212 lines
6.3 KiB
C++
212 lines
6.3 KiB
C++
#include "assets.hpp"
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#include "input.hpp"
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#include "sdl_types.hpp"
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#include "sprite.hpp"
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_error.h>
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_iostream.h>
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#include <SDL3/SDL_render.h>
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#include <SDL3/SDL_video.h>
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#include <flecs.h>
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#include <spdlog/spdlog.h>
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static constexpr int WINDOW_WIDTH = 400;
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static constexpr int WINDOW_HEIGHT = 280;
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struct Position {
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int x;
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int y;
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};
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struct Velocity {
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int x;
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int y;
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};
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struct GameTicks {
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uint32_t ticks;
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};
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int main() {
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spdlog::info("Initialize SDL...");
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SDL_SetHint(SDL_HINT_RENDER_VSYNC, "1");
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
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spdlog::critical("Failed to initialize SDL!\nCause: {}", SDL_GetError());
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std::terminate();
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}
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auto *window =
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SDL_CreateWindow("HansTheGatherer", WINDOW_WIDTH, WINDOW_HEIGHT, 0);
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if (window == nullptr) {
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spdlog::critical("Failed to create SDL window!\nCause: {}", SDL_GetError());
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}
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auto *renderer = SDL_CreateRenderer(window, nullptr);
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if (renderer == nullptr) {
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spdlog::critical("Failed to create SDL renderer!\nCause: {}",
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SDL_GetError());
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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<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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auto *texture_assets = world.get<TextureAssets>();
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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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struct Fruit {};
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struct Basket {};
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world.system<GameTicks>("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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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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.add<Basket>();
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world.system<GameTicks 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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}
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});
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world.system<SdlHandles const, Position const, Sprite const>("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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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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SDL_FRect srcrect{static_cast<float>(column * layout.width),
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static_cast<float>(row * layout.height),
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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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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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.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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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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});
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world.system<Position, Velocity const>("MoveSprites")
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.each([](Position &pos, Velocity const &vel) {
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pos.x += vel.x;
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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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SDL_ResumeAudioStreamDevice(stream);
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bool exit_gameloop = false;
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while (!exit_gameloop) {
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auto *input = world.get_mut<ButtonInput>();
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// Clear just pressed/released
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input->just_pressed.clear();
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input->just_released.clear();
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// Input
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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switch (event.type) {
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case SDL_EVENT_QUIT:
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exit_gameloop = true;
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break;
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case SDL_EVENT_KEY_DOWN:
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if (event.key.key == SDLK_ESCAPE) {
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exit_gameloop = true;
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}
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if (input->pressed.insert(event.key.key).second) {
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input->just_pressed.insert(event.key.key);
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}
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break;
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case SDL_EVENT_KEY_UP:
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if (input->pressed.erase(event.key.key) != 0) {
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input->just_released.insert(event.key.key);
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}
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break;
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}
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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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}
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// Render
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SDL_RenderClear(renderer);
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world.progress();
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SDL_RenderPresent(renderer);
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}
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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return 0;
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}
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