Add size component
This commit is contained in:
102
main.cpp
102
main.cpp
@@ -25,7 +25,12 @@ struct Velocity {
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int y;
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};
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struct GameTicks {
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struct Size {
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int w;
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int h;
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};
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struct Game {
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uint32_t ticks;
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};
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@@ -52,7 +57,7 @@ int main() {
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}
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flecs::world world;
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world.set<GameTicks>(GameTicks{0});
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world.set<Game>(Game{.ticks = 0});
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world.set<ButtonInput>(ButtonInput{});
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world.set<SdlHandles>(SdlHandles{.window = window, .renderer = renderer});
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init_assets(world);
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@@ -60,58 +65,53 @@ int main() {
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world.entity("Background")
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.set<Position>(Position{.x = 0, .y = 0})
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.set<Sprite>(
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Sprite{.texture = &texture_assets->background,
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.texture_atlas_index = 0,
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.custom_size = Vec2{.x = WINDOW_WIDTH, .y = WINDOW_HEIGHT}});
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.set<Sprite>(Sprite{.texture = &texture_assets->background,
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.texture_atlas_index = 0})
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.set<Size>(Size{.w = WINDOW_WIDTH, .h = WINDOW_HEIGHT});
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struct Fruit {};
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struct Basket {};
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world.system<GameTicks>("IncrementTicks")
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world.system<Game>("IncrementTicks")
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.term_at(0)
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.singleton()
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.each([](GameTicks &game_ticks) { game_ticks.ticks += 1; });
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.each([](Game &game_ticks) { game_ticks.ticks += 1; });
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world.entity("Basket")
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.set<Position>(
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Position{.x = WINDOW_WIDTH / 2 - 32, .y = WINDOW_HEIGHT - 32})
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.set<Sprite>(Sprite{.texture = &texture_assets->fruits,
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.texture_atlas_index = 212,
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.custom_size = Vec2{.x = 64, .y = 16}})
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.texture_atlas_index = 212})
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.set<Size>(Size{.w = 64, .h = 16})
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.add<Basket>();
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world.system<GameTicks const, TextureAssets const>("SpawnFruits")
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world.system<Game const, TextureAssets const>("SpawnFruits")
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.term_at(0)
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.singleton()
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.term_at(1)
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.singleton()
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.run([](flecs::iter &it) {
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while (it.next()) {
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auto game_ticks = it.field<GameTicks const>(0);
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auto texture_assets = it.field<TextureAssets const>(1);
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if ((game_ticks->ticks % 100) == 0) {
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it.world()
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.entity()
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.set<Position>(Position{
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.x = static_cast<int>(game_ticks->ticks % WINDOW_WIDTH),
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.y = -16})
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.set<Velocity>(Velocity{.x = 0, .y = 1})
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.set<Sprite>(
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Sprite{.texture = &texture_assets->fruits,
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.texture_atlas_index =
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static_cast<uint16_t>(game_ticks->ticks % 228),
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.custom_size = Vec2{.x = 32, .y = 32}});
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}
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.each([](flecs::iter &it, size_t index, Game const &game,
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TextureAssets const &texture_assets) {
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if ((game.ticks % 100) == 0) {
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it.world()
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.entity()
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.set<Position>(Position{
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.x = static_cast<int>(game.ticks % WINDOW_WIDTH), .y = -16})
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.set<Velocity>(Velocity{.x = 0, .y = 1})
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.set<Sprite>(Sprite{.texture = &texture_assets.fruits,
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.texture_atlas_index =
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static_cast<uint16_t>(game.ticks % 228)})
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.set<Size>(Size{.w = 16, .h = 16});
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}
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});
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world.system<SdlHandles const, Position const, Sprite const>("RenderSprites")
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world
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.system<SdlHandles const, Position const, Size const, Sprite const>(
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"RenderSprites")
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.term_at(0)
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.singleton()
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.each([](SdlHandles const &sdl_handles, Position const &pos,
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Sprite const &sprite) {
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Size const &size, Sprite const &sprite) {
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TextureAtlasLayout layout = sprite.texture->texture_atlas_layout;
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uint8_t row = sprite.texture_atlas_index / layout.columns;
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uint8_t column = sprite.texture_atlas_index % layout.columns;
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@@ -120,30 +120,30 @@ int main() {
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static_cast<float>(layout.width),
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static_cast<float>(layout.height)};
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Vec2 size = sprite.custom_size.value_or(
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{.x = layout.width, .y = layout.height});
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SDL_FRect dstrect{static_cast<float>(pos.x), static_cast<float>(pos.y),
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static_cast<float>(size.x),
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static_cast<float>(size.y)};
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static_cast<float>(size.w),
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static_cast<float>(size.h)};
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SDL_RenderTexture(sdl_handles.renderer, sprite.texture->sdl_texture,
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&srcrect, &dstrect);
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});
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world
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.system<ButtonInput const, Position, Sprite const, Basket>(
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"SetSpriteVelocity")
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.system<ButtonInput const, Position, Size const, Sprite const, Basket>(
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"MoveBasket")
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.term_at(0)
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.singleton()
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.each([](ButtonInput const &input, Position &pos, Sprite const &sprite,
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Basket) {
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.each([](ButtonInput const &input, Position &pos, Size const &size,
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Sprite const &sprite, Basket) {
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if (input.pressed.contains(SDLK_LEFT)) {
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pos.x -= 5;
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}
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if (input.pressed.contains(SDLK_RIGHT)) {
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pos.x += 5;
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}
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pos.x = pos.x < 0 ? 0 : pos.x;
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pos.x = pos.x > WINDOW_WIDTH - size.w ? WINDOW_WIDTH - size.w : pos.x;
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});
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world.system<Position, Velocity const>("MoveSprites")
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@@ -152,14 +152,16 @@ int main() {
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pos.y += vel.y;
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});
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auto *audio_assets = world.get<AudioAssets>();
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auto *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &audio_assets->background_music.spec, NULL, NULL);
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if (!stream) {
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SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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auto *audio_assets = world.get<AudioAssets>();
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auto *stream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK,
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&audio_assets->background_music.spec,
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NULL, NULL);
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if (!stream) {
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SDL_Log("Couldn't create audio stream: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_ResumeAudioStreamDevice(stream);
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SDL_ResumeAudioStreamDevice(stream);
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bool exit_gameloop = false;
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while (!exit_gameloop) {
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@@ -193,8 +195,10 @@ int main() {
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}
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// Game Logic
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if (SDL_GetAudioStreamQueued(stream) < (int)audio_assets->background_music.buffer_length) {
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SDL_PutAudioStreamData(stream, audio_assets->background_music.buffer, audio_assets->background_music.buffer_length);
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if (SDL_GetAudioStreamQueued(stream) <
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(int)audio_assets->background_music.buffer_length) {
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SDL_PutAudioStreamData(stream, audio_assets->background_music.buffer,
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audio_assets->background_music.buffer_length);
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}
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// Render
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@@ -1,14 +1,11 @@
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#pragma once
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#include "assets.hpp"
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#include "util.hpp"
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#include <SDL3/SDL.h>
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#include <cstdint>
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#include <optional>
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struct Sprite {
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Texture const *texture;
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uint16_t texture_atlas_index;
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std::optional<Vec2> custom_size;
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};
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