Game.cpp 5.1 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/Transform.h>
  19. #include <Components/RigidBody.h>
  20. #include <Components/Sprite.h>
  21. #include <Systems/Movement.h>
  22. #include <Systems/Render.h>
  23. Game::Game()
  24. {
  25. this->isRunning = false;
  26. this->windowsHeight = 0;
  27. this->windowsWidth = 0;
  28. this->registry = std::make_unique<Registry>();
  29. this->assetStore = std::make_unique<AssetStore>();
  30. }
  31. Game::~Game()
  32. {
  33. }
  34. void Game::Initialize()
  35. {
  36. int ret;
  37. SDL_DisplayMode displayMode;
  38. ret = SDL_Init(SDL_INIT_EVERYTHING);
  39. if (ret)
  40. {
  41. Logger::Critical("SDL Initialisation error.");
  42. return;
  43. }
  44. SDL_GetCurrentDisplayMode(0, &displayMode);
  45. this->windowsWidth = displayMode.w;
  46. this->windowsHeight = displayMode.h;
  47. this->window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
  48. this->windowsWidth, this->windowsHeight, SDL_WINDOW_BORDERLESS);
  49. if (!window)
  50. {
  51. Logger::Critical("SDL window creation error.");
  52. return;
  53. }
  54. this->renderer = SDL_CreateRenderer(this->window, -1, 0);
  55. if (!renderer)
  56. {
  57. Logger::Critical("SDL renderer creation error.");
  58. return;
  59. }
  60. SDL_SetWindowFullscreen(this->window, SDL_WINDOW_FULLSCREEN);
  61. this->isRunning = true;
  62. }
  63. void Game::Destroy()
  64. {
  65. if (this->renderer)
  66. {
  67. SDL_DestroyRenderer(this->renderer);
  68. }
  69. if (this->window)
  70. {
  71. SDL_DestroyWindow(this->window);
  72. }
  73. SDL_Quit();
  74. }
  75. void Game::Run()
  76. {
  77. this->Setup();
  78. while(this->isRunning)
  79. {
  80. this->ProcessInput();
  81. this->Update();
  82. this->Render();
  83. }
  84. }
  85. void Game::LoadLevel(int level)
  86. {
  87. this->registry->addSystem<MovementSystem>();
  88. this->registry->addSystem<RenderSystem>();
  89. this->assetStore->addTexture(this->renderer, "tank-image", "assets/images/tank-panther-right.png");
  90. this->assetStore->addTexture(this->renderer, "truck-image", "assets/images/truck-ford-right.png");
  91. this->assetStore->addTexture(this->renderer, "main-tileset", "assets/tilemaps/jungle.png");
  92. Logger::Debug("struct SpriteComponent size is %d", sizeof(struct SpriteComponent));
  93. // jungle.map
  94. int tileSize = 32;
  95. double tileScale = 2.0;
  96. int mapNumCols = 25;
  97. int mapNumRows = 20;
  98. std::fstream mapFile;
  99. mapFile.open("assets/tilemaps/jungle.map");
  100. assert(mapFile.is_open());
  101. for (int y = 0; y < mapNumRows; y++)
  102. {
  103. for (int x = 0; x < mapNumCols; x++)
  104. {
  105. char ch[2] = {0, 0};
  106. mapFile.get(ch[0]);
  107. int srcRectY = atoi(ch) * tileSize;
  108. mapFile.get(ch[0]);
  109. int srcRectX = atoi(ch) * tileSize;
  110. mapFile.ignore();
  111. Entity tile = registry->createEntity();
  112. tile.addComponent<TransformComponent>(glm::vec2(x * (tileScale * tileSize), y * (tileScale * tileSize)), glm::vec2(tileScale, tileScale), 0.0);
  113. tile.addComponent<SpriteComponent>("main-tileset", 0, tileSize, tileSize, srcRectX, srcRectY);
  114. }
  115. }
  116. mapFile.close();
  117. Entity tank = this->registry->createEntity();
  118. tank.addComponent<TransformComponent>(glm::vec2(10, 30), glm::vec2(1, 1), 0);
  119. tank.addComponent<RigidBodyComponent>(glm::vec2(40, 0));
  120. tank.addComponent<SpriteComponent>("tank-image", 2, 32, 32);
  121. Entity truck = this->registry->createEntity();
  122. truck.addComponent<TransformComponent>(glm::vec2(50, 100), glm::vec2(1, 1), 0);
  123. truck.addComponent<RigidBodyComponent>(glm::vec2(0, 50));
  124. truck.addComponent<SpriteComponent>("truck-image", 1, 32, 32);
  125. }
  126. void Game::Setup()
  127. {
  128. LoadLevel(1);
  129. }
  130. void Game::Update()
  131. {
  132. uint32_t timeToWait = MILLISECS_PER_FRAME - (SDL_GetTicks() - this->millisecsPerviousFrame);
  133. if (timeToWait > 0 && timeToWait <= MILLISECS_PER_FRAME)
  134. {
  135. SDL_Delay(timeToWait);
  136. }
  137. double deltaTime = (SDL_GetTicks() - this->millisecsPerviousFrame) / 1000.0;
  138. this->millisecsPerviousFrame = SDL_GetTicks();
  139. registry->getSystem<MovementSystem>().update(deltaTime);
  140. registry->update();
  141. }
  142. void Game::ProcessInput()
  143. {
  144. SDL_Event event;
  145. while(SDL_PollEvent(&event))
  146. {
  147. switch(event.type)
  148. {
  149. case SDL_QUIT:
  150. this->isRunning = false;
  151. break;
  152. case SDL_KEYDOWN:
  153. if (event.key.keysym.sym == SDLK_ESCAPE)
  154. {
  155. this->isRunning = false;
  156. }
  157. break;
  158. default:
  159. break;
  160. }
  161. }
  162. }
  163. void Game::Render()
  164. {
  165. SDL_SetRenderDrawColor(this->renderer, 21, 21, 21, 255);
  166. SDL_RenderClear(this->renderer);
  167. // Do something here
  168. registry->getSystem<RenderSystem>().update(this->renderer, this->assetStore);
  169. SDL_RenderPresent(this->renderer);
  170. }