Initial Commit
This commit is contained in:
4
.gitignore
vendored
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4
.gitignore
vendored
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/cmake-build-debug
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/.idea
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/assets/test_files
|
38
CMakeLists.txt
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38
CMakeLists.txt
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cmake_minimum_required(VERSION 3.28)
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project(DemoGame
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VERSION 1.0
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LANGUAGES CXX
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)
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if (PROJECT_SOURCE_DIR STREQUAL PROJECT_BINARY_DIR)
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message(FATAL_ERROR "In-source builds are not allowed")
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endif()
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set(CMAKE_MODULE_PATH ${CMAKE_MODULE_PATH} "${CMAKE_CURRENT_SOURCE_DIR}/cmake")
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set(CMAKE_CXX_STANDARD 20)
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include (cmake/CPM.cmake)
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CPMAddPackage(
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NAME JGL
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URL https://git.redacted.cc/josh/JGL/archive/Prerelease-44.zip
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)
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CPMAddPackage(
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NAME ReWindow
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URL https://git.redacted.cc/Redacted/ReWindow/archive/Prerelease-26.zip
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)
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set(CMAKE_CXX_FLAGS "-O3 -Wall -Wextra")
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file(GLOB_RECURSE HEADERS "include/*.h" "include/*.hpp")
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file(GLOB_RECURSE SOURCES "src/*.c" "src/*.cpp")
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file(COPY "assets" DESTINATION "${PROJECT_BINARY_DIR}")
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add_executable(DemoGame ${SOURCES} main.cpp)
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target_include_directories(DemoGame PUBLIC
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${JGL_SOURCE_DIR}/include
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${ReWindow_SOURCE_DIR}/include
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${PROJECT_SOURCE_DIR}/include
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)
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target_link_libraries(DemoGame PUBLIC JGL ReWindowLibrary)
|
BIN
assets/sprites/Re3D.png
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BIN
assets/sprites/Re3D.png
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Binary file not shown.
After Width: | Height: | Size: 8.0 KiB |
1161
cmake/CPM.cmake
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1161
cmake/CPM.cmake
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File diff suppressed because it is too large
Load Diff
23
include/Engine/Animation.h
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23
include/Engine/Animation.h
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#pragma once
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#include "JGL/types/Texture.h"
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using JGL::Texture;
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class Animation {
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protected:
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std::string name{};
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float ms_between_frames = 1.0f;
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std::vector<Texture> textures{};
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public:
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[[nodiscard]] std::string GetName() const;
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[[nodiscard]] float GetMsBetweenFrames() const;
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/// @param animation_time a float from 0 to 1. 0 being the beginning of the animation and 1 being the end.
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[[nodiscard]] const JGL::Texture* GetTexture(float animation_time) const;
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public:
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void SetMsBetweenFrames(float new_ms_between_frames);
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public:
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Animation(const std::string& name, float ms_between_frames, std::vector<Texture>& textures) : name(name), ms_between_frames(ms_between_frames), textures(textures) {};
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~Animation() = default;
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};
|
7
include/Engine/Entity/Camera.h
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7
include/Engine/Entity/Camera.h
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#include "J3ML/LinearAlgebra/Vector2.hpp"
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#include "Entity.h"
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#pragma once
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class Camera : public Entity {
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};
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37
include/Engine/Entity/Entity.h
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37
include/Engine/Entity/Entity.h
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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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class Entity {
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protected:
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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 rotation.
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void MoveX(float speed);
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void MoveY(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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[[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]] 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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explicit Entity(const Vector2& position, float rotation = 0.0f) : position(position), face_angle(rotation) {}
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virtual ~Entity();
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};
|
7
include/Engine/Entity/Hud.h
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7
include/Engine/Entity/Hud.h
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#pragma once
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#include "Renderable.h"
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class Hud : public Renderable {
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public:
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Hud() : Renderable({0, 0}, 0) {};
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};
|
11
include/Engine/Entity/Renderable.h
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11
include/Engine/Entity/Renderable.h
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#pragma once
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#include "Entity.h"
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#include "JGL/JGL.h"
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class Renderable : public Entity {
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public:
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virtual void Render() {}
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public:
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explicit Renderable(const Vector2& position, float rotation = 0.0f) : Entity(position, rotation) {}
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};
|
15
include/Engine/GameWindow.h
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15
include/Engine/GameWindow.h
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#include <rewindow/types/window.h>
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#pragma once
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class Camera;
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class DemoGameWindow : public ReWindow::RWindow {
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public:
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void InitGL();
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void Display();
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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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};
|
13
include/Engine/Globals.h
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13
include/Engine/Globals.h
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#pragma once
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#include <Engine/Level/Scene.h>
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#include <Engine/GameWindow.h>
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namespace Globals {
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inline Scene* CurrentScene = nullptr;
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inline DemoGameWindow* Window = nullptr;
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inline float DeltaTime() { return Window->GetDeltaTime(); }
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inline void RemoveScene() { delete CurrentScene; CurrentScene = nullptr; }
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inline void ChangeScene(Scene* scene) { delete CurrentScene; CurrentScene = scene; CurrentScene->Init(); }
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}
|
36
include/Engine/Level/Fixed.h
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36
include/Engine/Level/Fixed.h
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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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using J3ML::LinearAlgebra::Vector2i;
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using JGL::Texture;
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// Things that are considered non-movable parts of the level.
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// TODO instanced textures.
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class Fixed {
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private:
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void GenerateCollision();
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protected:
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std::vector<Vector2i> collision{};
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bool enabled = false;
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bool collidable = false;
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Vector2i position = {0, 0};
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const Texture* texture = nullptr;
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public:
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[[nodiscard]] bool Collidable() const;
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[[nodiscard]] Vector2i GetPosition() const;
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[[nodiscard]] AABB2D GetBounds() const;
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[[nodiscard]] bool Enabled() const;
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[[nodiscard]] std::vector<Vector2i> GetCollision();
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[[nodiscard]] const Texture* GetTexture();
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public:
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void Enable();
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void Disable();
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virtual void Render() {};
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public:
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Fixed(const Vector2i& position, bool enabled, bool collidable, const Texture* texture) : position(position), enabled(enabled), collidable(collidable), texture(texture)
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{ if (collidable) GenerateCollision(); }
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virtual ~Fixed();
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};
|
37
include/Engine/Level/Scene.h
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37
include/Engine/Level/Scene.h
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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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class Scene {
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protected:
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bool Paused = false;
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Hud* HeadsUpDisplay = nullptr;
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std::vector<Fixed*> FixedList{};
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std::vector<Entity*> EntityList{};
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public:
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[[nodiscard]] bool EntityListContains(const Entity* entity) const;
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[[nodiscard]] bool FixedListContains(const Fixed* fixed) const;
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[[nodiscard]] size_t FixedCount() const;
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[[nodiscard]] size_t EntityCount() const;
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public:
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void AppendEntity(Entity* entity);
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void AppendFixed(Fixed* fixed);
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// Removes and deallocates.
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void DestroyEntity(Entity* entity);
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void DestroyFixed(Fixed* fixed);
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// Only removes from the list.
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void RemoveEntity(Entity* entity);
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void RemoveFixed(Fixed* fixed);
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virtual void Init() {}
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virtual void Update();
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virtual void Render();
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public:
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Scene() = default;
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virtual ~Scene();
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};
|
11
include/Game/Entity/Box.h
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11
include/Game/Entity/Box.h
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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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class Box final : public 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, float rotation = 0.0f) : Renderable(position, rotation) {}
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};
|
10
include/Game/Entity/DemoGameHud.h
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10
include/Game/Entity/DemoGameHud.h
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@@ -0,0 +1,10 @@
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#include <Engine/Entity/Hud.h>
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class DemoGameHud : public Hud {
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public:
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void Render() override;
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public:
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DemoGameHud() : Hud() {}
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};
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|
12
include/Game/Scene/DemoGameScene.h
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12
include/Game/Scene/DemoGameScene.h
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@@ -0,0 +1,12 @@
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#pragma once
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#include "Engine/Level/Scene.h"
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class DemoGameScene final : public Scene {
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public:
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void Init() final;
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public:
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DemoGameScene() = default;
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};
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|
16
include/Game/Scene/Splash.h
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16
include/Game/Scene/Splash.h
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@@ -0,0 +1,16 @@
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#pragma once
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#include "Engine/Level/Scene.h"
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class DemoGameSplash final : public Scene {
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protected:
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float elapsed = 0.0f;
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float angle = 0.0f;
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Texture* RedactedSoftware = nullptr;
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public:
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DemoGameSplash() : Scene() {}
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||||
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||||
void Init() final;
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||||
void Update() final;
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||||
void Render() final;
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||||
~DemoGameSplash() final;
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||||
};
|
26
main.cpp
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26
main.cpp
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@@ -0,0 +1,26 @@
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||||
#include "Engine/Globals.h"
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#include <Engine/Level/Scene.h>
|
||||
#include <rewindow/logger/logger.h>
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||||
#include "Game/Scene/Splash.h"
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||||
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||||
Scene* scene = nullptr;
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||||
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||||
using namespace JGL;
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||||
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||||
int main() {
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Globals::Window = new DemoGameWindow("Demo Game", 1024, 896);
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Globals::Window->SetRenderer(RenderingAPI::OPENGL);
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Globals::Window->Open();
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Globals::Window->InitGL();
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Globals::Window->SetResizable(false);
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Globals::Window->SetVsyncEnabled(false);
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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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||||
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||||
auto* splash = new DemoGameSplash();
|
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Globals::ChangeScene(splash);
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||||
|
||||
while (Globals::Window->IsAlive())
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Globals::Window->ManagedRefresh();
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}
|
27
src/Engine/Animation.cpp
Normal file
27
src/Engine/Animation.cpp
Normal file
@@ -0,0 +1,27 @@
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||||
#include "Engine/Animation.h"
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||||
#include "jlog/Logger.hpp"
|
||||
|
||||
float Animation::GetMsBetweenFrames() const {
|
||||
return ms_between_frames;
|
||||
}
|
||||
|
||||
void Animation::SetMsBetweenFrames(float new_ms_between_frames) {
|
||||
ms_between_frames = new_ms_between_frames;
|
||||
}
|
||||
|
||||
std::string Animation::GetName() const {
|
||||
return name;
|
||||
}
|
||||
|
||||
const JGL::Texture* Animation::GetTexture(float animation_time) const {
|
||||
if (textures.empty())
|
||||
jlog::Fatal("Getting an animation frame but the animation is empty?");
|
||||
|
||||
animation_time = std::max(0.0f, std::min(animation_time, 1.0f));
|
||||
float animation_ms = ms_between_frames * textures.size();
|
||||
float animation_length_ms = animation_time * animation_ms;
|
||||
auto frame_index = (size_t) std::floor(animation_length_ms / ms_between_frames);
|
||||
frame_index = std::min(frame_index, textures.size() - 1);
|
||||
|
||||
return &textures[frame_index];
|
||||
}
|
0
src/Engine/Entity/Camera.cpp
Normal file
0
src/Engine/Entity/Camera.cpp
Normal file
88
src/Engine/Entity/Entity.cpp
Normal file
88
src/Engine/Entity/Entity.cpp
Normal file
@@ -0,0 +1,88 @@
|
||||
#include "J3ML/J3ML.hpp"
|
||||
#include "Engine/Entity/Entity.h"
|
||||
#include "Engine/Globals.h"
|
||||
|
||||
using namespace J3ML;
|
||||
void Entity::MoveX(float speed) {
|
||||
position.x = position.x + (speed * Globals::Window->GetDeltaTime());
|
||||
}
|
||||
|
||||
void Entity::MoveY(float speed) {
|
||||
position.y = position.y + (speed * Globals::DeltaTime());
|
||||
}
|
||||
|
||||
void 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) {
|
||||
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) {
|
||||
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) {
|
||||
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) {
|
||||
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 Entity::Rotate(float speed) {
|
||||
SetRotation(face_angle + speed * Globals::DeltaTime());
|
||||
}
|
||||
|
||||
float Entity::GetRotation() const {
|
||||
return face_angle;
|
||||
}
|
||||
|
||||
Vector2 Entity::GetPosition() const {
|
||||
return position;
|
||||
}
|
||||
|
||||
bool Entity::AppendChild(Entity* entity) {
|
||||
bool success = false;
|
||||
if (!Globals::CurrentScene->EntityListContains(entity))
|
||||
children.push_back(entity), success = true;
|
||||
return success;
|
||||
}
|
||||
|
||||
Entity::~Entity() {
|
||||
for (auto* e : children)
|
||||
delete e;
|
||||
|
||||
children = {};
|
||||
}
|
||||
|
||||
void Entity::UpdateChildren() {
|
||||
for (auto& e : children) {
|
||||
e->Update();
|
||||
if (!e->children.empty())
|
||||
e->UpdateChildren();
|
||||
}
|
||||
}
|
||||
|
||||
void 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) {
|
||||
auto it = std::find(children.begin(), children.end(), entity);
|
||||
if (it != children.end())
|
||||
children.erase(it);
|
||||
}
|
1
src/Engine/Entity/Renderable.cpp
Normal file
1
src/Engine/Entity/Renderable.cpp
Normal file
@@ -0,0 +1 @@
|
||||
|
32
src/Engine/GameWindow.cpp
Normal file
32
src/Engine/GameWindow.cpp
Normal file
@@ -0,0 +1,32 @@
|
||||
#include "Engine/GameWindow.h"
|
||||
#include "Engine/Globals.h"
|
||||
#include "Engine/Entity/Camera.h"
|
||||
#include "JGL/JGL.h"
|
||||
|
||||
|
||||
void DemoGameWindow::InitGL() {
|
||||
if (!JGL::Init(GetSize(), 0, 0))
|
||||
exit(-1);
|
||||
|
||||
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
|
||||
}
|
||||
|
||||
void DemoGameWindow::Display() {
|
||||
JGL::Update(GetSize());
|
||||
|
||||
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadIdentity();
|
||||
|
||||
// These are checked separately so that if Update() changes the scene we don't crash.
|
||||
if (Globals::CurrentScene)
|
||||
Globals::CurrentScene->Update();
|
||||
if (Globals::CurrentScene)
|
||||
Globals::CurrentScene->Render();
|
||||
|
||||
DemoGameWindow::GLSwapBuffers();
|
||||
}
|
||||
|
||||
void DemoGameWindow::OnRefresh(float elapsed) {
|
||||
Display();
|
||||
}
|
52
src/Engine/Level/Fixed.cpp
Normal file
52
src/Engine/Level/Fixed.cpp
Normal file
@@ -0,0 +1,52 @@
|
||||
#include "Engine/Level/Fixed.h"
|
||||
|
||||
bool Fixed::Collidable() const {
|
||||
return collidable;
|
||||
}
|
||||
|
||||
Vector2i Fixed::GetPosition() const {
|
||||
return position;
|
||||
}
|
||||
|
||||
AABB2D Fixed::GetBounds() const {
|
||||
auto maximum = Vector2(position.x + texture->GetDimensions().x, position.y + texture->GetDimensions().y);
|
||||
return { Vector2(position), maximum };
|
||||
}
|
||||
|
||||
bool Fixed::Enabled() const {
|
||||
return enabled;
|
||||
}
|
||||
|
||||
void Fixed::Enable() {
|
||||
enabled = true;
|
||||
}
|
||||
|
||||
void Fixed::Disable() {
|
||||
enabled = false;
|
||||
}
|
||||
|
||||
Fixed::~Fixed() {
|
||||
delete texture;
|
||||
}
|
||||
|
||||
void Fixed::GenerateCollision() {
|
||||
if (!Collidable() || !Enabled() || !texture)
|
||||
return;
|
||||
|
||||
std::vector<Vector2i> result{};
|
||||
auto pixel_data = texture->GetPixelData();
|
||||
|
||||
for (int y = 0; y < texture->GetDimensions().y; y++)
|
||||
for (int x = 0; x < texture->GetDimensions().x; x++)
|
||||
if (pixel_data[y * texture->GetDimensions().x + x].A() != 0)
|
||||
result.emplace_back((int) x + position.x, (int) y + position.y);
|
||||
collision = result;
|
||||
}
|
||||
|
||||
std::vector<Vector2i> Fixed::GetCollision() {
|
||||
return collision;
|
||||
}
|
||||
|
||||
const Texture* Fixed::GetTexture() {
|
||||
return texture;
|
||||
}
|
86
src/Engine/Level/Scene.cpp
Normal file
86
src/Engine/Level/Scene.cpp
Normal file
@@ -0,0 +1,86 @@
|
||||
#include "Engine/Level/Scene.h"
|
||||
|
||||
bool Scene::EntityListContains(const Entity* entity) const {
|
||||
for (auto* e : EntityList)
|
||||
if (e == entity)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
bool Scene::FixedListContains(const Fixed* fixed) const {
|
||||
for (auto* f : FixedList)
|
||||
if (f == fixed)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
size_t Scene::FixedCount() const {
|
||||
return FixedList.size();
|
||||
}
|
||||
|
||||
size_t Scene::EntityCount() const {
|
||||
return EntityList.size();
|
||||
}
|
||||
|
||||
void Scene::Update() {
|
||||
for (auto& e : EntityList)
|
||||
e->Update();
|
||||
}
|
||||
|
||||
void Scene::Render() {
|
||||
for (auto& f : FixedList)
|
||||
if (f->Enabled())
|
||||
f->Render();
|
||||
|
||||
// TODO Render order. In this system it's not possible for child entities to be rendered before the parent.
|
||||
for (auto& e : EntityList)
|
||||
if (auto* r = dynamic_cast<Renderable*>(e))
|
||||
r->Render();
|
||||
|
||||
if (HeadsUpDisplay)
|
||||
HeadsUpDisplay->Render();
|
||||
}
|
||||
|
||||
Scene::~Scene() {
|
||||
for (auto* f : FixedList)
|
||||
delete f;
|
||||
|
||||
for (auto* e : EntityList)
|
||||
delete e;
|
||||
}
|
||||
|
||||
void Scene::AppendEntity(Entity* entity) {
|
||||
if (!EntityListContains(entity))
|
||||
EntityList.push_back(entity);
|
||||
}
|
||||
|
||||
void Scene::AppendFixed(Fixed* fixed) {
|
||||
if (!FixedListContains(fixed))
|
||||
FixedList.push_back(fixed);
|
||||
}
|
||||
|
||||
void 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) {
|
||||
auto it = std::find(FixedList.begin(), FixedList.end(), fixed);
|
||||
if (it != FixedList.end())
|
||||
delete *it, FixedList.erase(it);
|
||||
}
|
||||
|
||||
void 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) {
|
||||
auto it = std::find(FixedList.begin(), FixedList.end(), fixed);
|
||||
if (it != FixedList.end())
|
||||
FixedList.erase(it);
|
||||
}
|
||||
|
11
src/Game/DemoGameScene.cpp
Normal file
11
src/Game/DemoGameScene.cpp
Normal file
@@ -0,0 +1,11 @@
|
||||
#include <Game/Scene/DemoGameScene.h>
|
||||
#include <Game/Entity/DemoGameHud.h>
|
||||
#include <Game/Entity/Box.h>
|
||||
|
||||
void DemoGameScene::Init() {
|
||||
auto* hud = new DemoGameHud();
|
||||
auto* b = new Box({0, 0});
|
||||
|
||||
HeadsUpDisplay = hud;
|
||||
AppendEntity(b);
|
||||
}
|
18
src/Game/Entities/Box.cpp
Normal file
18
src/Game/Entities/Box.cpp
Normal file
@@ -0,0 +1,18 @@
|
||||
#include <Game/Entity/Box.h>
|
||||
|
||||
void Box::Render() {
|
||||
J2D::Begin(nullptr, true);
|
||||
J2D::FillRect(Colors::Red, Vector2(position), {20, 20});
|
||||
J2D::End();
|
||||
}
|
||||
|
||||
void Box::Update() {
|
||||
if (Globals::Window->IsKeyDown(Keys::W))
|
||||
MoveY(-500);
|
||||
if (Globals::Window->IsKeyDown(Keys::S))
|
||||
MoveY(500);
|
||||
if (Globals::Window->IsKeyDown(Keys::A))
|
||||
MoveX(-500);
|
||||
if (Globals::Window->IsKeyDown(Keys::D))
|
||||
MoveX(500);
|
||||
}
|
9
src/Game/Entities/DemoGameHud.cpp
Normal file
9
src/Game/Entities/DemoGameHud.cpp
Normal file
@@ -0,0 +1,9 @@
|
||||
#include <Game/Entity/DemoGameHud.h>
|
||||
#include <Engine/Globals.h>
|
||||
|
||||
void 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);
|
||||
J2D::End();
|
||||
}
|
38
src/Game/Splash.cpp
Normal file
38
src/Game/Splash.cpp
Normal file
@@ -0,0 +1,38 @@
|
||||
#include "Game/Scene/Splash.h"
|
||||
#include "Engine/Globals.h"
|
||||
#include "Game/Scene/DemoGameScene.h"
|
||||
|
||||
void DemoGameSplash::Init() {
|
||||
RedactedSoftware = new JGL::Texture("assets/sprites/Re3D.png");
|
||||
}
|
||||
|
||||
void DemoGameSplash::Update() {
|
||||
angle += (elapsed * 4) * Globals::DeltaTime();
|
||||
elapsed += Globals::DeltaTime();
|
||||
|
||||
// Pretend we're actually loading something idk.
|
||||
if (elapsed >= 2.75) {
|
||||
auto* dgs = new DemoGameScene();
|
||||
Globals::ChangeScene(dgs);
|
||||
}
|
||||
}
|
||||
|
||||
void DemoGameSplash::Render() {
|
||||
auto text_length = JGL::Fonts::Jupiteroid.MeasureString("Loading ....", 24);
|
||||
std::string text = "Loading";
|
||||
int dots = static_cast<int>(floor(elapsed / 0.35)) % 4;
|
||||
for (int i = 0; i < dots; ++i)
|
||||
text += ".";
|
||||
|
||||
J2D::Begin(nullptr, true);
|
||||
J2D::DrawSprite(RedactedSoftware, {Globals::Window->GetSize().x - RedactedSoftware->GetDimensions().x, Globals::Window->GetSize().y - RedactedSoftware->GetDimensions().y}, angle, {0.5, 0.5});
|
||||
J2D::DrawString(Colors::Whites::Ivory, text, (Globals::Window->GetSize().x - text_length.x) - RedactedSoftware->GetDimensions().x , Globals::Window->GetSize().y - text_length.y * 1.125, 1, 24);
|
||||
J2D::End();
|
||||
}
|
||||
|
||||
|
||||
DemoGameSplash::~DemoGameSplash() {
|
||||
delete RedactedSoftware;
|
||||
}
|
||||
|
||||
|
Reference in New Issue
Block a user