Refactor & More.
Changed the entity system to utilize mix-ins. Added instanced sprites. Texture support.
This commit is contained in:
@@ -1,13 +0,0 @@
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#pragma once
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#include <Engine/Entity/Renderable.h>
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namespace Engine {
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class Camera;
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}
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class Engine::Camera : public Renderable {
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public:
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void Render() override {};
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public:
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explicit Camera(const Vector2& position) : Renderable(position, 0) {}
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};
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@@ -1,59 +0,0 @@
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#pragma once
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#include <J3ML/LinearAlgebra/Vector2.hpp>
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#include <vector>
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#include <chrono>
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namespace Engine {
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class Entity;
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}
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class Engine::Entity {
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protected:
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// nullptr means no parent.
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Entity* parent = nullptr;
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// Epoch micro-seconds.
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long creation_time = 0.0f;
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std::vector<Entity*> children{};
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Vector2 position = {0, 0};
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// Assuming 0 radians is up.
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float face_angle = 0.0f;
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void UpdateChildren();
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public:
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// Movements independent of the face_angle.
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void MoveX(float speed);
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void MoveY(float speed);
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void Move(float angle_rad, float speed);
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// Movements dependent on face angle.
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void MoveForward(float speed);
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void MoveBackward(float speed);
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void MoveLeft(float speed);
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void MoveRight(float speed);
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void Rotate(float speed);
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void SetRotation(float new_rotation);
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// Parent child structure.
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[[nodiscard]] bool AppendChild(Entity* entity);
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void DestroyChild(Entity* entity);
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void RemoveChild(Entity* entity);
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public:
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[[nodiscard]] std::vector<Entity*> GetChildren() const;
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[[nodiscard]] Entity* GetParent() const;
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// Microseconds.
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[[nodiscard]] long GetCreationTime() const;
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[[nodiscard]] long GetAge() const;
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[[nodiscard]] float GetRotation() const;
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[[nodiscard]] Vector2 GetPosition() const;
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public:
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virtual void Update() {}
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public:
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virtual ~Entity();
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explicit Entity(const Vector2& position, float rotation = 0.0f) :
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creation_time(std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count()),
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position(position), face_angle(rotation) {}
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};
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@@ -1,22 +0,0 @@
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#pragma once
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#include <Engine/Entity/Entity.h>
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#include <JGL/JGL.h>
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namespace Engine {
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class Renderable;
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}
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class Engine::Renderable : public Entity {
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protected:
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// Higher numbers are farther to the back.
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unsigned int depth = 0;
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public:
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[[nodiscard]] unsigned int GetDepth() const { return depth; }
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void SetDepth(unsigned int new_depth) { depth = new_depth; }
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public:
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// *must* be overridden.
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virtual void Render() = 0;
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public:
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explicit Renderable(const Vector2& position, unsigned int depth = 0, float rotation = 0.0f) : Entity(position, rotation), depth(depth) {}
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};
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@@ -1,5 +1,6 @@
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#include <rewindow/types/window.h>
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#pragma once
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#include <rewindow/types/window.h>
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#include <rewindow/logger/logger.h>
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namespace Engine {
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class DemoGameWindow;
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@@ -11,7 +12,16 @@ public:
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public:
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void OnRefresh(float elapsed) override;
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public:
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DemoGameWindow() : ReWindow::RWindow() {}
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DemoGameWindow(const std::string& title, int width, int height) : ReWindow::RWindow(title, width, height) {}
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DemoGameWindow(const std::string& title, int width, int height) : ReWindow::RWindow(title, width, height)
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{
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ReWindow::Logger::Error.EnableConsole(false);
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ReWindow::Logger::Warning.EnableConsole(false);
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ReWindow::Logger::Debug.EnableConsole(false);
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SetRenderer(RenderingAPI::OPENGL);
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Open();
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InitGL();
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SetResizable(false);
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SetVsyncEnabled(false);
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}
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};
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@@ -1,6 +1,6 @@
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#pragma once
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#include <Engine/Level/Scene.h>
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#include <Engine/types/scene/Scene.h>
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#include <Engine/GameWindow.h>
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namespace Globals {
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24
include/Engine/types/InstancedTexture.h
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24
include/Engine/types/InstancedTexture.h
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@@ -0,0 +1,24 @@
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#pragma once
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#include <vector>
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#include <JGL/types/Texture.h>
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namespace Engine {
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class InstancedTexture;
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class InstancedSprite;
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}
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class Engine::InstancedTexture {
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protected:
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JGL::Texture* texture;
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std::vector<const InstancedSprite*> users{};
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public:
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[[nodiscard]] size_t ReferenceCount() { return users.size(); }
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[[nodiscard]] bool InUseBy(const InstancedSprite* rhs);
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[[nodiscard]] JGL::Texture* GetTexture() const { return texture; }
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public:
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void AddUser(const InstancedSprite* user);
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void RemoveUser(const InstancedSprite* user);
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public:
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InstancedTexture(JGL::Texture* texture, const InstancedSprite* creator) : texture(texture) { users.push_back(creator); }
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~InstancedTexture();
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};
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15
include/Engine/types/entity/Camera.h
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15
include/Engine/types/entity/Camera.h
Normal file
@@ -0,0 +1,15 @@
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#pragma once
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#include <Engine/types/entity/Entity.h>
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#include <Engine/types/entity/mixins/Movable.h>
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#include <Engine/types/entity/mixins/Renderable.h>
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namespace Engine {
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class Camera;
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}
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class Engine::Camera : public Entity, public Movable, public Renderable {
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public:
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void Render() override {};
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public:
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explicit Camera(const Vector2& position) : Renderable(0), Movable(position) {}
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};
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36
include/Engine/types/entity/Entity.h
Normal file
36
include/Engine/types/entity/Entity.h
Normal file
@@ -0,0 +1,36 @@
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#pragma once
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#include <J3ML/LinearAlgebra/Vector2.hpp>
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#include <vector>
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#include <chrono>
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namespace Engine {
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class Entity;
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}
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class Engine::Entity {
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protected:
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// nullptr means no parent.
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Entity* parent = nullptr;
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// Epoch micro-seconds.
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long creation_time = 0.0f;
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std::vector<Entity*> children{};
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void UpdateChildren();
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public:
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// Parent child structure.
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[[nodiscard]] bool AppendChild(Entity* entity);
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void DestroyChild(Entity* entity);
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void RemoveChild(Entity* entity);
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public:
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[[nodiscard]] std::vector<Entity*> GetChildren() const;
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[[nodiscard]] Entity* GetParent() const;
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// Microseconds.
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[[nodiscard]] long GetCreationTime() const;
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[[nodiscard]] long GetAge() const;
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public:
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virtual void Update() {}
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public:
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virtual ~Entity();
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explicit Entity() : creation_time(std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count()) {}
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};
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@@ -1,5 +1,5 @@
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#pragma once
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#include <Engine/Entity/Renderable.h>
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#include <Engine/types/entity/mixins/Renderable.h>
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namespace Engine {
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class Hud;
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@@ -7,5 +7,5 @@ namespace Engine {
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class Engine::Hud : public Engine::Renderable {
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public:
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Hud() : Renderable({0, 0}, 0, 0) {};
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Hud() : Renderable(0) {};
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};
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28
include/Engine/types/entity/InstancedSprite.h
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28
include/Engine/types/entity/InstancedSprite.h
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@@ -0,0 +1,28 @@
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#pragma once
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#include <Engine/types/entity/Sprite.h>
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namespace Engine {
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class InstancedSprite;
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}
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class Engine::InstancedSprite : public Sprite {
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private:
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std::string texture_path;
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std::string alpha_mask_path;
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public:
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[[nodiscard]] std::string GetTextureFilesystemPath() const { return texture_path; }
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[[nodiscard]] std::string GetAlphaMaskFilesystemPath() const { return alpha_mask_path; }
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[[nodiscard]] Texture* GetTexture() override;
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[[nodiscard]] Texture* GetAlphaMask() override;
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public:
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/** The Texture *must* be instanced. The alpha-mask *can* be instanced.
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* You can use SetAlphaMask() to change to a unique one.
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* To change back to the instanced one if there is one, You can SetAlphaMask(nullptr);
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* If there is no instanced alpha mask and unique alpha mask is set
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* to nullptr, Then there is no alpha mask. - Redacted.
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*/
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InstancedSprite(const Vector2& position, unsigned int layer, const std::string& instanced_texture_filesystem_path,
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float face_angle = 0.0f, const Color4& base_color = Colors::White, Texture* unique_alpha_mask = nullptr, const std::string& instanced_alpha_mask_filesystem_path = "")
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: texture_path(instanced_texture_filesystem_path), alpha_mask_path(instanced_alpha_mask_filesystem_path),
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Sprite(position, layer, face_angle, base_color, nullptr, unique_alpha_mask) {}
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};
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@@ -1,6 +1,9 @@
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#pragma once
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#include <Engine/Entity/Renderable.h>
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#include <Colors.hpp>
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#include <Engine/types/entity/Entity.h>
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#include <Engine/types/entity/mixins/Movable.h>
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#include <Engine/types/entity/mixins/Renderable.h>
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#include <JGL/types/Texture.h>
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#include <J3ML/Geometry/AABB2D.hpp>
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@@ -8,23 +11,24 @@ namespace Engine {
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class Sprite;
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}
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class Engine::Sprite : public Renderable {
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protected:
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using JGL::Texture;
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class Engine::Sprite : public Entity, public Renderable, public Movable {
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private:
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Texture* texture = nullptr;
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// Positive alpha mask.
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Texture* alpha_mask = nullptr;
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protected:
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Vector2 scale = {1, 1};
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// Local space, Where the face_angle rotation should be preformed about.
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Vector2 origin = {0, 0};
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Color4 base_color = Colors::White;
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public:
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[[nodiscard]] Texture* GetTexture();
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// World space.
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[[nodiscard]] virtual AABB2D GetBounds();
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protected:
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[[nodiscard]] virtual Texture* GetTexture();
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[[nodiscard]] virtual Texture* GetAlphaMask();
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void SetAlphaMask(Texture* new_alpha_mask);
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public:
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void Render() override;
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public:
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~Sprite() override;
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explicit Sprite(const Vector2& pos, unsigned int depth = 0, const float face_angle = 0.0f, const Color4& base_color = Colors::White, Texture* texture = nullptr,
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Texture* alpha_mask = nullptr) : Renderable(pos, depth,face_angle), texture(texture), alpha_mask(alpha_mask), base_color(base_color) {}
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explicit Sprite(const Vector2& pos, unsigned int layer = 0, const float face_angle = 0.0f, const Color4& base_color = Colors::White, Texture* texture = nullptr,
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Texture* alpha_mask = nullptr) : Renderable(layer), Movable(pos, face_angle), texture(texture), alpha_mask(alpha_mask), base_color(base_color) {}
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};
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20
include/Engine/types/entity/mixins/BoxCollider.h
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20
include/Engine/types/entity/mixins/BoxCollider.h
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@@ -0,0 +1,20 @@
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#pragma once
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#include <J3ML/Geometry/AABB2D.hpp>
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namespace Engine {
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class BoxCollider;
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}
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class Engine::BoxCollider {
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private:
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bool enabled = false;
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public:
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[[nodiscard]] virtual AABB2D GetBounds() = 0;
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[[nodiscard]] bool BoxCollides(BoxCollider* rhs);
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[[nodiscard]] bool BoxCollides(const Vector2& rhs);
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public:
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void EnableBoxCollision() { enabled = true; }
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void DisableBoxCollision() { enabled = false; }
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public:
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explicit BoxCollider(bool enabled = true) : enabled(enabled) {}
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};
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34
include/Engine/types/entity/mixins/Movable.h
Normal file
34
include/Engine/types/entity/mixins/Movable.h
Normal file
@@ -0,0 +1,34 @@
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#pragma once
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#include <J3ML/LinearAlgebra/Vector2.hpp>
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namespace Engine {
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class Movable;
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}
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// Movable Object.
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class Engine::Movable {
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protected:
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// Assuming 0 radians is up.
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float face_angle = 0.0f;
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Vector2 position = {0, 0};
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public:
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// Movements independent of the face_angle.
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void MoveX(float speed);
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void MoveY(float speed);
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void Move(float angle_rad, float speed);
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// Movements dependent on face angle.
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void MoveForward(float speed);
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void MoveBackward(float speed);
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void MoveLeft(float speed);
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void MoveRight(float speed);
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void Rotate(float speed);
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void SetRotation(float new_rotation);
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public:
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[[nodiscard]] float GetRotation() const;
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[[nodiscard]] Vector2 GetPosition() const;
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public:
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explicit Movable(const Vector2& position, float rad_rotation = 0.0f) : position(position), face_angle(rad_rotation) {}
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};
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20
include/Engine/types/entity/mixins/Renderable.h
Normal file
20
include/Engine/types/entity/mixins/Renderable.h
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@@ -0,0 +1,20 @@
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#pragma once
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#include <Engine/types/entity/Entity.h>
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namespace Engine {
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class Renderable;
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}
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class Engine::Renderable {
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protected:
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// Higher numbers are farther to the back.
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unsigned int layer = 0;
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public:
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[[nodiscard]] unsigned int GetLayer() const { return layer; }
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void SetLayer(unsigned int new_layer) { layer = new_layer; }
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public:
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// *must* be overridden.
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virtual void Render() = 0;
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public:
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explicit Renderable(unsigned int layer) : layer(layer) {}
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};
|
@@ -1,8 +1,8 @@
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#pragma once
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#include "J3ML/LinearAlgebra/Vector2i.hpp"
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#include "J3ML/Geometry/AABB2D.hpp"
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#include "JGL/types/Texture.h"
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#include <J3ML/LinearAlgebra/Vector2i.hpp>
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#include <J3ML/Geometry/AABB2D.hpp>
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#include <JGL/types/Texture.h>
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using J3ML::LinearAlgebra::Vector2i;
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using JGL::Texture;
|
@@ -1,9 +1,9 @@
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#pragma once
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#include <vector>
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#include <Engine/Entity/Renderable.h>
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#include <Engine/Entity/Hud.h>
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#include <Engine/Level/Fixed.h>
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#include <Engine/types/InstancedTexture.h>
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#include <Engine/types/entity/Hud.h>
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#include <Engine/types/scene/Fixed.h>
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#include <JGL/types/RenderTarget.h>
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namespace Engine {
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@@ -11,11 +11,18 @@ namespace Engine {
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class Scene;
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}
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using namespace JGL;
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class Engine::Scene {
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protected:
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std::string name;
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Hud* heads_up_display = nullptr;
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Camera* active_camera = nullptr;
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std::vector<InstancedTexture*> instanced_textures{};
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std::vector<InstancedTexture*> instanced_alpha_masks{};
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std::vector<RenderTarget*> layers{};
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std::vector<Fixed*> fixed_list{};
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std::vector<Entity*> entity_list{};
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protected:
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@@ -27,6 +34,8 @@ public:
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[[nodiscard]] size_t EntityCount() const;
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[[nodiscard]] std::string GetName() const;
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[[nodiscard]] Camera* GetActiveCamera() const;
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[[nodiscard]] Texture* GetInstancedTexture(const InstancedSprite* user);
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[[nodiscard]] Texture* GetInstancedAlphaMask(const InstancedSprite* user);
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public:
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void AppendEntity(Entity* entity);
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void AppendFixed(Fixed* fixed);
|
@@ -1,16 +0,0 @@
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#pragma once
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#include <Engine/Entity/Renderable.h>
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#include <Engine/Globals.h>
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namespace Game {
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class Box;
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}
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class Game::Box final : public Engine::Renderable {
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public:
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void Render() final;
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void Update() final;
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public:
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explicit Box(const Vector2& position, unsigned int depth = 0, float rotation = 0.0f) : Renderable(position, depth, rotation) {}
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};
|
17
include/Game/entity/Box.h
Normal file
17
include/Game/entity/Box.h
Normal file
@@ -0,0 +1,17 @@
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#pragma once
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#include <Engine/types/entity/Entity.h>
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#include <Engine/types/entity/mixins/Movable.h>
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#include <Engine/types/entity/mixins/Renderable.h>
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namespace Game {
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class Box;
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}
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class Game::Box final : public Engine::Entity, public Engine::Renderable, public Engine::Movable {
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public:
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void Render() final;
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void Update() final;
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public:
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explicit Box(const Vector2& position, unsigned int depth = 0, float rotation = 0.0f) : Renderable(depth), Movable(position, rotation) {}
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};
|
@@ -1,4 +1,4 @@
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#include <Engine/Entity/Hud.h>
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#include <Engine/types/entity/Hud.h>
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namespace Game {
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class DemoGameHud;
|
@@ -1,5 +1,5 @@
|
||||
#pragma once
|
||||
#include <Engine/Level/Scene.h>
|
||||
#include <Engine/types/scene/Scene.h>
|
||||
|
||||
class ControllableBox final : public Engine::Scene {
|
||||
public:
|
@@ -1,5 +1,6 @@
|
||||
#pragma once
|
||||
#include <Engine/Level/Scene.h>
|
||||
#include <Engine/types/scene/Scene.h>
|
||||
#include <JGL/types/RenderTarget.h>
|
||||
|
||||
class LoadingScreen final : public Engine::Scene {
|
||||
protected:
|
||||
@@ -11,6 +12,6 @@ public:
|
||||
|
||||
void Init() final;
|
||||
void Update() final;
|
||||
void Render(RenderTarget* render_target = nullptr) final;
|
||||
void Render(JGL::RenderTarget* render_target = nullptr) final;
|
||||
~LoadingScreen() final;
|
||||
};
|
14
main.cpp
14
main.cpp
@@ -1,7 +1,6 @@
|
||||
#include <Engine/Globals.h>
|
||||
#include <rewindow/logger/logger.h>
|
||||
#include <Game/Scene/ControllableBox.h>
|
||||
#include <Game/Scene/Loading.h>
|
||||
#include <Game/scene/Loading.h>
|
||||
#include <Game/scene/ControllableBox.h>
|
||||
|
||||
using namespace JGL;
|
||||
|
||||
@@ -14,16 +13,7 @@ void CreateScenes() {
|
||||
};
|
||||
|
||||
int main() {
|
||||
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);
|
||||
|
||||
CreateScenes();
|
||||
Globals::ChangeScene("LoadingScreen");
|
||||
|
@@ -1,5 +1,5 @@
|
||||
#include "Engine/Entity/Animation.h"
|
||||
#include "jlog/Logger.hpp"
|
||||
#include <Engine/types/entity/Animation.h>
|
||||
#include <jlog/Logger.hpp>
|
||||
|
||||
float Animation::GetMsBetweenFrames() const {
|
||||
return ms_between_frames;
|
||||
|
@@ -1,109 +0,0 @@
|
||||
#include <J3ML/J3ML.hpp>
|
||||
#include <Engine/Entity/Entity.h>
|
||||
#include <Engine/Globals.h>
|
||||
|
||||
using namespace J3ML;
|
||||
void Engine::Entity::MoveX(float speed) {
|
||||
position.x = position.x + (speed * Globals::Window->GetDeltaTime());
|
||||
}
|
||||
|
||||
void Engine::Entity::MoveY(float speed) {
|
||||
position.y = position.y + (speed * Globals::DeltaTime());
|
||||
}
|
||||
|
||||
void Engine::Entity::Move(float angle_rad, float speed) {
|
||||
position.x = position.x + (speed * Globals::DeltaTime()) * Math::Cos(angle_rad);
|
||||
position.y = position.y + (speed * Globals::DeltaTime()) * Math::Sin(angle_rad);
|
||||
}
|
||||
|
||||
void Engine::Entity::MoveForward(float speed) {
|
||||
Move(face_angle, 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 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 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 Engine::Entity::SetRotation(float new_face_angle) {
|
||||
face_angle = new_face_angle;
|
||||
|
||||
if (face_angle < 0)
|
||||
face_angle = fmod(face_angle + Math::Pi * 2, Math::Pi * 2);
|
||||
else if (face_angle >= 2 * M_PI)
|
||||
face_angle = fmod(face_angle, Math::Pi * 2);
|
||||
}
|
||||
|
||||
void Engine::Entity::Rotate(float speed) {
|
||||
SetRotation(face_angle + speed * Globals::DeltaTime());
|
||||
}
|
||||
|
||||
float Engine::Entity::GetRotation() const {
|
||||
return face_angle;
|
||||
}
|
||||
|
||||
Vector2 Engine::Entity::GetPosition() const {
|
||||
return position;
|
||||
}
|
||||
|
||||
bool Engine::Entity::AppendChild(Entity* entity) {
|
||||
bool success = false;
|
||||
if (!Globals::CurrentScene->EntityListContains(entity)) {
|
||||
entity->parent = this;
|
||||
children.push_back(entity);
|
||||
success = true;
|
||||
}
|
||||
return success;
|
||||
}
|
||||
|
||||
Engine::Entity::~Entity() {
|
||||
for (auto* e : children)
|
||||
delete e;
|
||||
}
|
||||
|
||||
void Engine::Entity::UpdateChildren() {
|
||||
for (auto& e : children) {
|
||||
e->Update();
|
||||
if (!e->children.empty())
|
||||
e->UpdateChildren();
|
||||
}
|
||||
}
|
||||
|
||||
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 Engine::Entity::RemoveChild(Entity* entity) {
|
||||
auto it = std::find(children.begin(), children.end(), entity);
|
||||
if (it != children.end())
|
||||
children.erase(it);
|
||||
}
|
||||
|
||||
long Engine::Entity::GetCreationTime() const {
|
||||
return creation_time;
|
||||
}
|
||||
|
||||
long Engine::Entity::GetAge() const {
|
||||
return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count() - creation_time;
|
||||
}
|
||||
|
||||
Engine::Entity* Engine::Entity::GetParent() const {
|
||||
return parent;
|
||||
}
|
||||
|
||||
std::vector<Engine::Entity*> Engine::Entity::GetChildren() const {
|
||||
return children;
|
||||
}
|
@@ -1,21 +0,0 @@
|
||||
#include <Engine/Entity/Sprite.h>
|
||||
|
||||
Engine::Sprite::~Sprite() {
|
||||
delete texture;
|
||||
delete alpha_mask;
|
||||
}
|
||||
|
||||
void Engine::Sprite::Render() {
|
||||
if (texture && !alpha_mask)
|
||||
J2D::DrawSprite(texture, position, face_angle, origin, scale, base_color);
|
||||
if (texture && alpha_mask)
|
||||
J2D::DrawSprite(texture, alpha_mask, position, face_angle, origin, scale, base_color);
|
||||
}
|
||||
|
||||
AABB2D Engine::Sprite::GetBounds() {
|
||||
return { position, texture->GetDimensions() + position };
|
||||
}
|
||||
|
||||
Texture* Engine::Sprite::GetTexture() {
|
||||
return texture;
|
||||
}
|
@@ -1,6 +1,5 @@
|
||||
#include <Engine/GameWindow.h>
|
||||
#include <Engine/Globals.h>
|
||||
#include <Engine/Entity/Camera.h>
|
||||
#include <JGL/JGL.h>
|
||||
|
||||
|
||||
|
28
src/Engine/types/InstancedTexture.cpp
Normal file
28
src/Engine/types/InstancedTexture.cpp
Normal file
@@ -0,0 +1,28 @@
|
||||
#include <Engine/types/InstancedTexture.h>
|
||||
#include <Engine/types/entity/InstancedSprite.h>
|
||||
|
||||
using namespace Engine;
|
||||
void InstancedTexture::AddUser(const InstancedSprite* user) {
|
||||
// Prevent double references.
|
||||
if (!InUseBy(user))
|
||||
users.push_back(user);
|
||||
}
|
||||
|
||||
void InstancedTexture::RemoveUser(const InstancedSprite* user) {
|
||||
auto it = std::find(users.begin(), users.end(), user);
|
||||
if (it != users.end())
|
||||
users.erase(it);
|
||||
}
|
||||
|
||||
bool InstancedTexture::InUseBy(const InstancedSprite* rhs) {
|
||||
for (const auto* u : users)
|
||||
if (u == rhs)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
InstancedTexture::~InstancedTexture() {
|
||||
delete texture;
|
||||
for (const auto* is: users)
|
||||
delete is;
|
||||
}
|
53
src/Engine/types/entity/Entity.cpp
Normal file
53
src/Engine/types/entity/Entity.cpp
Normal file
@@ -0,0 +1,53 @@
|
||||
#include <J3ML/J3ML.hpp>
|
||||
#include <Engine/types/entity/Entity.h>
|
||||
#include <Engine/Globals.h>
|
||||
|
||||
bool Engine::Entity::AppendChild(Entity* entity) {
|
||||
if (!Globals::CurrentScene->EntityListContains(entity)) {
|
||||
entity->parent = this;
|
||||
children.push_back(entity);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
Engine::Entity::~Entity() {
|
||||
for (auto* e : children)
|
||||
delete e;
|
||||
}
|
||||
|
||||
void Engine::Entity::UpdateChildren() {
|
||||
for (auto& e : children) {
|
||||
e->Update();
|
||||
if (!e->children.empty())
|
||||
e->UpdateChildren();
|
||||
}
|
||||
}
|
||||
|
||||
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 Engine::Entity::RemoveChild(Entity* entity) {
|
||||
auto it = std::find(children.begin(), children.end(), entity);
|
||||
if (it != children.end())
|
||||
children.erase(it);
|
||||
}
|
||||
|
||||
long Engine::Entity::GetCreationTime() const {
|
||||
return creation_time;
|
||||
}
|
||||
|
||||
long Engine::Entity::GetAge() const {
|
||||
return std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now().time_since_epoch()).count() - creation_time;
|
||||
}
|
||||
|
||||
Engine::Entity* Engine::Entity::GetParent() const {
|
||||
return parent;
|
||||
}
|
||||
|
||||
std::vector<Engine::Entity*> Engine::Entity::GetChildren() const {
|
||||
return children;
|
||||
}
|
13
src/Engine/types/entity/InstancedSprite.cpp
Normal file
13
src/Engine/types/entity/InstancedSprite.cpp
Normal file
@@ -0,0 +1,13 @@
|
||||
#include <Engine/types/entity/InstancedSprite.h>
|
||||
#include <Engine/Globals.h>
|
||||
|
||||
using namespace Engine;
|
||||
Texture* InstancedSprite::GetTexture() {
|
||||
return Globals::CurrentScene->GetInstancedTexture(this);
|
||||
}
|
||||
|
||||
Texture* InstancedSprite::GetAlphaMask() {
|
||||
if (Sprite::GetAlphaMask())
|
||||
return Sprite::GetAlphaMask();
|
||||
return Globals::CurrentScene->GetInstancedAlphaMask(this);
|
||||
}
|
57
src/Engine/types/entity/Moby.cpp
Normal file
57
src/Engine/types/entity/Moby.cpp
Normal file
@@ -0,0 +1,57 @@
|
||||
#include "Engine/types/entity/mixins/Movable.h"
|
||||
#include "Engine/Globals.h"
|
||||
|
||||
using namespace J3ML;
|
||||
void Engine::Movable::MoveX(float speed) {
|
||||
position.x = position.x + (speed * Globals::Window->GetDeltaTime());
|
||||
}
|
||||
|
||||
void Engine::Movable::MoveY(float speed) {
|
||||
position.y = position.y + (speed * Globals::DeltaTime());
|
||||
}
|
||||
|
||||
void Engine::Movable::Move(float angle_rad, float speed) {
|
||||
position.x = position.x + (speed * Globals::DeltaTime()) * Math::Cos(angle_rad);
|
||||
position.y = position.y + (speed * Globals::DeltaTime()) * Math::Sin(angle_rad);
|
||||
}
|
||||
|
||||
void Engine::Movable::MoveForward(float speed) {
|
||||
Move(face_angle, speed);
|
||||
}
|
||||
|
||||
void Engine::Movable::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 Engine::Movable::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 Engine::Movable::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 Engine::Movable::SetRotation(float new_face_angle) {
|
||||
face_angle = new_face_angle;
|
||||
|
||||
if (face_angle < 0)
|
||||
face_angle = fmod(face_angle + Math::Pi * 2, Math::Pi * 2);
|
||||
else if (face_angle >= 2 * M_PI)
|
||||
face_angle = fmod(face_angle, Math::Pi * 2);
|
||||
}
|
||||
|
||||
void Engine::Movable::Rotate(float speed) {
|
||||
SetRotation(face_angle + speed * Globals::DeltaTime());
|
||||
}
|
||||
|
||||
float Engine::Movable::GetRotation() const {
|
||||
return face_angle;
|
||||
}
|
||||
|
||||
Vector2 Engine::Movable::GetPosition() const {
|
||||
return position;
|
||||
}
|
29
src/Engine/types/entity/Sprite.cpp
Normal file
29
src/Engine/types/entity/Sprite.cpp
Normal file
@@ -0,0 +1,29 @@
|
||||
#include <Engine/types/entity/Sprite.h>
|
||||
#include <JGL/JGL.h>
|
||||
|
||||
Engine::Sprite::~Sprite() {
|
||||
delete texture;
|
||||
delete alpha_mask;
|
||||
}
|
||||
|
||||
void Engine::Sprite::Render() {
|
||||
auto* t = GetTexture();
|
||||
auto* a = GetAlphaMask();
|
||||
|
||||
if (t && !a)
|
||||
return J2D::DrawSprite(t, position, face_angle, origin, scale, base_color);
|
||||
if (t && a)
|
||||
return J2D::DrawSprite(t, a, position, face_angle, origin, scale, base_color);
|
||||
}
|
||||
|
||||
Texture* Engine::Sprite::GetTexture() {
|
||||
return texture;
|
||||
}
|
||||
|
||||
Texture* Engine::Sprite::GetAlphaMask() {
|
||||
return alpha_mask;
|
||||
}
|
||||
|
||||
void Engine::Sprite::SetAlphaMask(Texture* new_alpha_mask) {
|
||||
alpha_mask = new_alpha_mask;
|
||||
}
|
14
src/Engine/types/entity/mixins/BoxCollider.cpp
Normal file
14
src/Engine/types/entity/mixins/BoxCollider.cpp
Normal file
@@ -0,0 +1,14 @@
|
||||
#include "Engine/types/entity/mixins/BoxCollider.h"
|
||||
|
||||
using namespace Engine;
|
||||
bool BoxCollider::BoxCollides(BoxCollider* rhs) {
|
||||
if (GetBounds().Intersects(rhs->GetBounds()))
|
||||
return true;
|
||||
if (GetBounds().Contains(rhs->GetBounds()))
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
bool BoxCollider::BoxCollides(const Vector2& rhs) {
|
||||
return GetBounds().Contains(rhs);
|
||||
}
|
@@ -1,4 +1,4 @@
|
||||
#include <Engine/Level/Fixed.h>
|
||||
#include "Engine/types/scene/Fixed.h"
|
||||
|
||||
bool Engine::Fixed::Collidable() const {
|
||||
return collidable;
|
@@ -1,32 +1,35 @@
|
||||
#include <Engine/Level/Scene.h>
|
||||
#include <Engine/Entity/Camera.h>
|
||||
#include <Engine/types/scene/Scene.h>
|
||||
#include <Engine/types/entity/Camera.h>
|
||||
#include <Engine/types/entity/InstancedSprite.h>
|
||||
#include <JGL/JGL.h>
|
||||
#include <algorithm>
|
||||
|
||||
bool Engine::Scene::EntityListContains(const Entity* entity) const {
|
||||
using namespace Engine;
|
||||
bool Scene::EntityListContains(const Entity* entity) const {
|
||||
auto flat = GetFlatEntityList(entity_list);
|
||||
|
||||
|
||||
for (auto* e : flat)
|
||||
if (e == entity)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Engine::Scene::FixedListContains(const Fixed* fixed) const {
|
||||
bool Scene::FixedListContains(const Fixed* fixed) const {
|
||||
for (auto* f : fixed_list)
|
||||
if (f == fixed)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
size_t Engine::Scene::FixedCount() const {
|
||||
size_t Scene::FixedCount() const {
|
||||
return fixed_list.size();
|
||||
}
|
||||
|
||||
size_t Engine::Scene::EntityCount() const {
|
||||
size_t Scene::EntityCount() const {
|
||||
return GetFlatEntityList(entity_list).size();
|
||||
}
|
||||
|
||||
void Engine::Scene::Update() {
|
||||
void Scene::Update() {
|
||||
if (active_camera)
|
||||
active_camera->Update();
|
||||
|
||||
@@ -35,7 +38,7 @@ void Engine::Scene::Update() {
|
||||
e->Update();
|
||||
}
|
||||
|
||||
void Engine::Scene::Render(RenderTarget* render_target) {
|
||||
void Scene::Render(RenderTarget* render_target) {
|
||||
// The Camera and the HUD are ignored here because they're special cases.
|
||||
std::vector<Renderable*> display_list{};
|
||||
for (auto* e : GetFlatEntityList(entity_list))
|
||||
@@ -45,7 +48,7 @@ void Engine::Scene::Render(RenderTarget* render_target) {
|
||||
display_list.push_back(r);
|
||||
|
||||
std::sort(display_list.begin(), display_list.end(), [](Renderable* a, Renderable* b) {
|
||||
return a->GetDepth() > b->GetDepth();
|
||||
return a->GetLayer() > b->GetLayer();
|
||||
});
|
||||
|
||||
J2D::Begin( render_target, true);
|
||||
@@ -66,7 +69,7 @@ void Engine::Scene::Render(RenderTarget* render_target) {
|
||||
J2D::End();
|
||||
}
|
||||
|
||||
Engine::Scene::~Scene() {
|
||||
Scene::~Scene() {
|
||||
for (auto* f : fixed_list)
|
||||
delete f;
|
||||
|
||||
@@ -77,7 +80,7 @@ Engine::Scene::~Scene() {
|
||||
delete active_camera;
|
||||
}
|
||||
|
||||
void Engine::Scene::Unload() {
|
||||
void Scene::Unload() {
|
||||
for (auto* f : fixed_list)
|
||||
delete f;
|
||||
|
||||
@@ -87,50 +90,50 @@ void Engine::Scene::Unload() {
|
||||
delete heads_up_display;
|
||||
}
|
||||
|
||||
void Engine::Scene::AppendEntity(Entity* entity) {
|
||||
void Scene::AppendEntity(Entity* entity) {
|
||||
if (!EntityListContains(entity))
|
||||
entity_list.push_back(entity);
|
||||
}
|
||||
|
||||
void Engine::Scene::AppendFixed(Fixed* fixed) {
|
||||
void Scene::AppendFixed(Fixed* fixed) {
|
||||
if (!FixedListContains(fixed))
|
||||
fixed_list.push_back(fixed);
|
||||
}
|
||||
|
||||
void Engine::Scene::DestroyEntity(Entity *entity) {
|
||||
void Scene::DestroyEntity(Entity *entity) {
|
||||
auto it = std::find(entity_list.begin(), entity_list.end(), entity);
|
||||
if (it != entity_list.end())
|
||||
delete *it, entity_list.erase(it);
|
||||
}
|
||||
|
||||
void Engine::Scene::DestroyFixed(Fixed* fixed) {
|
||||
void Scene::DestroyFixed(Fixed* fixed) {
|
||||
auto it = std::find(fixed_list.begin(), fixed_list.end(), fixed);
|
||||
if (it != fixed_list.end())
|
||||
delete *it, fixed_list.erase(it);
|
||||
}
|
||||
|
||||
void Engine::Scene::RemoveEntity(Entity* entity) {
|
||||
void Scene::RemoveEntity(Entity* entity) {
|
||||
auto it = std::find(entity_list.begin(), entity_list.end(), entity);
|
||||
if (it != entity_list.end())
|
||||
entity_list.erase(it);
|
||||
}
|
||||
|
||||
|
||||
void Engine::Scene::RemoveFixed(Fixed* fixed) {
|
||||
void Scene::RemoveFixed(Fixed* fixed) {
|
||||
auto it = std::find(fixed_list.begin(), fixed_list.end(), fixed);
|
||||
if (it != fixed_list.end())
|
||||
fixed_list.erase(it);
|
||||
}
|
||||
|
||||
std::string Engine::Scene::GetName() const {
|
||||
std::string Scene::GetName() const {
|
||||
return name;
|
||||
}
|
||||
|
||||
Engine::Camera* Engine::Scene::GetActiveCamera() const {
|
||||
Camera* Scene::GetActiveCamera() const {
|
||||
return active_camera;
|
||||
}
|
||||
|
||||
std::vector<Engine::Entity*> Engine::Scene::GetFlatEntityList(const std::vector<Entity*>& ent_list) const {
|
||||
std::vector<Entity*> Scene::GetFlatEntityList(const std::vector<Entity*>& ent_list) const {
|
||||
std::vector<Entity*> result{};
|
||||
|
||||
for (auto* e : ent_list) {
|
||||
@@ -142,3 +145,28 @@ std::vector<Engine::Entity*> Engine::Scene::GetFlatEntityList(const std::vector<
|
||||
return result;
|
||||
}
|
||||
|
||||
Texture* Scene::GetInstancedTexture(const InstancedSprite* user) {
|
||||
for (auto* itx : instanced_textures)
|
||||
if (itx->InUseBy(user))
|
||||
return itx->GetTexture();
|
||||
|
||||
auto* t = new Texture(user->GetTextureFilesystemPath());
|
||||
auto* itx = new InstancedTexture(t, user);
|
||||
instanced_textures.push_back(itx);
|
||||
return t;
|
||||
}
|
||||
|
||||
Texture* Scene::GetInstancedAlphaMask(const InstancedSprite* user) {
|
||||
for (auto* itx : instanced_alpha_masks)
|
||||
if (itx->InUseBy(user))
|
||||
return itx->GetTexture();
|
||||
|
||||
if (!user->GetAlphaMaskFilesystemPath().empty()) {
|
||||
auto *t = new Texture(user->GetTextureFilesystemPath());
|
||||
auto *itx = new InstancedTexture(t, user);
|
||||
instanced_textures.push_back(itx);
|
||||
return t;
|
||||
}
|
||||
return nullptr;
|
||||
}
|
||||
|
@@ -1,4 +1,6 @@
|
||||
#include <Game/Entity/Box.h>
|
||||
#include <Game/entity/Box.h>
|
||||
#include <Engine/Globals.h>
|
||||
#include <JGL/JGL.h>
|
||||
|
||||
void Game::Box::Render() {
|
||||
J2D::FillRect(Colors::Red, Vector2(position), {20, 20});
|
||||
@@ -13,4 +15,4 @@ void Game::Box::Update() {
|
||||
MoveX(-500);
|
||||
if (Globals::Window->IsKeyDown(Keys::D))
|
||||
MoveX(500);
|
||||
}
|
||||
}
|
@@ -1,5 +1,6 @@
|
||||
#include <Game/Entity/DemoGameHud.h>
|
||||
#include <Game/entity/DemoGameHud.h>
|
||||
#include <Engine/Globals.h>
|
||||
#include <JGL/JGL.h>
|
||||
|
||||
void Game::DemoGameHud::Render() {
|
||||
J2D::DrawString(Colors::Whites::Ivory, "Framerate: " + std::to_string((int) Globals::Window->GetRefreshRate()), 0, 0, 1, 16);
|
||||
|
@@ -1,6 +1,6 @@
|
||||
#include <Game/Scene/ControllableBox.h>
|
||||
#include <Game/Entity/DemoGameHud.h>
|
||||
#include <Game/Entity/Box.h>
|
||||
#include <Game/scene/ControllableBox.h>
|
||||
#include <Game/entity/DemoGameHud.h>
|
||||
#include <Game/entity/Box.h>
|
||||
|
||||
void ControllableBox::Init() {
|
||||
auto* hud = new Game::DemoGameHud();
|
||||
|
@@ -1,5 +1,6 @@
|
||||
#include <Game/Scene/Loading.h>
|
||||
#include <Game/scene/Loading.h>
|
||||
#include <Engine/Globals.h>
|
||||
#include <JGL/JGL.h>
|
||||
|
||||
void LoadingScreen::Init() {
|
||||
RedactedSoftware = new JGL::Texture("assets/sprites/Re3D.png");
|
||||
|
Reference in New Issue
Block a user