185 lines
4.8 KiB
C++
185 lines
4.8 KiB
C++
#pragma once
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#include "Entity.hpp"
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#include "raylib.h"
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#include <algorithm>
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#include <cmath>
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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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// TODO: use buffered input
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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 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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(void)inVoid;
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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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if (!wellGravity->get().active) {
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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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}
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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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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 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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}
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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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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 MeterComponent : public Component {
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float value = 60.0f;
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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 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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virtual void Draw() {}
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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 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 CollectibleComponent : public Component {
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bool collected = false;
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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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