Game.cpp 3.6 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 <memory>
  13. #include <Game.h>
  14. #include <Logger.h>
  15. #include <ECS.h>
  16. #include <Components/Transform.h>
  17. #include <Components/RigidBody.h>
  18. #include <Components/Sprite.h>
  19. #include <Systems/Movement.h>
  20. #include <Systems/Render.h>
  21. Game::Game()
  22. {
  23. this->isRunning = false;
  24. this->windowsHeight = 0;
  25. this->windowsWidth = 0;
  26. this->registry = std::make_unique<Registry>();
  27. }
  28. Game::~Game()
  29. {
  30. }
  31. void Game::Initialize()
  32. {
  33. int ret;
  34. SDL_DisplayMode displayMode;
  35. ret = SDL_Init(SDL_INIT_EVERYTHING);
  36. if (ret)
  37. {
  38. Logger::Critical("SDL Initialisation error.");
  39. return;
  40. }
  41. SDL_GetCurrentDisplayMode(0, &displayMode);
  42. this->windowsWidth = displayMode.w;
  43. this->windowsHeight = displayMode.h;
  44. this->window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
  45. this->windowsWidth, this->windowsHeight, SDL_WINDOW_BORDERLESS);
  46. if (!window)
  47. {
  48. Logger::Critical("SDL window creation error.");
  49. return;
  50. }
  51. this->renderer = SDL_CreateRenderer(window, -1, 0);
  52. if (!renderer)
  53. {
  54. Logger::Critical("SDL renderer creation error.");
  55. return;
  56. }
  57. SDL_SetWindowFullscreen(this->window, SDL_WINDOW_FULLSCREEN);
  58. this->isRunning = true;
  59. }
  60. void Game::Destroy()
  61. {
  62. if (this->renderer)
  63. {
  64. SDL_DestroyRenderer(this->renderer);
  65. }
  66. if (this->window)
  67. {
  68. SDL_DestroyWindow(this->window);
  69. }
  70. SDL_Quit();
  71. }
  72. void Game::Run()
  73. {
  74. this->Setup();
  75. while(this->isRunning)
  76. {
  77. this->ProcessInput();
  78. this->Update();
  79. this->Render();
  80. }
  81. }
  82. void Game::Setup()
  83. {
  84. this->registry->addSystem<MovementSystem>();
  85. this->registry->addSystem<RenderSystem>();
  86. Entity tank = this->registry->createEntity();
  87. tank.addComponent<TransformComponent>(glm::vec2(10, 30), glm::vec2(1, 1), 0);
  88. tank.addComponent<RigidBodyComponent>(glm::vec2(40, 0));
  89. tank.addComponent<SpriteComponent>(10, 10);
  90. Entity truck = this->registry->createEntity();
  91. truck.addComponent<TransformComponent>(glm::vec2(50, 100), glm::vec2(1, 1), 0);
  92. truck.addComponent<RigidBodyComponent>(glm::vec2(0, 50));
  93. truck.addComponent<SpriteComponent>(10, 50);
  94. }
  95. void Game::Update()
  96. {
  97. int32_t timeToWait = MILLISECS_PER_FRAME - (SDL_GetTicks() - this->millisecsPerviousFrame);
  98. if (timeToWait > 0 && timeToWait <= MILLISECS_PER_FRAME)
  99. {
  100. SDL_Delay(timeToWait);
  101. }
  102. double deltaTime = (SDL_GetTicks() - this->millisecsPerviousFrame) / 1000.0;
  103. this->millisecsPerviousFrame = SDL_GetTicks();
  104. registry->getSystem<MovementSystem>().update(deltaTime);
  105. registry->update();
  106. }
  107. void Game::ProcessInput()
  108. {
  109. SDL_Event event;
  110. while(SDL_PollEvent(&event))
  111. {
  112. switch(event.type)
  113. {
  114. case SDL_QUIT:
  115. this->isRunning = false;
  116. break;
  117. case SDL_KEYDOWN:
  118. if (event.key.keysym.sym == SDLK_ESCAPE)
  119. {
  120. this->isRunning = false;
  121. }
  122. break;
  123. default:
  124. break;
  125. }
  126. }
  127. }
  128. void Game::Render()
  129. {
  130. SDL_SetRenderDrawColor(this->renderer, 21, 21, 21, 255);
  131. SDL_RenderClear(this->renderer);
  132. // Do something here
  133. registry->getSystem<RenderSystem>().update(this->renderer);
  134. SDL_RenderPresent(this->renderer);
  135. }