Files
HansTheGatherer/main.cpp

270 lines
8.2 KiB
C++

#include "assets.hpp"
#include "input.hpp"
#include "sdl_types.hpp"
#include "sprite.hpp"
#include <SDL3/SDL.h>
#include <SDL3/SDL_error.h>
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_iostream.h>
#include <SDL3/SDL_render.h>
#include <SDL3/SDL_video.h>
#include <flecs.h>
#include <spdlog/spdlog.h>
static constexpr int WINDOW_WIDTH = 400;
static constexpr int WINDOW_HEIGHT = 240;
struct WorldPosition {
int x;
int y;
};
struct Position {
int x;
int y;
};
struct Velocity {
int x;
int y;
};
struct Size {
int w;
int h;
};
struct Game {
uint32_t ticks;
};
int main() {
spdlog::info("Initialize SDL...");
SDL_SetHint(SDL_HINT_RENDER_VSYNC, "1");
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) {
spdlog::critical("Failed to initialize SDL!\nCause: {}", SDL_GetError());
std::terminate();
}
auto *window =
SDL_CreateWindow("HansTheGatherer", WINDOW_WIDTH, WINDOW_HEIGHT, 0);
if (window == nullptr) {
spdlog::critical("Failed to create SDL window!\nCause: {}", SDL_GetError());
}
auto *renderer = SDL_CreateRenderer(window, nullptr);
if (renderer == nullptr) {
spdlog::critical("Failed to create SDL renderer!\nCause: {}",
SDL_GetError());
}
flecs::world world;
world.set<Game>(Game{.ticks = 0});
world.set<ButtonInput>(ButtonInput{});
world.set<SdlHandles>(SdlHandles{.window = window, .renderer = renderer});
init_assets(world);
auto *texture_assets = world.get<TextureAssets>();
world.entity("Background")
.set<Position>(Position{.x = 0, .y = 0})
.set<Sprite>(Sprite{.texture = &texture_assets->background,
.texture_atlas_index = 0})
.set<Size>(Size{.w = WINDOW_WIDTH, .h = WINDOW_HEIGHT});
struct Fruit {};
struct Basket {};
struct CollisionBox {};
world.system<Game>("IncrementTicks")
.term_at(0)
.singleton()
.each([](Game &game_ticks) { game_ticks.ticks += 1; });
auto basket = world.entity("Basket")
.add<WorldPosition>()
.set<Position>(Position{.x = WINDOW_WIDTH / 2 - 32,
.y = WINDOW_HEIGHT - 32})
.set<Sprite>(Sprite{.texture = &texture_assets->basket,
.texture_atlas_index = 0})
.set<Size>(Size{.w = 64, .h = 32})
.add<Basket>();
world.entity("CollisionBox")
.child_of(basket)
.add<WorldPosition>()
.set<Position>(Position{.x = 0, .y = 0})
.set<Size>(Size{.w = 64, .h = 32})
.add<CollisionBox>();
world
.system<SdlHandles const, WorldPosition const, Size const, CollisionBox>(
"DrawBoxes")
.term_at(0)
.singleton()
.each([](SdlHandles const &sdl_handles, WorldPosition const &pos,
Size const &size, CollisionBox) {
SDL_FRect rect{static_cast<float>(pos.x), static_cast<float>(pos.y),
static_cast<float>(size.w), static_cast<float>(size.h)};
SDL_SetRenderDrawColor(sdl_handles.renderer, 0, 0, 255, 255);
SDL_RenderRect(sdl_handles.renderer, &rect);
});
world.system<Game const, TextureAssets const>("SpawnFruits")
.term_at(0)
.singleton()
.term_at(1)
.singleton()
.each([](flecs::iter &it, size_t index, Game const &game,
TextureAssets const &texture_assets) {
if ((game.ticks % 100) == 0) {
auto fruit =
it.world()
.entity()
.add<WorldPosition>()
.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 = 32, .h = 32});
it.world()
.entity("CollisionBox")
.child_of(fruit)
.add<WorldPosition>()
.set<Position>(Position{.x = 0, .y = 0})
.set<Size>(Size{.w = 32, .h = 32})
.add<CollisionBox>();
}
});
world.system<WorldPosition, Position const>("PropagatePosition")
.kind(flecs::PostUpdate)
.each([](flecs::entity e, WorldPosition &world_pos,
Position const &local_pos) {
if (e.parent() == flecs::entity::null()) {
world_pos.x = local_pos.x;
world_pos.y = local_pos.y;
} else {
auto parent_world_pos = e.parent().get<WorldPosition>();
world_pos.x = parent_world_pos->x + local_pos.x;
world_pos.y = parent_world_pos->y + local_pos.y;
}
});
world
.system<SdlHandles const, Position const, Size const, Sprite const>(
"RenderSprites")
.kind(flecs::PreUpdate)
.term_at(0)
.singleton()
.each([](SdlHandles const &sdl_handles, Position const &pos,
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;
SDL_FRect srcrect{static_cast<float>(column * layout.width),
static_cast<float>(row * layout.height),
static_cast<float>(layout.width),
static_cast<float>(layout.height)};
SDL_FRect dstrect{static_cast<float>(pos.x), static_cast<float>(pos.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, Size const, Sprite const, Basket>(
"MoveBasket")
.term_at(0)
.singleton()
.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")
.each([](Position &pos, Velocity const &vel) {
pos.x += vel.x;
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;
}
SDL_ResumeAudioStreamDevice(stream);
bool exit_gameloop = false;
while (!exit_gameloop) {
auto *input = world.get_mut<ButtonInput>();
// Clear just pressed/released
input->just_pressed.clear();
input->just_released.clear();
// Input
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_EVENT_QUIT:
exit_gameloop = true;
break;
case SDL_EVENT_KEY_DOWN:
if (event.key.key == SDLK_ESCAPE) {
exit_gameloop = true;
}
if (input->pressed.insert(event.key.key).second) {
input->just_pressed.insert(event.key.key);
}
break;
case SDL_EVENT_KEY_UP:
if (input->pressed.erase(event.key.key) != 0) {
input->just_released.insert(event.key.key);
}
break;
}
}
// 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);
}
// Render
SDL_RenderClear(renderer);
world.progress();
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}