Files
enduro2d/samples/sources/sample_03/sample_03.cpp
2023-01-08 12:01:21 +07:00

211 lines
7.7 KiB
C++

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