/* * 2D Game Engine * LevelLoader.cpp.c: * Based on pikuma.com 2D game engine in C++ and Lua course * Copyright (c) 2021 986-Studio. All rights reserved. * * Created by ManoĆ«l Trapier on 28/02/2021. */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include LevelLoader::LevelLoader() { } LevelLoader::~LevelLoader() { } void LevelLoader::loadAssetTable(sol::state &lua, sol::table &assetsTable, const std::unique_ptr &assetStore, SDL_Renderer *renderer) { int i = 0; while(true) { sol::optional hasAsset = assetsTable[i]; if (hasAsset == sol::nullopt) { break; } sol::table asset = assetsTable[i]; std::string assetType = asset["type"]; if (assetType == "texture") { assetStore->addTexture(renderer, asset["id"], asset["file"]); } else if (assetType == "font") { assetStore->addFont(asset["id"], asset["file"], asset["font_size"]); } i++; } } void LevelLoader::LoadLevel(sol::state &lua, const std::unique_ptr ®istry, const std::unique_ptr &assetStore, SDL_Renderer *renderer, int levelNumber) { char luaFileName[50]; sprintf(luaFileName, "assets/scripts/Level%d.lua", levelNumber); sol::load_result script = lua.load_file(luaFileName); if (!script.valid()) { Logger::Error("Error in the Lua script for level #%d:", levelNumber); sol::error err = script; std::string errorMessage = err.what(); Logger::Error(errorMessage.c_str()); return; } lua.script_file(luaFileName); Logger::Info("Opened level #%d", levelNumber); sol::table level = lua["Level"]; sol::table assetsTable = level["assets"]; this->loadAssetTable(lua, assetsTable, assetStore, renderer); #if 0 assetStore->addTexture(renderer, "tank-image", "assets/images/tank-panther-right.png"); assetStore->addTexture(renderer, "tree-image", "assets/images/tree.png"); assetStore->addTexture(renderer, "truck-image", "assets/images/truck-ford-right.png"); assetStore->addTexture(renderer, "chopper-image", "assets/images/chopper-spritesheet.png"); assetStore->addTexture(renderer, "main-tileset", "assets/tilemaps/jungle.png"); assetStore->addTexture(renderer, "radar-image", "assets/images/radar.png"); assetStore->addTexture(renderer, "bullet-image", "assets/images/bullet.png"); assetStore->addFont("charriot-font", "assets/fonts/charriot.ttf", 20); assetStore->addFont("arial-font", "assets/fonts/charriot.ttf", 20); assetStore->addFont("pico8-font", "assets/fonts/charriot.ttf", 10); // jungle.map int tileSize = 32; double tileScale = 2.0; int mapNumCols = 25; int mapNumRows = 20; std::fstream mapFile; mapFile.open("assets/tilemaps/jungle.map"); assert(mapFile.is_open()); for (int y = 0; y < mapNumRows; y++) { for (int x = 0; x < mapNumCols; x++) { char ch[2] = {0, 0}; mapFile.get(ch[0]); int srcRectY = atoi(ch) * tileSize; mapFile.get(ch[0]); int srcRectX = atoi(ch) * tileSize; mapFile.ignore(); Entity tile = registry->createEntity(); tile.addComponent(glm::vec2(x * (tileScale * tileSize), y * (tileScale * tileSize)), glm::vec2(tileScale, tileScale), 0.0); tile.addComponent("main-tileset", 0, tileSize, tileSize, false, srcRectX, srcRectY); tile.group("tiles"); } } mapFile.close(); Game::mapWidth = mapNumCols * tileSize * tileScale; Game::mapHeight = mapNumRows * tileSize * tileScale; Entity chopper = registry->createEntity(); chopper.addComponent(glm::vec2(240, 110), glm::vec2(1, 1), 0); chopper.addComponent("chopper-image", 1, 32, 32); chopper.addComponent(glm::vec2(0, 0)); chopper.addComponent(32, 25, glm::vec2(0, 5)); chopper.addComponent(2, 15, true); chopper.addComponent(glm::vec2(0, -80), glm::vec2(80, 0), glm::vec2(0, 80), glm::vec2(-80, 0)); chopper.addComponent(glm::vec2(180, 180), 0, 10000, 10, true); chopper.addComponent(100); chopper.addComponent(); chopper.tag("player"); Entity radar = registry->createEntity(); radar.addComponent(glm::vec2(Game::windowsWidth - 75, 10), glm::vec2(1, 1), 0); radar.addComponent(glm::vec2(0, 0)); radar.addComponent("radar-image", 3, 64, 64, true); radar.addComponent(8, 5, true); Entity tank = registry->createEntity(); tank.addComponent(glm::vec2(500, 500), glm::vec2(1, 1), 0); tank.addComponent(glm::vec2(20, 0)); tank.addComponent("tank-image", 1, 32, 32); tank.addComponent(25, 18, glm::vec2(5, 7)); tank.addComponent(100); tank.group("enemies"); Entity truck = registry->createEntity(); truck.addComponent(glm::vec2(120, 500), glm::vec2(1, 1), 0); truck.addComponent(glm::vec2(0, 0)); truck.addComponent("truck-image", 2, 32, 32); truck.addComponent(25, 20, glm::vec2(5, 5)); truck.addComponent(glm::vec2(0, -100), 2000, 5000, 10, false); truck.addComponent(100); truck.group("enemies"); Entity treeA = registry->createEntity(); treeA.addComponent(glm::vec2(600, 495), glm::vec2(1, 1), 0); treeA.addComponent("tree-image", 2, 16, 32); treeA.addComponent(16, 32); treeA.group("obstacles"); Entity treeB = registry->createEntity(); treeB.addComponent(glm::vec2(400, 495), glm::vec2(1, 1), 0); treeB.addComponent("tree-image", 2, 16, 32); treeB.addComponent(16, 32); treeB.group("obstacles"); SDL_Color green = { 64, 255, 127, 255 }; Entity label = registry->createEntity(); label.addComponent(glm::vec2(Game::windowsWidth/2 - 60, 10), "SUPER CHOPPER BROS 1.0", "charriot-font", green); #endif }