Add size component

This commit is contained in:
2025-05-25 20:49:53 +02:00
parent eb7adceeb7
commit f0511d3627
2 changed files with 53 additions and 52 deletions

102
main.cpp
View File

@@ -25,7 +25,12 @@ struct Velocity {
int y;
};
struct GameTicks {
struct Size {
int w;
int h;
};
struct Game {
uint32_t ticks;
};
@@ -52,7 +57,7 @@ int main() {
}
flecs::world world;
world.set<GameTicks>(GameTicks{0});
world.set<Game>(Game{.ticks = 0});
world.set<ButtonInput>(ButtonInput{});
world.set<SdlHandles>(SdlHandles{.window = window, .renderer = renderer});
init_assets(world);
@@ -60,58 +65,53 @@ int main() {
world.entity("Background")
.set<Position>(Position{.x = 0, .y = 0})
.set<Sprite>(
Sprite{.texture = &texture_assets->background,
.texture_atlas_index = 0,
.custom_size = Vec2{.x = WINDOW_WIDTH, .y = WINDOW_HEIGHT}});
.set<Sprite>(Sprite{.texture = &texture_assets->background,
.texture_atlas_index = 0})
.set<Size>(Size{.w = WINDOW_WIDTH, .h = WINDOW_HEIGHT});
struct Fruit {};
struct Basket {};
world.system<GameTicks>("IncrementTicks")
world.system<Game>("IncrementTicks")
.term_at(0)
.singleton()
.each([](GameTicks &game_ticks) { game_ticks.ticks += 1; });
.each([](Game &game_ticks) { game_ticks.ticks += 1; });
world.entity("Basket")
.set<Position>(
Position{.x = WINDOW_WIDTH / 2 - 32, .y = WINDOW_HEIGHT - 32})
.set<Sprite>(Sprite{.texture = &texture_assets->fruits,
.texture_atlas_index = 212,
.custom_size = Vec2{.x = 64, .y = 16}})
.texture_atlas_index = 212})
.set<Size>(Size{.w = 64, .h = 16})
.add<Basket>();
world.system<GameTicks const, TextureAssets const>("SpawnFruits")
world.system<Game const, TextureAssets const>("SpawnFruits")
.term_at(0)
.singleton()
.term_at(1)
.singleton()
.run([](flecs::iter &it) {
while (it.next()) {
auto game_ticks = it.field<GameTicks const>(0);
auto texture_assets = it.field<TextureAssets const>(1);
if ((game_ticks->ticks % 100) == 0) {
it.world()
.entity()
.set<Position>(Position{
.x = static_cast<int>(game_ticks->ticks % WINDOW_WIDTH),
.y = -16})
.set<Velocity>(Velocity{.x = 0, .y = 1})
.set<Sprite>(
Sprite{.texture = &texture_assets->fruits,
.texture_atlas_index =
static_cast<uint16_t>(game_ticks->ticks % 228),
.custom_size = Vec2{.x = 32, .y = 32}});
}
.each([](flecs::iter &it, size_t index, Game const &game,
TextureAssets const &texture_assets) {
if ((game.ticks % 100) == 0) {
it.world()
.entity()
.set<Position>(Position{
.x = static_cast<int>(game.ticks % WINDOW_WIDTH), .y = -16})
.set<Velocity>(Velocity{.x = 0, .y = 1})
.set<Sprite>(Sprite{.texture = &texture_assets.fruits,
.texture_atlas_index =
static_cast<uint16_t>(game.ticks % 228)})
.set<Size>(Size{.w = 16, .h = 16});
}
});
world.system<SdlHandles const, Position const, Sprite const>("RenderSprites")
world
.system<SdlHandles const, Position const, Size const, Sprite const>(
"RenderSprites")
.term_at(0)
.singleton()
.each([](SdlHandles const &sdl_handles, Position const &pos,
Sprite const &sprite) {
Size const &size, Sprite const &sprite) {
TextureAtlasLayout layout = sprite.texture->texture_atlas_layout;
uint8_t row = sprite.texture_atlas_index / layout.columns;
uint8_t column = sprite.texture_atlas_index % layout.columns;
@@ -120,30 +120,30 @@ int main() {
static_cast<float>(layout.width),
static_cast<float>(layout.height)};
Vec2 size = sprite.custom_size.value_or(
{.x = layout.width, .y = layout.height});
SDL_FRect dstrect{static_cast<float>(pos.x), static_cast<float>(pos.y),
static_cast<float>(size.x),
static_cast<float>(size.y)};
static_cast<float>(size.w),
static_cast<float>(size.h)};
SDL_RenderTexture(sdl_handles.renderer, sprite.texture->sdl_texture,
&srcrect, &dstrect);
});
world
.system<ButtonInput const, Position, Sprite const, Basket>(
"SetSpriteVelocity")
.system<ButtonInput const, Position, Size const, Sprite const, Basket>(
"MoveBasket")
.term_at(0)
.singleton()
.each([](ButtonInput const &input, Position &pos, Sprite const &sprite,
Basket) {
.each([](ButtonInput const &input, Position &pos, Size const &size,
Sprite const &sprite, Basket) {
if (input.pressed.contains(SDLK_LEFT)) {
pos.x -= 5;
}
if (input.pressed.contains(SDLK_RIGHT)) {
pos.x += 5;
}
pos.x = pos.x < 0 ? 0 : pos.x;
pos.x = pos.x > WINDOW_WIDTH - size.w ? WINDOW_WIDTH - size.w : pos.x;
});
world.system<Position, Velocity const>("MoveSprites")
@@ -152,14 +152,16 @@ int main() {
pos.y += vel.y;
});
auto *audio_assets = world.get<AudioAssets>();
auto *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &audio_assets->background_music.spec, NULL, NULL);
if (!stream) {
SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
auto *audio_assets = world.get<AudioAssets>();
auto *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK,
&audio_assets->background_music.spec,
NULL, NULL);
if (!stream) {
SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_ResumeAudioStreamDevice(stream);
SDL_ResumeAudioStreamDevice(stream);
bool exit_gameloop = false;
while (!exit_gameloop) {
@@ -193,8 +195,10 @@ int main() {
}
// Game Logic
if (SDL_GetAudioStreamQueued(stream) < (int)audio_assets->background_music.buffer_length) {
SDL_PutAudioStreamData(stream, audio_assets->background_music.buffer, audio_assets->background_music.buffer_length);
if (SDL_GetAudioStreamQueued(stream) <
(int)audio_assets->background_music.buffer_length) {
SDL_PutAudioStreamData(stream, audio_assets->background_music.buffer,
audio_assets->background_music.buffer_length);
}
// Render

View File

@@ -1,14 +1,11 @@
#pragma once
#include "assets.hpp"
#include "util.hpp"
#include <SDL3/SDL.h>
#include <cstdint>
#include <optional>
struct Sprite {
Texture const *texture;
uint16_t texture_atlas_index;
std::optional<Vec2> custom_size;
};