Refactoring testgame code.

This commit is contained in:
2025-06-17 13:34:54 -05:00
parent 62b035a0c2
commit 10a8a846da
9 changed files with 577 additions and 491 deletions

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@@ -35,48 +35,10 @@ class Entity
json::value metadata;
#pragma endregion
Entity();
Entity(const json::value& json)
{
Deserialize(json);
}
Entity(const json::value& json);
json::value Serialize() const
{
json::object data;
data["name"] = this->name;
data["type"] = this->type;
data["x"] = this->x;
data["y"] = this->y;
data["width"] = this->width;
data["height"] = this->height;
data["rotation"] = this->rotation;
data["flip-h"] = this->flip_h;
data["flip-v"] = this->flip_v;
data["z-index"] = (float)this->z_index;
data["color"] = JsonConversions::deparse_color_to_hex(overlay_color);
data["metadata"] = this->metadata;
return data;
}
void Deserialize(const json::value& json)
{
name = json["name"].as_string();
type = json["type"].as_string();
x = json["x"].number.value();
y = json["y"].number.value();
width = json["width"].number.value_or(0);
height = json["height"].number.value_or(0);
rotation = json["rotation"].number.value_or(0);
//flip_h = json["flip-h"].boolean.value();
//flip_v = json["flip-v"].boolean.value();
z_index = json["z-index"].number.value();
// TODO: sscanf is bad!!!
//overlay_color = JsonConversions::parse_color(json["color"]);
metadata = json["metadata"];
}
json::value Serialize() const;
void Deserialize(const json::value& json);
};

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@@ -0,0 +1,7 @@
#pragma once
namespace TestGame {
class Crate : public GameEntity {
};
}

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@@ -0,0 +1,26 @@
#pragma once
#include "Data/Entity.hpp"
namespace TestGame {
class GameEntity : public Entity
{
public:
GameEntity(const Vector2& spawn_pos) {
pos = spawn_pos;
next_pos = spawn_pos;
}
virtual void Update(float elapsed) = 0;
virtual void Draw() = 0;
Vector2 pos;
Vector2 next_pos;
Vector2 bbox;
Vector2 velocity;
bool noclip = false;
bool on_ground = true;
};
}

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@@ -0,0 +1,3 @@
#pragma once

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@@ -0,0 +1,54 @@
#pragma once
#include "GameEntity.hpp"
namespace TestGame {
class Player : public GameEntity
{
public:
Player(const Vector2& spawn_pos) : GameEntity(spawn_pos) {
bbox = {16, 24};
}
~Player() {
}
void Update(float elapsed) override {
// Update current position to our next_position, which was computed on the last frame.
// This means we can collision solve our next_pos in between calls to entity->Update();
pos = next_pos;
velocity.x *= 1 - (elapsed * air_resistance);
//velocity.y *= 1 - (elapsed * air_resistance);
//if (on_ground)
//velocity.x *= friction;
velocity.y += (elapsed*gravity*mass);
next_pos += velocity * elapsed;
if (Math::Abs(velocity.y) > 2)
on_ground = false;
if (InputService::IsKeyDown(Keys::A))
velocity.x -= acceleration * elapsed;
if (InputService::IsKeyDown(Keys::D))
velocity.x += acceleration * elapsed;
if (InputService::IsKeyDown(Keys::W))
velocity.y -= acceleration * elapsed;
if (InputService::IsKeyDown(Keys::S))
velocity.y += acceleration * elapsed;
}
void Draw() override {
J2D::FillRect(Colors::Blue, pos, bbox);
J2D::DrawPartialSprite(player_tex, pos, {0,0}, bbox);
}
};
}

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@@ -0,0 +1,162 @@
#include "GameEntity.hpp"
#include "Player.hpp"
#include "App/EditorCamera.hpp"
#include "Data/Level.hpp"
#include "JUI/Widgets/Scene.hpp"
#include "ReWindow/types/Window.h"
namespace TestGame
{
constexpr int GL_MAJOR = 2;
constexpr int GL_MINOR = 1;
constexpr int START_APP_WIDTH = 1024;
constexpr int START_APP_HEIGHT = 768;
static const std::string START_APP_TITLE = "Redacted Software 2D Level Editor - Map Testing Game";
class TestGameAppWindow : public ReWindow::OpenGLWindow
{
public:
EditorCamera camera;
Level* loaded_level = nullptr;
Tileset* loaded_tileset = nullptr;
JGL::Texture* loaded_tilesheet = nullptr;
JUI::Scene* scene = nullptr;
Player* player = nullptr;
bool data_ready = false;
std::vector<GameEntity*> entities;
TestGameAppWindow();
~TestGameAppWindow() override;
/// Initializes and styles all the JUI widgets used by the application.
/// This function is called from Load().
void CreateUI();
/// Load all resources.
/// This is called after the application window is initially opened, and the OpenGL context is created.
/// But is always called before the first pass of the gameloop (Update, Draw, Step, etc).
void Load();
bool Open() override;
/// Performs collision testing and response between entities and tiles.
void CollisionSolve(float elapsed);
void CameraUpdate(float elapsed);
void Update(float elapsed);
void DrawLayer(const Layer* layer) const;
void ApplyOriginTransformation() {
glTranslatef(GetWidth() / 2.f, GetHeight() / 2.f, 0);
}
void ApplyCameraTransformation() {
ApplyOriginTransformation();
glRotatef(camera.rotation.current, 0, 0, 1);
glScalef(camera.scale.current, camera.scale.current, 1);
glTranslatef(-camera.translation.current.x, -camera.translation.current.y, 0);
}
void DrawLevel(const Level* level) const
{
for (const auto* layer : level->layers)
{
DrawLayer(layer);
}
}
void DrawWorldSpace() {
if (!data_ready) return; // Don't try to draw the level if not loaded.
DrawLevel(loaded_level);
for (auto* entity : entities) {
entity->Draw();
}
}
void Render() {
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
J2D::Begin();
{
glPushMatrix();
{
ApplyCameraTransformation();
DrawWorldSpace();
}
glPopMatrix();
}
J2D::End();
scene->Draw();
}
#pragma region ReWindow Overrides
void OnRefresh(float elapsed) override
{
Update(elapsed);
Render();
SwapBuffers();
}
enum JUI::MouseButton ToJUIEnum(const MouseButton& btn) {
if (btn == MouseButtons::Left) return JUI::MouseButton::Left;
if (btn == MouseButtons::Middle) return JUI::MouseButton::Middle;
if (btn == MouseButtons::Right) return JUI::MouseButton::Right;
// Default condition.
return JUI::MouseButton::Left;
}
void OnMouseButtonDown(const ReWindow::MouseButtonDownEvent &e) override {
auto btn = ToJUIEnum(e.Button);
if (scene->ObserveMouseInput(btn, true)) return;
}
void OnMouseButtonUp(const ReWindow::MouseButtonUpEvent &e) override {
auto btn = ToJUIEnum(e.Button);
if (scene->ObserveMouseInput(btn, false)) return;
}
void OnMouseMove(const ReWindow::MouseMoveEvent &e) override {
Vector2 mposv2(e.Position.x, e.Position.y);
if (scene->ObserveMouseMovement(mposv2)) return;
}
void OnKeyDown(const ReWindow::KeyDownEvent &e) override {
if (scene->ObserveKeyInput(e.key, true)) return;
}
void OnKeyUp(const ReWindow::KeyUpEvent &e) override {
if (scene->ObserveKeyInput(e.key, false)) return;
}
void OnFocusGain(const ReWindow::RWindowEvent &e) override {
focused = true;
}
void OnFocusLost(const ReWindow::RWindowEvent &e) override {
focused = false;
}
#pragma endregion
};
}

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@@ -1 +1,40 @@
#include <Data/Entity.hpp>
#include <Data/Entity.hpp>
Entity::Entity(const json::value &json) {
Deserialize(json);
}
json::value Entity::Serialize() const {
json::object data;
data["name"] = this->name;
data["type"] = this->type;
data["x"] = this->x;
data["y"] = this->y;
data["width"] = this->width;
data["height"] = this->height;
data["rotation"] = this->rotation;
data["flip-h"] = this->flip_h;
data["flip-v"] = this->flip_v;
data["z-index"] = (float)this->z_index;
data["color"] = JsonConversions::deparse_color_to_hex(overlay_color);
data["metadata"] = this->metadata;
return data;
}
void Entity::Deserialize(const json::value &json) {
name = json["name"].as_string();
type = json["type"].as_string();
x = json["x"].number.value();
y = json["y"].number.value();
width = json["width"].number.value_or(0);
height = json["height"].number.value_or(0);
rotation = json["rotation"].number.value_or(0);
//flip_h = json["flip-h"].boolean.value();
//flip_v = json["flip-v"].boolean.value();
z_index = json["z-index"].number.value();
// TODO: sscanf is bad!!!
//overlay_color = JsonConversions::parse_color(json["color"]);
metadata = json["metadata"];
}

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@@ -0,0 +1,282 @@
#include <TestGame/TestGameApp.hpp>
#include "JUI/Widgets/FpsGraph.hpp"
TestGame::TestGameAppWindow::TestGameAppWindow():
ReWindow::OpenGLWindow(
START_APP_TITLE,
START_APP_WIDTH, START_APP_HEIGHT,
GL_MAJOR, GL_MINOR),
camera() {
}
TestGame::TestGameAppWindow::~TestGameAppWindow() {
}
void TestGame::TestGameAppWindow::CreateUI() {
using namespace JUI::UDimLiterals;
scene = new JUI::Scene();
auto* fps_graph = new JUI::FpsGraph(scene);
// TODO: Revise to use PseudoDockedElementAtBottomOfViewport coming in the next JUI release.
fps_graph->Size({100_percent, 50_px});
fps_graph->AnchorPoint({1, 1});
fps_graph->Position({100_percent, 100_percent});
fps_graph->BGColor(Colors::Transparent);
fps_graph->BorderColor(Colors::Transparent);
auto* phys_params_slider_window = new JUI::Window(scene);
phys_params_slider_window->Title("Physics Parameters");
auto* layout = new JUI::VerticalListLayout(phys_params_slider_window->Content());
auto* grav_slider = new LabeledSlider(layout);
grav_slider->Size({100_percent, 20_px});
grav_slider->Minimum(0); grav_slider->Maximum(1); grav_slider->Interval(1.f/10000.f);
grav_slider->CurrentValue(0.098f);
grav_slider->TextColor(Colors::Black);
grav_slider->Content(std::format("Gravity: {}", gravity));
grav_slider->ValueChanged += [&, grav_slider](float value) mutable {
gravity = value * 100.f;
grav_slider->Content(std::format("Gravity: {}", Math::Round(gravity, 3)));
};
auto* air_resist_slider = new LabeledSlider(layout);
air_resist_slider->Size({100_percent, 20_px});
air_resist_slider->Minimum(0); grav_slider->Maximum(1); air_resist_slider->Interval(1.f/10000.f);
air_resist_slider->CurrentValue(0.12f);
air_resist_slider->Content(std::format("Air Resistance: {}", gravity));
air_resist_slider->TextColor(Colors::Black);
air_resist_slider->ValueChanged += [&, air_resist_slider](float value) mutable {
air_resistance = value * 100.f;
air_resist_slider->Content(std::format("Air Resistance: {}", Math::Floor(air_resistance)));
};
auto* mass_slider = new LabeledSlider(layout);
mass_slider->Size({100_percent, 20_px});
mass_slider->Minimum(0); mass_slider->Maximum(1); mass_slider->Interval(1/10000.f);
mass_slider->CurrentValue(0.08f);
mass_slider->TextColor(Colors::Black);
mass_slider->Content(std::format("Player Mass: {}", gravity));
mass_slider->ValueChanged += [&, mass_slider](float value) mutable {
mass = value * 100.f;
mass_slider->Content(std::format("Player Mass: {}", mass));
};
auto* accel_slider = new LabeledSlider(layout);
accel_slider->Size({100_percent, 20_px});
accel_slider->Minimum(0); accel_slider->Maximum(1); accel_slider->Interval(1/10000.f);
accel_slider->CurrentValue(0.12f);
accel_slider->TextColor(Colors::Black);
accel_slider->Content(std::format("Player Accel: {}", acceleration));
accel_slider->ValueChanged += [&, accel_slider](float value) mutable {
acceleration = value * 10000.f;
accel_slider->Content(std::format("Player Accel: {}", acceleration));
};
}
void TestGame::TestGameAppWindow::Load() {
CreateUI();
player_tex = new JGL::Texture("assets/player.png", FilteringMode::NEAREST);
// TODO: More sophisticated order-of-operations is required.
// 1. Initialize elements of widgets that are independent of the level itself / the level depends on.
// 2. Initialize the level.
// 3. Initialize widgets that are dependent on the level itself.
loaded_level = new Level(std::filesystem::path("level.json"));
loaded_tileset = new Tileset(std::filesystem::path(loaded_level->tileset_path));
loaded_tilesheet = new JGL::Texture(loaded_tileset->texture_path, FilteringMode::NEAREST);
for (auto layer : loaded_level->layers)
layer->Load();
data_ready = true;
}
bool TestGame::TestGameAppWindow::Open() {
if (!OpenGLWindow::Open()) return false;
auto size = GetSize();
auto vec_size = Vector2i(size.x, size.y);
if (!JGL::Init(vec_size, 0.f, 1.f))
return false;
JGL::Update(vec_size);
glClearColor(0.f, 0.f, 0.f, 0.f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
// TODO: Delete when we update to the next release of JGL
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // NOTE: This MUST be called for text rendering to work properly!!!
Load();
scene->SetViewportSize(Vector2(vec_size));
for (int i = 0; i < 100; i++) {
auto* plr = new Player({50, 50});
entities.emplace_back(plr);
player = plr;
}
camera.DefaultState();
return true;
}
void TestGame::TestGameAppWindow::CollisionSolve(float elapsed) {
for (auto* entity : entities) {
int coll_tests = 0;
int coll_hits = 0;
for (auto* layer : loaded_level->layers) {
// TODO: if layer collides.
int cell_width = layer->cell_width;
int cell_height = layer->cell_height;
int ent_tile_tl_x = Math::Floor(entity->next_pos.x) / cell_width;
int ent_tile_tl_y = Math::Floor(entity->next_pos.y) / cell_height;
int occupies_h_tiles = Math::Floor(entity->bbox.x) / cell_width;
int occupies_v_tiles = Math::Floor(entity->bbox.y) / cell_height;
Vector2 cell_bbox = Vector2(layer->cell_width, layer->cell_height);
for (int x = -1; x <= occupies_h_tiles+1; x++) {
for (int y = -1; y <= occupies_v_tiles+1; y++) {
int cell_x = ent_tile_tl_x + x;
int cell_y = ent_tile_tl_y + y;
Vector2 cell_topleft = Vector2(cell_x*cell_width, cell_y*cell_height);
if (cell_x < 0) continue; // Out of bounds to the left.
if (cell_y < 0) continue; // Out of bounds to the top.
if (cell_x >= layer->rows) continue; // Out of bounds to the right.
if (cell_y >= layer->cols) continue;// Out of bounds to the bottom.
auto cell = loaded_level->layers[0]->cells[cell_x][cell_y];
if (cell < 0) continue; // Empty cell.
coll_tests++;
auto cell_aabb = AABB2D(Vector2(cell_topleft), cell_bbox);
Vector2 ent_halfbox = (entity->bbox / 2.f);
Vector2 ent_centroid = entity->next_pos + ent_halfbox;
Vector2 tile_halfbox = cell_bbox / 2.f;
Vector2 tile_centroid = cell_topleft + tile_halfbox;
if (Solver::AABB2Dvs(ent_centroid, ent_halfbox, tile_centroid, tile_halfbox)) {
coll_hits++;
Vector2 separation = Solver::SolveAABB(ent_centroid, ent_halfbox, tile_centroid, tile_halfbox);
Vector2 normal = Solver::GetNormalForAABB(separation, entity->velocity);
//if (normal.x == 0 && normal.y == 0) continue; // Why though?
// Touched top.
if (normal.y == -1) {
entity->velocity.y = 0;
}
// Touched bottom.
if (normal.y == 1) {
entity->velocity.y *= -0.5f;
}
// Touched left, I think.
if (normal.x == -1) { }
// Touched right, I think.
if (normal.x == -1) { }
entity->next_pos += separation;
}
}
}
}
}
}
void TestGame::TestGameAppWindow::CameraUpdate(float elapsed) {
float move_rate = 120;
float zoom_rate = 0.2f;
if (IsKeyDown(Keys::Minus))
camera.scale.goal -= zoom_rate*elapsed;
if (IsKeyDown(Keys::Equals))
camera.scale.goal += zoom_rate*elapsed;
camera.Update(elapsed);
}
void TestGame::TestGameAppWindow::Update(float elapsed) {
CameraUpdate(elapsed);
camera.translation.goal = player->pos;
scene->Update(elapsed);
Vector2 window_dimensions(GetWidth(), GetHeight());
scene->SetViewportSize(window_dimensions);
camera.screenSize = window_dimensions;
JGL::Update(Vector2i(GetWidth(), GetHeight()));
CollisionSolve(elapsed);
for (auto* entity : entities) {
entity->Update(elapsed);
}
if (!focused)
std::this_thread::sleep_for(std::chrono::milliseconds(48));
}
void TestGame::TestGameAppWindow::DrawLayer(const Layer *layer) const {
for (int gx = 0; gx < layer->rows; gx++)
{
for (int gy = 0; gy < layer->cols; gy++)
{
auto quad_idx = layer->cells[gx][gy];
Vector2 pos(gx*layer->cell_width, gy*layer->cell_height);
if (quad_idx < 0)
continue;
auto quad = loaded_tileset->quads[quad_idx];
J2D::DrawPartialSprite(loaded_tilesheet, pos, Vector2(quad.x, quad.y), Vector2(quad.w, quad.h));
}
}
}

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@@ -54,456 +54,7 @@ private:
};
class GameEntity
{
public:
GameEntity(const Vector2& spawn_pos) {
pos = spawn_pos;
next_pos = spawn_pos;
}
virtual void Update(float elapsed) = 0;
virtual void Draw() = 0;
Vector2 pos;
Vector2 next_pos;
Vector2 bbox;
Vector2 velocity;
bool noclip = false;
bool on_ground = true;
};
class Player : public GameEntity
{
public:
Player(const Vector2& spawn_pos) : GameEntity(spawn_pos) {
bbox = {16, 24};
}
~Player() {
}
void Update(float elapsed) override {
// Update current position to our next_position, which was computed on the last frame.
// This means we can collision solve our next_pos in between calls to entity->Update();
pos = next_pos;
velocity.x *= 1 - (elapsed * air_resistance);
//velocity.y *= 1 - (elapsed * air_resistance);
//if (on_ground)
//velocity.x *= friction;
velocity.y += (elapsed*gravity*mass);
next_pos += velocity * elapsed;
if (Math::Abs(velocity.y) > 2)
on_ground = false;
if (InputService::IsKeyDown(Keys::A))
velocity.x -= acceleration * elapsed;
if (InputService::IsKeyDown(Keys::D))
velocity.x += acceleration * elapsed;
if (InputService::IsKeyDown(Keys::W))
velocity.y -= acceleration * elapsed;
if (InputService::IsKeyDown(Keys::S))
velocity.y += acceleration * elapsed;
}
void Draw() override {
J2D::FillRect(Colors::Blue, pos, bbox);
J2D::DrawPartialSprite(player_tex, pos, {0,0}, bbox);
}
};
class TestGameAppWindow : public ReWindow::OpenGLWindow
{
public:
EditorCamera camera;
Level* loaded_level = nullptr;
Tileset* loaded_tileset = nullptr;
JGL::Texture* loaded_tilesheet = nullptr;
JUI::Scene* scene = nullptr;
Player* player = nullptr;
bool data_ready = false;
std::vector<GameEntity*> entities;
TestGameAppWindow() : ReWindow::OpenGLWindow("TestGameAppWindow", 1024, 768, 2, 1)
{
}
~TestGameAppWindow() override
{
}
void Load()
{
using namespace JUI::UDimLiterals;
scene = new JUI::Scene();
player_tex = new JGL::Texture("assets/player.png", FilteringMode::NEAREST);
auto* fps_graph = new JUI::FpsGraph(scene);
// TODO: Revise to use PseudoDockedElementAtBottomOfViewport coming in the next JUI release.
fps_graph->Size({100_percent, 50_px});
fps_graph->AnchorPoint({1, 1});
fps_graph->Position({100_percent, 100_percent});
fps_graph->BGColor(Colors::Transparent);
fps_graph->BorderColor(Colors::Transparent);
auto* phys_params_slider_window = new JUI::Window(scene);
phys_params_slider_window->Title("Physics Parameters");
auto* layout = new JUI::VerticalListLayout(phys_params_slider_window->Content());
auto* grav_slider = new LabeledSlider(layout);
grav_slider->Size({100_percent, 20_px});
grav_slider->Minimum(0); grav_slider->Maximum(1); grav_slider->Interval(1.f/10000.f);
grav_slider->CurrentValue(0.098f);
grav_slider->TextColor(Colors::Black);
grav_slider->Content(std::format("Gravity: {}", gravity));
grav_slider->ValueChanged += [&, grav_slider](float value) mutable {
gravity = value * 100.f;
grav_slider->Content(std::format("Gravity: {}", Math::Round(gravity, 3)));
};
auto* air_resist_slider = new LabeledSlider(layout);
air_resist_slider->Size({100_percent, 20_px});
air_resist_slider->Minimum(0); grav_slider->Maximum(1); air_resist_slider->Interval(1.f/10000.f);
air_resist_slider->CurrentValue(0.12f);
air_resist_slider->Content(std::format("Air Resistance: {}", gravity));
air_resist_slider->TextColor(Colors::Black);
air_resist_slider->ValueChanged += [&, air_resist_slider](float value) mutable {
air_resistance = value * 100.f;
air_resist_slider->Content(std::format("Air Resistance: {}", Math::Floor(air_resistance)));
};
auto* mass_slider = new LabeledSlider(layout);
mass_slider->Size({100_percent, 20_px});
mass_slider->Minimum(0); mass_slider->Maximum(1); mass_slider->Interval(1/10000.f);
mass_slider->CurrentValue(0.08f);
mass_slider->TextColor(Colors::Black);
mass_slider->Content(std::format("Player Mass: {}", gravity));
mass_slider->ValueChanged += [&, mass_slider](float value) mutable {
mass = value * 100.f;
mass_slider->Content(std::format("Player Mass: {}", mass));
};
auto* accel_slider = new LabeledSlider(layout);
accel_slider->Size({100_percent, 20_px});
accel_slider->Minimum(0); accel_slider->Maximum(1); accel_slider->Interval(1/10000.f);
accel_slider->CurrentValue(0.12f);
accel_slider->TextColor(Colors::Black);
accel_slider->Content(std::format("Player Accel: {}", acceleration));
accel_slider->ValueChanged += [&, accel_slider](float value) mutable {
acceleration = value * 10000.f;
accel_slider->Content(std::format("Player Accel: {}", acceleration));
};
// TODO: More sophisticated order-of-operations is required.
// 1. Initialize elements of widgets that are independent of the level itself / the level depends on.
// 2. Initialize the level.
// 3. Initialize widgets that are dependent on the level itself.
loaded_level = new Level(std::filesystem::path("level.json"));
loaded_tileset = new Tileset(std::filesystem::path(loaded_level->tileset_path));
loaded_tilesheet = new JGL::Texture(loaded_tileset->texture_path, FilteringMode::NEAREST);
for (auto layer : loaded_level->layers)
layer->Load();
data_ready = true;
}
bool Open() override
{
if (!OpenGLWindow::Open()) return false;
auto size = GetSize();
auto vec_size = Vector2i(size.x, size.y);
if (!JGL::Init(vec_size, 0.f, 1.f))
return false;
JGL::Update(vec_size);
glClearColor(0.f, 0.f, 0.f, 0.f);
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glDepthMask(GL_TRUE);
// TODO: Delete when we update to the next release of JGL
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // NOTE: This MUST be called for text rendering to work properly!!!
Load();
scene->SetViewportSize(Vector2(vec_size));
for (int i = 0; i < 100; i++) {
auto* plr = new Player({50, 50});
entities.emplace_back(plr);
player = plr;
}
camera.DefaultState();
return true;
}
void CollisionSolve(float elapsed) {
for (auto* entity : entities) {
int coll_tests = 0;
int coll_hits = 0;
for (auto* layer : loaded_level->layers) {
// TODO: if layer collides.
int cell_width = layer->cell_width;
int cell_height = layer->cell_height;
int ent_tile_tl_x = Math::Floor(entity->next_pos.x) / cell_width;
int ent_tile_tl_y = Math::Floor(entity->next_pos.y) / cell_height;
int occupies_h_tiles = Math::Floor(entity->bbox.x) / cell_width;
int occupies_v_tiles = Math::Floor(entity->bbox.y) / cell_height;
Vector2 cell_bbox = Vector2(layer->cell_width, layer->cell_height);
for (int x = -1; x <= occupies_h_tiles+1; x++) {
for (int y = -1; y <= occupies_v_tiles+1; y++) {
int cell_x = ent_tile_tl_x + x;
int cell_y = ent_tile_tl_y + y;
Vector2 cell_topleft = Vector2(cell_x*cell_width, cell_y*cell_height);
if (cell_x < 0) continue; // Out of bounds to the left.
if (cell_y < 0) continue; // Out of bounds to the top.
if (cell_x >= layer->rows) continue; // Out of bounds to the right.
if (cell_y >= layer->cols) continue;// Out of bounds to the bottom.
auto cell = loaded_level->layers[0]->cells[cell_x][cell_y];
if (cell < 0) continue; // Empty cell.
coll_tests++;
auto cell_aabb = AABB2D(Vector2(cell_topleft), cell_bbox);
Vector2 ent_halfbox = (entity->bbox / 2.f);
Vector2 ent_centroid = entity->next_pos + ent_halfbox;
Vector2 tile_halfbox = cell_bbox / 2.f;
Vector2 tile_centroid = cell_topleft + tile_halfbox;
if (Solver::AABB2Dvs(ent_centroid, ent_halfbox, tile_centroid, tile_halfbox)) {
coll_hits++;
Vector2 separation = Solver::SolveAABB(ent_centroid, ent_halfbox, tile_centroid, tile_halfbox);
Vector2 normal = Solver::GetNormalForAABB(separation, entity->velocity);
//if (normal.x == 0 && normal.y == 0) continue; // Why though?
// Touched top.
if (normal.y == -1) {
entity->velocity.y = 0;
}
// Touched bottom.
if (normal.y == 1) {
entity->velocity.y *= -0.5f;
}
// Touched left, I think.
if (normal.x == -1) { }
// Touched right, I think.
if (normal.x == -1) { }
entity->next_pos += separation;
}
}
}
}
}
}
void CameraUpdate(float elapsed)
{
float move_rate = 120;
float zoom_rate = 0.2f;
if (IsKeyDown(Keys::Minus))
camera.scale.goal -= zoom_rate*elapsed;
if (IsKeyDown(Keys::Equals))
camera.scale.goal += zoom_rate*elapsed;
camera.Update(elapsed);
}
void Update(float elapsed)
{
CameraUpdate(elapsed);
camera.translation.goal = player->pos;
scene->Update(elapsed);
Vector2 window_dimensions(GetWidth(), GetHeight());
scene->SetViewportSize(window_dimensions);
camera.screenSize = window_dimensions;
JGL::Update(Vector2i(GetWidth(), GetHeight()));
CollisionSolve(elapsed);
for (auto* entity : entities) {
entity->Update(elapsed);
}
if (!focused)
std::this_thread::sleep_for(std::chrono::milliseconds(48));
}
void OnFocusGain(const ReWindow::RWindowEvent &e) override {
focused = true;
}
void OnFocusLost(const ReWindow::RWindowEvent &e) override {
focused = false;
}
void DrawLayer(const Layer* layer) const
{
for (int gx = 0; gx < layer->rows; gx++)
{
for (int gy = 0; gy < layer->cols; gy++)
{
auto quad_idx = layer->cells[gx][gy];
Vector2 pos(gx*layer->cell_width, gy*layer->cell_height);
if (quad_idx < 0)
continue;
auto quad = loaded_tileset->quads[quad_idx];
J2D::DrawPartialSprite(loaded_tilesheet, pos, Vector2(quad.x, quad.y), Vector2(quad.w, quad.h));
}
}
}
void DrawLevel(const Level* level) const
{
for (const auto* layer : level->layers)
{
DrawLayer(layer);
}
}
void Draw()
{
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
J2D::Begin();
glPushMatrix();
glTranslatef(GetWidth() / 2.f, GetHeight() / 2.f, 0);
glRotatef(camera.rotation.current, 0, 0, 1);
glScalef(camera.scale.current, camera.scale.current, 1);
glTranslatef(-camera.translation.current.x, -camera.translation.current.y, 0);
if (data_ready)
DrawLevel(loaded_level);
for (auto* entity : entities) {
entity->Draw();
}
glPopMatrix();
J2D::End();
scene->Draw();
}
void OnRefresh(float elapsed) override
{
Update(elapsed);
Draw();
SwapBuffers();
}
enum JUI::MouseButton ToJUIEnum(const MouseButton& btn) {
if (btn == MouseButtons::Left) return JUI::MouseButton::Left;
if (btn == MouseButtons::Middle) return JUI::MouseButton::Middle;
if (btn == MouseButtons::Right) return JUI::MouseButton::Right;
// Default condition.
return JUI::MouseButton::Left;
}
void OnMouseButtonDown(const ReWindow::MouseButtonDownEvent &e) override {
auto btn = ToJUIEnum(e.Button);
if (scene->ObserveMouseInput(btn, true)) return;
}
void OnMouseButtonUp(const ReWindow::MouseButtonUpEvent &e) override {
auto btn = ToJUIEnum(e.Button);
if (scene->ObserveMouseInput(btn, false)) return;
}
void OnMouseMove(const ReWindow::MouseMoveEvent &e) override {
Vector2 mposv2(e.Position.x, e.Position.y);
if (scene->ObserveMouseMovement(mposv2)) return;
}
void OnKeyDown(const ReWindow::KeyDownEvent &e) override {
if (scene->ObserveKeyInput(e.key, true)) return;
}
void OnKeyUp(const ReWindow::KeyUpEvent &e) override {
if (scene->ObserveKeyInput(e.key, false)) return;
}
};
int main()