diff --git a/CMakeLists.txt b/CMakeLists.txt index 72da6b5..76ae44e 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -30,6 +30,8 @@ add_executable(cc2 ${src}) find_package(SDL2 REQUIRED) find_package(SDL2_image REQUIRED) +find_package(SDL2_mixer REQUIRED) +find_package(SDL2_ttf REQUIRED) find_package(GLEW REQUIRED) find_package(OpenGL REQUIRED) find_package(json-c REQUIRED) @@ -37,7 +39,7 @@ find_package(json-c REQUIRED) # TODO: different build types set (CMAKE_BUILD_TYPE "Debug") set (CMAKE_C_FLAGS "-DDEBUG -g -O2 -Wno-unused-variable -Wno-unused-parameter -Wall -Wextra -pedantic") -target_link_libraries(${PROJECT_NAME} m SDL2 SDL2_image GL GLEW json-c) +target_link_libraries(${PROJECT_NAME} m SDL2 SDL2_image SDL2_mixer SDL2_ttf GL GLEW json-c) message("System: ${CMAKE_SYSTEM_NAME}") message("Project: ${PROJECT_NAME}") diff --git a/build/CMakeCache.txt b/build/CMakeCache.txt index ba27b2c..d762357 100644 --- a/build/CMakeCache.txt +++ b/build/CMakeCache.txt @@ -1,5 +1,5 @@ # This is the CMakeCache file. -# For build in directory: /home/anon/sda/Personal/Repos/cc2/build +# For build in directory: /home/anon/main/repos/cc2/build # It was generated by CMake: /usr/bin/cmake # You can edit this file to change values found and used by cmake. # If you do not want to change any of the values, simply exit the editor. @@ -28,7 +28,7 @@ CMAKE_BUILD_TYPE:STRING= CMAKE_COLOR_MAKEFILE:BOOL=ON //C compiler -CMAKE_C_COMPILER:FILEPATH=/usr/bin/cc +CMAKE_C_COMPILER:STRING=/usr/bin/cc //A wrapper around 'ar' adding the appropriate '--plugin' option // for the GCC compiler @@ -75,7 +75,7 @@ CMAKE_EXE_LINKER_FLAGS_RELWITHDEBINFO:STRING= CMAKE_EXPORT_COMPILE_COMMANDS:BOOL= //Value Computed by CMake. -CMAKE_FIND_PACKAGE_REDIRECTS_DIR:STATIC=/home/anon/sda/Personal/Repos/cc2/build/CMakeFiles/pkgRedirects +CMAKE_FIND_PACKAGE_REDIRECTS_DIR:STATIC=/home/anon/main/repos/cc2/build/CMakeFiles/pkgRedirects //Install path prefix, prepended onto install directories. CMAKE_INSTALL_PREFIX:PATH=/usr/local @@ -252,14 +252,20 @@ SDL2_DIR:PATH=/usr/lib/cmake/SDL2 //The directory containing a CMake configuration file for SDL2_image. SDL2_image_DIR:PATH=/usr/lib/cmake/SDL2_image +//The directory containing a CMake configuration file for SDL2_mixer. +SDL2_mixer_DIR:PATH=/usr/lib/cmake/SDL2_mixer + +//The directory containing a CMake configuration file for SDL2_ttf. +SDL2_ttf_DIR:PATH=/usr/lib/cmake/SDL2_ttf + //Value Computed by CMake -cc2_BINARY_DIR:STATIC=/home/anon/sda/Personal/Repos/cc2/build +cc2_BINARY_DIR:STATIC=/home/anon/main/repos/cc2/build //Value Computed by CMake cc2_IS_TOP_LEVEL:STATIC=ON //Value Computed by CMake -cc2_SOURCE_DIR:STATIC=/home/anon/sda/Personal/Repos/cc2 +cc2_SOURCE_DIR:STATIC=/home/anon/main/repos/cc2 //The directory containing a CMake configuration file for json-c. json-c_DIR:PATH=/usr/lib/cmake/json-c @@ -274,7 +280,7 @@ CMAKE_ADDR2LINE-ADVANCED:INTERNAL=1 //ADVANCED property for variable: CMAKE_AR CMAKE_AR-ADVANCED:INTERNAL=1 //This is the directory where this CMakeCache.txt was created -CMAKE_CACHEFILE_DIR:INTERNAL=/home/anon/sda/Personal/Repos/cc2/build +CMAKE_CACHEFILE_DIR:INTERNAL=/home/anon/main/repos/cc2/build //Major version of cmake used to create the current loaded cache CMAKE_CACHE_MAJOR_VERSION:INTERNAL=3 //Minor version of cmake used to create the current loaded cache @@ -335,7 +341,7 @@ CMAKE_GENERATOR_PLATFORM:INTERNAL= CMAKE_GENERATOR_TOOLSET:INTERNAL= //Source directory with the top level CMakeLists.txt file for this // project -CMAKE_HOME_DIRECTORY:INTERNAL=/home/anon/sda/Personal/Repos/cc2 +CMAKE_HOME_DIRECTORY:INTERNAL=/home/anon/main/repos/cc2 //Install .so files without execute permission. 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defined(_MSC_BUILD) +# define COMPILER_VERSION_TWEAK DEC(_MSC_BUILD) +# endif + +#elif defined(_ADI_COMPILER) +# define COMPILER_ID "ADSP" +#if defined(__VERSIONNUM__) + /* __VERSIONNUM__ = 0xVVRRPPTT */ +# define COMPILER_VERSION_MAJOR DEC(__VERSIONNUM__ >> 24 & 0xFF) +# define COMPILER_VERSION_MINOR DEC(__VERSIONNUM__ >> 16 & 0xFF) +# define COMPILER_VERSION_PATCH DEC(__VERSIONNUM__ >> 8 & 0xFF) +# define COMPILER_VERSION_TWEAK DEC(__VERSIONNUM__ & 0xFF) +#endif + +#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC) +# define COMPILER_ID "IAR" +# if defined(__VER__) && defined(__ICCARM__) +# define COMPILER_VERSION_MAJOR DEC((__VER__) / 1000000) +# define COMPILER_VERSION_MINOR DEC(((__VER__) / 1000) % 1000) +# define COMPILER_VERSION_PATCH DEC((__VER__) % 1000) +# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__) +# elif defined(__VER__) && (defined(__ICCAVR__) || defined(__ICCRX__) || defined(__ICCRH850__) || defined(__ICCRL78__) || defined(__ICC430__) || defined(__ICCRISCV__) || defined(__ICCV850__) || defined(__ICC8051__) || defined(__ICCSTM8__)) +# define COMPILER_VERSION_MAJOR DEC((__VER__) / 100) +# define COMPILER_VERSION_MINOR DEC((__VER__) - (((__VER__) / 100)*100)) +# define COMPILER_VERSION_PATCH DEC(__SUBVERSION__) +# define COMPILER_VERSION_INTERNAL DEC(__IAR_SYSTEMS_ICC__) +# endif + +#elif defined(__SDCC_VERSION_MAJOR) || defined(SDCC) +# define COMPILER_ID "SDCC" +# if defined(__SDCC_VERSION_MAJOR) +# define COMPILER_VERSION_MAJOR DEC(__SDCC_VERSION_MAJOR) +# define COMPILER_VERSION_MINOR DEC(__SDCC_VERSION_MINOR) +# define COMPILER_VERSION_PATCH DEC(__SDCC_VERSION_PATCH) +# else + /* SDCC = VRP */ +# define COMPILER_VERSION_MAJOR DEC(SDCC/100) +# define COMPILER_VERSION_MINOR DEC(SDCC/10 % 10) +# define COMPILER_VERSION_PATCH DEC(SDCC % 10) +# endif + + +/* These compilers are either not known or too old to define an + identification macro. Try to identify the platform and guess that + it is the native compiler. */ +#elif defined(__hpux) || defined(__hpua) +# define COMPILER_ID "HP" + +#else /* unknown compiler */ +# define COMPILER_ID "" +#endif + +/* Construct the string literal in pieces to prevent the source from + getting matched. Store it in a pointer rather than an array + because some compilers will just produce instructions to fill the + array rather than assigning a pointer to a static array. */ +char const* info_compiler = "INFO" ":" "compiler[" COMPILER_ID "]"; +#ifdef SIMULATE_ID +char const* info_simulate = "INFO" ":" "simulate[" SIMULATE_ID "]"; +#endif + +#ifdef __QNXNTO__ +char const* qnxnto = "INFO" ":" "qnxnto[]"; +#endif + +#if defined(__CRAYXT_COMPUTE_LINUX_TARGET) +char const *info_cray = "INFO" ":" "compiler_wrapper[CrayPrgEnv]"; +#endif + +#define STRINGIFY_HELPER(X) #X +#define STRINGIFY(X) STRINGIFY_HELPER(X) + +/* Identify known platforms by name. */ +#if defined(__linux) || defined(__linux__) || defined(linux) +# define PLATFORM_ID "Linux" + +#elif defined(__MSYS__) +# define PLATFORM_ID "MSYS" + +#elif defined(__CYGWIN__) +# define PLATFORM_ID "Cygwin" + +#elif defined(__MINGW32__) +# define PLATFORM_ID "MinGW" + +#elif defined(__APPLE__) +# define PLATFORM_ID "Darwin" + +#elif defined(_WIN32) || defined(__WIN32__) || defined(WIN32) +# define PLATFORM_ID "Windows" + +#elif defined(__FreeBSD__) || defined(__FreeBSD) +# define PLATFORM_ID "FreeBSD" + +#elif defined(__NetBSD__) || defined(__NetBSD) +# define PLATFORM_ID "NetBSD" + +#elif defined(__OpenBSD__) || defined(__OPENBSD) +# define PLATFORM_ID "OpenBSD" + +#elif defined(__sun) || defined(sun) +# define PLATFORM_ID "SunOS" + +#elif defined(_AIX) || defined(__AIX) || defined(__AIX__) || defined(__aix) || defined(__aix__) +# define PLATFORM_ID "AIX" + +#elif defined(__hpux) || defined(__hpux__) +# define PLATFORM_ID "HP-UX" + +#elif defined(__HAIKU__) +# define PLATFORM_ID "Haiku" + +#elif defined(__BeOS) || defined(__BEOS__) || defined(_BEOS) +# define PLATFORM_ID "BeOS" + +#elif defined(__QNX__) || defined(__QNXNTO__) +# define PLATFORM_ID "QNX" + +#elif defined(__tru64) || defined(_tru64) || defined(__TRU64__) +# define PLATFORM_ID "Tru64" + +#elif defined(__riscos) || defined(__riscos__) +# define PLATFORM_ID "RISCos" + +#elif defined(__sinix) || defined(__sinix__) || defined(__SINIX__) +# define PLATFORM_ID "SINIX" + +#elif defined(__UNIX_SV__) +# define PLATFORM_ID "UNIX_SV" + +#elif defined(__bsdos__) +# define PLATFORM_ID "BSDOS" + +#elif defined(_MPRAS) || defined(MPRAS) +# define PLATFORM_ID "MP-RAS" + +#elif defined(__osf) || defined(__osf__) +# define PLATFORM_ID "OSF1" + +#elif defined(_SCO_SV) || defined(SCO_SV) || defined(sco_sv) +# define PLATFORM_ID "SCO_SV" + +#elif defined(__ultrix) || defined(__ultrix__) || defined(_ULTRIX) +# define PLATFORM_ID "ULTRIX" + +#elif defined(__XENIX__) || defined(_XENIX) || defined(XENIX) +# define PLATFORM_ID "Xenix" + +#elif defined(__WATCOMC__) +# if defined(__LINUX__) +# define PLATFORM_ID "Linux" + +# elif defined(__DOS__) +# define PLATFORM_ID "DOS" + +# elif defined(__OS2__) +# define PLATFORM_ID "OS2" + +# elif defined(__WINDOWS__) +# define PLATFORM_ID "Windows3x" + +# elif defined(__VXWORKS__) +# define PLATFORM_ID "VxWorks" + +# else /* unknown platform */ +# define PLATFORM_ID +# endif + +#elif defined(__INTEGRITY) +# if defined(INT_178B) +# define PLATFORM_ID "Integrity178" + +# else /* regular Integrity */ +# define PLATFORM_ID "Integrity" +# endif + +# elif defined(_ADI_COMPILER) +# define PLATFORM_ID "ADSP" + +#else /* unknown platform */ +# define PLATFORM_ID + +#endif + +/* For windows compilers MSVC and Intel we can determine + the architecture of the compiler being used. This is because + the compilers do not have flags that can change the architecture, + but rather depend on which compiler is being used +*/ +#if defined(_WIN32) && defined(_MSC_VER) +# if defined(_M_IA64) +# define ARCHITECTURE_ID "IA64" + +# elif defined(_M_ARM64EC) +# define ARCHITECTURE_ID "ARM64EC" + +# elif defined(_M_X64) || defined(_M_AMD64) +# define ARCHITECTURE_ID "x64" + +# elif defined(_M_IX86) +# define ARCHITECTURE_ID "X86" + +# elif defined(_M_ARM64) +# define ARCHITECTURE_ID "ARM64" + +# elif defined(_M_ARM) +# if _M_ARM == 4 +# define ARCHITECTURE_ID "ARMV4I" +# elif _M_ARM == 5 +# define ARCHITECTURE_ID "ARMV5I" +# else +# define ARCHITECTURE_ID "ARMV" STRINGIFY(_M_ARM) +# endif + +# elif defined(_M_MIPS) +# define ARCHITECTURE_ID "MIPS" + +# elif defined(_M_SH) +# define ARCHITECTURE_ID "SHx" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__WATCOMC__) +# if defined(_M_I86) +# define ARCHITECTURE_ID "I86" + +# elif defined(_M_IX86) +# define ARCHITECTURE_ID "X86" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__IAR_SYSTEMS_ICC__) || defined(__IAR_SYSTEMS_ICC) +# if defined(__ICCARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__ICCRX__) +# define ARCHITECTURE_ID "RX" + +# elif defined(__ICCRH850__) +# define ARCHITECTURE_ID "RH850" + +# elif defined(__ICCRL78__) +# define ARCHITECTURE_ID "RL78" + +# elif defined(__ICCRISCV__) +# define ARCHITECTURE_ID "RISCV" + +# elif defined(__ICCAVR__) +# define ARCHITECTURE_ID "AVR" + +# elif defined(__ICC430__) +# define ARCHITECTURE_ID "MSP430" + +# elif defined(__ICCV850__) +# define ARCHITECTURE_ID "V850" + +# elif defined(__ICC8051__) +# define ARCHITECTURE_ID "8051" + +# elif defined(__ICCSTM8__) +# define ARCHITECTURE_ID "STM8" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__ghs__) +# if defined(__PPC64__) +# define ARCHITECTURE_ID "PPC64" + +# elif defined(__ppc__) +# define ARCHITECTURE_ID "PPC" + +# elif defined(__ARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__x86_64__) +# define ARCHITECTURE_ID "x64" + +# elif defined(__i386__) +# define ARCHITECTURE_ID "X86" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +#elif defined(__TI_COMPILER_VERSION__) +# if defined(__TI_ARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__MSP430__) +# define ARCHITECTURE_ID "MSP430" + +# elif defined(__TMS320C28XX__) +# define ARCHITECTURE_ID "TMS320C28x" + +# elif defined(__TMS320C6X__) || defined(_TMS320C6X) +# define ARCHITECTURE_ID "TMS320C6x" + +# else /* unknown architecture */ +# define ARCHITECTURE_ID "" +# endif + +# elif defined(__ADSPSHARC__) +# define ARCHITECTURE_ID "SHARC" + +# elif defined(__ADSPBLACKFIN__) +# define ARCHITECTURE_ID "Blackfin" + +#elif defined(__TASKING__) + +# if defined(__CTC__) || defined(__CPTC__) +# define ARCHITECTURE_ID "TriCore" + +# elif defined(__CMCS__) +# define ARCHITECTURE_ID "MCS" + +# elif defined(__CARM__) +# define ARCHITECTURE_ID "ARM" + +# elif defined(__CARC__) +# define ARCHITECTURE_ID "ARC" + +# elif defined(__C51__) +# define ARCHITECTURE_ID "8051" + +# elif defined(__CPCP__) +# define ARCHITECTURE_ID "PCP" + +# else +# define ARCHITECTURE_ID "" +# endif + +#else +# define ARCHITECTURE_ID +#endif + +/* Convert integer to decimal digit literals. */ +#define DEC(n) \ + ('0' + (((n) / 10000000)%10)), \ + ('0' + (((n) / 1000000)%10)), \ + ('0' + (((n) / 100000)%10)), \ + ('0' + (((n) / 10000)%10)), \ + ('0' + (((n) / 1000)%10)), \ + ('0' + (((n) / 100)%10)), \ + ('0' + (((n) / 10)%10)), \ + ('0' + ((n) % 10)) + +/* Convert integer to hex digit literals. */ +#define HEX(n) \ + ('0' + ((n)>>28 & 0xF)), \ + ('0' + ((n)>>24 & 0xF)), \ + ('0' + ((n)>>20 & 0xF)), \ + ('0' + ((n)>>16 & 0xF)), \ + ('0' + ((n)>>12 & 0xF)), \ + ('0' + ((n)>>8 & 0xF)), \ + ('0' + ((n)>>4 & 0xF)), \ + ('0' + ((n) & 0xF)) + +/* Construct a string literal encoding the version number. */ +#ifdef COMPILER_VERSION +char const* info_version = "INFO" ":" "compiler_version[" COMPILER_VERSION "]"; + +/* Construct a string literal encoding the version number components. */ +#elif defined(COMPILER_VERSION_MAJOR) +char const info_version[] = { + 'I', 'N', 'F', 'O', ':', + 'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','[', + COMPILER_VERSION_MAJOR, +# ifdef COMPILER_VERSION_MINOR + '.', COMPILER_VERSION_MINOR, +# ifdef COMPILER_VERSION_PATCH + '.', COMPILER_VERSION_PATCH, +# ifdef COMPILER_VERSION_TWEAK + '.', COMPILER_VERSION_TWEAK, +# endif +# endif +# endif + ']','\0'}; +#endif + +/* Construct a string literal encoding the internal version number. */ +#ifdef COMPILER_VERSION_INTERNAL +char const info_version_internal[] = { + 'I', 'N', 'F', 'O', ':', + 'c','o','m','p','i','l','e','r','_','v','e','r','s','i','o','n','_', + 'i','n','t','e','r','n','a','l','[', + COMPILER_VERSION_INTERNAL,']','\0'}; +#elif defined(COMPILER_VERSION_INTERNAL_STR) +char const* info_version_internal = "INFO" ":" "compiler_version_internal[" COMPILER_VERSION_INTERNAL_STR "]"; +#endif + +/* Construct a string literal encoding the version number components. */ +#ifdef SIMULATE_VERSION_MAJOR +char const info_simulate_version[] = { + 'I', 'N', 'F', 'O', ':', + 's','i','m','u','l','a','t','e','_','v','e','r','s','i','o','n','[', + SIMULATE_VERSION_MAJOR, +# ifdef SIMULATE_VERSION_MINOR + '.', SIMULATE_VERSION_MINOR, +# ifdef SIMULATE_VERSION_PATCH + '.', SIMULATE_VERSION_PATCH, +# ifdef SIMULATE_VERSION_TWEAK + '.', SIMULATE_VERSION_TWEAK, +# endif +# endif +# endif + ']','\0'}; +#endif + +/* Construct the string literal in pieces to prevent the source from + getting matched. Store it in a pointer rather than an array + because some compilers will just produce instructions to fill the + array rather than assigning a pointer to a static array. */ +char const* info_platform = "INFO" ":" "platform[" PLATFORM_ID "]"; +char const* info_arch = "INFO" ":" "arch[" ARCHITECTURE_ID "]"; + + + +#if !defined(__STDC__) && !defined(__clang__) +# if defined(_MSC_VER) || defined(__ibmxl__) || defined(__IBMC__) +# define C_VERSION "90" +# else +# define C_VERSION +# endif +#elif __STDC_VERSION__ > 201710L +# define C_VERSION "23" +#elif __STDC_VERSION__ >= 201710L +# define C_VERSION "17" +#elif __STDC_VERSION__ >= 201000L +# define C_VERSION "11" +#elif __STDC_VERSION__ >= 199901L +# define C_VERSION "99" +#else +# define C_VERSION "90" +#endif +const char* info_language_standard_default = + "INFO" ":" "standard_default[" C_VERSION "]"; + +const char* info_language_extensions_default = "INFO" ":" "extensions_default[" +#if (defined(__clang__) || defined(__GNUC__) || defined(__xlC__) || \ + defined(__TI_COMPILER_VERSION__)) && \ + !defined(__STRICT_ANSI__) + "ON" +#else + "OFF" +#endif +"]"; + +/*--------------------------------------------------------------------------*/ + +#ifdef ID_VOID_MAIN +void main() {} +#else +# if defined(__CLASSIC_C__) +int main(argc, argv) int argc; char *argv[]; +# else +int main(int argc, char* argv[]) +# endif +{ + int require = 0; + require += info_compiler[argc]; + require += info_platform[argc]; + require += info_arch[argc]; +#ifdef COMPILER_VERSION_MAJOR + require += info_version[argc]; +#endif +#ifdef COMPILER_VERSION_INTERNAL + require += info_version_internal[argc]; +#endif +#ifdef SIMULATE_ID + require += info_simulate[argc]; +#endif +#ifdef SIMULATE_VERSION_MAJOR + require += info_simulate_version[argc]; +#endif +#if defined(__CRAYXT_COMPUTE_LINUX_TARGET) + require += info_cray[argc]; +#endif + require += info_language_standard_default[argc]; + require += info_language_extensions_default[argc]; + (void)argv; 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/home/anon/main/repos/cc2/include/cglm/affine2d.h \ + /home/anon/main/repos/cc2/src/engine/../STRINGS.h diff --git a/build/CMakeFiles/cc2.dir/src/engine/vector.c.o b/build/CMakeFiles/cc2.dir/src/engine/vector.c.o index 11fa2f7..8cd55e3 100644 Binary files a/build/CMakeFiles/cc2.dir/src/engine/vector.c.o and b/build/CMakeFiles/cc2.dir/src/engine/vector.c.o differ diff --git a/build/CMakeFiles/cc2.dir/src/engine/vector.c.o.d b/build/CMakeFiles/cc2.dir/src/engine/vector.c.o.d index 83a29a2..acca838 100644 --- a/build/CMakeFiles/cc2.dir/src/engine/vector.c.o.d +++ b/build/CMakeFiles/cc2.dir/src/engine/vector.c.o.d @@ -1,18 +1,17 @@ CMakeFiles/cc2.dir/src/engine/vector.c.o: \ - /home/anon/sda/Personal/Repos/cc2/src/engine/vector.c \ - /usr/include/stdc-predef.h \ - /home/anon/sda/Personal/Repos/cc2/src/engine/vector.h \ - /home/anon/sda/Personal/Repos/cc2/src/engine/../COMMON.h \ - /usr/include/math.h /usr/include/bits/libc-header-start.h \ - /usr/include/features.h 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b/build/CMakeFiles/cc2.dir/src/game/ecs/entity/play/entity_snake.c.o differ diff --git a/build/CMakeFiles/cc2.dir/src/game/ecs/entity/play/entity_snake.c.o.d b/build/CMakeFiles/cc2.dir/src/game/ecs/entity/play/entity_snake.c.o.d index f6379cb..2fcdbf3 100644 --- a/build/CMakeFiles/cc2.dir/src/game/ecs/entity/play/entity_snake.c.o.d +++ b/build/CMakeFiles/cc2.dir/src/game/ecs/entity/play/entity_snake.c.o.d @@ -1,12 +1,12 @@ CMakeFiles/cc2.dir/src/game/ecs/entity/play/entity_snake.c.o: \ - /home/anon/sda/Personal/Repos/cc2/src/game/ecs/entity/play/entity_snake.c \ + /home/anon/main/repos/cc2/src/game/ecs/entity/play/entity_snake.c \ /usr/include/stdc-predef.h \ - /home/anon/sda/Personal/Repos/cc2/src/game/ecs/entity/play/entity_snake.h \ - /home/anon/sda/Personal/Repos/cc2/src/game/ecs/entity/play/../../ecs_component.h \ - /home/anon/sda/Personal/Repos/cc2/src/game/ecs/entity/play/../../ecs_component_list.h \ - /home/anon/sda/Personal/Repos/cc2/src/game/ecs/entity/play/../../ECS_COMMON.h 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src/game/game.o: src/game/game.c.o .PHONY : src/game/game.o @@ -1089,6 +1425,30 @@ src/game/input/input.c.s: $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/game/input/input.c.s .PHONY : src/game/input/input.c.s +src/game/render/color_quad.o: src/game/render/color_quad.c.o +.PHONY : src/game/render/color_quad.o + +# target to build an object file +src/game/render/color_quad.c.o: + $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/game/render/color_quad.c.o +.PHONY : src/game/render/color_quad.c.o + +src/game/render/color_quad.i: src/game/render/color_quad.c.i +.PHONY : src/game/render/color_quad.i + +# target to preprocess a source file +src/game/render/color_quad.c.i: + $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/game/render/color_quad.c.i +.PHONY : src/game/render/color_quad.c.i + +src/game/render/color_quad.s: src/game/render/color_quad.c.s +.PHONY : src/game/render/color_quad.s + +# target to generate assembly for a file +src/game/render/color_quad.c.s: + $(MAKE) $(MAKESILENT) -f CMakeFiles/cc2.dir/build.make CMakeFiles/cc2.dir/src/game/render/color_quad.c.s +.PHONY : src/game/render/color_quad.c.s + src/game/render/texture_quad.o: src/game/render/texture_quad.c.o .PHONY : src/game/render/texture_quad.o @@ -1254,12 +1614,18 @@ help: @echo "... src/engine/file.o" @echo "... src/engine/file.i" @echo "... src/engine/file.s" + @echo "... src/engine/font.o" + @echo "... src/engine/font.i" + @echo "... src/engine/font.s" @echo "... src/engine/fullscreen.o" @echo "... src/engine/fullscreen.i" @echo "... src/engine/fullscreen.s" @echo "... src/engine/glew.o" @echo "... src/engine/glew.i" @echo "... src/engine/glew.s" + @echo "... src/engine/glyph.o" + @echo "... src/engine/glyph.i" + @echo "... src/engine/glyph.s" @echo "... src/engine/json.o" @echo "... src/engine/json.i" @echo "... src/engine/json.s" @@ -1269,6 +1635,9 @@ help: @echo "... src/engine/mouse.o" @echo "... src/engine/mouse.i" @echo "... src/engine/mouse.s" + @echo "... src/engine/music.o" + @echo "... src/engine/music.i" + @echo "... src/engine/music.s" @echo "... src/engine/rectangle.o" @echo "... src/engine/rectangle.i" @echo "... src/engine/rectangle.s" @@ -1281,6 +1650,9 @@ help: @echo "... src/engine/shader.o" @echo "... src/engine/shader.i" @echo "... src/engine/shader.s" + @echo "... src/engine/sound.o" + @echo "... src/engine/sound.i" + @echo "... src/engine/sound.s" @echo "... src/engine/surface.o" @echo "... src/engine/surface.i" @echo "... src/engine/surface.s" @@ -1305,12 +1677,27 @@ help: @echo "... src/engine/window.o" @echo "... src/engine/window.i" @echo "... src/engine/window.s" - @echo "... src/game/ecs/component/action/component_return.o" - @echo "... src/game/ecs/component/action/component_return.i" - @echo "... src/game/ecs/component/action/component_return.s" - @echo "... src/game/ecs/component/action/component_shoot.o" - @echo "... src/game/ecs/component/action/component_shoot.i" - @echo "... src/game/ecs/component/action/component_shoot.s" + @echo "... src/game/ecs/component/action/component_action_damage.o" + @echo "... src/game/ecs/component/action/component_action_damage.i" + @echo "... src/game/ecs/component/action/component_action_damage.s" + @echo "... src/game/ecs/component/action/component_action_delete_on_touch.o" + @echo "... src/game/ecs/component/action/component_action_delete_on_touch.i" + @echo "... src/game/ecs/component/action/component_action_delete_on_touch.s" + @echo "... src/game/ecs/component/action/component_action_lock.o" + @echo "... src/game/ecs/component/action/component_action_lock.i" + @echo "... src/game/ecs/component/action/component_action_lock.s" + @echo "... src/game/ecs/component/action/component_action_on_delete_give_ammo.o" + @echo "... src/game/ecs/component/action/component_action_on_delete_give_ammo.i" + @echo "... src/game/ecs/component/action/component_action_on_delete_give_ammo.s" + @echo "... src/game/ecs/component/action/component_action_redirect.o" + @echo "... src/game/ecs/component/action/component_action_redirect.i" + @echo "... src/game/ecs/component/action/component_action_redirect.s" + @echo "... src/game/ecs/component/action/component_action_return.o" + @echo "... src/game/ecs/component/action/component_action_return.i" + @echo "... src/game/ecs/component/action/component_action_return.s" + @echo "... src/game/ecs/component/action/component_action_shoot.o" + @echo "... src/game/ecs/component/action/component_action_shoot.i" + @echo "... src/game/ecs/component/action/component_action_shoot.s" @echo "... src/game/ecs/component/component_game_object.o" @echo "... src/game/ecs/component/component_game_object.i" @echo "... src/game/ecs/component/component_game_object.s" @@ -1323,9 +1710,18 @@ help: @echo "... src/game/ecs/component/control/component_control_aim.o" @echo "... src/game/ecs/component/control/component_control_aim.i" @echo "... src/game/ecs/component/control/component_control_aim.s" + @echo "... src/game/ecs/component/control/component_control_lock.o" + @echo "... src/game/ecs/component/control/component_control_lock.i" + @echo "... src/game/ecs/component/control/component_control_lock.s" @echo "... src/game/ecs/component/control/component_control_move.o" @echo "... src/game/ecs/component/control/component_control_move.i" @echo "... src/game/ecs/component/control/component_control_move.s" + @echo "... src/game/ecs/component/control/component_control_recall.o" + @echo "... src/game/ecs/component/control/component_control_recall.i" + @echo "... src/game/ecs/component/control/component_control_recall.s" + @echo "... src/game/ecs/component/control/component_control_redirect.o" + @echo "... src/game/ecs/component/control/component_control_redirect.i" + @echo "... src/game/ecs/component/control/component_control_redirect.s" @echo "... src/game/ecs/component/control/component_control_shoot.o" @echo "... src/game/ecs/component/control/component_control_shoot.i" @echo "... src/game/ecs/component/control/component_control_shoot.s" @@ -1338,6 +1734,9 @@ help: @echo "... src/game/ecs/component/stat/component_lifetime.o" @echo "... src/game/ecs/component/stat/component_lifetime.i" @echo "... src/game/ecs/component/stat/component_lifetime.s" + @echo "... src/game/ecs/component/stat/component_redirect.o" + @echo "... src/game/ecs/component/stat/component_redirect.i" + @echo "... src/game/ecs/component/stat/component_redirect.s" @echo "... src/game/ecs/ecs.o" @echo "... src/game/ecs/ecs.i" @echo "... src/game/ecs/ecs.s" @@ -1356,12 +1755,18 @@ help: @echo "... src/game/ecs/entity/play/entity_snake.o" @echo "... src/game/ecs/entity/play/entity_snake.i" @echo "... src/game/ecs/entity/play/entity_snake.s" + @echo "... src/game/ecs/entity/play/entity_swing.o" + @echo "... src/game/ecs/entity/play/entity_swing.i" + @echo "... src/game/ecs/entity/play/entity_swing.s" @echo "... src/game/game.o" @echo "... src/game/game.i" @echo "... src/game/game.s" @echo "... src/game/input/input.o" @echo "... src/game/input/input.i" @echo "... src/game/input/input.s" + @echo "... src/game/render/color_quad.o" + @echo "... src/game/render/color_quad.i" + @echo "... src/game/render/color_quad.s" @echo "... src/game/render/texture_quad.o" @echo "... src/game/render/texture_quad.i" @echo "... src/game/render/texture_quad.s" diff --git a/build/cc2 b/build/cc2 index 6b5f69b..6407eaa 100755 Binary files a/build/cc2 and b/build/cc2 differ diff --git a/build/cmake_install.cmake b/build/cmake_install.cmake index 58907b2..5d993c8 100644 --- a/build/cmake_install.cmake +++ b/build/cmake_install.cmake @@ -1,4 +1,4 @@ -# Install script for directory: /home/anon/sda/Personal/Repos/cc2 +# Install script for directory: /home/anon/main/repos/cc2 # Set the install prefix if(NOT DEFINED CMAKE_INSTALL_PREFIX) @@ -50,5 +50,5 @@ endif() string(REPLACE ";" "\n" CMAKE_INSTALL_MANIFEST_CONTENT "${CMAKE_INSTALL_MANIFEST_FILES}") -file(WRITE "/home/anon/sda/Personal/Repos/cc2/build/${CMAKE_INSTALL_MANIFEST}" +file(WRITE "/home/anon/main/repos/cc2/build/${CMAKE_INSTALL_MANIFEST}" "${CMAKE_INSTALL_MANIFEST_CONTENT}") diff --git a/build/res/gfx/glow.png b/build/res/gfx/glow.png new file mode 100644 index 0000000..ee7eadb Binary files /dev/null and b/build/res/gfx/glow.png differ diff --git a/build/res/gfx/shadow.png b/build/res/gfx/shadow.png new file mode 100644 index 0000000..6cdcf0c Binary files /dev/null and b/build/res/gfx/shadow.png differ diff --git a/build/res/shader/color_quad.fs b/build/res/shader/color_quad.fs new file mode 100644 index 0000000..ff40e57 --- /dev/null +++ b/build/res/shader/color_quad.fs @@ -0,0 +1,10 @@ +#version 330 core + +uniform vec4 uColor; + +out vec4 FragColor; + +void main() +{ + gl_FragColor = uColor; +} diff --git a/build/res/shader/color_quad.vs b/build/res/shader/color_quad.vs new file mode 100644 index 0000000..f5ab2e0 --- /dev/null +++ b/build/res/shader/color_quad.vs @@ -0,0 +1,15 @@ +#version 330 core +layout (location = 0) in vec3 lPosition; +layout (location = 1) in vec2 lUV; + +uniform mat4 uModel; +uniform mat4 uProjection; +uniform mat4 uView; + +out vec2 iUV; + +void main() +{ + gl_Position = uProjection * uView * uModel * vec4(lPosition, 1.0); + iUV = lUV; +} diff --git a/src/COMMON.h b/src/COMMON.h index ddab502..b3f4259 100644 --- a/src/COMMON.h +++ b/src/COMMON.h @@ -45,18 +45,9 @@ typedef int64_t s64; typedef float f32; typedef double f64; +static const vec4 COLOR_TRANSPARENT = {0.0f, 0.0f, 0.0f, 0.0f}; static const vec4 COLOR_OPAQUE = {1.0f, 1.0f, 1.0f, 1.0f}; -#define ORIGIN_COUNT ORIGIN_CENTER + 1 -typedef enum OriginType -{ - ORIGIN_TOP_LEFT, - ORIGIN_TOP_RIGHT, - ORIGIN_BOTTOM_LEFT, - ORIGIN_BOTTOM_RIGHT, - ORIGIN_CENTER -} OriginType; - #define DIRECTION_COUNT DIRECTION_NORTH_WEST + 1 typedef enum Direction { diff --git a/src/engine/font.c b/src/engine/font.c new file mode 100644 index 0000000..5c3dbfb --- /dev/null +++ b/src/engine/font.c @@ -0,0 +1,46 @@ +/* + * DESCRIPTION: + * TrueType font functions. +*/ + +#include "font.h" + +/* Returns line skip of font. */ +s32 +font_line_skip_get(Font* self) +{ + return TTF_FontLineSkip(self->ttf); +} + +/* Returns height of font. */ +s32 +font_height_get(Font* self) +{ + return TTF_FontHeight(self->ttf); +} + +/* Inits a font. */ +bool +font_init(Font* self, const char* path, s32 size) +{ + self->ttf = TTF_OpenFont(path, size); + + if (!self->ttf) + return false; + + self->size = size; + self->isInit = true; + + return true; +} + +/* Frees a font. */ +void +font_free(Font* self) +{ + if (self->isInit) + { + TTF_CloseFont(self->ttf); + self->isInit = false; + } +} diff --git a/src/engine/font.h b/src/engine/font.h new file mode 100644 index 0000000..3d84991 --- /dev/null +++ b/src/engine/font.h @@ -0,0 +1,22 @@ +/* + * DESCRIPTION: + * font.c header. +*/ + +#pragma once + +#include + +#include "../COMMON.h" + +typedef struct Font +{ + TTF_Font* ttf; + s32 size; + bool isInit; +} Font; + +s32 font_height_get(Font* self); +s32 font_line_skip_get(Font* self); +bool font_init(Font* self, const char* path, s32 size); +void font_free(Font* self); diff --git a/src/engine/glyph.c b/src/engine/glyph.c new file mode 100644 index 0000000..ef9b295 --- /dev/null +++ b/src/engine/glyph.c @@ -0,0 +1,65 @@ +/* + * DESCRIPTION: + * Glyph functions. +*/ + +#include "glyph.h" + +/* Returns width of glyph. */ +s32 +glyph_width_get(Font* font, char glyph) +{ + GlyphMetrics glyphMetrics; + + glyph_metrics_get(&glyphMetrics, font, glyph); + + return glyphMetrics.maxX - glyphMetrics.minX; +} + +/* Determines the kerning between two glyphs. */ +s32 +glyph_kerning_get(Font* font, char glyph, char nextGlyph) +{ + return TTF_GetFontKerningSizeGlyphs(font->ttf, glyph, nextGlyph); +} + +/* Obtains glyph metrics, given a glyph and a font. */ +void +glyph_metrics_get(GlyphMetrics* self, Font* font, char glyph) +{ + TTF_GlyphMetrics + ( + font->ttf, + glyph, + &self->minX, + &self->maxX, + &self->minY, + &self->maxY, + &self->advance + ); +} + +/* Creates a texture from a glyph. */ +void +glyph_texture_init(Texture* texture, Font* font, char glyph) +{ + SDL_Surface* surface; + SDL_Surface* textSurface; + ivec2 size; + + size[0] = glyph_width_get(font, glyph); + size[1] = font_height_get(font); + + surface_rgba_init(&surface, size); + + textSurface = TTF_RenderGlyph_Blended(font->ttf, glyph, GLYPH_COLOR); + + SDL_BlitSurface(textSurface, NULL, surface, NULL); + + SDL_FreeSurface(textSurface); + + texture_surface_init(texture, surface); + + SDL_FreeSurface(surface); +} + diff --git a/src/engine/glyph.h b/src/engine/glyph.h new file mode 100644 index 0000000..9f4e21e --- /dev/null +++ b/src/engine/glyph.h @@ -0,0 +1,26 @@ +/* + * DESCRIPTION: + * text.c header. +*/ + +#pragma once + +#include "font.h" +#include "texture.h" +#include "surface.h" + +typedef struct GlyphMetrics +{ + s32 minX; + s32 minY; + s32 maxX; + s32 maxY; + s32 advance; +} GlyphMetrics; + +static const SDL_Color GLYPH_COLOR = {255, 255, 255, 255}; + +s32 glyph_width_get(Font* font, char glyph); +s32 glyph_kerning_get(Font* font, char glyph, char nextGlyph); +void glyph_texture_init(Texture* texture, Font* font, char glyph); +void glyph_metrics_get(GlyphMetrics* self, Font* font, char glyph); diff --git a/src/engine/mouse.c b/src/engine/mouse.c index 874abfd..c8d8fff 100644 --- a/src/engine/mouse.c +++ b/src/engine/mouse.c @@ -62,12 +62,23 @@ mouse_release(Mouse* self, MouseButtonType type) /* Fetches the world position of the cursor. */ void -mouse_world_position_get(Mouse* mouse, Renderer* renderer, vec2 position) +mouse_world_position_get(Mouse* self, Renderer* renderer, vec2 position) { vec2 mousePosition; - mousePosition[0] = (f32)mouse->position[0]; - mousePosition[1] = (f32)mouse->position[1]; + mousePosition[0] = (f32)self->position[0]; + mousePosition[1] = (f32)self->position[1]; renderer_world_position_from_window_position(renderer, mousePosition, position); } + +/* Returns the angle of the cursor's world position and a world position specified. */ +f32 +mouse_angle_from_world_position_get(Mouse* self, Renderer* renderer, vec2 position) +{ + vec2 mousePosition; + + mouse_world_position_get(self, renderer, mousePosition); + + return (f32)ATAN(mousePosition[0], position[0], mousePosition[1], position[1]); +} diff --git a/src/engine/mouse.h b/src/engine/mouse.h index f179445..31c21dc 100644 --- a/src/engine/mouse.h +++ b/src/engine/mouse.h @@ -27,3 +27,4 @@ bool mouse_press(Mouse* self, MouseButtonType type); bool mouse_held(Mouse* self, MouseButtonType type); bool mouse_release(Mouse* self, MouseButtonType type); void mouse_world_position_get(Mouse* mouse, Renderer* renderer, vec2 position); +f32 mouse_angle_from_world_position_get(Mouse* self, Renderer* renderer, vec2 position); diff --git a/src/engine/music.c b/src/engine/music.c new file mode 100644 index 0000000..caeb4d7 --- /dev/null +++ b/src/engine/music.c @@ -0,0 +1,64 @@ +#include "music.h" + +/* Initializes music. */ +bool +music_init(Music* self, const char* path) +{ + self->chunk = Mix_LoadMUS(path); + + if (!self->chunk) + return false; + + self->isInit = true; + + return true; +} + +/* Frees music. */ +void +music_free(Music* self) +{ + if (self->isInit) + { + Mix_FreeMusic(self->chunk); + self->isInit = false; + } +} + +/* Plays music, specifying if it loops. */ +void +music_play(Music* self, bool isLoop) +{ + if (isLoop) + Mix_PlayMusic(self->chunk, -1); + else + Mix_PlayMusic(self->chunk, 0); +} + +/* Resumes music, if it was paused before. */ +void +music_resume(void) +{ + Mix_ResumeMusic(); +} + +/* Pauses music. */ +void +music_pause(void) +{ + Mix_PauseMusic(); +} + +/* Stops music. */ +void +music_stop(void) +{ + Mix_HaltMusic(); +} + +/* Is music playing? */ +bool +music_is_playing(void) +{ + return Mix_PlayingMusic(); +} diff --git a/src/engine/music.h b/src/engine/music.h new file mode 100644 index 0000000..2ef9b6a --- /dev/null +++ b/src/engine/music.h @@ -0,0 +1,24 @@ +/* + * DESCRIPTION: + * music.c header. +*/ + +#pragma once + +#include + +#include "../COMMON.h" + +typedef struct Music +{ + Mix_Music* chunk; + bool isInit; +} Music; + +bool music_is_playing(void); +void music_free(Music* self); +bool music_init(Music* self, const char* path); +void music_pause(void); +void music_play(Music* self, bool isLoop); +void music_resume(void); +void music_stop(void); diff --git a/src/engine/rectangle.c b/src/engine/rectangle.c index 35dcac2..f6de533 100644 --- a/src/engine/rectangle.c +++ b/src/engine/rectangle.c @@ -1,35 +1,16 @@ #include "rectangle.h" -/* FYI: rectangles are vec4 structs, divided into two points. */ -/* 0 and 1 are x/y of top left vertex, 2 and 3 are x/y of bottom right vertex. */ - -/* Fetches the origin of a rectangle. */ -void -rectangle_origin_get(vec4 self, vec2 origin, OriginType type) +/* Are two rectangles colliding? */ +bool +rectangle_collide(vec4 a, vec4 b) { - switch (type) - { - case ORIGIN_TOP_LEFT: - origin[0] = self[0]; - origin[1] = self[1]; - break; - case ORIGIN_TOP_RIGHT: - origin[0] = self[2]; - origin[1] = self[1]; - break; - case ORIGIN_BOTTOM_LEFT: - origin[0] = self[0]; - origin[1] = self[3]; - break; - case ORIGIN_BOTTOM_RIGHT: - origin[0] = self[2]; - origin[1] = self[3]; - break; - case ORIGIN_CENTER: - origin[0] = self[0] + ((self[2] - self[0]) / 2); - origin[1] = self[1] + ((self[3] - self[1]) / 2); - break; - default: - break; - } + if + ( + a[0] > b[0] && + a[0] < b[0] + (b[2] - b[0]) && + a[1] > b[1] && + a[1] < b[1] + (b[3] - b[1]) + ) + return true; + return false; } diff --git a/src/engine/rectangle.h b/src/engine/rectangle.h index 544b53b..18bea6b 100644 --- a/src/engine/rectangle.h +++ b/src/engine/rectangle.h @@ -2,4 +2,4 @@ #include "../COMMON.h" -void rectangle_origin_get(vec4 self, vec2 origin, OriginType type); +bool rectangle_collide(vec4 a, vec4 b); diff --git a/src/engine/sdl.c b/src/engine/sdl.c index cbfbae2..a90f8ec 100644 --- a/src/engine/sdl.c +++ b/src/engine/sdl.c @@ -33,6 +33,22 @@ sdl_init(void) else printf(STRING_SDL_IMAGE_INIT); + if (TTF_Init() < 0) + { + printf(STRING_SDL_TTF_ERROR); + exit(EXIT_FAILURE); + } + else + printf(STRING_SDL_TTF_INIT); + + if (Mix_OpenAudio(MIX_FREQUENCY, MIX_DEFAULT_FORMAT, MIX_CHANNELS, MIX_SAMPLE_SIZE) < 0) + { + printf(STRING_SDL_MIXER_ERROR); + exit(EXIT_FAILURE); + } + else + printf(STRING_SDL_MIXER_INIT); + SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3); diff --git a/src/engine/sdl.h b/src/engine/sdl.h index 5b9f475..4fee88a 100644 --- a/src/engine/sdl.h +++ b/src/engine/sdl.h @@ -9,8 +9,13 @@ #include #include +#include +#include #include "../COMMON.h" +#define MIX_FREQUENCY 44100 +#define MIX_SAMPLE_SIZE 2048 + #define IMG_FLAGS (IMG_INIT_PNG) void sdl_init(void); diff --git a/src/engine/sound.c b/src/engine/sound.c new file mode 100644 index 0000000..5635cd3 --- /dev/null +++ b/src/engine/sound.c @@ -0,0 +1,33 @@ +#include "sound.h" + +/* Initializes a sound. */ +bool +sound_init(Sound* self, const char* path) +{ + self->chunk = Mix_LoadWAV(path); + + if (!self->chunk) + return false; + + self->isInit = true; + + return true; +} + +/* Frees a sound. */ +void +sound_free(Sound* self) +{ + if (self->isInit) + { + Mix_FreeChunk(self->chunk); + self->isInit = false; + } +} + +/* Plays a sound, specifying a channel. */ +void +sound_play(Sound* self, s32 channel) +{ + Mix_PlayChannel(-1, self->chunk, 0); +} diff --git a/src/engine/sound.h b/src/engine/sound.h new file mode 100644 index 0000000..2c46b0a --- /dev/null +++ b/src/engine/sound.h @@ -0,0 +1,15 @@ +#pragma once + +#include + +#include "../COMMON.h" + +typedef struct Sound +{ + Mix_Chunk* chunk; + bool isInit; +} Sound; + +bool sound_init(Sound* self, const char* path); +void sound_free(Sound* self); +void sound_play(Sound* self, s32 channel); diff --git a/src/engine/texture.c b/src/engine/texture.c index f492879..707cbeb 100644 --- a/src/engine/texture.c +++ b/src/engine/texture.c @@ -1,11 +1,9 @@ #include "texture.h" -static void _texture_surface_init(Texture* self, SDL_Surface* surface); - /* Given an SDL_Surface, creates a GL texture from it. */ /* NOTE: loading only supports RGBA */ -static void -_texture_surface_init(Texture* self, SDL_Surface* surface) +void +texture_surface_init(Texture* self, SDL_Surface* surface) { if (!self->isInit) { @@ -46,7 +44,7 @@ texture_init(Texture* self, const char* path) printf(STRING_SDL_IMAGE_SUCCESS, path); - _texture_surface_init(self, surface); + texture_surface_init(self, surface); SDL_FreeSurface(surface); diff --git a/src/engine/vector.c b/src/engine/vector.c index c49ad1f..acaa044 100644 --- a/src/engine/vector.c +++ b/src/engine/vector.c @@ -162,7 +162,7 @@ vector_remove(Vector* self, s32 index) void* vector_get(Vector* self, s32 index) { - return self->data + (index * self->itemSize); + return (void*)((u8*)self->data + (index * self->itemSize)); } /* Returns the index of an element, given it is valid. */ @@ -183,3 +183,10 @@ vector_remove_from_data(Vector* self, void* data) vector_remove(self, vector_index_get(self, data)); data = NULL; } + +/* Sorts a vector, based on the comparison function. */ +void +vector_qsort(Vector* self, s32 (function) (const void *, const void*)) +{ + qsort(self->data, self->count, self->itemSize, function); +} diff --git a/src/engine/vector.h b/src/engine/vector.h index e87d22a..dbb6a07 100644 --- a/src/engine/vector.h +++ b/src/engine/vector.h @@ -22,3 +22,4 @@ void* vector_get(Vector* self, s32 index); void* vector_insert(Vector* self, void* data, s32 index); void* vector_push(Vector* self, void* data); void vector_print(Vector* self); +void vector_sort(Vector* self, s32 (function)(const void*, const void*)); diff --git a/src/game/ecs/ECS_COMMON.h b/src/game/ecs/ECS_COMMON.h index 12717de..44b31b4 100644 --- a/src/game/ecs/ECS_COMMON.h +++ b/src/game/ecs/ECS_COMMON.h @@ -18,6 +18,13 @@ typedef struct Game Game; typedef void (*ECSFunction)(void*, ECS*); +typedef struct ECSComponent +{ + u32 id; + bool isDisabled; + bool isFunctionDisabled[ECS_FUNCTION_COUNT]; +} ECSComponent; + typedef struct ECSsystem { ECSFunction functions[ECS_FUNCTION_COUNT]; diff --git a/src/game/ecs/component/COMPONENT_COMMON.h b/src/game/ecs/component/COMPONENT_COMMON.h index 90bf061..d7901fe 100644 --- a/src/game/ecs/component/COMPONENT_COMMON.h +++ b/src/game/ecs/component/COMPONENT_COMMON.h @@ -2,18 +2,37 @@ #include "../../../COMMON.h" -#define ECS_COMPONENT_COUNT ECS_COMPONENT_LIFETIME + 1 +/* + * Components are organized in a specific manner: + * - On deletion events + * - Control + * - Collisions + * - Actions + * - Statistical information + * - Deletion events +*/ + +#define ECS_COMPONENT_COUNT ECS_COMPONENT_ACTION_DELETE_ON_TOUCH + 1 typedef enum ECSComponentType { ECS_COMPONENT_PHYSICS, - ECS_COMPONENT_SHOOT, - ECS_COMPONENT_RETURN, + ECS_COMPONENT_ACTION_ON_DELETE_GIVE_AMMO, + ECS_COMPONENT_ACTION_SHOOT, + ECS_COMPONENT_ACTION_RETURN, + ECS_COMPONENT_ACTION_REDIRECT, + ECS_COMPONENT_ACTION_LOCK, + ECS_COMPONENT_ACTION_DAMAGE, ECS_COMPONENT_CONTROL_MOVE, ECS_COMPONENT_CONTROL_SHOOT, ECS_COMPONENT_CONTROL_AIM, + ECS_COMPONENT_CONTROL_REDIRECT, + ECS_COMPONENT_CONTROL_LOCK, + ECS_COMPONENT_CONTROL_RECALL, ECS_COMPONENT_HEALTH, ECS_COMPONENT_AMMO, + ECS_COMPONENT_REDIRECT, ECS_COMPONENT_SPRITE, ECS_COMPONENT_GAME_OBJECT, - ECS_COMPONENT_LIFETIME + ECS_COMPONENT_LIFETIME, + ECS_COMPONENT_ACTION_DELETE_ON_TOUCH } ECSComponentType; diff --git a/src/game/ecs/component/action/component_action_damage.c b/src/game/ecs/component/action/component_action_damage.c new file mode 100644 index 0000000..aae1048 --- /dev/null +++ b/src/game/ecs/component/action/component_action_damage.c @@ -0,0 +1,31 @@ +#include "component_action_damage.h" + +/* DEPENDENCIES: Physics, Health */ + +/* Sets action_damage component info. */ +void +component_action_damage_init(ComponentActionDamage* self, u32 value) +{ + self->value = value; +} + +/* Ticks action_damage component. */ +void +component_action_damage_tick(ComponentActionDamage* self, ECS* ecs) +{ + ComponentPhysics* physics; + ComponentHealth* health; + + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + + for (s32 i = 0; i < (s32)physics->collisions.count; i++) + { + health = ecs_component_from_index_get(ecs, ECS_COMPONENT_HEALTH, i); + + if (health) + { + health->value -= self->value; + printf("HEALTH: %i\n", health->value); + } + } +} diff --git a/src/game/ecs/component/action/component_action_damage.h b/src/game/ecs/component/action/component_action_damage.h new file mode 100644 index 0000000..0e5b86b --- /dev/null +++ b/src/game/ecs/component/action/component_action_damage.h @@ -0,0 +1,34 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#include "../component_physics.h" +#include "../stat/component_health.h" + +typedef struct ComponentActionDamage +{ + ECSComponent component; + u32 value; +} ComponentActionDamage; + +void component_action_damage_init(ComponentActionDamage* self, u32 value); +void component_action_damage_tick(ComponentActionDamage* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_ACTION_DAMAGE_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + (ECSFunction)component_action_damage_tick, + NULL + } + }, + .type = ECS_COMPONENT_ACTION_DAMAGE, + .size = sizeof(ComponentActionDamage) +}; + + diff --git a/src/game/ecs/component/action/component_action_delete_on_touch.c b/src/game/ecs/component/action/component_action_delete_on_touch.c new file mode 100644 index 0000000..9e9cf47 --- /dev/null +++ b/src/game/ecs/component/action/component_action_delete_on_touch.c @@ -0,0 +1,36 @@ +#include "component_action_delete_on_touch.h" + +/* DEPENDENCIES: Physics */ +/* This entity associated with this component will be deleted if it touches the specified entity. */ + +/* Initializes delete on touch component. */ +void +component_action_delete_on_touch_init(ComponentActionDeleteOnTouch* self, u32 id) +{ + self->id = id; +} + +/* Ticks delete on touch component. */ +void +component_action_delete_on_touch_tick(ComponentActionDeleteOnTouch* self, ECS* ecs) +{ + ComponentPhysics* physics; + + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + + if (physics->collisions.count == 0) + return; + + for (s32 i = 0; i < (s32)physics->collisions.count; i++) + { + u32 id; + + id = *(u32*)vector_get(&physics->collisions, i); + + if (id == self->id) + { + ecs_entity_delete(ecs, self->component.id); + break; + } + } +} diff --git a/src/game/ecs/component/action/component_action_delete_on_touch.h b/src/game/ecs/component/action/component_action_delete_on_touch.h new file mode 100644 index 0000000..483c1f6 --- /dev/null +++ b/src/game/ecs/component/action/component_action_delete_on_touch.h @@ -0,0 +1,33 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#include "../component_physics.h" + +typedef struct ComponentActionDeleteOnTouch +{ + ECSComponent component; + u32 id; +} ComponentActionDeleteOnTouch; + +void component_action_delete_on_touch_init(ComponentActionDeleteOnTouch* self, u32 touchID); +void component_action_delete_on_touch_tick(ComponentActionDeleteOnTouch* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_ACTION_DELETE_ON_TOUCH_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + (ECSFunction)component_action_delete_on_touch_tick, + NULL + } + }, + .type = ECS_COMPONENT_ACTION_DELETE_ON_TOUCH, + .size = sizeof(ComponentActionDeleteOnTouch) +}; + + diff --git a/src/game/ecs/component/action/component_action_lock.c b/src/game/ecs/component/action/component_action_lock.c new file mode 100644 index 0000000..029b9a3 --- /dev/null +++ b/src/game/ecs/component/action/component_action_lock.c @@ -0,0 +1,65 @@ +#include "component_action_lock.h" + +/* DEPENDENCIES: Physics, Return */ + +/* Lock in place. */ +void +component_action_lock_lock(ComponentActionLock* self, ECS* ecs) +{ + ComponentPhysics* physics; + ComponentActionReturn* actionReturn; + + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + actionReturn= ecs_component_get(ecs, ECS_COMPONENT_ACTION_RETURN, self->component.id); + + glm_vec3_copy(physics->velocity, self->velocity); + + actionReturn->component.isDisabled = true; + self->isLocked = true; +} + +/* Unlocks, from being locke.d */ +void +component_action_lock_unlock(ComponentActionLock* self, ECS* ecs) +{ + ComponentPhysics* physics; + ComponentActionReturn* actionReturn; + + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + actionReturn= ecs_component_get(ecs, ECS_COMPONENT_ACTION_RETURN, self->component.id); + + glm_vec3_copy(self->velocity, physics->velocity); + actionReturn->component.isDisabled = false; + + self->isLocked = false; +} + +/* Initialize lock component. */ +void +component_action_lock_init(ComponentActionLock* self, u32 sender) +{ + self->sender = sender; +} + +/* Ticks lock component. */ +/* Remain stationary. */ +void +component_action_lock_tick(ComponentActionLock* self, ECS* ecs) +{ + ComponentPhysics* physics; + + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + + if (self->isLock) + { + if (!self->isLocked) + component_action_lock_lock(self, ecs); + + glm_vec3_zero(physics->velocity); + } + else + { + if (self->isLocked) + component_action_lock_unlock(self, ecs); + } +} diff --git a/src/game/ecs/component/action/component_action_lock.h b/src/game/ecs/component/action/component_action_lock.h new file mode 100644 index 0000000..9b88f40 --- /dev/null +++ b/src/game/ecs/component/action/component_action_lock.h @@ -0,0 +1,40 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../../input/input.h" +#include "../../ecs_entity.h" + +#include "../component_physics.h" +#include "component_action_return.h" + +typedef struct ComponentActionLock +{ + ECSComponent component; + u32 sender; + vec3 velocity; + bool isLock; + bool isLocked; +} ComponentActionLock; + +void component_action_lock_init(ComponentActionLock* self, u32 sender); +void component_action_lock_tick(ComponentActionLock* self, ECS* ecs); +void component_action_lock_lock(ComponentActionLock* self, ECS* ecs); +void component_action_lock_unlock(ComponentActionLock* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_ACTION_LOCK_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + (ECSFunction)component_action_lock_tick, + NULL + } + }, + .type = ECS_COMPONENT_ACTION_LOCK, + .size = sizeof(ComponentActionLock) +}; + + diff --git a/src/game/ecs/component/action/component_action_on_delete_give_ammo.c b/src/game/ecs/component/action/component_action_on_delete_give_ammo.c new file mode 100644 index 0000000..6b2d0f4 --- /dev/null +++ b/src/game/ecs/component/action/component_action_on_delete_give_ammo.c @@ -0,0 +1,31 @@ +#include "component_action_on_delete_give_ammo.h" + +/* DEPENDENCIES: ActionDeleteOnTouch, Ammo */ +/* On deletion, give ammo to the ID belonging to ActionDeleteOnTouch. */ + +/* Initializes delete on touch component. */ +void +component_action_on_delete_give_ammo_init(ComponentActionOnDeleteGiveAmmo* self, u32 value) +{ + self->value = value; +} + +/* Ticks delete on touch component. */ +void +component_action_on_delete_give_ammo_delete(ComponentActionOnDeleteGiveAmmo* self, ECS* ecs) +{ + ComponentActionDeleteOnTouch* actionDeleteOnTouch; + ComponentAmmo* touchAmmo; + + actionDeleteOnTouch = ecs_component_get + ( + ecs, + ECS_COMPONENT_ACTION_DELETE_ON_TOUCH, + self->component.id + ); + + touchAmmo = ecs_component_get(ecs, ECS_COMPONENT_AMMO, actionDeleteOnTouch->id); + + touchAmmo->value += self->value; + touchAmmo->value = MAX(touchAmmo->value, touchAmmo->max); +} diff --git a/src/game/ecs/component/action/component_action_on_delete_give_ammo.h b/src/game/ecs/component/action/component_action_on_delete_give_ammo.h new file mode 100644 index 0000000..256c9bd --- /dev/null +++ b/src/game/ecs/component/action/component_action_on_delete_give_ammo.h @@ -0,0 +1,34 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#include "../stat/component_ammo.h" +#include "component_action_delete_on_touch.h" + +typedef struct ComponentActionOnDeleteGiveAmmo +{ + ECSComponent component; + u32 value; +} ComponentActionOnDeleteGiveAmmo; + +void component_action_on_delete_give_ammo_init(ComponentActionOnDeleteGiveAmmo* self, u32 value); +void component_action_on_delete_give_ammo_delete(ComponentActionOnDeleteGiveAmmo* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_ACTION_ON_DELETE_GIVE_AMMO_INFO = +{ + .system = + { + .functions = + { + NULL, + (ECSFunction)component_action_on_delete_give_ammo_delete, + NULL, + NULL + } + }, + .type = ECS_COMPONENT_ACTION_ON_DELETE_GIVE_AMMO, + .size = sizeof(ComponentActionOnDeleteGiveAmmo) +}; + + diff --git a/src/game/ecs/component/action/component_action_redirect.c b/src/game/ecs/component/action/component_action_redirect.c new file mode 100644 index 0000000..4c548b5 --- /dev/null +++ b/src/game/ecs/component/action/component_action_redirect.c @@ -0,0 +1,50 @@ +#include "component_action_redirect.h" + +/* DEPENDENCIES: Physics, Return */ + +/* Initializes redirect component. */ +void +component_action_redirect_init(ComponentActionRedirect* self, f32 multiplier, u32 sender) +{ + self->multiplier = multiplier; + self->sender = sender; +} + +/* Ticks redirect component. */ +/* If redirection is specified, will get angle between the game's mouse + * and the object, and launch towards that. */ +void +component_action_redirect_tick(ComponentActionRedirect* self, ECS* ecs) +{ + if (self->isRedirect) + { + ComponentPhysics* physics; + ComponentActionReturn* actionReturn; + vec3 velocity; + f32 speed; + f32 angle; + + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + actionReturn = ecs_component_get(ecs, ECS_COMPONENT_ACTION_RETURN, self->component.id); + + glm_vec3_copy(physics->velocity, velocity); + + speed = glm_vec3_norm(velocity) * self->multiplier; + + angle = mouse_angle_from_world_position_get + ( + &ecs->game->input.mouse, + &ecs->game->renderer, + physics->position + ); + + velocity[0] = -cos(angle) * speed; + velocity[1] = -sin(angle) * speed; + + glm_vec3_copy(velocity, physics->velocity); + + actionReturn->lifetime = actionReturn->lifetimeMax; + + self->isRedirect = false; + } +} diff --git a/src/game/ecs/component/action/component_action_redirect.h b/src/game/ecs/component/action/component_action_redirect.h new file mode 100644 index 0000000..ed26205 --- /dev/null +++ b/src/game/ecs/component/action/component_action_redirect.h @@ -0,0 +1,37 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../../input/input.h" +#include "../../ecs_entity.h" + +#include "../component_physics.h" +#include "component_action_return.h" + +typedef struct ComponentActionRedirect +{ + ECSComponent component; + f32 multiplier; + u32 sender; + bool isRedirect; +} ComponentActionRedirect; + +void component_action_redirect_init(ComponentActionRedirect* self, f32 multiplier, u32 sender); +void component_action_redirect_tick(ComponentActionRedirect* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_ACTION_REDIRECT_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + (ECSFunction)component_action_redirect_tick, + NULL + } + }, + .type = ECS_COMPONENT_ACTION_REDIRECT, + .size = sizeof(ComponentActionRedirect) +}; + + diff --git a/src/game/ecs/component/action/component_action_return.c b/src/game/ecs/component/action/component_action_return.c new file mode 100644 index 0000000..6934cb5 --- /dev/null +++ b/src/game/ecs/component/action/component_action_return.c @@ -0,0 +1,108 @@ +#include "component_action_return.h" + +/* DEPENDENCIES: Physics, ActionDeleteOnTouch */ + +/* Adds a action_return component. */ +void +component_action_return_add(ComponentActionReturn* self, ECS* ecs) +{ + ComponentActionDeleteOnTouch* actionDeleteOnTouch; + + actionDeleteOnTouch = ecs_component_add(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TOUCH, self->component.id); + + actionDeleteOnTouch->component.isDisabled = true; +} + +/* Adds a action_return component. */ +void +component_action_return_delete(ComponentActionReturn* self, ECS* ecs) +{ + ecs_component_delete(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TOUCH, self->component.id); +} + +/* Initializes action_return component. */ +void +component_action_return_init +( + ComponentActionReturn* self, + ECS* ecs, + f32 speed, + f32 multiplier, + f32 velocityMax, + u32 lifetime, + u32 senderID +) +{ + ComponentActionDeleteOnTouch* actionDeleteOnTouch; + + actionDeleteOnTouch = ecs_component_get(ecs, ECS_COMPONENT_ACTION_DELETE_ON_TOUCH, self->component.id); + + component_action_delete_on_touch_init(actionDeleteOnTouch, senderID); + + self->speed = speed; + self->multiplier = multiplier; + self->velocityMax = velocityMax; + self->lifetimeMax = lifetime; + self->lifetime = self->lifetimeMax; + self->senderID = senderID; +} + +/* Sets the object to return. */ +void +component_action_return(ComponentActionReturn* self, ECS* ecs) +{ + ComponentPhysics* physics; + ComponentActionDeleteOnTouch* actionDeleteOnTouch; + + actionDeleteOnTouch = ecs_component_get + ( + ecs, + ECS_COMPONENT_ACTION_DELETE_ON_TOUCH, + self->component.id + ); + + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + + self->lifetime = 0; + physics->velocityMax = self->velocityMax; + self->isReturning = true; + actionDeleteOnTouch->component.isDisabled = false; +} + +/* Ticks action_return component. */ +/* Rapidly accelerates entity towards sender. */ +void +component_action_return_tick(ComponentActionReturn* self, ECS* ecs) +{ + f32 angle; + f32 speed; + ComponentPhysics* senderPhysics; + ComponentPhysics* physics; + + if (self->lifetime > 0) + { + self->lifetime--; + + if (self->lifetime <= 0) + component_action_return(self, ecs); + return; + } + + self->timer++; + + senderPhysics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->senderID); + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + + angle = ATAN + ( + physics->position[0], + senderPhysics->position[0], + physics->position[1], + senderPhysics->position[1] + ); + + speed = self->speed * (self->timer * self->multiplier); + + physics->velocity[0] = cos(angle) * speed; + physics->velocity[1] = sin(angle) * speed; +} diff --git a/src/game/ecs/component/action/component_action_return.h b/src/game/ecs/component/action/component_action_return.h new file mode 100644 index 0000000..5d7de72 --- /dev/null +++ b/src/game/ecs/component/action/component_action_return.h @@ -0,0 +1,53 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#include "../component_physics.h" +#include "component_action_delete_on_touch.h" + +typedef struct ComponentActionReturn +{ + ECSComponent component; + f32 speed; + f32 multiplier; + f32 velocityMax; + u32 lifetimeMax; + u32 lifetime; + u32 senderID; + u32 timer; + bool isReturning; +} ComponentActionReturn; + +void component_action_return_init +( + ComponentActionReturn* self, + ECS* ecs, + f32 speed, + f32 multiplier, + f32 velocityMax, + u32 lifetime, + u32 senderID +); +void component_action_return_add(ComponentActionReturn* self, ECS* ecs); +void component_action_return_delete(ComponentActionReturn* self, ECS* ecs); +void component_action_return_tick(ComponentActionReturn* self, ECS* ecs); +void component_action_return(ComponentActionReturn* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_ACTION_RETURN_INFO = +{ + .system = + { + .functions = + { + (ECSFunction)component_action_return_add, + (ECSFunction)component_action_return_delete, + (ECSFunction)component_action_return_tick, + NULL + } + }, + .type = ECS_COMPONENT_ACTION_RETURN, + .size = sizeof(ComponentActionReturn) +}; + + diff --git a/src/game/ecs/component/action/component_action_shoot.c b/src/game/ecs/component/action/component_action_shoot.c new file mode 100644 index 0000000..cda1abd --- /dev/null +++ b/src/game/ecs/component/action/component_action_shoot.c @@ -0,0 +1,86 @@ +#include "component_action_shoot.h" + +/* DEPENDENCIES: Physics */ + +static void _action_shoot_velocity_set(ComponentActionShoot* self, ECS* ecs, u32 projectile); + +/* Obtains the velocity for the fired projectile. */ +static void +_action_shoot_velocity_set(ComponentActionShoot* self, ECS* ecs, u32 projectile) +{ + ComponentPhysics* physics; + ComponentPhysics* projectilePhysics; + f32 angle; + f32 magnitude; + f32 moveMagnitude; + vec3 velocity; + vec3 moveVelocity; + + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + projectilePhysics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, projectile); + + angle = physics->angle; + + glm_vec3_zero(velocity); + + velocity[0] = -cos(angle) * self->speed; + velocity[1] = -sin(angle) * self->speed; + + glm_vec3_copy(velocity, moveVelocity); + + magnitude = glm_vec3_norm(velocity); + + glm_vec3_add(moveVelocity, physics->velocity, moveVelocity); + + moveMagnitude = glm_vec3_norm(moveVelocity); + + if (moveMagnitude > magnitude) + glm_vec3_copy(moveVelocity, velocity); + + glm_vec3_copy(velocity, projectilePhysics->velocity); + projectilePhysics->angle = angle; +} + +/* Sets action_shoot component info. */ +void +component_action_shoot_init +( + ComponentActionShoot* self, + ProjectileInit projectileInit, + f32 speed, + f32 offset +) +{ + self->projectileInit = projectileInit; + self->speed = speed; + self->offset = offset; +} + +/* Ticks action_shoot component. */ +void +component_action_shoot_tick(ComponentActionShoot* self, ECS* ecs) +{ + if (self->isFire) + { + ComponentPhysics* physics; + u32 projectile; + vec3 position; + vec3 velocity; + f32 angle; + + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + + projectile = ecs_entity_add(ecs); + + glm_vec3_copy(physics->position, position); + + position[0] += -cos(physics->angle) * self->offset; + position[1] += -sin(physics->angle) * self->offset; + + self->projectileInit(ecs, projectile, position, self->component.id); + + _action_shoot_velocity_set(self, ecs, projectile); + + self->isFire = false; + } +} diff --git a/src/game/ecs/component/action/component_action_shoot.h b/src/game/ecs/component/action/component_action_shoot.h new file mode 100644 index 0000000..13aba50 --- /dev/null +++ b/src/game/ecs/component/action/component_action_shoot.h @@ -0,0 +1,38 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#include "../component_game_object.h" + +typedef void (*ProjectileInit)(ECS*, u32, vec3, u32); + +typedef struct ComponentActionShoot +{ + ECSComponent component; + ProjectileInit projectileInit; + f32 offset; + f32 speed; + bool isFire; +} ComponentActionShoot; + +void component_action_shoot_init(ComponentActionShoot* self, ProjectileInit projectileInit, f32 speed, f32 offset); +void component_action_shoot_tick(ComponentActionShoot* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_ACTION_SHOOT_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + (ECSFunction)component_action_shoot_tick, + NULL + } + }, + .type = ECS_COMPONENT_ACTION_SHOOT, + .size = sizeof(ComponentActionShoot) +}; + + diff --git a/src/game/ecs/component/action/component_rectangle_collide.c b/src/game/ecs/component/action/component_rectangle_collide.c deleted file mode 100644 index 690bab8..0000000 --- a/src/game/ecs/component/action/component_rectangle_collide.c +++ /dev/null @@ -1,36 +0,0 @@ -#include "component_collider.h" - -/* DEPENDENCIES: Physics */ - -/* Sets collider component info. */ -void -component_collider_init(ComponentCollider* self, vec2 offset, vec2 size) -{ - glm_vec2_copy(size, self->size); - glm_vec2_copy(offset, self->offset); - vector_init(&self->collisions, sizeof(u32); -} - -/* Ticks collider component. */ -void -component_collider_tick(ComponentCollider* self, ECS* ecs) -{ - ComponentPhysics* physics; - vec4 rectangle; - - vector_clear(&self->collisions); - - ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->id); - - rectangle[0] = physics->position[0] + self->offset[0]; - rectangle[1] = physics->position[1] + self->offset[1]; - rectangle[2] = rectangle[0] + self->size[0]; - rectangle[3] = rectangle[1] + self->size[1]; - - for (s32 i = 0; i < ecs->lists[ECS_COMPONENT_COLLIDER]; i++) - { - - - - } -} diff --git a/src/game/ecs/component/action/component_rectangle_collide.h b/src/game/ecs/component/action/component_rectangle_collide.h deleted file mode 100644 index 32e177e..0000000 --- a/src/game/ecs/component/action/component_rectangle_collide.h +++ /dev/null @@ -1,38 +0,0 @@ -#pragma once - -#include "../../../GAME_COMMON.h" -#include "../../ecs_entity.h" - -#include "../component_game_object.h" - -typedef void (*ProjectileInit)(ECS*, u32, vec3, u32); - -typedef struct ComponentShoot -{ - u32 id; - ProjectileInit projectileInit; - f32 offset; - f32 speed; - bool isFire; -} ComponentShoot; - -void component_shoot_init(ComponentShoot* self, ProjectileInit projectileInit, f32 speed, f32 offset); -void component_shoot_tick(ComponentShoot* self, ECS* ecs); - -static const ECSComponentInfo COMPONENT_SHOOT_INFO = -{ - .system = - { - .functions = - { - NULL, - NULL, - (ECSFunction)component_shoot_tick, - NULL - } - }, - .type = ECS_COMPONENT_SHOOT, - .size = sizeof(ComponentShoot) -}; - - diff --git a/src/game/ecs/component/action/component_return.c b/src/game/ecs/component/action/component_return.c deleted file mode 100644 index be75394..0000000 --- a/src/game/ecs/component/action/component_return.c +++ /dev/null @@ -1,45 +0,0 @@ -#include "component_return.h" - -/* DEPENDENCIES: Physics */ - -/* Initializes return component. */ -void -component_return_init(ComponentReturn* self, f32 speed, f32 velocityMax, u32 lifetime, u32 senderID) -{ - self->speed = speed; - self->velocityMax = velocityMax; - self->lifetime = lifetime; - self->senderID = senderID; -} - -/* Ticks return component. */ -/* Rapidly accelerates entity towards sender. */ -void -component_return_tick(ComponentReturn* self, ECS* ecs) -{ - f32 angle; - ComponentPhysics* senderPhysics; - ComponentPhysics* physics; - - if (self->lifetime > 0) - { - self->lifetime--; - - if (self->lifetime <= 0) - { - physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->id); - - physics->velocityMax = self->velocityMax; - } - - return; - } - - senderPhysics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->senderID); - physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->id); - - angle = ATAN(physics->position[0], senderPhysics->position[0], physics->position[1], senderPhysics->position[1]); - - physics->velocity[0] += cos(angle) * self->speed; - physics->velocity[1] += sin(angle) * self->speed; -} diff --git a/src/game/ecs/component/action/component_return.h b/src/game/ecs/component/action/component_return.h deleted file mode 100644 index 34e1155..0000000 --- a/src/game/ecs/component/action/component_return.h +++ /dev/null @@ -1,36 +0,0 @@ -#pragma once - -#include "../../../GAME_COMMON.h" -#include "../../ecs_entity.h" - -#include "../component_physics.h" - -typedef struct ComponentReturn -{ - u32 id; - f32 speed; - f32 velocityMax; - u32 lifetime; - u32 senderID; -} ComponentReturn; - -void component_return_init(ComponentReturn* self, f32 speed, f32 velocityMax, u32 lifetime, u32 senderID); -void component_return_tick(ComponentReturn* self, ECS* ecs); - -static const ECSComponentInfo COMPONENT_RETURN_INFO = -{ - .system = - { - .functions = - { - NULL, - NULL, - (ECSFunction)component_return_tick, - NULL - } - }, - .type = ECS_COMPONENT_RETURN, - .size = sizeof(ComponentReturn) -}; - - diff --git a/src/game/ecs/component/action/component_shoot.c b/src/game/ecs/component/action/component_shoot.c deleted file mode 100644 index d7e41db..0000000 --- a/src/game/ecs/component/action/component_shoot.c +++ /dev/null @@ -1,51 +0,0 @@ -#include "component_shoot.h" - -/* DEPENDENCIES: Physics */ - -/* Sets shoot component info. */ -void -component_shoot_init -( - ComponentShoot* self, - ProjectileInit projectileInit, - f32 speed, - f32 offset -) -{ - self->projectileInit = projectileInit; - self->speed = speed; - self->offset = offset; -} - -/* Ticks shoot component. */ -void -component_shoot_tick(ComponentShoot* self, ECS* ecs) -{ - if (self->isFire) - { - ComponentPhysics* physics; - ComponentPhysics* projectilePhysics; - u32 projectile; - vec3 position; - - projectile = ecs_entity_add(ecs); - - physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->id); - - position[0] += -cos(physics->angle) * self->offset; - position[1] += -sin(physics->angle) * self->offset; - - glm_vec3_copy(physics->position, position); - - self->projectileInit(ecs, projectile, position, self->id); - - projectilePhysics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, projectile); - - projectilePhysics->angle = physics->angle; - - projectilePhysics->velocity[0] = -cos(projectilePhysics->angle) * self->speed; - projectilePhysics->velocity[1] = -sin(projectilePhysics->angle) * self->speed; - - self->isFire = false; - } -} diff --git a/src/game/ecs/component/action/component_shoot.h b/src/game/ecs/component/action/component_shoot.h deleted file mode 100644 index 32e177e..0000000 --- a/src/game/ecs/component/action/component_shoot.h +++ /dev/null @@ -1,38 +0,0 @@ -#pragma once - -#include "../../../GAME_COMMON.h" -#include "../../ecs_entity.h" - -#include "../component_game_object.h" - -typedef void (*ProjectileInit)(ECS*, u32, vec3, u32); - -typedef struct ComponentShoot -{ - u32 id; - ProjectileInit projectileInit; - f32 offset; - f32 speed; - bool isFire; -} ComponentShoot; - -void component_shoot_init(ComponentShoot* self, ProjectileInit projectileInit, f32 speed, f32 offset); -void component_shoot_tick(ComponentShoot* self, ECS* ecs); - -static const ECSComponentInfo COMPONENT_SHOOT_INFO = -{ - .system = - { - .functions = - { - NULL, - NULL, - (ECSFunction)component_shoot_tick, - NULL - } - }, - .type = ECS_COMPONENT_SHOOT, - .size = sizeof(ComponentShoot) -}; - - diff --git a/src/game/ecs/component/component_game_object.c b/src/game/ecs/component/component_game_object.c index 080f4fd..50be809 100644 --- a/src/game/ecs/component/component_game_object.c +++ b/src/game/ecs/component/component_game_object.c @@ -10,10 +10,10 @@ component_game_object_init ComponentGameObject* self, ECS* ecs, Texture texture, - ShaderType shader, - OriginType origin, vec2 size, + vec2 physicsSize, vec3 position, + vec3 offset, vec4 color, f32 friction, f32 velocityMax @@ -32,12 +32,12 @@ component_game_object_init self, ecs, texture, - shader, - origin, frameSize, atlasSize, size, + physicsSize, position, + offset, color, friction, velocityMax @@ -51,12 +51,12 @@ component_game_object_atlas_init ComponentGameObject* self, ECS* ecs, Texture texture, - ShaderType shader, - OriginType origin, ivec2 frameSize, ivec2 atlasSize, vec2 size, + vec2 physicsSize, vec3 position, + vec3 offset, vec4 color, f32 friction, f32 velocityMax @@ -65,27 +65,38 @@ component_game_object_atlas_init ComponentSprite* sprite; ComponentPhysics* physics; - sprite = ecs_component_get(ecs, ECS_COMPONENT_SPRITE, self->id); - physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->id); + sprite = ecs_component_get(ecs, ECS_COMPONENT_SPRITE, self->component.id); + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); - component_sprite_atlas_init(sprite, texture, shader, origin, frameSize, atlasSize, size, position, color); - component_physics_init(physics, position, velocityMax, friction); + component_sprite_atlas_init + ( + sprite, + texture, + frameSize, + atlasSize, + size, + position, + offset, + color + ); + + component_physics_init(physics, physicsSize, position, velocityMax, friction); } /* Runs on game object add. */ void component_game_object_add(ComponentGameObject* self, ECS* ecs) { - ecs_component_add(ecs, ECS_COMPONENT_PHYSICS, self->id); - ecs_component_add(ecs, ECS_COMPONENT_SPRITE, self->id); + ecs_component_add(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + ecs_component_add(ecs, ECS_COMPONENT_SPRITE, self->component.id); } /* Runs on game object add. */ void component_game_object_delete(ComponentGameObject* self, ECS* ecs) { - ecs_component_delete(ecs, ECS_COMPONENT_SPRITE, self->id); - ecs_component_delete(ecs, ECS_COMPONENT_PHYSICS, self->id); + ecs_component_delete(ecs, ECS_COMPONENT_SPRITE, self->component.id); + ecs_component_delete(ecs, ECS_COMPONENT_PHYSICS, self->component.id); } /* Ticks game_object component. */ @@ -95,8 +106,8 @@ component_game_object_tick(ComponentGameObject* self, ECS* ecs) ComponentSprite* sprite; ComponentPhysics* physics; - sprite = ecs_component_get(ecs, ECS_COMPONENT_SPRITE, self->id); - physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->id); + sprite = ecs_component_get(ecs, ECS_COMPONENT_SPRITE, self->component.id); + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); glm_vec3_copy(physics->position, sprite->position); } diff --git a/src/game/ecs/component/component_game_object.h b/src/game/ecs/component/component_game_object.h index ba1acbe..719f798 100644 --- a/src/game/ecs/component/component_game_object.h +++ b/src/game/ecs/component/component_game_object.h @@ -7,10 +7,9 @@ #include "component_sprite.h" #include "component_physics.h" - typedef struct ComponentGameObject { - u32 id; + ECSComponent component; } ComponentGameObject; void @@ -19,10 +18,10 @@ component_game_object_init ComponentGameObject* self, ECS* ecs, Texture texture, - ShaderType shader, - OriginType origin, vec2 size, + vec2 physicsSize, vec3 position, + vec3 offset, vec4 color, f32 friction, f32 velocityMax @@ -34,12 +33,12 @@ component_game_object_atlas_init ComponentGameObject* self, ECS* ecs, Texture texture, - ShaderType shader, - OriginType origin, ivec2 frameSize, ivec2 atlasSize, vec2 size, + vec2 physicsSize, vec3 position, + vec3 offset, vec4 color, f32 friction, f32 velocityMax diff --git a/src/game/ecs/component/component_physics.c b/src/game/ecs/component/component_physics.c index f083ac3..f5bb17a 100644 --- a/src/game/ecs/component/component_physics.c +++ b/src/game/ecs/component/component_physics.c @@ -1,25 +1,82 @@ #include "component_physics.h" +static void _component_physics_rectangle_get(ComponentPhysics* self, vec4 rectangle); +static void _component_physics_collide_tick(ComponentPhysics* self, ECS* ecs); + +/* Obtains the colliding rectangle of a physics object. */ +static void +_component_physics_rectangle_get(ComponentPhysics* self, vec4 rectangle) +{ + rectangle[0] = self->position[0] - (self->size[0] / 2); + rectangle[1] = self->position[1] - (self->size[1] / 2); + rectangle[2] = rectangle[0] + self->size[0]; + rectangle[3] = rectangle[1] + self->size[1]; +} + +/* Check collisions. */ +static void +_component_physics_collide_tick(ComponentPhysics* self, ECS* ecs) +{ + vec4 rectangle; + + _component_physics_rectangle_get(self, rectangle); + + for (s32 i = 0; i < (s32)ecs->lists[ECS_COMPONENT_PHYSICS].components.count; i++) + { + ComponentPhysics* physics; + vec4 checkRectangle; + + physics = vector_get(&ecs->lists[ECS_COMPONENT_PHYSICS].components, i); + + if (physics->component.id == self->component.id) + continue; + + _component_physics_rectangle_get(physics, checkRectangle); + + if (rectangle_collide(rectangle, checkRectangle)) + vector_push(&self->collisions, (void*)&physics->component.id); + } +} + /* Sets physics component info. */ void component_physics_init ( ComponentPhysics* self, + vec2 size, vec3 position, f32 velocityMax, f32 friction ) { + glm_vec2_copy(size, self->size); glm_vec3_copy(position, self->position); glm_vec3_zero(self->velocity); self->friction = friction; self->velocityMax = velocityMax; } +/* Adds a physics component. */ +void +component_physics_add(ComponentPhysics* self, ECS* ecs) +{ + vector_init(&self->collisions, sizeof(u32)); +} + +/* Deletes a physics component. */ +void +component_physics_delete(ComponentPhysics* self, ECS* ecs) +{ + vector_free(&self->collisions); +} + /* Ticks physics component. */ void component_physics_tick(ComponentPhysics* self, ECS* ecs) { + if (self->collisions.count > 0) + vector_clear(&self->collisions); + self->velocity[0] = CLAMP(self->velocity[0], -self->velocityMax, self->velocityMax); self->velocity[1] = CLAMP(self->velocity[1], -self->velocityMax, self->velocityMax); self->velocity[2] = CLAMP(self->velocity[2], -self->velocityMax, self->velocityMax); @@ -27,4 +84,6 @@ component_physics_tick(ComponentPhysics* self, ECS* ecs) glm_vec3_add(self->velocity, self->position, self->position); glm_vec3_scale(self->velocity, self->friction, self->velocity); + + _component_physics_collide_tick(self, ecs); } diff --git a/src/game/ecs/component/component_physics.h b/src/game/ecs/component/component_physics.h index 12fb7ab..ae20669 100644 --- a/src/game/ecs/component/component_physics.h +++ b/src/game/ecs/component/component_physics.h @@ -3,23 +3,30 @@ #include "../../GAME_COMMON.h" #include "../ecs_entity.h" +#include "../../../engine/rectangle.h" + typedef struct ComponentPhysics { - u32 id; + ECSComponent component; f32 friction; f32 velocityMax; + vec2 size; vec3 velocity; vec3 position; f32 angle; + Vector collisions; } ComponentPhysics; void component_physics_init ( ComponentPhysics* self, + vec2 size, vec3 position, f32 velocityMax, f32 friction ); +void component_physics_add(ComponentPhysics* self, ECS* ecs); +void component_physics_delete(ComponentPhysics* self, ECS* ecs); void component_physics_tick(ComponentPhysics* self, ECS* ecs); static const ECSComponentInfo COMPONENT_PHYSICS_INFO = @@ -28,8 +35,8 @@ static const ECSComponentInfo COMPONENT_PHYSICS_INFO = { .functions = { - NULL, - NULL, + (ECSFunction)component_physics_add, + (ECSFunction)component_physics_delete, (ECSFunction)component_physics_tick, NULL } diff --git a/src/game/ecs/component/component_sprite.c b/src/game/ecs/component/component_sprite.c index a5e8540..14459c8 100644 --- a/src/game/ecs/component/component_sprite.c +++ b/src/game/ecs/component/component_sprite.c @@ -5,15 +5,14 @@ void component_sprite_rectangle_get(ComponentSprite* self, vec4 rectangle) { vec2 size; - vec2 origin; vec2 difference; component_sprite_size_get(self, size); - rectangle[0] = self->position[0]; - rectangle[1] = self->position[1]; - rectangle[2] = self->position[0] + size[0]; - rectangle[3] = self->position[1] + size[1]; + rectangle[0] = (self->position[0] - (size[0] / 2)) + self->offset[0]; + rectangle[1] = (self->position[1] - (size[1] / 2)) + self->offset[1]; + rectangle[2] = rectangle[0] + size[0]; + rectangle[3] = rectangle[1] + size[1]; } /* Sets sprite component info, additionally given atlas rows/columns. */ @@ -22,22 +21,19 @@ component_sprite_atlas_init ( ComponentSprite* self, Texture texture, - ShaderType shader, - OriginType origin, ivec2 frameSize, ivec2 atlasSize, vec2 size, vec3 position, + vec3 offset, vec4 color ) { - self->shader = shader; - self->origin = origin; - atlas_init(&self->atlas, texture, frameSize, atlasSize); glm_vec2_copy((f32*)size, self->size); glm_vec3_copy((f32*)position, self->position); + glm_vec3_copy((f32*)offset, self->offset); glm_vec4_copy((f32*)color, self->color); } @@ -47,10 +43,9 @@ component_sprite_init ( ComponentSprite* self, Texture texture, - ShaderType shader, - OriginType origin, vec2 size, vec3 position, + vec3 offset, vec4 color ) { @@ -62,12 +57,11 @@ component_sprite_init ( self, texture, - shader, - origin, texture.size, atlasSize, size, position, + offset, color ); } @@ -77,14 +71,16 @@ void component_sprite_size_get(ComponentSprite* self, vec2 size) { glm_vec2_copy(self->size, size); - glm_vec2_scale(size, self->scale, size); + + size[0] *= self->scale[0]; + size[1] *= self->scale[1]; } /* Ticks sprite component. */ void component_sprite_add(ComponentSprite* self, ECS* ecs) { - self->scale = COMPONENT_SPRITE_SCALE_DEFAULT; + glm_vec2_copy((f32*)COMPONENT_SPRITE_SCALE, self->scale); } /* Ticks sprite component. */ @@ -102,7 +98,6 @@ component_sprite_draw(ComponentSprite* self, ECS* ecs) { mat4 model; vec2 size; - vec2 origin; vec3 position; vec3 modelOrigin; @@ -110,21 +105,55 @@ component_sprite_draw(ComponentSprite* self, ECS* ecs) glm_vec3_copy(self->position, position); - modelOrigin[0] = 0.0f; - modelOrigin[1] = 0.0f; - modelOrigin[2] = 0.0f; + glm_vec3_add(position, self->offset, position); + + position[0] -= size[0] / 2; + position[1] -= size[1] / 2; + + glm_vec3_zero(modelOrigin); glm_mat4_identity(model); glm_translate(model, position); glm_rotate_at(model, modelOrigin, self->rotation, (f32*)COMPONENT_SPRITE_ROTATION_AXIS); + ComponentPhysics* physics; + mat4 testModel; + vec2 testSize; + vec3 physicsPosition; + vec4 testColor = {0.0f, 0.0f, 1.0f, 1.0f}; + + glm_vec2_copy(size, testSize); + + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); + + glm_vec3_copy(physics->position, physicsPosition); + + physicsPosition[0] -= (physics->size[0] / 2); + physicsPosition[1] -= (physics->size[1] / 2); + + glm_mat4_identity(testModel); + glm_translate(testModel, physicsPosition); + texture_quad_draw ( - &ecs->game->renderer, + &ecs->game->renderer, + &ecs->game->resources.shaders[SHADER_TEXTURE_QUAD], &self->atlas, - &ecs->game->resources.shaders[self->shader], - model, + model, size, self->color ); + + color_quad_draw + ( + &ecs->game->renderer, + &ecs->game->resources.shaders[SHADER_COLOR_QUAD], + testModel, + physics->size, + testColor + ); + + + + } diff --git a/src/game/ecs/component/component_sprite.h b/src/game/ecs/component/component_sprite.h index 3aca301..d041523 100644 --- a/src/game/ecs/component/component_sprite.h +++ b/src/game/ecs/component/component_sprite.h @@ -2,23 +2,23 @@ #include "../../GAME_COMMON.h" #include "../../render/texture_quad.h" +#include "../../render/color_quad.h" #include "../ecs_entity.h" -#define COMPONENT_SPRITE_SCALE_DEFAULT 1.0f +#include "component_physics.h" +static const vec2 COMPONENT_SPRITE_SCALE = {1.0f, 1.0f}; static const vec3 COMPONENT_SPRITE_ROTATION_AXIS = {0.0f, 0.0f, 1.0f}; typedef struct ComponentSprite { - u32 id; + ECSComponent component; Atlas atlas; - ShaderType shader; - OriginType origin; vec2 size; vec3 offset; vec3 position; vec4 color; - f32 scale; + vec2 scale; f32 rotation; } ComponentSprite; @@ -28,12 +28,11 @@ void component_sprite_atlas_init ( ComponentSprite* self, Texture texture, - ShaderType shader, - OriginType origin, ivec2 frameSize, ivec2 atlasSize, vec2 size, vec3 position, + vec3 offset, vec4 color ); @@ -42,10 +41,9 @@ component_sprite_init ( ComponentSprite* self, Texture texture, - ShaderType shader, - OriginType origin, vec2 size, vec3 position, + vec3 offset, vec4 color ); diff --git a/src/game/ecs/component/control/component_control_aim.c b/src/game/ecs/component/control/component_control_aim.c index 5c447ba..382ed4d 100644 --- a/src/game/ecs/component/control/component_control_aim.c +++ b/src/game/ecs/component/control/component_control_aim.c @@ -10,15 +10,12 @@ component_control_aim_tick(ComponentControlAim* self, ECS* ecs) f32 angle; vec2 position; - mouse_world_position_get(&ecs->game->input.mouse, &ecs->game->renderer, position); + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); - physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->id); - - angle = ATAN(position[0], physics->position[0], position[1], physics->position[1]); - - printf("MOUSE POSITION: %f %f\n", position[0], position[1]); - printf("PHYSICS POSITION: %f %f\n", physics->position[0], physics->position[1]); - printf("ANGLE: %f\n", angle); - - physics->angle = angle; + physics->angle = mouse_angle_from_world_position_get + ( + &ecs->game->input.mouse, + &ecs->game->renderer, + physics->position + ); } diff --git a/src/game/ecs/component/control/component_control_aim.h b/src/game/ecs/component/control/component_control_aim.h index 14487b2..40727b4 100644 --- a/src/game/ecs/component/control/component_control_aim.h +++ b/src/game/ecs/component/control/component_control_aim.h @@ -9,7 +9,7 @@ typedef struct ComponentControlAim { - u32 id; + ECSComponent component; } ComponentControlAim; void component_control_aim_tick(ComponentControlAim* self, ECS* ecs); diff --git a/src/game/ecs/component/control/component_control_lock.c b/src/game/ecs/component/control/component_control_lock.c new file mode 100644 index 0000000..aa8d980 --- /dev/null +++ b/src/game/ecs/component/control/component_control_lock.c @@ -0,0 +1,50 @@ +#include "component_control_lock.h" + +/* DEPENDENCIES: ActionLock, ActionReturn */ + +static void _component_control_lock(ComponentControlLock* self, ECS* ecs); + +static void +_component_control_lock(ComponentControlLock* self, ECS* ecs) +{ + ComponentActionLock* actionLock; + ComponentActionReturn* actionReturn; + + /* Determine if they're yours, and then lock them. */ + for (s32 i = 0; i < (s32)ecs->lists[ECS_COMPONENT_ACTION_LOCK].components.count; i++) + { + actionLock = ecs_component_from_index_get(ecs, ECS_COMPONENT_ACTION_LOCK, i); + actionReturn = ecs_component_get(ecs, ECS_COMPONENT_ACTION_RETURN, actionLock->component.id); + + if + ( + actionLock->sender == self->component.id && + !actionReturn->isReturning + ) + actionLock->isLock = !actionLock->isLock; + } + + self->cooldown = self->cooldownMax; +} + +/* Initializes control lock component. */ +void +component_control_lock_init(ComponentControlLock* self, u32 cooldown) +{ + self->cooldownMax = cooldown; + self->cooldown = self->cooldownMax; +} + +/* Ticks control lock */ +void +component_control_lock_tick(ComponentControlLock* self, ECS* ecs) +{ + if (self->cooldown > 0) + { + self->cooldown--; + return; + } + + if (input_press(&ecs->game->input, INPUT_LOCK)) + _component_control_lock(self, ecs); +} diff --git a/src/game/ecs/component/control/component_control_lock.h b/src/game/ecs/component/control/component_control_lock.h new file mode 100644 index 0000000..271d763 --- /dev/null +++ b/src/game/ecs/component/control/component_control_lock.h @@ -0,0 +1,35 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#include "../../../input/input.h" + +#include "../component_physics.h" +#include "../action/component_action_lock.h" + +typedef struct ComponentControlLock +{ + ECSComponent component; + u32 cooldown; + u32 cooldownMax; +} ComponentControlLock; + +void component_control_lock_init(ComponentControlLock* self, u32 cooldown); +void component_control_lock_tick(ComponentControlLock* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_CONTROL_LOCK_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + (ECSFunction)component_control_lock_tick, + NULL + } + }, + .type = ECS_COMPONENT_CONTROL_LOCK, + .size = sizeof(ComponentControlLock) +}; diff --git a/src/game/ecs/component/control/component_control_move.c b/src/game/ecs/component/control/component_control_move.c index 5af8e2b..f4b5fbd 100644 --- a/src/game/ecs/component/control/component_control_move.c +++ b/src/game/ecs/component/control/component_control_move.c @@ -64,7 +64,7 @@ component_control_move_tick(ComponentControlMove* self, ECS* ecs) ComponentPhysics* physics; vec2 delta; - physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->id); + physics = ecs_component_get(ecs, ECS_COMPONENT_PHYSICS, self->component.id); _direction_update(self, ecs); diff --git a/src/game/ecs/component/control/component_control_move.h b/src/game/ecs/component/control/component_control_move.h index c804e6d..00cd9d7 100644 --- a/src/game/ecs/component/control/component_control_move.h +++ b/src/game/ecs/component/control/component_control_move.h @@ -8,7 +8,7 @@ typedef struct ComponentControlMove { - u32 id; + ECSComponent component; f32 speed; Direction direction; bool directionInput[DIRECTION_COUNT]; diff --git a/src/game/ecs/component/control/component_control_recall.c b/src/game/ecs/component/control/component_control_recall.c new file mode 100644 index 0000000..5ca16ea --- /dev/null +++ b/src/game/ecs/component/control/component_control_recall.c @@ -0,0 +1,56 @@ +#include "component_control_recall.h" + +/* DEPENDENCIES: Physics, ActionReturn, ActionLock */ + +static void _component_control_recall(ComponentControlRecall* self, ECS* ecs); + +/* Find all projectiles that can be recalled. */ +/* The first valid one will be recalled. */ +/* Valid ones are the ones closest to you and with a different enough angle. */ +static void +_component_control_recall(ComponentControlRecall* self, ECS* ecs) +{ + ComponentActionReturn* actionReturn; + ComponentActionLock* actionLock; + + for (s32 i = 0; i < (s32)ecs->lists[ECS_COMPONENT_ACTION_RETURN].components.count; i++) + { + actionReturn = ecs_component_from_index_get(ecs, ECS_COMPONENT_ACTION_RETURN, i); + + if (actionReturn->senderID == self->component.id) + { + actionLock = ecs_component_get + ( + ecs, + ECS_COMPONENT_ACTION_LOCK, + actionReturn->component.id + ); + + actionLock->isLock = false; + component_action_lock_unlock(actionLock, ecs); + component_action_return(actionReturn, ecs); + } + } +} + +/* Initializes control recall component. */ +void +component_control_recall_init(ComponentControlRecall* self, u32 cooldown) +{ + self->cooldownMax = cooldown; + self->cooldown = self->cooldownMax; +} + +/* Ticks control recall.. */ +void +component_control_recall_tick(ComponentControlRecall* self, ECS* ecs) +{ + if (self->cooldown > 0) + { + self->cooldown--; + return; + } + + if (input_press(&ecs->game->input, INPUT_RECALL)) + _component_control_recall(self, ecs); +} diff --git a/src/game/ecs/component/control/component_control_recall.h b/src/game/ecs/component/control/component_control_recall.h new file mode 100644 index 0000000..2d78660 --- /dev/null +++ b/src/game/ecs/component/control/component_control_recall.h @@ -0,0 +1,35 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#include "../../../input/input.h" + +#include "../action/component_action_return.h" +#include "../action/component_action_lock.h" + +typedef struct ComponentControlRecall +{ + ECSComponent component; + u32 cooldown; + u32 cooldownMax; +} ComponentControlRecall; + +void component_control_recall_init(ComponentControlRecall* self, u32 cooldown); +void component_control_recall_tick(ComponentControlRecall* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_CONTROL_RECALL_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + (ECSFunction)component_control_recall_tick, + NULL + } + }, + .type = ECS_COMPONENT_CONTROL_RECALL, + .size = sizeof(ComponentControlRecall) +}; diff --git a/src/game/ecs/component/control/component_control_redirect.c b/src/game/ecs/component/control/component_control_redirect.c new file mode 100644 index 0000000..4b3b68a --- /dev/null +++ b/src/game/ecs/component/control/component_control_redirect.c @@ -0,0 +1,103 @@ +#include "component_control_redirect.h" + +/* DEPENDENCIES: Physics, Redirect, Return */ + +static bool _component_control_redirect_reset_check(ComponentControlRedirect* self, ECS* ecs); +static void _component_control_redirect(ComponentControlRedirect* self, ECS* ecs); + +/* Determines if you get your redirects back. */ +static bool +_component_control_redirect_reset_check(ComponentControlRedirect* self, ECS* ecs) +{ + for (s32 i = 0; i < (s32)ecs->lists[ECS_COMPONENT_ACTION_REDIRECT].components.count; i++) + { + ComponentActionRedirect* actionRedirect; + + actionRedirect = vector_get(&ecs->lists[ECS_COMPONENT_ACTION_REDIRECT].components, i); + + if (actionRedirect->sender == self->component.id) + return false; + } + + return true; +} + +/* Find all projectiles that can be redirected. */ +/* The first valid one will be redirected. */ +/* Valid ones are the ones closest to you and with a different enough angle. */ +static void +_component_control_redirect(ComponentControlRedirect* self, ECS* ecs) +{ + ComponentRedirect* redirect; + vec3 mousePosition; + f32 mouseAngle; + bool isSuccess; + + isSuccess = false; + + redirect = ecs_component_get(ecs, ECS_COMPONENT_REDIRECT, self->component.id); + + mouse_world_position_get(&ecs->game->input.mouse, &ecs->game->renderer, mousePosition); + + for (s32 i = 0; i < (s32)ecs->lists[ECS_COMPONENT_ACTION_REDIRECT].components.count; i++) + { + ComponentActionRedirect* actionRedirect; + ComponentActionReturn* actionReturn; + ComponentActionLock* actionLock; + + actionRedirect = ecs_component_from_index_get(ecs, ECS_COMPONENT_ACTION_REDIRECT, i); + actionReturn = ecs_component_from_index_get(ecs, ECS_COMPONENT_ACTION_RETURN, i); + actionLock = ecs_component_from_index_get(ecs, ECS_COMPONENT_ACTION_LOCK, i); + + if + ( + actionRedirect->sender == self->component.id && + !actionReturn->isReturning && + !actionLock->isLock + ) + { + isSuccess = true; + actionRedirect->isRedirect = true; + } + } + + if (isSuccess) + { + redirect->value--; + self->cooldown = self->cooldownMax; + } +} + +/* Initializes control redirect component. */ +void +component_control_redirect_init(ComponentControlRedirect* self, u32 cooldown) +{ + self->cooldownMax = cooldown; + self->cooldown = self->cooldownMax; +} + +/* Ticks control redirect.. */ +void +component_control_redirect_tick(ComponentControlRedirect* self, ECS* ecs) +{ + ComponentRedirect* redirect; + + if (self->cooldown > 0) + { + self->cooldown--; + return; + } + + redirect = ecs_component_get(ecs, ECS_COMPONENT_REDIRECT, self->component.id); + + /* Determine if there's no more projectiles of yours on the field. If there's none, + * you get your redirects back. */ + if (_component_control_redirect_reset_check(self, ecs)) + { + redirect->value = redirect->max; + redirect->isOut = false; + } + + if (input_press(&ecs->game->input, INPUT_REDIRECT) && !redirect->isOut) + _component_control_redirect(self, ecs); +} diff --git a/src/game/ecs/component/control/component_control_redirect.h b/src/game/ecs/component/control/component_control_redirect.h new file mode 100644 index 0000000..82a90a3 --- /dev/null +++ b/src/game/ecs/component/control/component_control_redirect.h @@ -0,0 +1,38 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +#include "../../../input/input.h" + +#include "../component_physics.h" +#include "../action/component_action_redirect.h" +#include "../action/component_action_return.h" +#include "../action/component_action_lock.h" +#include "../stat/component_redirect.h" + +typedef struct ComponentControlRedirect +{ + ECSComponent component; + u32 cooldown; + u32 cooldownMax; +} ComponentControlRedirect; + +void component_control_redirect_init(ComponentControlRedirect* self, u32 cooldown); +void component_control_redirect_tick(ComponentControlRedirect* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_CONTROL_REDIRECT_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + (ECSFunction)component_control_redirect_tick, + NULL + } + }, + .type = ECS_COMPONENT_CONTROL_REDIRECT, + .size = sizeof(ComponentControlRedirect) +}; diff --git a/src/game/ecs/component/control/component_control_shoot.c b/src/game/ecs/component/control/component_control_shoot.c index 22b8b1c..0cdc5ed 100644 --- a/src/game/ecs/component/control/component_control_shoot.c +++ b/src/game/ecs/component/control/component_control_shoot.c @@ -4,10 +4,10 @@ /* Initializes control shoot component. */ void -component_control_shoot_init(ComponentControlShoot* self, u32 delay) +component_control_shoot_init(ComponentControlShoot* self, u32 cooldown) { - self->delayMax = delay; - self->delay = self->delayMax; + self->cooldownMax = cooldown; + self->cooldown = self->cooldownMax; } /* Ticks control_shoot component. */ @@ -16,23 +16,23 @@ component_control_shoot_tick(ComponentControlShoot* self, ECS* ecs) { ComponentAmmo* ammo; - if (self->delay > 0) + if (self->cooldown > 0) { - self->delay--; + self->cooldown--; return; } - ammo = ecs_component_get(ecs, ECS_COMPONENT_AMMO, self->id); + ammo = ecs_component_get(ecs, ECS_COMPONENT_AMMO, self->component.id); if (input_held(&ecs->game->input, INPUT_SHOOT) && !ammo->isOut) { - ComponentShoot* shoot; + ComponentActionShoot* actionShoot; - shoot = ecs_component_get(ecs, ECS_COMPONENT_SHOOT, self->id); + actionShoot = ecs_component_get(ecs, ECS_COMPONENT_ACTION_SHOOT, self->component.id); - shoot->isFire = true; + actionShoot->isFire = true; - self->delay = self->delayMax; + self->cooldown = self->cooldownMax; ammo->value--; } diff --git a/src/game/ecs/component/control/component_control_shoot.h b/src/game/ecs/component/control/component_control_shoot.h index 7312c03..a6bf23c 100644 --- a/src/game/ecs/component/control/component_control_shoot.h +++ b/src/game/ecs/component/control/component_control_shoot.h @@ -3,17 +3,17 @@ #include "../../../GAME_COMMON.h" #include "../../ecs_entity.h" #include "../../../input/input.h" -#include "../action/component_shoot.h" +#include "../action/component_action_shoot.h" #include "../stat/component_ammo.h" typedef struct ComponentControlShoot { - u32 id; - u32 delayMax; - u32 delay; + ECSComponent component; + u32 cooldownMax; + u32 cooldown; } ComponentControlShoot; -void component_control_shoot_init(ComponentControlShoot* self, u32 delay); +void component_control_shoot_init(ComponentControlShoot* self, u32 cooldown); void component_control_shoot_tick(ComponentControlShoot* self, ECS* ecs); static const ECSComponentInfo COMPONENT_CONTROL_SHOOT_INFO = diff --git a/src/game/ecs/component/stat/component_ammo.h b/src/game/ecs/component/stat/component_ammo.h index 3af12eb..15a1141 100644 --- a/src/game/ecs/component/stat/component_ammo.h +++ b/src/game/ecs/component/stat/component_ammo.h @@ -5,7 +5,7 @@ typedef struct ComponentAmmo { - u32 id; + ECSComponent component; u32 max; u32 value; bool isOut; diff --git a/src/game/ecs/component/stat/component_health.h b/src/game/ecs/component/stat/component_health.h index 786ae88..0df1e94 100644 --- a/src/game/ecs/component/stat/component_health.h +++ b/src/game/ecs/component/stat/component_health.h @@ -5,7 +5,7 @@ typedef struct ComponentHealth { - u32 id; + ECSComponent component; u32 max; u32 value; bool isDead; diff --git a/src/game/ecs/component/stat/component_lifetime.c b/src/game/ecs/component/stat/component_lifetime.c index 626c9ed..85288c2 100644 --- a/src/game/ecs/component/stat/component_lifetime.c +++ b/src/game/ecs/component/stat/component_lifetime.c @@ -15,5 +15,5 @@ component_lifetime_tick(ComponentLifetime* self, ECS* ecs) self->lifetime--; if (self->lifetime <= 0) - ecs_entity_delete(ecs, self->id); + ecs_entity_delete(ecs, self->component.id); } diff --git a/src/game/ecs/component/stat/component_lifetime.h b/src/game/ecs/component/stat/component_lifetime.h index a1e2c42..6f067d5 100644 --- a/src/game/ecs/component/stat/component_lifetime.h +++ b/src/game/ecs/component/stat/component_lifetime.h @@ -5,7 +5,7 @@ typedef struct ComponentLifetime { - u32 id; + ECSComponent component; u32 lifetimeMax; u32 lifetime; } ComponentLifetime; diff --git a/src/game/ecs/component/stat/component_redirect.c b/src/game/ecs/component/stat/component_redirect.c new file mode 100644 index 0000000..b587bdb --- /dev/null +++ b/src/game/ecs/component/stat/component_redirect.c @@ -0,0 +1,19 @@ +#include "component_redirect.h" + +/* Sets redirect component info. */ +void +component_redirect_init(ComponentRedirect* self, u32 max) +{ + self->max = max; + self->value = self->max; +} + +/* Ticks redirect component. If redirects are depleted, marks as out. */ +void +component_redirect_tick(ComponentRedirect* self, ECS* ecs) +{ + if (self->value <= 0) + self->isOut = true; + else + self->isOut = false; +} diff --git a/src/game/ecs/component/stat/component_redirect.h b/src/game/ecs/component/stat/component_redirect.h new file mode 100644 index 0000000..e045d83 --- /dev/null +++ b/src/game/ecs/component/stat/component_redirect.h @@ -0,0 +1,33 @@ +#pragma once + +#include "../../../GAME_COMMON.h" +#include "../../ecs_entity.h" + +typedef struct ComponentRedirect +{ + ECSComponent component; + u32 max; + u32 value; + bool isOut; +} ComponentRedirect; + +void component_redirect_init(ComponentRedirect* self, u32 max); +void component_redirect_tick(ComponentRedirect* self, ECS* ecs); + +static const ECSComponentInfo COMPONENT_REDIRECT_INFO = +{ + .system = + { + .functions = + { + NULL, + NULL, + (ECSFunction)component_redirect_tick, + NULL + } + }, + .type = ECS_COMPONENT_REDIRECT, + .size = sizeof(ComponentRedirect) +}; + + diff --git a/src/game/ecs/ecs.h b/src/game/ecs/ecs.h index bcf52f4..e338db6 100644 --- a/src/game/ecs/ecs.h +++ b/src/game/ecs/ecs.h @@ -1,15 +1,24 @@ #pragma once -#include "component/action/component_shoot.h" -#include "component/action/component_return.h" +#include "component/action/component_action_delete_on_touch.h" +#include "component/action/component_action_on_delete_give_ammo.h" +#include "component/action/component_action_return.h" +#include "component/action/component_action_redirect.h" +#include "component/action/component_action_lock.h" +#include "component/action/component_action_shoot.h" +#include "component/action/component_action_damage.h" #include "component/component_game_object.h" #include "component/component_physics.h" #include "component/component_sprite.h" #include "component/control/component_control_aim.h" #include "component/control/component_control_move.h" #include "component/control/component_control_shoot.h" +#include "component/control/component_control_redirect.h" +#include "component/control/component_control_lock.h" +#include "component/control/component_control_recall.h" #include "component/stat/component_ammo.h" #include "component/stat/component_health.h" +#include "component/stat/component_redirect.h" #include "component/stat/component_lifetime.h" #include "ecs_component.h" @@ -17,16 +26,25 @@ static const ECSComponentInfo ECS_COMPONENT_INFO[ECS_COMPONENT_COUNT] = { COMPONENT_PHYSICS_INFO, - COMPONENT_SHOOT_INFO, - COMPONENT_RETURN_INFO, + COMPONENT_ACTION_ON_DELETE_GIVE_AMMO_INFO, + COMPONENT_ACTION_SHOOT_INFO, + COMPONENT_ACTION_RETURN_INFO, + COMPONENT_ACTION_REDIRECT_INFO, + COMPONENT_ACTION_LOCK_INFO, + COMPONENT_ACTION_DAMAGE_INFO, COMPONENT_CONTROL_MOVE_INFO, COMPONENT_CONTROL_SHOOT_INFO, COMPONENT_CONTROL_AIM_INFO, + COMPONENT_CONTROL_REDIRECT_INFO, + COMPONENT_CONTROL_LOCK_INFO, + COMPONENT_CONTROL_RECALL_INFO, COMPONENT_HEALTH_INFO, COMPONENT_AMMO_INFO, + COMPONENT_REDIRECT_INFO, COMPONENT_SPRITE_INFO, COMPONENT_GAME_OBJECT_INFO, - COMPONENT_LIFETIME_INFO + COMPONENT_LIFETIME_INFO, + COMPONENT_ACTION_DELETE_ON_TOUCH_INFO }; void ecs_tick(ECS* self); diff --git a/src/game/ecs/ecs_component.c b/src/game/ecs/ecs_component.c index 2dac9e6..f7fb501 100644 --- a/src/game/ecs/ecs_component.c +++ b/src/game/ecs/ecs_component.c @@ -7,6 +7,13 @@ ecs_component_get(ECS* ecs, ECSComponentType type, u32 id) return ecs_component_list_get(&ecs->lists[type], id); } +/* Returns a component, given an index, instead. */ +void* +ecs_component_from_index_get(ECS* ecs, ECSComponentType type, u32 index) +{ + return vector_get(&ecs->lists[type].components, index); +} + /* Adds and returns a new component, executing system's add function. */ void* ecs_component_add(ECS* ecs, ECSComponentType type, u32 id) diff --git a/src/game/ecs/ecs_component.h b/src/game/ecs/ecs_component.h index 2ce194d..5312a5b 100644 --- a/src/game/ecs/ecs_component.h +++ b/src/game/ecs/ecs_component.h @@ -5,3 +5,4 @@ void ecs_component_delete(ECS* ecs, ECSComponentType type, u32 id); void* ecs_component_add(ECS* ecs, ECSComponentType type, u32 id); void* ecs_component_get(ECS* ecs, ECSComponentType type, u32 id); +void* ecs_component_from_index_get(ECS* ecs, ECSComponentType type, u32 index); diff --git a/src/game/ecs/ecs_component_list.c b/src/game/ecs/ecs_component_list.c index 1417b1a..658cb7b 100644 --- a/src/game/ecs/ecs_component_list.c +++ b/src/game/ecs/ecs_component_list.c @@ -22,13 +22,22 @@ ecs_component_list_function(ECSComponentList* self, ECSFunctionType type) if (!function) return; - for (s32 i = 0; i < (s32)self->components.count; i++) { void* component; + ECSComponent ecsComponent; component = vector_get(&self->components, i); + memcpy(&ecsComponent, component, sizeof(ECSComponent)); + + if + ( + ecsComponent.isDisabled || + ecsComponent.isFunctionDisabled[type] + ) + continue; + function(component, self->ecs); } } diff --git a/src/game/ecs/entity/play/ENTITY_PLAY_COMMON.h b/src/game/ecs/entity/play/ENTITY_PLAY_COMMON.h new file mode 100644 index 0000000..eb511fd --- /dev/null +++ b/src/game/ecs/entity/play/ENTITY_PLAY_COMMON.h @@ -0,0 +1,3 @@ +#pragma once + +#include "../../../../COMMON.h" diff --git a/src/game/ecs/entity/play/entity_player.c b/src/game/ecs/entity/play/entity_player.c index d054abd..0e72a04 100644 --- a/src/game/ecs/entity/play/entity_player.c +++ b/src/game/ecs/entity/play/entity_player.c @@ -4,31 +4,39 @@ void entity_player_init(ECS* ecs, u32 id, vec3 position) { + ComponentActionShoot* actionShoot; ComponentAmmo* ammo; + ComponentControlLock* controlLock; ComponentControlMove* controlMove; + ComponentControlRecall* controlRecall; + ComponentControlRedirect* controlRedirect; ComponentControlShoot* controlShoot; ComponentGameObject* gameObject; ComponentHealth* health; - ComponentShoot* shoot; + ComponentRedirect* redirect; ammo = ecs_component_add(ecs, ECS_COMPONENT_AMMO, id); controlMove = ecs_component_add(ecs, ECS_COMPONENT_CONTROL_MOVE, id); controlShoot = ecs_component_add(ecs, ECS_COMPONENT_CONTROL_SHOOT, id); gameObject = ecs_component_add(ecs, ECS_COMPONENT_GAME_OBJECT, id); health = ecs_component_add(ecs, ECS_COMPONENT_HEALTH, id); - shoot = ecs_component_add(ecs, ECS_COMPONENT_SHOOT, id); - - ecs_component_add(ecs, ECS_COMPONENT_CONTROL_AIM, id); + actionShoot = ecs_component_add(ecs, ECS_COMPONENT_ACTION_SHOOT, id); + redirect = ecs_component_add(ecs, ECS_COMPONENT_REDIRECT, id); + controlRedirect = ecs_component_add(ecs, ECS_COMPONENT_CONTROL_REDIRECT, id); + controlLock = ecs_component_add(ecs, ECS_COMPONENT_CONTROL_LOCK, id); + controlRecall = ecs_component_add(ecs, ECS_COMPONENT_CONTROL_RECALL, id); + ecs_component_add(ecs, ECS_COMPONENT_CONTROL_AIM, id); + component_game_object_init ( gameObject, ecs, ecs->game->resources.textures[TEXTURE_PLAYER], - SHADER_TEXTURE_QUAD, - ORIGIN_CENTER, (f32*)PLAYER_SIZE, + (f32*)PLAYER_PHYSICS_SIZE, position, + (f32*)PLAYER_OFFSET, (f32*)COLOR_OPAQUE, PLAYER_FRICTION, PLAYER_VELOCITY_MAX @@ -36,16 +44,20 @@ entity_player_init(ECS* ecs, u32 id, vec3 position) component_control_move_init(controlMove, PLAYER_SPEED); - component_shoot_init + component_action_shoot_init ( - shoot, + actionShoot, (ProjectileInit)entity_snake_init, - PLAYER_SHOOT_SPEED, - PLAYER_SHOOT_OFFSET + PLAYER_ACTION_SHOOT_SPEED, + PLAYER_ACTION_SHOOT_OFFSET ); - component_control_shoot_init(controlShoot, PLAYER_CONTROL_SHOOT_DELAY); + component_control_shoot_init(controlShoot, PLAYER_CONTROL_SHOOT_COOLDOWN); + component_control_redirect_init(controlRedirect, PLAYER_CONTROL_REDIRECT_COOLDOWN); + component_control_lock_init(controlLock, PLAYER_CONTROL_LOCK_COOLDOWN); + component_control_recall_init(controlRecall, PLAYER_CONTROL_RECALL_COOLDOWN); component_health_init(health, PLAYER_HEALTH_MAX); component_ammo_init(ammo, PLAYER_AMMO_MAX); + component_redirect_init(redirect, PLAYER_REDIRECT_MAX); } diff --git a/src/game/ecs/entity/play/entity_player.h b/src/game/ecs/entity/play/entity_player.h index 8fa4cb0..0f17d9b 100644 --- a/src/game/ecs/entity/play/entity_player.h +++ b/src/game/ecs/entity/play/entity_player.h @@ -1,25 +1,36 @@ #pragma once -#include "../../component/action/component_shoot.h" +#include "../../component/action/component_action_shoot.h" #include "../../component/component_game_object.h" #include "../../component/control/component_control_aim.h" #include "../../component/control/component_control_move.h" #include "../../component/control/component_control_shoot.h" +#include "../../component/control/component_control_redirect.h" +#include "../../component/control/component_control_recall.h" +#include "../../component/control/component_control_lock.h" #include "../../component/stat/component_ammo.h" #include "../../component/stat/component_health.h" #include "../../component/stat/component_lifetime.h" +#include "../../component/stat/component_redirect.h" #include "../../ecs_component.h" #include "entity_snake.h" -#define PLAYER_SPEED 0.85 -#define PLAYER_FRICTION 0.9 -#define PLAYER_VELOCITY_MAX 6 -#define PLAYER_SHOOT_SPEED 5 -#define PLAYER_SHOOT_OFFSET 32 -#define PLAYER_CONTROL_SHOOT_DELAY 15 -#define PLAYER_AMMO_MAX 1 +#define PLAYER_SPEED 1 +#define PLAYER_FRICTION 0.875 +#define PLAYER_VELOCITY_MAX 8 +#define PLAYER_ACTION_SHOOT_SPEED 15 +#define PLAYER_ACTION_SHOOT_OFFSET 32 +#define PLAYER_CONTROL_SHOOT_COOLDOWN 12 +#define PLAYER_CONTROL_LOCK_COOLDOWN 60 +#define PLAYER_CONTROL_RECALL_COOLDOWN 60 +#define PLAYER_CONTROL_REDIRECT_COOLDOWN 1 +#define PLAYER_AMMO_MAX 5 #define PLAYER_HEALTH_MAX 3 +#define PLAYER_REDIRECT_MAX 5 + static const vec2 PLAYER_SIZE = {50.0f, 100.0f}; +static const vec2 PLAYER_PHYSICS_SIZE = {50.0f, 50.0f}; +static const vec3 PLAYER_OFFSET = {0.0f, -50.0f, 0.0f}; void entity_player_init(ECS* ecs, u32 id, vec3 position); diff --git a/src/game/ecs/entity/play/entity_snake.c b/src/game/ecs/entity/play/entity_snake.c index d371c82..eb7783d 100644 --- a/src/game/ecs/entity/play/entity_snake.c +++ b/src/game/ecs/entity/play/entity_snake.c @@ -5,31 +5,46 @@ void entity_snake_init(ECS* ecs, u32 id, vec3 position, u32 sender) { ComponentGameObject* gameObject; - ComponentReturn* returnComponent; + ComponentActionReturn* actionReturn; + ComponentActionRedirect* actionRedirect; + ComponentActionLock* actionLock; + ComponentActionOnDeleteGiveAmmo* actionOnDeleteGiveAmmo; + ComponentActionDamage* actionDamage; gameObject = ecs_component_add(ecs, ECS_COMPONENT_GAME_OBJECT, id); - returnComponent = ecs_component_add(ecs, ECS_COMPONENT_RETURN, id); - + actionReturn = ecs_component_add(ecs, ECS_COMPONENT_ACTION_RETURN, id); + actionRedirect = ecs_component_add(ecs, ECS_COMPONENT_ACTION_REDIRECT, id); + actionOnDeleteGiveAmmo = ecs_component_add(ecs, ECS_COMPONENT_ACTION_ON_DELETE_GIVE_AMMO, id); + actionDamage = ecs_component_add(ecs, ECS_COMPONENT_ACTION_DAMAGE, id); + actionLock = ecs_component_add(ecs, ECS_COMPONENT_ACTION_LOCK, id); + component_game_object_init ( gameObject, ecs, ecs->game->resources.textures[TEXTURE_SNAKE], - SHADER_TEXTURE_QUAD, - ORIGIN_CENTER, (f32*)SNAKE_SIZE, + (f32*)SNAKE_PHYSICS_SIZE, position, + (f32*)SNAKE_OFFSET, (f32*)COLOR_OPAQUE, SNAKE_FRICTION, SNAKE_VELOCITY_MAX ); - component_return_init + component_action_return_init ( - returnComponent, - SNAKE_RETURN_SPEED, - SNAKE_RETURN_VELOCITY_MAX, - SNAKE_RETURN_LIFETIME, + actionReturn, + ecs, + SNAKE_ACTION_RETURN_SPEED, + SNAKE_ACTION_RETURN_MULTIPLIER, + SNAKE_ACTION_RETURN_VELOCITY_MAX, + SNAKE_ACTION_RETURN_LIFETIME, sender ); + + component_action_redirect_init(actionRedirect, SNAKE_ACTION_REDIRECT_MULTIPLIER, sender); + component_action_lock_init(actionLock, sender); + component_action_on_delete_give_ammo_init(actionOnDeleteGiveAmmo, SNAKE_ACTION_ON_DELETE_GIVE_AMMO_VALUE); + component_action_damage_init(actionDamage, SNAKE_ACTION_DAMAGE_VALUE); } diff --git a/src/game/ecs/entity/play/entity_snake.h b/src/game/ecs/entity/play/entity_snake.h index ef6ef86..a90ca9e 100644 --- a/src/game/ecs/entity/play/entity_snake.h +++ b/src/game/ecs/entity/play/entity_snake.h @@ -2,14 +2,25 @@ #include "../../ecs_component.h" #include "../../component/component_game_object.h" -#include "../../component/action/component_return.h" +#include "../../component/action/component_action_return.h" +#include "../../component/action/component_action_redirect.h" +#include "../../component/action/component_action_on_delete_give_ammo.h" +#include "../../component/action/component_action_lock.h" +#include "../../component/action/component_action_damage.h" #define SNAKE_SPEED 1 #define SNAKE_FRICTION 1 -#define SNAKE_VELOCITY_MAX 50 -#define SNAKE_RETURN_SPEED 1 -#define SNAKE_RETURN_VELOCITY_MAX 100 -#define SNAKE_RETURN_LIFETIME 20 +#define SNAKE_VELOCITY_MAX 15 +#define SNAKE_ACTION_RETURN_SPEED 1 +#define SNAKE_ACTION_RETURN_VELOCITY_MAX 20 +#define SNAKE_ACTION_RETURN_LIFETIME 20 +#define SNAKE_ACTION_DAMAGE_VALUE 1 +#define SNAKE_ACTION_RETURN_MULTIPLIER 1.15 +#define SNAKE_ACTION_ON_DELETE_GIVE_AMMO_VALUE 1 +#define SNAKE_ACTION_REDIRECT_MULTIPLIER 1.15 + static const vec2 SNAKE_SIZE = {25.0f, 25.0f}; +static const vec2 SNAKE_PHYSICS_SIZE = {25.0f, 25.0f}; +static const vec3 SNAKE_OFFSET = {0.0f, -50.0f, 0.0f}; void entity_snake_init(ECS* ecs, u32 id, vec3 position, u32 sender); diff --git a/src/game/ecs/entity/play/entity_swing.c b/src/game/ecs/entity/play/entity_swing.c new file mode 100644 index 0000000..55bc1b1 --- /dev/null +++ b/src/game/ecs/entity/play/entity_swing.c @@ -0,0 +1,24 @@ +#include "entity_swing.h" + +/* Initializes a swing entity. */ +void +entity_swing_init(ECS* ecs, u32 id, vec3 position, u32 sender) +{ + /* + ComponentGameObject* gameObject; + + component_game_object_init + ( + gameObject, + ecs, + ecs->game->resources.textures[TEXTURE_SNAKE], + (f32*)SWING_SIZE, + (f32*)SWING_PHYSICS_SIZE, + position, + (f32*)SWING_OFFSET, + (f32*)COLOR_OPAQUE, + SWING_FRICTION, + SWING_VELOCITY_MAX + ); + */ +} diff --git a/src/game/ecs/entity/play/entity_swing.h b/src/game/ecs/entity/play/entity_swing.h new file mode 100644 index 0000000..2061a8b --- /dev/null +++ b/src/game/ecs/entity/play/entity_swing.h @@ -0,0 +1,14 @@ +#pragma once + +#include "../../ecs_component.h" +#include "../../component/component_game_object.h" + +#define SWING_SPEED 1 +#define SWING_FRICTION 1 +#define SWING_VELOCITY_MAX 0 + +static const vec2 SWING_SIZE = {25.0f, 25.0f}; +static const vec2 SWING_PHYSICS_SIZE = {25.0f, 25.0f}; +static const vec3 SWING_OFFSET = {0.0f, -50.0f, 0.0f}; + +void entity_swing_init(ECS* ecs, u32 id, vec3 position, u32 sender); diff --git a/src/game/game.c b/src/game/game.c index a1a7a95..4f5cf30 100644 --- a/src/game/game.c +++ b/src/game/game.c @@ -34,13 +34,6 @@ _game_tick(Game* self) if (event_press(&self->input.event, EVENT_QUIT)) _game_quit(self); - vec2 position; - vec2 mousePosition; - - mousePosition[0] = (f32)self->input.mouse.position[0]; - mousePosition[1] = (f32)self->input.mouse.position[1]; - - renderer_world_position_from_window_position(&self->renderer, mousePosition, position); } /* Main game draw function. */ diff --git a/src/game/render/color_quad.c b/src/game/render/color_quad.c new file mode 100644 index 0000000..62d3f58 --- /dev/null +++ b/src/game/render/color_quad.c @@ -0,0 +1,52 @@ +#include "color_quad.h" + +/* Draws a colored quad. */ +void +color_quad_draw(Renderer* renderer, Shader* shader, mat4 model, vec2 size, vec4 color) +{ + mat4 view; + mat4 projection; + + f32 vertices[4][3] = + { + {0.0f , 0.0f , 0.0f}, + {0.0f , size[1], 0.0f}, + {size[0], size[1], 0.0f}, + {size[0], 0.0f , 0.0f}, + }; + + u32 indices[2][3] = + { + {1, 2, 3}, + {0, 1, 3} + }; + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + camera_view_get(&renderer->camera, view); + camera_projection_get(&renderer->camera, projection); + + vao_bind(&renderer->vao); + + vbo_bind(&renderer->vbo); + vbo_buffer(&renderer->vbo, sizeof(vertices), vertices); + + vbo_bind(&renderer->ebo); + vbo_buffer(&renderer->ebo, sizeof(indices), indices); + + vertex_attribute_set(0, 3, GL_FLOAT, 3 * sizeof(float), 0); + + vao_bind(&renderer->vao); + + renderer_shader_use(renderer, shader); + + shader_uniform_mat4_set(shader, COLOR_QUAD_UNIFORM_VIEW, view); + shader_uniform_mat4_set(shader, COLOR_QUAD_UNIFORM_PROJECTION, projection); + shader_uniform_mat4_set(shader, COLOR_QUAD_UNIFORM_MODEL, model); + shader_uniform_vec4_set(shader, COLOR_QUAD_UNIFORM_COLOR, color); + + glDrawElements(GL_TRIANGLES, 6, GL_UNSIGNED_INT, 0); + + vao_unbind(); +} diff --git a/src/game/render/color_quad.h b/src/game/render/color_quad.h new file mode 100644 index 0000000..45afc6e --- /dev/null +++ b/src/game/render/color_quad.h @@ -0,0 +1,10 @@ +#pragma once + +#include "RENDER_COMMON.h" + +#define COLOR_QUAD_UNIFORM_COLOR "uColor" +#define COLOR_QUAD_UNIFORM_MODEL "uModel" +#define COLOR_QUAD_UNIFORM_PROJECTION "uProjection" +#define COLOR_QUAD_UNIFORM_VIEW "uView" + +void color_quad_draw(Renderer* renderer, Shader* shader, mat4 model, vec2 size, vec4 color); diff --git a/src/game/render/texture_quad.c b/src/game/render/texture_quad.c index 185c2c4..8fac713 100644 --- a/src/game/render/texture_quad.c +++ b/src/game/render/texture_quad.c @@ -2,7 +2,7 @@ /* Draws a textured quad. */ void -texture_quad_draw(Renderer* renderer, Atlas* atlas, Shader* shader, mat4 model, vec2 size, vec4 color) +texture_quad_draw(Renderer* renderer, Shader* shader, Atlas* atlas, mat4 model, vec2 size, vec4 color) { vec2 uvMin; vec2 uvMax; diff --git a/src/game/render/texture_quad.h b/src/game/render/texture_quad.h index be7b803..b7a35dd 100644 --- a/src/game/render/texture_quad.h +++ b/src/game/render/texture_quad.h @@ -8,4 +8,4 @@ #define TEXTURE_QUAD_UNIFORM_TEXTURE "uTexture" #define TEXTURE_QUAD_UNIFORM_VIEW "uView" -void texture_quad_draw(Renderer* renderer, Atlas* atlas, Shader* shader, mat4 model, vec2 size, vec4 color); +void texture_quad_draw(Renderer* renderer, Shader* shader, Atlas* atlas, mat4 model, vec2 size, vec4 color); diff --git a/src/game/resource/RESOURCE_COMMON.h b/src/game/resource/RESOURCE_COMMON.h index d24f199..02922cf 100644 --- a/src/game/resource/RESOURCE_COMMON.h +++ b/src/game/resource/RESOURCE_COMMON.h @@ -4,10 +4,11 @@ #include "../../engine/shader.h" #include "../../engine/texture.h" -#define SHADER_COUNT SHADER_TEXTURE_QUAD + 1 +#define SHADER_COUNT SHADER_COLOR_QUAD + 1 typedef enum ShaderType { - SHADER_TEXTURE_QUAD + SHADER_TEXTURE_QUAD, + SHADER_COLOR_QUAD } ShaderType; typedef struct ShaderPaths @@ -21,6 +22,10 @@ static const ShaderPaths SHADER_PATHS[SHADER_COUNT] = { .vertex = "res/shader/texture_quad.vs", .fragment = "res/shader/texture_quad.fs" + }, + { + .vertex = "res/shader/color_quad.vs", + .fragment = "res/shader/color_quad.fs" } }; diff --git a/src/game/state/play/play.h b/src/game/state/play/play.h index 5bc4e61..4a8a5bd 100644 --- a/src/game/state/play/play.h +++ b/src/game/state/play/play.h @@ -8,10 +8,11 @@ static const vec3 PLAY_PLAYER_POSITION = {600.0f, 400.0f, 0.0f}; -#define PLAY_SHADER_COUNT 1 +#define PLAY_SHADER_COUNT 2 static const ShaderType PLAY_SHADERS[PLAY_SHADER_COUNT] = { SHADER_TEXTURE_QUAD, + SHADER_COLOR_QUAD }; #define PLAY_TEXTURE_COUNT 2