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

View File

@@ -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
};
}