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@@ -1,4 +1,5 @@
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#include <cassert>
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#include <cassert>
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#include <queue>
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#include <chrono>
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#include <chrono>
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#include <cmath>
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#include <cmath>
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#include <cstdlib>
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#include <cstdlib>
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@@ -13,18 +14,14 @@
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#include "array.hpp"
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#include "array.hpp"
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#include "log.hpp"
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#include "log.hpp"
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#include "math.hpp"
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#include "math.hpp"
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#include "pathfinder.hpp"
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//
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//
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// Utils
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// Utils
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//
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//
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//
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// Math stuff
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//
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// Forward declarations
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// Forward declarations
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class Sprite;
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class Sprite;
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class Sound;
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class UserAction;
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class UserAction;
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//
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//
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@@ -37,29 +34,6 @@ class UserAction;
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#include <SDL3/SDL.h>
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#include <SDL3/SDL.h>
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#include <SDL3_image/SDL_image.h>
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#include <SDL3_image/SDL_image.h>
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class Sound {
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public:
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Sound() { LOG_DEBUG("."); }
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Sound(const Sound &x) { LOG_DEBUG("."); }
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Sound(Sound &&x) noexcept { LOG_DEBUG("."); }
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~Sound() { LOG_DEBUG("."); }
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};
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class AudioOutput {
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public:
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AudioOutput() { LOG_DEBUG("."); }
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AudioOutput(const AudioOutput &x) = delete;
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AudioOutput(AudioOutput &&x) = delete;
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~AudioOutput() { LOG_DEBUG("."); }
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std::expected<void, std::string> Init() {
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LOG_INFO("Initialing audio output");
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return {};
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}
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void PlaySound(Sound &s);
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};
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class Sprite {
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class Sprite {
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public:
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public:
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Sprite() : m_Texture(nullptr, SDL_DestroyTexture) {}
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Sprite() : m_Texture(nullptr, SDL_DestroyTexture) {}
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@@ -375,10 +349,6 @@ public:
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}
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}
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virtual Sprite &GetSprite() = 0;
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virtual Sprite &GetSprite() = 0;
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virtual constexpr float GetCollisionRadius() const = 0;
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virtual constexpr float GetCollisionRadiusSquared() {
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return GetCollisionRadius() * GetCollisionRadius();
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}
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virtual constexpr Type GetType() const = 0;
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virtual constexpr Type GetType() const = 0;
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void SetFlagExpired() { m_FlagExpired = true; }
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void SetFlagExpired() { m_FlagExpired = true; }
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@@ -398,34 +368,10 @@ public:
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m_RequestedVelocity = new_velocity;
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m_RequestedVelocity = new_velocity;
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}
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}
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void ZeroActualVelocityInDirection(Vec2D<float> 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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Vec2D<float> e1 = direction.normalized();
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Vec2D<float> 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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virtual void Update(float time_delta) {
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virtual void Update(float time_delta) {
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m_Position += m_ActualVelocity * time_delta;
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m_Position += m_ActualVelocity * time_delta;
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}
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}
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virtual bool IsMovable() const = 0;
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virtual bool IsCollidable() const = 0;
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protected:
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protected:
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Vec2D<float> m_Position;
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Vec2D<float> m_Position;
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@@ -434,7 +380,6 @@ protected:
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private:
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private:
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bool m_FlagExpired = false;
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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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};
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class Wall final : public Entity {
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class Wall final : public Entity {
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@@ -453,9 +398,6 @@ public:
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return *m_Sprite;
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return *m_Sprite;
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}
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}
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constexpr Entity::Type GetType() const override { return Entity::Type::WALL; }
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constexpr Entity::Type GetType() const override { return Entity::Type::WALL; }
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constexpr float GetCollisionRadius() const override { return 50.0f; }
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bool IsMovable() const override { return false; }
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bool IsCollidable() const override { return true; }
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private:
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private:
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void LoadResources() {
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void LoadResources() {
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@@ -485,9 +427,6 @@ public:
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constexpr Entity::Type GetType() const override {
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constexpr Entity::Type GetType() const override {
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return Entity::Type::PLAYER;
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return Entity::Type::PLAYER;
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}
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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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private:
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void LoadResources() {
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void LoadResources() {
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@@ -499,7 +438,6 @@ private:
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std::unique_ptr<Sprite> Player::m_Sprite;
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std::unique_ptr<Sprite> Player::m_Sprite;
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using Collision = std::pair<std::shared_ptr<Entity>, std::shared_ptr<Entity>>;
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struct Tile {
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struct Tile {
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float cost;
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float cost;
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@@ -513,8 +451,6 @@ static const std::map<std::string_view, Tile> tile_types = {
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{"Water", {10.0, 0, 50, 200, 255}},
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{"Water", {10.0, 0, 50, 200, 255}},
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};
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};
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using TilePos = Vec2D<int>;
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using WorldPos = Vec2D<float>;
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class Map {
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class Map {
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@@ -523,17 +459,17 @@ class Map {
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public:
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public:
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static constexpr float TILE_SIZE = 100.0f; // tile size in world
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static constexpr float TILE_SIZE = 100.0f; // tile size in world
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Map(int width, int height) : m_Width(width), m_Height(height) {
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Map(int rows, int cols) : m_Cols(cols), m_Rows(rows) {
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bool sw = true;
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bool sw = true;
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LOG_DEBUG("width = ", width, " height = ", height);
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LOG_DEBUG("cols = ", cols, " rows = ", rows);
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m_Tiles = std::vector<std::vector<const Tile *>>{};
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m_Tiles = std::vector<std::vector<const Tile *>>{};
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for (int i = 0; i < m_Width; i++) {
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for (size_t row = 0; row < m_Rows; row++) {
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m_Tiles.push_back(std::vector<const Tile *>{});
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m_Tiles.push_back(std::vector<const Tile *>{});
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for (int j = 0; j < m_Height; j++) {
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for (size_t col = 0; col < m_Cols; col++) {
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if (sw)
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if (sw)
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m_Tiles[i].push_back(&tile_types.at("Grass"));
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m_Tiles[row].push_back(&tile_types.at("Grass"));
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else
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else
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m_Tiles[i].push_back(&tile_types.at("Water"));
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m_Tiles[row].push_back(&tile_types.at("Road"));
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sw = !sw;
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sw = !sw;
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}
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}
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sw = !sw;
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sw = !sw;
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@@ -557,11 +493,36 @@ public:
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return Vec2D<float>{TILE_SIZE, TILE_SIZE};
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return Vec2D<float>{TILE_SIZE, TILE_SIZE};
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}
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}
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const Tile* GetTileAt(TilePos p) const {
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assert(IsTilePosValid(p));
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size_t row = p.x;
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size_t col = p.y;
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return m_Tiles[row][col];
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}
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const Tile* GetTileAt(WorldPos p) const {
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return GetTileAt(WorldToTile(p));
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}
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bool IsTilePosValid(TilePos p) const {
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size_t row = p.x;
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size_t col = p.y;
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return row < m_Tiles.size() && col < m_Tiles[0].size();
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}
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template<typename T>
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double GetTileVelocityCoeff(T p) const {
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return 1.0 / GetTileAt(p)->cost;
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}
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private:
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private:
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// std::vector<std::vector<const Tile*>> m_Tiles;
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// std::vector<std::vector<const Tile*>> m_Tiles;
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std::vector<std::vector<const Tile *>> m_Tiles;
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std::vector<std::vector<const Tile *>> m_Tiles;
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int m_Width = 0;
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size_t m_Cols = 0;
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int m_Height = 0;
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size_t m_Rows = 0;
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};
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};
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class PathFindingDemo {
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class PathFindingDemo {
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@@ -595,85 +556,41 @@ public:
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std::vector<std::shared_ptr<Entity>> &GetEntities() { return m_Entities; }
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std::vector<std::shared_ptr<Entity>> &GetEntities() { return m_Entities; }
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void UpdateEntities() {
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std::optional<WorldPos> GetMoveTarget() {
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WorldPos current_player_pos = GetPlayer()->GetPosition();
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if (m_MoveQueue.empty()) {
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return {};
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}
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WorldPos next_player_pos = m_MoveQueue.front();
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if (current_player_pos.distance(next_player_pos) > 10.0) {
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// target not reached yet
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return next_player_pos;
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}
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// target reached, pop it
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m_MoveQueue.pop();
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// return nothing - we'll get the next value in the next iteration
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return {};
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}
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void UpdatePlayerVelocity()
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{
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|
|
|
|
|
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;
|
|
|
|
|
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|
|
velocity.normalize();
|
|
|
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|
|
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|
LOG_DEBUG("I want to move to: ", next_pos.value(), ", velocity: ", velocity);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
player->SetActualVelocity(velocity * tile_velocity_coeff);
|
|
|
|
float time_delta = 1.0f;
|
|
|
|
float time_delta = 1.0f;
|
|
|
|
|
|
|
|
player->Update(time_delta);
|
|
|
|
// 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()) {
|
|
|
|
|
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|
|
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:
|
|
|
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|
|
|
|
// - 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) {
|
|
|
|
void HandleActions(const std::vector<UserAction> &actions) {
|
|
|
|
@@ -688,25 +605,27 @@ public:
|
|
|
|
LOG_INFO("Move direction ", action.Argument.position);
|
|
|
|
LOG_INFO("Move direction ", action.Argument.position);
|
|
|
|
m_Player->SetRequestedVelocity(action.Argument.position * 4.0f);
|
|
|
|
m_Player->SetRequestedVelocity(action.Argument.position * 4.0f);
|
|
|
|
} else if (action.type == UserAction::Type::MOVE_TARGET) {
|
|
|
|
} else if (action.type == UserAction::Type::MOVE_TARGET) {
|
|
|
|
TilePos p = m_Map.WorldToTile(action.Argument.position);
|
|
|
|
WorldPos wp = action.Argument.position;
|
|
|
|
LOG_INFO("Move target: ", action.Argument.position, ", tile pos: ", p);
|
|
|
|
TilePos p = m_Map.WorldToTile(wp);
|
|
|
|
// TODO move
|
|
|
|
LOG_INFO("Clearing current move queue and inserting new target: ", wp);
|
|
|
|
|
|
|
|
std::queue<WorldPos> empty;
|
|
|
|
|
|
|
|
std::swap(empty, m_MoveQueue);
|
|
|
|
|
|
|
|
m_MoveQueue.push(wp);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
};
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
const Map &GetMap() const { return m_Map; }
|
|
|
|
const Map &GetMap() const { return m_Map; }
|
|
|
|
|
|
|
|
|
|
|
|
bool IsCollisionBoxVisible() const { return m_DrawCollisionBox; }
|
|
|
|
|
|
|
|
bool IsExitRequested() const { return m_ExitRequested; }
|
|
|
|
bool IsExitRequested() const { return m_ExitRequested; }
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
private:
|
|
|
|
int m_Width;
|
|
|
|
int m_Width;
|
|
|
|
int m_Height;
|
|
|
|
int m_Height;
|
|
|
|
bool m_ExitRequested = false;
|
|
|
|
bool m_ExitRequested = false;
|
|
|
|
bool m_DrawCollisionBox = true;
|
|
|
|
|
|
|
|
std::vector<std::shared_ptr<Entity>> m_Entities;
|
|
|
|
std::vector<std::shared_ptr<Entity>> m_Entities;
|
|
|
|
std::shared_ptr<Player> m_Player;
|
|
|
|
std::shared_ptr<Player> m_Player;
|
|
|
|
|
|
|
|
std::queue<WorldPos> m_MoveQueue;
|
|
|
|
Map m_Map;
|
|
|
|
Map m_Map;
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
@@ -721,15 +640,15 @@ public:
|
|
|
|
LOG_INFO("Running the game");
|
|
|
|
LOG_INFO("Running the game");
|
|
|
|
while (!m_Game->IsExitRequested()) {
|
|
|
|
while (!m_Game->IsExitRequested()) {
|
|
|
|
m_Game->HandleActions(m_UserInput->GetActions());
|
|
|
|
m_Game->HandleActions(m_UserInput->GetActions());
|
|
|
|
m_Game->UpdateEntities();
|
|
|
|
m_Game->UpdatePlayerVelocity();
|
|
|
|
|
|
|
|
|
|
|
|
m_Window->ClearWindow();
|
|
|
|
m_Window->ClearWindow();
|
|
|
|
|
|
|
|
|
|
|
|
// draw the map (terrain tiles)
|
|
|
|
// draw the map (terrain tiles)
|
|
|
|
const Map &map = m_Game->GetMap();
|
|
|
|
const Map &map = m_Game->GetMap();
|
|
|
|
const auto &tiles = map.GetMapTiles();
|
|
|
|
const auto &tiles = map.GetMapTiles();
|
|
|
|
for (int row = 0; row < tiles.size(); row++) {
|
|
|
|
for (size_t row = 0; row < tiles.size(); row++) {
|
|
|
|
for (int col = 0; col < tiles[row].size(); col++) {
|
|
|
|
for (size_t col = 0; col < tiles[row].size(); col++) {
|
|
|
|
// LOG_DEBUG("Drawing rect (", row, ", ", col, ")");
|
|
|
|
// LOG_DEBUG("Drawing rect (", row, ", ", col, ")");
|
|
|
|
m_Window->DrawRect(
|
|
|
|
m_Window->DrawRect(
|
|
|
|
map.TileToWorld(TilePos{row, col}),
|
|
|
|
map.TileToWorld(TilePos{row, col}),
|
|
|
|
@@ -741,10 +660,6 @@ public:
|
|
|
|
// draw all the entities (player etc)
|
|
|
|
// draw all the entities (player etc)
|
|
|
|
for (auto &entity : m_Game->GetEntities()) {
|
|
|
|
for (auto &entity : m_Game->GetEntities()) {
|
|
|
|
m_Window->DrawSprite(entity->GetPosition(), entity->GetSprite());
|
|
|
|
m_Window->DrawSprite(entity->GetPosition(), entity->GetSprite());
|
|
|
|
if (m_Game->IsCollisionBoxVisible()) {
|
|
|
|
|
|
|
|
m_Window->DrawCircle(entity->GetPosition(),
|
|
|
|
|
|
|
|
entity->GetCollisionRadius());
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
m_Window->Flush();
|
|
|
|
m_Window->Flush();
|
|
|
|
@@ -760,15 +675,11 @@ public:
|
|
|
|
inline void SetUserInput(std::unique_ptr<UserInput> x) {
|
|
|
|
inline void SetUserInput(std::unique_ptr<UserInput> x) {
|
|
|
|
m_UserInput = std::move(x);
|
|
|
|
m_UserInput = std::move(x);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
inline void SetAudioOutput(std::unique_ptr<AudioOutput> x) {
|
|
|
|
|
|
|
|
m_AudioOutput = std::move(x);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
private:
|
|
|
|
private:
|
|
|
|
std::unique_ptr<PathFindingDemo> m_Game;
|
|
|
|
std::unique_ptr<PathFindingDemo> m_Game;
|
|
|
|
std::unique_ptr<Window> m_Window;
|
|
|
|
std::unique_ptr<Window> m_Window;
|
|
|
|
std::unique_ptr<UserInput> m_UserInput;
|
|
|
|
std::unique_ptr<UserInput> m_UserInput;
|
|
|
|
std::unique_ptr<AudioOutput> m_AudioOutput;
|
|
|
|
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
int main(int argc, char **argv) {
|
|
|
|
int main(int argc, char **argv) {
|
|
|
|
@@ -791,12 +702,6 @@ int main(int argc, char **argv) {
|
|
|
|
return error;
|
|
|
|
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
|
|
|
|
* Initialize the map and run the pathfinding demo
|
|
|
|
*/
|
|
|
|
*/
|
|
|
|
@@ -807,7 +712,6 @@ int main(int argc, char **argv) {
|
|
|
|
auto game_loop = GameLoop{};
|
|
|
|
auto game_loop = GameLoop{};
|
|
|
|
game_loop.SetWindow(std::move(window));
|
|
|
|
game_loop.SetWindow(std::move(window));
|
|
|
|
game_loop.SetUserInput(std::move(user_input));
|
|
|
|
game_loop.SetUserInput(std::move(user_input));
|
|
|
|
game_loop.SetAudioOutput(std::move(audio_output));
|
|
|
|
|
|
|
|
game_loop.SetGame(std::move(demo));
|
|
|
|
game_loop.SetGame(std::move(demo));
|
|
|
|
game_loop.Run();
|
|
|
|
game_loop.Run();
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|