mirror of
https://github.com/enduro2d/enduro2d.git
synced 2025-12-12 15:26:14 +07:00
211 lines
7.7 KiB
C++
211 lines
7.7 KiB
C++
/*******************************************************************************
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* This file is part of the "Enduro2D"
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* For conditions of distribution and use, see copyright notice in LICENSE.md
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* Copyright (C) 2018-2020, by Matvey Cherevko (blackmatov@gmail.com)
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******************************************************************************/
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#include "../common.hpp"
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using namespace e2d;
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namespace
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{
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struct node_rotator {
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};
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struct renderer_rotator {
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v3f delta;
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};
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class game_system final : public systems::update_system {
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public:
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void process(
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ecs::registry& owner,
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const systems::update_event& event) override
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{
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E2D_UNUSED(owner, event);
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const keyboard& k = the<input>().keyboard();
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if ( k.is_key_just_released(keyboard_key::f1) ) {
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the<dbgui>().toggle_visible(!the<dbgui>().visible());
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}
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if ( k.is_key_just_released(keyboard_key::escape) ) {
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the<window>().set_should_close(true);
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}
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if ( k.is_key_pressed(keyboard_key::lsuper) && k.is_key_just_released(keyboard_key::enter) ) {
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the<window>().toggle_fullscreen(!the<window>().fullscreen());
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}
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}
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};
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class rotator_system final : public systems::update_system {
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public:
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void process(
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ecs::registry& owner,
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const systems::update_event& event) override
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{
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owner.for_joined_components<node_rotator, actor>(
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[&event](const ecs::const_entity&, const node_rotator&, actor& act){
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const node_iptr node = act.node();
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if ( node ) {
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node->rotation(event.time);
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}
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});
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owner.for_joined_components<renderer_rotator, renderer>(
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[&event](const ecs::const_entity&, const renderer_rotator& rot, renderer& r){
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r.rotation(r.rotation() + rot.delta * event.dt);
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});
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}
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};
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class game final : public starter::application {
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public:
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bool initialize() final {
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return create_scene()
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&& create_systems();
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}
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private:
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bool create_scene() {
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auto model_res = the<library>().load_asset<model_asset>("models/gnome/gnome_model.json");
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auto model_mat = the<library>().load_asset<material_asset>("models/gnome/gnome_material.json");
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auto sprite_res = the<library>().load_asset<sprite_asset>("sprites/ship_sprite.json");
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auto sprite_mat = the<library>().load_asset<material_asset>("materials/sprite_material_normal.json");
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auto flipbook_res = the<library>().load_asset<flipbook_asset>("sprites/cube_flipbook.json");
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if ( !model_res || !model_mat || !sprite_res || !sprite_mat || !flipbook_res ) {
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return false;
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}
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auto scene_i = the<world>().instantiate();
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scene_i.component<scene>().assign();
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scene_i.component<named>().assign("scene");
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{
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prefab prefab;
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prefab.prototype()
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.component<named>(named()
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.name("camera"))
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.component<camera>(camera()
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.background({1.f, 0.4f, 0.f, 1.f}))
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.component<camera::gizmos>();
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the<world>().instantiate(
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prefab,
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scene_i.component<actor>()->node());
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}
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{
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prefab prefab;
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prefab.prototype()
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.component<named>(named()
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.name("gnome"))
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.component<renderer_rotator>(v3f::unit_y())
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.component<renderer>(renderer()
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.materials({model_mat})
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.translation({0.f, 0.f, 5.f}))
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.component<model_renderer>(model_res);
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the<world>().instantiate(
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prefab,
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scene_i.component<actor>()->node(),
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make_trs2(v2f{0,50.f}, 0.f, v2f{20.f}));
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}
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{
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prefab sprite_prefab;
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sprite_prefab.prototype()
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.component<named>(named()
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.name("sprite"))
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.component<actor>(actor()
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.node(node::create(math::make_translation_trs2(v2f{-33.f,-56.5f}))))
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.component<renderer>()
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.component<sprite_renderer>(sprite_renderer(sprite_res)
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.materials({{"normal", sprite_mat}}));
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prefab prefab;
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prefab.prototype()
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.component<named>(named()
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.name("ship"))
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.component<node_rotator>();
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prefab.set_children({sprite_prefab});
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the<world>().instantiate(
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prefab,
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scene_i.component<actor>()->node(),
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math::make_translation_trs2(v2f{0,-50.f}));
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}
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{
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prefab sprite_prefab;
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sprite_prefab.prototype()
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.component<named>(named()
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.name("sprite"))
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.component<actor>(actor()
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.node(node::create(math::make_translation_trs2(v2f{-12.f,-12.f}))))
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.component<renderer>()
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.component<sprite_renderer>(sprite_renderer()
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.filtering(false)
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.materials({{"normal", sprite_mat}}))
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.component<flipbook_player>(flipbook_player(flipbook_res)
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.play("idle")
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.looped(true));
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prefab child_prefab;
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child_prefab.prototype()
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.component<named>(named()
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.name("child"))
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.component<actor>(actor()
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.node(node::create(make_trs2(
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v2f{20.f,0.f},
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0.f,
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v2f{0.3f,0.3f}))))
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.component<node_rotator>();
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child_prefab.set_children({sprite_prefab});
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prefab root_prefab;
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root_prefab.prototype()
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.component<named>(named()
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.name("root"))
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.component<node_rotator>();
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root_prefab.set_children({sprite_prefab, child_prefab});
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for ( std::size_t i = 0; i < 2; ++i )
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for ( std::size_t j = 0; j < 5; ++j ) {
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t2f trans{
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{-80.f + j * 40.f, -200.f + i * 40.f},
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0.f,
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{2.f,2.f}};
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the<world>().instantiate(
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root_prefab,
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scene_i.component<actor>()->node(),
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trans);
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}
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}
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return true;
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}
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bool create_systems() {
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ecs::registry_filler(the<world>().registry())
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.feature<struct game_feature>(ecs::feature()
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.add_system<game_system>()
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.add_system<rotator_system>());
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return true;
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}
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};
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}
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int e2d_main(int argc, char *argv[]) {
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const auto starter_params = starter::parameters(
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engine::parameters("sample_03", "enduro2d")
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.window_params(engine::window_parameters()
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.size({1024, 768}))
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.timer_params(engine::timer_parameters()
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.maximal_framerate(100)));
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modules::initialize<starter>(argc, argv, starter_params).start<game>();
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modules::shutdown<starter>();
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return 0;
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}
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