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- /*
- * 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 Manoël Trapier on 28/02/2021.
- */
- #include <fstream>
- #include <sol/sol.hpp>
- #include <LevelLoader.h>
- #include <Game.h>
- #include <Components/Animation.h>
- #include <Components/Transform.h>
- #include <Components/RigidBody.h>
- #include <Components/Sprite.h>
- #include <Components/BoxCollider.h>
- #include <Components/KeyboardControl.h>
- #include <Components/CameraFollow.h>
- #include <Components/Heakth.h>
- #include <Components/ProjectileEmitter.h>
- #include <Components/TextLabel.h>
- LevelLoader::LevelLoader()
- {
- }
- LevelLoader::~LevelLoader()
- {
- }
- void LevelLoader::loadAssetTable(sol::state &lua,
- sol::table &assetsTable,
- const std::unique_ptr<AssetStore> &assetStore,
- SDL_Renderer *renderer)
- {
- int i = 0;
- while(true)
- {
- sol::optional<sol::table> 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<Registry> ®istry,
- const std::unique_ptr<AssetStore> &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<TransformComponent>(glm::vec2(x * (tileScale * tileSize), y * (tileScale * tileSize)), glm::vec2(tileScale, tileScale), 0.0);
- tile.addComponent<SpriteComponent>("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<TransformComponent>(glm::vec2(240, 110), glm::vec2(1, 1), 0);
- chopper.addComponent<SpriteComponent>("chopper-image", 1, 32, 32);
- chopper.addComponent<RigidBodyComponent>(glm::vec2(0, 0));
- chopper.addComponent<BoxColliderComponent>(32, 25, glm::vec2(0, 5));
- chopper.addComponent<AnimationComponent>(2, 15, true);
- chopper.addComponent<KeyboardControlComponent>(glm::vec2(0, -80), glm::vec2(80, 0),
- glm::vec2(0, 80), glm::vec2(-80, 0));
- chopper.addComponent<ProjectileEmitterComponent>(glm::vec2(180, 180), 0, 10000, 10, true);
- chopper.addComponent<HealthComponent>(100);
- chopper.addComponent<CameraFollowComponent>();
- chopper.tag("player");
- Entity radar = registry->createEntity();
- radar.addComponent<TransformComponent>(glm::vec2(Game::windowsWidth - 75, 10), glm::vec2(1, 1), 0);
- radar.addComponent<RigidBodyComponent>(glm::vec2(0, 0));
- radar.addComponent<SpriteComponent>("radar-image", 3, 64, 64, true);
- radar.addComponent<AnimationComponent>(8, 5, true);
- Entity tank = registry->createEntity();
- tank.addComponent<TransformComponent>(glm::vec2(500, 500), glm::vec2(1, 1), 0);
- tank.addComponent<RigidBodyComponent>(glm::vec2(20, 0));
- tank.addComponent<SpriteComponent>("tank-image", 1, 32, 32);
- tank.addComponent<BoxColliderComponent>(25, 18, glm::vec2(5, 7));
- tank.addComponent<HealthComponent>(100);
- tank.group("enemies");
- Entity truck = registry->createEntity();
- truck.addComponent<TransformComponent>(glm::vec2(120, 500), glm::vec2(1, 1), 0);
- truck.addComponent<RigidBodyComponent>(glm::vec2(0, 0));
- truck.addComponent<SpriteComponent>("truck-image", 2, 32, 32);
- truck.addComponent<BoxColliderComponent>(25, 20, glm::vec2(5, 5));
- truck.addComponent<ProjectileEmitterComponent>(glm::vec2(0, -100), 2000, 5000, 10, false);
- truck.addComponent<HealthComponent>(100);
- truck.group("enemies");
- Entity treeA = registry->createEntity();
- treeA.addComponent<TransformComponent>(glm::vec2(600, 495), glm::vec2(1, 1), 0);
- treeA.addComponent<SpriteComponent>("tree-image", 2, 16, 32);
- treeA.addComponent<BoxColliderComponent>(16, 32);
- treeA.group("obstacles");
- Entity treeB = registry->createEntity();
- treeB.addComponent<TransformComponent>(glm::vec2(400, 495), glm::vec2(1, 1), 0);
- treeB.addComponent<SpriteComponent>("tree-image", 2, 16, 32);
- treeB.addComponent<BoxColliderComponent>(16, 32);
- treeB.group("obstacles");
- SDL_Color green = { 64, 255, 127, 255 };
- Entity label = registry->createEntity();
- label.addComponent<TextLabelComponent>(glm::vec2(Game::windowsWidth/2 - 60, 10), "SUPER CHOPPER BROS 1.0", "charriot-font", green);
- #endif
- }
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