Game.cpp 6.7 KB

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  1. /*
  2. * 2D Game Engine
  3. * Game.cpp: Base Game engine class
  4. * Based on pikuma.com 2D game engine in C++ and Lua course
  5. * Copyright (c) 2021 986-Studio. All Right Reserved
  6. *
  7. * Created by Manoël Trapier on 09/02/2021.
  8. */
  9. #include <SDL.h>
  10. #include <SDL_image.h>
  11. #include <glm/glm.hpp>
  12. #include <stdlib.h>
  13. #include <memory>
  14. #include <fstream>
  15. #include <Game.h>
  16. #include <Logger.h>
  17. #include <ECS.h>
  18. #include <Components/Animation.h>
  19. #include <Components/Transform.h>
  20. #include <Components/RigidBody.h>
  21. #include <Components/Sprite.h>
  22. #include <Components/BoxCollider.h>
  23. #include <Systems/Movement.h>
  24. #include <Systems/Render.h>
  25. #include <Systems/Animation.h>
  26. #include <Systems/Collision.h>
  27. Game::Game()
  28. {
  29. this->isRunning = false;
  30. this->windowsHeight = 0;
  31. this->windowsWidth = 0;
  32. this->isDebug = false;
  33. this->registry = std::make_unique<Registry>();
  34. this->assetStore = std::make_unique<AssetStore>();
  35. }
  36. Game::~Game()
  37. {
  38. }
  39. void Game::Initialize()
  40. {
  41. int ret;
  42. SDL_DisplayMode displayMode;
  43. ret = SDL_Init(SDL_INIT_EVERYTHING);
  44. if (ret)
  45. {
  46. Logger::Critical("SDL Initialisation error.");
  47. return;
  48. }
  49. SDL_GetCurrentDisplayMode(0, &displayMode);
  50. this->windowsWidth = displayMode.w;
  51. this->windowsHeight = displayMode.h;
  52. this->window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
  53. this->windowsWidth, this->windowsHeight, SDL_WINDOW_BORDERLESS);
  54. if (!window)
  55. {
  56. Logger::Critical("SDL window creation error.");
  57. return;
  58. }
  59. this->renderer = SDL_CreateRenderer(this->window, -1, 0);
  60. if (!renderer)
  61. {
  62. Logger::Critical("SDL renderer creation error.");
  63. return;
  64. }
  65. SDL_SetWindowFullscreen(this->window, SDL_WINDOW_FULLSCREEN);
  66. this->isRunning = true;
  67. }
  68. void Game::Destroy()
  69. {
  70. if (this->renderer)
  71. {
  72. SDL_DestroyRenderer(this->renderer);
  73. }
  74. if (this->window)
  75. {
  76. SDL_DestroyWindow(this->window);
  77. }
  78. SDL_Quit();
  79. }
  80. void Game::Run()
  81. {
  82. this->Setup();
  83. while(this->isRunning)
  84. {
  85. this->ProcessInput();
  86. this->Update();
  87. this->Render();
  88. }
  89. }
  90. void Game::LoadLevel(int level)
  91. {
  92. this->registry->addSystem<MovementSystem>();
  93. this->registry->addSystem<RenderSystem>();
  94. this->registry->addSystem<AnimationSystem>();
  95. this->registry->addSystem<CollisionSystem>();
  96. this->assetStore->addTexture(this->renderer, "tank-image", "assets/images/tank-panther-right.png");
  97. this->assetStore->addTexture(this->renderer, "truck-image", "assets/images/truck-ford-right.png");
  98. this->assetStore->addTexture(this->renderer, "chopper-image", "assets/images/chopper.png");
  99. this->assetStore->addTexture(this->renderer, "main-tileset", "assets/tilemaps/jungle.png");
  100. this->assetStore->addTexture(this->renderer, "radar-image", "assets/images/radar.png");
  101. Logger::Debug("struct SpriteComponent size is %d", sizeof(struct SpriteComponent));
  102. // jungle.map
  103. int tileSize = 32;
  104. double tileScale = 2.0;
  105. int mapNumCols = 25;
  106. int mapNumRows = 20;
  107. std::fstream mapFile;
  108. mapFile.open("assets/tilemaps/jungle.map");
  109. assert(mapFile.is_open());
  110. for (int y = 0; y < mapNumRows; y++)
  111. {
  112. for (int x = 0; x < mapNumCols; x++)
  113. {
  114. char ch[2] = {0, 0};
  115. mapFile.get(ch[0]);
  116. int srcRectY = atoi(ch) * tileSize;
  117. mapFile.get(ch[0]);
  118. int srcRectX = atoi(ch) * tileSize;
  119. mapFile.ignore();
  120. Entity tile = registry->createEntity();
  121. tile.addComponent<TransformComponent>(glm::vec2(x * (tileScale * tileSize), y * (tileScale * tileSize)), glm::vec2(tileScale, tileScale), 0.0);
  122. tile.addComponent<SpriteComponent>("main-tileset", 0, tileSize, tileSize, srcRectX, srcRectY);
  123. }
  124. }
  125. mapFile.close();
  126. Entity chopper = this->registry->createEntity();
  127. chopper.addComponent<TransformComponent>(glm::vec2(10, 100), glm::vec2(1, 1), 0);
  128. chopper.addComponent<SpriteComponent>("chopper-image", 2, 32, 32);
  129. chopper.addComponent<RigidBodyComponent>(glm::vec2(0, 0));
  130. chopper.addComponent<AnimationComponent>(2, 15, true);
  131. Entity radar = this->registry->createEntity();
  132. radar.addComponent<TransformComponent>(glm::vec2(this->windowsWidth - 75, 10), glm::vec2(1, 1), 0);
  133. radar.addComponent<RigidBodyComponent>(glm::vec2(0, 0));
  134. radar.addComponent<SpriteComponent>("radar-image", 3, 64, 64);
  135. radar.addComponent<AnimationComponent>(8, 5, true);
  136. Entity tank = this->registry->createEntity();
  137. tank.addComponent<TransformComponent>(glm::vec2(500, 10), glm::vec2(1, 1), 0);
  138. tank.addComponent<RigidBodyComponent>(glm::vec2(-30, 0));
  139. tank.addComponent<SpriteComponent>("tank-image", 1, 32, 32);
  140. tank.addComponent<BoxColliderComponent>(32, 32, glm::vec2(0, 0));
  141. Entity truck = this->registry->createEntity();
  142. truck.addComponent<TransformComponent>(glm::vec2(10, 10), glm::vec2(1, 1), 0);
  143. truck.addComponent<RigidBodyComponent>(glm::vec2(20, 0));
  144. truck.addComponent<SpriteComponent>("truck-image", 1, 32, 32);
  145. truck.addComponent<BoxColliderComponent>(32, 32, glm::vec2(0, 0));
  146. }
  147. void Game::Setup()
  148. {
  149. LoadLevel(1);
  150. }
  151. void Game::Update()
  152. {
  153. uint32_t timeToWait = MILLISECS_PER_FRAME - (SDL_GetTicks() - this->millisecsPerviousFrame);
  154. if (timeToWait > 0 && timeToWait <= MILLISECS_PER_FRAME)
  155. {
  156. SDL_Delay(timeToWait);
  157. }
  158. double deltaTime = (SDL_GetTicks() - this->millisecsPerviousFrame) / 1000.0;
  159. this->millisecsPerviousFrame = SDL_GetTicks();
  160. registry->getSystem<MovementSystem>().update(deltaTime);
  161. registry->getSystem<AnimationSystem>().update();
  162. registry->getSystem<CollisionSystem>().update();
  163. registry->update();
  164. }
  165. void Game::ProcessInput()
  166. {
  167. SDL_Event event;
  168. while(SDL_PollEvent(&event))
  169. {
  170. switch(event.type)
  171. {
  172. case SDL_QUIT:
  173. this->isRunning = false;
  174. break;
  175. case SDL_KEYDOWN:
  176. if (event.key.keysym.sym == SDLK_ESCAPE)
  177. {
  178. this->isRunning = false;
  179. }
  180. if (event.key.keysym.sym == SDLK_d)
  181. {
  182. this->isDebug = !this->isDebug;
  183. }
  184. break;
  185. default:
  186. break;
  187. }
  188. }
  189. }
  190. void Game::Render()
  191. {
  192. SDL_SetRenderDrawColor(this->renderer, 21, 21, 21, 255);
  193. SDL_RenderClear(this->renderer);
  194. // Do something here
  195. registry->getSystem<RenderSystem>().update(this->renderer, this->assetStore);
  196. if (this->isDebug)
  197. {
  198. registry->getSystem<CollisionSystem>().debugRender(this->renderer);
  199. }
  200. SDL_RenderPresent(this->renderer);
  201. }