Game.cpp 7.2 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 <Systems/Movement.h>
  24. #include <Systems/Render.h>
  25. #include <Systems/Animation.h>
  26. #include <Systems/Collision.h>
  27. #include <Systems/Damage.h>
  28. #include <Systems/KeyboardMovement.h>
  29. Game::Game()
  30. {
  31. this->isRunning = false;
  32. this->windowsHeight = 0;
  33. this->windowsWidth = 0;
  34. this->isDebug = false;
  35. this->registry = std::make_unique<Registry>();
  36. this->assetStore = std::make_unique<AssetStore>();
  37. this->eventBus = std::make_unique<EventBus>();
  38. }
  39. Game::~Game()
  40. {
  41. }
  42. void Game::Initialize()
  43. {
  44. int ret;
  45. SDL_DisplayMode displayMode;
  46. ret = SDL_Init(SDL_INIT_EVERYTHING);
  47. if (ret)
  48. {
  49. Logger::Critical("SDL Initialisation error.");
  50. return;
  51. }
  52. SDL_GetCurrentDisplayMode(0, &displayMode);
  53. this->windowsWidth = displayMode.w;
  54. this->windowsHeight = displayMode.h;
  55. this->window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
  56. this->windowsWidth, this->windowsHeight, SDL_WINDOW_BORDERLESS);
  57. if (!window)
  58. {
  59. Logger::Critical("SDL window creation error.");
  60. return;
  61. }
  62. this->renderer = SDL_CreateRenderer(this->window, -1, 0);
  63. if (!renderer)
  64. {
  65. Logger::Critical("SDL renderer creation error.");
  66. return;
  67. }
  68. SDL_SetWindowFullscreen(this->window, SDL_WINDOW_FULLSCREEN);
  69. this->isRunning = true;
  70. }
  71. void Game::Destroy()
  72. {
  73. if (this->renderer)
  74. {
  75. SDL_DestroyRenderer(this->renderer);
  76. }
  77. if (this->window)
  78. {
  79. SDL_DestroyWindow(this->window);
  80. }
  81. SDL_Quit();
  82. }
  83. void Game::Run()
  84. {
  85. this->Setup();
  86. while(this->isRunning)
  87. {
  88. this->ProcessInput();
  89. this->Update();
  90. this->Render();
  91. }
  92. }
  93. void Game::LoadLevel(int level)
  94. {
  95. this->registry->addSystem<MovementSystem>();
  96. this->registry->addSystem<RenderSystem>();
  97. this->registry->addSystem<AnimationSystem>();
  98. this->registry->addSystem<CollisionSystem>();
  99. this->registry->addSystem<DamageSystem>();
  100. this->registry->addSystem<KeyboardMovementSystem>();
  101. this->assetStore->addTexture(this->renderer, "tank-image", "assets/images/tank-panther-right.png");
  102. this->assetStore->addTexture(this->renderer, "truck-image", "assets/images/truck-ford-right.png");
  103. this->assetStore->addTexture(this->renderer, "chopper-image", "assets/images/chopper.png");
  104. this->assetStore->addTexture(this->renderer, "main-tileset", "assets/tilemaps/jungle.png");
  105. this->assetStore->addTexture(this->renderer, "radar-image", "assets/images/radar.png");
  106. Logger::Debug("struct SpriteComponent size is %d", sizeof(struct SpriteComponent));
  107. // jungle.map
  108. int tileSize = 32;
  109. double tileScale = 2.0;
  110. int mapNumCols = 25;
  111. int mapNumRows = 20;
  112. std::fstream mapFile;
  113. mapFile.open("assets/tilemaps/jungle.map");
  114. assert(mapFile.is_open());
  115. for (int y = 0; y < mapNumRows; y++)
  116. {
  117. for (int x = 0; x < mapNumCols; x++)
  118. {
  119. char ch[2] = {0, 0};
  120. mapFile.get(ch[0]);
  121. int srcRectY = atoi(ch) * tileSize;
  122. mapFile.get(ch[0]);
  123. int srcRectX = atoi(ch) * tileSize;
  124. mapFile.ignore();
  125. Entity tile = registry->createEntity();
  126. tile.addComponent<TransformComponent>(glm::vec2(x * (tileScale * tileSize), y * (tileScale * tileSize)), glm::vec2(tileScale, tileScale), 0.0);
  127. tile.addComponent<SpriteComponent>("main-tileset", 0, tileSize, tileSize, srcRectX, srcRectY);
  128. }
  129. }
  130. mapFile.close();
  131. Entity chopper = this->registry->createEntity();
  132. chopper.addComponent<TransformComponent>(glm::vec2(10, 100), glm::vec2(1, 1), 0);
  133. chopper.addComponent<SpriteComponent>("chopper-image", 2, 32, 32);
  134. chopper.addComponent<RigidBodyComponent>(glm::vec2(0, 0));
  135. chopper.addComponent<AnimationComponent>(2, 15, true);
  136. Entity radar = this->registry->createEntity();
  137. radar.addComponent<TransformComponent>(glm::vec2(this->windowsWidth - 75, 10), glm::vec2(1, 1), 0);
  138. radar.addComponent<RigidBodyComponent>(glm::vec2(0, 0));
  139. radar.addComponent<SpriteComponent>("radar-image", 3, 64, 64);
  140. radar.addComponent<AnimationComponent>(8, 5, true);
  141. Entity tank = this->registry->createEntity();
  142. tank.addComponent<TransformComponent>(glm::vec2(500, 10), glm::vec2(1, 1), 0);
  143. tank.addComponent<RigidBodyComponent>(glm::vec2(-30, 0));
  144. tank.addComponent<SpriteComponent>("tank-image", 1, 32, 32);
  145. tank.addComponent<BoxColliderComponent>(32, 32, glm::vec2(0, 0));
  146. Entity truck = this->registry->createEntity();
  147. truck.addComponent<TransformComponent>(glm::vec2(10, 10), glm::vec2(1, 1), 0);
  148. truck.addComponent<RigidBodyComponent>(glm::vec2(20, 0));
  149. truck.addComponent<SpriteComponent>("truck-image", 1, 32, 32);
  150. truck.addComponent<BoxColliderComponent>(32, 32, glm::vec2(0, 0));
  151. }
  152. void Game::Setup()
  153. {
  154. LoadLevel(1);
  155. }
  156. void Game::Update()
  157. {
  158. uint32_t timeToWait = MILLISECS_PER_FRAME - (SDL_GetTicks() - this->millisecsPerviousFrame);
  159. if (timeToWait > 0 && timeToWait <= MILLISECS_PER_FRAME)
  160. {
  161. SDL_Delay(timeToWait);
  162. }
  163. double deltaTime = (SDL_GetTicks() - this->millisecsPerviousFrame) / 1000.0;
  164. this->millisecsPerviousFrame = SDL_GetTicks();
  165. eventBus->reset();
  166. registry->getSystem<DamageSystem>().subscriptToEvents(eventBus);
  167. registry->getSystem<KeyboardMovementSystem>().subscriptToEvents(eventBus);
  168. registry->getSystem<MovementSystem>().update(deltaTime);
  169. registry->getSystem<AnimationSystem>().update();
  170. registry->getSystem<CollisionSystem>().update(this->eventBus);
  171. registry->update();
  172. }
  173. void Game::ProcessInput()
  174. {
  175. SDL_Event event;
  176. while(SDL_PollEvent(&event))
  177. {
  178. switch(event.type)
  179. {
  180. case SDL_QUIT:
  181. this->isRunning = false;
  182. break;
  183. case SDL_KEYDOWN:
  184. if (event.key.keysym.sym == SDLK_ESCAPE)
  185. {
  186. this->isRunning = false;
  187. }
  188. else if (event.key.keysym.sym == SDLK_d)
  189. {
  190. this->isDebug = !this->isDebug;
  191. }
  192. else
  193. {
  194. this->eventBus->emitEvent<KeyPressedEvent>(event.key.keysym.sym);
  195. }
  196. break;
  197. default:
  198. break;
  199. }
  200. }
  201. }
  202. void Game::Render()
  203. {
  204. SDL_SetRenderDrawColor(this->renderer, 21, 21, 21, 255);
  205. SDL_RenderClear(this->renderer);
  206. // Do something here
  207. registry->getSystem<RenderSystem>().update(this->renderer, this->assetStore);
  208. if (this->isDebug)
  209. {
  210. registry->getSystem<CollisionSystem>().debugRender(this->renderer);
  211. }
  212. SDL_RenderPresent(this->renderer);
  213. }