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 <stdlib.h>
  10. #include <SDL.h>
  11. #include <SDL_image.h>
  12. #include <glm/glm.hpp>
  13. #include <imgui.h>
  14. #include <imgui_sdl.h>
  15. #include <imgui_impl_sdl.h>
  16. #include <memory>
  17. #include <fstream>
  18. #include <Game.h>
  19. #include <Logger.h>
  20. #include <ECS.h>
  21. #include <LevelLoader.h>
  22. #include <Systems/Movement.h>
  23. #include <Systems/Render.h>
  24. #include <Systems/Animation.h>
  25. #include <Systems/Collision.h>
  26. #include <Systems/Damage.h>
  27. #include <Systems/KeyboardMovement.h>
  28. #include <Systems/CameraMovement.h>
  29. #include <Systems/ProjectileEmit.h>
  30. #include <Systems/ProjectileLifeCycle.h>
  31. #include <Systems/RenderText.h>
  32. #include <Systems/RenderHealth.h>
  33. #include <Systems/RenderGUI.h>
  34. #include <Systems/ScriptExecutor.h>
  35. uint32_t Game::windowsWidth = 0;
  36. uint32_t Game::windowsHeight = 0;
  37. uint32_t Game::mapWidth = 0;
  38. uint32_t Game::mapHeight = 0;
  39. Game::Game()
  40. {
  41. this->isRunning = false;
  42. this->isDebug = false;
  43. this->millisecsPerviousFrame = 0;
  44. this->registry = std::make_unique<Registry>();
  45. this->assetStore = std::make_unique<AssetStore>();
  46. this->eventBus = std::make_unique<EventBus>();
  47. }
  48. Game::~Game()
  49. {
  50. }
  51. void Game::Initialize()
  52. {
  53. int ret;
  54. SDL_DisplayMode displayMode;
  55. ret = SDL_Init(SDL_INIT_EVERYTHING);
  56. if (ret)
  57. {
  58. Logger::Critical("SDL Initialisation error.");
  59. return;
  60. }
  61. ret = TTF_Init();
  62. if (ret)
  63. {
  64. Logger::Critical("SDL_ttf Initialisation error.");
  65. return;
  66. }
  67. SDL_GetCurrentDisplayMode(0, &displayMode);
  68. Game::windowsWidth = 800; //displayMode.w;
  69. Game::windowsHeight = 600; //displayMode.h;
  70. this->window = SDL_CreateWindow(NULL, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
  71. Game::windowsWidth, Game::windowsHeight, SDL_WINDOW_BORDERLESS);
  72. if (!window)
  73. {
  74. Logger::Critical("SDL window creation error.");
  75. return;
  76. }
  77. this->renderer = SDL_CreateRenderer(this->window, -1, 0);
  78. if (!renderer)
  79. {
  80. Logger::Critical("SDL renderer creation error.");
  81. return;
  82. }
  83. //SDL_SetWindowFullscreen(this->window, SDL_WINDOW_FULLSCREEN);
  84. ImGui::CreateContext();
  85. ImGuiSDL::Initialize(this->renderer, Game::windowsWidth, Game::windowsHeight);
  86. this->camera.x = 0;
  87. this->camera.y = 0;
  88. this->camera.w = Game::windowsWidth;
  89. this->camera.h = Game::windowsHeight;
  90. this->isRunning = true;
  91. }
  92. void Game::Destroy()
  93. {
  94. ImGuiSDL::Deinitialize();
  95. ImGui::DestroyContext();
  96. if (this->renderer)
  97. {
  98. SDL_DestroyRenderer(this->renderer);
  99. }
  100. if (this->window)
  101. {
  102. SDL_DestroyWindow(this->window);
  103. }
  104. SDL_Quit();
  105. }
  106. void Game::Run()
  107. {
  108. this->Setup();
  109. #if 0
  110. for(int i = 0 ; i < 100; i++)
  111. {
  112. this->ProcessInput();
  113. this->Update();
  114. this->Render();
  115. }
  116. #else
  117. while(this->isRunning)
  118. {
  119. this->ProcessInput();
  120. this->Update();
  121. this->Render();
  122. }
  123. #endif
  124. }
  125. void Game::Setup()
  126. {
  127. LevelLoader loader;
  128. this->registry->addSystem<MovementSystem>();
  129. this->registry->addSystem<RenderSystem>();
  130. this->registry->addSystem<AnimationSystem>();
  131. this->registry->addSystem<CollisionSystem>();
  132. this->registry->addSystem<DamageSystem>();
  133. this->registry->addSystem<KeyboardMovementSystem>();
  134. this->registry->addSystem<CameraMovementSystem>();
  135. this->registry->addSystem<ProjectileEmitSystem>();
  136. this->registry->addSystem<ProjectileLifeCycleSystem>();
  137. this->registry->addSystem<RenderTextSystem>();
  138. this->registry->addSystem<RenderHealthSystem>();
  139. this->registry->addSystem<RenderGUISystem>();
  140. this->registry->addSystem<ScriptExecutorSystem>();
  141. this->lua.open_libraries(sol::lib::base, sol::lib::math, sol::lib::os);
  142. this->lua.create_named_table("Logger");
  143. sol::table Log = this->lua["Logger"];
  144. Log["Info"] = Logger::Info;
  145. Log["Error"] = Logger::Error;
  146. Log["Warning"] = Logger::Warning;
  147. Log["Debug"] = Logger::Debug;
  148. this->registry->getSystem<ScriptExecutorSystem>().setup(this->lua);
  149. loader.LoadLevel(this->lua, this->registry, this->assetStore, this->renderer, 1);
  150. }
  151. void Game::Update()
  152. {
  153. uint32_t timeToWait = MILLISECS_PER_FRAME - (SDL_GetTicks() - this->millisecsPerviousFrame);
  154. if (timeToWait > 0 && timeToWait <= MILLISECS_PER_FRAME)
  155. {
  156. SDL_Delay(timeToWait);
  157. }
  158. double deltaTime = (SDL_GetTicks() - this->millisecsPerviousFrame) / 1000.0;
  159. this->millisecsPerviousFrame = SDL_GetTicks();
  160. eventBus->reset();
  161. registry->getSystem<DamageSystem>().subscriptToEvents(eventBus);
  162. registry->getSystem<KeyboardMovementSystem>().subscriptToEvents(eventBus);
  163. registry->getSystem<ProjectileEmitSystem>().subscriptToEvents(eventBus);
  164. registry->getSystem<MovementSystem>().subscriptToEvents(eventBus);
  165. registry->update();
  166. registry->getSystem<MovementSystem>().update(deltaTime);
  167. registry->getSystem<AnimationSystem>().update();
  168. registry->getSystem<CollisionSystem>().update(this->eventBus);
  169. registry->getSystem<ProjectileEmitSystem>().update(this->registry);
  170. registry->getSystem<ProjectileLifeCycleSystem>().update();
  171. registry->getSystem<CameraMovementSystem>().update(this->camera);
  172. registry->getSystem<ScriptExecutorSystem>().update(deltaTime, SDL_GetTicks());
  173. }
  174. void Game::ProcessInput()
  175. {
  176. SDL_Event event;
  177. while(SDL_PollEvent(&event))
  178. {
  179. int mouseX, mouseY, buttons;
  180. ImGui_ImplSDL2_ProcessEvent(&event);
  181. ImGuiIO &io = ImGui::GetIO();
  182. buttons = SDL_GetMouseState(&mouseX, &mouseY);
  183. io.MousePos = ImVec2(mouseX, mouseY);
  184. io.MouseDown[0] = buttons & SDL_BUTTON(SDL_BUTTON_LEFT);
  185. io.MouseDown[1] = buttons & SDL_BUTTON(SDL_BUTTON_RIGHT);
  186. io.MouseDown[2] = buttons & SDL_BUTTON(SDL_BUTTON_MIDDLE);
  187. switch(event.type)
  188. {
  189. case SDL_QUIT:
  190. this->isRunning = false;
  191. break;
  192. case SDL_KEYDOWN:
  193. if (event.key.keysym.sym == SDLK_ESCAPE)
  194. {
  195. this->isRunning = false;
  196. }
  197. else if (event.key.keysym.sym == SDLK_F1)
  198. {
  199. this->isDebug = !this->isDebug;
  200. }
  201. else
  202. {
  203. this->eventBus->emitEvent<KeyPressedEvent>(event.key.keysym.sym);
  204. }
  205. break;
  206. default:
  207. break;
  208. }
  209. }
  210. }
  211. void Game::Render()
  212. {
  213. SDL_SetRenderDrawColor(this->renderer, 21, 21, 21, 255);
  214. SDL_RenderClear(this->renderer);
  215. registry->getSystem<RenderSystem>().update(this->renderer, this->assetStore, this->camera);
  216. registry->getSystem<RenderTextSystem>().update(this->renderer, this->assetStore, this->camera);
  217. registry->getSystem<RenderHealthSystem>().update(this->renderer, this->assetStore, this->camera);
  218. if (this->isDebug)
  219. {
  220. registry->getSystem<CollisionSystem>().debugRender(this->renderer, this->camera);
  221. registry->getSystem<RenderGUISystem>().update(this->registry, this->camera);
  222. }
  223. SDL_RenderPresent(this->renderer);
  224. }