527 lines
13 KiB
C++
527 lines
13 KiB
C++
#include <ReWindow/types/Window.h>
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#include "ReWindow/Logger.h"
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#include <Data/Level.hpp>
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#include <JGL/JGL.h>
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#include <JUI/Widgets/FpsGraph.hpp>
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#include <JUI/Widgets/Scene.hpp>
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#include <JUI/Widgets/Window.hpp>
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#include <SimpleAABBSolver.hpp>
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#include "App/EditorCamera.hpp"
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#include "JUI/Widgets/ListLayout.hpp"
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#include "JUI/Widgets/Slider.hpp"
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float gravity = 9.8f;
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float mass = 12.f;
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float air_resistance = 8.f;
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float friction = 0.001f;
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float acceleration = 1200;
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JGL::Texture* player_tex;
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// Implemented in next version of JUI.
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class LabeledSlider : public JUI::Slider, public JUI::TextBase {
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public:
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LabeledSlider() : Slider(), TextBase() {
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}
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explicit LabeledSlider(Widget* parent) : LabeledSlider()
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{
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this->Parent(parent);
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}
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void Draw() override {
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Slider::Draw();
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auto abs_pos = this->GetAbsolutePosition();
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auto abs_size = this->GetAbsoluteSize();
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auto pos_pad = GetAbsolutePaddingTopLeft();
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auto size_pad = GetAbsolutePaddingBottomRight();
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TextBase::Draw(abs_pos + pos_pad, abs_size - size_pad);
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}
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void Update(float elapsed) override {
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Slider::Update(elapsed);
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TextBase::Update(elapsed);
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}
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protected:
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private:
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};
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class GameEntity
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{
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public:
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GameEntity(const Vector2& spawn_pos) {
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pos = spawn_pos;
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next_pos = spawn_pos;
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}
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virtual void Update(float elapsed) = 0;
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virtual void Draw() = 0;
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Vector2 pos;
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Vector2 next_pos;
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Vector2 bbox;
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Vector2 velocity;
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bool noclip = false;
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bool on_ground = true;
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};
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class Player : public GameEntity
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{
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public:
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Player(const Vector2& spawn_pos) : GameEntity(spawn_pos) {
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bbox = {16, 24};
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}
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~Player() {
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}
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void Update(float elapsed) override {
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// Update current position to our next_position, which was computed on the last frame.
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// This means we can collision solve our next_pos in between calls to entity->Update();
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pos = next_pos;
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velocity.x *= 1 - (elapsed * air_resistance);
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//velocity.y *= 1 - (elapsed * air_resistance);
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//if (on_ground)
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//velocity.x *= friction;
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velocity.y += (elapsed*gravity*mass);
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next_pos += velocity * elapsed;
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if (Math::Abs(velocity.y) > 2)
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on_ground = false;
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if (InputService::IsKeyDown(Keys::A))
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velocity.x -= acceleration * elapsed;
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if (InputService::IsKeyDown(Keys::D))
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velocity.x += acceleration * elapsed;
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if (InputService::IsKeyDown(Keys::W))
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velocity.y -= acceleration * elapsed;
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if (InputService::IsKeyDown(Keys::S))
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velocity.y += acceleration * elapsed;
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}
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void Draw() override {
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J2D::FillRect(Colors::Blue, pos, bbox);
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J2D::DrawPartialSprite(player_tex, pos, {0,0}, bbox);
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}
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};
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class TestGameAppWindow : public ReWindow::OpenGLWindow
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{
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public:
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EditorCamera camera;
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Level* loaded_level = nullptr;
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Tileset* loaded_tileset = nullptr;
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JGL::Texture* loaded_tilesheet = nullptr;
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JUI::Scene* scene = nullptr;
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Player* player = nullptr;
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bool data_ready = false;
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std::vector<GameEntity*> entities;
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TestGameAppWindow() : ReWindow::OpenGLWindow("TestGameAppWindow", 1024, 768, 2, 1)
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{
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}
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~TestGameAppWindow() override
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{
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}
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void Load()
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{
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using namespace JUI::UDimLiterals;
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scene = new JUI::Scene();
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player_tex = new JGL::Texture("assets/player.png", FilteringMode::NEAREST);
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auto* fps_graph = new JUI::FpsGraph(scene);
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// TODO: Revise to use PseudoDockedElementAtBottomOfViewport coming in the next JUI release.
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fps_graph->Size({100_percent, 50_px});
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fps_graph->AnchorPoint({1, 1});
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fps_graph->Position({100_percent, 100_percent});
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fps_graph->BGColor(Colors::Transparent);
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fps_graph->BorderColor(Colors::Transparent);
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auto* phys_params_slider_window = new JUI::Window(scene);
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phys_params_slider_window->Title("Physics Parameters");
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auto* layout = new JUI::VerticalListLayout(phys_params_slider_window->Content());
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auto* grav_slider = new LabeledSlider(layout);
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grav_slider->Size({100_percent, 20_px});
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grav_slider->Minimum(0); grav_slider->Maximum(1); grav_slider->Interval(1.f/10000.f);
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grav_slider->CurrentValue(0.098f);
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grav_slider->TextColor(Colors::Black);
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grav_slider->Content(std::format("Gravity: {}", gravity));
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grav_slider->ValueChanged += [&, grav_slider](float value) mutable {
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gravity = value * 100.f;
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grav_slider->Content(std::format("Gravity: {}", Math::Round(gravity, 3)));
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};
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auto* air_resist_slider = new LabeledSlider(layout);
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air_resist_slider->Size({100_percent, 20_px});
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air_resist_slider->Minimum(0); grav_slider->Maximum(1); air_resist_slider->Interval(1.f/10000.f);
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air_resist_slider->CurrentValue(0.12f);
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air_resist_slider->Content(std::format("Air Resistance: {}", gravity));
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air_resist_slider->TextColor(Colors::Black);
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air_resist_slider->ValueChanged += [&, air_resist_slider](float value) mutable {
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air_resistance = value * 100.f;
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air_resist_slider->Content(std::format("Air Resistance: {}", Math::Floor(air_resistance)));
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};
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auto* mass_slider = new LabeledSlider(layout);
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mass_slider->Size({100_percent, 20_px});
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mass_slider->Minimum(0); mass_slider->Maximum(1); mass_slider->Interval(1/10000.f);
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mass_slider->CurrentValue(0.08f);
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mass_slider->TextColor(Colors::Black);
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mass_slider->Content(std::format("Player Mass: {}", gravity));
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mass_slider->ValueChanged += [&, mass_slider](float value) mutable {
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mass = value * 100.f;
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mass_slider->Content(std::format("Player Mass: {}", mass));
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};
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auto* accel_slider = new LabeledSlider(layout);
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accel_slider->Size({100_percent, 20_px});
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accel_slider->Minimum(0); accel_slider->Maximum(1); accel_slider->Interval(1/10000.f);
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accel_slider->CurrentValue(0.12f);
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accel_slider->TextColor(Colors::Black);
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accel_slider->Content(std::format("Player Accel: {}", acceleration));
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accel_slider->ValueChanged += [&, accel_slider](float value) mutable {
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acceleration = value * 10000.f;
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accel_slider->Content(std::format("Player Accel: {}", acceleration));
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};
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// TODO: More sophisticated order-of-operations is required.
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// 1. Initialize elements of widgets that are independent of the level itself / the level depends on.
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// 2. Initialize the level.
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// 3. Initialize widgets that are dependent on the level itself.
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loaded_level = new Level(std::filesystem::path("level.json"));
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loaded_tileset = new Tileset(std::filesystem::path(loaded_level->tileset_path));
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loaded_tilesheet = new JGL::Texture(loaded_tileset->texture_path, FilteringMode::NEAREST);
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for (auto layer : loaded_level->layers)
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layer->Load();
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data_ready = true;
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}
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bool Open() override
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{
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if (!OpenGLWindow::Open()) return false;
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auto size = GetSize();
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auto vec_size = Vector2i(size.x, size.y);
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if (!JGL::Init(vec_size, 0.f, 1.f))
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return false;
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JGL::Update(vec_size);
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glClearColor(0.f, 0.f, 0.f, 0.f);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_LESS);
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glDepthMask(GL_TRUE);
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// TODO: Delete when we update to the next release of JGL
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // NOTE: This MUST be called for text rendering to work properly!!!
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Load();
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scene->SetViewportSize(Vector2(vec_size));
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for (int i = 0; i < 100; i++) {
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auto* plr = new Player({50, 50});
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entities.emplace_back(plr);
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player = plr;
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}
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camera.DefaultState();
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return true;
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}
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void CollisionSolve(float elapsed) {
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for (auto* entity : entities) {
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int coll_tests = 0;
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int coll_hits = 0;
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for (auto* layer : loaded_level->layers) {
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// TODO: if layer collides.
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int cell_width = layer->cell_width;
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int cell_height = layer->cell_height;
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int ent_tile_tl_x = Math::Floor(entity->next_pos.x) / cell_width;
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int ent_tile_tl_y = Math::Floor(entity->next_pos.y) / cell_height;
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int occupies_h_tiles = Math::Floor(entity->bbox.x) / cell_width;
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int occupies_v_tiles = Math::Floor(entity->bbox.y) / cell_height;
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Vector2 cell_bbox = Vector2(layer->cell_width, layer->cell_height);
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for (int x = -1; x <= occupies_h_tiles+1; x++) {
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for (int y = -1; y <= occupies_v_tiles+1; y++) {
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int cell_x = ent_tile_tl_x + x;
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int cell_y = ent_tile_tl_y + y;
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Vector2 cell_topleft = Vector2(cell_x*cell_width, cell_y*cell_height);
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if (cell_x < 0) continue; // Out of bounds to the left.
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if (cell_y < 0) continue; // Out of bounds to the top.
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if (cell_x >= layer->rows) continue; // Out of bounds to the right.
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if (cell_y >= layer->cols) continue;// Out of bounds to the bottom.
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auto cell = loaded_level->layers[0]->cells[cell_x][cell_y];
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if (cell < 0) continue; // Empty cell.
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coll_tests++;
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auto cell_aabb = AABB2D(Vector2(cell_topleft), cell_bbox);
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Vector2 ent_halfbox = (entity->bbox / 2.f);
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Vector2 ent_centroid = entity->next_pos + ent_halfbox;
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Vector2 tile_halfbox = cell_bbox / 2.f;
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Vector2 tile_centroid = cell_topleft + tile_halfbox;
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if (Solver::AABB2Dvs(ent_centroid, ent_halfbox, tile_centroid, tile_halfbox)) {
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coll_hits++;
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Vector2 separation = Solver::SolveAABB(ent_centroid, ent_halfbox, tile_centroid, tile_halfbox);
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Vector2 normal = Solver::GetNormalForAABB(separation, entity->velocity);
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//if (normal.x == 0 && normal.y == 0) continue; // Why though?
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// Touched top.
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if (normal.y == -1) {
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entity->velocity.y = 0;
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}
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// Touched bottom.
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if (normal.y == 1) {
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entity->velocity.y *= -0.5f;
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}
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// Touched left, I think.
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if (normal.x == -1) { }
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// Touched right, I think.
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if (normal.x == -1) { }
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entity->next_pos += separation;
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}
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}
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}
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}
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}
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}
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void CameraUpdate(float elapsed)
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{
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float move_rate = 120;
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float zoom_rate = 0.2f;
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if (IsKeyDown(Keys::Minus))
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camera.scale.goal -= zoom_rate*elapsed;
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if (IsKeyDown(Keys::Equals))
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camera.scale.goal += zoom_rate*elapsed;
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camera.Update(elapsed);
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}
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void Update(float elapsed)
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{
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CameraUpdate(elapsed);
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camera.translation.goal = player->pos;
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scene->Update(elapsed);
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Vector2 window_dimensions(GetWidth(), GetHeight());
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scene->SetViewportSize(window_dimensions);
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camera.screenSize = window_dimensions;
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JGL::Update(Vector2i(GetWidth(), GetHeight()));
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CollisionSolve(elapsed);
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for (auto* entity : entities) {
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entity->Update(elapsed);
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}
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if (!focused)
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std::this_thread::sleep_for(std::chrono::milliseconds(48));
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}
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void OnFocusGain(const ReWindow::RWindowEvent &e) override {
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focused = true;
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}
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void OnFocusLost(const ReWindow::RWindowEvent &e) override {
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focused = false;
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}
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void DrawLayer(const Layer* layer) const
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{
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for (int gx = 0; gx < layer->rows; gx++)
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{
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for (int gy = 0; gy < layer->cols; gy++)
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{
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auto quad_idx = layer->cells[gx][gy];
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Vector2 pos(gx*layer->cell_width, gy*layer->cell_height);
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if (quad_idx < 0)
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continue;
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auto quad = loaded_tileset->quads[quad_idx];
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J2D::DrawPartialSprite(loaded_tilesheet, pos, Vector2(quad.x, quad.y), Vector2(quad.w, quad.h));
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}
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}
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}
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void DrawLevel(const Level* level) const
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{
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for (const auto* layer : level->layers)
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{
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DrawLayer(layer);
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}
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}
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void Draw()
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{
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glClearColor(0, 0, 0, 1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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J2D::Begin();
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glPushMatrix();
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glTranslatef(GetWidth() / 2.f, GetHeight() / 2.f, 0);
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glRotatef(camera.rotation.current, 0, 0, 1);
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glScalef(camera.scale.current, camera.scale.current, 1);
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glTranslatef(-camera.translation.current.x, -camera.translation.current.y, 0);
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if (data_ready)
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DrawLevel(loaded_level);
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for (auto* entity : entities) {
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entity->Draw();
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}
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glPopMatrix();
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J2D::End();
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scene->Draw();
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}
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void OnRefresh(float elapsed) override
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{
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Update(elapsed);
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Draw();
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SwapBuffers();
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}
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enum JUI::MouseButton ToJUIEnum(const MouseButton& btn) {
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if (btn == MouseButtons::Left) return JUI::MouseButton::Left;
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if (btn == MouseButtons::Middle) return JUI::MouseButton::Middle;
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if (btn == MouseButtons::Right) return JUI::MouseButton::Right;
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// Default condition.
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return JUI::MouseButton::Left;
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}
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void OnMouseButtonDown(const ReWindow::MouseButtonDownEvent &e) override {
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auto btn = ToJUIEnum(e.Button);
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if (scene->ObserveMouseInput(btn, true)) return;
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}
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void OnMouseButtonUp(const ReWindow::MouseButtonUpEvent &e) override {
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auto btn = ToJUIEnum(e.Button);
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if (scene->ObserveMouseInput(btn, false)) return;
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}
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void OnMouseMove(const ReWindow::MouseMoveEvent &e) override {
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Vector2 mposv2(e.Position.x, e.Position.y);
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if (scene->ObserveMouseMovement(mposv2)) return;
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}
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void OnKeyDown(const ReWindow::KeyDownEvent &e) override {
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if (scene->ObserveKeyInput(e.key, true)) return;
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}
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void OnKeyUp(const ReWindow::KeyUpEvent &e) override {
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if (scene->ObserveKeyInput(e.key, false)) return;
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}
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};
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int main()
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{
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ReWindow::Logger::Debug.EnableConsole(false);
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TestGameAppWindow* app = new TestGameAppWindow();
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bool success = app->Open();
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if (!success)
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return -1;
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while (app->IsOpen())
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app->ManagedRefresh();
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app->Close();
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return 0;
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} |