
|
||||
|
||||
// GetTexture cannot return pointer to const, as SDL_RenderTexture modifies it
|
||||
SDL_Texture *GetTexture() { return m_Texture.get(); }
|
||||
|
||||
Vec2D<float> GetSize() const { return m_Size; }
|
||||
Vec2D<float> GetCenter() const { return m_ImageCenter; }
|
||||
|
||||
private:
|
||||
static std::shared_ptr<SDL_Renderer> m_Renderer;
|
||||
std::unique_ptr<SDL_Texture, decltype(&SDL_DestroyTexture)> m_Texture;
|
||||
Vec2D<float> m_Size;
|
||||
Vec2D<float> m_ImageCenter;
|
||||
float m_TextureWidth = 0;
|
||||
float m_TextureHeight = 0;
|
||||
};
|
||||
std::shared_ptr<SDL_Renderer> Sprite::m_Renderer = nullptr;
|
||||
|
||||
// User interface classes
|
||||
|
||||
class Window {
|
||||
public:
|
||||
Window(const Window &x) = delete;
|
||||
Window(Window &&x) = delete;
|
||||
Window(int width, int height) : m_Width(width), m_Height(height) {
|
||||
LOG_DEBUG(".");
|
||||
}
|
||||
|
||||
std::expected<void, std::string> Init() {
|
||||
LOG_DEBUG(".");
|
||||
|
||||
if (SDL_Init(SDL_INIT_VIDEO) == false) {
|
||||
return std::unexpected(std::string("SDL could not initialize! Error: ") +
|
||||
SDL_GetError());
|
||||
}
|
||||
m_Window = SDL_CreateWindow("SDL2 Window", m_Width, m_Height,
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
||||
if (m_Window == nullptr) {
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected(
|
||||
std::string("Window could not be created! Error: ") + SDL_GetError());
|
||||
}
|
||||
|
||||
m_Context = SDL_GL_CreateContext(m_Window);
|
||||
if (m_Context == nullptr) {
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected(
|
||||
std::string("GL context could not be created! Error: ") +
|
||||
SDL_GetError());
|
||||
}
|
||||
|
||||
if (glewInit() != GLEW_OK) {
|
||||
SDL_GL_DestroyContext(m_Context);
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected("GLEW init failed!");
|
||||
}
|
||||
|
||||
// Resize();
|
||||
|
||||
m_Renderer = std::shared_ptr<SDL_Renderer>(
|
||||
SDL_CreateRenderer(m_Window, NULL), SDL_DestroyRenderer);
|
||||
if (m_Renderer == nullptr) {
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected(
|
||||
std::string("Renderer could not be created! Error: ") +
|
||||
SDL_GetError());
|
||||
}
|
||||
|
||||
// Set renderer to the Sprite class
|
||||
Sprite::SetRenderer(m_Renderer);
|
||||
|
||||
// TODO this needs to be tied to map size
|
||||
SDL_SetRenderScale(m_Renderer.get(), 1.0f, 1.0f);
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
~Window() {
|
||||
// SDL_DestroyRenderer(m_Renderer); // handled by shared_ptr
|
||||
SDL_GL_DestroyContext(m_Context);
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
LOG_DEBUG(".");
|
||||
}
|
||||
|
||||
void DrawSprite(const Vec2D<float> &position, Sprite &s) {
|
||||
Vec2D<float> size = s.GetSize();
|
||||
Vec2D<float> img_center = s.GetCenter();
|
||||
SDL_FRect rect = {position.x - img_center.x, position.y - img_center.y,
|
||||
size.x, size.y};
|
||||
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, position.y,
|
||||
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());
|
||||
}
|
||||
|
||||
void Flush() { SDL_RenderPresent(m_Renderer.get()); }
|
||||
|
||||
void DrawCircle(const Vec2D<float> &position, float radius) {
|
||||
int cx = static_cast<int>(position.x);
|
||||
int cy = static_cast<int>(position.y);
|
||||
SDL_SetRenderDrawColor(m_Renderer.get(), 255, 0, 0, 255);
|
||||
for (int i = 0; i < 360; ++i) {
|
||||
double a = i * M_PI / 180.0;
|
||||
SDL_RenderPoint(m_Renderer.get(),
|
||||
cx + static_cast<int>(std::round(radius * std::cos(a))),
|
||||
cy + static_cast<int>(std::round(radius * std::sin(a))));
|
||||
}
|
||||
}
|
||||
|
||||
std::shared_ptr<SDL_Renderer> m_Renderer = nullptr;
|
||||
SDL_Window *m_Window;
|
||||
SDL_GLContext m_Context;
|
||||
|
||||
private:
|
||||
uint32_t m_Width;
|
||||
uint32_t m_Height;
|
||||
};
|
||||
|
||||
class UserAction {
|
||||
public:
|
||||
enum class Type { NONE, EXIT, MOVE, CROUCH, STAND, FIRE, MOVE_TARGET};
|
||||
|
||||
UserAction() = default;
|
||||
|
||||
UserAction(Type t) : type(t) {}
|
||||
|
||||
UserAction(Type t, char key) : type(t), Argument{.key = key} {}
|
||||
|
||||
UserAction(Type t, Vec2D<float> v) : type(t), Argument{.position = v} {}
|
||||
|
||||
~UserAction() = default;
|
||||
|
||||
Type type;
|
||||
|
||||
union {
|
||||
Vec2D<float> position;
|
||||
char key;
|
||||
} Argument;
|
||||
};
|
||||
|
||||
class UserInput {
|
||||
public:
|
||||
UserInput()
|
||||
: // pre-alloc some space
|
||||
m_Actions(10) {
|
||||
LOG_DEBUG(".");
|
||||
};
|
||||
|
||||
UserInput(const UserInput &x) = delete;
|
||||
UserInput(UserInput &&x) = delete;
|
||||
~UserInput() { LOG_DEBUG("."); };
|
||||
|
||||
std::expected<void, std::string> Init() { return {}; }
|
||||
|
||||
const std::vector<UserAction> &GetActions() {
|
||||
m_Actions.clear();
|
||||
static Vec2D<float> move_direction = {0.0f, 0.0f};
|
||||
static bool send_move_action = false;
|
||||
SDL_Event event;
|
||||
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_EVENT_KEY_DOWN || event.type == SDL_EVENT_KEY_UP) {
|
||||
bool key_down = event.type == SDL_EVENT_KEY_DOWN ? true : false;
|
||||
SDL_KeyboardEvent kbd_event = event.key;
|
||||
if (kbd_event.repeat) {
|
||||
// SDL repeats KEY_DOWN if key is held down, we ignore that
|
||||
continue;
|
||||
}
|
||||
LOG_DEBUG("Key '", static_cast<char>(kbd_event.key),
|
||||
key_down ? "' down" : "' up");
|
||||
|
||||
switch (kbd_event.key) {
|
||||
case 'q':
|
||||
m_Actions.emplace_back(UserAction::Type::EXIT);
|
||||
// further processing of inputs is not needed
|
||||
return m_Actions;
|
||||
case 'w':
|
||||
case 's':
|
||||
case 'a':
|
||||
case 'd':
|
||||
case SDLK_UP:
|
||||
case SDLK_DOWN:
|
||||
case SDLK_LEFT:
|
||||
case SDLK_RIGHT: {
|
||||
static std::map<char, Vec2D<float>> move_base{
|
||||
{'w', {0.0, 1.0}},
|
||||
{'s', {0.0, -1.0}},
|
||||
{'a', {1.0, 0.0}},
|
||||
{'d', {-1.0, 0.0}},
|
||||
{static_cast<char>(SDLK_UP), {0.0, 1.0}},
|
||||
{static_cast<char>(SDLK_DOWN), {0.0, -1.0}},
|
||||
{static_cast<char>(SDLK_LEFT), {1.0, 0.0}},
|
||||
{static_cast<char>(SDLK_RIGHT), {-1.0, 0.0}},
|
||||
};
|
||||
|
||||
float direction = key_down ? -1.0f : 1.0f;
|
||||
send_move_action = true;
|
||||
move_direction += move_base[kbd_event.key] * direction;
|
||||
break;
|
||||
}
|
||||
case SDLK_SPACE:
|
||||
if (key_down)
|
||||
m_Actions.emplace_back(UserAction::Type::FIRE);
|
||||
break;
|
||||
default:
|
||||
LOG_INFO("Key '", static_cast<char>(kbd_event.key), "' not mapped");
|
||||
break;
|
||||
}
|
||||
} else if (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
|
||||
SDL_MouseButtonEvent mouse_event = event.button;
|
||||
LOG_DEBUG("Mouse down: ", mouse_event.x, ", ", mouse_event.y);
|
||||
m_Actions.emplace_back(UserAction::Type::MOVE_TARGET,
|
||||
Vec2D<float>{mouse_event.x, mouse_event.y});
|
||||
} else {
|
||||
// TODO uncomment, for now too much noise
|
||||
// LOG_WARNING("Action not processed");
|
||||
}
|
||||
}
|
||||
if (send_move_action) {
|
||||
m_Actions.emplace_back(UserAction::Type::MOVE,
|
||||
move_direction.normalized());
|
||||
send_move_action = false;
|
||||
}
|
||||
return m_Actions;
|
||||
}
|
||||
|
||||
private:
|
||||
std::vector<UserAction> m_Actions;
|
||||
};
|
||||
|
||||
//
|
||||
// Game classes
|
||||
//
|
||||
|
||||
class Entity {
|
||||
public:
|
||||
enum class Type : std::uint8_t {
|
||||
NONE,
|
||||
PLAYER,
|
||||
WALL,
|
||||
TILE,
|
||||
COUNT // must be last
|
||||
};
|
||||
|
||||
Entity(Vec2D<float> position = {0.0f, 0.0f}) : m_Position(position) {
|
||||
LOG_DEBUG("spawning entity at position ", position);
|
||||
}
|
||||
|
||||
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", "TILE"};
|
||||
size_t idx = static_cast<size_t>(obj.GetType());
|
||||
assert(idx < type_name.size());
|
||||
os << type_name[idx];
|
||||
return os;
|
||||
}
|
||||
|
||||
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; }
|
||||
bool IsFlaggedExpired() { return m_FlagExpired; }
|
||||
|
||||
const Vec2D<float> &GetPosition() const { return m_Position; }
|
||||
void SetPosition(Vec2D<float> new_pos) { m_Position = new_pos; }
|
||||
|
||||
const Vec2D<float> &GetActualVelocity() const { return m_ActualVelocity; }
|
||||
const Vec2D<float> &GetRequestedVelocity() const {
|
||||
return m_RequestedVelocity;
|
||||
}
|
||||
void SetActualVelocity(const Vec2D<float> &new_velocity) {
|
||||
m_ActualVelocity = new_velocity;
|
||||
}
|
||||
void SetRequestedVelocity(const Vec2D<float> &new_velocity) {
|
||||
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;
|
||||
Vec2D<float> m_ActualVelocity;
|
||||
Vec2D<float> m_RequestedVelocity;
|
||||
|
||||
private:
|
||||
bool m_FlagExpired = false;
|
||||
static constexpr float m_CollisionRadiusSq = 1000.0f;
|
||||
};
|
||||
|
||||
class Wall final : public Entity {
|
||||
public:
|
||||
Wall(Vec2D<float> pos = {0.0f, 0.0f}) : Entity(pos) {
|
||||
LOG_DEBUG(".");
|
||||
if (m_Sprite == nullptr) {
|
||||
LoadResources();
|
||||
}
|
||||
}
|
||||
Wall(const Wall &x) = delete;
|
||||
Wall(Wall &&x) = delete;
|
||||
|
||||
Sprite &GetSprite() override {
|
||||
assert(m_Sprite != nullptr);
|
||||
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() {
|
||||
m_Sprite = std::make_unique<Sprite>("resources/wall.png",
|
||||
Vec2D<float>{50.0f, 50.0f});
|
||||
}
|
||||
static std::unique_ptr<Sprite> m_Sprite;
|
||||
};
|
||||
std::unique_ptr<Sprite> Wall::m_Sprite;
|
||||
|
||||
class Player final : public Entity {
|
||||
public:
|
||||
Player() {
|
||||
LOG_DEBUG(".");
|
||||
if (m_Sprite == nullptr) {
|
||||
LoadResources();
|
||||
}
|
||||
}
|
||||
Player(const Player &x) = delete;
|
||||
Player(Player &&x) = delete;
|
||||
|
||||
Sprite &GetSprite() override {
|
||||
assert(m_Sprite != nullptr);
|
||||
return *m_Sprite;
|
||||
}
|
||||
|
||||
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() {
|
||||
m_Sprite = std::make_unique<Sprite>("resources/player.png",
|
||||
Vec2D<float>{38.0f, 46.0f});
|
||||
}
|
||||
static std::unique_ptr<Sprite> m_Sprite;
|
||||
};
|
||||
|
||||
std::unique_ptr<Sprite> Player::m_Sprite;
|
||||
|
||||
using Collision = std::pair<std::shared_ptr<Entity>, std::shared_ptr<Entity>>;
|
||||
|
||||
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}},
|
||||
{"Water", {10.0, 0, 50, 200, 255}},
|
||||
};
|
||||
|
||||
using TilePos = Vec2D<int>;
|
||||
using WorldPos = Vec2D<float>;
|
||||
|
||||
class Map {
|
||||
|
||||
// TODO using = ... for tile vector
|
||||
|
||||
public:
|
||||
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("Water"));
|
||||
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(".");
|
||||
}
|
||||
|
||||
~PathFindingDemo() { LOG_DEBUG("."); }
|
||||
|
||||
PathFindingDemo(const PathFindingDemo &m) = delete;
|
||||
PathFindingDemo(PathFindingDemo &&m) = delete;
|
||||
|
||||
void AddEntity(std::shared_ptr<Entity> e) {
|
||||
// TODO emplace_back
|
||||
m_Entities.push_back(e);
|
||||
}
|
||||
|
||||
void CreateMap() {
|
||||
m_Entities.clear();
|
||||
m_Player = std::make_shared<Player>();
|
||||
m_Player->SetPosition(Vec2D<float>{200.0f, 200.0f});
|
||||
m_Entities.push_back(m_Player);
|
||||
}
|
||||
|
||||
std::shared_ptr<Player> GetPlayer() { return m_Player; }
|
||||
|
||||
Vec2D<float> GetRandomPosition() const { return Vec2D<float>{0.0, 0.0}; }
|
||||
|
||||
std::vector<std::shared_ptr<Entity>> &GetEntities() { return m_Entities; }
|
||||
|
||||
void UpdateEntities() {
|
||||
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
|
||||
entity->SetActualVelocity(entity->GetRequestedVelocity());
|
||||
}
|
||||
}
|
||||
|
||||
// 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);
|
||||
}
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
|
||||
void HandleActions(const std::vector<UserAction> &actions) {
|
||||
for (const auto &action : actions) {
|
||||
if (action.type == UserAction::Type::EXIT) {
|
||||
LOG_INFO("Exit requested");
|
||||
m_ExitRequested = true;
|
||||
} else if (action.type == UserAction::Type::FIRE) {
|
||||
LOG_INFO("Fire");
|
||||
// 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);
|
||||
} 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
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
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;
|
||||
Map m_Map;
|
||||
};
|
||||
|
||||
// GameLoop class handles user input and audio/video output,
|
||||
// client side only. No game logic should be handled here.
|
||||
|
||||
class GameLoop {
|
||||
public:
|
||||
GameLoop() = default;
|
||||
|
||||
void Run() {
|
||||
LOG_INFO("Running the game");
|
||||
while (!m_Game->IsExitRequested()) {
|
||||
m_Game->HandleActions(m_UserInput->GetActions());
|
||||
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}),
|
||||
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()) {
|
||||
m_Window->DrawCircle(entity->GetPosition(),
|
||||
entity->GetCollisionRadius());
|
||||
}
|
||||
}
|
||||
|
||||
m_Window->Flush();
|
||||
// TODO measure fps
|
||||
std::this_thread::sleep_for(std::chrono::milliseconds(30));
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
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) {
|
||||
int main() {
|
||||
constexpr int error = -1;
|
||||
|
||||
/*
|
||||
* Initialize the input/output system
|
||||
*/
|
||||
|
||||
auto window = std::make_unique<Window>(640, 480); // the holy resolution
|
||||
// auto window_init = window->Init();
|
||||
auto window = std::make_unique<Window>(640, 480);
|
||||
if (auto initialized = window->Init(); !initialized) {
|
||||
LOG_ERROR(initialized.error());
|
||||
return error;
|
||||
@@ -791,12 +24,6 @@ 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
|
||||
*/
|
||||
@@ -807,7 +34,7 @@ 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();
|
||||
return 0;
|
||||
}
|
||||
|
||||
86
cpp/src/map.cpp
Normal file
86
cpp/src/map.cpp
Normal file
@@ -0,0 +1,86 @@
|
||||
#include <cassert>
|
||||
#include <vector>
|
||||
|
||||
#include "log.hpp"
|
||||
#include "map.hpp"
|
||||
#include "tile.hpp"
|
||||
|
||||
Map::Map(int rows, int cols) : m_Cols(cols), m_Rows(rows) {
|
||||
bool sw = true;
|
||||
LOG_DEBUG("cols = ", cols, " rows = ", rows);
|
||||
m_Tiles = std::vector<std::vector<const Tile *>>{};
|
||||
for (size_t row = 0; row < m_Rows; row++) {
|
||||
m_Tiles.push_back(std::vector<const Tile *>{});
|
||||
for (size_t col = 0; col < m_Cols; col++) {
|
||||
if (sw)
|
||||
m_Tiles[row].push_back(&tile_types.at("Grass"));
|
||||
else
|
||||
m_Tiles[row].push_back(&tile_types.at("Road"));
|
||||
sw = !sw;
|
||||
}
|
||||
sw = !sw;
|
||||
}
|
||||
}
|
||||
|
||||
WorldPos Map::TileToWorld(TilePos p) const {
|
||||
return WorldPos{(p.x + 0.5) * TILE_SIZE, (p.y + 0.5) * TILE_SIZE};
|
||||
}
|
||||
|
||||
WorldPos Map::TileEdgeToWorld(TilePos p) const {
|
||||
return WorldPos{p.x * TILE_SIZE, p.y * TILE_SIZE};
|
||||
}
|
||||
|
||||
TilePos Map::WorldToTile(WorldPos p) const {
|
||||
return TilePos{p.x / TILE_SIZE, p.y / TILE_SIZE};
|
||||
}
|
||||
|
||||
WorldPos Map::GetTileSize() const { return WorldPos{TILE_SIZE, TILE_SIZE}; }
|
||||
|
||||
const Tile *Map::GetTileAt(TilePos p) const {
|
||||
assert(IsTilePosValid(p));
|
||||
size_t row = p.x;
|
||||
size_t col = p.y;
|
||||
|
||||
return m_Tiles[row][col];
|
||||
}
|
||||
|
||||
const Tile *Map::GetTileAt(WorldPos p) const {
|
||||
return GetTileAt(WorldToTile(p));
|
||||
}
|
||||
|
||||
bool Map::IsTilePosValid(TilePos p) const {
|
||||
size_t row = p.x;
|
||||
size_t col = p.y;
|
||||
|
||||
return row < m_Tiles.size() && col < m_Tiles[0].size();
|
||||
}
|
||||
|
||||
|
||||
std::vector<TilePos> Map::GetNeighbors(TilePos center) const
|
||||
{
|
||||
std::vector<TilePos> neighbours;
|
||||
neighbours.reserve(4);
|
||||
|
||||
std::array<TilePos, 4> candidates = {
|
||||
center + TilePos{1,0},
|
||||
center + TilePos{-1,0},
|
||||
center + TilePos{0, 1},
|
||||
center + TilePos{0, -1},
|
||||
};
|
||||
|
||||
for (const auto& c : candidates) {
|
||||
if (IsTilePosValid(c))
|
||||
neighbours.push_back(c);
|
||||
}
|
||||
return neighbours;
|
||||
}
|
||||
// std::vector<TilePos> neighbours;
|
||||
// neighbours.reserve(8);
|
||||
// for (int dx = -1; dx <= 1; ++dx) {
|
||||
// for (int dy = -1; dy <= 1; ++dy) {
|
||||
// if (dx == 0 && dy == 0) continue;
|
||||
// TilePos p{center.x + dx, center.y + dy};
|
||||
// if (IsTilePosValid(p)) neighbours.push_back(std::move(p));
|
||||
// }
|
||||
// }
|
||||
// return neighbours;
|
||||
46
cpp/src/map.hpp
Normal file
46
cpp/src/map.hpp
Normal file
@@ -0,0 +1,46 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
|
||||
#include "math.hpp"
|
||||
#include "tile.hpp"
|
||||
|
||||
using TileGrid = std::vector<std::vector<const Tile *>>;
|
||||
|
||||
class Map {
|
||||
public:
|
||||
static constexpr float TILE_SIZE = 100.0f; // tile size in world
|
||||
|
||||
Map(int rows, int cols);
|
||||
Map() : Map(0, 0) {}
|
||||
|
||||
Map(const Map&) = delete;
|
||||
Map(Map&&) = delete;
|
||||
Map& operator=(const Map&) = delete;
|
||||
Map& operator=(Map&&) = delete;
|
||||
|
||||
const TileGrid &GetMapTiles() const { return m_Tiles; }
|
||||
|
||||
// coordinate conversion functions
|
||||
WorldPos TileToWorld(TilePos p) const;
|
||||
WorldPos TileEdgeToWorld(TilePos p) const;
|
||||
TilePos WorldToTile(WorldPos p) const;
|
||||
|
||||
WorldPos GetTileSize() const;
|
||||
const Tile *GetTileAt(TilePos p) const;
|
||||
const Tile *GetTileAt(WorldPos p) const;
|
||||
|
||||
bool IsTilePosValid(TilePos p) const;
|
||||
|
||||
|
||||
std::vector<TilePos> GetNeighbors(TilePos center) const;
|
||||
|
||||
template <typename T> double GetTileVelocityCoeff(T p) const {
|
||||
return 1.0 / GetTileAt(p)->cost;
|
||||
}
|
||||
|
||||
private:
|
||||
TileGrid m_Tiles;
|
||||
size_t m_Cols = 0;
|
||||
size_t m_Rows = 0;
|
||||
};
|
||||
@@ -3,7 +3,11 @@
|
||||
#include <cassert>
|
||||
#include <cmath>
|
||||
#include <concepts>
|
||||
#include <initializer_list>
|
||||
#include <iostream>
|
||||
#include <utility>
|
||||
|
||||
constexpr double EQUALITY_LIMIT = 1e-6;
|
||||
|
||||
template <typename T> struct Vec2D {
|
||||
public:
|
||||
@@ -28,6 +32,16 @@ public:
|
||||
return Vec2D{k * v.x, k * v.y};
|
||||
}
|
||||
|
||||
friend bool operator==(const Vec2D &a, const Vec2D &b) {
|
||||
if constexpr (std::is_integral_v<T>) {
|
||||
return a.x == b.x && a.y == b.y;
|
||||
} else if constexpr (std::is_floating_point_v<T>) {
|
||||
return a.distance(b) < EQUALITY_LIMIT;
|
||||
} else {
|
||||
static_assert("Unhandled comparison");
|
||||
}
|
||||
}
|
||||
|
||||
Vec2D operator*(float b) const { return Vec2D{b * x, b * y}; }
|
||||
|
||||
T distance_squared(const Vec2D &other) const {
|
||||
@@ -46,7 +60,7 @@ public:
|
||||
requires std::floating_point<T>
|
||||
{
|
||||
auto length = sqrt(x * x + y * y);
|
||||
if (length < 1e-6) {
|
||||
if (length < EQUALITY_LIMIT) {
|
||||
x = y = 0;
|
||||
} else {
|
||||
x /= length;
|
||||
@@ -86,3 +100,15 @@ public:
|
||||
return os;
|
||||
}
|
||||
};
|
||||
|
||||
using TilePos = Vec2D<int>;
|
||||
using WorldPos = Vec2D<float>;
|
||||
|
||||
struct TilePosHash {
|
||||
std::size_t operator()(const TilePos& p) const noexcept {
|
||||
std::size_t h1 = std::hash<int>{}(p.x);
|
||||
std::size_t h2 = std::hash<int>{}(p.y);
|
||||
return h1 ^ (h2 + 0x9e3779b9 + (h1<<6) + (h1>>2));
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
89
cpp/src/pathfinder.cpp
Normal file
89
cpp/src/pathfinder.cpp
Normal file
@@ -0,0 +1,89 @@
|
||||
#include <memory>
|
||||
#include <cassert>
|
||||
#include <queue>
|
||||
|
||||
#include "pathfinder.hpp"
|
||||
#include "log.hpp"
|
||||
|
||||
namespace pathfinder {
|
||||
|
||||
|
||||
PathFinderBase::PathFinderBase(const Map* map) : m_Map(map) {}
|
||||
|
||||
|
||||
Path LinearPathFinder::CalculatePath(WorldPos start, WorldPos end)
|
||||
{
|
||||
auto path = Path{end};
|
||||
return path;
|
||||
}
|
||||
|
||||
|
||||
Path BFS::CalculatePath(WorldPos start_world, WorldPos end_world) {
|
||||
if (m_Map == nullptr) return {};
|
||||
|
||||
const TilePos start = m_Map->WorldToTile(start_world);
|
||||
const TilePos end = m_Map->WorldToTile(end_world);
|
||||
|
||||
if (!m_Map->IsTilePosValid(start) || !m_Map->IsTilePosValid(end))
|
||||
return {};
|
||||
if (start == end) {
|
||||
return {};
|
||||
}
|
||||
// clear previous run
|
||||
m_CameFrom.clear();
|
||||
m_Distance.clear();
|
||||
|
||||
std::queue<TilePos> frontier;
|
||||
frontier.push(start);
|
||||
m_CameFrom[start] = start;
|
||||
m_Distance[start] = 0.0f;
|
||||
|
||||
// ---------------- build flow-field ----------------
|
||||
bool early_exit = false;
|
||||
while (!frontier.empty() && !early_exit) {
|
||||
TilePos current = frontier.front();
|
||||
frontier.pop();
|
||||
|
||||
for (TilePos next : m_Map->GetNeighbors(current)) {
|
||||
if (m_CameFrom.find(next) == m_CameFrom.end()) { // not visited
|
||||
frontier.push(next);
|
||||
m_Distance[next] = m_Distance[current] + 1.0f;
|
||||
m_CameFrom[next] = current;
|
||||
|
||||
if (next == end) { // early exit
|
||||
early_exit = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// --------------- reconstruct path -----------------
|
||||
if (m_CameFrom.find(end) == m_CameFrom.end())
|
||||
return {}; // end not reached
|
||||
|
||||
Path path;
|
||||
TilePos cur = end;
|
||||
path.push_back(m_Map->TileToWorld(cur));
|
||||
while (cur != start) {
|
||||
cur = m_CameFrom[cur];
|
||||
path.push_back(m_Map->TileToWorld(cur));
|
||||
}
|
||||
std::reverse(path.begin(), path.end());
|
||||
return path;
|
||||
}
|
||||
|
||||
std::unique_ptr<PathFinderBase> create(PathFinderType type, const Map* map) {
|
||||
switch (type) {
|
||||
case PathFinderType::LINEAR:
|
||||
return std::move(std::make_unique<LinearPathFinder>(map));
|
||||
case PathFinderType::BFS:
|
||||
return std::move(std::make_unique<BFS>(map));
|
||||
case PathFinderType::COUNT:
|
||||
LOG_WARNING("Incorrect pathfinder type");
|
||||
return nullptr;
|
||||
};
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
} // pathfinder namespace
|
||||
66
cpp/src/pathfinder.hpp
Normal file
66
cpp/src/pathfinder.hpp
Normal file
@@ -0,0 +1,66 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <memory>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "math.hpp"
|
||||
#include "map.hpp"
|
||||
|
||||
namespace pathfinder {
|
||||
|
||||
using Path = std::vector<WorldPos>;
|
||||
|
||||
enum class PathFinderType {
|
||||
LINEAR = 1,
|
||||
BFS,
|
||||
COUNT,
|
||||
};
|
||||
|
||||
class PathFinderBase {
|
||||
public:
|
||||
PathFinderBase(const Map* m);
|
||||
~PathFinderBase() = default;
|
||||
|
||||
PathFinderBase(const PathFinderBase&) = delete;
|
||||
PathFinderBase(PathFinderBase&&) = delete;
|
||||
PathFinderBase& operator=(const PathFinderBase&) = delete;
|
||||
PathFinderBase& operator=(PathFinderBase&&) = delete;
|
||||
|
||||
virtual const std::string_view& GetName() const = 0;
|
||||
virtual Path CalculatePath(WorldPos start, WorldPos end) = 0;
|
||||
|
||||
protected:
|
||||
const Map* m_Map;
|
||||
};
|
||||
|
||||
|
||||
class LinearPathFinder : public PathFinderBase {
|
||||
|
||||
public:
|
||||
LinearPathFinder(const Map* m): PathFinderBase(m) {}
|
||||
Path CalculatePath(WorldPos start, WorldPos end) override;
|
||||
const std::string_view& GetName() const override { return m_Name; }
|
||||
|
||||
private:
|
||||
const std::string_view m_Name = "Linear Path";
|
||||
};
|
||||
|
||||
|
||||
class BFS: public PathFinderBase {
|
||||
|
||||
public:
|
||||
BFS(const Map* m): PathFinderBase(m) {}
|
||||
Path CalculatePath(WorldPos start, WorldPos end) override;
|
||||
const std::string_view& GetName() const override { return m_Name; }
|
||||
|
||||
private:
|
||||
const std::string_view m_Name = "Breadth First Search";
|
||||
std::unordered_map<TilePos, double, TilePosHash> m_Distance;
|
||||
std::unordered_map<TilePos, TilePos, TilePosHash> m_CameFrom;
|
||||
};
|
||||
|
||||
std::unique_ptr<PathFinderBase> create(PathFinderType type, const Map* map);
|
||||
|
||||
} // pathfinder namespace
|
||||
|
||||
95
cpp/src/pathfindingdemo.cpp
Normal file
95
cpp/src/pathfindingdemo.cpp
Normal file
@@ -0,0 +1,95 @@
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <queue>
|
||||
#include <vector>
|
||||
|
||||
#include "pathfindingdemo.hpp"
|
||||
|
||||
#include "entities.hpp"
|
||||
#include "log.hpp"
|
||||
#include "map.hpp"
|
||||
#include "user_input.hpp"
|
||||
#include "pathfinder.hpp"
|
||||
|
||||
PathFindingDemo::PathFindingDemo(int width, int height) :
|
||||
m_Map(width, height)
|
||||
{
|
||||
LOG_DEBUG(".");
|
||||
// set default pathfinder method
|
||||
m_PathFinder = pathfinder::create(pathfinder::PathFinderType::LINEAR, (const Map*)&m_Map);
|
||||
}
|
||||
|
||||
PathFindingDemo::~PathFindingDemo() { LOG_DEBUG("."); }
|
||||
|
||||
void PathFindingDemo::AddEntity(std::shared_ptr<Entity> e) {
|
||||
// TODO emplace_back
|
||||
m_Entities.push_back(e);
|
||||
}
|
||||
|
||||
void PathFindingDemo::CreateMap() {
|
||||
m_Entities.clear();
|
||||
m_Player = std::make_shared<Player>();
|
||||
m_Player->SetPosition(WorldPos{200.0f, 200.0f});
|
||||
m_Entities.push_back(m_Player);
|
||||
}
|
||||
|
||||
WorldPos PathFindingDemo::GetRandomPosition() const {
|
||||
return WorldPos{0.0, 0.0};
|
||||
}
|
||||
|
||||
std::optional<WorldPos> PathFindingDemo::GetMoveTarget() {
|
||||
WorldPos current_player_pos = GetPlayer()->GetPosition();
|
||||
|
||||
if (m_Path.empty()) {
|
||||
return {};
|
||||
}
|
||||
|
||||
WorldPos next_player_pos = m_Path.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();
|
||||
m_Path.erase(m_Path.begin());
|
||||
// return nothing - if there's next point in the queue,
|
||||
// we'll get it in the next iteration
|
||||
return {};
|
||||
}
|
||||
|
||||
void PathFindingDemo::UpdatePlayerVelocity() {
|
||||
auto player = GetPlayer();
|
||||
auto current_pos = player->GetPosition();
|
||||
double tile_velocity_coeff = m_Map.GetTileVelocityCoeff(current_pos);
|
||||
auto next_pos = GetMoveTarget();
|
||||
WorldPos 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;
|
||||
player->Update(time_delta);
|
||||
}
|
||||
|
||||
void PathFindingDemo::HandleActions(const std::vector<UserAction> &actions) {
|
||||
for (const auto &action : actions) {
|
||||
if (action.type == UserAction::Type::EXIT) {
|
||||
LOG_INFO("Exit requested");
|
||||
m_ExitRequested = true;
|
||||
} else if (action.type == UserAction::Type::SET_MOVE_TARGET) {
|
||||
WorldPos wp = action.Argument.position;
|
||||
LOG_INFO("Calculating path to target: ", wp);
|
||||
m_Path = m_PathFinder->CalculatePath(m_Player->GetPosition(), wp);
|
||||
LOG_INFO("Done, path node count: ", m_Path.size());
|
||||
} else if (action.type == UserAction::Type::SELECT_PATHFINDER) {
|
||||
using namespace pathfinder;
|
||||
PathFinderType type = static_cast<PathFinderType>(action.Argument.number);
|
||||
m_PathFinder = pathfinder::create(type, (const Map*)&m_Map);
|
||||
LOG_INFO("Switched to path finding method: ", m_PathFinder->GetName());
|
||||
}
|
||||
};
|
||||
}
|
||||
44
cpp/src/pathfindingdemo.hpp
Normal file
44
cpp/src/pathfindingdemo.hpp
Normal file
@@ -0,0 +1,44 @@
|
||||
#pragma once
|
||||
|
||||
#include <memory>
|
||||
#include <optional>
|
||||
#include <queue>
|
||||
#include <vector>
|
||||
|
||||
#include "entities.hpp"
|
||||
#include "log.hpp"
|
||||
#include "map.hpp"
|
||||
#include "user_input.hpp"
|
||||
#include "pathfinder.hpp"
|
||||
|
||||
class PathFindingDemo {
|
||||
public:
|
||||
PathFindingDemo(int width, int height);
|
||||
~PathFindingDemo();
|
||||
|
||||
PathFindingDemo(const PathFindingDemo &m) = delete;
|
||||
PathFindingDemo(PathFindingDemo &&m) = delete;
|
||||
PathFindingDemo &operator=(const PathFindingDemo &) = delete;
|
||||
PathFindingDemo &operator=(PathFindingDemo &&) = delete;
|
||||
|
||||
std::shared_ptr<Player> GetPlayer() { return m_Player; }
|
||||
std::vector<std::shared_ptr<Entity>>& GetEntities() { return m_Entities; }
|
||||
const Map& GetMap() const { return m_Map; }
|
||||
const pathfinder::Path& GetPath() const { return m_Path; }
|
||||
bool IsExitRequested() const { return m_ExitRequested; }
|
||||
|
||||
void AddEntity(std::shared_ptr<Entity> e);
|
||||
void CreateMap();
|
||||
std::optional<WorldPos> GetMoveTarget();
|
||||
void UpdatePlayerVelocity();
|
||||
void HandleActions(const std::vector<UserAction> &actions);
|
||||
WorldPos GetRandomPosition() const;
|
||||
|
||||
private:
|
||||
bool m_ExitRequested = false;
|
||||
Map m_Map;
|
||||
std::vector<std::shared_ptr<Entity>> m_Entities;
|
||||
std::shared_ptr<Player> m_Player;
|
||||
pathfinder::Path m_Path;
|
||||
std::unique_ptr<pathfinder::PathFinderBase> m_PathFinder;
|
||||
};
|
||||
52
cpp/src/sprite.cpp
Normal file
52
cpp/src/sprite.cpp
Normal file
@@ -0,0 +1,52 @@
|
||||
#include "sprite.hpp"
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3_image/SDL_image.h>
|
||||
#include <cassert>
|
||||
#include <memory>
|
||||
#include <stdexcept>
|
||||
#include <string>
|
||||
|
||||
#include "log.hpp"
|
||||
#include "math.hpp"
|
||||
|
||||
Sprite::Sprite() : m_Texture(nullptr, SDL_DestroyTexture) {}
|
||||
|
||||
Sprite::Sprite(std::string path, Vec2D<float> center) : Sprite() {
|
||||
LoadImage(path, center);
|
||||
}
|
||||
|
||||
Sprite::~Sprite() { LOG_DEBUG("."); }
|
||||
|
||||
void Sprite::LoadImage(std::string path, Vec2D<float> image_center) {
|
||||
LOG_INFO("Loading image ", path);
|
||||
assert(m_Renderer != nullptr);
|
||||
|
||||
auto surface = std::unique_ptr<SDL_Surface, decltype(&SDL_DestroySurface)>(
|
||||
IMG_Load(path.c_str()), SDL_DestroySurface);
|
||||
|
||||
if (surface == nullptr) {
|
||||
LOG_ERROR("IMG_Load failed to load ", path);
|
||||
throw std::runtime_error("Failed to load resources");
|
||||
}
|
||||
|
||||
m_Texture = std::unique_ptr<SDL_Texture, decltype(&SDL_DestroyTexture)>(
|
||||
SDL_CreateTextureFromSurface(m_Renderer.get(), surface.get()),
|
||||
SDL_DestroyTexture);
|
||||
if (m_Texture == nullptr) {
|
||||
LOG_ERROR("SDL_CreateTextureFromSurface failed");
|
||||
throw std::runtime_error("Failed to load resources");
|
||||
}
|
||||
float w, h;
|
||||
SDL_GetTextureSize(m_Texture.get(), &w, &h);
|
||||
m_Size = {w, h};
|
||||
m_ImageCenter = image_center;
|
||||
}
|
||||
|
||||
// Renderer is shared for all class instances - we need it in order
|
||||
// to create textures from images
|
||||
void Sprite::SetRenderer(std::shared_ptr<SDL_Renderer> renderer) {
|
||||
m_Renderer = renderer;
|
||||
}
|
||||
|
||||
std::shared_ptr<SDL_Renderer> Sprite::m_Renderer = nullptr;
|
||||
40
cpp/src/sprite.hpp
Normal file
40
cpp/src/sprite.hpp
Normal file
@@ -0,0 +1,40 @@
|
||||
#pragma once
|
||||
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3_image/SDL_image.h>
|
||||
#include <cassert>
|
||||
#include <memory>
|
||||
#include <stdexcept>
|
||||
#include <string>
|
||||
|
||||
#include "log.hpp"
|
||||
#include "math.hpp"
|
||||
|
||||
class Sprite {
|
||||
public:
|
||||
Sprite();
|
||||
~Sprite();
|
||||
explicit Sprite(std::string path, WorldPos center = {0, 0});
|
||||
|
||||
Sprite(const Sprite &) = delete;
|
||||
Sprite &operator=(const Sprite &) = delete;
|
||||
Sprite(Sprite &&) = delete;
|
||||
Sprite &operator=(Sprite &&) = delete;
|
||||
|
||||
static void SetRenderer(std::shared_ptr<SDL_Renderer> renderer);
|
||||
|
||||
// GetTexture cannot return pointer to const, as SDL_RenderTexture modifies it
|
||||
SDL_Texture *GetTexture() { return m_Texture.get(); }
|
||||
WorldPos GetSize() const { return m_Size; }
|
||||
WorldPos GetCenter() const { return m_ImageCenter; }
|
||||
|
||||
void LoadImage(std::string path, WorldPos image_center = {0.0, 0.0});
|
||||
|
||||
private:
|
||||
static std::shared_ptr<SDL_Renderer> m_Renderer;
|
||||
std::unique_ptr<SDL_Texture, decltype(&SDL_DestroyTexture)> m_Texture;
|
||||
WorldPos m_Size;
|
||||
WorldPos m_ImageCenter;
|
||||
float m_TextureWidth = 0;
|
||||
float m_TextureHeight = 0;
|
||||
};
|
||||
8
cpp/src/tile.cpp
Normal file
8
cpp/src/tile.cpp
Normal file
@@ -0,0 +1,8 @@
|
||||
#include "tile.hpp"
|
||||
|
||||
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}},
|
||||
{"Water", {10.0, 0, 50, 200, 255}},
|
||||
};
|
||||
12
cpp/src/tile.hpp
Normal file
12
cpp/src/tile.hpp
Normal file
@@ -0,0 +1,12 @@
|
||||
#pragma once
|
||||
|
||||
#include <cstdint>
|
||||
#include <map>
|
||||
#include <string_view>
|
||||
|
||||
struct Tile {
|
||||
float cost;
|
||||
uint8_t R, G, B, A;
|
||||
};
|
||||
|
||||
extern const std::map<std::string_view, Tile> tile_types;
|
||||
68
cpp/src/user_input.cpp
Normal file
68
cpp/src/user_input.cpp
Normal file
@@ -0,0 +1,68 @@
|
||||
#include <SDL3/SDL.h>
|
||||
#include <expected>
|
||||
#include <map>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "user_input.hpp"
|
||||
|
||||
#include "log.hpp"
|
||||
#include "math.hpp"
|
||||
|
||||
UserInput::UserInput()
|
||||
: // pre-alloc some space
|
||||
m_Actions(10) {
|
||||
LOG_DEBUG(".");
|
||||
};
|
||||
|
||||
UserInput::~UserInput() { LOG_DEBUG("."); };
|
||||
|
||||
std::expected<void, std::string> UserInput::Init() { return {}; }
|
||||
|
||||
const std::vector<UserAction> &UserInput::GetActions() {
|
||||
m_Actions.clear();
|
||||
static WorldPos move_direction = {0.0f, 0.0f};
|
||||
SDL_Event event;
|
||||
|
||||
while (SDL_PollEvent(&event)) {
|
||||
if (event.type == SDL_EVENT_KEY_DOWN || event.type == SDL_EVENT_KEY_UP) {
|
||||
bool key_down = event.type == SDL_EVENT_KEY_DOWN ? true : false;
|
||||
SDL_KeyboardEvent kbd_event = event.key;
|
||||
if (kbd_event.repeat) {
|
||||
// SDL repeats KEY_DOWN if key is held down, we ignore that
|
||||
continue;
|
||||
}
|
||||
LOG_DEBUG("Key '", static_cast<char>(kbd_event.key),
|
||||
key_down ? "' down" : "' up");
|
||||
|
||||
switch (kbd_event.key) {
|
||||
case 'q':
|
||||
m_Actions.emplace_back(UserAction::Type::EXIT);
|
||||
// further processing of inputs is not needed
|
||||
return m_Actions;
|
||||
case '1':
|
||||
case '2':
|
||||
case '3':
|
||||
case '4':
|
||||
if (key_down) {
|
||||
int selection = kbd_event.key - '0';
|
||||
m_Actions.emplace_back(UserAction::Type::SELECT_PATHFINDER, selection);
|
||||
LOG_INFO("Pathfinder selected: ", selection);
|
||||
}
|
||||
break;
|
||||
default:
|
||||
LOG_INFO("Key '", static_cast<char>(kbd_event.key), "' not mapped");
|
||||
break;
|
||||
}
|
||||
} else if (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
|
||||
SDL_MouseButtonEvent mouse_event = event.button;
|
||||
LOG_DEBUG("Mouse down: ", mouse_event.x, ", ", mouse_event.y);
|
||||
m_Actions.emplace_back(UserAction::Type::SET_MOVE_TARGET,
|
||||
WorldPos{mouse_event.x, mouse_event.y});
|
||||
} else {
|
||||
// TODO uncomment, for now too much noise
|
||||
// LOG_WARNING("Action not processed");
|
||||
}
|
||||
}
|
||||
return m_Actions;
|
||||
}
|
||||
46
cpp/src/user_input.hpp
Normal file
46
cpp/src/user_input.hpp
Normal file
@@ -0,0 +1,46 @@
|
||||
#pragma once
|
||||
|
||||
#include <expected>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
|
||||
#include "log.hpp"
|
||||
#include "math.hpp"
|
||||
|
||||
class UserAction {
|
||||
public:
|
||||
enum class Type { NONE, EXIT, SET_MOVE_TARGET, SELECT_PATHFINDER };
|
||||
|
||||
UserAction() = default;
|
||||
UserAction(Type t) : type(t) {}
|
||||
UserAction(Type t, char key) : type(t), Argument{.key = key} {}
|
||||
UserAction(Type t, WorldPos v) : type(t), Argument{.position = v} {}
|
||||
UserAction(Type t, int arg) : type(t), Argument{.number = arg} {}
|
||||
~UserAction() = default;
|
||||
|
||||
Type type;
|
||||
|
||||
union {
|
||||
WorldPos position;
|
||||
char key;
|
||||
int number;
|
||||
} Argument;
|
||||
};
|
||||
|
||||
class UserInput {
|
||||
public:
|
||||
UserInput();
|
||||
~UserInput();
|
||||
|
||||
UserInput(const UserInput &x) = delete;
|
||||
UserInput(UserInput &&x) = delete;
|
||||
UserInput &operator=(const UserInput &) = delete;
|
||||
UserInput &operator=(UserInput &&) = delete;
|
||||
|
||||
std::expected<void, std::string> Init();
|
||||
|
||||
const std::vector<UserAction> &GetActions();
|
||||
|
||||
private:
|
||||
std::vector<UserAction> m_Actions;
|
||||
};
|
||||
118
cpp/src/window.cpp
Normal file
118
cpp/src/window.cpp
Normal file
@@ -0,0 +1,118 @@
|
||||
#include <GL/glew.h>
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_opengl.h>
|
||||
#include <cmath>
|
||||
#include <cstdlib>
|
||||
#include <expected>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
#include "window.hpp"
|
||||
|
||||
#include "log.hpp"
|
||||
#include "math.hpp"
|
||||
#include "sprite.hpp"
|
||||
|
||||
Window::Window(int width, int height) : m_Width(width), m_Height(height) {
|
||||
LOG_DEBUG(".");
|
||||
}
|
||||
|
||||
std::expected<void, std::string> Window::Init() {
|
||||
LOG_DEBUG(".");
|
||||
|
||||
if (SDL_Init(SDL_INIT_VIDEO) == false) {
|
||||
return std::unexpected(std::string("SDL could not initialize! Error: ") +
|
||||
SDL_GetError());
|
||||
}
|
||||
m_Window = SDL_CreateWindow("SDL2 Window", m_Width, m_Height,
|
||||
SDL_WINDOW_OPENGL | SDL_WINDOW_RESIZABLE);
|
||||
if (m_Window == nullptr) {
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected(std::string("Window could not be created! Error: ") +
|
||||
SDL_GetError());
|
||||
}
|
||||
|
||||
m_Context = SDL_GL_CreateContext(m_Window);
|
||||
if (m_Context == nullptr) {
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected(
|
||||
std::string("GL context could not be created! Error: ") +
|
||||
SDL_GetError());
|
||||
}
|
||||
|
||||
if (glewInit() != GLEW_OK) {
|
||||
SDL_GL_DestroyContext(m_Context);
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected("GLEW init failed!");
|
||||
}
|
||||
|
||||
// Resize();
|
||||
|
||||
m_Renderer = std::shared_ptr<SDL_Renderer>(SDL_CreateRenderer(m_Window, NULL),
|
||||
SDL_DestroyRenderer);
|
||||
if (m_Renderer == nullptr) {
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
return std::unexpected(
|
||||
std::string("Renderer could not be created! Error: ") + SDL_GetError());
|
||||
}
|
||||
|
||||
// Set renderer to the Sprite class
|
||||
Sprite::SetRenderer(m_Renderer);
|
||||
|
||||
// TODO this needs to be tied to map size
|
||||
SDL_SetRenderScale(m_Renderer.get(), 1.0f, 1.0f);
|
||||
|
||||
return {};
|
||||
}
|
||||
|
||||
Window::~Window() {
|
||||
// SDL_DestroyRenderer(m_Renderer); // handled by shared_ptr
|
||||
SDL_GL_DestroyContext(m_Context);
|
||||
SDL_DestroyWindow(m_Window);
|
||||
std::atexit(SDL_Quit);
|
||||
LOG_DEBUG(".");
|
||||
}
|
||||
|
||||
void Window::DrawSprite(const WorldPos &position, Sprite &s) {
|
||||
WorldPos size = s.GetSize();
|
||||
WorldPos img_center = s.GetCenter();
|
||||
SDL_FRect rect = {position.x - img_center.x, position.y - img_center.y,
|
||||
size.x, size.y};
|
||||
SDL_RenderTexture(m_Renderer.get(), s.GetTexture(), nullptr, &rect);
|
||||
}
|
||||
|
||||
void Window::DrawRect(const WorldPos &position, const WorldPos size, uint8_t R,
|
||||
uint8_t G, uint8_t B, uint8_t A) {
|
||||
SDL_FRect rect = {position.x, position.y, size.x, size.y};
|
||||
SDL_SetRenderDrawColor(m_Renderer.get(), R, G, B, A);
|
||||
SDL_RenderFillRect(m_Renderer.get(), &rect);
|
||||
}
|
||||
|
||||
void Window::ClearWindow() {
|
||||
SDL_SetRenderDrawColor(m_Renderer.get(), 50, 50, 50, 255);
|
||||
SDL_RenderClear(m_Renderer.get());
|
||||
}
|
||||
|
||||
void Window::Flush() { SDL_RenderPresent(m_Renderer.get()); }
|
||||
|
||||
void Window::DrawCircle(const WorldPos &position, float radius) {
|
||||
int cx = static_cast<int>(position.x);
|
||||
int cy = static_cast<int>(position.y);
|
||||
SDL_SetRenderDrawColor(m_Renderer.get(), 255, 0, 0, 255);
|
||||
for (int i = 0; i < 360; ++i) {
|
||||
double a = i * M_PI / 180.0;
|
||||
SDL_RenderPoint(m_Renderer.get(),
|
||||
cx + static_cast<int>(std::round(radius * std::cos(a))),
|
||||
cy + static_cast<int>(std::round(radius * std::sin(a))));
|
||||
}
|
||||
}
|
||||
|
||||
void Window::DrawLine(const WorldPos &A, const WorldPos &B)
|
||||
{
|
||||
SDL_SetRenderDrawColor(m_Renderer.get(), 255, 0, 0, 255);
|
||||
SDL_RenderLine(m_Renderer.get(), A.x, A.y, B.x, B.y);
|
||||
}
|
||||
|
||||
40
cpp/src/window.hpp
Normal file
40
cpp/src/window.hpp
Normal file
@@ -0,0 +1,40 @@
|
||||
#pragma once
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_opengl.h>
|
||||
#include <cmath>
|
||||
#include <expected>
|
||||
#include <memory>
|
||||
#include <string>
|
||||
|
||||
#include "math.hpp"
|
||||
#include "sprite.hpp"
|
||||
|
||||
class Window {
|
||||
public:
|
||||
Window(int width, int height);
|
||||
~Window();
|
||||
|
||||
Window(const Window &x) = delete;
|
||||
Window(Window &&x) = delete;
|
||||
Window &operator=(const Window &) = delete;
|
||||
Window &operator=(Window &&) = delete;
|
||||
|
||||
std::expected<void, std::string> Init();
|
||||
void DrawSprite(const WorldPos &position, Sprite &s);
|
||||
void DrawRect(const WorldPos &position, const WorldPos size, uint8_t R,
|
||||
uint8_t G, uint8_t B, uint8_t A);
|
||||
void ClearWindow();
|
||||
void Flush();
|
||||
void DrawCircle(const WorldPos &position, float radius);
|
||||
void DrawLine(const WorldPos &A, const WorldPos &B);
|
||||
|
||||
std::shared_ptr<SDL_Renderer> m_Renderer = nullptr;
|
||||
SDL_Window *m_Window;
|
||||
SDL_GLContext m_Context;
|
||||
|
||||
private:
|
||||
uint32_t m_Width;
|
||||
uint32_t m_Height;
|
||||
};
|
||||
Reference in New Issue
Block a user