shmup
This commit is contained in:
360
application/include/shmup.hpp
Executable file
360
application/include/shmup.hpp
Executable file
@@ -0,0 +1,360 @@
|
||||
#ifndef SHMUP_HPP
|
||||
#define SHMUP_HPP
|
||||
|
||||
#include <iostream>
|
||||
#include <open_engine.hpp>
|
||||
|
||||
#include "imgui.h"
|
||||
#include "overlay.hpp"
|
||||
|
||||
#include <fstream>
|
||||
#include <dlfcn.h>
|
||||
#include <glm/ext/matrix_transform.hpp>
|
||||
#include <glm/glm.hpp>
|
||||
#include <random>
|
||||
#include <string>
|
||||
#include <unistd.h>
|
||||
#include <vector>
|
||||
|
||||
class Shmup : public OpenEngine::Layer
|
||||
{
|
||||
public:
|
||||
Shmup(OpenEngine::Ref<Overlay>& overlay)
|
||||
: OpenEngine::Layer("shmup"), overlay(overlay),
|
||||
camera((float)OpenEngine::Application::Get().GetWindow().GetWidth() /
|
||||
OpenEngine::Application::Get().GetWindow().GetHeight(), 1.0f)
|
||||
{
|
||||
}
|
||||
~Shmup() {};
|
||||
|
||||
void OnAttach() override
|
||||
{
|
||||
OE_PROFILE_FUNCTION();
|
||||
{
|
||||
OE_PROFILE_SCOPE("Texture2D Creation");
|
||||
ship = OpenEngine::Texture2D::Create("assets/textures/shmup/ship.png");
|
||||
enemy_ship = OpenEngine::Texture2D::Create("assets/textures/shmup/enemy_ship.png");
|
||||
bullet_tx = OpenEngine::Texture2D::Create("assets/textures/shmup/bullet.png");
|
||||
}
|
||||
|
||||
tr1 = {glm::vec3(0.0f, -0.9f, 1.0f), glm::vec3(0.1f), 0.0f};
|
||||
|
||||
LoadMap();
|
||||
}
|
||||
|
||||
void OnDetach() override
|
||||
{
|
||||
}
|
||||
|
||||
struct Bounds {
|
||||
glm::vec2 min; // Bottom-Left
|
||||
glm::vec2 max; // Top-Right
|
||||
};
|
||||
|
||||
Bounds GetBounds(glm::vec2 position, glm::vec2 scale) {
|
||||
Bounds b;
|
||||
// Because the original vertices are -0.5 to 0.5,
|
||||
// the distance from center to edge is exactly scale * 0.5
|
||||
glm::vec2 halfScale = scale * 0.5f;
|
||||
|
||||
b.min = position - halfScale;
|
||||
b.max = position + halfScale;
|
||||
return b;
|
||||
}
|
||||
|
||||
bool CheckCollision(const Bounds& a, const Bounds& b) {
|
||||
bool overlapX = a.max.x >= b.min.x && b.max.x >= a.min.x;
|
||||
bool overlapY = a.max.y >= b.min.y && b.max.y >= a.min.y;
|
||||
|
||||
return overlapX && overlapY;
|
||||
}
|
||||
|
||||
void MoveShip()
|
||||
{
|
||||
double delta = OpenEngine::Time::DeltaTime();
|
||||
if (OpenEngine::Input::IsKeyPressed(OpenEngine::KeyCode::Up)) {
|
||||
tr1.position.y += 1 * delta;
|
||||
}
|
||||
if (OpenEngine::Input::IsKeyPressed(OpenEngine::KeyCode::Down)) {
|
||||
tr1.position.y -= 1 * delta;
|
||||
}
|
||||
if (OpenEngine::Input::IsKeyPressed(OpenEngine::KeyCode::Right)) {
|
||||
tr1.position.x += 1 * delta;
|
||||
}
|
||||
if (OpenEngine::Input::IsKeyPressed(OpenEngine::KeyCode::Left)) {
|
||||
tr1.position.x -= 1 * delta;
|
||||
}
|
||||
|
||||
if (tr1.position.y <= -0.9)
|
||||
tr1.position.y = -0.9;
|
||||
if (tr1.position.y >= -0.3)
|
||||
tr1.position.y = -0.3;
|
||||
if (tr1.position.x <= -0.8)
|
||||
tr1.position.x = -0.8;
|
||||
if (tr1.position.x >= 0.8)
|
||||
tr1.position.x = 0.8;
|
||||
}
|
||||
|
||||
void UpdateEntity()
|
||||
{
|
||||
double delta = OpenEngine::Time::DeltaTime();
|
||||
|
||||
for (auto& enemy : enemies) {
|
||||
enemy.position.y -= 0.3 * delta;
|
||||
if (enemy.position.y <= -1.1 || CheckCollision(
|
||||
GetBounds(enemy.position, enemy.size),
|
||||
GetBounds(tr1.position, tr1.size))){
|
||||
lives--;
|
||||
}
|
||||
}
|
||||
|
||||
for (auto& bullet : bullets) {
|
||||
bullet.position.y += 1.1 * delta;
|
||||
}
|
||||
|
||||
std::erase_if(enemies, [](const auto& enemy) {
|
||||
return enemy.position.y <= -1.1f;
|
||||
});
|
||||
std::erase_if(bullets, [](const auto& bullet) {
|
||||
return bullet.position.y >= 1.2f;
|
||||
});
|
||||
|
||||
for (auto& bullet : bullets) {
|
||||
for (auto& enemy : enemies) {
|
||||
Bounds bullet_bounds = GetBounds(bullet.position, bullet.size);
|
||||
Bounds enemy_bounds = GetBounds(enemy.position, enemy.size);
|
||||
|
||||
if (CheckCollision(bullet_bounds, enemy_bounds)) {
|
||||
std::erase_if(bullets, [&](const OpenEngine::Transform& _bullet) {
|
||||
return _bullet.position == bullet.position;
|
||||
});
|
||||
std::erase_if(enemies, [&](const auto& _enemy) {
|
||||
return _enemy.position == enemy.position;
|
||||
});
|
||||
score++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void GameOver()
|
||||
{
|
||||
paused = true;
|
||||
|
||||
auto& window = OpenEngine::Application::Get().GetWindow();
|
||||
int width = window.GetWidth();
|
||||
int height = window.GetHeight();
|
||||
|
||||
enemies.clear();
|
||||
bullets.clear();
|
||||
|
||||
float x = width / 2.0f;
|
||||
float y = height / 2.0f;
|
||||
|
||||
overlay->RenderTextCentered("Game Over!", x, y, 1.0f, glm::vec3(0.8f, 0.2f, 0.3f));
|
||||
};
|
||||
|
||||
void OnUpdate() override
|
||||
{
|
||||
float delta = OpenEngine::Time::DeltaTime();
|
||||
OE_PROFILE_FUNCTION()
|
||||
{
|
||||
OE_PROFILE_SCOPE("Setting up Rendering");
|
||||
//OpenEngine::RenderCommand::SetClearColor({0.11f, 0.11f, 0.15f, 1.0f});
|
||||
OpenEngine::RenderCommand::SetClearColor({1.0f, 1.0f, 1.0f, 1.0f});
|
||||
OpenEngine::RenderCommand::Clear();
|
||||
OpenEngine::Renderer2D::BeginScene(camera.GetCamera());
|
||||
}
|
||||
{
|
||||
OE_PROFILE_SCOPE("Drawing Quads");
|
||||
OpenEngine::Renderer2D::DrawQuad(tr1, ship);
|
||||
|
||||
for (auto& enemy : enemies)
|
||||
OpenEngine::Renderer2D::DrawQuad(enemy, enemy_ship);
|
||||
for (auto& bullet : bullets)
|
||||
OpenEngine::Renderer2D::DrawQuad(bullet, bullet_tx);
|
||||
}
|
||||
|
||||
OpenEngine::Renderer2D::EndScene();
|
||||
|
||||
if (!paused) {
|
||||
if (spawn_cooldown >= spawn_min_time) {
|
||||
SpawnEnemyRandom();
|
||||
//ReadMap();
|
||||
spawn_cooldown = 0;
|
||||
if (spawn_min_time > 0.5)
|
||||
spawn_min_time -= 0.01;
|
||||
}
|
||||
|
||||
MoveShip();
|
||||
UpdateEntity();
|
||||
|
||||
if (shooting)
|
||||
SpawnBullet();
|
||||
|
||||
for (auto& enemy : enemies) {
|
||||
if (CheckCollision(GetBounds(enemy.position, enemy.size), GetBounds(tr1.position, tr1.size)))
|
||||
game_over = true;
|
||||
}
|
||||
|
||||
shot_cooldown += delta;
|
||||
spawn_cooldown += delta;
|
||||
}
|
||||
if (lives <= 0)
|
||||
game_over = true;
|
||||
|
||||
if (game_over)
|
||||
GameOver();
|
||||
|
||||
std::string s_score = "Score: " + std::to_string(score);
|
||||
std::string s_lives = std::to_string(lives) + " lives";
|
||||
overlay->RenderText(s_score, 10, OpenEngine::Application::Get().GetWindow().GetHeight() - 50, 1.0f, {0.8f, 0.2f, 0.3f});
|
||||
overlay->RenderText(
|
||||
s_lives,
|
||||
OpenEngine::Application::Get().GetWindow().GetWidth() - 220,
|
||||
OpenEngine::Application::Get().GetWindow().GetHeight() - 50,
|
||||
1.0f,
|
||||
{0.8f, 0.2f, 0.3f});
|
||||
}
|
||||
|
||||
void Reset()
|
||||
{
|
||||
tr1 = {glm::vec3(0.0f, -0.9f, 1.0f), glm::vec3(0.1f), 0.0f};
|
||||
score = 0;
|
||||
lives = 5;
|
||||
game_over = false;
|
||||
paused = false;
|
||||
}
|
||||
|
||||
void SpawnEnemyRandom()
|
||||
{
|
||||
static std::uniform_int_distribution<int> dist{-8, 8};
|
||||
|
||||
OpenEngine::Transform enemy_tr({glm::vec3(dist(rd)/10.0f, 1.2f, -0.1f), glm::vec3(0.1f), 180.0f});
|
||||
enemies.emplace_back(enemy_tr);
|
||||
|
||||
};
|
||||
|
||||
void SpawnEnemy(int x)
|
||||
{
|
||||
OpenEngine::Transform enemy_tr({{x/10.0f, 1.2f, 0.0f}, glm::vec3(0.1f), 180.0f});
|
||||
enemies.emplace_back(enemy_tr);
|
||||
};
|
||||
|
||||
void LoadMap()
|
||||
{
|
||||
std::string buffer;
|
||||
|
||||
std::ifstream map_file("assets/maps/lvl1.txt");
|
||||
|
||||
while (std::getline(map_file, buffer)) {
|
||||
map.emplace_back(buffer);
|
||||
}
|
||||
};
|
||||
|
||||
void ReadMap()
|
||||
{
|
||||
static int line_n = 0;
|
||||
if (line_n >= map.size())
|
||||
return;
|
||||
|
||||
auto line = map[line_n];
|
||||
|
||||
int position = -8;
|
||||
for (int i = 0; i < line.length(); i++) {
|
||||
if (line[i] == '#')
|
||||
SpawnEnemy(position);
|
||||
position++;
|
||||
}
|
||||
|
||||
line_n++;
|
||||
};
|
||||
|
||||
void SpawnBullet()
|
||||
{
|
||||
if (shot_cooldown >= 0.2) {
|
||||
OpenEngine::Transform bullet_tr;
|
||||
bullet_tr.size = glm::vec3(0.03f);
|
||||
bullet_tr.position.x = tr1.position.x;
|
||||
bullet_tr.position.y = tr1.position.y + 0.1;
|
||||
|
||||
bullets.emplace_back(bullet_tr);
|
||||
|
||||
shot_cooldown = 0;
|
||||
}
|
||||
}
|
||||
|
||||
bool ProcessKeyPressedEvents(OpenEngine::KeyPressedEvent& event)
|
||||
{
|
||||
if (event.GetKeyCode() == OpenEngine::KeyCode::Space) {
|
||||
shooting = true;
|
||||
}
|
||||
if (game_over && event.GetKeyCode() == OpenEngine::KeyCode::Enter) {
|
||||
Reset();
|
||||
}
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
bool ProcessKeyReleased(OpenEngine::KeyReleasedEvent& event)
|
||||
{
|
||||
if (event.GetKeyCode() == OpenEngine::KeyCode::Space)
|
||||
shooting = false;
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void OnEvent(OpenEngine::Event& event) override
|
||||
{
|
||||
OE_PROFILE_FUNCTION();
|
||||
OpenEngine::EventDispatcher dispatcher(event);
|
||||
|
||||
dispatcher.Dispatch<OpenEngine::KeyPressedEvent>(BIND_EVENT_FN(Shmup::ProcessKeyPressedEvents));
|
||||
dispatcher.Dispatch<OpenEngine::KeyReleasedEvent>(BIND_EVENT_FN(Shmup::ProcessKeyReleased));
|
||||
{
|
||||
OE_PROFILE_SCOPE("Camera OnEvent");
|
||||
camera.OnEvent(event);
|
||||
}
|
||||
}
|
||||
|
||||
void OnImGuiRender() override
|
||||
{
|
||||
ImGuiIO io = ImGui::GetIO();
|
||||
static auto m_Font = io.Fonts->AddFontFromFileTTF("/usr/share/fonts/TTF/JetBrainsMono-Regular.ttf", 120.0f);
|
||||
|
||||
ImGui::GetForegroundDrawList()->AddText(m_Font, 48.0f, {5.0f, 5.0f}, 0xffffffff, "test");
|
||||
}
|
||||
|
||||
private:
|
||||
//glm::vec3 square_pos = glm::vec3(0.0f);
|
||||
//glm::vec4 square_color = glm::vec4(1.0f);
|
||||
|
||||
bool paused = false;
|
||||
bool game_over = false;
|
||||
|
||||
//float color[4] = {0.5f, 0.3f, 0.4f, 1.0f};
|
||||
OpenEngine::Ref<OpenEngine::Texture2D> ship;
|
||||
OpenEngine::Ref<OpenEngine::Texture2D> enemy_ship;
|
||||
OpenEngine::Ref<OpenEngine::Texture2D> bullet_tx;
|
||||
OpenEngine::Transform tr1;
|
||||
std::vector<OpenEngine::Transform> enemies, bullets;
|
||||
int score = 0;
|
||||
int lives = 5;
|
||||
|
||||
bool shooting = false;
|
||||
float spawn_cooldown = 0, shot_cooldown = 0;
|
||||
float spawn_min_time = 1.0f;
|
||||
std::vector<std::string> map;
|
||||
|
||||
std::random_device rd;
|
||||
std::mt19937 e{rd()}; // or std::default_random_engine e{rd()};
|
||||
|
||||
//std::unordered_map<std::string, unsigned int> bindings;
|
||||
OpenEngine::OrthographicCameraController camera;
|
||||
|
||||
OpenEngine::Ref<Overlay> overlay;
|
||||
|
||||
//std::vector<OpenEngine::Time::ProfilingResult> profiling_results;
|
||||
};
|
||||
|
||||
#endif // SHMUP_HPP
|
||||
Reference in New Issue
Block a user