LevelLoader.cpp 7.0 KB

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  1. /*
  2. * 2D Game Engine
  3. * LevelLoader.cpp.c:
  4. * Based on pikuma.com 2D game engine in C++ and Lua course
  5. * Copyright (c) 2021 986-Studio. All rights reserved.
  6. *
  7. * Created by Manoël Trapier on 28/02/2021.
  8. */
  9. #include <fstream>
  10. #include <sol/sol.hpp>
  11. #include <LevelLoader.h>
  12. #include <Game.h>
  13. #include <Components/Animation.h>
  14. #include <Components/Transform.h>
  15. #include <Components/RigidBody.h>
  16. #include <Components/Sprite.h>
  17. #include <Components/BoxCollider.h>
  18. #include <Components/KeyboardControl.h>
  19. #include <Components/CameraFollow.h>
  20. #include <Components/Heakth.h>
  21. #include <Components/ProjectileEmitter.h>
  22. #include <Components/TextLabel.h>
  23. LevelLoader::LevelLoader()
  24. {
  25. }
  26. LevelLoader::~LevelLoader()
  27. {
  28. }
  29. void LevelLoader::loadAssetTable(sol::state &lua,
  30. sol::table &assetsTable,
  31. const std::unique_ptr<AssetStore> &assetStore,
  32. SDL_Renderer *renderer)
  33. {
  34. int i = 0;
  35. while(true)
  36. {
  37. sol::optional<sol::table> hasAsset = assetsTable[i];
  38. if (hasAsset == sol::nullopt)
  39. {
  40. break;
  41. }
  42. sol::table asset = assetsTable[i];
  43. std::string assetType = asset["type"];
  44. if (assetType == "texture")
  45. {
  46. assetStore->addTexture(renderer, asset["id"], asset["file"]);
  47. }
  48. else if (assetType == "font")
  49. {
  50. assetStore->addFont(asset["id"], asset["file"], asset["font_size"]);
  51. }
  52. i++;
  53. }
  54. }
  55. void LevelLoader::LoadLevel(sol::state &lua,
  56. const std::unique_ptr<Registry> &registry,
  57. const std::unique_ptr<AssetStore> &assetStore,
  58. SDL_Renderer *renderer,
  59. int levelNumber)
  60. {
  61. char luaFileName[50];
  62. sprintf(luaFileName, "assets/scripts/Level%d.lua", levelNumber);
  63. sol::load_result script = lua.load_file(luaFileName);
  64. if (!script.valid())
  65. {
  66. Logger::Error("Error in the Lua script for level #%d:", levelNumber);
  67. sol::error err = script;
  68. std::string errorMessage = err.what();
  69. Logger::Error(errorMessage.c_str());
  70. return;
  71. }
  72. lua.script_file(luaFileName);
  73. Logger::Info("Opened level #%d", levelNumber);
  74. sol::table level = lua["Level"];
  75. sol::table assetsTable = level["assets"];
  76. this->loadAssetTable(lua, assetsTable, assetStore, renderer);
  77. #if 0
  78. assetStore->addTexture(renderer, "tank-image", "assets/images/tank-panther-right.png");
  79. assetStore->addTexture(renderer, "tree-image", "assets/images/tree.png");
  80. assetStore->addTexture(renderer, "truck-image", "assets/images/truck-ford-right.png");
  81. assetStore->addTexture(renderer, "chopper-image", "assets/images/chopper-spritesheet.png");
  82. assetStore->addTexture(renderer, "main-tileset", "assets/tilemaps/jungle.png");
  83. assetStore->addTexture(renderer, "radar-image", "assets/images/radar.png");
  84. assetStore->addTexture(renderer, "bullet-image", "assets/images/bullet.png");
  85. assetStore->addFont("charriot-font", "assets/fonts/charriot.ttf", 20);
  86. assetStore->addFont("arial-font", "assets/fonts/charriot.ttf", 20);
  87. assetStore->addFont("pico8-font", "assets/fonts/charriot.ttf", 10);
  88. // jungle.map
  89. int tileSize = 32;
  90. double tileScale = 2.0;
  91. int mapNumCols = 25;
  92. int mapNumRows = 20;
  93. std::fstream mapFile;
  94. mapFile.open("assets/tilemaps/jungle.map");
  95. assert(mapFile.is_open());
  96. for (int y = 0; y < mapNumRows; y++)
  97. {
  98. for (int x = 0; x < mapNumCols; x++)
  99. {
  100. char ch[2] = {0, 0};
  101. mapFile.get(ch[0]);
  102. int srcRectY = atoi(ch) * tileSize;
  103. mapFile.get(ch[0]);
  104. int srcRectX = atoi(ch) * tileSize;
  105. mapFile.ignore();
  106. Entity tile = registry->createEntity();
  107. tile.addComponent<TransformComponent>(glm::vec2(x * (tileScale * tileSize), y * (tileScale * tileSize)), glm::vec2(tileScale, tileScale), 0.0);
  108. tile.addComponent<SpriteComponent>("main-tileset", 0, tileSize, tileSize, false, srcRectX, srcRectY);
  109. tile.group("tiles");
  110. }
  111. }
  112. mapFile.close();
  113. Game::mapWidth = mapNumCols * tileSize * tileScale;
  114. Game::mapHeight = mapNumRows * tileSize * tileScale;
  115. Entity chopper = registry->createEntity();
  116. chopper.addComponent<TransformComponent>(glm::vec2(240, 110), glm::vec2(1, 1), 0);
  117. chopper.addComponent<SpriteComponent>("chopper-image", 1, 32, 32);
  118. chopper.addComponent<RigidBodyComponent>(glm::vec2(0, 0));
  119. chopper.addComponent<BoxColliderComponent>(32, 25, glm::vec2(0, 5));
  120. chopper.addComponent<AnimationComponent>(2, 15, true);
  121. chopper.addComponent<KeyboardControlComponent>(glm::vec2(0, -80), glm::vec2(80, 0),
  122. glm::vec2(0, 80), glm::vec2(-80, 0));
  123. chopper.addComponent<ProjectileEmitterComponent>(glm::vec2(180, 180), 0, 10000, 10, true);
  124. chopper.addComponent<HealthComponent>(100);
  125. chopper.addComponent<CameraFollowComponent>();
  126. chopper.tag("player");
  127. Entity radar = registry->createEntity();
  128. radar.addComponent<TransformComponent>(glm::vec2(Game::windowsWidth - 75, 10), glm::vec2(1, 1), 0);
  129. radar.addComponent<RigidBodyComponent>(glm::vec2(0, 0));
  130. radar.addComponent<SpriteComponent>("radar-image", 3, 64, 64, true);
  131. radar.addComponent<AnimationComponent>(8, 5, true);
  132. Entity tank = registry->createEntity();
  133. tank.addComponent<TransformComponent>(glm::vec2(500, 500), glm::vec2(1, 1), 0);
  134. tank.addComponent<RigidBodyComponent>(glm::vec2(20, 0));
  135. tank.addComponent<SpriteComponent>("tank-image", 1, 32, 32);
  136. tank.addComponent<BoxColliderComponent>(25, 18, glm::vec2(5, 7));
  137. tank.addComponent<HealthComponent>(100);
  138. tank.group("enemies");
  139. Entity truck = registry->createEntity();
  140. truck.addComponent<TransformComponent>(glm::vec2(120, 500), glm::vec2(1, 1), 0);
  141. truck.addComponent<RigidBodyComponent>(glm::vec2(0, 0));
  142. truck.addComponent<SpriteComponent>("truck-image", 2, 32, 32);
  143. truck.addComponent<BoxColliderComponent>(25, 20, glm::vec2(5, 5));
  144. truck.addComponent<ProjectileEmitterComponent>(glm::vec2(0, -100), 2000, 5000, 10, false);
  145. truck.addComponent<HealthComponent>(100);
  146. truck.group("enemies");
  147. Entity treeA = registry->createEntity();
  148. treeA.addComponent<TransformComponent>(glm::vec2(600, 495), glm::vec2(1, 1), 0);
  149. treeA.addComponent<SpriteComponent>("tree-image", 2, 16, 32);
  150. treeA.addComponent<BoxColliderComponent>(16, 32);
  151. treeA.group("obstacles");
  152. Entity treeB = registry->createEntity();
  153. treeB.addComponent<TransformComponent>(glm::vec2(400, 495), glm::vec2(1, 1), 0);
  154. treeB.addComponent<SpriteComponent>("tree-image", 2, 16, 32);
  155. treeB.addComponent<BoxColliderComponent>(16, 32);
  156. treeB.group("obstacles");
  157. SDL_Color green = { 64, 255, 127, 255 };
  158. Entity label = registry->createEntity();
  159. label.addComponent<TextLabelComponent>(glm::vec2(Game::windowsWidth/2 - 60, 10), "SUPER CHOPPER BROS 1.0", "charriot-font", green);
  160. #endif
  161. }