This commit is contained in:
2025-01-02 13:56:33 -05:00
parent 30bdd66086
commit 18072f3b66
20 changed files with 109 additions and 75 deletions

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@@ -2,6 +2,6 @@
#include "Entity.h"
#pragma once
class Camera : public Entity {
class Camera : public Engine::Entity {
};

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@@ -2,7 +2,11 @@
#include <J3ML/LinearAlgebra/Vector2.hpp>
#include <vector>
class Entity {
namespace Engine {
class Entity;
}
class Engine::Entity {
protected:
std::vector<Entity*> children{};
Vector2 position = {0, 0};

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@@ -1,7 +1,11 @@
#pragma once
#include "Renderable.h"
#include <Engine/Entity/Renderable.h>
class Hud : public Renderable {
namespace Engine {
class Hud;
}
class Engine::Hud : public Engine::Renderable {
public:
Hud() : Renderable({0, 0}, 0) {};
};

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@@ -3,7 +3,11 @@
#include <Engine/Entity/Entity.h>
#include <JGL/JGL.h>
class Renderable : public Entity {
namespace Engine {
class Renderable;
}
class Engine::Renderable : public Entity {
public:
virtual void Render() {}
public:

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@@ -1,8 +1,10 @@
#include <rewindow/types/window.h>
#pragma once
class Camera;
class DemoGameWindow : public ReWindow::RWindow {
namespace Engine {
class DemoGameWindow;
}
class Engine::DemoGameWindow : public ReWindow::RWindow {
public:
void InitGL();
void Display();

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@@ -4,6 +4,8 @@
#include <Engine/GameWindow.h>
namespace Globals {
using namespace Engine;
inline std::vector<Scene*> SceneList{};
inline Scene* CurrentScene = nullptr;
inline DemoGameWindow* Window = nullptr;

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@@ -7,9 +7,13 @@
using J3ML::LinearAlgebra::Vector2i;
using JGL::Texture;
namespace Engine {
class Fixed;
}
// Things that are considered non-movable parts of the level.
// TODO instanced textures.
class Fixed {
class Engine::Fixed {
private:
void GenerateCollision();
protected:

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@@ -5,7 +5,11 @@
#include <Engine/Entity/Hud.h>
#include <Engine/Level/Fixed.h>
class Scene {
namespace Engine {
class Scene;
}
class Engine::Scene {
protected:
std::string name;
Hud* HeadsUpDisplay = nullptr;

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@@ -1,8 +1,13 @@
#pragma once
#include <Engine/Entity/Renderable.h>
#include "Engine/Globals.h"
class Box final : public Renderable {
#include <Engine/Globals.h>
namespace Game {
class Box;
}
class Game::Box final : public Engine::Renderable {
public:
void Render() final;
void Update() final;

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@@ -1,6 +1,10 @@
#include <Engine/Entity/Hud.h>
class DemoGameHud : public Hud {
namespace Game {
class DemoGameHud;
}
class Game::DemoGameHud : public Engine::Hud {
public:
void Render() override;
public:

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@@ -1,7 +1,7 @@
#pragma once
#include <Engine/Level/Scene.h>
class ControllableBox final : public Scene {
class ControllableBox final : public Engine::Scene {
public:
void Init() final;
public:

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@@ -1,7 +1,7 @@
#pragma once
#include <Engine/Level/Scene.h>
class LoadingScreen final : public Scene {
class LoadingScreen final : public Engine::Scene {
protected:
float elapsed = 0.0f;
float angle = 0.0f;

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@@ -14,15 +14,16 @@ void CreateScenes() {
};
int main() {
Globals::Window = new DemoGameWindow("Demo Game", 1024, 896);
ReWindow::Logger::Error.EnableConsole(false);
ReWindow::Logger::Warning.EnableConsole(false);
ReWindow::Logger::Debug.EnableConsole(false);
Globals::Window = new Engine::DemoGameWindow("Demo Game", 1024, 896);
Globals::Window->SetRenderer(RenderingAPI::OPENGL);
Globals::Window->Open();
Globals::Window->InitGL();
Globals::Window->SetResizable(false);
Globals::Window->SetVsyncEnabled(false);
ReWindow::Logger::Error.EnableConsole(false);
ReWindow::Logger::Warning.EnableConsole(false);
ReWindow::Logger::Debug.EnableConsole(false);
CreateScenes();
Globals::ChangeScene("LoadingScreen");

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@@ -1,38 +1,38 @@
#include "J3ML/J3ML.hpp"
#include "Engine/Entity/Entity.h"
#include "Engine/Globals.h"
#include <J3ML/J3ML.hpp>
#include <Engine/Entity/Entity.h>
#include <Engine/Globals.h>
using namespace J3ML;
void Entity::MoveX(float speed) {
void Engine::Entity::MoveX(float speed) {
position.x = position.x + (speed * Globals::Window->GetDeltaTime());
}
void Entity::MoveY(float speed) {
void Engine::Entity::MoveY(float speed) {
position.y = position.y + (speed * Globals::DeltaTime());
}
void Entity::MoveForward(float speed) {
void Engine::Entity::MoveForward(float speed) {
position.x = position.x + (speed * Globals::DeltaTime()) * Math::Cos(face_angle);
position.y = position.y + (speed * Globals::DeltaTime()) * Math::Sin(face_angle);
}
void Entity::MoveBackward(float speed) {
void Engine::Entity::MoveBackward(float speed) {
speed = -speed;
position.x = position.x + (speed * Globals::DeltaTime()) * Math::Cos(face_angle);
position.y = position.y + (speed * Globals::DeltaTime()) * Math::Sin(face_angle);
}
void Entity::MoveLeft(float speed) {
void Engine::Entity::MoveLeft(float speed) {
position.x = position.x + (speed * Globals::DeltaTime()) * -Math::Sin(face_angle);
position.y = position.y + (speed * Globals::DeltaTime()) * Math::Cos(face_angle);
}
void Entity::MoveRight(float speed) {
void Engine::Entity::MoveRight(float speed) {
position.x = position.x + (speed * Globals::DeltaTime()) * Math::Sin(face_angle);
position.y = position.y + (speed * Globals::DeltaTime()) * -Math::Cos(face_angle);
}
void Entity::SetRotation(float new_face_angle) {
void Engine::Entity::SetRotation(float new_face_angle) {
face_angle = new_face_angle;
if (face_angle < 0)
@@ -41,33 +41,33 @@ void Entity::SetRotation(float new_face_angle) {
face_angle = fmod(face_angle, Math::Pi * 2);
}
void Entity::Rotate(float speed) {
void Engine::Entity::Rotate(float speed) {
SetRotation(face_angle + speed * Globals::DeltaTime());
}
float Entity::GetRotation() const {
float Engine::Entity::GetRotation() const {
return face_angle;
}
Vector2 Entity::GetPosition() const {
Vector2 Engine::Entity::GetPosition() const {
return position;
}
bool Entity::AppendChild(Entity* entity) {
bool Engine::Entity::AppendChild(Entity* entity) {
bool success = false;
if (!Globals::CurrentScene->EntityListContains(entity))
children.push_back(entity), success = true;
return success;
}
Entity::~Entity() {
Engine::Entity::~Entity() {
for (auto* e : children)
delete e;
children = {};
}
void Entity::UpdateChildren() {
void Engine::Entity::UpdateChildren() {
for (auto& e : children) {
e->Update();
if (!e->children.empty())
@@ -75,13 +75,13 @@ void Entity::UpdateChildren() {
}
}
void Entity::DestroyChild(Entity* entity) {
void Engine::Entity::DestroyChild(Entity* entity) {
auto it = std::find(children.begin(), children.end(), entity);
if (it != children.end())
delete *it, children.erase(it);
}
void Entity::RemoveChild(Entity* entity) {
void Engine::Entity::RemoveChild(Entity* entity) {
auto it = std::find(children.begin(), children.end(), entity);
if (it != children.end())
children.erase(it);

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@@ -1,17 +1,17 @@
#include "Engine/GameWindow.h"
#include "Engine/Globals.h"
#include "Engine/Entity/Camera.h"
#include "JGL/JGL.h"
#include <Engine/GameWindow.h>
#include <Engine/Globals.h>
#include <Engine/Entity/Camera.h>
#include <JGL/JGL.h>
void DemoGameWindow::InitGL() {
void Engine::DemoGameWindow::InitGL() {
if (!JGL::Init(GetSize(), 0, 0))
exit(-1);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
}
void DemoGameWindow::Display() {
void Engine::DemoGameWindow::Display() {
JGL::Update(GetSize());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
@@ -24,9 +24,9 @@ void DemoGameWindow::Display() {
if (Globals::CurrentScene)
Globals::CurrentScene->Render();
DemoGameWindow::GLSwapBuffers();
Engine::DemoGameWindow::GLSwapBuffers();
}
void DemoGameWindow::OnRefresh(float elapsed) {
void Engine::DemoGameWindow::OnRefresh(float elapsed) {
Display();
}

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@@ -1,35 +1,35 @@
#include "Engine/Level/Fixed.h"
#include <Engine/Level/Fixed.h>
bool Fixed::Collidable() const {
bool Engine::Fixed::Collidable() const {
return collidable;
}
Vector2i Fixed::GetPosition() const {
Vector2i Engine::Fixed::GetPosition() const {
return position;
}
AABB2D Fixed::GetBounds() const {
AABB2D Engine::Fixed::GetBounds() const {
auto maximum = Vector2(position.x + texture->GetDimensions().x, position.y + texture->GetDimensions().y);
return { Vector2(position), maximum };
}
bool Fixed::Enabled() const {
bool Engine::Fixed::Enabled() const {
return enabled;
}
void Fixed::Enable() {
void Engine::Fixed::Enable() {
enabled = true;
}
void Fixed::Disable() {
void Engine::Fixed::Disable() {
enabled = false;
}
Fixed::~Fixed() {
Engine::Fixed::~Fixed() {
delete texture;
}
void Fixed::GenerateCollision() {
void Engine::Fixed::GenerateCollision() {
if (!Collidable() || !Enabled() || !texture)
return;
@@ -43,10 +43,10 @@ void Fixed::GenerateCollision() {
collision = result;
}
std::vector<Vector2i> Fixed::GetCollision() {
std::vector<Vector2i> Engine::Fixed::GetCollision() {
return collision;
}
const Texture* Fixed::GetTexture() {
const Texture* Engine::Fixed::GetTexture() {
return texture;
}

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@@ -1,33 +1,33 @@
#include <Engine/Level/Scene.h>
bool Scene::EntityListContains(const Entity* entity) const {
bool Engine::Scene::EntityListContains(const Entity* entity) const {
for (auto* e : EntityList)
if (e == entity)
return true;
return false;
}
bool Scene::FixedListContains(const Fixed* fixed) const {
bool Engine::Scene::FixedListContains(const Fixed* fixed) const {
for (auto* f : FixedList)
if (f == fixed)
return true;
return false;
}
size_t Scene::FixedCount() const {
size_t Engine::Scene::FixedCount() const {
return FixedList.size();
}
size_t Scene::EntityCount() const {
size_t Engine::Scene::EntityCount() const {
return EntityList.size();
}
void Scene::Update() {
void Engine::Scene::Update() {
for (auto& e : EntityList)
e->Update();
}
void Scene::Render() {
void Engine::Scene::Render() {
for (auto& f : FixedList)
if (f->Enabled())
f->Render();
@@ -41,7 +41,7 @@ void Scene::Render() {
HeadsUpDisplay->Render();
}
Scene::~Scene() {
Engine::Scene::~Scene() {
for (auto* f : FixedList)
delete f;
@@ -51,7 +51,7 @@ Scene::~Scene() {
delete HeadsUpDisplay;
}
void Scene::Unload() {
void Engine::Scene::Unload() {
for (auto* f : FixedList)
delete f;
@@ -61,42 +61,42 @@ void Scene::Unload() {
delete HeadsUpDisplay;
}
void Scene::AppendEntity(Entity* entity) {
void Engine::Scene::AppendEntity(Entity* entity) {
if (!EntityListContains(entity))
EntityList.push_back(entity);
}
void Scene::AppendFixed(Fixed* fixed) {
void Engine::Scene::AppendFixed(Fixed* fixed) {
if (!FixedListContains(fixed))
FixedList.push_back(fixed);
}
void Scene::DestroyEntity(Entity *entity) {
void Engine::Scene::DestroyEntity(Entity *entity) {
auto it = std::find(EntityList.begin(), EntityList.end(), entity);
if (it != EntityList.end())
delete *it, EntityList.erase(it);
}
void Scene::DestroyFixed(Fixed* fixed) {
void Engine::Scene::DestroyFixed(Fixed* fixed) {
auto it = std::find(FixedList.begin(), FixedList.end(), fixed);
if (it != FixedList.end())
delete *it, FixedList.erase(it);
}
void Scene::RemoveEntity(Entity* entity) {
void Engine::Scene::RemoveEntity(Entity* entity) {
auto it = std::find(EntityList.begin(), EntityList.end(), entity);
if (it != EntityList.end())
EntityList.erase(it);
}
void Scene::RemoveFixed(Fixed* fixed) {
void Engine::Scene::RemoveFixed(Fixed* fixed) {
auto it = std::find(FixedList.begin(), FixedList.end(), fixed);
if (it != FixedList.end())
FixedList.erase(it);
}
std::string Scene::GetName() const {
std::string Engine::Scene::GetName() const {
return name;
}

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@@ -1,12 +1,12 @@
#include <Game/Entity/Box.h>
void Box::Render() {
void Game::Box::Render() {
J2D::Begin(nullptr, true);
J2D::FillRect(Colors::Red, Vector2(position), {20, 20});
J2D::End();
}
void Box::Update() {
void Game::Box::Update() {
if (Globals::Window->IsKeyDown(Keys::W))
MoveY(-500);
if (Globals::Window->IsKeyDown(Keys::S))

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@@ -1,7 +1,7 @@
#include <Game/Entity/DemoGameHud.h>
#include <Engine/Globals.h>
void DemoGameHud::Render() {
void Game::DemoGameHud::Render() {
float framerate = Globals::Window->GetRefreshRate();
J2D::Begin(nullptr, true);
J2D::DrawString(Colors::Whites::Ivory, "Framerate: " + std::to_string((int) framerate), 0, 0, 1, 16);

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@@ -3,8 +3,8 @@
#include <Game/Entity/Box.h>
void ControllableBox::Init() {
auto* hud = new DemoGameHud();
auto* b = new Box({0, 0});
auto* hud = new Game::DemoGameHud();
auto* b = new Game::Box({0, 0});
HeadsUpDisplay = hud;
AppendEntity(b);
}