i somehow managed to forget the fucking source code '~'
parent
d0381ce231
commit
449795d4f7
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//
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// adb.c
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// engine
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//
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// Created by Scott on 14/10/2022.
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//
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#include "adb.h"
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#include <memory.h>
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#include <math.h>
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#include <assert.h>
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#include <stdlib.h>
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#include <string.h>
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#include <stdio.h>
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typedef struct asset_t {
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char* filename;
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size_t extention_offset;
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void* instance;
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asset_handle_t handle;
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} asset_t;
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typedef struct file_handler_t {
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uint64_t ext_hash;
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char* extention;
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asset_load_fn load;
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asset_free_fn free;
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} file_handler_t;
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int adb_is_init = 0;
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asset_t* adb_assets_first;
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size_t adb_assets_last;
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size_t adb_assets_size;
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file_handler_t* adb_handlers_first;
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size_t adb_handlers_last;
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size_t adb_handlers_size;
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static inline uint64_t str_hash(const char* str);
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static inline void unload_asset(asset_t* asset);
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static inline size_t file_extention_offset(const char* filename);
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static inline void free_asset_t(asset_t*);
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//
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// MODULE LIFETIME
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//
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int adb_init(size_t max_asset_bytes)
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{
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assert(adb_is_init == 0);
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adb_assets_size = max_asset_bytes;
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adb_handlers_size = 5;
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adb_assets_last = 0;
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adb_assets_first = malloc(adb_assets_size * sizeof(asset_t));
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adb_handlers_last = 0;
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adb_handlers_first = malloc(adb_handlers_size * sizeof(file_handler_t));
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adb_is_init = 1;
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return 0;
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}
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int adb_close()
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{
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for(size_t i = 0; i < adb_assets_last; ++i)
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{
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free_asset_t(&adb_assets_first[i]);
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}
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for(size_t i = 0; i < adb_handlers_last; ++i)
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{
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free(adb_handlers_first[i].extention);
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}
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free(adb_assets_first);
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free(adb_handlers_first);
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return 0;
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}
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//
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// FILE HANDLERS
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//
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void sort_file_handlers()
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{
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size_t swaps = 0;
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file_handler_t tmp;
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do
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{
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swaps = 0;
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for(size_t i = 1; i < adb_handlers_last; ++i)
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{
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if(adb_handlers_first[i-1].ext_hash > adb_handlers_first[i].ext_hash)
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{
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memcpy(&tmp, &adb_handlers_first[i-1], sizeof(file_handler_t));
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memcpy(&adb_handlers_first[i-1], &adb_handlers_first[i], sizeof(file_handler_t));
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memcpy(&adb_handlers_first[i], &tmp, sizeof(file_handler_t));
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++swaps;
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}
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}
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} while(swaps > 0);
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}
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void destroy_file_handler(file_handler_t* handler)
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{
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free(handler->extention);
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free(handler);
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}
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file_handler_t* get_file_handler(const char* extention)
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{
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if(adb_handlers_last == 0)
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return NULL;
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uint64_t hash = str_hash(extention);
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long int l = 0, r = adb_handlers_last-1, m;
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file_handler_t* current;
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while(l <= r)
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{
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m = floorf((float)(l+r)/2.f);
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current = &adb_handlers_first[m];
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if(current->ext_hash < hash)
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l = m + 1;
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else if(current->ext_hash > hash)
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r = m - 1;
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else if(current->ext_hash == hash)
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return current;
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}
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return NULL;
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}
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int adb_register_file_handler(const char* file_extention, asset_load_fn loadfn, asset_free_fn freefn)
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{
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file_handler_t* existing = get_file_handler(file_extention);
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if(existing == NULL)
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{
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if(adb_handlers_last + 1 >= adb_handlers_size)
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{
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adb_handlers_first = realloc(adb_handlers_first, adb_handlers_size * 2);
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}
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file_handler_t* new = (adb_handlers_first+adb_handlers_last);
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new->load = loadfn;
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new->free = freefn;
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new->extention = malloc(strlen(file_extention));
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strcpy(new->extention, file_extention);
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new->ext_hash = str_hash(file_extention);
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++adb_handlers_last;
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}
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else
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{
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if(loadfn != NULL)
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existing->load = loadfn;
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if(freefn != NULL)
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existing->free = freefn;
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}
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sort_file_handlers();
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return 0;
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}
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//
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// ASSETS
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//
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void sort_assets()
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{
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size_t swaps = 0;
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asset_t tmp;
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do
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{
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swaps = 0;
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for(size_t i = 0; i < adb_assets_last; ++i)
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{
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if(adb_assets_first[i-1].handle > adb_assets_first[i].handle)
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{
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memcpy(&tmp, &adb_assets_first[i-1], sizeof(asset_t));
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memcpy(&adb_assets_first[i-1], &adb_assets_first[i], sizeof(asset_t));
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memcpy(&adb_assets_first[i], &tmp, sizeof(asset_t));
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++swaps;
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}
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}
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} while(swaps > 0);
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}
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asset_t* get_asset_t(asset_handle_t handle)
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{
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if(adb_assets_last == 0)
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return NULL;
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asset_t* current;
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long int l = 0, r = adb_assets_last-1, m;
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while(l <= r)
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{
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m = floorf((float)(l+r)/2.f);
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current = &adb_assets_first[m];
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if(current->handle < handle)
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l = m + 1;
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else if(current->handle > handle)
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r = m - 1;
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else if(current->handle == handle)
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return current;
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}
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return NULL;
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}
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void* adb_get_asset(asset_handle_t handle)
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{
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asset_t* asset = get_asset_t(handle);
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if(asset == NULL)
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return NULL;
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else
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return asset->instance;
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}
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int adb_try_get_asset(asset_handle_t handle, void** o_ptr)
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{
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void* asset = adb_get_asset(handle);
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if(o_ptr != NULL)
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memcpy(o_ptr, &asset, sizeof(void*));
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return asset != NULL;
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}
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asset_handle_t adb_load_asset(const char* file)
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{
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// get the full path of the file
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char* filename = realpath(file, NULL);
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if(filename == NULL)
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return 0;
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// create asset handle
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asset_handle_t handle = str_hash(filename);
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// just return handle if asset is loaded
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if(adb_try_get_asset(handle, NULL))
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return handle;
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// get the index of the file extention
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size_t ext_offset = file_extention_offset(filename);
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// find the handler which is supposed to handle files of this type
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file_handler_t* handler = get_file_handler(filename + ext_offset);
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// adb has no idea how to handle this file type
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if(handler == NULL)
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return 0x0;
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// add the asset
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adb_assets_first[adb_assets_last] = (asset_t){
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.filename = filename,
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.extention_offset = ext_offset,
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.instance = handler->load(filename),
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.handle = handle
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};
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// increment asset offset
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++adb_assets_last;
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// sort assets by handle
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/// TODO: properly insert new assets rather than sorting every time an asset is added
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sort_assets();
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return handle;
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}
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void free_asset_t(asset_t* asset)
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{
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file_handler_t* handler = get_file_handler(asset->filename + asset->extention_offset);
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assert(handler != NULL);
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handler->free(asset->instance);
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free(asset->filename);
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}
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void adb_free_asset(asset_handle_t handle)
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{
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asset_t* asset = get_asset_t(handle);
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if(asset == NULL)
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return;
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free_asset_t(asset);
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}
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//
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// FILES
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//
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asset_handle_t get_file_handle(const char* filename)
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{
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char* real_path = realpath(filename, NULL);
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asset_handle_t handle = str_hash(real_path);
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free(real_path);
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return adb_try_get_asset(handle, NULL) ? handle : 0;
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}
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size_t file_extention_offset(const char* filename)
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{
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const char* cptr = filename + strlen(filename);
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while(cptr != filename)
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{
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if(*cptr == '.')
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return cptr - filename;
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--cptr;
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}
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return 0;
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}
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uint64_t str_hash(const char* str)
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{
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static const int shift = (8 * sizeof(uint64_t) - 4);
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static const uint64_t upper4mask = (uint64_t)0xF << shift;
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uint64_t hash = 0;
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uint64_t upperfour;
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size_t len = 0;
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for(const char* c = str; *c != '\0'; ++c)
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{
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upperfour = hash & upper4mask;
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hash = ((hash << 4) ^ (*c));
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if(upperfour != 0)
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hash ^= (upperfour >> shift);
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++len;
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}
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return hash ^ len;
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}
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@ -0,0 +1,35 @@
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//
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// adb.h
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// engine
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//
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// Created by Scott on 14/10/2022.
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//
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#ifndef adb_h
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#define adb_h
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#include <stddef.h>
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#include <stdint.h>
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typedef uint64_t asset_handle_t;
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typedef void* (*asset_load_fn)(const char*);
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typedef void (*asset_free_fn)(void*);
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typedef struct asset_t asset_t;
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typedef struct file_handler_t file_handler_t;
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extern int adb_init(size_t max_asset);
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extern asset_handle_t adb_get_file_handle(const char* filename);
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extern int adb_asset_is_loaded(asset_handle_t handle);
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extern void* adb_get_asset(asset_handle_t handle);
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#define adb_get_asset_as(__TYPE, handle) ((__TYPE*)get_asset(handle))
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extern int adb_try_get_asset(asset_handle_t handle, void** o_ptr);
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extern asset_handle_t adb_load_asset(const char* file);
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extern void adb_free_asset(asset_handle_t handle);
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extern size_t adb_set_asset_memory(size_t max_bytes);
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extern int adb_close();
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extern int adb_register_file_handler(const char* file_extention, asset_load_fn loadfn, asset_free_fn freefn);
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#endif /* adb_h */
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@ -0,0 +1,58 @@
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#include "border_interaction_c.h"
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#include <engine.h>
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#include <vec.h>
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#include <assert.h>
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#include <camera.h>
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#include "components.h"
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ecsComponentMask border_interaction_component = nocomponent;
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void _wrap_position(fvec* position, fvec margin, SDL_Rect border)
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{
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// wrap horizontal
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if(position->x < border.x-margin.x)
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position->x += border.w + margin.x*2;
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else if(position->x > border.x + border.w + margin.x)
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position->x -= border.w + margin.x*2;
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// wrap vertical
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if(position->y < border.y-margin.y)
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position->y += border.h + margin.y*2;
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else if(position->y > border.y + border.h + margin.x)
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position->y -= border.h + margin.y*2;
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}
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void border_interaction_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time)
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{
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fvec* position;
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border_interaction_t* interaction;
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view_t* view = ecsGetComponentPtr(get_main_camera(), view_component);
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SDL_Rect border = {-(view->width/2), -(view->height/2), view->width, view->height};
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if(query_update_group(&physics_update, &delta_time))
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{
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for(size_t i = 0; i < count; ++i)
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{
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position = ecsGetComponentPtr(entities[i], position_component);
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interaction = ecsGetComponentPtr(entities[i], border_interaction_component);
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switch(interaction->type)
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{
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default: assert(0); break;
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case BORDER_WRAP:
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_wrap_position(position, interaction->margin, border);
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break;
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case BORDER_DESTROY:
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{
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if(position->x < border.x || position->x > border.x + border.w || position->y < border.y || position->y > border.y + border.h )
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{
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ecsDestroyEntity(entities[i]);
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}
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}
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break;
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}
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}
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}
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}
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#ifndef border_interaction_c_h
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#define border_interaction_c_h
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#include <ecs.h>
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#include <stdint.h>
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#include <vec.h>
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typedef enum border_interaction_e {
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BORDER_WRAP,
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BORDER_DESTROY
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} border_interaction_e;
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typedef struct border_interaction_t {
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border_interaction_e type;
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fvec margin;
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} border_interaction_t;
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extern ecsComponentMask border_interaction_component;
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extern void border_interaction_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time);
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#endif /* border_interaction_c_h */
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#include "camera.h"
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ecsEntityId camera_main = noentity;
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void set_main_camera(ecsEntityId camera)
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{
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if(get_main_camera() == noentity)
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{
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camera_main = camera;
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}
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}
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ecsEntityId get_main_camera()
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{
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if((ecsGetComponentMask(camera_main) & CAMERA_A) == 0)
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{
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return (camera_main = noentity);
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}
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else return camera_main;
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}
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void get_camera_rect(ecsEntityId camera, SDL_Rect* o_rect)
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{
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view_t* view = ecsGetComponentPtr(camera, view_component);
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fvec* position = ecsGetComponentPtr(camera, position_component);
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if(view != NULL && position != NULL)
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{
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get_view_rect(view, o_rect);
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return;
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o_rect->x += (int)floorf(position->x);
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o_rect->y += (int)floorf(position->y);
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}
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else
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{
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*o_rect = (SDL_Rect){0,0,0,0};
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}
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}
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ecsEntityId create_default_camera()
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{
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ecsEntityId camera_id = ecsCreateEntity(CAMERA_A);
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if(camera_id != noentity)
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{
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view_t* view = ecsGetComponentPtr(camera_id, view_component);
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int width, height;
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SDL_GetRendererOutputSize(renderer, &width, &height);
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double asp_ratio = (double)width/height;
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view->width = 50;
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view->height = view->width * asp_ratio;
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fvec* position = ecsGetComponentPtr(camera_id, position_component);
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position->x = 0.f;
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position->y = 0.f;
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if(get_main_camera() == noentity)
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set_main_camera(camera_id);
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}
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return camera_id;
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}
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@ -0,0 +1,18 @@
|
|||
#ifndef camera_h
|
||||
#define camera_h
|
||||
|
||||
#include "view_c.h"
|
||||
#include "transform_c.h"
|
||||
|
||||
extern ecsEntityId get_main_camera();
|
||||
|
||||
extern void set_main_camera(ecsEntityId entity);
|
||||
|
||||
extern ecsEntityId create_default_camera();
|
||||
|
||||
extern void get_camera_rect(ecsEntityId camera, SDL_Rect* o_rect);
|
||||
|
||||
#define CAMERA_A position_component | view_component
|
||||
|
||||
#endif /* camera_h */
|
||||
|
|
@ -0,0 +1,334 @@
|
|||
#include "collision_shape_c.h"
|
||||
|
||||
#include "transform_c.h"
|
||||
#include "engine.h"
|
||||
|
||||
#include <string.h>
|
||||
#include <assert.h>
|
||||
#include <stdint.h>
|
||||
#include <pthread.h>
|
||||
|
||||
ecsComponentMask shape_component = 0x0;
|
||||
|
||||
pthread_mutex_t col_reg_mutex = PTHREAD_MUTEX_INITIALIZER;
|
||||
size_t col_num_registered = 0;
|
||||
ecsEntityId* col_registered_shapes = NULL;
|
||||
|
||||
typedef struct simplex_t {
|
||||
fvec points[4];
|
||||
int count;
|
||||
} simplex_t;
|
||||
|
||||
void _simplex_push(simplex_t* simpl, fvec point);
|
||||
int _next_simplex(simplex_t* simpl, fvec* direction);
|
||||
fvec _support_point(shape_t* a, shape_t* b, fvec direction);
|
||||
fvec _shape_furthest_point(shape_t* shape, fvec direction);
|
||||
int _entities_overlap(ecsEntityId a, ecsEntityId b);
|
||||
void _remove_from_collision_world(size_t index);
|
||||
|
||||
ecsEntityId shape_overlap_test(shape_t* shape, fvec position)
|
||||
{
|
||||
shape_t* other;
|
||||
|
||||
for(size_t i = 0; i < col_num_registered; ++i)
|
||||
{
|
||||
do
|
||||
{
|
||||
other = ecsGetComponentPtr(col_registered_shapes[i], shape_component);
|
||||
|
||||
if(other == NULL)
|
||||
_remove_from_collision_world(i);
|
||||
|
||||
if(col_num_registered == 0)
|
||||
return noentity;
|
||||
} while(other == NULL);
|
||||
|
||||
if(shapes_overlap(shape, other))
|
||||
{
|
||||
return col_registered_shapes[i];
|
||||
}
|
||||
}
|
||||
|
||||
return noentity;
|
||||
}
|
||||
|
||||
void _transform_shape(ecsEntityId entity, shape_t* shape)
|
||||
{
|
||||
shape_t* a = ecsGetComponentPtr(entity, shape_component);
|
||||
memcpy(shape, a, sizeof(shape_t));
|
||||
|
||||
fvec* position = ecsGetComponentPtr(entity, position_component);
|
||||
fvec* scale = ecsGetComponentPtr(entity, scale_component);
|
||||
float* rotation = ecsGetComponentPtr(entity, rotation_component);
|
||||
|
||||
transform_point(&shape->position_offset, position, scale, rotation);
|
||||
|
||||
shape->scale = *scale;
|
||||
shape->rotation_offset += *rotation;
|
||||
}
|
||||
|
||||
int _entities_overlap(ecsEntityId entity_a, ecsEntityId entity_b)
|
||||
{
|
||||
// make copies of the two shapes so that we can transform them safely
|
||||
shape_t real_a;
|
||||
shape_t real_b;
|
||||
_transform_shape(entity_a, &real_a);
|
||||
_transform_shape(entity_b, &real_b);
|
||||
return shapes_overlap(&real_a, &real_b);
|
||||
}
|
||||
|
||||
int shapes_overlap(shape_t* a, shape_t* b)
|
||||
{
|
||||
if(a == NULL || b == NULL)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
fvec direction = VRIGHT;
|
||||
fvec support = _support_point(a, b, direction);
|
||||
|
||||
simplex_t simplex;
|
||||
_simplex_push(&simplex, support);
|
||||
vmulf(&direction, &direction, -1.f);
|
||||
|
||||
while(1)
|
||||
{
|
||||
support = _support_point(a, b, direction);
|
||||
|
||||
if(vdot(&support, &direction) <= 0)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
_simplex_push(&simplex, support);
|
||||
|
||||
if(_next_simplex(&simplex, &direction))
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void add_to_collision_world(ecsEntityId entity)
|
||||
{
|
||||
pthread_mutex_lock(&col_reg_mutex);
|
||||
size_t new_registered = col_num_registered + 1;
|
||||
col_registered_shapes = realloc(col_registered_shapes, sizeof(ecsEntityId) * new_registered);
|
||||
|
||||
col_registered_shapes[col_num_registered] = entity;
|
||||
col_num_registered = new_registered;
|
||||
pthread_mutex_unlock(&col_reg_mutex);
|
||||
}
|
||||
|
||||
void _remove_from_collision_world(size_t index)
|
||||
{
|
||||
pthread_mutex_lock(&col_reg_mutex);
|
||||
if(col_num_registered > 0)
|
||||
{
|
||||
size_t length_after = (col_num_registered - index);
|
||||
|
||||
ecsEntityId* dest = col_registered_shapes + index;
|
||||
ecsEntityId* src = dest + 1;
|
||||
|
||||
memmove(dest, src, length_after);
|
||||
|
||||
col_num_registered -= 1;
|
||||
|
||||
if(col_num_registered == 0)
|
||||
{
|
||||
free(col_registered_shapes);
|
||||
col_registered_shapes = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
ecsEntityId* nreg = NULL;
|
||||
do
|
||||
{
|
||||
nreg = realloc(col_registered_shapes, sizeof(ecsEntityId) * col_num_registered);
|
||||
} while(nreg == NULL);
|
||||
col_registered_shapes = nreg;
|
||||
}
|
||||
}
|
||||
pthread_mutex_unlock(&col_reg_mutex);
|
||||
}
|
||||
|
||||
ecsEntityId shape_sweep(ecsEntityId entity, fvec move, short trigger_overlap)
|
||||
{
|
||||
ecsEntityId hit = noentity;
|
||||
ecsEntityId newhit;
|
||||
fvec* position = ecsGetComponentPtr(entity, position_component);
|
||||
fvec target_position;
|
||||
vadd(&target_position, position, &move);
|
||||
shape_t* shape = ecsGetComponentPtr(entity, shape_component);
|
||||
shape_t* other = NULL;
|
||||
|
||||
while(!veq(position, &target_position))
|
||||
{
|
||||
vmovetowards(position, position, &target_position, 0.1f);
|
||||
|
||||
newhit = shape_overlap_test(shape, *position);
|
||||
|
||||
if(newhit)
|
||||
{
|
||||
if(trigger_overlap)
|
||||
{
|
||||
other = ecsGetComponentPtr(newhit, shape_component);
|
||||
other->on_overlap(newhit, entity);
|
||||
shape->on_overlap(entity, newhit);
|
||||
}
|
||||
|
||||
if(hit == noentity)
|
||||
{
|
||||
hit = newhit;
|
||||
return hit;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return hit;
|
||||
}
|
||||
|
||||
// support functions
|
||||
fvec _circle_furthest_point(shape_t* shape, fvec direction)
|
||||
{
|
||||
vnor(&direction, &direction);
|
||||
vmulf(&direction, &direction, shape->circle.radius);
|
||||
return direction;
|
||||
}
|
||||
|
||||
fvec _array_furthest_point(fvec* array, size_t count, fvec direction)
|
||||
{
|
||||
vnor(&direction, &direction);
|
||||
fvec point = array[0];
|
||||
float dot_to_beat = vdot(array, &direction);
|
||||
for(int i = 0; i < count; ++i)
|
||||
{
|
||||
float dot = vdot(array + i, &direction);
|
||||
if(dot > dot_to_beat)
|
||||
{
|
||||
dot_to_beat = dot;
|
||||
point = array[i];
|
||||
}
|
||||
}
|
||||
|
||||
return point;
|
||||
}
|
||||
|
||||
fvec _rect_furthest_point(shape_t* shape, fvec direction)
|
||||
{
|
||||
fvec points[4] = {
|
||||
{shape->rect.x, shape->rect.y},
|
||||
{shape->rect.x + shape->rect.w, shape->rect.y},
|
||||
{shape->rect.x + shape->rect.w, shape->rect.y + shape->rect.h},
|
||||
{shape->rect.x, shape->rect.y + shape->rect.h}
|
||||
};
|
||||
|
||||
fvec point = _array_furthest_point(points, 4, direction);
|
||||
return point;
|
||||
}
|
||||
|
||||
fvec _shape_furthest_point(shape_t* shape, fvec direction)
|
||||
{
|
||||
switch(shape->type)
|
||||
{
|
||||
default:
|
||||
return VZERO;
|
||||
case SHAPE_CIRCLE:
|
||||
return _circle_furthest_point(shape, direction);
|
||||
case SHAPE_RECT:
|
||||
return _circle_furthest_point(shape, direction);
|
||||
}
|
||||
}
|
||||
|
||||
fvec _support_point(shape_t* a, shape_t* b, fvec direction)
|
||||
{
|
||||
fvec inv_dir;
|
||||
vmulf(&inv_dir, &direction, -1.f);
|
||||
|
||||
fvec fpa = _shape_furthest_point(a, direction);
|
||||
fvec fpb = _shape_furthest_point(b, inv_dir);
|
||||
transform_point(&fpa, &a->position_offset, &a->scale, &a->rotation_offset);
|
||||
transform_point(&fpb, &b->position_offset, &b->scale, &b->rotation_offset);
|
||||
|
||||
vsub(&direction, &fpa, &fpb);
|
||||
|
||||
return direction;
|
||||
}
|
||||
|
||||
void _simplex_push(simplex_t* simpl, fvec point)
|
||||
{
|
||||
memcpy(&simpl->points[1], simpl->points, sizeof(fvec) * 3);
|
||||
simpl->points[0] = point;
|
||||
}
|
||||
|
||||
int _same_direction(fvec direction, fvec ao)
|
||||
{
|
||||
return vdot(&direction, &ao) > 0;
|
||||
}
|
||||
|
||||
int _simplex_line(simplex_t* simplex, fvec* direction)
|
||||
{
|
||||
fvec a = simplex->points[0];
|
||||
fvec b = simplex->points[1];
|
||||
|
||||
fvec ab, ao;
|
||||
vmulf(&ao, &a, -1.f);
|
||||
vsub(&ab, &b, &a);
|
||||
|
||||
if(_same_direction(ab, ao))
|
||||
{
|
||||
vtriple(direction, &ab, &ao);
|
||||
}
|
||||
else
|
||||
{
|
||||
simplex->count = 1;
|
||||
*direction = ao;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int _simplex_triangle(simplex_t* simplex, fvec* direction)
|
||||
{
|
||||
fvec a = simplex->points[0];
|
||||
fvec b = simplex->points[1];
|
||||
fvec c = simplex->points[2];
|
||||
|
||||
fvec ab, ac, ao;
|
||||
vsub(&ab, &b, &a);
|
||||
vsub(&ac, &c, &a);
|
||||
vmulf(&ao, &a, -1.f);
|
||||
|
||||
fvec abp, acp;
|
||||
vtriple(&abp, &ac, &ab);
|
||||
vtriple(&acp, &ab, &ac);
|
||||
|
||||
if(vdot(&abp, &ao) > 0)
|
||||
{
|
||||
// remove c
|
||||
*direction = abp;
|
||||
simplex->count = 2;
|
||||
return 0;
|
||||
}
|
||||
else if(vdot(&acp, &ao) > 0)
|
||||
{
|
||||
// remove b
|
||||
simplex->points[1] = simplex->points[2];
|
||||
simplex->count = 2;
|
||||
return 0;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int _next_simplex(simplex_t* simpl, fvec* direction)
|
||||
{
|
||||
switch(simpl->count)
|
||||
{
|
||||
case 2:
|
||||
return _simplex_line(simpl, direction);
|
||||
case 3:
|
||||
return _simplex_triangle(simpl, direction);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,39 @@
|
|||
#ifndef collision_shape_c_h
|
||||
#define collision_shape_c_h
|
||||
|
||||
#include <ecs.h>
|
||||
#include <vec.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
typedef void (*on_overlap_fn)(ecsEntityId self, ecsEntityId other);
|
||||
|
||||
extern ecsComponentMask shape_component;
|
||||
|
||||
typedef enum SHAPE_TYPE {
|
||||
SHAPE_CIRCLE,
|
||||
SHAPE_RECT
|
||||
} SHAPE_TYPE;
|
||||
|
||||
typedef struct shape_t {
|
||||
SHAPE_TYPE type;
|
||||
on_overlap_fn on_overlap;
|
||||
|
||||
float rotation_offset;
|
||||
fvec position_offset;
|
||||
fvec scale;
|
||||
|
||||
union {
|
||||
SDL_Rect rect;
|
||||
struct {
|
||||
float radius;
|
||||
} circle;
|
||||
};
|
||||
} shape_t;
|
||||
|
||||
extern ecsEntityId shape_sweep(ecsEntityId entity, fvec move, short trigger_overlap);
|
||||
extern int shapes_overlap(shape_t* a, shape_t* b);
|
||||
extern ecsEntityId shape_overlap_test(shape_t* shape, fvec position);
|
||||
|
||||
extern void add_to_collision_world(ecsEntityId entity);
|
||||
|
||||
#endif /* collision_shape_c_h */
|
|
@ -0,0 +1,3 @@
|
|||
#include "components.h"
|
||||
|
||||
ecsComponentMask collision_shape_component = 0x0;
|
|
@ -0,0 +1,11 @@
|
|||
#ifndef components_h
|
||||
#define components_h
|
||||
|
||||
#include "transform_c.h"
|
||||
#include "velocity_c.h"
|
||||
#include "sprite_c.h"
|
||||
#include "collision_shape_c.h"
|
||||
#include "border_interaction_c.h"
|
||||
#include "view_c.h"
|
||||
|
||||
#endif /* components_h */
|
|
@ -0,0 +1,300 @@
|
|||
#include "engine.h"
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_image.h>
|
||||
#include <SDL2/SDL_ttf.h>
|
||||
#include <stdlib.h>
|
||||
#include <time.h>
|
||||
#include <ecs.h>
|
||||
#include "components.h"
|
||||
#include "adb.h"
|
||||
#include "input.h"
|
||||
#include "ui.h"
|
||||
|
||||
typedef struct update_group_t {
|
||||
double last_time;
|
||||
double time;
|
||||
double delta_time;
|
||||
double target_delta;
|
||||
short is_frame;
|
||||
} update_group_t;
|
||||
|
||||
SDL_Window* window;
|
||||
SDL_Renderer* renderer;
|
||||
int engine_wants_to_quit;
|
||||
|
||||
update_group_t frame_update;
|
||||
update_group_t physics_update;
|
||||
|
||||
void system_window_clear(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time);
|
||||
void system_window_display(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time);
|
||||
void system_update_groups(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time);
|
||||
void system_poll_events(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time);
|
||||
|
||||
void engine_init();
|
||||
void engine_run();
|
||||
void engine_handle_event(SDL_Event* event);
|
||||
void engine_clean();
|
||||
|
||||
void engine_update_group(update_group_t* group);
|
||||
|
||||
void* asset_load_sdl_image(const char* filename)
|
||||
{
|
||||
SDL_Surface* surf = IMG_Load(filename);
|
||||
SDL_Texture* tex = SDL_CreateTextureFromSurface(renderer, surf);
|
||||
SDL_FreeSurface(surf);
|
||||
return tex;
|
||||
}
|
||||
|
||||
void asset_free_sdl_image(void* instance)
|
||||
{
|
||||
SDL_Texture* tex = instance;
|
||||
if(tex != NULL)
|
||||
{
|
||||
SDL_DestroyTexture(tex);
|
||||
}
|
||||
}
|
||||
|
||||
void* asset_load_ttf_font(const char* filename)
|
||||
{
|
||||
TTF_Font* font = TTF_OpenFont(filename, 50);
|
||||
return font;
|
||||
}
|
||||
|
||||
void asset_free_ttf_font(void* instance)
|
||||
{
|
||||
TTF_Font* font = instance;
|
||||
if(instance != NULL)
|
||||
{
|
||||
TTF_CloseFont(font);
|
||||
}
|
||||
}
|
||||
|
||||
int main(int argc, char* argv[])
|
||||
{
|
||||
engine_init();
|
||||
engine_run();
|
||||
engine_clean();
|
||||
}
|
||||
|
||||
void engine_init()
|
||||
{
|
||||
engine_wants_to_quit = 0;
|
||||
|
||||
// init asset database for 100 assets
|
||||
adb_init(100);
|
||||
|
||||
// register default image file handlers
|
||||
adb_register_file_handler(".png", &asset_load_sdl_image, &asset_free_sdl_image);
|
||||
adb_register_file_handler(".jpg", &asset_load_sdl_image, &asset_free_sdl_image);
|
||||
// default font file handlers
|
||||
adb_register_file_handler(".ttf", &asset_load_ttf_font, &asset_free_ttf_font);
|
||||
adb_register_file_handler(".otf", &asset_load_ttf_font, &asset_free_ttf_font);
|
||||
|
||||
// load default init settings
|
||||
engine_init_t init_settings;
|
||||
default_engine_init_settings(&init_settings);
|
||||
// set default target framerates
|
||||
set_update_group_target_framerate(&frame_update, 60);
|
||||
physics_update.target_delta = 0.f;
|
||||
engine_update_group(&frame_update);
|
||||
engine_update_group(&physics_update);
|
||||
|
||||
// allow game to adjust init settings as needed
|
||||
game_config(&init_settings);
|
||||
|
||||
// init sdl, create window and create renderer from window
|
||||
SDL_Init(init_settings.sdl_init_flags);
|
||||
TTF_Init();
|
||||
IMG_Init(IMG_INIT_JPG | IMG_INIT_PNG);
|
||||
window = SDL_CreateWindow(init_settings.window_name,
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
SDL_WINDOWPOS_CENTERED,
|
||||
init_settings.window_width,
|
||||
init_settings.window_height,
|
||||
init_settings.window_init_flags);
|
||||
|
||||
if(window == NULL)
|
||||
{
|
||||
exit(1);
|
||||
}
|
||||
|
||||
renderer = SDL_CreateRenderer(window, init_settings.renderer_index,
|
||||
init_settings.renderer_init_flags);
|
||||
|
||||
if(renderer == NULL)
|
||||
{
|
||||
exit(2);
|
||||
}
|
||||
|
||||
// init input system
|
||||
input_init();
|
||||
|
||||
// initialize runtime object database
|
||||
ecsInit();
|
||||
|
||||
// initialize imgui renderer
|
||||
uiInit(renderer);
|
||||
|
||||
position_component = ecsRegisterComponent(fvec);
|
||||
rotation_component = ecsRegisterComponent(float);
|
||||
scale_component = ecsRegisterComponent(fvec);
|
||||
|
||||
linear_velocity_component = ecsRegisterComponent(fvec);
|
||||
angular_velocity_component = ecsRegisterComponent(float);
|
||||
linear_drag_component = ecsRegisterComponent(float);
|
||||
angular_drag_component = ecsRegisterComponent(float);
|
||||
|
||||
sprite_component = ecsRegisterComponent(sprite_t);
|
||||
border_interaction_component = ecsRegisterComponent(border_interaction_t);
|
||||
view_component = ecsRegisterComponent(view_t);
|
||||
shape_component = ecsRegisterComponent(shape_t);
|
||||
|
||||
// enable core engine systems
|
||||
ecsEnableSystem(&system_poll_events, nocomponent, ECS_NOQUERY, 0, -300);
|
||||
ecsEnableSystem(&system_update_groups, nocomponent, ECS_NOQUERY, 0, -200);
|
||||
ecsEnableSystem(&system_update_views, view_component, ECS_QUERY_ALL, MAX_THREADS, 499);
|
||||
|
||||
// 500-599 is for rendering
|
||||
ecsEnableSystem(&system_window_clear, nocomponent, ECS_NOQUERY, 0, 500);
|
||||
ecsEnableSystem(&render_textures_s, sprite_component | position_component, ECS_QUERY_ALL, 0, 550);
|
||||
ecsEnableSystem(&system_window_display, nocomponent, ECS_NOQUERY, 0, 599);
|
||||
|
||||
|
||||
// 600-999 is for post-render updates
|
||||
ecsEnableSystem(&linear_velocity_update_s, position_component | linear_velocity_component, ECS_QUERY_ALL, MAX_THREADS, 750);
|
||||
ecsEnableSystem(&angular_velocity_update_s, rotation_component | angular_velocity_component, ECS_QUERY_ALL, MAX_THREADS, 755);
|
||||
ecsEnableSystem(&border_interaction_s, border_interaction_component | position_component, ECS_QUERY_ALL, MAX_THREADS, 810);
|
||||
ecsEnableSystem(&wrap_rotation_s, rotation_component, ECS_QUERY_ALL, 8, 815);
|
||||
|
||||
|
||||
// initialize game
|
||||
game_init();
|
||||
|
||||
// run created tasks
|
||||
ecsRunTasks();
|
||||
}
|
||||
|
||||
void engine_run()
|
||||
{
|
||||
float actual_time;
|
||||
|
||||
while(!engine_wants_to_quit)
|
||||
{
|
||||
float physics_update_delta;
|
||||
query_update_group(&physics_update, &physics_update_delta);
|
||||
ecsRunSystems(physics_update_delta);
|
||||
}
|
||||
}
|
||||
|
||||
void engine_handle_event(SDL_Event* event)
|
||||
{
|
||||
switch(event->type)
|
||||
{
|
||||
default: break;
|
||||
case SDL_QUIT:
|
||||
engine_wants_to_quit = 1;
|
||||
break;
|
||||
case SDL_WINDOWEVENT:
|
||||
{
|
||||
switch(event->window.event)
|
||||
{
|
||||
default: break;
|
||||
case SDL_WINDOWEVENT_SIZE_CHANGED:
|
||||
ecsEnableSystem(&system_update_views, view_component, ECS_QUERY_ALL, 8, -500);
|
||||
break;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void engine_clean()
|
||||
{
|
||||
// quit game, ui asset database, ecs
|
||||
game_quit();
|
||||
uiTerminate();
|
||||
adb_close();
|
||||
ecsTerminate();
|
||||
input_terminate();
|
||||
|
||||
// delete renderer and window, quit sdl
|
||||
SDL_DestroyRenderer(renderer);
|
||||
SDL_DestroyWindow(window);
|
||||
SDL_Quit();
|
||||
}
|
||||
|
||||
void engine_update_group(update_group_t* group)
|
||||
{
|
||||
group->time = (double)clock() / (double)CLOCKS_PER_SEC;
|
||||
double delta_time = group->time - group->last_time;
|
||||
group->is_frame = delta_time >= group->target_delta;
|
||||
|
||||
if(group->is_frame)
|
||||
{
|
||||
group->last_time = group->time;
|
||||
group->delta_time = delta_time;
|
||||
}
|
||||
}
|
||||
|
||||
void system_update_groups(ecsEntityId* entities, ecsComponentMask* components, size_t size, float delta_time)
|
||||
{
|
||||
engine_update_group(&frame_update);
|
||||
engine_update_group(&physics_update);
|
||||
}
|
||||
|
||||
void system_window_clear(ecsEntityId* entities, ecsComponentMask* components, size_t size, float delta_time)
|
||||
{
|
||||
if(query_update_group(&frame_update, &delta_time))
|
||||
{
|
||||
// clear screen all black
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
|
||||
SDL_RenderClear(renderer);
|
||||
}
|
||||
}
|
||||
void system_window_display(ecsEntityId* entities, ecsComponentMask* components, size_t size, float delta_time)
|
||||
{
|
||||
if(query_update_group(&frame_update, &delta_time))
|
||||
{
|
||||
// swap buffer
|
||||
SDL_RenderPresent(renderer);
|
||||
}
|
||||
}
|
||||
|
||||
void system_poll_events(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time)
|
||||
{
|
||||
SDL_Event evt;
|
||||
if(query_update_group(&frame_update, &delta_time))
|
||||
{
|
||||
while(SDL_PollEvent(&evt))
|
||||
{
|
||||
engine_handle_event(&evt);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
short query_update_group(update_group_t* update_group, float* out_delta_time)
|
||||
{
|
||||
if(out_delta_time != NULL)
|
||||
(*out_delta_time) = (float)update_group->delta_time;
|
||||
|
||||
return update_group->is_frame;
|
||||
}
|
||||
|
||||
void set_update_group_target_framerate(update_group_t* group, int fps)
|
||||
{
|
||||
group->target_delta = 1.f / fps;
|
||||
}
|
||||
|
||||
void default_engine_init_settings(engine_init_t* init_settings)
|
||||
{
|
||||
(*init_settings) = (engine_init_t){
|
||||
.window_width = 640, .window_height = 420,
|
||||
.window_init_flags = SDL_WINDOW_SHOWN,
|
||||
.sdl_init_flags = SDL_INIT_VIDEO,
|
||||
.renderer_init_flags = SDL_RENDERER_ACCELERATED,
|
||||
.renderer_index = -1,
|
||||
.window_name = "Game"
|
||||
};
|
||||
}
|
||||
|
|
@ -0,0 +1,48 @@
|
|||
#ifndef _engine_h
|
||||
#define _engine_h
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
#ifndef MAX_THREADS
|
||||
#define MAX_THREADS 8
|
||||
#endif /* MAX_THREADS */
|
||||
|
||||
typedef struct engine_init_t {
|
||||
int window_width, window_height;
|
||||
uint32_t window_init_flags;
|
||||
uint32_t sdl_init_flags;
|
||||
uint32_t renderer_init_flags;
|
||||
int renderer_index;
|
||||
const char* window_name;
|
||||
} engine_init_t;
|
||||
|
||||
typedef struct update_group_t update_group_t;
|
||||
|
||||
extern update_group_t frame_update;
|
||||
extern update_group_t physics_update;
|
||||
|
||||
extern void default_engine_init_settings(engine_init_t*);
|
||||
|
||||
extern void game_config(engine_init_t*);
|
||||
extern void game_init();
|
||||
extern void game_quit();
|
||||
|
||||
extern short query_update_group(update_group_t* group, float* delta_time);
|
||||
extern void set_update_group_target_framerate(update_group_t* group, int fps);
|
||||
|
||||
extern struct SDL_Renderer* renderer;
|
||||
|
||||
#if defined(DEBUG)
|
||||
#include <stdio.h>
|
||||
|
||||
#define E_LOG(...)\
|
||||
fprintf(stdout, "%s:%d: ", __FILE__, __LINE__);\
|
||||
fprintf(stdout, __VA_ARGS__);\
|
||||
fprintf(stdout, "\n")
|
||||
#else
|
||||
#define E_LOG(...)
|
||||
#endif
|
||||
|
||||
#include "components.h"
|
||||
|
||||
#endif /* !_engine_h */
|
|
@ -0,0 +1,16 @@
|
|||
#ifndef fmath_h
|
||||
#define fmath_h
|
||||
|
||||
static inline
|
||||
float fmovetowards(float start, float target, float delta)
|
||||
{
|
||||
if(start - delta > target)
|
||||
start -= delta;
|
||||
else if(start + delta < target)
|
||||
start += delta;
|
||||
else
|
||||
start = target;
|
||||
return start;
|
||||
}
|
||||
|
||||
#endif /* fmath_h */
|
|
@ -0,0 +1,27 @@
|
|||
#include "input.h"
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
const uint8_t* input_key_array;
|
||||
int input_num_keys;
|
||||
|
||||
void input_init()
|
||||
{
|
||||
input_key_array = SDL_GetKeyboardState(&input_num_keys);
|
||||
}
|
||||
|
||||
void input_terminate() {}
|
||||
|
||||
int8_t input_axis(unsigned key_negative, unsigned key_positive)
|
||||
{
|
||||
return input_button(key_positive) - input_button(key_negative);
|
||||
}
|
||||
|
||||
int8_t input_button(unsigned key)
|
||||
{
|
||||
if(key < input_num_keys)
|
||||
{
|
||||
return input_key_array[key];
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
#ifndef input_h
|
||||
#define input_h
|
||||
|
||||
#include <stdint.h>
|
||||
|
||||
extern void input_init();
|
||||
extern void input_terminate();
|
||||
extern int8_t input_axis(unsigned key_negative, unsigned key_positive);
|
||||
extern int8_t input_button(unsigned key);
|
||||
|
||||
#endif /* input_h */
|
|
@ -0,0 +1,65 @@
|
|||
#include "sprite_c.h"
|
||||
|
||||
#include <engine.h>
|
||||
#include <stdint.h>
|
||||
#include <vec.h>
|
||||
|
||||
#include "transform_c.h"
|
||||
#include "camera.h"
|
||||
|
||||
ecsComponentMask sprite_component = 0x0;
|
||||
|
||||
void render_textures_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time)
|
||||
{
|
||||
SDL_Rect camera_rect;
|
||||
ecsEntityId id;
|
||||
|
||||
sprite_t* sprite;
|
||||
fvec* position;
|
||||
float* rotation;
|
||||
fvec* scale;
|
||||
float scale_mul;
|
||||
|
||||
float angle;
|
||||
SDL_FRect dst;
|
||||
int window_width, window_height;
|
||||
|
||||
SDL_GetRendererOutputSize(renderer, &window_width, &window_height);
|
||||
get_camera_rect(get_main_camera(), &camera_rect);
|
||||
scale_mul = (float)window_width / camera_rect.w;
|
||||
|
||||
SDL_RenderDrawRect(renderer, &camera_rect);
|
||||
|
||||
if(query_update_group(&frame_update, &delta_time))
|
||||
{
|
||||
for(size_t i = 0; i < count; ++i)
|
||||
{
|
||||
id = entities[i];
|
||||
sprite = ecsGetComponentPtr(id, sprite_component);
|
||||
position = ecsGetComponentPtr(id, position_component);
|
||||
rotation = ecsGetComponentPtr(id, rotation_component);
|
||||
scale = ecsGetComponentPtr(id, scale_component);
|
||||
|
||||
if(sprite->texture != NULL)
|
||||
{
|
||||
angle = rotation ? (*rotation) : 0;
|
||||
dst = (SDL_FRect){
|
||||
.x=(position->x - camera_rect.x) * scale_mul,
|
||||
.y=(position->y - camera_rect.y) * scale_mul,
|
||||
.w=(scale ? scale->x : 1.f) * scale_mul,
|
||||
.h=(scale ? scale->y : 1.f) * scale_mul,
|
||||
};
|
||||
|
||||
dst.x -= dst.w * 0.5f;
|
||||
dst.y -= dst.h * 0.5f;
|
||||
|
||||
SDL_RenderCopyExF(
|
||||
renderer, sprite->texture,
|
||||
&sprite->rect, &dst, (double)angle,
|
||||
&(SDL_FPoint){.x=dst.w*0.5f, .y=dst.h*0.5f},
|
||||
0x0
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,18 @@
|
|||
#ifndef sprite_c_h
|
||||
#define sprite_c_h
|
||||
|
||||
#include <ecs.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
extern ecsComponentMask sprite_component;
|
||||
|
||||
#define SPRITE_A ((ecsComponentMask)(sprite_component | position_component))
|
||||
|
||||
typedef struct sprite_t {
|
||||
SDL_Texture* texture;
|
||||
SDL_Rect rect;
|
||||
} sprite_t;
|
||||
|
||||
extern void render_textures_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time);
|
||||
|
||||
#endif /* sprite_c_h */
|
|
@ -0,0 +1,28 @@
|
|||
#include "transform_c.h"
|
||||
|
||||
#include <engine.h>
|
||||
#include <vec.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
ecsComponentMask position_component = 0x0;
|
||||
ecsComponentMask rotation_component = 0x0;
|
||||
ecsComponentMask scale_component = 0x0;
|
||||
ecsComponentMask wrap_screen_component = 0x0;
|
||||
|
||||
void wrap_rotation_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time)
|
||||
{
|
||||
float* rotation;
|
||||
if(query_update_group(&physics_update, &delta_time))
|
||||
{
|
||||
for(size_t i = 0; i < count; ++i)
|
||||
{
|
||||
rotation = ecsGetComponentPtr(entities[i], rotation_component);
|
||||
|
||||
if(*rotation < -360.f)
|
||||
*rotation += 360.f;
|
||||
else if(*rotation > 360.f)
|
||||
*rotation -= 360.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,34 @@
|
|||
#ifndef transform_c_h
|
||||
#define transform_c_h
|
||||
|
||||
#include <ecs.h>
|
||||
#include <vec.h>
|
||||
|
||||
extern ecsComponentMask position_component;
|
||||
extern ecsComponentMask rotation_component;
|
||||
extern ecsComponentMask scale_component;
|
||||
|
||||
#define TRANSFORM_A ((ecsComponentMask)(position_component | rotation_component | scale_component))
|
||||
|
||||
extern void wrap_screen_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time);
|
||||
extern void wrap_rotation_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time);
|
||||
|
||||
static inline
|
||||
void transform_point(fvec* r, fvec* position, fvec* scale, float* rotation)
|
||||
{
|
||||
r->x *= scale->x;
|
||||
r->y *= scale->y;
|
||||
vrot(r, r, *rotation);
|
||||
vadd(r, r, position);
|
||||
}
|
||||
|
||||
static inline
|
||||
void inverse_transform_point(fvec* r, fvec* position, fvec* scale, float* rotation)
|
||||
{
|
||||
r->x /= scale->x;
|
||||
r->y /= scale->y;
|
||||
vrot(r, r, -(*rotation));
|
||||
vsub(r, r, position);
|
||||
}
|
||||
|
||||
#endif /* transform_c_h */
|
|
@ -0,0 +1,386 @@
|
|||
//
|
||||
// ui.c
|
||||
// engine
|
||||
//
|
||||
// Created by Scott on 21/10/2022.
|
||||
//
|
||||
|
||||
#include "ui.h"
|
||||
#include <math.h>
|
||||
#include <stdint.h>
|
||||
|
||||
SDL_Renderer* uiTarget;
|
||||
typedef struct ui_selection_t {
|
||||
uintptr_t item;
|
||||
short keepSelected;
|
||||
enum {
|
||||
UI_SELECT_DEFAULT,
|
||||
UI_SELECT_TEXT
|
||||
} selectKind;
|
||||
union {
|
||||
struct {
|
||||
long start, end;
|
||||
} text_select;
|
||||
};
|
||||
} ui_selection_t;
|
||||
|
||||
ui_selection_t uiSelection;
|
||||
|
||||
uint32_t uiCurrentMouseState;
|
||||
uint32_t uiLastMouseState;
|
||||
int uiMouseX, uiMouseY;
|
||||
|
||||
SDL_Rect uiCurrentWindow;
|
||||
int uiIndentLevel;
|
||||
int uiSingleLineHeight = 30;
|
||||
int uiLineSpacing = 5;
|
||||
int uiWindowPadding = 10;
|
||||
int uiTotalHeight;
|
||||
int uiRenderSameLine;
|
||||
|
||||
SDL_Rect uiNextLineRect;
|
||||
|
||||
struct ui_style_t {
|
||||
TTF_Font* font;
|
||||
int indentPixels;
|
||||
} uiStyle;
|
||||
|
||||
void uiAddPixels(int n);
|
||||
|
||||
void uiUpdateMouseState()
|
||||
{
|
||||
uiLastMouseState = uiCurrentMouseState;
|
||||
uiCurrentMouseState = SDL_GetMouseState(&uiMouseX, &uiMouseY);
|
||||
}
|
||||
|
||||
int uiCanSelect(void* ptr)
|
||||
{
|
||||
intptr_t item = (intptr_t)ptr;
|
||||
|
||||
return uiSelection.item == item || uiSelection.item == 0;
|
||||
}
|
||||
|
||||
void uiSelect(void* ptr, short keepActive)
|
||||
{
|
||||
uiSelection.item = (intptr_t)ptr;
|
||||
uiSelection.keepSelected = keepActive;
|
||||
}
|
||||
|
||||
short uiIsSelected(void* ptr)
|
||||
{
|
||||
return uiSelection.item == (intptr_t)ptr;
|
||||
}
|
||||
|
||||
void uiInit(SDL_Renderer* target)
|
||||
{
|
||||
uiTarget = target;
|
||||
uiSelection.item = 0;
|
||||
memset(&uiStyle, 0, sizeof(struct ui_style_t));
|
||||
uiUpdateMouseState();
|
||||
uiStyle.indentPixels = 10;
|
||||
}
|
||||
|
||||
void uiTerminate()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void uiSetFont(TTF_Font* font)
|
||||
{
|
||||
uiStyle.font = font;
|
||||
}
|
||||
|
||||
// check if a mouse button was pressed on this ui frame
|
||||
static inline
|
||||
short uiMouseButtonPressed(uint32_t buttonMask)
|
||||
{
|
||||
return
|
||||
(buttonMask & uiCurrentMouseState) != 0 && // button is down
|
||||
(buttonMask & uiLastMouseState) == 0; // button was down
|
||||
}
|
||||
|
||||
// check if a mouse button was released on this ui frame
|
||||
static inline
|
||||
short uiMouseButtonReleased(uint32_t buttonMask)
|
||||
{
|
||||
return
|
||||
(buttonMask & uiLastMouseState) != 0 && // button was down
|
||||
(buttonMask & uiCurrentMouseState) == 0; // button is up
|
||||
}
|
||||
|
||||
// check if a mouse button is currently pressed
|
||||
static inline
|
||||
short uiMouseButtonDown(uint32_t buttonMask)
|
||||
{
|
||||
return uiCurrentMouseState & buttonMask;
|
||||
}
|
||||
|
||||
// change the SDL render target
|
||||
void uiSetTarget(SDL_Renderer* renderer)
|
||||
{
|
||||
uiTarget = renderer;
|
||||
}
|
||||
|
||||
// begin a new frame
|
||||
void uiBeginFrame()
|
||||
{
|
||||
if(uiSelection.keepSelected == 0)
|
||||
uiSelection.item = 0;
|
||||
uiUpdateMouseState();
|
||||
}
|
||||
|
||||
// push any number of lines
|
||||
void uiSkipLines(int n)
|
||||
{
|
||||
while(n-- >= 0)
|
||||
{
|
||||
uiNextLine();
|
||||
}
|
||||
}
|
||||
|
||||
// push a new line
|
||||
void uiNextLine()
|
||||
{
|
||||
if(uiRenderSameLine > 0)
|
||||
{
|
||||
uiRenderSameLine--;
|
||||
uiNextLineRect.x += uiNextLineRect.w;
|
||||
}
|
||||
else
|
||||
{
|
||||
uiAddPixels(uiSingleLineHeight + uiLineSpacing);
|
||||
}
|
||||
}
|
||||
|
||||
// push the next line down by a number of pixels
|
||||
void uiAddPixels(int px)
|
||||
{
|
||||
uiTotalHeight += px;
|
||||
uiNextLineRect = uiCurrentWindow;
|
||||
uiNextLineRect.h = uiSingleLineHeight;
|
||||
uiNextLineRect.y += uiTotalHeight;
|
||||
uiNextLineRect.w -= uiIndentLevel * uiStyle.indentPixels * 2;
|
||||
uiNextLineRect.x += uiIndentLevel * uiStyle.indentPixels;
|
||||
}
|
||||
|
||||
// draw the next n elements on the same line
|
||||
void uiSameLine(int n)
|
||||
{
|
||||
if(n > 1)
|
||||
{
|
||||
uiRenderSameLine += n-1;
|
||||
|
||||
uiNextLineRect.w /= n;
|
||||
}
|
||||
}
|
||||
|
||||
// start a window fitting within the given rectangle
|
||||
int uiBeginWindow(SDL_Rect* rect, const char* label, uiWindowState* state)
|
||||
{
|
||||
short isActive = ((*state) & UI_WINDOWSTATE_MINIMIZED) == 0;
|
||||
uiTotalHeight = 0;
|
||||
uiIndentLevel = 0;
|
||||
memcpy(&uiCurrentWindow, rect, sizeof(SDL_Rect));
|
||||
|
||||
if(isActive)
|
||||
{
|
||||
SDL_SetRenderDrawColor(uiTarget, 20, 20, 20, 255);
|
||||
SDL_RenderFillRect(uiTarget, rect);
|
||||
}
|
||||
|
||||
uiNextLineRect = uiCurrentWindow;
|
||||
uiNextLineRect.h = uiSingleLineHeight;
|
||||
int toggled = uiButton(label);
|
||||
|
||||
uiCurrentWindow.x += uiWindowPadding;
|
||||
uiCurrentWindow.y += uiWindowPadding;
|
||||
uiCurrentWindow.w -= uiWindowPadding*2;
|
||||
uiCurrentWindow.h -= uiWindowPadding*2;
|
||||
|
||||
uiNextLineRect.x = uiCurrentWindow.x;
|
||||
uiNextLineRect.w = uiCurrentWindow.w;
|
||||
uiNextLineRect.y = uiCurrentWindow.y + uiTotalHeight;
|
||||
uiNextLineRect.h = uiSingleLineHeight;
|
||||
|
||||
if(toggled)
|
||||
{
|
||||
(*state) ^= UI_WINDOWSTATE_MINIMIZED;
|
||||
}
|
||||
|
||||
return isActive;
|
||||
}
|
||||
|
||||
// check if point (x,y) is in r
|
||||
int uiInArea(SDL_Rect* r, int x, int y)
|
||||
{
|
||||
int x_min = r->x, x_max = r->x + r->w;
|
||||
int y_min = r->y, y_max = r->y + r->h;
|
||||
return (x >= x_min && x < x_max && y >= y_min && y < y_max);
|
||||
}
|
||||
|
||||
void uiDrawText(const char* text, SDL_Rect dstrect, SDL_Color colour)
|
||||
{
|
||||
int height = TTF_FontHeight(uiStyle.font);
|
||||
double fontToLineHeight = (double)height/(double)uiSingleLineHeight;
|
||||
|
||||
SDL_Rect srcrect = { 0, 0, dstrect.w * fontToLineHeight, dstrect.h * fontToLineHeight };
|
||||
SDL_Surface* surface = TTF_RenderText_Solid_Wrapped(uiStyle.font, text, colour, srcrect.w);
|
||||
|
||||
dstrect.w = surface->w / fontToLineHeight;
|
||||
|
||||
if(surface == NULL)
|
||||
{
|
||||
SDL_Log("Failed to render text to surface:\n%s", SDL_GetError());
|
||||
return;
|
||||
}
|
||||
|
||||
SDL_Texture* tex = SDL_CreateTextureFromSurface(uiTarget, surface);
|
||||
SDL_FreeSurface(surface);
|
||||
|
||||
if(tex == NULL)
|
||||
return;
|
||||
|
||||
SDL_RenderCopy(uiTarget, tex, &srcrect, &dstrect);
|
||||
|
||||
SDL_DestroyTexture(tex);
|
||||
}
|
||||
|
||||
// draw an interactive slider with a min, max and step
|
||||
int uiSlider(float* value, float min, float max, float step)
|
||||
{
|
||||
const int SLIDER_WIDTH = 10;
|
||||
const int LINE_THICKNESS = 5;
|
||||
|
||||
float startValue = *value;
|
||||
int valueChanged = 0;
|
||||
float valuePercentage = ((*value)-min) / (max - min);
|
||||
|
||||
SDL_Rect position = uiNextLineRect;
|
||||
position.x += SLIDER_WIDTH/2;
|
||||
position.w -= SLIDER_WIDTH;
|
||||
|
||||
SDL_Rect lineRect = {
|
||||
position.x, position.y + uiSingleLineHeight/2,
|
||||
position.w, LINE_THICKNESS
|
||||
};
|
||||
|
||||
SDL_Color sliderColor = {230, 230, 230, 255};
|
||||
|
||||
if(uiMouseButtonPressed(SDL_BUTTON_LEFT))
|
||||
{
|
||||
if(uiCanSelect(value) && uiInArea(&position, uiMouseX, uiMouseY))
|
||||
{
|
||||
uiSelect(value, 1);
|
||||
}
|
||||
}
|
||||
else if(uiIsSelected(value) && !uiMouseButtonDown(SDL_BUTTON_LEFT))
|
||||
{
|
||||
uiSelection.keepSelected = 0;
|
||||
}
|
||||
|
||||
if(uiIsSelected(value))
|
||||
{
|
||||
valuePercentage = (float)(uiMouseX - position.x) / (float)(position.w);
|
||||
|
||||
if(valuePercentage < 0)
|
||||
valuePercentage = 0;
|
||||
else if(valuePercentage > 1)
|
||||
valuePercentage = 1;
|
||||
|
||||
(*value) = valuePercentage * (max - min);
|
||||
(*value) = roundf((*value) * (1.f/step)) * step + min;
|
||||
valuePercentage = ((*value) - min) / (max-min);
|
||||
|
||||
|
||||
if(*value != startValue)
|
||||
{
|
||||
valueChanged = 1;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_Rect sliderRect = {
|
||||
position.x + valuePercentage * position.w - SLIDER_WIDTH/2, position.y,
|
||||
SLIDER_WIDTH, uiSingleLineHeight
|
||||
};
|
||||
|
||||
SDL_SetRenderDrawColor(uiTarget, 100, 100, 100, 255);
|
||||
SDL_RenderFillRect(uiTarget, &lineRect);
|
||||
|
||||
if(valuePercentage >= 0 && valuePercentage <= 1)
|
||||
{
|
||||
SDL_SetRenderDrawColor(uiTarget, sliderColor.r, sliderColor.g, sliderColor.b, sliderColor.a);
|
||||
SDL_RenderFillRect(uiTarget, &sliderRect);
|
||||
}
|
||||
|
||||
uiNextLine();
|
||||
|
||||
return valueChanged;
|
||||
}
|
||||
|
||||
// draw a clickable button
|
||||
int uiButton(const char* label)
|
||||
{
|
||||
SDL_Rect position = uiNextLineRect;
|
||||
short clicked = 0;
|
||||
|
||||
if(uiMouseButtonPressed(SDL_BUTTON_LEFT))
|
||||
{
|
||||
if(uiCanSelect(0) && uiInArea(&position, uiMouseX, uiMouseY))
|
||||
{
|
||||
uiSelect(0, 0);
|
||||
clicked = 1;
|
||||
}
|
||||
}
|
||||
|
||||
SDL_SetRenderDrawColor(uiTarget, 100, 100, 100, 255);
|
||||
SDL_RenderFillRect(uiTarget, &position);
|
||||
|
||||
uiLabel(label);
|
||||
|
||||
return clicked;
|
||||
}
|
||||
|
||||
void uiLabel(const char* label)
|
||||
{
|
||||
SDL_Colour white = {255, 255, 255, 255};
|
||||
uiDrawText(label, uiNextLineRect, white);
|
||||
uiNextLine();
|
||||
}
|
||||
|
||||
void uiLabelNext(const char* label, float ratio)
|
||||
{
|
||||
int y = uiNextLineRect.y;
|
||||
uiNextLineRect.w = uiCurrentWindow.w * ratio;
|
||||
uiLabel(label);
|
||||
uiTotalHeight -= uiSingleLineHeight + uiLineSpacing;
|
||||
uiNextLineRect.y = y;
|
||||
uiNextLineRect.x += uiCurrentWindow.w * ratio;
|
||||
uiNextLineRect.w = uiCurrentWindow.w * (1-ratio);
|
||||
uiNextLineRect.h = uiSingleLineHeight;
|
||||
}
|
||||
|
||||
void uiHeader(const char* label)
|
||||
{
|
||||
uiSubIndent();
|
||||
uiAddPixels(uiSingleLineHeight/2);
|
||||
uiLabel(label);
|
||||
uiAddIndent();
|
||||
}
|
||||
|
||||
void uiSetIndent(int n)
|
||||
{
|
||||
uiIndentLevel = n;
|
||||
uiIndentLevel = uiIndentLevel >= 0 ? uiIndentLevel : 0;
|
||||
// force update of next line rect
|
||||
uiAddPixels(0);
|
||||
}
|
||||
|
||||
void uiAddIndent()
|
||||
{
|
||||
uiSetIndent(uiIndentLevel + 1);
|
||||
}
|
||||
|
||||
void uiSubIndent()
|
||||
{
|
||||
uiSetIndent(uiIndentLevel - 1);
|
||||
}
|
|
@ -0,0 +1,44 @@
|
|||
//
|
||||
// ui.h
|
||||
// engine
|
||||
//
|
||||
// Created by Scott on 21/10/2022.
|
||||
//
|
||||
|
||||
#ifndef ui_h
|
||||
#define ui_h
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <SDL2/SDL_ttf.h>
|
||||
#include <stdint.h>
|
||||
|
||||
typedef uint32_t uiWindowState;
|
||||
#define UI_WINDOWSTATE_ALLOW_MINIMIZE ((uiWindowState)0x1)
|
||||
#define UI_WINDOWSTATE_MINIMIZED ((uiWindowState)0x2)
|
||||
#define UI_WINDOWSTATE_DEFAULT (UI_WINDOWSTATE_ALLOW_MINIMIZE)
|
||||
|
||||
extern void uiInit(SDL_Renderer* target);
|
||||
extern void uiTerminate();
|
||||
|
||||
extern void uiSetTarget(SDL_Renderer* renderer);
|
||||
|
||||
extern void uiSetFont(TTF_Font* font);
|
||||
|
||||
extern void uiBeginFrame();
|
||||
|
||||
extern int uiBeginWindow(SDL_Rect* rect, const char* label, uiWindowState* state);
|
||||
|
||||
extern void uiSkipLines(int n);
|
||||
extern void uiNextLine();
|
||||
extern void uiSameLine(int n);
|
||||
|
||||
extern int uiSlider(float* value, float min, float max, float step);
|
||||
extern int uiButton(const char* label);
|
||||
extern void uiLabel(const char* label);
|
||||
extern void uiLabelNext(const char* label, float ratio);
|
||||
extern void uiHeader(const char* label);
|
||||
extern void uiAddIndent();
|
||||
extern void uiSubIndent();
|
||||
extern void uiSetIndent(int n);
|
||||
|
||||
#endif /* ui_h */
|
|
@ -0,0 +1,203 @@
|
|||
//
|
||||
// vec.h
|
||||
// sim
|
||||
//
|
||||
// Created by Scott on 11/10/2022.
|
||||
//
|
||||
|
||||
#ifndef vec_h
|
||||
#define vec_h
|
||||
|
||||
#include <math.h>
|
||||
#include <string.h>
|
||||
|
||||
typedef struct fvec {
|
||||
float x, y;
|
||||
} fvec;
|
||||
|
||||
static inline void vadd(fvec* r, fvec* a, fvec* b)
|
||||
{ r->x = a->x + b->x; r->y = a->y + b->y; }
|
||||
|
||||
static inline void vsub(fvec* r, fvec* a, fvec* b)
|
||||
{ r->x = a->x - b->x; r->y = a->y - b->y; }
|
||||
|
||||
static inline void vmul(fvec* r, fvec* a, fvec* b)
|
||||
{ r->x = a->x * b->x; r->y = a->y * b->y; }
|
||||
|
||||
static inline void vmulf(fvec* r, fvec* a, float b)
|
||||
{ r->x = a->x * b; r->y = a->y * b; }
|
||||
|
||||
static inline void vdiv(fvec* r, fvec* a, fvec* b)
|
||||
{ r->x = a->x / b->x; r->y = a->y / b->y; }
|
||||
|
||||
static inline float vmag(fvec* a)
|
||||
{ return sqrt(fabsf(a->x*a->x) + fabsf(a->y*a->y)); }
|
||||
|
||||
static inline int veq(fvec* a, fvec* b)
|
||||
{ return(a->x == b->x && a->y == b->y); }
|
||||
|
||||
static inline void vnor(fvec* r, fvec* a)
|
||||
{
|
||||
float m = vmag(a);
|
||||
if(m == 0)
|
||||
{
|
||||
*r = (fvec){0.f, 0.f};
|
||||
}
|
||||
else
|
||||
{
|
||||
r->x = a->x / m;
|
||||
r->y = a->y / m;
|
||||
}
|
||||
}
|
||||
|
||||
static inline void vabs(fvec* r, fvec* a)
|
||||
{
|
||||
r->x = fabsf(a->x);
|
||||
r->y = fabsf(a->y);
|
||||
}
|
||||
|
||||
static inline float vdist(fvec* a, fvec* b)
|
||||
{
|
||||
fvec diff;
|
||||
vsub(&diff, a, b);
|
||||
vabs(&diff, &diff);
|
||||
float m = vmag(&diff);
|
||||
return isnan(m) ? 0 : m;
|
||||
}
|
||||
|
||||
static inline void vmovetowards(fvec* r, fvec* from, fvec* to, float max_delta)
|
||||
{
|
||||
fvec diff, dir;
|
||||
|
||||
if(max_delta == 0 || isnan(max_delta))
|
||||
{
|
||||
memmove(r, from, sizeof(fvec));
|
||||
return;
|
||||
}
|
||||
|
||||
vsub(&diff, to, from);
|
||||
|
||||
// get the distance between from and to
|
||||
float diffm = vmag(&diff);
|
||||
|
||||
// if the distance is zero, set return to target vector
|
||||
if(diffm == 0 || isnan(diffm))
|
||||
{
|
||||
memmove(r, to, sizeof(fvec));
|
||||
return;
|
||||
}
|
||||
|
||||
vmulf(&dir, &diff, 1.f/diffm * max_delta);
|
||||
|
||||
float dirm = vmag(&dir);
|
||||
|
||||
if(dirm >= diffm)
|
||||
{
|
||||
memmove(r, to, sizeof(fvec));
|
||||
}
|
||||
else
|
||||
{
|
||||
vadd(r, from, &dir);
|
||||
}
|
||||
}
|
||||
|
||||
static inline void vlerp(fvec* r, fvec* from, fvec* to, float t)
|
||||
{
|
||||
fvec dir;
|
||||
vsub(&dir, to, from);
|
||||
vnor(&dir, &dir);
|
||||
vmulf(&dir, &dir, t);
|
||||
vadd(r, from, &dir);
|
||||
}
|
||||
|
||||
static inline void vmin(fvec* r, fvec* a, float min)
|
||||
{
|
||||
float m = vmag(a);
|
||||
if(m < min)
|
||||
{
|
||||
vmulf(r, a, (1.f/m)*min);
|
||||
}
|
||||
else
|
||||
{
|
||||
*r = *a;
|
||||
}
|
||||
}
|
||||
|
||||
static inline void vmax(fvec* r, fvec* a, float max)
|
||||
{
|
||||
float m = vmag(a);
|
||||
if(m > max)
|
||||
vmulf(r, a, (1.f/m)*max);
|
||||
else
|
||||
*r = *a;
|
||||
}
|
||||
|
||||
static inline void vclamp(fvec* r, fvec* a, float min, float max)
|
||||
{
|
||||
float m = vmag(a);
|
||||
if(m > max)
|
||||
vmulf(r, a, (1.f/m)*max);
|
||||
else if(m < min)
|
||||
vmulf(r, a, (1.f/m)*min);
|
||||
else
|
||||
*r = *a;
|
||||
}
|
||||
|
||||
static inline float vdot(fvec* a, fvec* b)
|
||||
{
|
||||
return(a->x * b->x + a->y * b->y);
|
||||
}
|
||||
|
||||
static inline float vang(fvec* a, fvec* b)
|
||||
{
|
||||
return atan2f(a->y, a->x) - atan2f(b->y, b->x);
|
||||
}
|
||||
|
||||
static inline void vrot(fvec* r, fvec* a, float ang)
|
||||
{
|
||||
fvec tmp = *a;
|
||||
r->x = cosf(ang)*tmp.x - sinf(ang)*tmp.y;
|
||||
r->y = sinf(ang)*tmp.x + cosf(ang)*tmp.y;
|
||||
}
|
||||
|
||||
static inline void vperpend(fvec* r, fvec* a)
|
||||
{
|
||||
r->y = a->x;
|
||||
r->x = -a->y;
|
||||
}
|
||||
|
||||
static inline void v3cross(float* r, float* a, float* b)
|
||||
{
|
||||
float store[3];
|
||||
memcpy(store, r, sizeof(float) * 3);
|
||||
store[0] = a[1]*b[2] - a[2]*b[1];
|
||||
store[1] = a[2]*b[0] - a[0]*b[2];
|
||||
store[2] = a[0]*b[1] - a[3]*b[0];
|
||||
memcpy(r, store, sizeof(float) * 3);
|
||||
}
|
||||
|
||||
static inline void vtriple(fvec* r, fvec* a, fvec* b)
|
||||
{
|
||||
float va[3];
|
||||
float vb[3];
|
||||
float vr[3];
|
||||
memcpy(va, a, sizeof(float) * 2);
|
||||
memcpy(vb, b, sizeof(float) * 2);
|
||||
memset(vr, 0.f, sizeof(float) * 3);
|
||||
|
||||
va[2] = vb[2] = 0;
|
||||
|
||||
v3cross(vr, va, vb);
|
||||
v3cross(vr, vr, va);
|
||||
|
||||
r->x = vr[0];
|
||||
r->y = vr[1];
|
||||
}
|
||||
|
||||
#define VZERO ((fvec){0.f,0.f})
|
||||
#define VUP ((fvec){0.f, 1.f})
|
||||
#define VDOWN ((fvec){0.f, -1.f})
|
||||
#define VLEFT ((fvec){-1.f, 0.f})
|
||||
#define VRIGHT ((fvec){1.f, 0.f})
|
||||
|
||||
#endif /* vec_h */
|
|
@ -0,0 +1,86 @@
|
|||
#include "velocity_c.h"
|
||||
#include <engine.h>
|
||||
#include <vec.h>
|
||||
#include "components.h"
|
||||
|
||||
ecsComponentMask linear_velocity_component = 0x0;
|
||||
ecsComponentMask angular_velocity_component = 0x0;
|
||||
|
||||
ecsComponentMask linear_drag_component = 0x0;
|
||||
ecsComponentMask angular_drag_component = 0x0;
|
||||
|
||||
|
||||
void linear_velocity_update_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time)
|
||||
{
|
||||
fvec* position;
|
||||
fvec* velocity;
|
||||
float* drag;
|
||||
shape_t* collision_shape;
|
||||
fvec actual_velocity;
|
||||
|
||||
if(query_update_group(&physics_update, &delta_time))
|
||||
{
|
||||
for(size_t i = 0; i < count; ++i)
|
||||
{
|
||||
velocity = ecsGetComponentPtr(entities[i], linear_velocity_component);
|
||||
drag = ecsGetComponentPtr(entities[i], linear_drag_component);
|
||||
collision_shape = ecsGetComponentPtr(entities[i], shape_component);
|
||||
|
||||
// apply velocity
|
||||
memcpy(&actual_velocity, velocity, sizeof(fvec));
|
||||
vmulf(&actual_velocity, &actual_velocity, delta_time);
|
||||
if(collision_shape == NULL)
|
||||
{
|
||||
position = ecsGetComponentPtr(entities[i], position_component);
|
||||
vadd(position, position, &actual_velocity);
|
||||
}
|
||||
else
|
||||
{
|
||||
shape_sweep(entities[i], actual_velocity, 1);
|
||||
}
|
||||
|
||||
// apply drag
|
||||
if(drag)
|
||||
{
|
||||
vmovetowards(velocity, velocity, &VZERO, (*drag) * delta_time);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void angular_velocity_update_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time)
|
||||
{
|
||||
float* rotation;
|
||||
float* velocity;
|
||||
float* drag;
|
||||
float max_delta;
|
||||
|
||||
if(query_update_group(&physics_update, &delta_time))
|
||||
{
|
||||
for(size_t i = 0; i < count; ++i)
|
||||
{
|
||||
rotation = ecsGetComponentPtr(entities[i], rotation_component);
|
||||
velocity = ecsGetComponentPtr(entities[i], angular_velocity_component);
|
||||
drag = ecsGetComponentPtr(entities[i], angular_drag_component);
|
||||
|
||||
// apply current velocity
|
||||
*rotation += (*velocity) * delta_time;
|
||||
|
||||
// apply drag
|
||||
if(drag)
|
||||
{
|
||||
max_delta = *drag * delta_time;
|
||||
if(*velocity != 0.f)
|
||||
{
|
||||
if(*velocity > max_delta)
|
||||
*velocity -= max_delta;
|
||||
else if(*velocity < -max_delta)
|
||||
*velocity += max_delta;
|
||||
else
|
||||
*velocity = 0.f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,16 @@
|
|||
#ifndef velocity_c_h
|
||||
#define velocity_c_h
|
||||
|
||||
#include <ecs.h>
|
||||
|
||||
extern ecsComponentMask linear_velocity_component;
|
||||
extern ecsComponentMask angular_velocity_component;
|
||||
extern ecsComponentMask linear_drag_component;
|
||||
extern ecsComponentMask angular_drag_component;
|
||||
|
||||
#define PHYSICS_A ((ecsComponentMask)(linear_velocity_component | linear_drag_component | angular_velocity_component | angular_drag_component| TRANSFORM_A))
|
||||
|
||||
extern void linear_velocity_update_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time);
|
||||
extern void angular_velocity_update_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time);
|
||||
|
||||
#endif /* velocity_c_h */
|
|
@ -0,0 +1,32 @@
|
|||
#include "view_c.h"
|
||||
#include "engine.h"
|
||||
|
||||
double last_aspect_ratio;
|
||||
|
||||
ecsComponentMask view_component = 0x0;
|
||||
|
||||
void get_view_rect(view_t const* view, SDL_Rect* rect)
|
||||
{
|
||||
rect->x = -(view->width / 2);
|
||||
rect->y = -(view->height / 2);
|
||||
rect->w = view->width;
|
||||
rect->h = view->height;
|
||||
}
|
||||
|
||||
void system_update_views(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time)
|
||||
{
|
||||
view_t* view;
|
||||
|
||||
int width, height; double aspect_ratio;
|
||||
|
||||
SDL_GetRendererOutputSize(renderer, &width, &height);
|
||||
aspect_ratio = (double)height/width;
|
||||
|
||||
for(size_t i = 0; i < count; ++i)
|
||||
{
|
||||
view = ecsGetComponentPtr(entities[i], view_component);
|
||||
view->height = view->width * aspect_ratio;
|
||||
}
|
||||
|
||||
ecsDisableSystem(&system_update_views);
|
||||
}
|
|
@ -0,0 +1,19 @@
|
|||
#ifndef view_c_h
|
||||
#define view_c_h
|
||||
|
||||
#include <SDL2/SDL.h>
|
||||
#include <ecs.h>
|
||||
#include "engine.h"
|
||||
|
||||
extern ecsComponentMask view_component;
|
||||
|
||||
typedef struct view_t {
|
||||
unsigned width;
|
||||
unsigned height;
|
||||
} view_t;
|
||||
|
||||
void get_view_rect(view_t const* view, SDL_Rect* rect);
|
||||
|
||||
extern void system_update_views(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time);
|
||||
|
||||
#endif /* view_c_h */
|
|
@ -0,0 +1,7 @@
|
|||
#include "assets.h"
|
||||
|
||||
asset_handle_t fnt_inter = 0x0;
|
||||
asset_handle_t fnt_ibmplex = 0x0;
|
||||
asset_handle_t spr_player = 0x0;
|
||||
asset_handle_t spr_bullet = 0x0;
|
||||
asset_handle_t spr_ufo = 0x0;
|
|
@ -0,0 +1,12 @@
|
|||
#ifndef assets_h
|
||||
#define assets_h
|
||||
|
||||
#include <adb.h>
|
||||
|
||||
extern asset_handle_t fnt_inter;
|
||||
extern asset_handle_t fnt_ibmplex;
|
||||
extern asset_handle_t spr_player;
|
||||
extern asset_handle_t spr_bullet;
|
||||
extern asset_handle_t spr_ufo;
|
||||
|
||||
#endif /* !assets_h */
|
|
@ -0,0 +1,53 @@
|
|||
#ifndef bullet_h
|
||||
#define bullet_h
|
||||
|
||||
#include "components.h"
|
||||
#include "assets.h"
|
||||
#include <string.h>
|
||||
#include <assert.h>
|
||||
#include "player.h"
|
||||
#include "bullet_c.h"
|
||||
|
||||
#define BULLET_A (PHYSICS_A | SPRITE_A | border_interaction_component | bullet_component | shape_component)
|
||||
|
||||
static inline
|
||||
ecsEntityId spawn_bullet(fvec start_position, fvec start_velocity, ecsEntityId source, int power)
|
||||
{
|
||||
ecsEntityId bullet_id = ecsCreateEntity(BULLET_A);
|
||||
assert(bullet_id != noentity);
|
||||
{
|
||||
fvec* position = ecsGetComponentPtr(bullet_id, position_component);
|
||||
memcpy(position, &start_position, sizeof(fvec));
|
||||
|
||||
fvec* velocity = ecsGetComponentPtr(bullet_id, linear_velocity_component);
|
||||
memcpy(velocity, &start_velocity, sizeof(fvec));
|
||||
|
||||
fvec* scale = ecsGetComponentPtr(bullet_id, scale_component);
|
||||
*scale = (fvec){0.5f,0.5f};
|
||||
|
||||
bullet_t* bullet = ecsGetComponentPtr(bullet_id, bullet_component);
|
||||
bullet->source = source;
|
||||
bullet->power = power;
|
||||
|
||||
float* rotation = ecsGetComponentPtr(bullet_id, rotation_component);
|
||||
*rotation = vang(&VUP, &start_velocity);
|
||||
|
||||
sprite_t* sprite = ecsGetComponentPtr(bullet_id, sprite_component);
|
||||
SDL_Texture* spr_bullet_ptr = adb_get_asset(spr_bullet);
|
||||
sprite->texture = spr_bullet_ptr;
|
||||
SDL_QueryTexture(spr_bullet_ptr, NULL, NULL, &sprite->rect.w, &sprite->rect.h);
|
||||
|
||||
shape_t* shape = ecsGetComponentPtr(bullet_id, shape_component);
|
||||
shape->type = SHAPE_CIRCLE;
|
||||
shape->circle.radius = 10.f;
|
||||
|
||||
border_interaction_t* border_interaction = ecsGetComponentPtr(bullet_id, border_interaction_component);
|
||||
border_interaction->type = BORDER_DESTROY;
|
||||
border_interaction->margin = (fvec){0,0};//(fvec){scale->x * sprite->rect.w, scale->y * sprite->rect.h};
|
||||
|
||||
add_to_collision_world(bullet_id);
|
||||
}
|
||||
return bullet_id;
|
||||
}
|
||||
|
||||
#endif /* bullet_h */
|
|
@ -0,0 +1,3 @@
|
|||
#include "bullet_c.h"
|
||||
|
||||
ecsComponentMask bullet_component = 0x0;
|
|
@ -0,0 +1,13 @@
|
|||
#ifndef bullet_c_h
|
||||
#define bullet_c_h
|
||||
|
||||
#include <ecs.h>
|
||||
|
||||
extern ecsComponentMask bullet_component;
|
||||
|
||||
typedef struct bullet_t {
|
||||
ecsEntityId source;
|
||||
int power;
|
||||
} bullet_t;
|
||||
|
||||
#endif /* bullet_c_h */
|
|
@ -0,0 +1,36 @@
|
|||
#include "debug_ui.h"
|
||||
|
||||
#include <engine.h>
|
||||
#include <ui.h>
|
||||
#include <input.h>
|
||||
|
||||
void show_framerate_ui_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time)
|
||||
{
|
||||
static uiWindowState window_state = UI_WINDOWSTATE_MINIMIZED;
|
||||
|
||||
if(query_update_group(&frame_update, &delta_time))
|
||||
{
|
||||
char formatted[100];
|
||||
|
||||
uiBeginFrame();
|
||||
SDL_Rect rect = {0, 0, 300, 300};
|
||||
|
||||
if(uiBeginWindow(&rect, "DEBUG INFO", &window_state))
|
||||
{
|
||||
if(sprintf(formatted, "delta_time: %f", delta_time))
|
||||
uiLabel(formatted);
|
||||
|
||||
if(sprintf(formatted, "fps: %f", 1.f/delta_time))
|
||||
uiLabel(formatted);
|
||||
|
||||
if(sprintf(formatted, "ax_hor: %d", input_axis(SDL_SCANCODE_A, SDL_SCANCODE_D)))
|
||||
uiLabel(formatted);
|
||||
|
||||
if(sprintf(formatted, "ax_ver: %d", input_axis(SDL_SCANCODE_S, SDL_SCANCODE_W)))
|
||||
uiLabel(formatted);
|
||||
|
||||
if(sprintf(formatted, "count: %zu", count))
|
||||
uiLabel(formatted);
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,8 @@
|
|||
#ifndef debug_ui_h
|
||||
#define debug_ui_h
|
||||
|
||||
#include <ecs.h>
|
||||
|
||||
extern void show_framerate_ui_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time);
|
||||
|
||||
#endif /* debug_ui_h */
|
|
@ -0,0 +1,14 @@
|
|||
#ifndef enemies_h
|
||||
#define enemies_h
|
||||
|
||||
#include <ecs.h>
|
||||
#include <components.h>
|
||||
#include "enemy_c.h"
|
||||
#include "player_c.h"
|
||||
#include "vec.h"
|
||||
|
||||
#define NMI_A PHYSICS_A | player_component | enemy_component;
|
||||
|
||||
ecsEntityId spawn_enemy(fvec position, float rotation, ecsEntityId target);
|
||||
|
||||
#endif /* enemies_h */
|
|
@ -0,0 +1,4 @@
|
|||
#include "enemy_c.h"
|
||||
#include "ecs.h"
|
||||
|
||||
ecsComponentMask enemy_component = 0x0;
|
|
@ -0,0 +1,12 @@
|
|||
#ifndef enemy_c_h
|
||||
#define enemy_c_h
|
||||
|
||||
#include "ecs.h"
|
||||
|
||||
typedef struct enemy_t {
|
||||
ecsEntityId target;
|
||||
} enemy_t;
|
||||
|
||||
extern ecsComponentMask enemy_component;
|
||||
|
||||
#endif /* enemy_c_h */
|
|
@ -0,0 +1,68 @@
|
|||
#include <engine.h>
|
||||
#include <ecs.h>
|
||||
#include <adb.h>
|
||||
#include <vec.h>
|
||||
#include <ui.h>
|
||||
#include <input.h>
|
||||
#include <components.h>
|
||||
#include <camera.h>
|
||||
#include <memory.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "bullet.h"
|
||||
#include "assets.h"
|
||||
#include "player.h"
|
||||
#include "debug_ui.h"
|
||||
|
||||
void game_config(engine_init_t* config)
|
||||
{
|
||||
config->window_name = "Asteroids";
|
||||
config->window_init_flags = SDL_WINDOW_FULLSCREEN_DESKTOP;
|
||||
config->window_width = 1200;
|
||||
config->window_height = 800;
|
||||
set_update_group_target_framerate(&frame_update, 60);
|
||||
set_update_group_target_framerate(&frame_update, 120);
|
||||
}
|
||||
|
||||
void game_load_assets()
|
||||
{
|
||||
fnt_inter = adb_load_asset("Inter-Regular.otf");
|
||||
fnt_ibmplex = adb_load_asset("IBMPlexMono-Regular.otf");
|
||||
spr_player = adb_load_asset("ship-player.png");
|
||||
spr_bullet = adb_load_asset("orb-pink-red.png");
|
||||
spr_ufo = adb_load_asset("ufo.png");
|
||||
|
||||
uiSetFont(adb_get_asset(fnt_ibmplex));
|
||||
}
|
||||
|
||||
void game_load_main_scene()
|
||||
{
|
||||
int w,h;
|
||||
SDL_GetRendererOutputSize(renderer, &w, &h);
|
||||
|
||||
// create player entity
|
||||
ecsEntityId cam = create_default_camera();
|
||||
spawn_player((fvec){0,0});
|
||||
fvec* campos = ecsGetComponentPtr(cam, position_component);
|
||||
}
|
||||
|
||||
void game_init()
|
||||
{
|
||||
player_component = ecsRegisterComponent(player_t);
|
||||
input_component = ecsRegisterComponent(input_t);
|
||||
bullet_component = ecsRegisterComponent(bullet_t);
|
||||
|
||||
// the 0-499 block is for pre-render updates
|
||||
ecsEnableSystem(&input_update_s, input_component, ECS_QUERY_ALL, MAX_THREADS, 250);
|
||||
ecsEnableSystem(&player_update_s, PLAYER_A, ECS_QUERY_ALL, MAX_THREADS, 255);
|
||||
|
||||
#if defined(DEBUG)
|
||||
ecsEnableSystem(&show_framerate_ui_s, ~noentity, ECS_QUERY_ANY, 0, 550);
|
||||
#endif
|
||||
|
||||
game_load_assets();
|
||||
game_load_main_scene();
|
||||
}
|
||||
|
||||
void game_quit()
|
||||
{}
|
|
@ -0,0 +1,25 @@
|
|||
#include "input_c.h"
|
||||
|
||||
#include <engine.h>
|
||||
#include <input.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
ecsComponentMask input_component = 0x0;
|
||||
|
||||
void input_update_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time)
|
||||
{
|
||||
input_t* input;
|
||||
if(query_update_group(&frame_update, &delta_time))
|
||||
{
|
||||
for(size_t i = 0; i < count; ++i)
|
||||
{
|
||||
input = ecsGetComponentPtr(entities[i], input_component);
|
||||
input->axis_horizontal = input_axis(SDL_SCANCODE_A, SDL_SCANCODE_D);
|
||||
input->axis_vertical = input_axis(SDL_SCANCODE_S, SDL_SCANCODE_W);
|
||||
if(input_button(SDL_SCANCODE_J))
|
||||
input->button_fire += 1;
|
||||
else
|
||||
input->button_fire = 0;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,17 @@
|
|||
#ifndef input_c_h
|
||||
#define input_c_h
|
||||
|
||||
#include <ecs.h>
|
||||
#include <stdint.h>
|
||||
|
||||
extern ecsComponentMask input_component;
|
||||
|
||||
typedef struct input_t {
|
||||
int8_t axis_horizontal;
|
||||
int8_t axis_vertical;
|
||||
uint8_t button_fire;
|
||||
} input_t;
|
||||
|
||||
extern void input_update_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time);
|
||||
|
||||
#endif /* input_c_h */
|
|
@ -0,0 +1,55 @@
|
|||
#include "player.h"
|
||||
|
||||
#include <engine.h>
|
||||
#include <adb.h>
|
||||
#include <ecs.h>
|
||||
#include "assets.h"
|
||||
|
||||
void player_on_overlap(ecsEntityId self, ecsEntityId other)
|
||||
{
|
||||
E_LOG("%zu, %zu", self, other);
|
||||
}
|
||||
|
||||
ecsEntityId spawn_player(fvec start_position)
|
||||
{
|
||||
ecsEntityId player_id = ecsCreateEntity(PLAYER_A);
|
||||
|
||||
if(player_id)
|
||||
{
|
||||
fvec* position = ecsGetComponentPtr(player_id, position_component);
|
||||
memcpy(position, &start_position, sizeof(fvec));
|
||||
|
||||
sprite_t* sprite = ecsGetComponentPtr(player_id, sprite_component);
|
||||
SDL_Texture* spr_player_ptr = adb_get_asset(spr_player);
|
||||
sprite->texture = spr_player_ptr;
|
||||
SDL_QueryTexture(spr_player_ptr, NULL, NULL, &sprite->rect.w, &sprite->rect.h);
|
||||
|
||||
fvec* scale = ecsGetComponentPtr(player_id, scale_component);
|
||||
scale->x = 1.f;
|
||||
scale->y = 1.f;
|
||||
|
||||
player_t* player = ecsGetComponentPtr(player_id, player_component);
|
||||
player->acceleration = 10.f;
|
||||
player->speed = 10.f;
|
||||
player->rotation_speed = 100.f;
|
||||
player->rotation_acceleration = 120.f;
|
||||
|
||||
float* linear_drag = ecsGetComponentPtr(player_id, linear_drag_component);
|
||||
*linear_drag = 0.5f;
|
||||
|
||||
float* angular_drag = ecsGetComponentPtr(player_id, angular_drag_component);
|
||||
*angular_drag = 1.f;
|
||||
|
||||
shape_t* collider = ecsGetComponentPtr(player_id, shape_component);
|
||||
collider->type = SHAPE_CIRCLE;
|
||||
collider->circle.radius = 100;
|
||||
collider->on_overlap = &player_on_overlap;
|
||||
|
||||
border_interaction_t* border_interaction = ecsGetComponentPtr(player_id, border_interaction_component);
|
||||
border_interaction->type = BORDER_WRAP;
|
||||
border_interaction->margin = (fvec){scale->x, scale->y};
|
||||
|
||||
add_to_collision_world(player_id);
|
||||
}
|
||||
return player_id;
|
||||
}
|
|
@ -0,0 +1,17 @@
|
|||
#ifndef player_h
|
||||
#define player_h
|
||||
|
||||
#include <ecs.h>
|
||||
#include <engine.h>
|
||||
#include <vec.h>
|
||||
|
||||
#include "player_c.h"
|
||||
#include "input_c.h"
|
||||
|
||||
#define PLAYER_A (ecsComponentMask)(PHYSICS_A | SPRITE_A | border_interaction_component | player_component | input_component | shape_component)
|
||||
|
||||
extern void player_on_overlap(ecsEntityId self, ecsEntityId other);
|
||||
|
||||
extern ecsEntityId spawn_player(fvec start_position);
|
||||
|
||||
#endif /* player_h */
|
|
@ -0,0 +1,67 @@
|
|||
#include "player_c.h"
|
||||
|
||||
#include <engine.h>
|
||||
#include <vec.h>
|
||||
#include <fmath.h>
|
||||
#include <SDL2/SDL.h>
|
||||
|
||||
#include "input_c.h"
|
||||
#include "transform_c.h"
|
||||
#include "velocity_c.h"
|
||||
#include "bullet.h"
|
||||
|
||||
ecsComponentMask player_component = 0x0;
|
||||
|
||||
void player_update_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time)
|
||||
{
|
||||
ecsEntityId id;
|
||||
|
||||
player_t* player;
|
||||
input_t* input;
|
||||
fvec* lin_velocity;
|
||||
float* ang_velocity;
|
||||
float* rotation;
|
||||
|
||||
if(query_update_group(&frame_update, &delta_time))
|
||||
{
|
||||
for(size_t i = 0; i < count; ++i)
|
||||
{
|
||||
id = entities[i];
|
||||
player = ecsGetComponentPtr(id, player_component);
|
||||
input = ecsGetComponentPtr(id, input_component);
|
||||
lin_velocity = ecsGetComponentPtr(id, linear_velocity_component);
|
||||
ang_velocity = ecsGetComponentPtr(id, angular_velocity_component);
|
||||
rotation = ecsGetComponentPtr(id, rotation_component);
|
||||
|
||||
*ang_velocity = fmovetowards(*ang_velocity, player->rotation_speed * input->axis_horizontal, player->rotation_acceleration * delta_time);
|
||||
|
||||
if(input->axis_vertical > 0)
|
||||
{
|
||||
fvec input_dir = {
|
||||
.x = 0,
|
||||
.y = -(float)(input->axis_vertical)
|
||||
};
|
||||
|
||||
vnor(&input_dir, &input_dir);
|
||||
vrot(&input_dir, &input_dir, *rotation * 0.017);
|
||||
vmulf(&input_dir, &input_dir, player->speed);
|
||||
vmovetowards(lin_velocity, lin_velocity, &input_dir, player->acceleration * delta_time);
|
||||
}
|
||||
else if(input->axis_vertical > 0)
|
||||
{
|
||||
vmovetowards(lin_velocity, lin_velocity, &VZERO, player->acceleration * delta_time * abs(input->axis_vertical));
|
||||
}
|
||||
|
||||
if(input->button_fire == 1)
|
||||
{
|
||||
fvec* position = ecsGetComponentPtr(id, position_component);
|
||||
|
||||
fvec velocity;
|
||||
vrot(&velocity, &VDOWN, *rotation * 0.017);
|
||||
vmulf(&velocity, &velocity, 50.f);
|
||||
|
||||
spawn_bullet(*position, velocity, id, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,18 @@
|
|||
#ifndef player_c_h
|
||||
#define player_c_h
|
||||
|
||||
#include <ecs.h>
|
||||
|
||||
extern ecsComponentMask player_component;
|
||||
|
||||
typedef struct player_t {
|
||||
float speed;
|
||||
float rotation_speed;
|
||||
float fire_timer;
|
||||
float acceleration;
|
||||
float rotation_acceleration;
|
||||
} player_t;
|
||||
|
||||
extern void player_update_s(ecsEntityId* entities, ecsComponentMask* components, size_t count, float delta_time);
|
||||
|
||||
#endif /* player_c_h */
|
Loading…
Reference in New Issue