shmup
This commit is contained in:
223
application/include/overlay.hpp
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223
application/include/overlay.hpp
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#ifndef OVERLAY_HPP
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#define OVERLAY_HPP
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/*
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"""
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Portions of this software are copyright © 2025 The FreeType
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Project (https://freetype.org). All rights reserved.
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"""
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*/
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#include <glm/ext/matrix_clip_space.hpp>
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#include <open_engine.hpp>
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#include "freetype/fttypes.h"
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#include "open_engine/events/event.hpp"
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#include "open_engine/logging.hpp"
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#include "open_engine/renderer/shader.hpp"
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#include <freetype2/ft2build.h>
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#include FT_FREETYPE_H
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#include <glad/glad.h>
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#include <map>
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struct Character {
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unsigned int texture_id; // ID handle of the glyph texture
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glm::ivec2 size; // Size of glyph
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glm::ivec2 bearing; // Offset from baseline to left/top of glyph
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FT_Long advance; // Offset to advance to next glyph
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};
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class Overlay : public OpenEngine::Layer
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{
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public:
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Overlay()
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{};
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~Overlay() {};
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void RenderText(std::string text, float x, float y, float scale, glm::vec3 color)
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{
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// activate corresponding render state
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text_shader->Bind();
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text_shader->SetVec3("textColor", glm::vec3(color.x, color.y, color.z));
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glActiveTexture(GL_TEXTURE0);
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glBindVertexArray(VAO);
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// iterate through all characters
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std::string::const_iterator c;
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for (c = text.begin(); c != text.end(); c++)
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{
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Character ch = characters[*c];
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float xpos = x + ch.bearing.x * scale;
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float ypos = y - (ch.size.y - ch.bearing.y) * scale;
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float w = ch.size.x * scale;
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float h = ch.size.y * scale;
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// update VBO for each character
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float vertices[6][4] = {
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{ xpos, ypos + h, 0.0f, 0.0f },
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{ xpos, ypos, 0.0f, 1.0f },
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{ xpos + w, ypos, 1.0f, 1.0f },
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{ xpos, ypos + h, 0.0f, 0.0f },
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{ xpos + w, ypos, 1.0f, 1.0f },
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{ xpos + w, ypos + h, 1.0f, 0.0f }
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};
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// render glyph texture over quad
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glBindTexture(GL_TEXTURE_2D, ch.texture_id);
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// update content of VBO memory
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferSubData(GL_ARRAY_BUFFER, 0, sizeof(vertices), vertices);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// render quad
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glDrawArrays(GL_TRIANGLES, 0, 6);
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// now advance cursors for next glyph (note that advance is number of 1/64 pixels)
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x += (ch.advance >> 6) * scale; // bitshift by 6 to get value in pixels (2^6 = 64)
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}
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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}
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glm::vec2 GetTextSize(const std::string& text, float scale)
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{
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float width = 0.0f;
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float height = 0.0f;
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for (char c : text)
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{
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Character ch = characters[c];
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width += (ch.advance >> 6) * scale; // Accumulate total width
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// Track the maximum height
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float char_height = ch.size.y * scale;
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if (char_height > height)
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height = char_height;
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}
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return glm::vec2(width, height);
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}
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void RenderTextCentered(std::string text, float center_x, float center_y, float scale, glm::vec3 color)
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{
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glm::vec2 text_size = GetTextSize(text, scale);
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// Calculate top-left position to make text centered
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float x = center_x - (text_size.x / 2.0f);
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float y = center_y - (text_size.y / 2.0f);
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RenderText(text, x, y, scale, color);
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}
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private:
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void OnAttach() override
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{
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OE_INFO("Loading Freetype...");
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int error;
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FT_Library ft;
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error = FT_Init_FreeType(&ft);
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if (error != 0) {
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OE_ERROR("FREETYPE: Could not init FreeType Library");
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return;
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}
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FT_Face face;
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error = FT_New_Face(ft, "/usr/share/fonts/TTF/JetBrainsMono-Regular.ttf", 0, &face);
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if (error != 0) {
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OE_ERROR("FREETYPE: Failed to load font");
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return;
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}
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FT_Set_Pixel_Sizes(face, 0, 48);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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for (unsigned char c = 0; c < 128; c++)
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{
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// load character glyph
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if (FT_Load_Char(face, c, FT_LOAD_RENDER))
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{
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OE_ERROR("FREETYTPE: Failed to load Glyph: {}", c);
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continue;
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}
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// generate texture
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unsigned int texture;
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glGenTextures(1, &texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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GL_RED,
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face->glyph->bitmap.width,
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face->glyph->bitmap.rows,
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0,
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GL_RED,
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GL_UNSIGNED_BYTE,
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face->glyph->bitmap.buffer
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);
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// set texture options
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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// now store character for later use
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Character character = {
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texture,
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glm::ivec2(face->glyph->bitmap.width, face->glyph->bitmap.rows),
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glm::ivec2(face->glyph->bitmap_left, face->glyph->bitmap_top),
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face->glyph->advance.x
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};
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characters.insert(std::pair<char, Character>(c, character));
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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FT_Done_Face(face);
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FT_Done_FreeType(ft);
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text_shader = OpenEngine::Shader::Create("assets/shaders/text.glsl");
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glGenVertexArrays(1, &VAO);
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glGenBuffers(1, &VBO);
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glBindVertexArray(VAO);
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glBindBuffer(GL_ARRAY_BUFFER, VBO);
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 6 * 4, NULL, GL_DYNAMIC_DRAW);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 4 * sizeof(float), 0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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};
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void OnUpdate() override
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{
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text_shader->Bind();
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int width = OpenEngine::Application::Get().GetWindow().GetWidth();
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int height = OpenEngine::Application::Get().GetWindow().GetHeight();
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projection = glm::ortho(0.0f, static_cast<float>(width),
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0.0f, static_cast<float>(height));
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text_shader->SetMat4("u_ViewProjection", projection);
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float x = height - 40;
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float y = 0;
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//RenderText("Test String", 0.0f, 0.0f, 1.0f, {0.8f, 0.3f, 0.2f});
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};
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void OnEvent(OpenEngine::Event& event) override
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{
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};
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private:
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std::map<char, Character> characters;
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OpenEngine::Ref<OpenEngine::Shader> text_shader;
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glm::mat4 projection;
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unsigned int VAO, VBO;
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};
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#endif // OVERLAY_HPP
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@@ -101,6 +101,7 @@ class SandboxLayer : public OpenEngine::Layer
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texture_shader->Bind();
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texture_shader->Bind();
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texture_shader->SetInt("u_Texture", 0);
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texture_shader->SetInt("u_Texture", 0);
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texture_shader->SetVec4("u_Color", glm::vec4(1.0f));
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texture_shader->SetVec4("u_Color", glm::vec4(1.0f));
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texture_shader->SetFloat("u_TilingFactor", 1.0f);
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}
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}
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{
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{
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@@ -5,6 +5,7 @@
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#include <dlfcn.h>
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#include <dlfcn.h>
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#include "imgui.h"
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#include "imgui.h"
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#include "open_engine/renderer/renderer2d.hpp"
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/glm.hpp>
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#include <glm/glm.hpp>
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@@ -50,10 +51,15 @@ class Sandbox2DLayer : public OpenEngine::Layer
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}
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}
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{
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{
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OE_PROFILE_SCOPE("Drawing Quads");
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OE_PROFILE_SCOPE("Drawing Quads");
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OpenEngine::Renderer2D::DrawQuad(glm::vec2(0.5f, 0.5f), glm::vec2(0.3f), glm::vec4(color[0], color[1], color[2], color[3]));
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OpenEngine::Transform tr1 = {glm::vec3(0.5f, 0.5f, 1.0f), glm::vec3(0.3f), 20.0f};
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OpenEngine::Renderer2D::DrawQuad(glm::vec2(-0.2f, -0.2f), glm::vec2(0.5f, 0.2f), {0.5f, 0.3f, 0.8f, 1.0f});
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OpenEngine::Transform tr2 = {glm::vec3(-0.2f, -0.2f, 1.0f), glm::vec3(0.5f, 0.2f, 1.0f), 10.0f};
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OpenEngine::Renderer2D::DrawQuad(glm::vec3(0.0f, 0.0f, -0.1f), glm::vec2(1.0f, 1.0f), face);
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OpenEngine::Transform tr3 = {glm::vec3(0.0f, 0.0f, -0.1f), glm::vec3(1.0f, 1.0f, 1.0f), 45.0f};
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OpenEngine::Renderer2D::DrawQuad({glm::vec3(0.5f, 0.5f, 1.0f), glm::vec3(0.3f), 20.0f}, glm::vec4(color[0], color[1], color[2], color[3]));
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OpenEngine::Renderer2D::DrawQuad(tr2, {0.5f, 0.3f, 0.8f, 1.0f});
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OpenEngine::Renderer2D::DrawQuad(tr3, face);
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}
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}
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OpenEngine::Renderer2D::EndScene();
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OpenEngine::Renderer2D::EndScene();
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}
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}
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360
application/include/shmup.hpp
Executable file
360
application/include/shmup.hpp
Executable file
@@ -0,0 +1,360 @@
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#ifndef SHMUP_HPP
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#define SHMUP_HPP
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#include <iostream>
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#include <open_engine.hpp>
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#include "imgui.h"
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#include "overlay.hpp"
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#include <fstream>
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#include <dlfcn.h>
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#include <glm/ext/matrix_transform.hpp>
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#include <glm/glm.hpp>
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#include <random>
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#include <string>
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#include <unistd.h>
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#include <vector>
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class Shmup : public OpenEngine::Layer
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{
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public:
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Shmup(OpenEngine::Ref<Overlay>& overlay)
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: OpenEngine::Layer("shmup"), overlay(overlay),
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camera((float)OpenEngine::Application::Get().GetWindow().GetWidth() /
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OpenEngine::Application::Get().GetWindow().GetHeight(), 1.0f)
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{
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}
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~Shmup() {};
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void OnAttach() override
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{
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OE_PROFILE_FUNCTION();
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{
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OE_PROFILE_SCOPE("Texture2D Creation");
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ship = OpenEngine::Texture2D::Create("assets/textures/shmup/ship.png");
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enemy_ship = OpenEngine::Texture2D::Create("assets/textures/shmup/enemy_ship.png");
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bullet_tx = OpenEngine::Texture2D::Create("assets/textures/shmup/bullet.png");
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}
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tr1 = {glm::vec3(0.0f, -0.9f, 1.0f), glm::vec3(0.1f), 0.0f};
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LoadMap();
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}
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void OnDetach() override
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{
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|
}
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|
struct Bounds {
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glm::vec2 min; // Bottom-Left
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glm::vec2 max; // Top-Right
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};
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|
Bounds GetBounds(glm::vec2 position, glm::vec2 scale) {
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|
Bounds b;
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// Because the original vertices are -0.5 to 0.5,
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// the distance from center to edge is exactly scale * 0.5
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glm::vec2 halfScale = scale * 0.5f;
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b.min = position - halfScale;
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b.max = position + halfScale;
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return b;
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}
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bool CheckCollision(const Bounds& a, const Bounds& b) {
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bool overlapX = a.max.x >= b.min.x && b.max.x >= a.min.x;
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bool overlapY = a.max.y >= b.min.y && b.max.y >= a.min.y;
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return overlapX && overlapY;
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}
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void MoveShip()
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{
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double delta = OpenEngine::Time::DeltaTime();
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if (OpenEngine::Input::IsKeyPressed(OpenEngine::KeyCode::Up)) {
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tr1.position.y += 1 * delta;
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}
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if (OpenEngine::Input::IsKeyPressed(OpenEngine::KeyCode::Down)) {
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tr1.position.y -= 1 * delta;
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}
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if (OpenEngine::Input::IsKeyPressed(OpenEngine::KeyCode::Right)) {
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tr1.position.x += 1 * delta;
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}
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if (OpenEngine::Input::IsKeyPressed(OpenEngine::KeyCode::Left)) {
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tr1.position.x -= 1 * delta;
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|
}
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|
if (tr1.position.y <= -0.9)
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|
tr1.position.y = -0.9;
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|
if (tr1.position.y >= -0.3)
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|
tr1.position.y = -0.3;
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|
if (tr1.position.x <= -0.8)
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|
tr1.position.x = -0.8;
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|
if (tr1.position.x >= 0.8)
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|
tr1.position.x = 0.8;
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|
}
|
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|
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||||||
|
void UpdateEntity()
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||||||
|
{
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||||||
|
double delta = OpenEngine::Time::DeltaTime();
|
||||||
|
|
||||||
|
for (auto& enemy : enemies) {
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|
enemy.position.y -= 0.3 * delta;
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||||||
|
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
|
||||||
@@ -1,20 +1,26 @@
|
|||||||
|
#include "open_engine/ref_scope.hpp"
|
||||||
#include <memory>
|
#include <memory>
|
||||||
#include <sandbox2d.hpp>
|
#include <sandbox2d.hpp>
|
||||||
#include <sandbox.hpp>
|
#include <sandbox.hpp>
|
||||||
#include <control_layer.hpp>
|
#include <control_layer.hpp>
|
||||||
|
#include <overlay.hpp>
|
||||||
#include <modding.hpp>
|
#include <modding.hpp>
|
||||||
|
#include <shmup.hpp>
|
||||||
|
|
||||||
#include <open_engine/entry_point.hpp>
|
#include <open_engine/entry_point.hpp>
|
||||||
|
|
||||||
Sandbox::Sandbox()
|
Sandbox::Sandbox()
|
||||||
{
|
{
|
||||||
OpenEngine::Ref<Sandbox2DLayer> initial_layer = std::make_shared<Sandbox2DLayer>();
|
//OpenEngine::Ref<Sandbox2DLayer> initial_layer = std::make_shared<Sandbox2DLayer>();
|
||||||
OpenEngine::Ref<ControlLayer> control_layer = std::make_shared<ControlLayer>(initial_layer);
|
OpenEngine::Ref<Overlay> overlay = OpenEngine::CreateRef<Overlay>();
|
||||||
|
OpenEngine::Ref<Shmup> shmup = OpenEngine::CreateRef<Shmup>(overlay);
|
||||||
|
OpenEngine::Ref<ControlLayer> control_layer = std::make_shared<ControlLayer>(shmup);
|
||||||
OpenEngine::Ref<Modding> modding_layer = std::make_shared<Modding>();
|
OpenEngine::Ref<Modding> modding_layer = std::make_shared<Modding>();
|
||||||
|
|
||||||
|
QueueLayerPush(shmup);
|
||||||
QueueLayerPush(modding_layer);
|
QueueLayerPush(modding_layer);
|
||||||
QueueLayerPush(control_layer);
|
QueueLayerPush(control_layer);
|
||||||
QueueLayerPush(initial_layer);
|
QueueOverlayPush(overlay);
|
||||||
}
|
}
|
||||||
|
|
||||||
Sandbox::~Sandbox()
|
Sandbox::~Sandbox()
|
||||||
|
|||||||
Reference in New Issue
Block a user