Refactor components and scenes into header/impl files
parent
728f84325c
commit
4911bfe8d5
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@ -12,7 +12,33 @@ add_subdirectory(../raylib-cpp raylib)
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include(../assets/includeable.cmake)
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add_executable(as6-gravity-surfing main.cpp)
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add_executable(as6-gravity-surfing
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main.cpp
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Draw.cpp
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Entities.cpp
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Systems.cpp
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components/TransformComponent.cpp
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components/PhysicsComponent.cpp
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components/GravityWellComponent.cpp
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components/ScrollComponent.cpp
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components/MeterComponent.cpp
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components/NullZoneComponent.cpp
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components/ColliderComponent.cpp
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components/ScrollableComponent.cpp
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components/SpawnComponent.cpp
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components/TrailComponent.cpp
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components/ProjectionComponent.cpp
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components/LifetimeComponent.cpp
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components/CollectibleComponent.cpp
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components/HazardComponent.cpp
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components/GravityReceiverComponent.cpp
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components/ProbeStateComponent.cpp
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components/HudComponent.cpp
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components/RenderComponent.cpp
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scene/StartMenuScene.cpp
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scene/GameplayScene.cpp
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scene/DeathScene.cpp
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)
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target_link_libraries(as6-gravity-surfing PUBLIC raylib raylib_cpp buffered-raylib)
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target_include_directories(as6-gravity-surfing PRIVATE
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@ -0,0 +1,23 @@
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#pragma once
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#include "GameContext.hpp"
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struct Entity;
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/**
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* Base interface that every concrete gameplay component derives from.
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*
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* Each component is attached to one entity and receives the shared scene
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* `GameContext` pointer so it can read global gameplay state.
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*/
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class Component {
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public:
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Entity *entity = nullptr;
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GameContext *context = nullptr;
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virtual void Setup() = 0;
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virtual void Update(float dt) = 0;
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virtual void Cleanup() = 0;
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virtual ~Component() = default;
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};
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@ -1,401 +1,20 @@
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#pragma once
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#include "Entity.hpp"
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#include "GameContext.hpp"
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#include "raylib.h"
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#include <algorithm>
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#include <cmath>
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#include <functional>
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#include <vector>
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struct TransformComponent : public Component {
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float x = 0.0f;
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float y = 0.0f;
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct PhysicsComponent : public Component {
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float vx = 0.0f;
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float vy = 0.0f;
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float speedCap = 400.0f;
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void Setup() override {}
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void Update(float dt) override {
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auto transform = entity->GetComponent<TransformComponent>();
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if (!transform) {
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return;
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}
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const float speed = std::sqrt(vx * vx + vy * vy);
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if (speed > speedCap && speed > 0.0f) {
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const float scale = speedCap / speed;
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vx *= scale;
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vy *= scale;
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}
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transform->get().x += vx * dt;
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transform->get().y += vy * dt;
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}
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void Cleanup() override {}
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};
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struct GravityWellComponent : public Component {
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float mass = 150000.0f;
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float minDist = 30.0f;
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bool active = false;
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float followLerp = 12.0f;
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void Setup() override {}
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void Update(float dt) override {
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auto transform = entity->GetComponent<TransformComponent>();
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if (!transform) {
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return;
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}
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active = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
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const Vector2 mouse = GetMousePosition();
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auto &t = transform->get();
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const float blend = std::clamp(followLerp * dt, 0.0f, 1.0f);
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t.x += (mouse.x - t.x) * blend;
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t.y += (mouse.y - t.y) * blend;
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}
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void Cleanup() override {}
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};
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struct ScrollComponent : public Component {
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float scrollX = 0.0f;
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float speed = 2.0f;
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float accel = 0.018f;
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void Setup() override {}
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void Update(float dt) override {
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speed += accel * dt;
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scrollX += speed * dt * 60.0f;
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if (context) {
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context->scrollX = scrollX;
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}
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}
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void Cleanup() override {}
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};
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struct MeterComponent : public Component {
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float value = 60.0f;
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float maxValue = 100.0f;
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float drainRate = 14.0f;
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float gainPerStar = 28.0f;
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void Setup() override {}
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void SetValue(float newValue) {
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const float oldValue = value;
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value = newValue;
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if (context && oldValue != value) {
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context->EmitMeterChanged(oldValue, value);
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}
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}
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void AddValue(float delta) { SetValue(std::clamp(value + delta, 0.0f, maxValue)); }
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void Drain(float amount) { AddValue(-amount); }
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct NullZoneComponent : public Component {
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float width = 70.0f;
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct ColliderComponent : public Component {
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float radius = 8.0f;
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bool monitoring = false;
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bool monitorable = true;
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std::vector<std::function<void(Entity &)>> onCollision;
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void Setup() override {}
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void EmitCollision(Entity &other) {
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for (auto &callback : onCollision) {
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callback(other);
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}
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}
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void AddCollisionListener(std::function<void(Entity &)> callback) {
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onCollision.push_back(std::move(callback));
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}
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void Update(float) override {
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if (!monitoring || !context || !context->entities || entity->queuedForFree) {
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return;
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}
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auto selfTransform = entity->GetComponent<TransformComponent>();
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if (!selfTransform) {
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return;
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}
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for (auto &other : *context->entities) {
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if (!other || other.get() == entity || other->queuedForFree) {
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continue;
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}
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auto otherCollider = other->GetComponent<ColliderComponent>();
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auto otherTransform = other->GetComponent<TransformComponent>();
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if (!otherCollider || !otherTransform || !otherCollider->get().monitorable) {
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continue;
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}
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const float dx = selfTransform->get().x - otherTransform->get().x;
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const float dy = selfTransform->get().y - otherTransform->get().y;
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const float r = radius + otherCollider->get().radius;
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if ((dx * dx + dy * dy) <= (r * r)) {
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EmitCollision(*other);
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}
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}
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}
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void Cleanup() override {}
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};
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struct ScrollableComponent : public Component {
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float worldX = 0.0f;
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void Setup() override {}
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void Update(float) override {
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if (!context) {
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return;
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}
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auto transform = entity->GetComponent<TransformComponent>();
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if (!transform) {
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return;
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}
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transform->get().x = worldX - context->scrollX;
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}
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void Cleanup() override {}
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};
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struct SpawnComponent : public Component {
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float cursorWX = 0.0f;
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct TrailComponent : public Component {
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct ProjectionComponent : public Component {
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct LifetimeComponent : public Component {
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float remaining = 0.0f;
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void Setup() override {}
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void Update(float dt) override {
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remaining -= dt;
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if (remaining <= 0.0f) {
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entity->QueueFree();
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}
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}
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void Cleanup() override {}
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};
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struct CollectibleComponent : public Component {
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void Setup() override {
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auto selfCollider = entity->GetComponent<ColliderComponent>();
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if (!selfCollider) {
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return;
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}
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selfCollider->get().monitoring = true;
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selfCollider->get().AddCollisionListener([this](Entity &other) {
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if (entity->queuedForFree || !context || !context->probeEntity ||
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&other != context->probeEntity) {
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return;
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}
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context->EmitCollectiblePicked(*entity);
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entity->QueueFree();
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if (!context->hudEntity) {
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return;
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}
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auto meter = context->hudEntity->GetComponent<MeterComponent>();
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if (!meter) {
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return;
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}
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meter->get().AddValue(meter->get().gainPerStar);
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});
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}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct HazardComponent : public Component {
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void Setup() override {
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auto selfCollider = entity->GetComponent<ColliderComponent>();
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if (!selfCollider) {
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return;
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}
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selfCollider->get().monitoring = true;
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selfCollider->get().AddCollisionListener([this](Entity &other) {
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if (!context || !context->probeEntity || &other != context->probeEntity) {
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return;
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}
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if (context->onPlayerDeath) {
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context->onPlayerDeath();
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}
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});
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}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct GravityReceiverComponent : public Component {
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Entity *well = nullptr;
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bool inVoid = false;
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void Setup() override {}
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void Update(float dt) override {
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if (!context || !context->probeEntity || entity != context->probeEntity) {
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return;
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}
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if (!well && context->wellEntity) {
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well = context->wellEntity;
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}
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if (!well) {
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return;
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}
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auto myTransform = entity->GetComponent<TransformComponent>();
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auto physics = entity->GetComponent<PhysicsComponent>();
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auto wellTransform = well->GetComponent<TransformComponent>();
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auto wellGravity = well->GetComponent<GravityWellComponent>();
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if (!myTransform || !physics || !wellTransform || !wellGravity) {
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return;
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}
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MeterComponent *meterPtr = nullptr;
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if (context->hudEntity) {
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auto meter = context->hudEntity->GetComponent<MeterComponent>();
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if (meter) {
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meterPtr = &meter->get();
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}
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}
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if (!wellGravity->get().active) {
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return;
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}
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if (meterPtr && meterPtr->value <= 0.0f) {
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return;
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}
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inVoid = false;
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if (context->entities) {
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for (auto &other : *context->entities) {
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if (!other || other.get() == entity) {
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continue;
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}
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auto zone = other->GetComponent<NullZoneComponent>();
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auto zoneTransform = other->GetComponent<TransformComponent>();
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if (!zone || !zoneTransform) {
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continue;
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}
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const float left = zoneTransform->get().x;
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const float right = left + zone->get().width;
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if (myTransform->get().x >= left && myTransform->get().x <= right) {
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inVoid = true;
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break;
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}
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}
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}
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if (inVoid) {
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return;
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}
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const float dx = wellTransform->get().x - myTransform->get().x;
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const float dy = wellTransform->get().y - myTransform->get().y;
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const float dist = std::sqrt(dx * dx + dy * dy);
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if (dist <= 0.0001f) {
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return;
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}
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const float clampedDist = std::max(dist, wellGravity->get().minDist);
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const float force = wellGravity->get().mass / (clampedDist * clampedDist);
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const float nx = dx / dist;
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const float ny = dy / dist;
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physics->get().vx += nx * force * dt;
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physics->get().vy += ny * force * dt;
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if (meterPtr) {
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meterPtr->Drain(meterPtr->drainRate * dt);
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}
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}
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void Cleanup() override {}
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};
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struct ProbeStateComponent : public Component {
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float spawnX = 96.0f;
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float spawnY = 230.0f;
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float spawnVx = 165.0f;
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float spawnVy = 0.0f;
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void Setup() override {}
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void Update(float) override {
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if (!context || !context->probeEntity || entity != context->probeEntity) {
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return;
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}
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auto transform = entity->GetComponent<TransformComponent>();
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if (!transform) {
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return;
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}
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if (transform->get().y < -20.0f ||
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transform->get().y > static_cast<float>(GetScreenHeight() + 20) ||
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transform->get().x < -20.0f) {
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if (context->onPlayerDeath) {
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context->onPlayerDeath();
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}
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}
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}
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void Cleanup() override {}
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};
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struct HudComponent : public Component {
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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struct RenderComponent : public Component {
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std::function<void()> draw;
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virtual void Draw() {
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if (draw) {
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draw();
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}
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}
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void Setup() override {}
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void Update(float) override {}
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void Cleanup() override {}
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};
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#include "components/CollectibleComponent.hpp"
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#include "components/ColliderComponent.hpp"
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#include "components/GravityReceiverComponent.hpp"
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#include "components/GravityWellComponent.hpp"
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#include "components/HazardComponent.hpp"
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#include "components/HudComponent.hpp"
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#include "components/LifetimeComponent.hpp"
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#include "components/MeterComponent.hpp"
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#include "components/NullZoneComponent.hpp"
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#include "components/PhysicsComponent.hpp"
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#include "components/ProbeStateComponent.hpp"
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#include "components/ProjectionComponent.hpp"
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#include "components/RenderComponent.hpp"
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#include "components/ScrollComponent.hpp"
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#include "components/ScrollableComponent.hpp"
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#include "components/SpawnComponent.hpp"
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#include "components/TrailComponent.hpp"
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#include "components/TransformComponent.hpp"
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#include "Draw.hpp"
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void DrawSceneOutline() {
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DrawRectangleLines(0, 0, GetScreenWidth(), GetScreenHeight(), raylib::Color::DarkGray());
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}
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@ -2,7 +2,4 @@
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#include "raylib-cpp.hpp"
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// placeholder for draw helpers
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void DrawSceneOutline() {
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DrawRectangleLines(0, 0, GetScreenWidth(), GetScreenHeight(), raylib::Color::DarkGray());
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}
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void DrawSceneOutline();
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#include "Entities.hpp"
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#include "Components.hpp"
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#include "raylib.h"
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std::shared_ptr<Entity> CreateProbe() {
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auto e = std::make_shared<Entity>();
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auto &transform = e->AddComponent<TransformComponent>();
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transform.x = 96.0f;
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transform.y = 230.0f;
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e->AddComponent<GravityReceiverComponent>();
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auto &physics = e->AddComponent<PhysicsComponent>();
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physics.vx = 108.0f;
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physics.vy = 0.0f;
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physics.speedCap = 8192.0f;
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auto &collider = e->AddComponent<ColliderComponent>();
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collider.radius = 7.0f;
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collider.monitorable = true;
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auto &probeState = e->AddComponent<ProbeStateComponent>();
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probeState.spawnX = 96.0f;
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probeState.spawnY = 230.0f;
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probeState.spawnVx = 165.0f;
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probeState.spawnVy = 0.0f;
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e->AddComponent<TrailComponent>();
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e->AddComponent<ProjectionComponent>();
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auto &render = e->AddComponent<RenderComponent>();
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render.draw = [e]() {
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auto transform = e->GetComponent<TransformComponent>();
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if (!transform) {
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return;
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}
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DrawCircleV({transform->get().x, transform->get().y}, 7.0f, Color{250, 244, 227, 255});
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};
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return e;
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}
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std::shared_ptr<Entity> CreateGravityWell() {
|
||||
auto e = std::make_shared<Entity>();
|
||||
auto &transform = e->AddComponent<TransformComponent>();
|
||||
transform.x = 96.0f;
|
||||
transform.y = 230.0f;
|
||||
|
||||
auto &well = e->AddComponent<GravityWellComponent>();
|
||||
well.mass = static_cast<float>(1 << 22);
|
||||
well.minDist = 28.0f;
|
||||
well.followLerp = 12.0f;
|
||||
|
||||
auto &render = e->AddComponent<RenderComponent>();
|
||||
render.draw = [e]() {
|
||||
auto transform = e->GetComponent<TransformComponent>();
|
||||
if (!transform) {
|
||||
return;
|
||||
}
|
||||
DrawCircleLines(static_cast<int>(transform->get().x), static_cast<int>(transform->get().y),
|
||||
18.0f, Color{86, 197, 255, 255});
|
||||
};
|
||||
return e;
|
||||
}
|
||||
|
||||
std::shared_ptr<Entity> CreateStar(float x, float y) {
|
||||
auto e = std::make_shared<Entity>();
|
||||
auto &t = e->AddComponent<TransformComponent>();
|
||||
t.x = x;
|
||||
t.y = y;
|
||||
auto &scrollable = e->AddComponent<ScrollableComponent>();
|
||||
scrollable.worldX = x;
|
||||
auto &collider = e->AddComponent<ColliderComponent>();
|
||||
collider.radius = 6.0f;
|
||||
|
||||
e->AddComponent<CollectibleComponent>();
|
||||
auto &render = e->AddComponent<RenderComponent>();
|
||||
render.draw = [e]() {
|
||||
auto transform = e->GetComponent<TransformComponent>();
|
||||
if (!transform) {
|
||||
return;
|
||||
}
|
||||
DrawCircleV({transform->get().x, transform->get().y}, 6.0f, Color{255, 223, 86, 255});
|
||||
};
|
||||
return e;
|
||||
}
|
||||
|
||||
std::shared_ptr<Entity> CreateAsteroid(float x, float y) {
|
||||
auto e = std::make_shared<Entity>();
|
||||
auto &t = e->AddComponent<TransformComponent>();
|
||||
t.x = x;
|
||||
t.y = y;
|
||||
auto &scrollable = e->AddComponent<ScrollableComponent>();
|
||||
scrollable.worldX = x;
|
||||
auto &collider = e->AddComponent<ColliderComponent>();
|
||||
collider.radius = 13.0f;
|
||||
|
||||
e->AddComponent<HazardComponent>();
|
||||
|
||||
auto &render = e->AddComponent<RenderComponent>();
|
||||
render.draw = [e]() {
|
||||
auto transform = e->GetComponent<TransformComponent>();
|
||||
if (!transform) {
|
||||
return;
|
||||
}
|
||||
DrawCircleV({transform->get().x, transform->get().y}, 13.0f, Color{116, 126, 142, 255});
|
||||
};
|
||||
return e;
|
||||
}
|
||||
|
||||
std::shared_ptr<Entity> CreateDebris(float x, float y, float vx, float vy, float ttl) {
|
||||
auto e = std::make_shared<Entity>();
|
||||
auto &t = e->AddComponent<TransformComponent>();
|
||||
t.x = x;
|
||||
t.y = y;
|
||||
|
||||
auto &physics = e->AddComponent<PhysicsComponent>();
|
||||
physics.vx = vx;
|
||||
physics.vy = vy;
|
||||
physics.speedCap = 260.0f;
|
||||
|
||||
auto &lifetime = e->AddComponent<LifetimeComponent>();
|
||||
lifetime.remaining = ttl;
|
||||
|
||||
auto &render = e->AddComponent<RenderComponent>();
|
||||
render.draw = [e]() {
|
||||
auto transform = e->GetComponent<TransformComponent>();
|
||||
if (!transform) {
|
||||
return;
|
||||
}
|
||||
DrawCircleV({transform->get().x, transform->get().y}, 3.0f, Color{245, 196, 104, 220});
|
||||
};
|
||||
|
||||
return e;
|
||||
}
|
||||
|
||||
std::shared_ptr<Entity> CreateNullZone(float x, float width) {
|
||||
auto e = std::make_shared<Entity>();
|
||||
auto &t = e->AddComponent<TransformComponent>();
|
||||
t.x = x;
|
||||
auto &scrollable = e->AddComponent<ScrollableComponent>();
|
||||
scrollable.worldX = x;
|
||||
|
||||
auto &nullZone = e->AddComponent<NullZoneComponent>();
|
||||
nullZone.width = width;
|
||||
auto &render = e->AddComponent<RenderComponent>();
|
||||
render.draw = [e]() {
|
||||
auto transform = e->GetComponent<TransformComponent>();
|
||||
auto zone = e->GetComponent<NullZoneComponent>();
|
||||
if (!transform || !zone) {
|
||||
return;
|
||||
}
|
||||
|
||||
DrawRectangle(static_cast<int>(transform->get().x), 0, static_cast<int>(zone->get().width),
|
||||
GetScreenHeight(), Color{96, 64, 146, 80});
|
||||
};
|
||||
return e;
|
||||
}
|
||||
|
||||
std::shared_ptr<Entity> CreateWorld() {
|
||||
auto e = std::make_shared<Entity>();
|
||||
e->AddComponent<ScrollComponent>();
|
||||
e->AddComponent<SpawnComponent>();
|
||||
return e;
|
||||
}
|
||||
|
||||
std::shared_ptr<Entity> CreateHUD() {
|
||||
auto e = std::make_shared<Entity>();
|
||||
e->AddComponent<MeterComponent>();
|
||||
e->AddComponent<HudComponent>();
|
||||
auto &render = e->AddComponent<RenderComponent>();
|
||||
render.draw = [e]() {
|
||||
auto meter = e->GetComponent<MeterComponent>();
|
||||
if (!meter) {
|
||||
return;
|
||||
}
|
||||
|
||||
const float t = std::clamp(meter->get().value / 100.0f, 0.0f, 1.0f);
|
||||
const int x = 14;
|
||||
const int y = 86;
|
||||
const int w = 240;
|
||||
const int h = 14;
|
||||
DrawRectangleLines(x, y, w, h, Color{125, 140, 165, 255});
|
||||
DrawRectangle(x + 1, y + 1, static_cast<int>((w - 2) * t), h - 2, Color{60, 199, 178, 255});
|
||||
};
|
||||
return e;
|
||||
}
|
||||
191
as6/Entities.hpp
191
as6/Entities.hpp
|
|
@ -1,187 +1,14 @@
|
|||
#pragma once
|
||||
|
||||
#include "Components.hpp"
|
||||
#include "Entity.hpp"
|
||||
|
||||
#include <memory>
|
||||
|
||||
std::shared_ptr<Entity> CreateProbe() {
|
||||
auto e = std::make_shared<Entity>();
|
||||
auto &transform = e->AddComponent<TransformComponent>();
|
||||
transform.x = 96.0f;
|
||||
transform.y = 230.0f;
|
||||
|
||||
e->AddComponent<GravityReceiverComponent>();
|
||||
|
||||
auto &physics = e->AddComponent<PhysicsComponent>();
|
||||
physics.vx = 108.0f;
|
||||
physics.vy = 0.0f;
|
||||
physics.speedCap = 8192.0f;
|
||||
|
||||
auto &collider = e->AddComponent<ColliderComponent>();
|
||||
collider.radius = 7.0f;
|
||||
collider.monitorable = true;
|
||||
|
||||
auto &probeState = e->AddComponent<ProbeStateComponent>();
|
||||
probeState.spawnX = 96.0f;
|
||||
probeState.spawnY = 230.0f;
|
||||
probeState.spawnVx = 165.0f;
|
||||
probeState.spawnVy = 0.0f;
|
||||
|
||||
e->AddComponent<TrailComponent>();
|
||||
e->AddComponent<ProjectionComponent>();
|
||||
auto &render = e->AddComponent<RenderComponent>();
|
||||
render.draw = [e]() {
|
||||
auto transform = e->GetComponent<TransformComponent>();
|
||||
if (!transform) {
|
||||
return;
|
||||
}
|
||||
DrawCircleV({transform->get().x, transform->get().y}, 7.0f, Color{250, 244, 227, 255});
|
||||
};
|
||||
return e;
|
||||
}
|
||||
|
||||
std::shared_ptr<Entity> CreateGravityWell() {
|
||||
auto e = std::make_shared<Entity>();
|
||||
auto &transform = e->AddComponent<TransformComponent>();
|
||||
transform.x = 96.0f;
|
||||
transform.y = 230.0f;
|
||||
|
||||
auto &well = e->AddComponent<GravityWellComponent>();
|
||||
well.mass = (float)(1 << 22);
|
||||
well.minDist = 28.0f;
|
||||
well.followLerp = 12.0f;
|
||||
|
||||
auto &render = e->AddComponent<RenderComponent>();
|
||||
render.draw = [e]() {
|
||||
auto transform = e->GetComponent<TransformComponent>();
|
||||
if (!transform) {
|
||||
return;
|
||||
}
|
||||
DrawCircleLines(static_cast<int>(transform->get().x), static_cast<int>(transform->get().y),
|
||||
18.0f, Color{86, 197, 255, 255});
|
||||
};
|
||||
return e;
|
||||
}
|
||||
|
||||
std::shared_ptr<Entity> CreateStar(float x, float y) {
|
||||
auto e = std::make_shared<Entity>();
|
||||
auto &t = e->AddComponent<TransformComponent>();
|
||||
t.x = x;
|
||||
t.y = y;
|
||||
auto &scrollable = e->AddComponent<ScrollableComponent>();
|
||||
scrollable.worldX = x;
|
||||
auto &collider = e->AddComponent<ColliderComponent>();
|
||||
collider.radius = 6.0f;
|
||||
|
||||
e->AddComponent<CollectibleComponent>();
|
||||
auto &render = e->AddComponent<RenderComponent>();
|
||||
render.draw = [e]() {
|
||||
auto transform = e->GetComponent<TransformComponent>();
|
||||
if (!transform) {
|
||||
return;
|
||||
}
|
||||
DrawCircleV({transform->get().x, transform->get().y}, 6.0f, Color{255, 223, 86, 255});
|
||||
};
|
||||
return e;
|
||||
}
|
||||
|
||||
std::shared_ptr<Entity> CreateAsteroid(float x, float y) {
|
||||
auto e = std::make_shared<Entity>();
|
||||
auto &t = e->AddComponent<TransformComponent>();
|
||||
t.x = x;
|
||||
t.y = y;
|
||||
auto &scrollable = e->AddComponent<ScrollableComponent>();
|
||||
scrollable.worldX = x;
|
||||
auto &collider = e->AddComponent<ColliderComponent>();
|
||||
collider.radius = 13.0f;
|
||||
|
||||
e->AddComponent<HazardComponent>();
|
||||
|
||||
auto &render = e->AddComponent<RenderComponent>();
|
||||
render.draw = [e]() {
|
||||
auto transform = e->GetComponent<TransformComponent>();
|
||||
if (!transform) {
|
||||
return;
|
||||
}
|
||||
DrawCircleV({transform->get().x, transform->get().y}, 13.0f, Color{116, 126, 142, 255});
|
||||
};
|
||||
return e;
|
||||
}
|
||||
|
||||
std::shared_ptr<Entity> CreateDebris(float x, float y, float vx, float vy, float ttl = 1.25f) {
|
||||
auto e = std::make_shared<Entity>();
|
||||
auto &t = e->AddComponent<TransformComponent>();
|
||||
t.x = x;
|
||||
t.y = y;
|
||||
|
||||
auto &physics = e->AddComponent<PhysicsComponent>();
|
||||
physics.vx = vx;
|
||||
physics.vy = vy;
|
||||
physics.speedCap = 260.0f;
|
||||
|
||||
auto &lifetime = e->AddComponent<LifetimeComponent>();
|
||||
lifetime.remaining = ttl;
|
||||
|
||||
auto &render = e->AddComponent<RenderComponent>();
|
||||
render.draw = [e]() {
|
||||
auto transform = e->GetComponent<TransformComponent>();
|
||||
if (!transform) {
|
||||
return;
|
||||
}
|
||||
DrawCircleV({transform->get().x, transform->get().y}, 3.0f, Color{245, 196, 104, 220});
|
||||
};
|
||||
|
||||
return e;
|
||||
}
|
||||
|
||||
std::shared_ptr<Entity> CreateNullZone(float x, float width) {
|
||||
auto e = std::make_shared<Entity>();
|
||||
auto &t = e->AddComponent<TransformComponent>();
|
||||
t.x = x;
|
||||
auto &scrollable = e->AddComponent<ScrollableComponent>();
|
||||
scrollable.worldX = x;
|
||||
|
||||
auto &nullZone = e->AddComponent<NullZoneComponent>();
|
||||
nullZone.width = width;
|
||||
auto &render = e->AddComponent<RenderComponent>();
|
||||
render.draw = [e]() {
|
||||
auto transform = e->GetComponent<TransformComponent>();
|
||||
auto zone = e->GetComponent<NullZoneComponent>();
|
||||
if (!transform || !zone) {
|
||||
return;
|
||||
}
|
||||
|
||||
DrawRectangle(static_cast<int>(transform->get().x), 0, static_cast<int>(zone->get().width),
|
||||
GetScreenHeight(), Color{96, 64, 146, 80});
|
||||
};
|
||||
return e;
|
||||
}
|
||||
|
||||
std::shared_ptr<Entity> CreateWorld() {
|
||||
auto e = std::make_shared<Entity>();
|
||||
e->AddComponent<ScrollComponent>();
|
||||
e->AddComponent<SpawnComponent>();
|
||||
return e;
|
||||
}
|
||||
|
||||
std::shared_ptr<Entity> CreateHUD() {
|
||||
auto e = std::make_shared<Entity>();
|
||||
e->AddComponent<MeterComponent>();
|
||||
e->AddComponent<HudComponent>();
|
||||
auto &render = e->AddComponent<RenderComponent>();
|
||||
render.draw = [e]() {
|
||||
auto meter = e->GetComponent<MeterComponent>();
|
||||
if (!meter) {
|
||||
return;
|
||||
}
|
||||
|
||||
const float t = std::clamp(meter->get().value / 100.0f, 0.0f, 1.0f);
|
||||
const int x = 14;
|
||||
const int y = 86;
|
||||
const int w = 240;
|
||||
const int h = 14;
|
||||
DrawRectangleLines(x, y, w, h, Color{125, 140, 165, 255});
|
||||
DrawRectangle(x + 1, y + 1, static_cast<int>((w - 2) * t), h - 2, Color{60, 199, 178, 255});
|
||||
};
|
||||
return e;
|
||||
}
|
||||
std::shared_ptr<Entity> CreateProbe();
|
||||
std::shared_ptr<Entity> CreateGravityWell();
|
||||
std::shared_ptr<Entity> CreateStar(float x, float y);
|
||||
std::shared_ptr<Entity> CreateAsteroid(float x, float y);
|
||||
std::shared_ptr<Entity> CreateDebris(float x, float y, float vx, float vy, float ttl = 1.25f);
|
||||
std::shared_ptr<Entity> CreateNullZone(float x, float width);
|
||||
std::shared_ptr<Entity> CreateWorld();
|
||||
std::shared_ptr<Entity> CreateHUD();
|
||||
|
|
|
|||
|
|
@ -1,6 +1,6 @@
|
|||
#pragma once
|
||||
|
||||
#include "GameContext.hpp"
|
||||
#include "Component.hpp"
|
||||
|
||||
#include <concepts>
|
||||
#include <functional>
|
||||
|
|
@ -9,26 +9,6 @@
|
|||
#include <vector>
|
||||
|
||||
struct Entity;
|
||||
class Component;
|
||||
|
||||
/**
|
||||
* Base interface that every component derives from. Each component keeps a
|
||||
* backref to its owning entity plus the shared game context so it can read
|
||||
* global state (scroll offset, meter, entity pointers, reset flags, etc.). The
|
||||
* lifecycle follows a `Setup` / `Update` / `Cleanup` pattern invoked by the
|
||||
* owning entity.
|
||||
*/
|
||||
class Component {
|
||||
public:
|
||||
Entity *entity = nullptr;
|
||||
GameContext *context = nullptr;
|
||||
|
||||
virtual void Setup() = 0;
|
||||
virtual void Update(float dt) = 0;
|
||||
virtual void Cleanup() = 0;
|
||||
|
||||
virtual ~Component() = default;
|
||||
};
|
||||
|
||||
struct Entity {
|
||||
std::vector<std::shared_ptr<Component>> components;
|
||||
|
|
|
|||
|
|
@ -1,264 +1,7 @@
|
|||
#pragma once
|
||||
|
||||
#include "Draw.hpp"
|
||||
#include "Entities.hpp"
|
||||
#include "Systems.hpp"
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <memory>
|
||||
#include <utility>
|
||||
#include <vector>
|
||||
|
||||
class SceneManager;
|
||||
|
||||
class Scene {
|
||||
public:
|
||||
explicit Scene(SceneManager &owner) : manager(owner) {}
|
||||
virtual ~Scene() = default;
|
||||
|
||||
virtual void Enter() {}
|
||||
virtual void Exit() {}
|
||||
virtual void Update(float dt) = 0;
|
||||
virtual void Draw() = 0;
|
||||
|
||||
protected:
|
||||
SceneManager &manager;
|
||||
};
|
||||
|
||||
/**
|
||||
* Manages the current active scene, using an object oriented state machine approach.
|
||||
*/
|
||||
class SceneManager {
|
||||
public:
|
||||
/**
|
||||
* @brief Changes the current scene, invoking `Exit` on the old scene and `Enter`
|
||||
* on the new scene. The new scene is constructed in-place with the provided arguments.
|
||||
*
|
||||
* @tparam T The type of the new scene, must derive from `Scene`.
|
||||
* @param args Arguments forwarded to the constructor of the new scene.
|
||||
*/
|
||||
template <typename T, typename... Args> void ChangeScene(Args &&...args);
|
||||
template <typename T, typename... Args> void QueueSceneChange(Args &&...args);
|
||||
|
||||
/**
|
||||
* @brief Changes to the provided next scene, invoking `Exit` on the old scene and
|
||||
* `Enter` on the new scene.
|
||||
*
|
||||
* @param nextScene The new scene to switch to.
|
||||
*/
|
||||
void ChangeScene(std::unique_ptr<Scene> nextScene);
|
||||
void QueueSceneChange(std::unique_ptr<Scene> nextScene);
|
||||
void Update(float dt);
|
||||
void Draw();
|
||||
|
||||
private:
|
||||
// use unique_ptr to enforce single ownership and ensure proper cleanup on
|
||||
// scene change
|
||||
std::unique_ptr<Scene> current;
|
||||
std::unique_ptr<Scene> queued;
|
||||
};
|
||||
|
||||
class StartMenuScene;
|
||||
class GameplayScene;
|
||||
class DeathScene;
|
||||
|
||||
class StartMenuScene : public Scene {
|
||||
public:
|
||||
explicit StartMenuScene(SceneManager &owner) : Scene(owner) {}
|
||||
void Update(float dt) override;
|
||||
void Draw() override;
|
||||
};
|
||||
|
||||
class GameplayScene : public Scene {
|
||||
public:
|
||||
explicit GameplayScene(SceneManager &owner) : Scene(owner) {}
|
||||
void Enter() override;
|
||||
void Update(float dt) override;
|
||||
void Draw() override;
|
||||
|
||||
private:
|
||||
std::vector<std::shared_ptr<Entity>> entities;
|
||||
GameContext context;
|
||||
bool wantsDeathScene = false;
|
||||
int collectedCount = 0;
|
||||
float meterValue = 60.0f;
|
||||
};
|
||||
|
||||
class DeathScene : public Scene {
|
||||
public:
|
||||
explicit DeathScene(SceneManager &owner) : Scene(owner) {}
|
||||
void Update(float dt) override;
|
||||
void Draw() override;
|
||||
};
|
||||
|
||||
inline void SceneManager::ChangeScene(std::unique_ptr<Scene> nextScene) {
|
||||
if (current) {
|
||||
current->Exit();
|
||||
}
|
||||
|
||||
current = std::move(nextScene);
|
||||
if (current) {
|
||||
current->Enter();
|
||||
}
|
||||
}
|
||||
|
||||
inline void SceneManager::QueueSceneChange(std::unique_ptr<Scene> nextScene) {
|
||||
queued = std::move(nextScene);
|
||||
}
|
||||
|
||||
inline void SceneManager::Update(float dt) {
|
||||
if (queued) {
|
||||
ChangeScene(std::move(queued));
|
||||
}
|
||||
|
||||
if (current) {
|
||||
current->Update(dt);
|
||||
}
|
||||
|
||||
if (queued) {
|
||||
ChangeScene(std::move(queued));
|
||||
}
|
||||
}
|
||||
|
||||
inline void SceneManager::Draw() {
|
||||
if (current) {
|
||||
current->Draw();
|
||||
}
|
||||
}
|
||||
|
||||
inline void StartMenuScene::Update(float) {
|
||||
if (IsKeyPressed(KEY_ENTER) || IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
|
||||
manager.QueueSceneChange<GameplayScene>();
|
||||
}
|
||||
}
|
||||
|
||||
inline void StartMenuScene::Draw() {
|
||||
DrawSceneOutline();
|
||||
DrawText("Gravity Surfing", 24, 28, 36, Color{230, 238, 255, 255});
|
||||
DrawText("Click or press Enter to start", 24, 78, 22, Color{140, 198, 220, 255});
|
||||
DrawText("Left mouse controls gravity well", 24, 130, 18, Color{170, 185, 205, 255});
|
||||
DrawText("Collect stars and dodge hazards", 24, 156, 18, Color{170, 185, 205, 255});
|
||||
}
|
||||
|
||||
inline void GameplayScene::Enter() {
|
||||
entities.clear();
|
||||
entities.reserve(20);
|
||||
context = {};
|
||||
wantsDeathScene = false;
|
||||
collectedCount = 0;
|
||||
meterValue = 60.0f;
|
||||
|
||||
context.onPlayerDeath = [this]() { wantsDeathScene = true; };
|
||||
context.AddCollectiblePickedListener([this](Entity &collectible) {
|
||||
++collectedCount;
|
||||
|
||||
auto transform = collectible.GetComponent<TransformComponent>();
|
||||
if (!transform || !context.entities) {
|
||||
return;
|
||||
}
|
||||
|
||||
context.entities->push_back(
|
||||
CreateDebris(transform->get().x - 4.0f, transform->get().y, -22.0f, -36.0f));
|
||||
context.entities->push_back(
|
||||
CreateDebris(transform->get().x + 4.0f, transform->get().y, 24.0f, -28.0f));
|
||||
});
|
||||
context.AddMeterChangedListener([this](float, float newValue) { meterValue = newValue; });
|
||||
|
||||
entities.push_back(CreateWorld());
|
||||
entities.push_back(CreateGravityWell());
|
||||
entities.push_back(CreateProbe());
|
||||
entities.push_back(CreateStar(900.0f, 120.0f));
|
||||
entities.push_back(CreateAsteroid(1100.0f, 330.0f));
|
||||
entities.push_back(CreateNullZone(1280.0f, 70.0f));
|
||||
entities.push_back(CreateHUD());
|
||||
|
||||
if (auto meter = entities.back()->GetComponent<MeterComponent>()) {
|
||||
meterValue = meter->get().value;
|
||||
}
|
||||
|
||||
context.entities = &entities;
|
||||
context.worldEntity = (entities.size() > 0 && entities[0]) ? entities[0].get() : nullptr;
|
||||
context.wellEntity = (entities.size() > 1 && entities[1]) ? entities[1].get() : nullptr;
|
||||
context.probeEntity = (entities.size() > 2 && entities[2]) ? entities[2].get() : nullptr;
|
||||
context.hudEntity = (!entities.empty() && entities.back()) ? entities.back().get() : nullptr;
|
||||
|
||||
for (auto &entity : entities) {
|
||||
if (!entity) {
|
||||
continue;
|
||||
}
|
||||
entity->SetContext(&context);
|
||||
}
|
||||
}
|
||||
|
||||
inline void GameplayScene::Update(float dt) {
|
||||
UpdateAllSystems(entities, dt);
|
||||
|
||||
context.worldEntity = (entities.size() > 0 && entities[0]) ? entities[0].get() : nullptr;
|
||||
context.wellEntity = (entities.size() > 1 && entities[1]) ? entities[1].get() : nullptr;
|
||||
context.probeEntity = (entities.size() > 2 && entities[2]) ? entities[2].get() : nullptr;
|
||||
context.hudEntity = (!entities.empty() && entities.back()) ? entities.back().get() : nullptr;
|
||||
|
||||
if (wantsDeathScene) {
|
||||
manager.QueueSceneChange<DeathScene>();
|
||||
}
|
||||
}
|
||||
|
||||
inline void GameplayScene::Draw() {
|
||||
DrawSceneOutline();
|
||||
DrawText("Gravity Surfing", 14, 12, 20, Color{230, 238, 255, 255});
|
||||
|
||||
auto worldScroll = entities[0]->GetComponent<ScrollComponent>();
|
||||
auto probeTransform = entities[2]->GetComponent<TransformComponent>();
|
||||
|
||||
if (worldScroll) {
|
||||
DrawText(TextFormat("scrollX: %.2f", worldScroll->get().scrollX), 14, 40, 16,
|
||||
Color{125, 225, 205, 255});
|
||||
}
|
||||
|
||||
if (probeTransform) {
|
||||
const auto &probe = probeTransform->get();
|
||||
DrawText(TextFormat("probe: (%.1f, %.1f)", probe.x, probe.y), 14, 60, 16,
|
||||
Color{235, 215, 125, 255});
|
||||
}
|
||||
|
||||
DrawText(TextFormat("meter: %.1f", meterValue), 14, 80, 16, Color{120, 210, 190, 255});
|
||||
DrawText(TextFormat("stars: %i", collectedCount), 14, 100, 16, Color{255, 223, 86, 255});
|
||||
|
||||
for (auto &entity : entities) {
|
||||
if (!entity || entity->queuedForFree) {
|
||||
continue;
|
||||
}
|
||||
|
||||
auto render = entity->GetComponent<RenderComponent>();
|
||||
if (render) {
|
||||
render->get().Draw();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
inline void DeathScene::Update(float) {
|
||||
if (IsKeyPressed(KEY_ENTER) || IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
|
||||
manager.QueueSceneChange<GameplayScene>();
|
||||
return;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_ESCAPE)) {
|
||||
manager.QueueSceneChange<StartMenuScene>();
|
||||
}
|
||||
}
|
||||
|
||||
inline void DeathScene::Draw() {
|
||||
DrawSceneOutline();
|
||||
DrawText("PROBE LOST", 24, 28, 36, Color{255, 208, 208, 255});
|
||||
DrawText("Press Enter or click to restart", 24, 84, 22, Color{255, 170, 170, 255});
|
||||
DrawText("Press Esc for menu", 24, 116, 20, Color{200, 188, 188, 255});
|
||||
}
|
||||
|
||||
template <typename T, typename... Args> inline void SceneManager::ChangeScene(Args &&...args) {
|
||||
ChangeScene(std::make_unique<T>(*this, std::forward<Args>(args)...));
|
||||
}
|
||||
|
||||
template <typename T, typename... Args> inline void SceneManager::QueueSceneChange(Args &&...args) {
|
||||
QueueSceneChange(std::make_unique<T>(*this, std::forward<Args>(args)...));
|
||||
}
|
||||
#include "scene/DeathScene.hpp"
|
||||
#include "scene/GameplayScene.hpp"
|
||||
#include "scene/Scene.hpp"
|
||||
#include "scene/SceneManager.hpp"
|
||||
#include "scene/StartMenuScene.hpp"
|
||||
|
|
|
|||
|
|
@ -0,0 +1,26 @@
|
|||
#include "Systems.hpp"
|
||||
|
||||
void UpdateAllSystems(std::vector<std::shared_ptr<Entity>> &entities, float deltaTime) {
|
||||
for (auto &entity : entities) {
|
||||
if (!entity) {
|
||||
continue;
|
||||
}
|
||||
|
||||
entity->Update(deltaTime);
|
||||
}
|
||||
|
||||
auto remover = [](const std::shared_ptr<Entity> &entity) {
|
||||
if (!entity) {
|
||||
return true;
|
||||
}
|
||||
|
||||
if (entity->queuedForFree) {
|
||||
entity->Cleanup();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
entities.erase(std::remove_if(entities.begin(), entities.end(), remover), entities.end());
|
||||
}
|
||||
|
|
@ -6,27 +6,4 @@
|
|||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
void UpdateAllSystems(std::vector<std::shared_ptr<Entity>> &entities, float deltaTime) {
|
||||
for (auto &entity : entities) {
|
||||
if (!entity) {
|
||||
continue;
|
||||
}
|
||||
|
||||
entity->Update(deltaTime);
|
||||
}
|
||||
|
||||
auto remover = [](const std::shared_ptr<Entity> &entity) {
|
||||
if (!entity) {
|
||||
return true;
|
||||
}
|
||||
|
||||
if (entity->queuedForFree) {
|
||||
entity->Cleanup();
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
};
|
||||
|
||||
entities.erase(std::remove_if(entities.begin(), entities.end(), remover), entities.end());
|
||||
}
|
||||
void UpdateAllSystems(std::vector<std::shared_ptr<Entity>> &entities, float deltaTime);
|
||||
|
|
|
|||
|
|
@ -0,0 +1,39 @@
|
|||
#include "components/CollectibleComponent.hpp"
|
||||
|
||||
#include "Entity.hpp"
|
||||
#include "components/ColliderComponent.hpp"
|
||||
#include "components/MeterComponent.hpp"
|
||||
|
||||
void CollectibleComponent::Setup() {
|
||||
auto selfCollider = entity->GetComponent<ColliderComponent>();
|
||||
if (!selfCollider) {
|
||||
return;
|
||||
}
|
||||
|
||||
selfCollider->get().monitoring = true;
|
||||
|
||||
selfCollider->get().AddCollisionListener([this](Entity &other) {
|
||||
if (entity->queuedForFree || !context || !context->probeEntity ||
|
||||
&other != context->probeEntity) {
|
||||
return;
|
||||
}
|
||||
|
||||
context->EmitCollectiblePicked(*entity);
|
||||
entity->QueueFree();
|
||||
|
||||
if (!context->hudEntity) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto meter = context->hudEntity->GetComponent<MeterComponent>();
|
||||
if (!meter) {
|
||||
return;
|
||||
}
|
||||
|
||||
meter->get().AddValue(meter->get().gainPerStar);
|
||||
});
|
||||
}
|
||||
|
||||
void CollectibleComponent::Update(float) {}
|
||||
|
||||
void CollectibleComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
/**
|
||||
* Handles collectible pickup by probe and applies meter gain.
|
||||
*/
|
||||
struct CollectibleComponent : public Component {
|
||||
void Setup() override;
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,48 @@
|
|||
#include "components/ColliderComponent.hpp"
|
||||
|
||||
#include "Entity.hpp"
|
||||
#include "components/TransformComponent.hpp"
|
||||
|
||||
void ColliderComponent::Setup() {}
|
||||
|
||||
void ColliderComponent::EmitCollision(Entity &other) {
|
||||
for (auto &callback : onCollision) {
|
||||
callback(other);
|
||||
}
|
||||
}
|
||||
|
||||
void ColliderComponent::AddCollisionListener(std::function<void(Entity &)> callback) {
|
||||
onCollision.push_back(std::move(callback));
|
||||
}
|
||||
|
||||
void ColliderComponent::Update(float) {
|
||||
if (!monitoring || !context || !context->entities || entity->queuedForFree) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto selfTransform = entity->GetComponent<TransformComponent>();
|
||||
if (!selfTransform) {
|
||||
return;
|
||||
}
|
||||
|
||||
for (auto &other : *context->entities) {
|
||||
if (!other || other.get() == entity || other->queuedForFree) {
|
||||
continue;
|
||||
}
|
||||
|
||||
auto otherCollider = other->GetComponent<ColliderComponent>();
|
||||
auto otherTransform = other->GetComponent<TransformComponent>();
|
||||
if (!otherCollider || !otherTransform || !otherCollider->get().monitorable) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const float dx = selfTransform->get().x - otherTransform->get().x;
|
||||
const float dy = selfTransform->get().y - otherTransform->get().y;
|
||||
const float r = radius + otherCollider->get().radius;
|
||||
if ((dx * dx + dy * dy) <= (r * r)) {
|
||||
EmitCollision(*other);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ColliderComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,54 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
#include <functional>
|
||||
#include <vector>
|
||||
|
||||
/**
|
||||
* Distance-based circle collider with event callbacks.
|
||||
*
|
||||
* `monitoring` enables active overlap checks, similar to Godot's Area2D monitoring.
|
||||
* `monitorable` lets this collider be seen by monitors.
|
||||
*/
|
||||
struct ColliderComponent : public Component {
|
||||
/**
|
||||
* Radius of the circular collider, used for distance checks against other colliders.
|
||||
*/
|
||||
float radius = 8.0f;
|
||||
|
||||
/**
|
||||
* Whether this collider actively checks for overlaps and emits collision events.
|
||||
*/
|
||||
bool monitoring = false;
|
||||
|
||||
/**
|
||||
* Whether this collider can be detected by other colliders that have monitoring enabled.
|
||||
*/
|
||||
bool monitorable = true;
|
||||
|
||||
/**
|
||||
* Callbacks to invoke when a collision with another entity is detected. The callback
|
||||
* receives the other entity involved in the collision.
|
||||
*/
|
||||
std::vector<std::function<void(Entity &)>> onCollision;
|
||||
|
||||
void Setup() override;
|
||||
|
||||
/**
|
||||
* Emits a collision event to all registered listeners with the given other entity.
|
||||
*
|
||||
* @param other The other entity that this collider has collided with.
|
||||
*/
|
||||
void EmitCollision(Entity &other);
|
||||
|
||||
/**
|
||||
* Registers a collision listener callback to be invoked when a collision is detected.
|
||||
*
|
||||
* @param callback The callback function that takes the other entity as an argument.
|
||||
*/
|
||||
void AddCollisionListener(std::function<void(Entity &)> callback);
|
||||
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,95 @@
|
|||
#include "components/GravityReceiverComponent.hpp"
|
||||
|
||||
#include "Entity.hpp"
|
||||
#include "components/GravityWellComponent.hpp"
|
||||
#include "components/MeterComponent.hpp"
|
||||
#include "components/NullZoneComponent.hpp"
|
||||
#include "components/PhysicsComponent.hpp"
|
||||
#include "components/TransformComponent.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <cmath>
|
||||
|
||||
void GravityReceiverComponent::Setup() {}
|
||||
|
||||
void GravityReceiverComponent::Update(float dt) {
|
||||
if (!context || !context->probeEntity || entity != context->probeEntity) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (!well && context->wellEntity) {
|
||||
well = context->wellEntity;
|
||||
}
|
||||
if (!well) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto myTransform = entity->GetComponent<TransformComponent>();
|
||||
auto physics = entity->GetComponent<PhysicsComponent>();
|
||||
auto wellTransform = well->GetComponent<TransformComponent>();
|
||||
auto wellGravity = well->GetComponent<GravityWellComponent>();
|
||||
if (!myTransform || !physics || !wellTransform || !wellGravity) {
|
||||
return;
|
||||
}
|
||||
|
||||
MeterComponent *meterPtr = nullptr;
|
||||
if (context->hudEntity) {
|
||||
auto meter = context->hudEntity->GetComponent<MeterComponent>();
|
||||
if (meter) {
|
||||
meterPtr = &meter->get();
|
||||
}
|
||||
}
|
||||
|
||||
if (!wellGravity->get().active) {
|
||||
return;
|
||||
}
|
||||
if (meterPtr && meterPtr->value <= 0.0f) {
|
||||
return;
|
||||
}
|
||||
|
||||
inVoid = false;
|
||||
if (context->entities) {
|
||||
for (auto &other : *context->entities) {
|
||||
if (!other || other.get() == entity) {
|
||||
continue;
|
||||
}
|
||||
|
||||
auto zone = other->GetComponent<NullZoneComponent>();
|
||||
auto zoneTransform = other->GetComponent<TransformComponent>();
|
||||
if (!zone || !zoneTransform) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const float left = zoneTransform->get().x;
|
||||
const float right = left + zone->get().width;
|
||||
if (myTransform->get().x >= left && myTransform->get().x <= right) {
|
||||
inVoid = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (inVoid) {
|
||||
return;
|
||||
}
|
||||
|
||||
const float dx = wellTransform->get().x - myTransform->get().x;
|
||||
const float dy = wellTransform->get().y - myTransform->get().y;
|
||||
const float dist = std::sqrt(dx * dx + dy * dy);
|
||||
if (dist <= 0.0001f) {
|
||||
return;
|
||||
}
|
||||
|
||||
const float clampedDist = std::max(dist, wellGravity->get().minDist);
|
||||
const float force = wellGravity->get().mass / (clampedDist * clampedDist);
|
||||
const float nx = dx / dist;
|
||||
const float ny = dy / dist;
|
||||
|
||||
physics->get().vx += nx * force * dt;
|
||||
physics->get().vy += ny * force * dt;
|
||||
|
||||
if (meterPtr) {
|
||||
meterPtr->Drain(meterPtr->drainRate * dt);
|
||||
}
|
||||
}
|
||||
|
||||
void GravityReceiverComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,23 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
/**
|
||||
* Applies gravity well force to the probe and drains meter while active.
|
||||
*/
|
||||
struct GravityReceiverComponent : public Component {
|
||||
/**
|
||||
* The gravity well entity that this receiver is affected by. If null, the receiver will not
|
||||
* apply any forces.
|
||||
*/
|
||||
Entity *well = nullptr;
|
||||
|
||||
/**
|
||||
* Whether the probe is inside a void zone, which disables the well's gravity.
|
||||
*/
|
||||
bool inVoid = false;
|
||||
|
||||
void Setup() override;
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,27 @@
|
|||
#include "components/GravityWellComponent.hpp"
|
||||
|
||||
#include "Entity.hpp"
|
||||
#include "components/TransformComponent.hpp"
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
void GravityWellComponent::Setup() {}
|
||||
|
||||
void GravityWellComponent::Update(float dt) {
|
||||
auto transform = entity->GetComponent<TransformComponent>();
|
||||
if (!transform) {
|
||||
return;
|
||||
}
|
||||
|
||||
active = IsMouseButtonDown(MOUSE_BUTTON_LEFT);
|
||||
|
||||
const Vector2 mouse = GetMousePosition();
|
||||
auto &t = transform->get();
|
||||
const float blend = std::clamp(followLerp * dt, 0.0f, 1.0f);
|
||||
t.x += (mouse.x - t.x) * blend;
|
||||
t.y += (mouse.y - t.y) * blend;
|
||||
}
|
||||
|
||||
void GravityWellComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,34 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
/**
|
||||
* Represents player-controlled gravity source that follows mouse input.
|
||||
*/
|
||||
struct GravityWellComponent : public Component {
|
||||
/**
|
||||
* Mass of the gravity well, affecting the strength of the gravitational pull on receivers.
|
||||
*/
|
||||
float mass = 150000.0f;
|
||||
|
||||
/**
|
||||
* Minimum distance for gravity pull calculations to avoid singularities and excessive forces
|
||||
* when very close to receivers.
|
||||
*/
|
||||
float minDist = 30.0f;
|
||||
|
||||
/**
|
||||
* Whether the gravity well is currently active and should apply gravitational forces to
|
||||
* receivers (e.g. tied to mouse button state).
|
||||
*/
|
||||
bool active = false;
|
||||
|
||||
/**
|
||||
* Lerp factor for how quickly the gravity well follows the mouse position.
|
||||
*/
|
||||
float followLerp = 12.0f;
|
||||
|
||||
void Setup() override;
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,27 @@
|
|||
#include "components/HazardComponent.hpp"
|
||||
|
||||
#include "Entity.hpp"
|
||||
#include "components/ColliderComponent.hpp"
|
||||
|
||||
void HazardComponent::Setup() {
|
||||
auto selfCollider = entity->GetComponent<ColliderComponent>();
|
||||
if (!selfCollider) {
|
||||
return;
|
||||
}
|
||||
|
||||
selfCollider->get().monitoring = true;
|
||||
|
||||
selfCollider->get().AddCollisionListener([this](Entity &other) {
|
||||
if (!context || !context->probeEntity || &other != context->probeEntity) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (context->onPlayerDeath) {
|
||||
context->onPlayerDeath();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
void HazardComponent::Update(float) {}
|
||||
|
||||
void HazardComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
/**
|
||||
* Emits player death event when the probe collides with this hazard.
|
||||
*/
|
||||
struct HazardComponent : public Component {
|
||||
void Setup() override;
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
#include "components/HudComponent.hpp"
|
||||
|
||||
void HudComponent::Setup() {}
|
||||
void HudComponent::Update(float) {}
|
||||
void HudComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
/**
|
||||
* Marker component for HUD entities.
|
||||
*/
|
||||
struct HudComponent : public Component {
|
||||
void Setup() override;
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,14 @@
|
|||
#include "components/LifetimeComponent.hpp"
|
||||
|
||||
#include "Entity.hpp"
|
||||
|
||||
void LifetimeComponent::Setup() {}
|
||||
|
||||
void LifetimeComponent::Update(float dt) {
|
||||
remaining -= dt;
|
||||
if (remaining <= 0.0f) {
|
||||
entity->QueueFree();
|
||||
}
|
||||
}
|
||||
|
||||
void LifetimeComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,17 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
/**
|
||||
* Frees an entity after a fixed amount of remaining time.
|
||||
*/
|
||||
struct LifetimeComponent : public Component {
|
||||
/**
|
||||
* Time in seconds until the entity is freed.
|
||||
*/
|
||||
float remaining = 0.0f;
|
||||
|
||||
void Setup() override;
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,21 @@
|
|||
#include "components/MeterComponent.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
void MeterComponent::Setup() {}
|
||||
|
||||
void MeterComponent::SetValue(float newValue) {
|
||||
const float oldValue = value;
|
||||
value = newValue;
|
||||
if (context && oldValue != value) {
|
||||
context->EmitMeterChanged(oldValue, value);
|
||||
}
|
||||
}
|
||||
|
||||
void MeterComponent::AddValue(float delta) { SetValue(std::clamp(value + delta, 0.0f, maxValue)); }
|
||||
|
||||
void MeterComponent::Drain(float amount) { AddValue(-amount); }
|
||||
|
||||
void MeterComponent::Update(float) {}
|
||||
|
||||
void MeterComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,22 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
|
||||
/**
|
||||
* Stores and mutates the player's gravity meter with change events.
|
||||
*/
|
||||
struct MeterComponent : public Component {
|
||||
float value = 60.0f;
|
||||
float maxValue = 100.0f;
|
||||
float drainRate = 14.0f;
|
||||
float gainPerStar = 28.0f;
|
||||
|
||||
void Setup() override;
|
||||
void SetValue(float newValue);
|
||||
void AddValue(float delta);
|
||||
void Drain(float amount);
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
#include "components/NullZoneComponent.hpp"
|
||||
|
||||
void NullZoneComponent::Setup() {}
|
||||
void NullZoneComponent::Update(float) {}
|
||||
void NullZoneComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,14 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
/**
|
||||
* Defines a vertical strip where gravity pull is disabled.
|
||||
*/
|
||||
struct NullZoneComponent : public Component {
|
||||
float width = 70.0f;
|
||||
|
||||
void Setup() override;
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,27 @@
|
|||
#include "components/PhysicsComponent.hpp"
|
||||
|
||||
#include "Entity.hpp"
|
||||
#include "components/TransformComponent.hpp"
|
||||
|
||||
#include <cmath>
|
||||
|
||||
void PhysicsComponent::Setup() {}
|
||||
|
||||
void PhysicsComponent::Update(float dt) {
|
||||
auto transform = entity->GetComponent<TransformComponent>();
|
||||
if (!transform) {
|
||||
return;
|
||||
}
|
||||
|
||||
const float speed = std::sqrt(vx * vx + vy * vy);
|
||||
if (speed > speedCap && speed > 0.0f) {
|
||||
const float scale = speedCap / speed;
|
||||
vx *= scale;
|
||||
vy *= scale;
|
||||
}
|
||||
|
||||
transform->get().x += vx * dt;
|
||||
transform->get().y += vy * dt;
|
||||
}
|
||||
|
||||
void PhysicsComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,16 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
/**
|
||||
* Integrates velocity into transform each frame with a speed cap.
|
||||
*/
|
||||
struct PhysicsComponent : public Component {
|
||||
float vx = 0.0f;
|
||||
float vy = 0.0f;
|
||||
float speedCap = 400.0f;
|
||||
|
||||
void Setup() override;
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,29 @@
|
|||
#include "components/ProbeStateComponent.hpp"
|
||||
|
||||
#include "Entity.hpp"
|
||||
#include "components/TransformComponent.hpp"
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
void ProbeStateComponent::Setup() {}
|
||||
|
||||
void ProbeStateComponent::Update(float) {
|
||||
if (!context || !context->probeEntity || entity != context->probeEntity) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto transform = entity->GetComponent<TransformComponent>();
|
||||
if (!transform) {
|
||||
return;
|
||||
}
|
||||
|
||||
if (transform->get().y < -20.0f ||
|
||||
transform->get().y > static_cast<float>(GetScreenHeight() + 20) ||
|
||||
transform->get().x < -20.0f) {
|
||||
if (context->onPlayerDeath) {
|
||||
context->onPlayerDeath();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ProbeStateComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,17 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
/**
|
||||
* Monitors probe bounds and emits death when probe exits playable area.
|
||||
*/
|
||||
struct ProbeStateComponent : public Component {
|
||||
float spawnX = 96.0f;
|
||||
float spawnY = 230.0f;
|
||||
float spawnVx = 165.0f;
|
||||
float spawnVy = 0.0f;
|
||||
|
||||
void Setup() override;
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
#include "components/ProjectionComponent.hpp"
|
||||
|
||||
void ProjectionComponent::Setup() {}
|
||||
void ProjectionComponent::Update(float) {}
|
||||
void ProjectionComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
/**
|
||||
* Placeholder for future trajectory projection behavior.
|
||||
*/
|
||||
struct ProjectionComponent : public Component {
|
||||
void Setup() override;
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,11 @@
|
|||
#include "components/RenderComponent.hpp"
|
||||
|
||||
void RenderComponent::Draw() {
|
||||
if (draw) {
|
||||
draw();
|
||||
}
|
||||
}
|
||||
|
||||
void RenderComponent::Setup() {}
|
||||
void RenderComponent::Update(float) {}
|
||||
void RenderComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,22 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
#include <functional>
|
||||
|
||||
/**
|
||||
* Stores draw callback used by scene render loop.
|
||||
*/
|
||||
struct RenderComponent : public Component {
|
||||
/**
|
||||
* Callback that performs drawing for this entity. This is invoked by the
|
||||
* scene's render loop after all updates have been processed, so it can be
|
||||
* used to draw the entity based on its final state for the frame.
|
||||
*/
|
||||
std::function<void()> draw;
|
||||
|
||||
void Draw();
|
||||
void Setup() override;
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,13 @@
|
|||
#include "components/ScrollComponent.hpp"
|
||||
|
||||
void ScrollComponent::Setup() {}
|
||||
|
||||
void ScrollComponent::Update(float dt) {
|
||||
speed += accel * dt;
|
||||
scrollX += speed * dt * 60.0f;
|
||||
if (context) {
|
||||
context->scrollX = scrollX;
|
||||
}
|
||||
}
|
||||
|
||||
void ScrollComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,16 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
/**
|
||||
* Advances the gameplay scroll value over time.
|
||||
*/
|
||||
struct ScrollComponent : public Component {
|
||||
float scrollX = 0.0f;
|
||||
float speed = 2.0f;
|
||||
float accel = 0.018f;
|
||||
|
||||
void Setup() override;
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,21 @@
|
|||
#include "components/ScrollableComponent.hpp"
|
||||
|
||||
#include "Entity.hpp"
|
||||
#include "components/TransformComponent.hpp"
|
||||
|
||||
void ScrollableComponent::Setup() {}
|
||||
|
||||
void ScrollableComponent::Update(float) {
|
||||
if (!context) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto transform = entity->GetComponent<TransformComponent>();
|
||||
if (!transform) {
|
||||
return;
|
||||
}
|
||||
|
||||
transform->get().x = worldX - context->scrollX;
|
||||
}
|
||||
|
||||
void ScrollableComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,14 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
/**
|
||||
* Converts a stable world X position into camera-relative screen X.
|
||||
*/
|
||||
struct ScrollableComponent : public Component {
|
||||
float worldX = 0.0f;
|
||||
|
||||
void Setup() override;
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
#include "components/SpawnComponent.hpp"
|
||||
|
||||
void SpawnComponent::Setup() {}
|
||||
void SpawnComponent::Update(float) {}
|
||||
void SpawnComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,14 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
/**
|
||||
* Placeholder for spawn cursor/state while spawning system evolves.
|
||||
*/
|
||||
struct SpawnComponent : public Component {
|
||||
float cursorWX = 0.0f;
|
||||
|
||||
void Setup() override;
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
#include "components/TrailComponent.hpp"
|
||||
|
||||
void TrailComponent::Setup() {}
|
||||
void TrailComponent::Update(float) {}
|
||||
void TrailComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,12 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
/**
|
||||
* Placeholder for future probe trail visualization.
|
||||
*/
|
||||
struct TrailComponent : public Component {
|
||||
void Setup() override;
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,5 @@
|
|||
#include "components/TransformComponent.hpp"
|
||||
|
||||
void TransformComponent::Setup() {}
|
||||
void TransformComponent::Update(float) {}
|
||||
void TransformComponent::Cleanup() {}
|
||||
|
|
@ -0,0 +1,15 @@
|
|||
#pragma once
|
||||
|
||||
#include "Component.hpp"
|
||||
|
||||
/**
|
||||
* Stores world-space position for an entity.
|
||||
*/
|
||||
struct TransformComponent : public Component {
|
||||
float x = 0.0f;
|
||||
float y = 0.0f;
|
||||
|
||||
void Setup() override;
|
||||
void Update(float dt) override;
|
||||
void Cleanup() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,23 @@
|
|||
#include "scene/DeathScene.hpp"
|
||||
|
||||
#include "scene/GameplayScene.hpp"
|
||||
#include "scene/SceneManager.hpp"
|
||||
#include "scene/StartMenuScene.hpp"
|
||||
|
||||
void DeathScene::Update(float) {
|
||||
if (IsKeyPressed(KEY_ENTER) || IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
|
||||
manager.QueueSceneChange<GameplayScene>();
|
||||
return;
|
||||
}
|
||||
|
||||
if (IsKeyPressed(KEY_ESCAPE)) {
|
||||
manager.QueueSceneChange<StartMenuScene>();
|
||||
}
|
||||
}
|
||||
|
||||
void DeathScene::Draw() {
|
||||
DrawSceneOutline();
|
||||
DrawText("PROBE LOST", 24, 28, 36, Color{255, 208, 208, 255});
|
||||
DrawText("Press Enter or click to restart", 24, 84, 22, Color{255, 170, 170, 255});
|
||||
DrawText("Press Esc for menu", 24, 116, 20, Color{200, 188, 188, 255});
|
||||
}
|
||||
|
|
@ -0,0 +1,19 @@
|
|||
#pragma once
|
||||
|
||||
#include "Draw.hpp"
|
||||
#include "scene/Scene.hpp"
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
class GameplayScene;
|
||||
class StartMenuScene;
|
||||
|
||||
/**
|
||||
* Post-death scene that offers restart or return to menu.
|
||||
*/
|
||||
class DeathScene : public Scene {
|
||||
public:
|
||||
explicit DeathScene(SceneManager &owner) : Scene(owner) {}
|
||||
void Update(float dt) override;
|
||||
void Draw() override;
|
||||
};
|
||||
|
|
@ -0,0 +1,100 @@
|
|||
#include "scene/GameplayScene.hpp"
|
||||
|
||||
#include "scene/DeathScene.hpp"
|
||||
#include "scene/SceneManager.hpp"
|
||||
|
||||
void GameplayScene::Enter() {
|
||||
entities.clear();
|
||||
entities.reserve(20);
|
||||
context = {};
|
||||
wantsDeathScene = false;
|
||||
collectedCount = 0;
|
||||
meterValue = 60.0f;
|
||||
|
||||
context.onPlayerDeath = [this]() { wantsDeathScene = true; };
|
||||
context.AddCollectiblePickedListener([this](Entity &collectible) {
|
||||
++collectedCount;
|
||||
|
||||
auto transform = collectible.GetComponent<TransformComponent>();
|
||||
if (!transform || !context.entities) {
|
||||
return;
|
||||
}
|
||||
|
||||
context.entities->push_back(
|
||||
CreateDebris(transform->get().x - 4.0f, transform->get().y, -22.0f, -36.0f));
|
||||
context.entities->push_back(
|
||||
CreateDebris(transform->get().x + 4.0f, transform->get().y, 24.0f, -28.0f));
|
||||
});
|
||||
context.AddMeterChangedListener([this](float, float newValue) { meterValue = newValue; });
|
||||
|
||||
entities.push_back(CreateWorld());
|
||||
entities.push_back(CreateGravityWell());
|
||||
entities.push_back(CreateProbe());
|
||||
entities.push_back(CreateStar(900.0f, 120.0f));
|
||||
entities.push_back(CreateAsteroid(1100.0f, 330.0f));
|
||||
entities.push_back(CreateNullZone(1280.0f, 70.0f));
|
||||
entities.push_back(CreateHUD());
|
||||
|
||||
if (auto meter = entities.back()->GetComponent<MeterComponent>()) {
|
||||
meterValue = meter->get().value;
|
||||
}
|
||||
|
||||
context.entities = &entities;
|
||||
context.worldEntity = (entities.size() > 0 && entities[0]) ? entities[0].get() : nullptr;
|
||||
context.wellEntity = (entities.size() > 1 && entities[1]) ? entities[1].get() : nullptr;
|
||||
context.probeEntity = (entities.size() > 2 && entities[2]) ? entities[2].get() : nullptr;
|
||||
context.hudEntity = (!entities.empty() && entities.back()) ? entities.back().get() : nullptr;
|
||||
|
||||
for (auto &entity : entities) {
|
||||
if (!entity) {
|
||||
continue;
|
||||
}
|
||||
entity->SetContext(&context);
|
||||
}
|
||||
}
|
||||
|
||||
void GameplayScene::Update(float dt) {
|
||||
UpdateAllSystems(entities, dt);
|
||||
|
||||
context.worldEntity = (entities.size() > 0 && entities[0]) ? entities[0].get() : nullptr;
|
||||
context.wellEntity = (entities.size() > 1 && entities[1]) ? entities[1].get() : nullptr;
|
||||
context.probeEntity = (entities.size() > 2 && entities[2]) ? entities[2].get() : nullptr;
|
||||
context.hudEntity = (!entities.empty() && entities.back()) ? entities.back().get() : nullptr;
|
||||
|
||||
if (wantsDeathScene) {
|
||||
manager.QueueSceneChange<DeathScene>();
|
||||
}
|
||||
}
|
||||
|
||||
void GameplayScene::Draw() {
|
||||
DrawSceneOutline();
|
||||
DrawText("Gravity Surfing", 14, 12, 20, Color{230, 238, 255, 255});
|
||||
|
||||
auto worldScroll = entities[0]->GetComponent<ScrollComponent>();
|
||||
auto probeTransform = entities[2]->GetComponent<TransformComponent>();
|
||||
|
||||
if (worldScroll) {
|
||||
DrawText(TextFormat("scrollX: %.2f", worldScroll->get().scrollX), 14, 40, 16,
|
||||
Color{125, 225, 205, 255});
|
||||
}
|
||||
|
||||
if (probeTransform) {
|
||||
const auto &probe = probeTransform->get();
|
||||
DrawText(TextFormat("probe: (%.1f, %.1f)", probe.x, probe.y), 14, 60, 16,
|
||||
Color{235, 215, 125, 255});
|
||||
}
|
||||
|
||||
DrawText(TextFormat("meter: %.1f", meterValue), 14, 80, 16, Color{120, 210, 190, 255});
|
||||
DrawText(TextFormat("stars: %i", collectedCount), 14, 100, 16, Color{255, 223, 86, 255});
|
||||
|
||||
for (auto &entity : entities) {
|
||||
if (!entity || entity->queuedForFree) {
|
||||
continue;
|
||||
}
|
||||
|
||||
auto render = entity->GetComponent<RenderComponent>();
|
||||
if (render) {
|
||||
render->get().Draw();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,33 @@
|
|||
#pragma once
|
||||
|
||||
#include "Components.hpp"
|
||||
#include "Draw.hpp"
|
||||
#include "Entities.hpp"
|
||||
#include "GameContext.hpp"
|
||||
#include "Systems.hpp"
|
||||
#include "scene/Scene.hpp"
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
|
||||
class DeathScene;
|
||||
|
||||
/**
|
||||
* Main gameplay state containing active entity list and gameplay context.
|
||||
*/
|
||||
class GameplayScene : public Scene {
|
||||
public:
|
||||
explicit GameplayScene(SceneManager &owner) : Scene(owner) {}
|
||||
void Enter() override;
|
||||
void Update(float dt) override;
|
||||
void Draw() override;
|
||||
|
||||
private:
|
||||
std::vector<std::shared_ptr<Entity>> entities;
|
||||
GameContext context;
|
||||
bool wantsDeathScene = false;
|
||||
int collectedCount = 0;
|
||||
float meterValue = 60.0f;
|
||||
};
|
||||
|
|
@ -0,0 +1,20 @@
|
|||
#pragma once
|
||||
|
||||
class SceneManager;
|
||||
|
||||
/**
|
||||
* Base state interface for scene manager states.
|
||||
*/
|
||||
class Scene {
|
||||
public:
|
||||
explicit Scene(SceneManager &owner) : manager(owner) {}
|
||||
virtual ~Scene() = default;
|
||||
|
||||
virtual void Enter() {}
|
||||
virtual void Exit() {}
|
||||
virtual void Update(float dt) = 0;
|
||||
virtual void Draw() = 0;
|
||||
|
||||
protected:
|
||||
SceneManager &manager;
|
||||
};
|
||||
|
|
@ -0,0 +1,64 @@
|
|||
#pragma once
|
||||
|
||||
#include "scene/Scene.hpp"
|
||||
|
||||
#include <memory>
|
||||
#include <utility>
|
||||
|
||||
/**
|
||||
* Owns current scene and supports immediate or queued transitions.
|
||||
*/
|
||||
class SceneManager {
|
||||
public:
|
||||
template <typename T, typename... Args> void ChangeScene(Args &&...args);
|
||||
template <typename T, typename... Args> void QueueSceneChange(Args &&...args);
|
||||
|
||||
void ChangeScene(std::unique_ptr<Scene> nextScene);
|
||||
void QueueSceneChange(std::unique_ptr<Scene> nextScene);
|
||||
void Update(float dt);
|
||||
void Draw();
|
||||
|
||||
private:
|
||||
std::unique_ptr<Scene> current;
|
||||
std::unique_ptr<Scene> queued;
|
||||
};
|
||||
|
||||
inline void SceneManager::ChangeScene(std::unique_ptr<Scene> nextScene) {
|
||||
if (current) {
|
||||
current->Exit();
|
||||
}
|
||||
current = std::move(nextScene);
|
||||
if (current) {
|
||||
current->Enter();
|
||||
}
|
||||
}
|
||||
|
||||
inline void SceneManager::QueueSceneChange(std::unique_ptr<Scene> nextScene) {
|
||||
queued = std::move(nextScene);
|
||||
}
|
||||
|
||||
inline void SceneManager::Update(float dt) {
|
||||
if (queued) {
|
||||
ChangeScene(std::move(queued));
|
||||
}
|
||||
if (current) {
|
||||
current->Update(dt);
|
||||
}
|
||||
if (queued) {
|
||||
ChangeScene(std::move(queued));
|
||||
}
|
||||
}
|
||||
|
||||
inline void SceneManager::Draw() {
|
||||
if (current) {
|
||||
current->Draw();
|
||||
}
|
||||
}
|
||||
|
||||
template <typename T, typename... Args> inline void SceneManager::ChangeScene(Args &&...args) {
|
||||
ChangeScene(std::make_unique<T>(*this, std::forward<Args>(args)...));
|
||||
}
|
||||
|
||||
template <typename T, typename... Args> inline void SceneManager::QueueSceneChange(Args &&...args) {
|
||||
QueueSceneChange(std::make_unique<T>(*this, std::forward<Args>(args)...));
|
||||
}
|
||||
|
|
@ -0,0 +1,18 @@
|
|||
#include "scene/StartMenuScene.hpp"
|
||||
|
||||
#include "scene/GameplayScene.hpp"
|
||||
#include "scene/SceneManager.hpp"
|
||||
|
||||
void StartMenuScene::Update(float) {
|
||||
if (IsKeyPressed(KEY_ENTER) || IsMouseButtonPressed(MOUSE_BUTTON_LEFT)) {
|
||||
manager.QueueSceneChange<GameplayScene>();
|
||||
}
|
||||
}
|
||||
|
||||
void StartMenuScene::Draw() {
|
||||
DrawSceneOutline();
|
||||
DrawText("Gravity Surfing", 24, 28, 36, Color{230, 238, 255, 255});
|
||||
DrawText("Click or press Enter to start", 24, 78, 22, Color{140, 198, 220, 255});
|
||||
DrawText("Left mouse controls gravity well", 24, 130, 18, Color{170, 185, 205, 255});
|
||||
DrawText("Collect stars and dodge hazards", 24, 156, 18, Color{170, 185, 205, 255});
|
||||
}
|
||||
|
|
@ -0,0 +1,18 @@
|
|||
#pragma once
|
||||
|
||||
#include "Draw.hpp"
|
||||
#include "scene/Scene.hpp"
|
||||
|
||||
#include "raylib.h"
|
||||
|
||||
class GameplayScene;
|
||||
|
||||
/**
|
||||
* Landing scene shown before gameplay starts.
|
||||
*/
|
||||
class StartMenuScene : public Scene {
|
||||
public:
|
||||
explicit StartMenuScene(SceneManager &owner) : Scene(owner) {}
|
||||
void Update(float dt) override;
|
||||
void Draw() override;
|
||||
};
|
||||
Loading…
Reference in New Issue