Game.cpp 8.1 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 <Components/KeyboardControl.h>
  24. #include <Components/CameraFollow.h>
  25. #include <Systems/Movement.h>
  26. #include <Systems/Render.h>
  27. #include <Systems/Animation.h>
  28. #include <Systems/Collision.h>
  29. #include <Systems/Damage.h>
  30. #include <Systems/KeyboardMovement.h>
  31. uint32_t Game::windowsWidth = 0;
  32. uint32_t Game::windowsHeight = 0;
  33. uint32_t Game::mapWidth = 0;
  34. uint32_t Game::mapHeight = 0;
  35. #include <Systems/CameraMovement.h>
  36. Game::Game()
  37. {
  38. this->isRunning = false;
  39. this->isDebug = false;
  40. this->millisecsPerviousFrame = 0;
  41. this->registry = std::make_unique<Registry>();
  42. this->assetStore = std::make_unique<AssetStore>();
  43. this->eventBus = std::make_unique<EventBus>();
  44. }
  45. Game::~Game()
  46. {
  47. }
  48. void Game::Initialize()
  49. {
  50. int ret;
  51. SDL_DisplayMode displayMode;
  52. ret = SDL_Init(SDL_INIT_EVERYTHING);
  53. if (ret)
  54. {
  55. Logger::Critical("SDL Initialisation error.");
  56. return;
  57. }
  58. SDL_GetCurrentDisplayMode(0, &displayMode);
  59. Game::windowsWidth = 800; //displayMode.w;
  60. Game::windowsHeight = 600; //displayMode.h;
  61. this->window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
  62. Game::windowsWidth, Game::windowsHeight, SDL_WINDOW_BORDERLESS);
  63. if (!window)
  64. {
  65. Logger::Critical("SDL window creation error.");
  66. return;
  67. }
  68. this->renderer = SDL_CreateRenderer(this->window, -1, 0);
  69. if (!renderer)
  70. {
  71. Logger::Critical("SDL renderer creation error.");
  72. return;
  73. }
  74. //SDL_SetWindowFullscreen(this->window, SDL_WINDOW_FULLSCREEN);
  75. this->camera.x = 0;
  76. this->camera.y = 0;
  77. this->camera.w = Game::windowsWidth;
  78. this->camera.h = Game::windowsHeight;
  79. this->isRunning = true;
  80. }
  81. void Game::Destroy()
  82. {
  83. if (this->renderer)
  84. {
  85. SDL_DestroyRenderer(this->renderer);
  86. }
  87. if (this->window)
  88. {
  89. SDL_DestroyWindow(this->window);
  90. }
  91. SDL_Quit();
  92. }
  93. void Game::Run()
  94. {
  95. this->Setup();
  96. while(this->isRunning)
  97. {
  98. this->ProcessInput();
  99. this->Update();
  100. this->Render();
  101. }
  102. }
  103. void Game::LoadLevel(int level)
  104. {
  105. this->registry->addSystem<MovementSystem>();
  106. this->registry->addSystem<RenderSystem>();
  107. this->registry->addSystem<AnimationSystem>();
  108. this->registry->addSystem<CollisionSystem>();
  109. this->registry->addSystem<DamageSystem>();
  110. this->registry->addSystem<KeyboardMovementSystem>();
  111. this->registry->addSystem<CameraMovementSystem>();
  112. this->assetStore->addTexture(this->renderer, "tank-image", "assets/images/tank-panther-right.png");
  113. this->assetStore->addTexture(this->renderer, "truck-image", "assets/images/truck-ford-right.png");
  114. this->assetStore->addTexture(this->renderer, "chopper-image", "assets/images/chopper-spritesheet.png");
  115. this->assetStore->addTexture(this->renderer, "main-tileset", "assets/tilemaps/jungle.png");
  116. this->assetStore->addTexture(this->renderer, "radar-image", "assets/images/radar.png");
  117. Logger::Debug("struct SpriteComponent size is %d", sizeof(struct SpriteComponent));
  118. // jungle.map
  119. int tileSize = 32;
  120. double tileScale = 2.0;
  121. int mapNumCols = 25;
  122. int mapNumRows = 20;
  123. std::fstream mapFile;
  124. mapFile.open("assets/tilemaps/jungle.map");
  125. assert(mapFile.is_open());
  126. for (int y = 0; y < mapNumRows; y++)
  127. {
  128. for (int x = 0; x < mapNumCols; x++)
  129. {
  130. char ch[2] = {0, 0};
  131. mapFile.get(ch[0]);
  132. int srcRectY = atoi(ch) * tileSize;
  133. mapFile.get(ch[0]);
  134. int srcRectX = atoi(ch) * tileSize;
  135. mapFile.ignore();
  136. Entity tile = registry->createEntity();
  137. tile.addComponent<TransformComponent>(glm::vec2(x * (tileScale * tileSize), y * (tileScale * tileSize)), glm::vec2(tileScale, tileScale), 0.0);
  138. tile.addComponent<SpriteComponent>("main-tileset", 0, tileSize, tileSize, false, srcRectX, srcRectY);
  139. }
  140. }
  141. mapFile.close();
  142. Game::mapWidth = mapNumCols * tileSize * tileScale;
  143. Game::mapHeight = mapNumRows * tileSize * tileScale;
  144. Entity chopper = this->registry->createEntity();
  145. chopper.addComponent<TransformComponent>(glm::vec2(10, 100), glm::vec2(1, 1), 0);
  146. chopper.addComponent<SpriteComponent>("chopper-image", 2, 32, 32);
  147. chopper.addComponent<RigidBodyComponent>(glm::vec2(0, 0));
  148. chopper.addComponent<AnimationComponent>(2, 15, true);
  149. chopper.addComponent<KeyboardControlComponent>(glm::vec2(0, -80), glm::vec2(80, 0),
  150. glm::vec2(0, 80), glm::vec2(-80, 0));
  151. chopper.addComponent<CameraFollowComponent>();
  152. Entity radar = this->registry->createEntity();
  153. radar.addComponent<TransformComponent>(glm::vec2(this->windowsWidth - 75, 10), glm::vec2(1, 1), 0);
  154. radar.addComponent<RigidBodyComponent>(glm::vec2(0, 0));
  155. radar.addComponent<SpriteComponent>("radar-image", 3, 64, 64, true);
  156. radar.addComponent<AnimationComponent>(8, 5, true);
  157. Entity tank = this->registry->createEntity();
  158. tank.addComponent<TransformComponent>(glm::vec2(500, 10), glm::vec2(1, 1), 0);
  159. tank.addComponent<RigidBodyComponent>(glm::vec2(-30, 0));
  160. tank.addComponent<SpriteComponent>("tank-image", 1, 32, 32);
  161. tank.addComponent<BoxColliderComponent>(32, 32, glm::vec2(0, 0));
  162. Entity truck = this->registry->createEntity();
  163. truck.addComponent<TransformComponent>(glm::vec2(10, 10), glm::vec2(1, 1), 0);
  164. truck.addComponent<RigidBodyComponent>(glm::vec2(20, 0));
  165. truck.addComponent<SpriteComponent>("truck-image", 1, 32, 32);
  166. truck.addComponent<BoxColliderComponent>(32, 32, glm::vec2(0, 0));
  167. }
  168. void Game::Setup()
  169. {
  170. LoadLevel(1);
  171. }
  172. void Game::Update()
  173. {
  174. uint32_t timeToWait = MILLISECS_PER_FRAME - (SDL_GetTicks() - this->millisecsPerviousFrame);
  175. if (timeToWait > 0 && timeToWait <= MILLISECS_PER_FRAME)
  176. {
  177. SDL_Delay(timeToWait);
  178. }
  179. double deltaTime = (SDL_GetTicks() - this->millisecsPerviousFrame) / 1000.0;
  180. this->millisecsPerviousFrame = SDL_GetTicks();
  181. eventBus->reset();
  182. registry->getSystem<DamageSystem>().subscriptToEvents(eventBus);
  183. registry->getSystem<KeyboardMovementSystem>().subscriptToEvents(eventBus);
  184. registry->update();
  185. registry->getSystem<MovementSystem>().update(deltaTime);
  186. registry->getSystem<AnimationSystem>().update();
  187. registry->getSystem<CollisionSystem>().update(this->eventBus);
  188. registry->getSystem<CameraMovementSystem>().update(this->camera);
  189. }
  190. void Game::ProcessInput()
  191. {
  192. SDL_Event event;
  193. while(SDL_PollEvent(&event))
  194. {
  195. switch(event.type)
  196. {
  197. case SDL_QUIT:
  198. this->isRunning = false;
  199. break;
  200. case SDL_KEYDOWN:
  201. if (event.key.keysym.sym == SDLK_ESCAPE)
  202. {
  203. this->isRunning = false;
  204. }
  205. else if (event.key.keysym.sym == SDLK_d)
  206. {
  207. this->isDebug = !this->isDebug;
  208. }
  209. else
  210. {
  211. this->eventBus->emitEvent<KeyPressedEvent>(event.key.keysym.sym);
  212. }
  213. break;
  214. default:
  215. break;
  216. }
  217. }
  218. }
  219. void Game::Render()
  220. {
  221. SDL_SetRenderDrawColor(this->renderer, 21, 21, 21, 255);
  222. SDL_RenderClear(this->renderer);
  223. registry->getSystem<RenderSystem>().update(this->renderer, this->assetStore, this->camera);
  224. if (this->isDebug)
  225. {
  226. registry->getSystem<CollisionSystem>().debugRender(this->renderer, this->camera);
  227. }
  228. SDL_RenderPresent(this->renderer);
  229. }