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-rw-r--r--.gitignore1
-rw-r--r--contributing.md40
-rw-r--r--src/crepe/Component.cpp12
-rw-r--r--src/crepe/Component.h28
-rw-r--r--src/crepe/api/Animator.cpp2
-rw-r--r--src/crepe/api/BehaviorScript.cpp4
-rw-r--r--src/crepe/api/BehaviorScript.hpp3
-rw-r--r--src/crepe/api/CMakeLists.txt5
-rw-r--r--src/crepe/api/Camera.cpp2
-rw-r--r--src/crepe/api/Engine.cpp63
-rw-r--r--src/crepe/api/Engine.h81
-rw-r--r--src/crepe/api/Engine.hpp12
-rw-r--r--src/crepe/api/GameObject.cpp21
-rw-r--r--src/crepe/api/GameObject.h25
-rw-r--r--src/crepe/api/GameObject.hpp2
-rw-r--r--src/crepe/api/LoopManager.cpp87
-rw-r--r--src/crepe/api/LoopManager.h123
-rw-r--r--src/crepe/api/ParticleEmitter.cpp14
-rw-r--r--src/crepe/api/ParticleEmitter.h6
-rw-r--r--src/crepe/api/Rigidbody.h44
-rw-r--r--src/crepe/api/Script.cpp21
-rw-r--r--src/crepe/api/Script.h122
-rw-r--r--src/crepe/api/Script.hpp34
-rw-r--r--src/crepe/api/Sprite.cpp2
-rw-r--r--src/crepe/api/Sprite.h10
-rw-r--r--src/crepe/api/Text.cpp2
-rw-r--r--src/crepe/api/Text.h2
-rw-r--r--src/crepe/api/Transform.cpp11
-rw-r--r--src/crepe/api/Transform.h6
-rw-r--r--src/crepe/api/Vector2.h3
-rw-r--r--src/crepe/api/Vector2.hpp5
-rw-r--r--src/crepe/facade/DB.cpp2
-rw-r--r--src/crepe/facade/SDLContext.cpp77
-rw-r--r--src/crepe/facade/SDLContext.h23
-rw-r--r--src/crepe/facade/Sound.cpp2
-rw-r--r--src/crepe/facade/SoundContext.cpp2
-rw-r--r--src/crepe/facade/Texture.cpp12
-rw-r--r--src/crepe/manager/CMakeLists.txt5
-rw-r--r--src/crepe/manager/ComponentManager.cpp29
-rw-r--r--src/crepe/manager/ComponentManager.h48
-rw-r--r--src/crepe/manager/LoopTimerManager.cpp2
-rw-r--r--src/crepe/manager/LoopTimerManager.h4
-rw-r--r--src/crepe/manager/Mediator.h4
-rw-r--r--src/crepe/manager/ReplayManager.cpp70
-rw-r--r--src/crepe/manager/ReplayManager.h96
-rw-r--r--src/crepe/manager/ResourceManager.cpp2
-rw-r--r--src/crepe/manager/SystemManager.cpp66
-rw-r--r--src/crepe/manager/SystemManager.h85
-rw-r--r--src/crepe/manager/SystemManager.hpp (renamed from src/crepe/api/LoopManager.hpp)17
-rw-r--r--src/crepe/system/AISystem.cpp2
-rw-r--r--src/crepe/system/AISystem.h2
-rw-r--r--src/crepe/system/AnimatorSystem.cpp4
-rw-r--r--src/crepe/system/AnimatorSystem.h2
-rw-r--r--src/crepe/system/AudioSystem.cpp2
-rw-r--r--src/crepe/system/AudioSystem.h2
-rw-r--r--src/crepe/system/CMakeLists.txt4
-rw-r--r--src/crepe/system/CollisionSystem.cpp870
-rw-r--r--src/crepe/system/CollisionSystem.h292
-rw-r--r--src/crepe/system/EventSystem.cpp9
-rw-r--r--src/crepe/system/EventSystem.h21
-rw-r--r--src/crepe/system/InputSystem.cpp2
-rw-r--r--src/crepe/system/InputSystem.h2
-rw-r--r--src/crepe/system/ParticleSystem.cpp8
-rw-r--r--src/crepe/system/ParticleSystem.h2
-rw-r--r--src/crepe/system/PhysicsSystem.cpp3
-rw-r--r--src/crepe/system/PhysicsSystem.h2
-rw-r--r--src/crepe/system/RenderSystem.cpp68
-rw-r--r--src/crepe/system/RenderSystem.h32
-rw-r--r--src/crepe/system/ReplaySystem.cpp54
-rw-r--r--src/crepe/system/ReplaySystem.h44
-rw-r--r--src/crepe/system/ScriptSystem.cpp19
-rw-r--r--src/crepe/system/ScriptSystem.h23
-rw-r--r--src/crepe/system/System.h10
-rw-r--r--src/crepe/util/AbsolutePosition.cpp20
-rw-r--r--src/crepe/util/AbsolutePosition.h29
-rw-r--r--src/crepe/util/CMakeLists.txt2
-rw-r--r--src/crepe/util/Log.cpp1
-rw-r--r--src/crepe/util/Log.h21
-rw-r--r--src/crepe/util/dbg.h18
-rw-r--r--src/example/CMakeLists.txt1
-rw-r--r--src/example/game.cpp469
-rw-r--r--src/example/rendering_particle.cpp45
-rw-r--r--src/example/replay.cpp84
-rw-r--r--src/test/AudioTest.cpp28
-rw-r--r--src/test/CMakeLists.txt3
-rw-r--r--src/test/CollisionTest.cpp115
-rw-r--r--src/test/ECSTest.cpp14
-rw-r--r--src/test/InputTest.cpp22
-rw-r--r--src/test/LoopManagerTest.cpp4
-rw-r--r--src/test/ParticleTest.cpp18
-rw-r--r--src/test/PhysicsTest.cpp18
-rw-r--r--src/test/Profiling.cpp24
-rw-r--r--src/test/RenderSystemTest.cpp6
-rw-r--r--src/test/ReplayManagerTest.cpp38
-rw-r--r--src/test/ScriptEventTest.cpp2
-rw-r--r--src/test/ScriptTest.cpp26
-rw-r--r--src/test/ScriptTest.h3
97 files changed, 2375 insertions, 1454 deletions
diff --git a/.gitignore b/.gitignore
index 8bfb819..90dcffe 100644
--- a/.gitignore
+++ b/.gitignore
@@ -16,3 +16,4 @@ CTestTestfile.cmake
_deps
CMakeUserPresets.json
compile.sh
+asset/jetpack_joyride
diff --git a/contributing.md b/contributing.md
index 5555892..d217410 100644
--- a/contributing.md
+++ b/contributing.md
@@ -19,6 +19,20 @@ that you can click on to open them.
an explanation as to why the code can not (reliably) be tested
- Non-bugfix pull requests must be approved by at least 2 reviewers before being
merged
+- Pull requests should have the following labels (where appropriate)
+ |label|meaning|
+ |:-:|-|
+ |`fix me`|has feedback that should be resolved/discussed by its author|
+ |`review me`|needs additional reviewers (minimum of 2 per PR)|
+ |`do not review`|is actively being worked on or not ready for feedback|
+ |`high priority`|should be worked on before all the others|
+ - PRs start with the `review me` label
+ - Reviewers—
+ - Add the `fix me` label after adding comments
+ - Authors—
+ - Remove the `review me` label if the pull request has enough reviewers
+ - Add the `do not review` label while processing feedback / pushing
+ additional commits
<!--
- TODO: tagging / versions
@@ -163,40 +177,28 @@ that you can click on to open them.
```
</td></tr></table></details>
- <details><summary>
- <code>using namespace</code> may not be used in header files (.h, .hpp), only
- in source files (.cpp).
+ <a href="https://en.cppreference.com/w/cpp/language/using_declaration">Using-declarations</a>
+ may not be used in header files (<code>.h</code>, <code>.hpp</code>), only in
+ source files (<code>.cpp</code>).
</summary><table><tr><th>Good</th><th>Bad</th></tr><tr><td>
example.h:
```cpp
namespace crepe {
- void foo();
+ std::string foo();
}
```
- example.cpp:
- ```cpp
- #include "example.h"
- using namespace crepe;
- void foo() {}
- ```
</td><td>
example.h:
```cpp
+ using namespace std;
+
namespace crepe {
- template <typename T>
- T foo();
+ string foo();
}
```
-
- example.hpp:
- ```cpp
- #include "example.h"
- using namespace crepe;
- template <typename T>
- T foo();
- ```
</td></tr></table></details>
- <details><summary>
diff --git a/src/crepe/Component.cpp b/src/crepe/Component.cpp
index acfd35c..ae76e65 100644
--- a/src/crepe/Component.cpp
+++ b/src/crepe/Component.cpp
@@ -1,5 +1,17 @@
#include "Component.h"
using namespace crepe;
+using namespace std;
Component::Component(game_object_id_t id) : game_object_id(id) {}
+
+Component & Component::operator=(const Component & other) {
+ this->active = other.active;
+ return *this;
+}
+
+unique_ptr<Component> Component::save() const {
+ return unique_ptr<Component>(new Component(*this));
+}
+
+void Component::restore(const Component & snapshot) { *this = snapshot; }
diff --git a/src/crepe/Component.h b/src/crepe/Component.h
index eff5a58..52e06d5 100644
--- a/src/crepe/Component.h
+++ b/src/crepe/Component.h
@@ -1,5 +1,7 @@
#pragma once
+#include <memory>
+
#include "types.h"
namespace crepe {
@@ -32,11 +34,33 @@ protected:
//! Only ComponentManager can create components
friend class ComponentManager;
- Component(const Component &) = delete;
+ // components are never moved
Component(Component &&) = delete;
- virtual Component & operator=(const Component &) = delete;
virtual Component & operator=(Component &&) = delete;
+protected:
+ /**
+ * \name ReplayManager (Memento) functions
+ * \{
+ */
+ /**
+ * \brief Save a snapshot of this component's state
+ * \note This function should only be implemented on components that should be saved/restored
+ * by ReplayManager.
+ * \returns Unique pointer to a deep copy of this component
+ */
+ virtual std::unique_ptr<Component> save() const;
+ //! Copy constructor (used by \c save())
+ Component(const Component &) = default;
+ /**
+ * \brief Restore this component from a snapshot
+ * \param snapshot Data to fill this component with (as returned by \c save())
+ */
+ virtual void restore(const Component & snapshot);
+ //! Copy assignment operator (used by \c restore())
+ virtual Component & operator=(const Component &);
+ //! \}
+
public:
virtual ~Component() = default;
diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp
index 4ce4bf0..203cef3 100644
--- a/src/crepe/api/Animator.cpp
+++ b/src/crepe/api/Animator.cpp
@@ -1,5 +1,5 @@
-#include "util/Log.h"
+#include "util/dbg.h"
#include "Animator.h"
#include "Component.h"
diff --git a/src/crepe/api/BehaviorScript.cpp b/src/crepe/api/BehaviorScript.cpp
index d22afdf..af7572c 100644
--- a/src/crepe/api/BehaviorScript.cpp
+++ b/src/crepe/api/BehaviorScript.cpp
@@ -10,6 +10,6 @@ BehaviorScript::BehaviorScript(game_object_id_t id, Mediator & mediator)
template <>
BehaviorScript & GameObject::add_component<BehaviorScript>() {
- ComponentManager & mgr = this->component_manager;
- return mgr.add_component<BehaviorScript>(this->id, mgr.mediator);
+ ComponentManager & mgr = this->mediator.component_manager;
+ return mgr.add_component<BehaviorScript>(this->id, this->mediator);
}
diff --git a/src/crepe/api/BehaviorScript.hpp b/src/crepe/api/BehaviorScript.hpp
index b9bb1e2..353d5e2 100644
--- a/src/crepe/api/BehaviorScript.hpp
+++ b/src/crepe/api/BehaviorScript.hpp
@@ -2,8 +2,6 @@
#include <type_traits>
-#include "../util/Log.h"
-
#include "BehaviorScript.h"
#include "Script.h"
@@ -11,7 +9,6 @@ namespace crepe {
template <class T, typename... Args>
BehaviorScript & BehaviorScript::set_script(Args &&... args) {
- dbg_trace();
static_assert(std::is_base_of<Script, T>::value);
this->script = std::unique_ptr<Script>(new T(std::forward<Args>(args)...));
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index e8d6f92..2bee3fb 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -13,7 +13,7 @@ target_sources(crepe PUBLIC
Animator.cpp
BoxCollider.cpp
CircleCollider.cpp
- LoopManager.cpp
+ Engine.cpp
Asset.cpp
EventHandler.cpp
Script.cpp
@@ -47,7 +47,8 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
EventHandler.h
EventHandler.hpp
Event.h
- LoopManager.h
+ Engine.h
+ Engine.hpp
Asset.h
Button.h
UIObject.h
diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp
index 179dc18..19a3296 100644
--- a/src/crepe/api/Camera.cpp
+++ b/src/crepe/api/Camera.cpp
@@ -1,4 +1,4 @@
-#include "util/Log.h"
+#include "util/dbg.h"
#include "Camera.h"
#include "Component.h"
diff --git a/src/crepe/api/Engine.cpp b/src/crepe/api/Engine.cpp
new file mode 100644
index 0000000..2e9d35a
--- /dev/null
+++ b/src/crepe/api/Engine.cpp
@@ -0,0 +1,63 @@
+#include "../util/Log.h"
+
+#include "Engine.h"
+
+using namespace crepe;
+using namespace std;
+
+int Engine::main() noexcept {
+ try {
+ this->setup();
+ } catch (const exception & e) {
+ Log::logf(Log::Level::ERROR, "Uncaught exception in setup: {}\n", e.what());
+ return EXIT_FAILURE;
+ }
+
+ try {
+ this->loop();
+ } catch (const exception & e) {
+ Log::logf(Log::Level::ERROR, "Uncaught exception in main loop: {}\n", e.what());
+ this->event_manager.trigger_event<ShutDownEvent>();
+ }
+
+ return EXIT_SUCCESS;
+}
+
+void Engine::setup() {
+ this->loop_timer.start();
+ this->scene_manager.load_next_scene();
+
+ this->event_manager.subscribe<ShutDownEvent>([this](const ShutDownEvent & event) {
+ this->game_running = false;
+
+ // propagate to possible user ShutDownEvent listeners
+ return false;
+ });
+}
+
+void Engine::loop() {
+ LoopTimerManager & timer = this->loop_timer;
+ SystemManager & systems = this->system_manager;
+
+ while (this->game_running) {
+ timer.update();
+
+ while (timer.get_lag() >= timer.get_fixed_delta_time()) {
+ try {
+ systems.fixed_update();
+ } catch (const exception & e) {
+ Log::logf(Log::Level::WARNING,
+ "Uncaught exception in fixed update function: {}\n", e.what());
+ }
+ timer.advance_fixed_elapsed_time();
+ }
+
+ try {
+ systems.frame_update();
+ } catch (const exception & e) {
+ Log::logf(Log::Level::WARNING, "Uncaught exception in frame update function: {}\n",
+ e.what());
+ }
+ timer.enforce_frame_rate();
+ }
+}
diff --git a/src/crepe/api/Engine.h b/src/crepe/api/Engine.h
new file mode 100644
index 0000000..700a0cd
--- /dev/null
+++ b/src/crepe/api/Engine.h
@@ -0,0 +1,81 @@
+#pragma once
+
+#include "../facade/SDLContext.h"
+#include "../manager/ComponentManager.h"
+#include "../manager/EventManager.h"
+#include "../manager/LoopTimerManager.h"
+#include "../manager/ReplayManager.h"
+#include "../manager/ResourceManager.h"
+#include "../manager/SaveManager.h"
+#include "../manager/SceneManager.h"
+#include "../manager/SystemManager.h"
+
+namespace crepe {
+
+/**
+ * \brief Main game entrypoint
+ *
+ * This class is responsible for managing the game loop, including initialization and updating.
+ */
+class Engine {
+public:
+ /**
+ * \brief Engine entrypoint
+ *
+ * This function is called by the game programmer after registering all scenes
+ *
+ * \returns process exit code
+ */
+ int main() noexcept;
+
+ //! \copydoc SceneManager::add_scene
+ template <typename T>
+ void add_scene();
+
+private:
+ /**
+ * \brief Setup function for one-time initialization.
+ *
+ * This function initializes necessary components for the game.
+ */
+ void setup();
+ /**
+ * \brief Main game loop function.
+ *
+ * This function runs the main loop, handling game updates and rendering.
+ */
+ void loop();
+
+ //! Game loop condition
+ bool game_running = true;
+
+private:
+ //! Global context
+ Mediator mediator;
+
+ //! SystemManager
+ SystemManager system_manager{mediator};
+
+ //! SDLContext instance
+ SDLContext sdl_context{mediator};
+
+ //! Resource manager instance
+ ResourceManager resource_manager{mediator};
+
+ //! Component manager instance
+ ComponentManager component_manager{mediator};
+ //! Scene manager instance
+ SceneManager scene_manager{mediator};
+ //! LoopTimerManager instance
+ LoopTimerManager loop_timer{mediator};
+ //! EventManager instance
+ EventManager event_manager{mediator};
+ //! Save manager instance
+ SaveManager save_manager{mediator};
+ //! ReplayManager instance
+ ReplayManager replay_manager{mediator};
+};
+
+} // namespace crepe
+
+#include "Engine.hpp"
diff --git a/src/crepe/api/Engine.hpp b/src/crepe/api/Engine.hpp
new file mode 100644
index 0000000..f2fdc0a
--- /dev/null
+++ b/src/crepe/api/Engine.hpp
@@ -0,0 +1,12 @@
+#pragma once
+
+#include "Engine.h"
+
+namespace crepe {
+
+template <class T>
+void Engine::add_scene() {
+ this->scene_manager.add_scene<T>();
+}
+
+} // namespace crepe
diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp
index 9ef4682..9b94cad 100644
--- a/src/crepe/api/GameObject.cpp
+++ b/src/crepe/api/GameObject.cpp
@@ -7,20 +7,17 @@
using namespace crepe;
using namespace std;
-GameObject::GameObject(ComponentManager & component_manager, game_object_id_t id,
- const std::string & name, const std::string & tag,
- const vec2 & position, double rotation, double scale)
+GameObject::GameObject(Mediator & mediator, game_object_id_t id, const std::string & name,
+ const std::string & tag, const vec2 & position, double rotation,
+ double scale)
: id(id),
- component_manager(component_manager) {
-
- // Add Transform and Metadata components
- ComponentManager & mgr = this->component_manager;
- mgr.add_component<Transform>(this->id, position, rotation, scale);
- mgr.add_component<Metadata>(this->id, name, tag);
-}
+ mediator(mediator),
+ transform(mediator.component_manager->add_component<Transform>(this->id, position,
+ rotation, scale)),
+ metadata(mediator.component_manager->add_component<Metadata>(this->id, name, tag)) {}
void GameObject::set_parent(const GameObject & parent) {
- ComponentManager & mgr = this->component_manager;
+ ComponentManager & mgr = this->mediator.component_manager;
// Set parent on own Metadata component
RefVector<Metadata> this_metadata = mgr.get_components_by_id<Metadata>(this->id);
@@ -32,7 +29,7 @@ void GameObject::set_parent(const GameObject & parent) {
}
void GameObject::set_persistent(bool persistent) {
- ComponentManager & mgr = this->component_manager;
+ ComponentManager & mgr = this->mediator.component_manager;
mgr.set_persistent(this->id, persistent);
}
diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h
index ff80f49..572ce3a 100644
--- a/src/crepe/api/GameObject.h
+++ b/src/crepe/api/GameObject.h
@@ -6,7 +6,9 @@
namespace crepe {
-class ComponentManager;
+class Mediator;
+class Transform;
+class Metadata;
/**
* \brief Represents a GameObject
@@ -20,7 +22,7 @@ private:
* This constructor creates a new GameObject. It creates a new Transform and Metadata
* component and adds them to the ComponentManager.
*
- * \param component_manager Reference to component_manager
+ * \param mediator Reference to mediator
* \param id The id of the GameObject
* \param name The name of the GameObject
* \param tag The tag of the GameObject
@@ -28,13 +30,20 @@ private:
* \param rotation The rotation of the GameObject
* \param scale The scale of the GameObject
*/
- GameObject(ComponentManager & component_manager, game_object_id_t id,
- const std::string & name, const std::string & tag, const vec2 & position,
- double rotation, double scale);
+ GameObject(Mediator & mediator, game_object_id_t id, const std::string & name,
+ const std::string & tag, const vec2 & position, double rotation, double scale);
//! ComponentManager instances GameObject
friend class ComponentManager;
public:
+ //! The id of the GameObject
+ const game_object_id_t id;
+ //! This entity's transform
+ Transform & transform;
+ //! This entity's metadata
+ Metadata & metadata;
+
+public:
/**
* \brief Set the parent of this GameObject
*
@@ -68,12 +77,8 @@ public:
*/
void set_persistent(bool persistent = true);
-public:
- //! The id of the GameObject
- const game_object_id_t id;
-
protected:
- ComponentManager & component_manager;
+ Mediator & mediator;
};
} // namespace crepe
diff --git a/src/crepe/api/GameObject.hpp b/src/crepe/api/GameObject.hpp
index a6b45b0..69f7d73 100644
--- a/src/crepe/api/GameObject.hpp
+++ b/src/crepe/api/GameObject.hpp
@@ -8,7 +8,7 @@ namespace crepe {
template <typename T, typename... Args>
T & GameObject::add_component(Args &&... args) {
- ComponentManager & mgr = this->component_manager;
+ ComponentManager & mgr = this->mediator.component_manager;
return mgr.add_component<T>(this->id, std::forward<Args>(args)...);
}
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
deleted file mode 100644
index 7a78019..0000000
--- a/src/crepe/api/LoopManager.cpp
+++ /dev/null
@@ -1,87 +0,0 @@
-#include "../facade/SDLContext.h"
-#include "../manager/EventManager.h"
-#include "../manager/LoopTimerManager.h"
-#include "../system/AISystem.h"
-#include "../system/AnimatorSystem.h"
-#include "../system/AudioSystem.h"
-#include "../system/CollisionSystem.h"
-#include "../system/InputSystem.h"
-#include "../system/ParticleSystem.h"
-#include "../system/PhysicsSystem.h"
-#include "../system/RenderSystem.h"
-#include "../system/ScriptSystem.h"
-#include "../util/Log.h"
-
-#include "LoopManager.h"
-
-using namespace crepe;
-using namespace std;
-
-LoopManager::LoopManager() {
- this->load_system<AnimatorSystem>();
- this->load_system<CollisionSystem>();
- this->load_system<ParticleSystem>();
- this->load_system<PhysicsSystem>();
- this->load_system<RenderSystem>();
- this->load_system<ScriptSystem>();
- this->load_system<InputSystem>();
- this->event_manager.subscribe<ShutDownEvent>(
- [this](const ShutDownEvent & event) { return this->on_shutdown(event); });
- this->load_system<AudioSystem>();
- this->load_system<AISystem>();
-}
-void LoopManager::start() {
- this->setup();
- this->loop();
-}
-
-void LoopManager::setup() {
- this->game_running = true;
- this->loop_timer.start();
- this->scene_manager.load_next_scene();
-}
-
-void LoopManager::loop() {
- try {
- while (game_running) {
- this->loop_timer.update();
-
- while (this->loop_timer.get_lag() >= this->loop_timer.get_fixed_delta_time()) {
- this->fixed_update();
- this->loop_timer.advance_fixed_elapsed_time();
- }
-
- this->frame_update();
- this->loop_timer.enforce_frame_rate();
- }
- } catch (const exception & e) {
- Log::logf(Log::Level::ERROR, "Exception caught in main loop: {}", e.what());
- this->event_manager.trigger_event<ShutDownEvent>(ShutDownEvent{});
- }
-}
-
-// will be called at a fixed interval
-void LoopManager::fixed_update() {
- this->get_system<InputSystem>().update();
- this->event_manager.dispatch_events();
- this->get_system<ScriptSystem>().update();
- this->get_system<ParticleSystem>().update();
- this->get_system<AISystem>().update();
- this->get_system<PhysicsSystem>().update();
- this->get_system<CollisionSystem>().update();
- this->get_system<AudioSystem>().update();
-}
-
-// will be called every frame
-void LoopManager::frame_update() {
- this->scene_manager.load_next_scene();
- this->get_system<AnimatorSystem>().update();
- //render
- this->get_system<RenderSystem>().update();
-}
-
-bool LoopManager::on_shutdown(const ShutDownEvent & e) {
- this->game_running = false;
- // propagate to possible user ShutDownEvent listeners
- return false;
-}
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
deleted file mode 100644
index 124cd3a..0000000
--- a/src/crepe/api/LoopManager.h
+++ /dev/null
@@ -1,123 +0,0 @@
-#pragma once
-
-#include <memory>
-
-#include "../facade/SDLContext.h"
-#include "../manager/ComponentManager.h"
-#include "../manager/EventManager.h"
-#include "../manager/LoopTimerManager.h"
-#include "../manager/Mediator.h"
-#include "../manager/ResourceManager.h"
-#include "../manager/SaveManager.h"
-#include "../manager/SceneManager.h"
-#include "../system/System.h"
-
-namespace crepe {
-/**
- * \brief Main game loop manager
- *
- * This class is responsible for managing the game loop, including initialization and updating.
- */
-class LoopManager {
-public:
- LoopManager();
- /**
- * \brief Start the gameloop
- *
- * This is the start of the engine where the setup is called and then the loop keeps running until the game stops running.
- * The Game programmer needs to call this function to run the game. This should be done after creating and adding all scenes.
- */
- void start();
-
- /**
- * \brief Add a new concrete scene to the scene manager
- *
- * \tparam T Type of concrete scene
- */
- template <typename T>
- void add_scene();
-
-private:
- /**
- * \brief Setup function for one-time initialization.
- *
- * This function initializes necessary components for the game.
- */
- void setup();
- /**
- * \brief Main game loop function.
- *
- * This function runs the main loop, handling game updates and rendering.
- */
- void loop();
-
- /**
- * \brief Per-frame update.
- *
- * Updates the game state based on the elapsed time since the last frame.
- */
- virtual void frame_update();
-
- /**
- * \brief Fixed update executed at a fixed rate.
- *
- * This function updates physics and game logic based on LoopTimer's fixed_delta_time.
- */
- virtual void fixed_update();
-
- //! Indicates whether the game is running.
- bool game_running = false;
-
-private:
- //! Global context
- Mediator mediator;
- /**
- * \brief Collection of System instances
- *
- * This map holds System instances indexed by the system's class typeid. It is filled in the
- * constructor of LoopManager using LoopManager::load_system.
- */
- std::unordered_map<std::type_index, std::unique_ptr<System>> systems;
-
- //! SDLContext instance
- SDLContext sdl_context{mediator};
- //! Resource manager instance
- ResourceManager resource_manager{mediator};
-
- //! Component manager instance
- ComponentManager component_manager{mediator};
- //! Scene manager instance
- SceneManager scene_manager{mediator};
- //! LoopTimerManager instance
- LoopTimerManager loop_timer{mediator};
- //! EventManager instance
- EventManager event_manager{mediator};
- //! Save manager instance
- SaveManager save_manager{mediator};
-
-private:
- /**
- * \brief Callback function for ShutDownEvent
- *
- * This function sets the game_running variable to false, stopping the gameloop and therefor quitting the game.
- */
- bool on_shutdown(const ShutDownEvent & e);
- /**
- * \brief Initialize a system
- * \tparam T System type (must be derivative of \c System)
- */
- template <class T>
- void load_system();
- /**
- * \brief Retrieve a reference to ECS system
- * \tparam T System type
- * \returns Reference to system instance
- * \throws std::runtime_error if the System is not initialized
- */
- template <class T>
- T & get_system();
-};
-
-} // namespace crepe
-
-#include "LoopManager.hpp"
diff --git a/src/crepe/api/ParticleEmitter.cpp b/src/crepe/api/ParticleEmitter.cpp
index 4f54bbd..9a70334 100644
--- a/src/crepe/api/ParticleEmitter.cpp
+++ b/src/crepe/api/ParticleEmitter.cpp
@@ -2,6 +2,7 @@
#include "api/Sprite.h"
using namespace crepe;
+using namespace std;
ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Sprite & sprite,
const Data & data)
@@ -12,3 +13,16 @@ ParticleEmitter::ParticleEmitter(game_object_id_t game_object_id, const Sprite &
this->particles.emplace_back();
}
}
+
+unique_ptr<Component> ParticleEmitter::save() const {
+ return unique_ptr<Component>{new ParticleEmitter(*this)};
+}
+
+void ParticleEmitter::restore(const Component & snapshot) {
+ *this = static_cast<const ParticleEmitter &>(snapshot);
+}
+
+ParticleEmitter & ParticleEmitter::operator=(const ParticleEmitter & other) {
+ this->particles = other.particles;
+ return *this;
+}
diff --git a/src/crepe/api/ParticleEmitter.h b/src/crepe/api/ParticleEmitter.h
index 8ac2e72..1edd2b5 100644
--- a/src/crepe/api/ParticleEmitter.h
+++ b/src/crepe/api/ParticleEmitter.h
@@ -84,6 +84,12 @@ public:
//! Configuration data for particle emission settings.
Data data;
+protected:
+ virtual std::unique_ptr<Component> save() const;
+ ParticleEmitter(const ParticleEmitter &) = default;
+ virtual void restore(const Component & snapshot);
+ virtual ParticleEmitter & operator=(const ParticleEmitter &);
+
private:
//! Only ParticleSystem can move and read particles
friend ParticleSystem;
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index 6900295..b63d941 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -2,6 +2,7 @@
#include <cmath>
#include <set>
+#include <string>
#include "../Component.h"
@@ -120,26 +121,49 @@ public:
* above 0.0.
*
*/
- float elastisity_coefficient = 0.0;
+ float elasticity_coefficient = 0.0;
/**
- * \brief Offset of all colliders relative to the object's transform position.
+ * \brief Enables collision handling for objects colliding with kinematic objects.
+ *
+ * Enables collision handling for objects colliding with kinematic objects in the collision system.
+ * If `kinematic_collision` is true, dynamic objects cannot pass through this kinematic object.
+ * This ensures that kinematic objects delegate collision handling to the collision system.
+ */
+ bool kinematic_collision = true;
+
+ /**
+ * \brief Defines the collision layers a GameObject interacts with.
*
- * The `offset` defines a positional shift applied to all colliders associated with the object, relative to the object's
- * transform position. This allows for the colliders to be placed at a different position than the object's actual
- * position, without modifying the object's transform itself.
+ * The `collision_layers` represent the set of layers the GameObject can detect collisions with.
+ * Each element in this set corresponds to a layer ID. The GameObject will only collide with other
+ * GameObjects that belong to one these layers.
+ */
+ std::set<int> collision_layers = {0};
+
+ /**
+ * \brief Specifies the collision layer of the GameObject.
*
+ * The `collision_layer` indicates the single layer that this GameObject belongs to.
+ * This determines which layers other objects must match to detect collisions with this object.
*/
- vec2 offset;
+ int collision_layer = 0;
/**
* \brief Defines the collision layers of a GameObject.
*
- * The `collision_layers` specifies the layers that the GameObject will collide with.
- * Each element represents a layer ID, and the GameObject will only detect
- * collisions with other GameObjects that belong to these layers.
+ * The `collision_names` specifies where the GameObject will collide with.
+ * Each element represents a name from the Metadata of the gameobject.
*/
- std::set<int> collision_layers = {0};
+ std::set<std::string> collision_names;
+
+ /**
+ * \brief Defines the collision layers of a GameObject.
+ *
+ * The `collision_tags` specifies where the GameObject will collide with.
+ * Each element represents a tag from the Metadata of the gameobject.
+ */
+ std::set<std::string> collision_tags;
};
public:
diff --git a/src/crepe/api/Script.cpp b/src/crepe/api/Script.cpp
index 7531388..b147252 100644
--- a/src/crepe/api/Script.cpp
+++ b/src/crepe/api/Script.cpp
@@ -2,6 +2,7 @@
#include "../facade/SDLContext.h"
#include "../manager/SceneManager.h"
+
#include "Script.h"
using namespace crepe;
@@ -28,6 +29,26 @@ SaveManager & Script::get_save_manager() const { return this->mediator->save_man
LoopTimerManager & Script::get_loop_timer() const { return this->mediator->loop_timer; }
+void Script::replay::record_start() {
+ ReplayManager & mgr = this->mediator->replay_manager;
+ return mgr.record_start();
+}
+
+recording_t Script::replay::record_end() {
+ ReplayManager & mgr = this->mediator->replay_manager;
+ return mgr.record_end();
+}
+
+void Script::replay::play(recording_t recording) {
+ ReplayManager & mgr = this->mediator->replay_manager;
+ return mgr.play(recording);
+}
+
+void Script::replay::release(recording_t recording) {
+ ReplayManager & mgr = this->mediator->replay_manager;
+ return mgr.release(recording);
+}
+
const keyboard_state_t & Script::get_keyboard_state() const {
SDLContext & sdl_context = this->mediator->sdl_context;
return sdl_context.get_keyboard_state();
diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h
index a87af4e..5f68928 100644
--- a/src/crepe/api/Script.h
+++ b/src/crepe/api/Script.h
@@ -6,8 +6,10 @@
#include "../manager/EventManager.h"
#include "../manager/LoopTimerManager.h"
#include "../manager/Mediator.h"
+#include "../manager/ReplayManager.h"
#include "../system/CollisionSystem.h"
#include "../types.h"
+#include "../util/Log.h"
#include "../util/OptionalRef.h"
namespace crepe {
@@ -46,14 +48,23 @@ protected:
*/
virtual void init() {}
/**
- * \brief Script update function (empty by default)
+ * \brief Script fixed update function (empty by default)
*
* \param delta_time Time since last fixed update
*
- * This function is called during the ScriptSystem::update() routine if the \c BehaviorScript
- * component holding this script instance is active.
+ * \note This function is called during the ScriptSystem::update() routine if the \c
+ * BehaviorScript component holding this script instance is active.
*/
- virtual void update(duration_t delta_time) {}
+ virtual void fixed_update(duration_t delta_time) {}
+ /**
+ * \brief Script frame update function (empty by default)
+ *
+ * \param delta_time Time since last frame update
+ *
+ * \note This function is called during the ScriptSystem::update() routine if the \c
+ * BehaviorScript component holding this script instance is active.
+ */
+ virtual void frame_update(duration_t delta_time) {}
//! \}
//! ScriptSystem calls \c init() and \c update()
@@ -61,93 +72,119 @@ protected:
protected:
/**
- * \name Utility functions
+ * \name Component query functions
+ * \see ComponentManager
* \{
*/
-
/**
* \brief Get single component of type \c T on this game object
- *
* \tparam T Type of component
- *
* \returns Reference to component
- *
* \throws std::runtime_error if this game object does not have a component with type \c T
*/
template <typename T>
T & get_component() const;
- // TODO: make get_component calls for component types that can have more than 1 instance
- // cause compile-time errors
-
/**
* \brief Get all components of type \c T on this game object
- *
* \tparam T Type of component
- *
* \returns List of component references
*/
template <typename T>
RefVector<T> get_components() const;
-
- /**
- * \copydoc ComponentManager::get_components_by_id
- * \see ComponentManager::get_components_by_id
- */
+ //! \copydoc ComponentManager::get_components_by_id
template <typename T>
RefVector<T> get_components_by_id(game_object_id_t id) const;
- /**
- * \copydoc ComponentManager::get_components_by_name
- * \see ComponentManager::get_components_by_name
- */
+ //! \copydoc ComponentManager::get_components_by_name
template <typename T>
RefVector<T> get_components_by_name(const std::string & name) const;
- /**
- * \copydoc ComponentManager::get_components_by_tag
- * \see ComponentManager::get_components_by_tag
- */
+ //! \copydoc ComponentManager::get_components_by_tag
template <typename T>
RefVector<T> get_components_by_tag(const std::string & tag) const;
+ //! \}
/**
- * \brief Log a message using Log::logf
- *
- * \tparam Args Log::logf parameters
- * \param args Log::logf parameters
+ * \name Logging functions
+ * \see Log
+ * \{
*/
- template <typename... Args>
- void logf(Args &&... args);
+ //! \copydoc Log::logf
+ template <class... Args>
+ void logf(const Log::Level & level, std::format_string<Args...> fmt, Args &&... args);
+ //! \copydoc Log::logf
+ template <class... Args>
+ void logf(std::format_string<Args...> fmt, Args &&... args);
+ // \}
/**
- * \brief Subscribe to an event with an explicit channel
- * \see EventManager::subscribe
+ * \name Event manager functions
+ * \see EventManager
+ * \{
*/
+ //! \copydoc EventManager::subscribe
template <typename EventType>
void subscribe(const EventHandler<EventType> & callback, event_channel_t channel);
- /**
- * \brief Subscribe to an event on EventManager::CHANNEL_ALL
- * \see EventManager::subscribe
- */
+ //! \copydoc EventManager::subscribe
template <typename EventType>
void subscribe(const EventHandler<EventType> & callback);
+ //! \copydoc EventManager::trigger_event
+ template <typename EventType>
+ void trigger_event(const EventType & event = {},
+ event_channel_t channel = EventManager::CHANNEL_ALL);
+ //! \copydoc EventManager::queue_event
+ template <typename EventType>
+ void queue_event(const EventType & event = {},
+ event_channel_t channel = EventManager::CHANNEL_ALL);
+ //! \}
/**
- * \brief Set the next scene using SceneManager
- * \see SceneManager::set_next_scene
+ * \name Scene-related functions
+ * \see SceneManager
+ * \{
*/
+ //! \copydoc SceneManager::set_next_scene
void set_next_scene(const std::string & name);
+ //! \}
+ /**
+ * \name Save data management functions
+ * \see SaveManager
+ * \{
+ */
//! Retrieve SaveManager reference
SaveManager & get_save_manager() const;
+ //! \}
+ /**
+ * \name Timing functions
+ * \see LoopTimerManager
+ * \{
+ */
//! Retrieve LoopTimerManager reference
LoopTimerManager & get_loop_timer() const;
+ //! \}
+
+ //! Replay management functions
+ struct replay { // NOLINT
+ //! \copydoc ReplayManager::record_start
+ void record_start();
+ //! \copydoc ReplayManager::record_end
+ recording_t record_end();
+ //! \copydoc ReplayManager::play
+ void play(recording_t);
+ //! \copydoc ReplayManager::release
+ void release(recording_t);
+
+ private:
+ OptionalRef<Mediator> & mediator;
+ replay(OptionalRef<Mediator> & mediator) : mediator(mediator) {}
+ friend class Script;
+ } replay{mediator};
/**
* \brief Utility function to retrieve the keyboard state
* \see SDLContext::get_keyboard_state
*
* \return current keyboard state map with Keycode as key and bool as value(true = pressed, false = not pressed)
- *
*/
const keyboard_state_t & get_keyboard_state() const;
/**
@@ -155,7 +192,6 @@ protected:
* \see SDLContext::get_keyboard_state
*
* \return Keycode state (true if pressed, false if not pressed).
- *
*/
bool get_key_state(Keycode key) const noexcept;
diff --git a/src/crepe/api/Script.hpp b/src/crepe/api/Script.hpp
index 225a51c..4462a41 100644
--- a/src/crepe/api/Script.hpp
+++ b/src/crepe/api/Script.hpp
@@ -1,6 +1,7 @@
#pragma once
#include "../manager/ComponentManager.h"
+#include "../manager/ReplayManager.h"
#include "BehaviorScript.h"
#include "Script.h"
@@ -23,9 +24,14 @@ RefVector<T> Script::get_components() const {
return this->get_components_by_id<T>(this->game_object_id);
}
-template <typename... Args>
-void Script::logf(Args &&... args) {
- Log::logf(std::forward<Args>(args)...);
+template <class... Args>
+void Script::logf(const Log::Level & level, std::format_string<Args...> fmt, Args &&... args) {
+ Log::logf(level, fmt, std::forward<Args>(args)...);
+}
+
+template <class... Args>
+void Script::logf(std::format_string<Args...> fmt, Args &&... args) {
+ Log::logf(fmt, std::forward<Args>(args)...);
}
template <typename EventType>
@@ -34,8 +40,18 @@ void Script::subscribe_internal(const EventHandler<EventType> & callback,
EventManager & mgr = this->mediator->event_manager;
subscription_t listener = mgr.subscribe<EventType>(
[this, callback](const EventType & data) -> bool {
+ // check if (parent) BehaviorScript component is active
bool & active = this->active;
if (!active) return false;
+
+ // check if replay manager is playing (if initialized)
+ try {
+ ReplayManager & replay = this->mediator->replay_manager;
+ if (replay.get_state() == ReplayManager::PLAYING) return false;
+ } catch (const std::runtime_error &) {
+ }
+
+ // call user-provided callback
return callback(data);
},
channel);
@@ -52,6 +68,18 @@ void Script::subscribe(const EventHandler<EventType> & callback) {
this->subscribe_internal(callback, EventManager::CHANNEL_ALL);
}
+template <typename EventType>
+void Script::trigger_event(const EventType & event, event_channel_t channel) {
+ EventManager & mgr = this->mediator->event_manager;
+ mgr.trigger_event(event, channel);
+}
+
+template <typename EventType>
+void Script::queue_event(const EventType & event, event_channel_t channel) {
+ EventManager & mgr = this->mediator->event_manager;
+ mgr.queue_event(event, channel);
+}
+
template <typename T>
RefVector<T> Script::get_components_by_id(game_object_id_t id) const {
Mediator & mediator = this->mediator;
diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp
index ba684ba..0107c7b 100644
--- a/src/crepe/api/Sprite.cpp
+++ b/src/crepe/api/Sprite.cpp
@@ -1,6 +1,6 @@
#include <cmath>
-#include "../util/Log.h"
+#include "../util/dbg.h"
#include "api/Asset.h"
#include "Component.h"
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index a2409c2..a3fc319 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -66,6 +66,16 @@ public:
//! independent sprite offset position
vec2 position_offset;
+
+ /**
+ * \brief gives the user the option to render this in world space or in camera space
+ *
+ * - if true will this be rendered in world space this means that the sprite can be
+ * rendered off the screen
+ * - if false --> will the sprite be rendered in camera space. this means that the
+ * coordinates given on the \c Sprite and \c Transform will be inside the camera
+ */
+ bool world_space = true;
};
public:
diff --git a/src/crepe/api/Text.cpp b/src/crepe/api/Text.cpp
index 54a4370..4a94180 100644
--- a/src/crepe/api/Text.cpp
+++ b/src/crepe/api/Text.cpp
@@ -1,5 +1,3 @@
-#include "../facade/FontFacade.h"
-
#include "Text.h"
using namespace crepe;
diff --git a/src/crepe/api/Text.h b/src/crepe/api/Text.h
index c30dc80..da40141 100644
--- a/src/crepe/api/Text.h
+++ b/src/crepe/api/Text.h
@@ -3,8 +3,6 @@
#include <optional>
#include <string>
-#include "../Component.h"
-
#include "Asset.h"
#include "Color.h"
#include "UIObject.h"
diff --git a/src/crepe/api/Transform.cpp b/src/crepe/api/Transform.cpp
index a85b792..fcfce14 100644
--- a/src/crepe/api/Transform.cpp
+++ b/src/crepe/api/Transform.cpp
@@ -1,8 +1,9 @@
-#include "../util/Log.h"
+#include "../util/dbg.h"
#include "Transform.h"
using namespace crepe;
+using namespace std;
Transform::Transform(game_object_id_t id, const vec2 & point, double rotation, double scale)
: Component(id),
@@ -11,3 +12,11 @@ Transform::Transform(game_object_id_t id, const vec2 & point, double rotation, d
scale(scale) {
dbg_trace();
}
+
+unique_ptr<Component> Transform::save() const {
+ return unique_ptr<Component>{new Transform(*this)};
+}
+
+void Transform::restore(const Component & snapshot) {
+ *this = static_cast<const Transform &>(snapshot);
+}
diff --git a/src/crepe/api/Transform.h b/src/crepe/api/Transform.h
index 7ee6d65..a6f3486 100644
--- a/src/crepe/api/Transform.h
+++ b/src/crepe/api/Transform.h
@@ -35,6 +35,12 @@ protected:
virtual int get_instances_max() const { return 1; }
//! ComponentManager instantiates all components
friend class ComponentManager;
+
+protected:
+ virtual std::unique_ptr<Component> save() const;
+ Transform(const Transform &) = default;
+ virtual void restore(const Component & snapshot);
+ virtual Transform & operator=(const Transform &) = default;
};
} // namespace crepe
diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h
index bf9d124..52e1bb6 100644
--- a/src/crepe/api/Vector2.h
+++ b/src/crepe/api/Vector2.h
@@ -90,6 +90,9 @@ struct Vector2 {
//! Returns the perpendicular vector to this vector.
Vector2 perpendicular() const;
+
+ //! Checks if both components of the vector are NaN.
+ bool is_nan() const;
};
} // namespace crepe
diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp
index ff53cb0..e195760 100644
--- a/src/crepe/api/Vector2.hpp
+++ b/src/crepe/api/Vector2.hpp
@@ -163,4 +163,9 @@ Vector2<T> Vector2<T>::perpendicular() const {
return {-y, x};
}
+template <class T>
+bool Vector2<T>::is_nan() const {
+ return std::isnan(x) && std::isnan(y);
+}
+
} // namespace crepe
diff --git a/src/crepe/facade/DB.cpp b/src/crepe/facade/DB.cpp
index ae2d4bc..7a3e473 100644
--- a/src/crepe/facade/DB.cpp
+++ b/src/crepe/facade/DB.cpp
@@ -1,6 +1,6 @@
#include <cstring>
-#include "util/Log.h"
+#include "util/dbg.h"
#include "DB.h"
diff --git a/src/crepe/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp
index fffbe34..536ea43 100644
--- a/src/crepe/facade/SDLContext.cpp
+++ b/src/crepe/facade/SDLContext.cpp
@@ -11,7 +11,6 @@
#include <array>
#include <cmath>
#include <cstddef>
-#include <cstdint>
#include <functional>
#include <memory>
#include <stdexcept>
@@ -20,8 +19,12 @@
#include "../api/Color.h"
#include "../api/Config.h"
#include "../api/Sprite.h"
-#include "../util/Log.h"
+#include "../util/dbg.h"
+#include "api/Text.h"
+#include "api/Transform.h"
+#include "facade/Font.h"
#include "manager/Mediator.h"
+#include "util/AbsolutePosition.h"
#include "SDLContext.h"
#include "Texture.h"
@@ -32,9 +35,6 @@ using namespace std;
SDLContext::SDLContext(Mediator & mediator) {
dbg_trace();
- if (TTF_Init() == -1) {
- throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError()));
- }
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
throw runtime_error(format("SDLContext: SDL_Init error: {}", SDL_GetError()));
}
@@ -63,6 +63,10 @@ SDLContext::SDLContext(Mediator & mediator) {
throw runtime_error("SDLContext: SDL_image could not initialize!");
}
+ if (TTF_Init() == -1) {
+ throw runtime_error(format("SDL_ttf initialization failed: {}", TTF_GetError()));
+ }
+
mediator.sdl_context = *this;
}
@@ -75,8 +79,8 @@ SDLContext::~SDLContext() {
// TODO: how are we going to ensure that these are called from the same
// thread that SDL_Init() was called on? This has caused problems for me
// before.
- IMG_Quit();
TTF_Quit();
+ IMG_Quit();
SDL_Quit();
}
@@ -137,6 +141,8 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const {
= (ctx.sprite.aspect_ratio == 0) ? ctx.texture.get_ratio() : ctx.sprite.aspect_ratio;
vec2 size = data.size;
+ vec2 screen_pos = ctx.pos;
+
if (data.size.x == 0 && data.size.y != 0) {
size.x = data.size.y * aspect_ratio;
}
@@ -145,10 +151,15 @@ SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const {
}
size *= cam_aux_data.render_scale * ctx.img_scale * data.scale_offset;
- vec2 screen_pos = (ctx.pos + data.position_offset - cam_aux_data.cam_pos
- + (cam_aux_data.zoomed_viewport) / 2)
- * cam_aux_data.render_scale
- - size / 2 + cam_aux_data.bar_size;
+ if (ctx.sprite.data.world_space) {
+ screen_pos = (screen_pos - cam_aux_data.cam_pos + cam_aux_data.zoomed_viewport / 2)
+ * cam_aux_data.render_scale
+ - size / 2 + cam_aux_data.bar_size;
+ } else {
+ screen_pos
+ = (screen_pos + cam_aux_data.zoomed_viewport / 2) * cam_aux_data.render_scale
+ - size / 2 + cam_aux_data.bar_size;
+ }
return SDL_FRect{
.x = screen_pos.x,
@@ -188,6 +199,52 @@ void SDLContext::draw(const RenderContext & ctx) {
angle, NULL, render_flip);
}
+void SDLContext::draw_text(const RenderText & data) {
+
+ const Text & text = data.text;
+ const Font & font = data.font;
+ vec2 absoluut_pos = AbsolutePosition::get_position(data.transform, data.text.offset);
+ std::unique_ptr<SDL_Surface, std::function<void(SDL_Surface *)>> font_surface;
+ std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> font_texture;
+
+ SDL_Color color{
+ .r = text.data.text_color.r,
+ .g = text.data.text_color.g,
+ .b = text.data.text_color.b,
+ .a = text.data.text_color.a,
+ };
+ SDL_Surface * tmp_font_surface
+ = TTF_RenderText_Solid(font.get_font(), text.text.c_str(), color);
+ if (tmp_font_surface == NULL) {
+ throw runtime_error(format("draw_text: font surface error: {}", SDL_GetError()));
+ }
+ font_surface = {tmp_font_surface, [](SDL_Surface * surface) { SDL_FreeSurface(surface); }};
+
+ SDL_Texture * tmp_font_texture
+ = SDL_CreateTextureFromSurface(this->game_renderer.get(), font_surface.get());
+ if (tmp_font_texture == NULL) {
+ throw runtime_error(format("draw_text: font texture error: {}", SDL_GetError()));
+ }
+ font_texture
+ = {tmp_font_texture, [](SDL_Texture * texture) { SDL_DestroyTexture(texture); }};
+
+ vec2 size = text.dimensions * cam_aux_data.render_scale * data.transform.scale;
+ vec2 screen_pos
+ = (absoluut_pos - cam_aux_data.cam_pos + (cam_aux_data.zoomed_viewport) / 2)
+ * cam_aux_data.render_scale
+ - size / 2 + cam_aux_data.bar_size;
+
+ SDL_FRect dstrect{
+ .x = screen_pos.x,
+ .y = screen_pos.y,
+ .w = size.x,
+ .h = size.y,
+ };
+
+ SDL_RenderCopyExF(this->game_renderer.get(), font_texture.get(), NULL, &dstrect,
+ data.transform.rotation, NULL, SDL_FLIP_NONE);
+}
+
void SDLContext::update_camera_view(const Camera & cam, const vec2 & new_pos) {
const Camera::Data & cam_data = cam.data;
diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h
index b687f87..e570073 100644
--- a/src/crepe/facade/SDLContext.h
+++ b/src/crepe/facade/SDLContext.h
@@ -12,18 +12,21 @@
#include <unordered_map>
#include "../types.h"
+#include "EventData.h"
#include "api/Camera.h"
#include "api/Color.h"
#include "api/KeyCodes.h"
#include "api/Sprite.h"
#include "api/Transform.h"
-#include "types.h"
#include "EventData.h"
#include "FontFacade.h"
+#include "types.h"
namespace crepe {
class Texture;
+class Text;
+class Font;
class Mediator;
/**
@@ -71,12 +74,11 @@ public:
const double & scale;
};
-public:
- /**
- * \brief Gets the singleton instance of SDLContext.
- * \return Reference to the SDLContext instance.
- */
- static SDLContext & get_instance();
+ struct RenderText {
+ const Text & text;
+ const Font & font;
+ const Transform & transform;
+ };
public:
SDLContext(const SDLContext &) = delete;
@@ -186,6 +188,13 @@ public:
*/
void draw(const RenderContext & ctx);
+ /**
+ * \brief draws a text to the screen
+ *
+ * \param data Reference to the rendering data needed to draw
+ */
+ void draw_text(const RenderText & data);
+
//! Clears the screen, preparing for a new frame.
void clear_screen();
diff --git a/src/crepe/facade/Sound.cpp b/src/crepe/facade/Sound.cpp
index 97e455e..b1e6463 100644
--- a/src/crepe/facade/Sound.cpp
+++ b/src/crepe/facade/Sound.cpp
@@ -1,5 +1,5 @@
#include "../api/Asset.h"
-#include "../util/Log.h"
+#include "../util/dbg.h"
#include "Sound.h"
diff --git a/src/crepe/facade/SoundContext.cpp b/src/crepe/facade/SoundContext.cpp
index b1f8cb3..5091e07 100644
--- a/src/crepe/facade/SoundContext.cpp
+++ b/src/crepe/facade/SoundContext.cpp
@@ -1,4 +1,4 @@
-#include "../util/Log.h"
+#include "../util/dbg.h"
#include "SoundContext.h"
diff --git a/src/crepe/facade/Texture.cpp b/src/crepe/facade/Texture.cpp
index b63403d..06caa54 100644
--- a/src/crepe/facade/Texture.cpp
+++ b/src/crepe/facade/Texture.cpp
@@ -1,10 +1,11 @@
-#include "../util/Log.h"
-#include "facade/SDLContext.h"
-#include "manager/Mediator.h"
+#include "../Resource.h"
+#include "../facade/SDLContext.h"
+#include "../manager/Mediator.h"
+#include "../types.h"
+#include "../util/dbg.h"
-#include "Resource.h"
+#include "SDLContext.h"
#include "Texture.h"
-#include "types.h"
using namespace crepe;
using namespace std;
@@ -23,6 +24,7 @@ Texture::~Texture() {
}
const ivec2 & Texture::get_size() const noexcept { return this->size; }
+
const float & Texture::get_ratio() const noexcept { return this->aspect_ratio; }
SDL_Texture * Texture::get_img() const noexcept { return this->texture.get(); }
diff --git a/src/crepe/manager/CMakeLists.txt b/src/crepe/manager/CMakeLists.txt
index f73e165..48e444f 100644
--- a/src/crepe/manager/CMakeLists.txt
+++ b/src/crepe/manager/CMakeLists.txt
@@ -6,6 +6,8 @@ target_sources(crepe PUBLIC
SceneManager.cpp
LoopTimerManager.cpp
ResourceManager.cpp
+ ReplayManager.cpp
+ SystemManager.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -21,5 +23,8 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
LoopTimerManager.h
ResourceManager.h
ResourceManager.hpp
+ ReplayManager.h
+ SystemManager.h
+ SystemManager.hpp
)
diff --git a/src/crepe/manager/ComponentManager.cpp b/src/crepe/manager/ComponentManager.cpp
index df30d27..745ddae 100644
--- a/src/crepe/manager/ComponentManager.cpp
+++ b/src/crepe/manager/ComponentManager.cpp
@@ -1,7 +1,7 @@
#include "../api/GameObject.h"
#include "../api/Metadata.h"
#include "../types.h"
-#include "../util/Log.h"
+#include "../util/dbg.h"
#include "ComponentManager.h"
@@ -53,7 +53,7 @@ GameObject ComponentManager::new_object(const string & name, const string & tag,
this->next_id++;
}
- GameObject object{*this, this->next_id, name, tag, position, rotation, scale};
+ GameObject object{this->mediator, this->next_id, name, tag, position, rotation, scale};
this->next_id++;
return object;
@@ -72,3 +72,28 @@ set<game_object_id_t> ComponentManager::get_objects_by_tag(const string & tag) c
return this->get_objects_by_predicate<Metadata>(
[tag](const Metadata & data) { return data.tag == tag; });
}
+
+ComponentManager::Snapshot ComponentManager::save() {
+ Snapshot snapshot{};
+ for (const auto & [type, by_id_index] : this->components) {
+ for (game_object_id_t id = 0; id < by_id_index.size(); id++) {
+ const auto & components = by_id_index[id];
+ for (size_t index = 0; index < components.size(); index++) {
+ const Component & component = *components[index];
+ snapshot.components.push_back(SnapshotComponent{
+ .type = type,
+ .id = id,
+ .index = index,
+ .component = component.save(),
+ });
+ }
+ }
+ }
+ return snapshot;
+}
+
+void ComponentManager::restore(const Snapshot & snapshot) {
+ for (const SnapshotComponent & info : snapshot.components) {
+ this->components[info.type][info.id][info.index]->restore(*info.component);
+ }
+}
diff --git a/src/crepe/manager/ComponentManager.h b/src/crepe/manager/ComponentManager.h
index 19a8e81..c3a5b4a 100644
--- a/src/crepe/manager/ComponentManager.h
+++ b/src/crepe/manager/ComponentManager.h
@@ -21,13 +21,6 @@ class GameObject;
* This class manages all components. It provides methods to add, delete and get components.
*/
class ComponentManager : public Manager {
- // TODO: This relation should be removed! I (loek) believe that the scene manager should
- // create/destroy components because the GameObject's are stored in concrete Scene classes,
- // which will in turn call GameObject's destructor, which will in turn call
- // ComponentManager::delete_components_by_id or something. This is a pretty major change, so
- // here is a comment and temporary fix instead :tada:
- friend class SceneManager;
-
public:
ComponentManager(Mediator & mediator);
~ComponentManager(); // dbg_trace
@@ -49,12 +42,7 @@ public:
const vec2 & position = {0, 0}, double rotation = 0,
double scale = 1);
-protected:
- /**
- * GameObject is used as an interface to add/remove components, and the game programmer is
- * supposed to use it instead of interfacing with the component manager directly.
- */
- friend class GameObject;
+public:
/**
* \brief Add a component to the ComponentManager
*
@@ -154,6 +142,40 @@ public:
template <typename T>
RefVector<T> get_components_by_tag(const std::string & tag) const;
+ //! Snapshot of single component (including path in \c components)
+ struct SnapshotComponent {
+ //! \c components path
+ std::type_index type;
+ //! \c components path
+ game_object_id_t id;
+ //! \c components path
+ size_t index;
+ //! Actual component snapshot
+ std::unique_ptr<Component> component;
+ };
+ //! Snapshot of the entire component manager state
+ struct Snapshot {
+ //! All components
+ std::vector<SnapshotComponent> components;
+ // TODO: some kind of hash code that ensures components exist in all the same places as
+ // this snapshot
+ };
+ /**
+ * \name ReplayManager (Memento) functions
+ * \{
+ */
+ /**
+ * \brief Save a snapshot of the component manager state
+ * \returns Deep copy of the component manager's internal state
+ */
+ Snapshot save();
+ /**
+ * \brief Restore component manager from a snapshot
+ * \param snapshot Snapshot to restore from (as returned by \c save())
+ */
+ void restore(const Snapshot & snapshot);
+ //! \}
+
private:
/**
* \brief Get object IDs by predicate function
diff --git a/src/crepe/manager/LoopTimerManager.cpp b/src/crepe/manager/LoopTimerManager.cpp
index a6e4788..e78f92f 100644
--- a/src/crepe/manager/LoopTimerManager.cpp
+++ b/src/crepe/manager/LoopTimerManager.cpp
@@ -1,7 +1,7 @@
#include <chrono>
#include <thread>
-#include "../util/Log.h"
+#include "../util/dbg.h"
#include "LoopTimerManager.h"
diff --git a/src/crepe/manager/LoopTimerManager.h b/src/crepe/manager/LoopTimerManager.h
index 76b02d3..2f1e6b6 100644
--- a/src/crepe/manager/LoopTimerManager.h
+++ b/src/crepe/manager/LoopTimerManager.h
@@ -6,6 +6,8 @@
namespace crepe {
+class Engine;
+
typedef std::chrono::duration<float> duration_t;
typedef std::chrono::duration<unsigned long long, std::micro> elapsed_time_t;
@@ -107,7 +109,7 @@ public:
private:
//! Friend relation to use start,enforce_frame_rate,get_lag,update,advance_fixed_update.
- friend class LoopManager;
+ friend class Engine;
/**
* \brief Start the loop timer.
*
diff --git a/src/crepe/manager/Mediator.h b/src/crepe/manager/Mediator.h
index a336410..842f1de 100644
--- a/src/crepe/manager/Mediator.h
+++ b/src/crepe/manager/Mediator.h
@@ -11,6 +11,8 @@ class LoopTimerManager;
class SaveManager;
class ResourceManager;
class SDLContext;
+class ReplayManager;
+class SystemManager;
/**
* Struct to pass references to classes that would otherwise need to be singletons down to
@@ -32,6 +34,8 @@ struct Mediator {
OptionalRef<LoopTimerManager> loop_timer;
OptionalRef<SaveManager> save_manager;
OptionalRef<ResourceManager> resource_manager;
+ OptionalRef<ReplayManager> replay_manager;
+ OptionalRef<SystemManager> system_manager;
};
} // namespace crepe
diff --git a/src/crepe/manager/ReplayManager.cpp b/src/crepe/manager/ReplayManager.cpp
new file mode 100644
index 0000000..090a94e
--- /dev/null
+++ b/src/crepe/manager/ReplayManager.cpp
@@ -0,0 +1,70 @@
+#include <format>
+
+#include "Manager.h"
+#include "ReplayManager.h"
+
+using namespace crepe;
+using namespace std;
+
+ReplayManager::ReplayManager(Mediator & mediator) : Manager(mediator) {
+ mediator.replay_manager = *this;
+}
+
+void ReplayManager::record_start() {
+ if (this->state == RECORDING) this->release(this->id);
+ this->id++;
+ this->memory[this->id] = make_unique<Recording>();
+ this->recording = *this->memory.at(this->id);
+ this->state = RECORDING;
+}
+
+recording_t ReplayManager::record_end() {
+ this->state = IDLE;
+ return this->id;
+}
+
+void ReplayManager::play(recording_t handle) {
+ if (!this->memory.contains(handle))
+ throw out_of_range(format("ReplayManager: no recording for handle {}", handle));
+ this->recording = *this->memory.at(handle);
+ this->recording->frame = 0;
+ this->state = PLAYING;
+}
+
+void ReplayManager::release(recording_t handle) {
+ if (!this->memory.contains(handle)) return;
+ this->memory.erase(handle);
+}
+
+void ReplayManager::frame_record() {
+ if (this->state != RECORDING)
+ throw runtime_error("ReplayManager: frame_step called while not playing");
+
+ ComponentManager & components = this->mediator.component_manager;
+ Recording & recording = this->recording;
+
+ recording.frames.push_back(components.save());
+ recording.frame++;
+}
+
+bool ReplayManager::frame_step() {
+ if (this->state != PLAYING)
+ throw runtime_error("ReplayManager: frame_step called while not playing");
+
+ ComponentManager & components = this->mediator.component_manager;
+ Recording & recording = this->recording;
+
+ ComponentManager::Snapshot & frame = recording.frames.at(recording.frame);
+
+ components.restore(frame);
+ recording.frame++;
+
+ if (recording.frame < recording.frames.size()) return false;
+ // end of recording
+ recording.frame = 0;
+ this->state = IDLE;
+ this->recording.clear();
+ return true;
+}
+
+ReplayManager::State ReplayManager::get_state() const { return this->state; }
diff --git a/src/crepe/manager/ReplayManager.h b/src/crepe/manager/ReplayManager.h
new file mode 100644
index 0000000..f06a58b
--- /dev/null
+++ b/src/crepe/manager/ReplayManager.h
@@ -0,0 +1,96 @@
+#pragma once
+
+#include <unordered_map>
+
+#include "../util/OptionalRef.h"
+
+#include "ComponentManager.h"
+#include "Manager.h"
+
+namespace crepe {
+
+//! Handle to recording held by ReplayManager
+typedef size_t recording_t;
+
+/**
+ * \brief Replay manager
+ *
+ * The replay manager is responsible for creating, storing and restoring ComponentManager
+ * snapshots. Sequential snapshots can be recorded and replayed in combination with
+ * ReplaySystem.
+ */
+class ReplayManager : public Manager {
+ // TODO: Delete recordings at end of scene
+
+public:
+ ReplayManager(Mediator & mediator);
+
+public:
+ //! Start a new recording
+ void record_start();
+ /**
+ * \brief End the latest recording started by \c record_start()
+ * \returns Handle to recording
+ */
+ recording_t record_end();
+ /**
+ * \brief Play a recording
+ * \param handle Handle to recording (as returned by \c record_end())
+ */
+ void play(recording_t handle);
+ /**
+ * \brief Delete a recording from memory
+ * \param handle Handle to recording (as returned by \c record_end())
+ */
+ void release(recording_t handle);
+
+public:
+ //! Internal state
+ enum State {
+ IDLE, //!< Not doing anything
+ RECORDING, //!< Currently recording
+ PLAYING, //!< Currently playing back a recording
+ };
+ //! Get current internal state
+ State get_state() const;
+
+public:
+ /**
+ * \brief Record a single frame to the current recording
+ *
+ * This function is called by ReplaySystem after the game programmer has called \c
+ * record_start()
+ */
+ void frame_record();
+ /**
+ * \brief Play the next frame of the current recording
+ *
+ * \returns `true` if the recording is finished playing
+ * \returns `false` if there are more frames
+ *
+ * This function also automatically resets the internal state from PLAYING to IDLE at the end
+ * of a recording.
+ */
+ bool frame_step();
+
+private:
+ /**
+ * \brief Recording data
+ */
+ struct Recording {
+ //! Current frame being shown
+ size_t frame = 0;
+ //! All frames in recording
+ std::vector<ComponentManager::Snapshot> frames;
+ };
+ //! Internal state
+ State state = IDLE;
+ //! Current recording handle
+ recording_t id = -1;
+ //! Current recording data
+ OptionalRef<Recording> recording;
+ //! Recording storage
+ std::unordered_map<recording_t, std::unique_ptr<Recording>> memory;
+};
+
+} // namespace crepe
diff --git a/src/crepe/manager/ResourceManager.cpp b/src/crepe/manager/ResourceManager.cpp
index a141a46..5713183 100644
--- a/src/crepe/manager/ResourceManager.cpp
+++ b/src/crepe/manager/ResourceManager.cpp
@@ -1,4 +1,4 @@
-#include "util/Log.h"
+#include "util/dbg.h"
#include "ResourceManager.h"
diff --git a/src/crepe/manager/SystemManager.cpp b/src/crepe/manager/SystemManager.cpp
new file mode 100644
index 0000000..5ada30f
--- /dev/null
+++ b/src/crepe/manager/SystemManager.cpp
@@ -0,0 +1,66 @@
+#include "../system/AISystem.h"
+#include "../system/AnimatorSystem.h"
+#include "../system/AudioSystem.h"
+#include "../system/CollisionSystem.h"
+#include "../system/EventSystem.h"
+#include "../system/InputSystem.h"
+#include "../system/ParticleSystem.h"
+#include "../system/PhysicsSystem.h"
+#include "../system/RenderSystem.h"
+#include "../system/ReplaySystem.h"
+#include "../system/ScriptSystem.h"
+
+#include "SystemManager.h"
+
+using namespace crepe;
+using namespace std;
+
+SystemManager::SystemManager(Mediator & mediator) : Manager(mediator) {
+ this->load_system<InputSystem>();
+ this->load_system<EventSystem>();
+ this->load_system<ScriptSystem>();
+ this->load_system<AISystem>();
+ this->load_system<PhysicsSystem>();
+ this->load_system<CollisionSystem>();
+ this->load_system<AudioSystem>();
+ this->load_system<AnimatorSystem>();
+ this->load_system<ParticleSystem>();
+ this->load_system<RenderSystem>();
+ this->load_system<ReplaySystem>();
+
+ this->mediator.system_manager = *this;
+}
+
+void SystemManager::fixed_update() {
+ for (auto & [type, system] : this->systems) {
+ if (!system->active) continue;
+ system->fixed_update();
+ }
+}
+
+void SystemManager::frame_update() {
+ for (auto & [type, system] : this->systems) {
+ if (!system->active) continue;
+ system->frame_update();
+ }
+}
+
+SystemManager::Snapshot SystemManager::save() {
+ Snapshot snapshot;
+ for (auto & [type, system] : this->systems) {
+ snapshot[type] = system->active;
+ }
+ return snapshot;
+}
+
+void SystemManager::restore(const Snapshot & snapshot) {
+ for (auto & [type, active] : snapshot) {
+ this->systems[type]->active = active;
+ }
+}
+
+void SystemManager::disable_all() {
+ for (auto & [type, system] : this->systems) {
+ system->active = false;
+ }
+}
diff --git a/src/crepe/manager/SystemManager.h b/src/crepe/manager/SystemManager.h
new file mode 100644
index 0000000..50acf77
--- /dev/null
+++ b/src/crepe/manager/SystemManager.h
@@ -0,0 +1,85 @@
+#pragma once
+
+#include <memory>
+#include <typeindex>
+#include <unordered_map>
+
+#include "../system/System.h"
+
+#include "Manager.h"
+
+namespace crepe {
+
+/**
+ * \brief Collection of all systems
+ *
+ * This manager aggregates all systems and provides utility functions to retrieve references to
+ * and update systems.
+ */
+class SystemManager : public Manager {
+public:
+ SystemManager(Mediator &);
+
+ /**
+ * \brief Per-frame update.
+ *
+ * Updates the game state based on the elapsed time since the last frame.
+ */
+ void frame_update();
+
+ /**
+ * \brief Fixed update executed at a fixed rate.
+ *
+ * This function updates physics and game logic based on LoopTimer's fixed_delta_time.
+ */
+ void fixed_update();
+
+private:
+ /**
+ * \brief Collection of System instances
+ *
+ * This map holds System instances indexed by the system's class typeid. It is filled in the
+ * constructor of \c SystemManager using SystemManager::load_system.
+ */
+ std::unordered_map<std::type_index, std::unique_ptr<System>> systems;
+ /**
+ * \brief Initialize a system
+ * \tparam T System type (must be derivative of \c System)
+ */
+ template <class T>
+ void load_system();
+
+public:
+ /**
+ * \brief Retrieve a reference to ECS system
+ * \tparam T System type
+ * \returns Reference to system instance
+ * \throws std::runtime_error if the System is not initialized
+ */
+ template <class T>
+ T & get_system();
+
+public:
+ /**
+ * \brief SystemManager snapshot
+ *
+ * The SystemManager snapshot only stores which systems are active
+ */
+ typedef std::unordered_map<std::type_index, bool> Snapshot;
+ /**
+ * \brief Save a snapshot of the systems' state
+ * \returns Copy of each system's active property
+ */
+ Snapshot save();
+ /**
+ * \brief Restore system active state from a snapshot
+ * \param snapshot Snapshot to restore from (as returned by \c save())
+ */
+ void restore(const Snapshot & snapshot);
+ //! Disable all systems
+ void disable_all();
+};
+
+} // namespace crepe
+
+#include "SystemManager.hpp"
diff --git a/src/crepe/api/LoopManager.hpp b/src/crepe/manager/SystemManager.hpp
index 266758a..3d26e4c 100644
--- a/src/crepe/api/LoopManager.hpp
+++ b/src/crepe/manager/SystemManager.hpp
@@ -4,26 +4,19 @@
#include <format>
#include <memory>
-#include "../system/System.h"
-
-#include "LoopManager.h"
+#include "SystemManager.h"
namespace crepe {
template <class T>
-void LoopManager::add_scene() {
- this->scene_manager.add_scene<T>();
-}
-
-template <class T>
-T & LoopManager::get_system() {
+T & SystemManager::get_system() {
using namespace std;
static_assert(is_base_of<System, T>::value,
"get_system must recieve a derivative class of System");
const type_info & type = typeid(T);
if (!this->systems.contains(type))
- throw runtime_error(format("LoopManager: {} is not initialized", type.name()));
+ throw runtime_error(format("SystemManager: {} is not initialized", type.name()));
System * system = this->systems.at(type).get();
T * concrete_system = dynamic_cast<T *>(system);
@@ -33,14 +26,14 @@ T & LoopManager::get_system() {
}
template <class T>
-void LoopManager::load_system() {
+void SystemManager::load_system() {
using namespace std;
static_assert(is_base_of<System, T>::value,
"load_system must recieve a derivative class of System");
const type_info & type = typeid(T);
if (this->systems.contains(type))
- throw runtime_error(format("LoopManager: {} is already initialized", type.name()));
+ throw runtime_error(format("SystemManager: {} is already initialized", type.name()));
System * system = new T(this->mediator);
this->systems[type] = unique_ptr<System>(system);
}
diff --git a/src/crepe/system/AISystem.cpp b/src/crepe/system/AISystem.cpp
index 680dbb8..0f35010 100644
--- a/src/crepe/system/AISystem.cpp
+++ b/src/crepe/system/AISystem.cpp
@@ -10,7 +10,7 @@
using namespace crepe;
using namespace std::chrono;
-void AISystem::update() {
+void AISystem::fixed_update() {
const Mediator & mediator = this->mediator;
ComponentManager & mgr = mediator.component_manager;
LoopTimerManager & loop_timer = mediator.loop_timer;
diff --git a/src/crepe/system/AISystem.h b/src/crepe/system/AISystem.h
index d5f8a8e..04807cf 100644
--- a/src/crepe/system/AISystem.h
+++ b/src/crepe/system/AISystem.h
@@ -20,7 +20,7 @@ public:
using System::System;
//! Update the AI system
- void update() override;
+ void fixed_update() override;
private:
/**
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index 107b25d..e5ab2fa 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -1,5 +1,3 @@
-
-
#include "../api/Animator.h"
#include "../manager/ComponentManager.h"
#include "../manager/LoopTimerManager.h"
@@ -10,7 +8,7 @@
using namespace crepe;
using namespace std::chrono;
-void AnimatorSystem::update() {
+void AnimatorSystem::frame_update() {
ComponentManager & mgr = this->mediator.component_manager;
LoopTimerManager & timer = this->mediator.loop_timer;
RefVector<Animator> animations = mgr.get_components_by_type<Animator>();
diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h
index 7d3f565..092e131 100644
--- a/src/crepe/system/AnimatorSystem.h
+++ b/src/crepe/system/AnimatorSystem.h
@@ -22,7 +22,7 @@ public:
* Animator components, moving the animations forward and managing their behavior (e.g.,
* looping).
*/
- void update() override;
+ void frame_update() override;
};
} // namespace crepe
diff --git a/src/crepe/system/AudioSystem.cpp b/src/crepe/system/AudioSystem.cpp
index b1aa0f8..d4e8b9f 100644
--- a/src/crepe/system/AudioSystem.cpp
+++ b/src/crepe/system/AudioSystem.cpp
@@ -7,7 +7,7 @@
using namespace crepe;
using namespace std;
-void AudioSystem::update() {
+void AudioSystem::fixed_update() {
ComponentManager & component_manager = this->mediator.component_manager;
ResourceManager & resource_manager = this->mediator.resource_manager;
RefVector<AudioSource> components
diff --git a/src/crepe/system/AudioSystem.h b/src/crepe/system/AudioSystem.h
index 2ddc443..56fc98c 100644
--- a/src/crepe/system/AudioSystem.h
+++ b/src/crepe/system/AudioSystem.h
@@ -11,7 +11,7 @@ namespace crepe {
class AudioSystem : public System {
public:
using System::System;
- void update() override;
+ void fixed_update() override;
private:
/**
diff --git a/src/crepe/system/CMakeLists.txt b/src/crepe/system/CMakeLists.txt
index 0e2db76..52369d0 100644
--- a/src/crepe/system/CMakeLists.txt
+++ b/src/crepe/system/CMakeLists.txt
@@ -8,6 +8,8 @@ target_sources(crepe PUBLIC
AudioSystem.cpp
AnimatorSystem.cpp
InputSystem.cpp
+ EventSystem.cpp
+ ReplaySystem.cpp
AISystem.cpp
)
@@ -20,5 +22,7 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
AudioSystem.h
AnimatorSystem.h
InputSystem.h
+ EventSystem.h
+ ReplaySystem.h
AISystem.h
)
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index af8adce..654d4c6 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -1,6 +1,7 @@
#include <algorithm>
#include <cmath>
#include <cstddef>
+#include <emmintrin.h>
#include <functional>
#include <optional>
#include <utility>
@@ -15,15 +16,25 @@
#include "api/Rigidbody.h"
#include "api/Transform.h"
#include "api/Vector2.h"
+#include "util/AbsolutePosition.h"
+#include "util/OptionalRef.h"
-#include "Collider.h"
#include "CollisionSystem.h"
#include "types.h"
-#include "util/OptionalRef.h"
using namespace crepe;
+using enum Rigidbody::BodyType;
+
+CollisionSystem::CollisionInfo CollisionSystem::CollisionInfo::operator-() const {
+ return {
+ .self = this->other,
+ .other = this->self,
+ .resolution = -this->resolution,
+ .resolution_direction = this->resolution_direction,
+ };
+}
-void CollisionSystem::update() {
+void CollisionSystem::fixed_update() {
std::vector<CollisionInternal> all_colliders;
game_object_id_t id = 0;
ComponentManager & mgr = this->mediator.component_manager;
@@ -33,6 +44,7 @@ void CollisionSystem::update() {
if (!rigidbody.active) continue;
id = rigidbody.game_object_id;
Transform & transform = mgr.get_components_by_id<Transform>(id).front().get();
+ Metadata & metadata = mgr.get_components_by_id<Metadata>(id).front().get();
// Check if the boxcollider is active and has the same id as the rigidbody.
RefVector<BoxCollider> boxcolliders = mgr.get_components_by_type<BoxCollider>();
for (BoxCollider & boxcollider : boxcolliders) {
@@ -40,8 +52,7 @@ void CollisionSystem::update() {
if (!boxcollider.active) continue;
all_colliders.push_back({.id = id,
.collider = collider_variant{boxcollider},
- .transform = transform,
- .rigidbody = rigidbody});
+ .info = {transform, rigidbody, metadata}});
}
// Check if the circlecollider is active and has the same id as the rigidbody.
RefVector<CircleCollider> circlecolliders
@@ -51,310 +62,450 @@ void CollisionSystem::update() {
if (!circlecollider.active) continue;
all_colliders.push_back({.id = id,
.collider = collider_variant{circlecollider},
- .transform = transform,
- .rigidbody = rigidbody});
+ .info = {transform, rigidbody, metadata}});
}
}
- // Check between all colliders if there is a collision
+ // Check between all colliders if there is a collision (collision handling)
std::vector<std::pair<CollisionInternal, CollisionInternal>> collided
= this->gather_collisions(all_colliders);
- // For both objects call the collision handler
+ // For the object convert the info and call the collision handler if needed
for (auto & collision_pair : collided) {
- this->collision_handler_request(collision_pair.first, collision_pair.second);
- this->collision_handler_request(collision_pair.second, collision_pair.first);
+ // Convert internal struct to external struct
+ CollisionInfo info
+ = this->get_collision_info(collision_pair.first, collision_pair.second);
+ // Determine if and/or what collison handler is needed.
+ this->determine_collision_handler(info);
}
}
-void CollisionSystem::collision_handler_request(CollisionInternal & this_data,
- CollisionInternal & other_data) {
+// Below is for collision detection
+std::vector<std::pair<CollisionSystem::CollisionInternal, CollisionSystem::CollisionInternal>>
+CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) {
- CollisionInternalType type
- = this->get_collider_type(this_data.collider, other_data.collider);
- std::pair<vec2, CollisionSystem::Direction> resolution_data
- = this->collision_handler(this_data, other_data, type);
- ComponentManager & mgr = this->mediator.component_manager;
- OptionalRef<Metadata> this_metadata
- = mgr.get_components_by_id<Metadata>(this_data.id).front().get();
- OptionalRef<Metadata> other_metadata
- = mgr.get_components_by_id<Metadata>(other_data.id).front().get();
- OptionalRef<Collider> this_collider;
- OptionalRef<Collider> other_collider;
- switch (type) {
- case CollisionInternalType::BOX_BOX: {
- this_collider = std::get<std::reference_wrapper<BoxCollider>>(this_data.collider);
- other_collider
- = std::get<std::reference_wrapper<BoxCollider>>(other_data.collider);
- break;
- }
- case CollisionInternalType::BOX_CIRCLE: {
- this_collider = std::get<std::reference_wrapper<BoxCollider>>(this_data.collider);
- other_collider
- = std::get<std::reference_wrapper<CircleCollider>>(other_data.collider);
- break;
- }
- case CollisionInternalType::CIRCLE_BOX: {
- this_collider
- = std::get<std::reference_wrapper<CircleCollider>>(this_data.collider);
- other_collider
- = std::get<std::reference_wrapper<BoxCollider>>(other_data.collider);
- break;
- }
- case CollisionInternalType::CIRCLE_CIRCLE: {
- this_collider
- = std::get<std::reference_wrapper<CircleCollider>>(this_data.collider);
- other_collider
- = std::get<std::reference_wrapper<CircleCollider>>(other_data.collider);
- break;
+ // TODO:
+ // If no colliders skip
+ // Check if colliders has rigidbody if not skip
+
+ // TODO:
+ // If amount is higer than lets say 16 for now use quadtree otwerwise skip
+ // Quadtree code
+ // Quadtree is placed over the input vector
+
+ // Return data of collided colliders which are variants
+ std::vector<std::pair<CollisionInternal, CollisionInternal>> collisions_ret;
+ //using visit to visit the variant to access the active and id.
+ for (size_t i = 0; i < colliders.size(); ++i) {
+ for (size_t j = i + 1; j < colliders.size(); ++j) {
+ if (colliders[i].id == colliders[j].id) continue;
+ if (!should_collide(colliders[i], colliders[j])) continue;
+ CollisionInternalType type
+ = get_collider_type(colliders[i].collider, colliders[j].collider);
+ if (!detect_collision(colliders[i], colliders[j], type)) continue;
+ //fet
+ collisions_ret.emplace_back(colliders[i], colliders[j]);
}
}
+ return collisions_ret;
+}
- // collision info
- crepe::CollisionSystem::CollisionInfo collision_info{
- .this_collider = this_collider,
- .this_transform = this_data.transform,
- .this_rigidbody = this_data.rigidbody,
- .this_metadata = this_metadata,
- .other_collider = other_collider,
- .other_transform = other_data.transform,
- .other_rigidbody = other_data.rigidbody,
- .other_metadata = other_metadata,
- .resolution = resolution_data.first,
- .resolution_direction = resolution_data.second,
- };
+bool CollisionSystem::should_collide(const CollisionInternal & self,
+ const CollisionInternal & other) const {
+
+ const Rigidbody::Data & self_rigidbody = self.info.rigidbody.data;
+ const Rigidbody::Data & other_rigidbody = other.info.rigidbody.data;
+ const Metadata & self_metadata = self.info.metadata;
+ const Metadata & other_metadata = other.info.metadata;
+
+ // Check collision layers
+ if (self_rigidbody.collision_layers.contains(other_rigidbody.collision_layer)) return true;
+ if (other_rigidbody.collision_layers.contains(self_rigidbody.collision_layer)) return true;
- // Determine if static needs to be called
- this->determine_collision_handler(collision_info);
+ // Check names
+ if (self_rigidbody.collision_names.contains(other_metadata.name)) return true;
+ if (other_rigidbody.collision_names.contains(self_metadata.name)) return true;
+
+ // Check tags
+ if (self_rigidbody.collision_tags.contains(other_metadata.tag)) return true;
+ if (other_rigidbody.collision_tags.contains(self_metadata.tag)) return true;
+
+ return false;
+}
+
+CollisionSystem::CollisionInternalType
+CollisionSystem::get_collider_type(const collider_variant & collider1,
+ const collider_variant & collider2) const {
+ if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider1)) {
+ if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) {
+ return CollisionInternalType::CIRCLE_CIRCLE;
+ } else {
+ return CollisionInternalType::CIRCLE_BOX;
+ }
+ } else {
+ if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) {
+ return CollisionInternalType::BOX_CIRCLE;
+ } else {
+ return CollisionInternalType::BOX_BOX;
+ }
+ }
}
-std::pair<vec2, CollisionSystem::Direction>
-CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal & data2,
- CollisionInternalType type) {
+bool CollisionSystem::detect_collision(CollisionInternal & self, CollisionInternal & other,
+ const CollisionInternalType & type) {
vec2 resolution;
switch (type) {
case CollisionInternalType::BOX_BOX: {
- const BoxCollider & collider1
- = std::get<std::reference_wrapper<BoxCollider>>(data1.collider);
- const BoxCollider & collider2
- = std::get<std::reference_wrapper<BoxCollider>>(data2.collider);
- vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform,
- data1.rigidbody);
- vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
- data2.rigidbody);
- resolution = this->get_box_box_resolution(collider1, collider2, collider_pos1,
- collider_pos2);
+ // Box-Box collision detection
+ const BoxColliderInternal BOX1
+ = {.collider = std::get<std::reference_wrapper<BoxCollider>>(self.collider),
+ .transform = self.info.transform,
+ .rigidbody = self.info.rigidbody};
+ const BoxColliderInternal BOX2
+ = {.collider = std::get<std::reference_wrapper<BoxCollider>>(other.collider),
+ .transform = other.info.transform,
+ .rigidbody = other.info.rigidbody};
+ // Get resolution vector from box-box collision detection
+ resolution = this->get_box_box_detection(BOX1, BOX2);
+ // If no collision (NaN values), return false
+ if (resolution.is_nan()) return false;
break;
}
case CollisionInternalType::BOX_CIRCLE: {
- const BoxCollider & collider1
- = std::get<std::reference_wrapper<BoxCollider>>(data1.collider);
- const CircleCollider & collider2
- = std::get<std::reference_wrapper<CircleCollider>>(data2.collider);
- vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform,
- data1.rigidbody);
- vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
- data2.rigidbody);
- resolution = -this->get_circle_box_resolution(collider2, collider1, collider_pos2,
- collider_pos1);
+ // Box-Circle collision detection
+ const BoxColliderInternal BOX1
+ = {.collider = std::get<std::reference_wrapper<BoxCollider>>(self.collider),
+ .transform = self.info.transform,
+ .rigidbody = self.info.rigidbody};
+ const CircleColliderInternal CIRCLE2 = {
+ .collider = std::get<std::reference_wrapper<CircleCollider>>(other.collider),
+ .transform = other.info.transform,
+ .rigidbody = other.info.rigidbody};
+ // Get resolution vector from box-circle collision detection
+ resolution = this->get_box_circle_detection(BOX1, CIRCLE2);
+ // If no collision (NaN values), return false
+ if (resolution.is_nan()) return false;
+ // Invert the resolution vector for proper collision response
+ resolution = -resolution;
break;
}
case CollisionInternalType::CIRCLE_CIRCLE: {
- const CircleCollider & collider1
- = std::get<std::reference_wrapper<CircleCollider>>(data1.collider);
- const CircleCollider & collider2
- = std::get<std::reference_wrapper<CircleCollider>>(data2.collider);
- vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform,
- data1.rigidbody);
- vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
- data2.rigidbody);
- resolution = this->get_circle_circle_resolution(collider1, collider2,
- collider_pos1, collider_pos2);
+ // Circle-Circle collision detection
+ const CircleColliderInternal CIRCLE1
+ = {.collider = std::get<std::reference_wrapper<CircleCollider>>(self.collider),
+ .transform = self.info.transform,
+ .rigidbody = self.info.rigidbody};
+ const CircleColliderInternal CIRCLE2 = {
+ .collider = std::get<std::reference_wrapper<CircleCollider>>(other.collider),
+ .transform = other.info.transform,
+ .rigidbody = other.info.rigidbody};
+ // Get resolution vector from circle-circle collision detection
+ resolution = this->get_circle_circle_detection(CIRCLE1, CIRCLE2);
+ // If no collision (NaN values), return false
+ if (resolution.is_nan()) return false;
break;
}
case CollisionInternalType::CIRCLE_BOX: {
- const CircleCollider & collider1
- = std::get<std::reference_wrapper<CircleCollider>>(data1.collider);
- const BoxCollider & collider2
- = std::get<std::reference_wrapper<BoxCollider>>(data2.collider);
- vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform,
- data1.rigidbody);
- vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
- data2.rigidbody);
- resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1,
- collider_pos2);
+ // Circle-Box collision detection
+ const CircleColliderInternal CIRCLE1
+ = {.collider = std::get<std::reference_wrapper<CircleCollider>>(self.collider),
+ .transform = self.info.transform,
+ .rigidbody = self.info.rigidbody};
+ const BoxColliderInternal BOX2
+ = {.collider = std::get<std::reference_wrapper<BoxCollider>>(other.collider),
+ .transform = other.info.transform,
+ .rigidbody = other.info.rigidbody};
+ // Get resolution vector from box-circle collision detection (order swapped)
+ resolution = this->get_box_circle_detection(BOX2, CIRCLE1);
+ // If no collision (NaN values), return false
+ if (resolution.is_nan()) return false;
break;
}
+ case CollisionInternalType::NONE:
+ // No collision detection needed if the type is NONE
+ return false;
+ break;
}
+ // Store the calculated resolution vector for the 'self' collider
+ self.resolution = resolution;
+ // Calculate the resolution direction based on the rigidbody data
+ self.resolution_direction
+ = this->resolution_correction(self.resolution, self.info.rigidbody.data);
+ // For the 'other' collider, the resolution is the opposite direction of 'self'
+ other.resolution = -self.resolution;
+ other.resolution_direction = self.resolution_direction;
+
+ // Return true if a collision was detected and resolution was calculated
+ return true;
+}
- Direction resolution_direction = Direction::NONE;
- if (resolution.x != 0 && resolution.y != 0) {
- resolution_direction = Direction::BOTH;
- } else if (resolution.x != 0) {
- resolution_direction = Direction::X_DIRECTION;
- //checks if the other velocity has a value and if this object moved
- if (data1.rigidbody.data.linear_velocity.x != 0
- && data1.rigidbody.data.linear_velocity.y != 0)
- resolution.y = -data1.rigidbody.data.linear_velocity.y
- * (resolution.x / data1.rigidbody.data.linear_velocity.x);
- } else if (resolution.y != 0) {
- resolution_direction = Direction::Y_DIRECTION;
- //checks if the other velocity has a value and if this object moved
- if (data1.rigidbody.data.linear_velocity.x != 0
- && data1.rigidbody.data.linear_velocity.y != 0)
- resolution.x = -data1.rigidbody.data.linear_velocity.x
- * (resolution.y / data1.rigidbody.data.linear_velocity.y);
- }
+vec2 CollisionSystem::get_box_box_detection(const BoxColliderInternal & box1,
+ const BoxColliderInternal & box2) const {
+ vec2 resolution{NAN, NAN};
+ // Get current positions of colliders
+ vec2 pos1 = AbsolutePosition::get_position(box1.transform, box1.collider.offset);
+ vec2 pos2 = AbsolutePosition::get_position(box2.transform, box2.collider.offset);
- return std::make_pair(resolution, resolution_direction);
-}
+ // Scale dimensions
+ vec2 scaled_box1 = box1.collider.dimensions * box1.transform.scale;
+ vec2 scaled_box2 = box2.collider.dimensions * box2.transform.scale;
+ vec2 delta = pos2 - pos1;
-vec2 CollisionSystem::get_box_box_resolution(const BoxCollider & box_collider1,
- const BoxCollider & box_collider2,
- const vec2 & final_position1,
- const vec2 & final_position2) const {
- vec2 resolution; // Default resolution vector
- vec2 delta = final_position2 - final_position1;
-
- // Compute half-dimensions of the boxes
- float half_width1 = box_collider1.dimensions.x / 2.0;
- float half_height1 = box_collider1.dimensions.y / 2.0;
- float half_width2 = box_collider2.dimensions.x / 2.0;
- float half_height2 = box_collider2.dimensions.y / 2.0;
-
- // Calculate overlaps along X and Y axes
- float overlap_x = (half_width1 + half_width2) - std::abs(delta.x);
- float overlap_y = (half_height1 + half_height2) - std::abs(delta.y);
-
- // Check if there is a collision should always be true
- if (overlap_x > 0 && overlap_y > 0) {
- // Determine the direction of resolution
- if (overlap_x < overlap_y) {
- // Resolve along the X-axis (smallest overlap)
- resolution.x = (delta.x > 0) ? -overlap_x : overlap_x;
- } else if (overlap_y < overlap_x) {
- // Resolve along the Y-axis (smallest overlap)
- resolution.y = (delta.y > 0) ? -overlap_y : overlap_y;
- } else {
- // Equal overlap, resolve both directions with preference
- resolution.x = (delta.x > 0) ? -overlap_x : overlap_x;
- resolution.y = (delta.y > 0) ? -overlap_y : overlap_y;
+ // Calculate half-extents (half width and half height)
+ float half_width1 = scaled_box1.x / 2.0;
+ float half_height1 = scaled_box1.y / 2.0;
+ float half_width2 = scaled_box2.x / 2.0;
+ float half_height2 = scaled_box2.y / 2.0;
+
+ if (pos1.x + half_width1 > pos2.x - half_width2
+ && pos1.x - half_width1 < pos2.x + half_width2
+ && pos1.y + half_height1 > pos2.y - half_height2
+ && pos1.y - half_height1 < pos2.y + half_height2) {
+ resolution = {0, 0};
+ float overlap_x = (half_width1 + half_width2) - std::abs(delta.x);
+ float overlap_y = (half_height1 + half_height2) - std::abs(delta.y);
+ if (overlap_x > 0 && overlap_y > 0) {
+ // Determine the direction of resolution
+ if (overlap_x < overlap_y) {
+ // Resolve along the X-axis (smallest overlap)
+ resolution.x = (delta.x > 0) ? -overlap_x : overlap_x;
+ } else if (overlap_y < overlap_x) {
+ // Resolve along the Y-axis (smallest overlap)
+ resolution.y = (delta.y > 0) ? -overlap_y : overlap_y;
+ } else {
+ // Equal overlap, resolve both directions with preference
+ resolution.x = (delta.x > 0) ? -overlap_x : overlap_x;
+ resolution.y = (delta.y > 0) ? -overlap_y : overlap_y;
+ }
}
}
-
return resolution;
}
-vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider & circle_collider1,
- const CircleCollider & circle_collider2,
- const vec2 & final_position1,
- const vec2 & final_position2) const {
- vec2 delta = final_position2 - final_position1;
+vec2 CollisionSystem::get_box_circle_detection(const BoxColliderInternal & box,
+ const CircleColliderInternal & circle) const {
+ /// Get current positions of colliders
+ vec2 box_pos = AbsolutePosition::get_position(box.transform, box.collider.offset);
+ vec2 circle_pos = AbsolutePosition::get_position(circle.transform, circle.collider.offset);
- // Compute the distance between the two circle centers
- float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y);
+ // Scale dimensions
+ vec2 scaled_box = box.collider.dimensions * box.transform.scale;
+ float scaled_circle_radius = circle.collider.radius * circle.transform.scale;
- // Compute the combined radii of the two circles
- float combined_radius = circle_collider1.radius + circle_collider2.radius;
+ // Calculate box half-extents
+ float half_width = scaled_box.x / 2.0f;
+ float half_height = scaled_box.y / 2.0f;
- // Compute the penetration depth
- float penetration_depth = combined_radius - distance;
+ // Find the closest point on the box to the circle's center
+ float closest_x
+ = std::max(box_pos.x - half_width, std::min(circle_pos.x, box_pos.x + half_width));
+ float closest_y
+ = std::max(box_pos.y - half_height, std::min(circle_pos.y, box_pos.y + half_height));
- // Normalize the delta vector to get the collision direction
- vec2 collision_normal = delta / distance;
+ float distance_x = circle_pos.x - closest_x;
+ float distance_y = circle_pos.y - closest_y;
+ float distance_squared = distance_x * distance_x + distance_y * distance_y;
+ if (distance_squared < scaled_circle_radius * scaled_circle_radius) {
+ vec2 delta = circle_pos - box_pos;
- // Compute the resolution vector
- vec2 resolution = -collision_normal * penetration_depth;
+ // Clamp circle center to the nearest point on the box
+ vec2 closest_point;
+ closest_point.x = std::clamp(delta.x, -half_width, half_width);
+ closest_point.y = std::clamp(delta.y, -half_height, half_height);
- return resolution;
+ // Find the vector from the circle center to the closest point
+ vec2 closest_delta = delta - closest_point;
+
+ float distance
+ = std::sqrt(closest_delta.x * closest_delta.x + closest_delta.y * closest_delta.y);
+ vec2 collision_normal = closest_delta / distance;
+
+ // Compute penetration depth
+ float penetration_depth = scaled_circle_radius - distance;
+
+ // Compute the resolution vector
+ return vec2{collision_normal * penetration_depth};
+ }
+ // No collision
+ return vec2{NAN, NAN};
}
-vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_collider,
- const BoxCollider & box_collider,
- const vec2 & circle_position,
- const vec2 & box_position) const {
- vec2 delta = circle_position - box_position;
+vec2 CollisionSystem::get_circle_circle_detection(
+ const CircleColliderInternal & circle1, const CircleColliderInternal & circle2) const {
+ // Get current positions of colliders
+ vec2 final_position1
+ = AbsolutePosition::get_position(circle1.transform, circle1.collider.offset);
+ vec2 final_position2
+ = AbsolutePosition::get_position(circle2.transform, circle2.collider.offset);
- // Compute half-dimensions of the box
- float half_width = box_collider.dimensions.x / 2.0f;
- float half_height = box_collider.dimensions.y / 2.0f;
+ // Scale dimensions
+ float scaled_circle1 = circle1.collider.radius * circle1.transform.scale;
+ float scaled_circle2 = circle2.collider.radius * circle2.transform.scale;
- // Clamp circle center to the nearest point on the box
- vec2 closest_point;
- closest_point.x = std::clamp(delta.x, -half_width, half_width);
- closest_point.y = std::clamp(delta.y, -half_height, half_height);
+ float distance_x = final_position1.x - final_position2.x;
+ float distance_y = final_position1.y - final_position2.y;
+ float distance_squared = distance_x * distance_x + distance_y * distance_y;
- // Find the vector from the circle center to the closest point
- vec2 closest_delta = delta - closest_point;
+ // Calculate the sum of the radii
+ float radius_sum = scaled_circle1 + scaled_circle2;
- // Normalize the delta to get the collision direction
- float distance
- = std::sqrt(closest_delta.x * closest_delta.x + closest_delta.y * closest_delta.y);
- vec2 collision_normal = closest_delta / distance;
+ // Check for collision (distance squared must be less than the square of the radius sum)
+ if (distance_squared < radius_sum * radius_sum) {
+ vec2 delta = final_position2 - final_position1;
- // Compute penetration depth
- float penetration_depth = circle_collider.radius - distance;
+ // Compute the distance between the two circle centers
+ float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y);
- // Compute the resolution vector
- vec2 resolution = collision_normal * penetration_depth;
+ // Compute the combined radii of the two circles
+ float combined_radius = scaled_circle1 + scaled_circle2;
- return resolution;
+ // Compute the penetration depth
+ float penetration_depth = combined_radius - distance;
+
+ // Normalize the delta vector to get the collision direction
+ vec2 collision_normal = delta / distance;
+
+ // Compute the resolution vector
+ vec2 resolution = -collision_normal * penetration_depth;
+
+ return resolution;
+ }
+ // No collision
+ return vec2{NAN, NAN};
+ ;
}
-void CollisionSystem::determine_collision_handler(CollisionInfo & info) {
- // Check rigidbody type for static
- if (info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) return;
- // If second body is static perform the static collision handler in this system
- if (info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) {
- this->static_collision_handler(info);
+CollisionSystem::Direction
+CollisionSystem::resolution_correction(vec2 & resolution, const Rigidbody::Data & rigidbody) {
+
+ // Calculate the other value to move back correctly
+ // If only X or Y has a value determine what is should be to move back.
+ Direction resolution_direction = Direction::NONE;
+ // If both are not zero a perfect corner has been hit
+ if (resolution.x != 0 && resolution.y != 0) {
+ resolution_direction = Direction::BOTH;
+ // If x is not zero a horizontal action was latest action.
+ } else if (resolution.x != 0) {
+ resolution_direction = Direction::X_DIRECTION;
+ // If both are 0 resolution y should not be changed (y_velocity can be 0 by kinematic object movement)
+ if (rigidbody.linear_velocity.x != 0 && rigidbody.linear_velocity.y != 0)
+ resolution.y
+ = -rigidbody.linear_velocity.y * (resolution.x / rigidbody.linear_velocity.x);
+ } else if (resolution.y != 0) {
+ resolution_direction = Direction::Y_DIRECTION;
+ // If both are 0 resolution x should not be changed (x_velocity can be 0 by kinematic object movement)
+ if (rigidbody.linear_velocity.x != 0 && rigidbody.linear_velocity.y != 0)
+ resolution.x
+ = -rigidbody.linear_velocity.x * (resolution.y / rigidbody.linear_velocity.y);
+ }
+
+ return resolution_direction;
+}
+
+CollisionSystem::CollisionInfo
+CollisionSystem::get_collision_info(const CollisionInternal & in_self,
+ const CollisionInternal & in_other) const {
+
+ crepe::CollisionSystem::ColliderInfo self{
+ .transform = in_self.info.transform,
+ .rigidbody = in_self.info.rigidbody,
+ .metadata = in_self.info.metadata,
};
- // Call collision event for user
- CollisionEvent data(info);
- EventManager & emgr = this->mediator.event_manager;
- emgr.trigger_event<CollisionEvent>(data, info.this_collider.game_object_id);
+
+ crepe::CollisionSystem::ColliderInfo other{
+ .transform = in_other.info.transform,
+ .rigidbody = in_other.info.rigidbody,
+ .metadata = in_other.info.metadata,
+ };
+
+ struct CollisionInfo collision_info {
+ .self = self, .other = other, .resolution = in_self.resolution,
+ .resolution_direction = in_self.resolution_direction,
+ };
+ return collision_info;
}
-void CollisionSystem::static_collision_handler(CollisionInfo & info) {
+void CollisionSystem::determine_collision_handler(const CollisionInfo & info) {
+ Rigidbody::BodyType self_type = info.self.rigidbody.data.body_type;
+ Rigidbody::BodyType other_type = info.other.rigidbody.data.body_type;
+ bool self_kinematic = info.self.rigidbody.data.kinematic_collision;
+ bool other_kinematic = info.other.rigidbody.data.kinematic_collision;
+ // Inverted collision info
+ CollisionInfo inverted = -info;
+ // If both objects are static skip handle call collision script
+ if (self_type == STATIC && other_type == STATIC) return;
+
+ // First body is not dynamic
+ if (self_type != DYNAMIC) {
+ bool static_collision = self_type == STATIC && other_type == DYNAMIC;
+ bool kinematic_collision
+ = self_type == KINEMATIC && other_type == DYNAMIC && self_kinematic;
+
+ // Handle collision
+ if (static_collision || kinematic_collision) this->static_collision_handler(inverted);
+ // Call scripts
+ this->call_collision_events(inverted);
+ return;
+ }
+
+ // Second body is not dynamic
+ if (other_type != DYNAMIC) {
+ bool static_collision = other_type == STATIC;
+ bool kinematic_collision = other_type == KINEMATIC && other_kinematic;
+ // Handle collision
+ if (static_collision || kinematic_collision) this->static_collision_handler(info);
+ // Call scripts
+ this->call_collision_events(info);
+ return;
+ }
+
+ // Dynamic
+ // Handle collision
+ this->dynamic_collision_handler(info);
+ // Call scripts
+ this->call_collision_events(info);
+}
+
+void CollisionSystem::static_collision_handler(const CollisionInfo & info) {
+
+ vec2 & transform_pos = info.self.transform.position;
+ float elasticity = info.self.rigidbody.data.elasticity_coefficient;
+ vec2 & rigidbody_vel = info.self.rigidbody.data.linear_velocity;
+
// Move object back using calculate move back value
- info.this_transform.position += info.resolution;
+ transform_pos += info.resolution;
switch (info.resolution_direction) {
case Direction::BOTH:
//bounce
- if (info.this_rigidbody.data.elastisity_coefficient > 0) {
- info.this_rigidbody.data.linear_velocity
- = -info.this_rigidbody.data.linear_velocity
- * info.this_rigidbody.data.elastisity_coefficient;
+ if (elasticity > 0) {
+ rigidbody_vel = -rigidbody_vel * elasticity;
}
//stop movement
else {
- info.this_rigidbody.data.linear_velocity = {0, 0};
+ rigidbody_vel = {0, 0};
}
break;
case Direction::Y_DIRECTION:
// Bounce
- if (info.this_rigidbody.data.elastisity_coefficient > 0) {
- info.this_rigidbody.data.linear_velocity.y
- = -info.this_rigidbody.data.linear_velocity.y
- * info.this_rigidbody.data.elastisity_coefficient;
+ if (elasticity > 0) {
+ rigidbody_vel.y = -rigidbody_vel.y * elasticity;
}
// Stop movement
else {
- info.this_rigidbody.data.linear_velocity.y = 0;
- info.this_transform.position.x -= info.resolution.x;
+ rigidbody_vel.y = 0;
+ transform_pos.x -= info.resolution.x;
}
break;
case Direction::X_DIRECTION:
// Bounce
- if (info.this_rigidbody.data.elastisity_coefficient > 0) {
- info.this_rigidbody.data.linear_velocity.x
- = -info.this_rigidbody.data.linear_velocity.x
- * info.this_rigidbody.data.elastisity_coefficient;
+ if (elasticity > 0) {
+ rigidbody_vel.x = -rigidbody_vel.x * elasticity;
}
// Stop movement
else {
- info.this_rigidbody.data.linear_velocity.x = 0;
- info.this_transform.position.y -= info.resolution.y;
+ rigidbody_vel.x = 0;
+ transform_pos.y -= info.resolution.y;
}
break;
case Direction::NONE:
@@ -363,213 +514,80 @@ void CollisionSystem::static_collision_handler(CollisionInfo & info) {
}
}
-std::vector<std::pair<CollisionSystem::CollisionInternal, CollisionSystem::CollisionInternal>>
-CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) {
-
- // TODO:
- // If no colliders skip
- // Check if colliders has rigidbody if not skip
-
- // TODO:
- // If amount is higer than lets say 16 for now use quadtree otwerwise skip
- // Quadtree code
- // Quadtree is placed over the input vector
+void CollisionSystem::dynamic_collision_handler(const CollisionInfo & info) {
- // Return data of collided colliders which are variants
- std::vector<std::pair<CollisionInternal, CollisionInternal>> collisions_ret;
- //using visit to visit the variant to access the active and id.
- for (size_t i = 0; i < colliders.size(); ++i) {
- for (size_t j = i + 1; j < colliders.size(); ++j) {
- if (colliders[i].id == colliders[j].id) continue;
- if (!have_common_layer(colliders[i].rigidbody.data.collision_layers,
- colliders[j].rigidbody.data.collision_layers))
- continue;
- CollisionInternalType type
- = get_collider_type(colliders[i].collider, colliders[j].collider);
- if (!get_collision(
- {
- .collider = colliders[i].collider,
- .transform = colliders[i].transform,
- .rigidbody = colliders[i].rigidbody,
- },
- {
- .collider = colliders[j].collider,
- .transform = colliders[j].transform,
- .rigidbody = colliders[j].rigidbody,
- },
- type))
- continue;
- collisions_ret.emplace_back(colliders[i], colliders[j]);
- }
- }
+ vec2 & self_transform_pos = info.self.transform.position;
+ vec2 & other_transform_pos = info.other.transform.position;
+ float self_elasticity = info.self.rigidbody.data.elasticity_coefficient;
+ float other_elasticity = info.other.rigidbody.data.elasticity_coefficient;
+ vec2 & self_rigidbody_vel = info.self.rigidbody.data.linear_velocity;
+ vec2 & other_rigidbody_vel = info.other.rigidbody.data.linear_velocity;
- return collisions_ret;
-}
+ self_transform_pos += info.resolution / 2;
+ other_transform_pos += -(info.resolution / 2);
-bool CollisionSystem::have_common_layer(const std::set<int> & layers1,
- const std::set<int> & layers2) {
+ switch (info.resolution_direction) {
+ case Direction::BOTH:
+ if (self_elasticity > 0) {
+ self_rigidbody_vel = -self_rigidbody_vel * self_elasticity;
+ } else {
+ self_rigidbody_vel = {0, 0};
+ }
- // Check if any number is equal in the layers
- for (int num : layers1) {
- if (layers2.contains(num)) {
- // Common layer found
- return true;
+ if (other_elasticity > 0) {
+ other_rigidbody_vel = -other_rigidbody_vel * other_elasticity;
+ } else {
+ other_rigidbody_vel = {0, 0};
+ }
break;
- }
- }
- // No common layer found
- return false;
-}
+ case Direction::Y_DIRECTION:
+ if (self_elasticity > 0) {
+ self_rigidbody_vel.y = -self_rigidbody_vel.y * self_elasticity;
+ }
+ // Stop movement
+ else {
+ self_rigidbody_vel.y = 0;
+ self_transform_pos.x -= info.resolution.x;
+ }
-CollisionSystem::CollisionInternalType
-CollisionSystem::get_collider_type(const collider_variant & collider1,
- const collider_variant & collider2) const {
- if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider1)) {
- if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) {
- return CollisionInternalType::CIRCLE_CIRCLE;
- } else {
- return CollisionInternalType::CIRCLE_BOX;
- }
- } else {
- if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) {
- return CollisionInternalType::BOX_CIRCLE;
- } else {
- return CollisionInternalType::BOX_BOX;
- }
- }
-}
+ if (other_elasticity > 0) {
+ other_rigidbody_vel.y = -other_rigidbody_vel.y * other_elasticity;
+ }
+ // Stop movement
+ else {
+ other_rigidbody_vel.y = 0;
+ other_transform_pos.x -= info.resolution.x;
+ }
+ break;
+ case Direction::X_DIRECTION:
+ if (self_elasticity > 0) {
+ self_rigidbody_vel.x = -self_rigidbody_vel.x * self_elasticity;
+ }
+ // Stop movement
+ else {
+ self_rigidbody_vel.x = 0;
+ self_transform_pos.y -= info.resolution.y;
+ }
-bool CollisionSystem::get_collision(const CollisionInternal & first_info,
- const CollisionInternal & second_info,
- CollisionInternalType type) const {
- switch (type) {
- case CollisionInternalType::BOX_BOX: {
- const BoxCollider & box_collider1
- = std::get<std::reference_wrapper<BoxCollider>>(first_info.collider);
- const BoxCollider & box_collider2
- = std::get<std::reference_wrapper<BoxCollider>>(second_info.collider);
- return this->get_box_box_collision(box_collider1, box_collider2,
- first_info.transform, second_info.transform,
- second_info.rigidbody, second_info.rigidbody);
- }
- case CollisionInternalType::BOX_CIRCLE: {
- const BoxCollider & box_collider
- = std::get<std::reference_wrapper<BoxCollider>>(first_info.collider);
- const CircleCollider & circle_collider
- = std::get<std::reference_wrapper<CircleCollider>>(second_info.collider);
- return this->get_box_circle_collision(
- box_collider, circle_collider, first_info.transform, second_info.transform,
- second_info.rigidbody, second_info.rigidbody);
- }
- case CollisionInternalType::CIRCLE_CIRCLE: {
- const CircleCollider & circle_collider1
- = std::get<std::reference_wrapper<CircleCollider>>(first_info.collider);
- const CircleCollider & circle_collider2
- = std::get<std::reference_wrapper<CircleCollider>>(second_info.collider);
- return this->get_circle_circle_collision(
- circle_collider1, circle_collider2, first_info.transform,
- second_info.transform, second_info.rigidbody, second_info.rigidbody);
- }
- case CollisionInternalType::CIRCLE_BOX: {
- const CircleCollider & circle_collider
- = std::get<std::reference_wrapper<CircleCollider>>(first_info.collider);
- const BoxCollider & box_collider
- = std::get<std::reference_wrapper<BoxCollider>>(second_info.collider);
- return this->get_box_circle_collision(
- box_collider, circle_collider, first_info.transform, second_info.transform,
- second_info.rigidbody, second_info.rigidbody);
- }
+ if (other_elasticity > 0) {
+ other_rigidbody_vel.x = -other_rigidbody_vel.x * other_elasticity;
+ }
+ // Stop movement
+ else {
+ other_rigidbody_vel.x = 0;
+ other_transform_pos.y -= info.resolution.y;
+ }
+ break;
+ case Direction::NONE:
+ // Not possible
+ break;
}
- return false;
}
-bool CollisionSystem::get_box_box_collision(const BoxCollider & box1, const BoxCollider & box2,
- const Transform & transform1,
- const Transform & transform2,
- const Rigidbody & rigidbody1,
- const Rigidbody & rigidbody2) const {
- // Get current positions of colliders
- vec2 final_position1 = this->get_current_position(box1.offset, transform1, rigidbody1);
- vec2 final_position2 = this->get_current_position(box2.offset, transform2, rigidbody2);
-
- // Calculate half-extents (half width and half height)
- float half_width1 = box1.dimensions.x / 2.0;
- float half_height1 = box1.dimensions.y / 2.0;
- float half_width2 = box2.dimensions.x / 2.0;
- float half_height2 = box2.dimensions.y / 2.0;
-
- // Check if the boxes overlap along the X and Y axes
- return (final_position1.x + half_width1 > final_position2.x - half_width2
- && final_position1.x - half_width1 < final_position2.x + half_width2
- && final_position1.y + half_height1 > final_position2.y - half_height2
- && final_position1.y - half_height1 < final_position2.y + half_height2);
-}
-
-bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1,
- const CircleCollider & circle2,
- const Transform & transform1,
- const Transform & transform2,
- const Rigidbody & rigidbody1,
- const Rigidbody & rigidbody2) const {
- // Get current positions of colliders
- vec2 final_position1 = this->get_current_position(box1.offset, transform1, rigidbody1);
- vec2 final_position2 = this->get_current_position(circle2.offset, transform2, rigidbody2);
-
- // Calculate box half-extents
- float half_width = box1.dimensions.x / 2.0;
- float half_height = box1.dimensions.y / 2.0;
-
- // Find the closest point on the box to the circle's center
- float closest_x = std::max(final_position1.x - half_width,
- std::min(final_position2.x, final_position1.x + half_width));
- float closest_y = std::max(final_position1.y - half_height,
- std::min(final_position2.y, final_position1.y + half_height));
-
- // Calculate the distance squared between the circle's center and the closest point on the box
- float distance_x = final_position2.x - closest_x;
- float distance_y = final_position2.y - closest_y;
- float distance_squared = distance_x * distance_x + distance_y * distance_y;
-
- // Compare distance squared with the square of the circle's radius
- return distance_squared < circle2.radius * circle2.radius;
-}
-
-bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1,
- const CircleCollider & circle2,
- const Transform & transform1,
- const Transform & transform2,
- const Rigidbody & rigidbody1,
- const Rigidbody & rigidbody2) const {
- // Get current positions of colliders
- vec2 final_position1 = this->get_current_position(circle1.offset, transform1, rigidbody1);
- vec2 final_position2 = this->get_current_position(circle2.offset, transform2, rigidbody2);
-
- float distance_x = final_position1.x - final_position2.x;
- float distance_y = final_position1.y - final_position2.y;
- float distance_squared = distance_x * distance_x + distance_y * distance_y;
-
- // Calculate the sum of the radii
- float radius_sum = circle1.radius + circle2.radius;
-
- // Check if the distance between the centers is less than or equal to the sum of the radii
- return distance_squared < radius_sum * radius_sum;
-}
-
-vec2 CollisionSystem::get_current_position(const vec2 & collider_offset,
- const Transform & transform,
- const Rigidbody & rigidbody) const {
- // Get the rotation in radians
- float radians1 = transform.rotation * (M_PI / 180.0);
-
- // Calculate total offset with scale
- vec2 total_offset = (rigidbody.data.offset + collider_offset) * transform.scale;
-
- // Rotate
- float rotated_total_offset_x1
- = total_offset.x * cos(radians1) - total_offset.y * sin(radians1);
- float rotated_total_offset_y1
- = total_offset.x * sin(radians1) + total_offset.y * cos(radians1);
-
- // Final positions considering scaling and rotation
- return (transform.position + vec2(rotated_total_offset_x1, rotated_total_offset_y1));
+void CollisionSystem::call_collision_events(const CollisionInfo & info) {
+ CollisionEvent data(info);
+ CollisionEvent data_inverted(-info);
+ EventManager & emgr = this->mediator.event_manager;
+ emgr.trigger_event<CollisionEvent>(data, info.self.transform.game_object_id);
+ emgr.trigger_event<CollisionEvent>(data_inverted, info.other.transform.game_object_id);
}
diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h
index 5b136c6..3fb9723 100644
--- a/src/crepe/system/CollisionSystem.h
+++ b/src/crepe/system/CollisionSystem.h
@@ -23,6 +23,42 @@ public:
using System::System;
private:
+ //! Enum representing movement directions during collision resolution.
+ enum class Direction {
+ //! No movement required.
+ NONE,
+ //! Movement in the X direction.
+ X_DIRECTION,
+ //! Movement in the Y direction.
+ Y_DIRECTION,
+ //! Movement in both X and Y directions.
+ BOTH,
+ };
+
+public:
+ //! Structure representing components of the collider
+ struct ColliderInfo {
+ Transform & transform;
+ Rigidbody & rigidbody;
+ Metadata & metadata;
+ };
+
+ /**
+ * \brief Structure representing detailed collision information between two colliders.
+ *
+ * Includes information about the colliding objects and the resolution data for handling the collision.
+ */
+ struct CollisionInfo {
+ ColliderInfo self;
+ ColliderInfo other;
+ //! The resolution vector for the collision.
+ vec2 resolution;
+ //! The direction of movement for resolving the collision.
+ Direction resolution_direction = Direction::NONE;
+ CollisionInfo operator-() const;
+ };
+
+private:
//! A variant type that can hold either a BoxCollider or a CircleCollider.
using collider_variant = std::variant<std::reference_wrapper<BoxCollider>,
std::reference_wrapper<CircleCollider>>;
@@ -33,12 +69,13 @@ private:
CIRCLE_CIRCLE,
BOX_CIRCLE,
CIRCLE_BOX,
+ NONE,
};
/**
* \brief A structure to store the collision data of a single collider.
*
- * This structure all components and id that are for needed within this system when calculating or handeling collisions.
+ * This structure all components and id that are for needed within this system when calculating or handling collisions.
* The transform and rigidbody are mostly needed for location and rotation.
* In rigidbody additional info is written about what the body of the object is,
* and how it should respond on a collision.
@@ -46,46 +83,26 @@ private:
struct CollisionInternal {
game_object_id_t id = 0;
collider_variant collider;
- Transform & transform;
- Rigidbody & rigidbody;
- };
-
- //! Enum representing movement directions during collision resolution.
- enum class Direction {
- //! No movement required.
- NONE,
- //! Movement in the X direction.
- X_DIRECTION,
- //! Movement in the Y direction.
- Y_DIRECTION,
- //! Movement in both X and Y directions.
- BOTH
- };
-
-public:
- /**
- * \brief Structure representing detailed collision information between two colliders.
- *
- * Includes information about the colliding objects and the resolution data for handling the collision.
- */
- struct CollisionInfo {
- Collider & this_collider;
- Transform & this_transform;
- Rigidbody & this_rigidbody;
- Metadata & this_metadata;
- Collider & other_collider;
- Transform & other_transform;
- Rigidbody & other_rigidbody;
- Metadata & other_metadata;
- //! The resolution vector for the collision.
+ ColliderInfo info;
vec2 resolution;
- //! The direction of movement for resolving the collision.
Direction resolution_direction = Direction::NONE;
};
+ //! Structure of a collider with additional components
+ template <typename ColliderType>
+ struct ColliderInternal {
+ ColliderType & collider;
+ Transform & transform;
+ Rigidbody & rigidbody;
+ };
+ //! Predefined BoxColliderInternal. (System is only made for this type)
+ using BoxColliderInternal = ColliderInternal<BoxCollider>;
+ //! Predefined CircleColliderInternal. (System is only made for this type)
+ using CircleColliderInternal = ColliderInternal<CircleCollider>;
+
public:
//! Updates the collision system by checking for collisions between colliders and handling them.
- void update() override;
+ void fixed_update() override;
private:
/**
@@ -100,114 +117,90 @@ private:
CollisionInternalType get_collider_type(const collider_variant & collider1,
const collider_variant & collider2) const;
- /**
- * \brief Calculates the current position of a collider.
- *
- * Combines the Collider offset, Transform position, and Rigidbody offset to compute the position of the collider.
- *
- * \param collider_offset The offset of the collider.
- * \param transform The Transform of the associated game object.
- * \param rigidbody The Rigidbody of the associated game object.
- * \return The calculated position of the collider.
- */
- vec2 get_current_position(const vec2 & collider_offset, const Transform & transform,
- const Rigidbody & rigidbody) const;
-
private:
/**
- * \brief Handles collision resolution between two colliders.
+ * \brief Converts internal collision data into user-accessible collision information.
*
- * Processes collision data and adjusts objects to resolve collisions and/or calls the user oncollision script function.
+ * This function processes collision data from two colliding entities and packages it
+ * into a structured format that is accessible for further use,
+ * such as resolving collisions and triggering user-defined collision scripts.
*
* \param data1 Collision data for the first collider.
* \param data2 Collision data for the second collider.
*/
- void collision_handler_request(CollisionInternal & data1, CollisionInternal & data2);
+ CollisionInfo get_collision_info(const CollisionInternal & data1,
+ const CollisionInternal & data2) const;
/**
- * \brief Resolves collision between two colliders and calculates the movement required.
+ * \brief Corrects the collision resolution vector and determines its direction.
*
- * Determines the displacement and direction needed to separate colliders based on their types.
+ * This function adjusts the provided resolution vector based on the
+ * rigidbody's linear velocity to ensure consistent collision correction. If the resolution
+ * vector has only one non-zero component (either x or y), the missing component is computed
+ * based on the rigidbody's velocity. If both components are non-zero, it indicates a corner
+ * collision. The function also identifies the direction of the resolution and returns it.
*
- * \param data1 Collision data for the first collider.
- * \param data2 Collision data for the second collider.
- * \param type The type of collider pair.
- * \return A pair containing the resolution vector and direction for the first collider.
+ * \param resolution resolution vector that needs to be corrected
+ * \param rigidbody rigidbody data used to correct resolution
+ * \return A Direction indicating the resolution direction
*/
- std::pair<vec2, Direction> collision_handler(CollisionInternal & data1,
- CollisionInternal & data2,
- CollisionInternalType type);
+ Direction resolution_correction(vec2 & resolution, const Rigidbody::Data & rigidbody);
/**
- * \brief Calculates the resolution vector for two BoxColliders.
+ * \brief Determines the appropriate collision handler for a given collision event.
*
- * Computes the displacement required to separate two overlapping BoxColliders.
+ * This function identifies the correct collision resolution process based on the body types
+ * of the colliders involved in the collision. It delegates
+ * collision handling to specific handlers and calls collision event scripts
+ * as needed.
*
- * \param box_collider1 The first BoxCollider.
- * \param box_collider2 The second BoxCollider.
- * \param position1 The position of the first BoxCollider.
- * \param position2 The position of the second BoxCollider.
- * \return The resolution vector for the collision.
+ * \param info Collision information containing data about both colliders.
*/
- vec2 get_box_box_resolution(const BoxCollider & box_collider1,
- const BoxCollider & box_collider2, const vec2 & position1,
- const vec2 & position2) const;
+ void determine_collision_handler(const CollisionInfo & info);
/**
- * \brief Calculates the resolution vector for two CircleCollider.
+ * \brief Calls both collision script
*
- * Computes the displacement required to separate two overlapping CircleCollider.
+ * Calls both collision script to let user add additonal handling or handle full collision.
*
- * \param circle_collider1 The first CircleCollider.
- * \param circle_collider2 The second CircleCollider.
- * \param final_position1 The position of the first CircleCollider.
- * \param final_position2 The position of the second CircleCollider.
- * \return The resolution vector for the collision.
+ * \param info Collision information containing data about both colliders.
*/
- vec2 get_circle_circle_resolution(const CircleCollider & circle_collider1,
- const CircleCollider & circle_collider2,
- const vec2 & final_position1,
- const vec2 & final_position2) const;
+ void call_collision_events(const CollisionInfo & info);
/**
- * \brief Calculates the resolution vector for two CircleCollider.
- *
- * Computes the displacement required to separate two overlapping CircleCollider.
+ * \brief Handles collisions involving static objects.
*
- * \param circle_collider The first CircleCollider.
- * \param box_collider The second CircleCollider.
- * \param circle_position The position of the CircleCollider.
- * \param box_position The position of the BoxCollider.
- * \return The resolution vector for the collision.
- */
- vec2 get_circle_box_resolution(const CircleCollider & circle_collider,
- const BoxCollider & box_collider,
- const vec2 & circle_position,
- const vec2 & box_position) const;
-
- /**
- * \brief Determines the appropriate collision handler for a collision.
+ * This function resolves collisions between static and dynamic objects by adjusting
+ * the position of the static object and modifying the velocity of the dynamic object
+ * if elasticity is enabled. The position of the static object is corrected
+ * based on the collision resolution, and the dynamic object's velocity is adjusted
+ * accordingly to reflect the collision response.
*
- * Decides the correct resolution process based on the dynamic or static nature of the colliders involved.
+ * The handling includes stopping movement, applying bouncing based on the elasticity
+ * coefficient, and adjusting the position of the dynamic object if needed.
*
* \param info Collision information containing data about both colliders.
*/
- void determine_collision_handler(CollisionInfo & info);
+ void static_collision_handler(const CollisionInfo & info);
/**
- * \brief Handles collisions involving static objects.
+ * \brief Handles collisions involving dynamic objects.
*
- * Resolves collisions by adjusting positions and modifying velocities if bounce is enabled.
+ * Resolves collisions between two dynamic objects by adjusting their positions and modifying
+ * their velocities based on the collision resolution. If elasticity is enabled,
+ * the velocity of both objects is reversed and scaled by the respective elasticity coefficient.
+ * The positions of the objects are adjusted based on the collision resolution.
*
* \param info Collision information containing data about both colliders.
*/
- void static_collision_handler(CollisionInfo & info);
+ void dynamic_collision_handler(const CollisionInfo & info);
private:
/**
* \brief Checks for collisions between colliders.
*
- * Identifies collisions and generates pairs of colliding objects for further processing.
+ * This function checks all active colliders and identifies pairs of colliding objects.
+ * For each identified collision, the appropriate collision data is returned as pairs for further processing.
*
* \param colliders A collection of all active colliders.
* \return A list of collision pairs with their associated data.
@@ -216,86 +209,77 @@ private:
gather_collisions(std::vector<CollisionInternal> & colliders);
/**
- * \brief Checks if two collision layers have at least one common layer.
+ * \brief Checks if the settings allow collision
*
- * This function checks if there is any overlapping layer between the two inputs.
- * It compares each layer from the first input to see
- * if it exists in the second input. If at least one common layer is found,
- * the function returns true, indicating that the two colliders share a common
- * collision layer.
+ * This function checks if there is any collison layer where each object is located in.
+ * After checking the layers it checks the names and at last the tags.
+ * if in all three sets nothing is found collision can not happen.
*
- * \param layers1 all collision layers for the first collider.
- * \param layers2 all collision layers for the second collider.
- * \return Returns true if there is at least one common layer, false otherwise.
+ * \param this_rigidbody Rigidbody of first object
+ * \param other_rigidbody Rigidbody of second collider
+ * \param this_metadata Rigidbody of first object
+ * \param other_metadata Rigidbody of second object
+ * \return Returns true if there is at least one comparison found.
*/
-
- bool have_common_layer(const std::set<int> & layers1, const std::set<int> & layers2);
+ bool should_collide(const CollisionInternal & self,
+ const CollisionInternal & other) const; //done
/**
* \brief Checks for collision between two colliders.
*
- * Calls the appropriate collision detection function based on the collider types.
+ * This function determines whether two colliders are colliding based on their types.
+ * It calls the appropriate collision detection function based on the collider pair type and stores the collision resolution data.
+ * If a collision is detected, it returns true, otherwise false.
*
* \param first_info Collision data for the first collider.
* \param second_info Collision data for the second collider.
* \param type The type of collider pair.
* \return True if a collision is detected, otherwise false.
*/
- bool get_collision(const CollisionInternal & first_info,
- const CollisionInternal & second_info,
- CollisionInternalType type) const;
+ bool detect_collision(CollisionInternal & first_info, CollisionInternal & second_info,
+ const CollisionInternalType & type);
/**
* \brief Detects collisions between two BoxColliders.
*
- * \param box1 The first BoxCollider.
- * \param box2 The second BoxCollider.
- * \param transform1 Transform of the first object.
- * \param transform2 Transform of the second object.
- * \param rigidbody1 Rigidbody of the first object.
- * \param rigidbody2 Rigidbody of the second object.
- * \return True if a collision is detected, otherwise false.
+ * This function checks whether two `BoxCollider` are colliding based on their positions and scaled dimensions.
+ * If a collision is detected, it calculates the overlap along the X and Y axes and returns the resolution vector.
+ * If no collision is detected, it returns a vector with NaN values.
+
+ * \param box1 Information about the first BoxCollider.
+ * \param box2 Information about the second BoxCollider.
+ * \return If colliding, returns the resolution vector; otherwise, returns {NaN, NaN}.
*/
- bool get_box_box_collision(const BoxCollider & box1, const BoxCollider & box2,
- const Transform & transform1, const Transform & transform2,
- const Rigidbody & rigidbody1,
- const Rigidbody & rigidbody2) const;
+ vec2 get_box_box_detection(const BoxColliderInternal & box1,
+ const BoxColliderInternal & box2) const;
/**
* \brief Check collision for box on circle collider
*
- * \param box1 The BoxCollider
- * \param circle2 The CircleCollider
- * \param transform1 Transform of the first object.
- * \param transform2 Transform of the second object.
- * \param rigidbody1 Rigidbody of the first object.
- * \param rigidbody2 Rigidbody of the second object.
- * \return True if a collision is detected, otherwise false.
+ * This function detects if a collision occurs between a rectangular box and a circular collider.
+ * If a collision is detected, the function calculates the resolution vector to resolve the collision.
+ * If no collision is detected, it returns a vector with NaN values
+ *
+ * \param box1 Information about the BoxCollider.
+ * \param circle2 Information about the circleCollider.
+ * \return If colliding, returns the resolution vector; otherwise, returns {NaN, NaN}.
*/
- bool get_box_circle_collision(const BoxCollider & box1, const CircleCollider & circle2,
- const Transform & transform1, const Transform & transform2,
- const Rigidbody & rigidbody1,
- const Rigidbody & rigidbody2) const;
+ vec2 get_box_circle_detection(const BoxColliderInternal & box1,
+ const CircleColliderInternal & circle2) const;
/**
* \brief Check collision for circle on circle collider
*
- * \param circle1 First CircleCollider
- * \param circle2 Second CircleCollider
- * \param transform1 Transform of the first object.
- * \param transform2 Transform of the second object.
- * \param rigidbody1 Rigidbody of the first object.
- * \param rigidbody2 Rigidbody of the second object.
- * \return True if a collision is detected, otherwise false.
+ * This function detects if a collision occurs between two circular colliders.
+ * If a collision is detected, it calculates the resolution vector to resolve the collision.
+ * If no collision is detected, it returns a vector with NaN values.
*
- * \return status of collision
+ * \param circle1 Information about the first circleCollider.
+ * \param circle2 Information about the second circleCollider.
+ * \return If colliding, returns the resolution vector; otherwise, returns {NaN, NaN}.
*/
- bool get_circle_circle_collision(const CircleCollider & circle1,
- const CircleCollider & circle2,
- const Transform & transform1,
- const Transform & transform2,
- const Rigidbody & rigidbody1,
- const Rigidbody & rigidbody2) const;
+ vec2 get_circle_circle_detection(const CircleColliderInternal & circle1,
+ const CircleColliderInternal & circle2) const;
};
/**
diff --git a/src/crepe/system/EventSystem.cpp b/src/crepe/system/EventSystem.cpp
new file mode 100644
index 0000000..7e168ab
--- /dev/null
+++ b/src/crepe/system/EventSystem.cpp
@@ -0,0 +1,9 @@
+#include "EventSystem.h"
+#include "../manager/EventManager.h"
+
+using namespace crepe;
+
+void EventSystem::fixed_update() {
+ EventManager & ev = this->mediator.event_manager;
+ ev.dispatch_events();
+}
diff --git a/src/crepe/system/EventSystem.h b/src/crepe/system/EventSystem.h
new file mode 100644
index 0000000..0ae48d2
--- /dev/null
+++ b/src/crepe/system/EventSystem.h
@@ -0,0 +1,21 @@
+#pragma once
+
+#include "System.h"
+
+namespace crepe {
+
+/**
+ * \brief EventManager dispatch helper system
+ */
+class EventSystem : public System {
+public:
+ using System::System;
+
+ /**
+ * \brief Dispatch queued events
+ * \see EventManager::dispatch_events
+ */
+ void fixed_update() override;
+};
+
+} // namespace crepe
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
index cdcd8c7..858a645 100644
--- a/src/crepe/system/InputSystem.cpp
+++ b/src/crepe/system/InputSystem.cpp
@@ -8,7 +8,7 @@
using namespace crepe;
-void InputSystem::update() {
+void InputSystem::fixed_update() {
ComponentManager & mgr = this->mediator.component_manager;
SDLContext & context = this->mediator.sdl_context;
std::vector<EventData> event_list = context.get_events();
diff --git a/src/crepe/system/InputSystem.h b/src/crepe/system/InputSystem.h
index fbcf3f6..2cb80e5 100644
--- a/src/crepe/system/InputSystem.h
+++ b/src/crepe/system/InputSystem.h
@@ -61,7 +61,7 @@ public:
* \brief Updates the system, processing all input events.
* This method processes all events and triggers corresponding actions.
*/
- void update() override;
+ void fixed_update() override;
private:
//! Stores the last position of the mouse when the button was pressed.
diff --git a/src/crepe/system/ParticleSystem.cpp b/src/crepe/system/ParticleSystem.cpp
index 35a1d41..5e575e4 100644
--- a/src/crepe/system/ParticleSystem.cpp
+++ b/src/crepe/system/ParticleSystem.cpp
@@ -7,12 +7,13 @@
#include "../api/Transform.h"
#include "../manager/ComponentManager.h"
#include "../manager/LoopTimerManager.h"
+#include "util/AbsolutePosition.h"
#include "ParticleSystem.h"
using namespace crepe;
-void ParticleSystem::update() {
+void ParticleSystem::fixed_update() {
// Get all emitters
const Mediator & mediator = this->mediator;
LoopTimerManager & loop_timer = mediator.loop_timer;
@@ -48,9 +49,10 @@ void ParticleSystem::update() {
void ParticleSystem::emit_particle(ParticleEmitter & emitter, const Transform & transform) {
constexpr float DEG_TO_RAD = M_PI / 180.0;
- vec2 initial_position = emitter.data.offset + transform.position;
+ vec2 initial_position = AbsolutePosition::get_position(transform, emitter.data.offset);
float random_angle
- = this->generate_random_angle(emitter.data.min_angle, emitter.data.max_angle);
+ = this->generate_random_angle(emitter.data.min_angle + transform.rotation,
+ emitter.data.max_angle + transform.rotation);
float random_speed
= this->generate_random_speed(emitter.data.min_speed, emitter.data.max_speed);
diff --git a/src/crepe/system/ParticleSystem.h b/src/crepe/system/ParticleSystem.h
index 154521d..4296ff3 100644
--- a/src/crepe/system/ParticleSystem.h
+++ b/src/crepe/system/ParticleSystem.h
@@ -20,7 +20,7 @@ public:
* \brief Updates all particle emitters by emitting particles, updating particle states, and
* checking bounds.
*/
- void update() override;
+ void fixed_update() override;
private:
/**
diff --git a/src/crepe/system/PhysicsSystem.cpp b/src/crepe/system/PhysicsSystem.cpp
index 3b3b8ab..62f8132 100644
--- a/src/crepe/system/PhysicsSystem.cpp
+++ b/src/crepe/system/PhysicsSystem.cpp
@@ -12,8 +12,7 @@
using namespace crepe;
-void PhysicsSystem::update() {
-
+void PhysicsSystem::fixed_update() {
const Mediator & mediator = this->mediator;
ComponentManager & mgr = mediator.component_manager;
LoopTimerManager & loop_timer = mediator.loop_timer;
diff --git a/src/crepe/system/PhysicsSystem.h b/src/crepe/system/PhysicsSystem.h
index 26152a5..5ed624f 100644
--- a/src/crepe/system/PhysicsSystem.h
+++ b/src/crepe/system/PhysicsSystem.h
@@ -18,7 +18,7 @@ public:
*
* It calculates new velocties and changes the postion in the transform.
*/
- void update() override;
+ void fixed_update() override;
};
} // namespace crepe
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 62d42ec..698301e 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -16,6 +16,9 @@
#include "../facade/Texture.h"
#include "../manager/ComponentManager.h"
#include "../manager/ResourceManager.h"
+#include "api/Text.h"
+#include "facade/Font.h"
+#include "util/AbsolutePosition.h"
#include "RenderSystem.h"
#include "types.h"
@@ -67,14 +70,37 @@ RefVector<Sprite> RenderSystem::sort(RefVector<Sprite> & objs) const {
return sorted_objs;
}
-void RenderSystem::update() {
+void RenderSystem::frame_update() {
this->clear_screen();
this->render();
+ this->render_text();
this->present_screen();
}
-bool RenderSystem::render_particle(const Sprite & sprite, const double & scale) {
+void RenderSystem::render_text() {
+ SDLContext & ctx = this->mediator.sdl_context;
+ ComponentManager & mgr = this->mediator.component_manager;
+ ResourceManager & resource_manager = this->mediator.resource_manager;
+
+ RefVector<Text> texts = mgr.get_components_by_type<Text>();
+
+ for (Text & text : texts) {
+ if (!text.active) continue;
+ if (!text.font.has_value())
+ text.font.emplace(ctx.get_font_from_name(text.font_family));
+
+ const Font & font = resource_manager.get<Font>(text.font.value());
+ const auto & transform
+ = mgr.get_components_by_id<Transform>(text.game_object_id).front().get();
+ ctx.draw_text(SDLContext::RenderText{
+ .text = text,
+ .font = font,
+ .transform = transform,
+ });
+ }
+}
+bool RenderSystem::render_particle(const Sprite & sprite, const Transform & transform) {
ComponentManager & mgr = this->mediator.component_manager;
SDLContext & ctx = this->mediator.sdl_context;
ResourceManager & resource_manager = this->mediator.resource_manager;
@@ -92,29 +118,30 @@ bool RenderSystem::render_particle(const Sprite & sprite, const double & scale)
for (const Particle & p : em.particles) {
if (!p.active) continue;
+ if (p.time_in_life < em.data.begin_lifespan) continue;
ctx.draw(SDLContext::RenderContext{
.sprite = sprite,
.texture = res,
.pos = p.position,
- .angle = p.angle,
- .scale = scale,
+ .angle = p.angle + transform.rotation,
+ .scale = transform.scale,
});
}
}
return rendering_particles;
}
-void RenderSystem::render_normal(const Sprite & sprite, const Transform & tm) {
+void RenderSystem::render_normal(const Sprite & sprite, const Transform & transform) {
SDLContext & ctx = this->mediator.sdl_context;
ResourceManager & resource_manager = this->mediator.resource_manager;
const Texture & res = resource_manager.get<Texture>(sprite.source);
-
+ vec2 pos = AbsolutePosition::get_position(transform, sprite.data.position_offset);
ctx.draw(SDLContext::RenderContext{
.sprite = sprite,
.texture = res,
- .pos = tm.position,
- .angle = tm.rotation,
- .scale = tm.scale,
+ .pos = pos,
+ .angle = transform.rotation,
+ .scale = transform.scale,
});
}
@@ -126,35 +153,16 @@ void RenderSystem::render() {
ResourceManager & resource_manager = this->mediator.resource_manager;
RefVector<Sprite> sorted_sprites = this->sort(sprites);
RefVector<Text> text_components = mgr.get_components_by_type<Text>();
- for (Text & text : text_components) {
- const Transform & transform
- = mgr.get_components_by_id<Transform>(text.game_object_id).front().get();
- this->render_text(text, transform);
- }
+
for (const Sprite & sprite : sorted_sprites) {
if (!sprite.active) continue;
const Transform & transform
= mgr.get_components_by_id<Transform>(sprite.game_object_id).front().get();
- bool rendered_particles = this->render_particle(sprite, transform.scale);
+ bool rendered_particles = this->render_particle(sprite, transform);
if (rendered_particles) continue;
this->render_normal(sprite, transform);
}
}
-void RenderSystem::render_text(Text & text, const Transform & tm) {
- SDLContext & ctx = this->mediator.sdl_context;
-
- if (!text.font.has_value()) {
- text.font.emplace(ctx.get_font_from_name(text.font_family));
- }
-
- ResourceManager & resource_manager = this->mediator.resource_manager;
-
- if (!text.font.has_value()) {
- return;
- }
- const Asset & font_asset = text.font.value();
- const Font & res = resource_manager.get<Font>(font_asset);
-}
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 56a0553..627a743 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -24,7 +24,7 @@ public:
* \brief Updates the RenderSystem for the current frame.
* This method is called to perform all rendering operations for the current game frame.
*/
- void update() override;
+ void frame_update() override;
private:
//! Clears the screen in preparation for rendering.
@@ -36,34 +36,28 @@ private:
//! Updates the active camera used for rendering.
void update_camera();
- //! Renders the whole screen
+ //! Renders all the sprites and particles
void render();
+ //! Renders all Text components
+ void render_text();
+
+private:
/**
* \brief Renders all the particles on the screen from a given sprite.
*
* \param sprite renders the particles with given texture
- * \param tm the Transform component for scale. This is not a const reference because each
- * particle has a position and rotation that needs to overwrite the transform position and
- * rotation without overwriting the current transform. and because the transform
- * constructor is now protected i cannot make tmp inside
+ * \param transform the component that holds the position, rotation, and scale.
* \return true if particles have been rendered
*/
- bool render_particle(const Sprite & sprite, const double & scale);
- /**
- * \brief Renders all Text components
- *
- * \param text The text component to be rendered.
- * \param tm the Transform component that holds the position,rotation and scale
- */
- void render_text(Text & text, const Transform & tm);
+ bool render_particle(const Sprite & sprite, const Transform & transform);
/**
* \brief renders a sprite with a Transform component on the screen
*
* \param sprite the sprite component that holds all the data
- * \param tm the Transform component that holds the position,rotation and scale
+ * \param transform the Transform component that holds the position,rotation and scale
*/
- void render_normal(const Sprite & sprite, const Transform & tm);
+ void render_normal(const Sprite & sprite, const Transform & transform);
/**
* \brief sort a vector sprite objects with
@@ -72,12 +66,6 @@ private:
* \return returns a sorted reference vector
*/
RefVector<Sprite> sort(RefVector<Sprite> & objs) const;
-
- /**
- * \todo Add text rendering using SDL_ttf for text components.
- * \todo Implement a text component and a button component.
- * \todo Consider adding text input functionality.
- */
};
} // namespace crepe
diff --git a/src/crepe/system/ReplaySystem.cpp b/src/crepe/system/ReplaySystem.cpp
new file mode 100644
index 0000000..efc3be4
--- /dev/null
+++ b/src/crepe/system/ReplaySystem.cpp
@@ -0,0 +1,54 @@
+#include "../manager/ReplayManager.h"
+#include "../manager/SystemManager.h"
+
+#include "EventSystem.h"
+#include "RenderSystem.h"
+#include "ReplaySystem.h"
+
+using namespace crepe;
+using namespace std;
+
+void ReplaySystem::fixed_update() {
+ ReplayManager & replay = this->mediator.replay_manager;
+ ReplayManager::State state = replay.get_state();
+ ReplayManager::State last_state = this->last_state;
+ this->last_state = state;
+
+ switch (state) {
+ case ReplayManager::IDLE:
+ break;
+ case ReplayManager::RECORDING: {
+ replay.frame_record();
+ break;
+ }
+ case ReplayManager::PLAYING: {
+ if (last_state != ReplayManager::PLAYING) this->playback_begin();
+ bool last = replay.frame_step();
+ if (last) this->playback_end();
+ break;
+ }
+ }
+}
+
+void ReplaySystem::playback_begin() {
+ SystemManager & systems = this->mediator.system_manager;
+ ComponentManager & components = this->mediator.component_manager;
+
+ this->playback = {
+ .components = components.save(),
+ .systems = systems.save(),
+ };
+
+ systems.disable_all();
+ systems.get_system<RenderSystem>().active = true;
+ systems.get_system<ReplaySystem>().active = true;
+ systems.get_system<EventSystem>().active = true;
+}
+
+void ReplaySystem::playback_end() {
+ SystemManager & systems = this->mediator.system_manager;
+ ComponentManager & components = this->mediator.component_manager;
+
+ components.restore(this->playback.components);
+ systems.restore(this->playback.systems);
+}
diff --git a/src/crepe/system/ReplaySystem.h b/src/crepe/system/ReplaySystem.h
new file mode 100644
index 0000000..bbc8d76
--- /dev/null
+++ b/src/crepe/system/ReplaySystem.h
@@ -0,0 +1,44 @@
+#pragma once
+
+#include "../manager/ReplayManager.h"
+#include "../manager/SystemManager.h"
+
+#include "System.h"
+
+namespace crepe {
+
+/**
+ * \brief ReplayManager helper system
+ *
+ * This system records and replays recordings using ReplayManager.
+ */
+class ReplaySystem : public System {
+public:
+ using System::System;
+
+ void fixed_update() override;
+
+private:
+ //! Last ReplayManager state
+ ReplayManager::State last_state = ReplayManager::IDLE;
+
+ /**
+ * \brief Playback snapshot
+ *
+ * When starting playback, the component state is saved and most systems are disabled. This
+ * struct stores the engine state before ReplayManager::play is called.
+ */
+ struct Snapshot {
+ ComponentManager::Snapshot components;
+ SystemManager::Snapshot systems;
+ };
+ //! Before playback snapshot
+ Snapshot playback;
+
+ //! Snapshot state and disable systems during playback
+ void playback_begin();
+ //! Restore state from before \c playback_begin()
+ void playback_end();
+};
+
+} // namespace crepe
diff --git a/src/crepe/system/ScriptSystem.cpp b/src/crepe/system/ScriptSystem.cpp
index 0605c7a..93b4853 100644
--- a/src/crepe/system/ScriptSystem.cpp
+++ b/src/crepe/system/ScriptSystem.cpp
@@ -7,11 +7,21 @@
using namespace std;
using namespace crepe;
-void ScriptSystem::update() {
- dbg_trace();
+void ScriptSystem::fixed_update() {
+ LoopTimerManager & timer = this->mediator.loop_timer;
+ duration_t delta_time = timer.get_scaled_fixed_delta_time();
+ this->update(&Script::fixed_update, delta_time);
+}
- ComponentManager & mgr = this->mediator.component_manager;
+void ScriptSystem::frame_update() {
LoopTimerManager & timer = this->mediator.loop_timer;
+ duration_t delta_time = timer.get_delta_time();
+ this->update(&Script::frame_update, delta_time);
+}
+
+void ScriptSystem::update(void (Script::*update_function)(duration_t),
+ const duration_t & delta_time) {
+ ComponentManager & mgr = this->mediator.component_manager;
RefVector<BehaviorScript> behavior_scripts = mgr.get_components_by_type<BehaviorScript>();
for (BehaviorScript & behavior_script : behavior_scripts) {
@@ -25,7 +35,6 @@ void ScriptSystem::update() {
script->initialized = true;
}
- duration_t delta_time = timer.get_scaled_fixed_delta_time();
- script->update(delta_time);
+ (*script.*update_function)(delta_time);
}
}
diff --git a/src/crepe/system/ScriptSystem.h b/src/crepe/system/ScriptSystem.h
index 3db1b1e..257b615 100644
--- a/src/crepe/system/ScriptSystem.h
+++ b/src/crepe/system/ScriptSystem.h
@@ -1,5 +1,7 @@
#pragma once
+#include "../manager/LoopTimerManager.h"
+
#include "System.h"
namespace crepe {
@@ -9,20 +11,27 @@ class Script;
/**
* \brief Script system
*
- * The script system is responsible for all \c BehaviorScript components, and
- * calls the methods on classes derived from \c Script.
+ * The script system is responsible for all \c BehaviorScript components, and calls the methods
+ * on classes derived from \c Script.
*/
class ScriptSystem : public System {
public:
using System::System;
+
+public:
+ //! Call Script::fixed_update() on all active \c BehaviorScript instances
+ void fixed_update() override;
+ //! Call Script::frame_update() on all active \c BehaviorScript instances
+ void frame_update() override;
+
+private:
/**
- * \brief Call Script::update() on all active \c BehaviorScript instances
+ * \brief Call Script `*_update` member function on all active \c BehaviorScript instances
*
- * This routine updates all scripts sequentially using the Script::update()
- * method. It also calls Script::init() if this has not been done before on
- * the \c BehaviorScript instance.
+ * \note This routine also calls Script::init() if this has not been done before on the \c
+ * BehaviorScript instance.
*/
- void update() override;
+ void update(void (Script::*update_function)(duration_t), const duration_t & delta_time);
};
} // namespace crepe
diff --git a/src/crepe/system/System.h b/src/crepe/system/System.h
index 063dfbf..e2ce7eb 100644
--- a/src/crepe/system/System.h
+++ b/src/crepe/system/System.h
@@ -14,10 +14,12 @@ class ComponentManager;
*/
class System {
public:
- /**
- * \brief Process all components this system is responsible for.
- */
- virtual void update() = 0;
+ //! Code that runs in the fixed loop
+ virtual void fixed_update() {};
+ //! Code that runs in the frame loop
+ virtual void frame_update() {};
+ //! Indicates that the update functions of this system should be run
+ bool active = true;
public:
System(const Mediator & m);
diff --git a/src/crepe/util/AbsolutePosition.cpp b/src/crepe/util/AbsolutePosition.cpp
new file mode 100644
index 0000000..29ade23
--- /dev/null
+++ b/src/crepe/util/AbsolutePosition.cpp
@@ -0,0 +1,20 @@
+#include "AbsolutePosition.h"
+
+using namespace crepe;
+
+vec2 AbsolutePosition::get_position(const Transform & transform, const vec2 & offset) {
+ // Get the rotation in radians
+ float radians1 = transform.rotation * (M_PI / 180.0);
+
+ // Calculate total offset with scale
+ vec2 total_offset = offset * transform.scale;
+
+ // Rotate
+ float rotated_total_offset_x1
+ = total_offset.x * cos(radians1) - total_offset.y * sin(radians1);
+ float rotated_total_offset_y1
+ = total_offset.x * sin(radians1) + total_offset.y * cos(radians1);
+
+ // Final positions considering scaling and rotation
+ return (transform.position + vec2(rotated_total_offset_x1, rotated_total_offset_y1));
+}
diff --git a/src/crepe/util/AbsolutePosition.h b/src/crepe/util/AbsolutePosition.h
new file mode 100644
index 0000000..857c1ac
--- /dev/null
+++ b/src/crepe/util/AbsolutePosition.h
@@ -0,0 +1,29 @@
+#pragma once
+
+#include "api/Transform.h"
+
+#include "types.h"
+
+namespace crepe {
+
+/**
+ * \brief A class for calculating the absolute position of an object.
+ *
+ * This class provides a utility function to get the position of an object in the world space,
+ * taking into account the transform and any additional offset.
+ */
+class AbsolutePosition {
+public:
+ /**
+ * \brief Get the absolute position of an object.
+ *
+ * This function calculates the absolute position by combining the transform position with an optional offset.
+ *
+ * \param transform The transform of the object, which contains its position, rotation, and scale.
+ * \param offset The offset to apply to the object's position (in local space).
+ * \return The absolute position of the object as a 2D vector.
+ */
+ static vec2 get_position(const Transform & transform, const vec2 & offset);
+};
+
+} // namespace crepe
diff --git a/src/crepe/util/CMakeLists.txt b/src/crepe/util/CMakeLists.txt
index 94ed906..33160a7 100644
--- a/src/crepe/util/CMakeLists.txt
+++ b/src/crepe/util/CMakeLists.txt
@@ -1,6 +1,7 @@
target_sources(crepe PUBLIC
LogColor.cpp
Log.cpp
+ AbsolutePosition.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -11,5 +12,6 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Proxy.hpp
OptionalRef.h
OptionalRef.hpp
+ AbsolutePosition.h
)
diff --git a/src/crepe/util/Log.cpp b/src/crepe/util/Log.cpp
index 84d80a8..ce25a1d 100644
--- a/src/crepe/util/Log.cpp
+++ b/src/crepe/util/Log.cpp
@@ -4,6 +4,7 @@
#include "../api/Config.h"
#include "Log.h"
+#include "LogColor.h"
using namespace crepe;
using namespace std;
diff --git a/src/crepe/util/Log.h b/src/crepe/util/Log.h
index fc0bb3a..b43fe30 100644
--- a/src/crepe/util/Log.h
+++ b/src/crepe/util/Log.h
@@ -2,27 +2,6 @@
#include <format>
-// allow user to disable debug macros
-#ifndef CREPE_DISABLE_MACROS
-
-#include "LogColor.h"
-
-// utility macros
-#define _crepe_logf_here(level, fmt, ...) \
- crepe::Log::logf(level, "{}" fmt, \
- crepe::LogColor().fg_white(false).str(std::format( \
- "{} ({}:{})", __PRETTY_FUNCTION__, __FILE_NAME__, __LINE__)), \
- __VA_ARGS__)
-
-// very illegal global function-style macros
-// NOLINTBEGIN
-#define dbg_logf(fmt, ...) _crepe_logf_here(crepe::Log::Level::DEBUG, ": " fmt, __VA_ARGS__)
-#define dbg_log(str) _crepe_logf_here(crepe::Log::Level::DEBUG, ": {}", str)
-#define dbg_trace() _crepe_logf_here(crepe::Log::Level::TRACE, "", "")
-// NOLINTEND
-
-#endif
-
namespace crepe {
/**
diff --git a/src/crepe/util/dbg.h b/src/crepe/util/dbg.h
new file mode 100644
index 0000000..c7283ee
--- /dev/null
+++ b/src/crepe/util/dbg.h
@@ -0,0 +1,18 @@
+#pragma once
+
+#include "Log.h"
+#include "LogColor.h"
+
+// utility macros
+#define _crepe_logf_here(level, fmt, ...) \
+ crepe::Log::logf(level, "{}" fmt, \
+ crepe::LogColor().fg_white(false).str(std::format( \
+ "{} ({}:{})", __PRETTY_FUNCTION__, __FILE_NAME__, __LINE__)), \
+ __VA_ARGS__)
+
+// very illegal global function-style macros
+// NOLINTBEGIN
+#define dbg_logf(fmt, ...) _crepe_logf_here(crepe::Log::Level::DEBUG, ": " fmt, __VA_ARGS__)
+#define dbg_log(str) _crepe_logf_here(crepe::Log::Level::DEBUG, ": {}", str)
+#define dbg_trace() _crepe_logf_here(crepe::Log::Level::TRACE, "", "")
+// NOLINTEND
diff --git a/src/example/CMakeLists.txt b/src/example/CMakeLists.txt
index f62414e..f9da7ce 100644
--- a/src/example/CMakeLists.txt
+++ b/src/example/CMakeLists.txt
@@ -19,6 +19,7 @@ endfunction()
add_example(rendering_particle)
add_example(game)
add_example(button)
+add_example(replay)
add_example(loadfont)
add_example(FontExample)
add_example(AITest)
diff --git a/src/example/game.cpp b/src/example/game.cpp
index 3975650..7ee784a 100644
--- a/src/example/game.cpp
+++ b/src/example/game.cpp
@@ -1,9 +1,12 @@
+#include "api/Asset.h"
+#include "api/BehaviorScript.h"
#include "api/CircleCollider.h"
#include "api/ParticleEmitter.h"
#include "api/Scene.h"
#include "manager/ComponentManager.h"
#include "manager/Mediator.h"
#include "types.h"
+#include <cmath>
#include <crepe/api/BoxCollider.h>
#include <crepe/api/Camera.h>
#include <crepe/api/Color.h>
@@ -17,267 +20,293 @@
#include <crepe/api/Vector2.h>
using namespace crepe;
-
using namespace std;
-class MyScript1 : public Script {
- bool flip = false;
+class ScriptBox : public Script {
+public:
bool oncollision(const CollisionEvent & test) {
- Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id);
+ Log::logf("Box {} on_collision() with {}", test.info.self.metadata.game_object_id, test.info.other.metadata.game_object_id);
return true;
}
- bool keypressed(const KeyPressEvent & test) {
- Log::logf("Box script keypressed()");
- switch (test.key) {
- case Keycode::A: {
- Rigidbody & tf = this->get_component<Rigidbody>();
- tf.data.linear_velocity.x -= 1;
- break;
- }
- case Keycode::W: {
- Rigidbody & tf = this->get_component<Rigidbody>();
- // tf.data.linear_velocity.y -= 1;
- tf.add_force_linear({0, -1});
- break;
- }
- case Keycode::S: {
- Rigidbody & tf = this->get_component<Rigidbody>();
- tf.data.linear_velocity.y += 1;
- break;
- }
- case Keycode::D: {
- Rigidbody & tf = this->get_component<Rigidbody>();
- tf.data.linear_velocity.x += 1;
- break;
- }
- case Keycode::E: {
- if (flip) {
- flip = false;
- this->get_component<BoxCollider>().active = true;
- this->get_components<Sprite>()[0].get().active = true;
- this->get_component<CircleCollider>().active = false;
- this->get_components<Sprite>()[1].get().active = false;
- } else {
- flip = true;
- this->get_component<BoxCollider>().active = false;
- this->get_components<Sprite>()[0].get().active = false;
- this->get_component<CircleCollider>().active = true;
- this->get_components<Sprite>()[1].get().active = true;
- }
-
- //add collider switch
- break;
- }
- case Keycode::Q: {
- Rigidbody & rg = this->get_component<Rigidbody>();
- rg.data.angular_velocity = 1;
- break;
- }
- default:
- break;
- }
- return false;
- }
void init() {
- Log::logf("init");
subscribe<CollisionEvent>(
[this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); });
- subscribe<KeyPressEvent>(
- [this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); });
- }
- void update(duration_t) {
- Rigidbody & tf = this->get_component<Rigidbody>();
- Log::logf("linear_velocity.x {}", tf.data.linear_velocity.x);
- Log::logf("linear_velocity.y {}", tf.data.linear_velocity.y);
- // tf.data.linear_velocity = {0,0};
}
};
-class MyScript2 : public Script {
- bool flip = false;
+class ScriptCircle : public Script {
+public:
bool oncollision(const CollisionEvent & test) {
- Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id);
+ Log::logf("Circle {} on_collision() with {}", test.info.self.metadata.game_object_id, test.info.other.metadata.game_object_id);
return true;
}
- bool keypressed(const KeyPressEvent & test) {
- Log::logf("Box script keypressed()");
- switch (test.key) {
- case Keycode::LEFT: {
- Transform & tf = this->get_component<Transform>();
- tf.position.x -= 1;
- break;
- }
- case Keycode::UP: {
- Transform & tf = this->get_component<Transform>();
- tf.position.y -= 1;
- break;
- }
- case Keycode::DOWN: {
- Transform & tf = this->get_component<Transform>();
- tf.position.y += 1;
- break;
- }
- case Keycode::RIGHT: {
- Transform & tf = this->get_component<Transform>();
- tf.position.x += 1;
- break;
- }
- case Keycode::PAUSE: {
- if (flip) {
- flip = false;
- this->get_component<BoxCollider>().active = true;
- this->get_components<Sprite>()[0].get().active = true;
- this->get_component<CircleCollider>().active = false;
- this->get_components<Sprite>()[1].get().active = false;
- } else {
- flip = true;
- this->get_component<BoxCollider>().active = false;
- this->get_components<Sprite>()[0].get().active = false;
- this->get_component<CircleCollider>().active = true;
- this->get_components<Sprite>()[1].get().active = true;
- }
-
- //add collider switch
- break;
- }
- default:
- break;
- }
- return false;
- }
void init() {
- Log::logf("init");
subscribe<CollisionEvent>(
[this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); });
- subscribe<KeyPressEvent>(
- [this](const KeyPressEvent & ev) -> bool { return this->keypressed(ev); });
}
+};
+
+class ScriptMoveToLeft : public Script {
+public:
void update() {
- // Retrieve component from the same GameObject this script is on
+ Transform & transform = this->get_component<Transform>();
+ transform.position.x -= 0.02;
}
};
-class ConcreteScene1 : public Scene {
+class ScriptMoveToRight : public Script {
public:
- using Scene::Scene;
+ void update() {
+ Transform & transform = this->get_component<Transform>();
+ transform.position.x += 0.02;
+ }
+};
+class ConcreteScene1 : public Scene {
+public:
void load_scene() {
+ GameObject camera = this->new_object("camera");
+ camera.add_component<Camera>(ivec2(1080, 720), vec2(10, 10), Camera::Data{
+ .bg_color = Color::WHITE,
+ .zoom = 1
+ });
- Color color(0, 0, 0, 255);
+ GameObject reference = this->new_object("reference", "tag", vec2(0, 0), 0, 1);
+ Asset reference_asset = Asset("asset/texture/square.png");
+ reference.add_component<Sprite>(reference_asset, Sprite::Data{
+ .color = Color::RED,
+ .sorting_in_layer = 10,
+ .order_in_layer = 0,
+ .size = vec2(0.1, 0.1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(0, 0),
+ });
- float screen_size_width = 320;
- float screen_size_height = 240;
- float world_collider = 1000;
- //define playable world
- GameObject world = new_object(
- "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1);
- world.add_component<Rigidbody>(Rigidbody::Data{
- .mass = 0,
- .gravity_scale = 0,
- .body_type = Rigidbody::BodyType::STATIC,
- .offset = {0, 0},
+ /*GameObject box_1 = this->new_object("box_1", "tag", vec2(0, 0), 0, 1);
+ Asset box_1_asset = Asset("asset/texture/square.png");
+ box_1.add_component<Sprite>(box_1_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(0, 0.5),
});
- world.add_component<BoxCollider>(
- vec2{world_collider, world_collider},
- vec2{0, 0 - (screen_size_height / 2 + world_collider / 2)}); // Top
- world.add_component<BoxCollider>(
- vec2{world_collider, world_collider},
- vec2{0, screen_size_height / 2 + world_collider / 2}); // Bottom
- world.add_component<BoxCollider>(
- vec2{world_collider, world_collider},
- vec2{0 - (screen_size_width / 2 + world_collider / 2), 0}); // Left
- world.add_component<BoxCollider>(
- vec2{world_collider, world_collider},
- vec2{screen_size_width / 2 + world_collider / 2, 0}); // right
- world.add_component<Camera>(
- ivec2{static_cast<int>(screen_size_width), static_cast<int>(screen_size_height)},
- vec2{screen_size_width, screen_size_height},
- Camera::Data{
- .bg_color = Color::WHITE,
- .zoom = 1,
- });
+ Asset box_1_asset2 = Asset("asset/texture/test_ap43.png");
+ box_1.add_component<Sprite>(box_1_asset2, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(0, -0.5),
+ });*/
+
+ /*GameObject particles = this->new_object("particles", "tag", vec2(-1, 0), 180, 1);
+ Asset particles_asset = Asset("asset/texture/test_ap43.png");
+ Sprite & particles_sprite = particles.add_component<Sprite>(particles_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(0, 0),
+ });
+ ParticleEmitter & particles_emitter = particles.add_component<ParticleEmitter>(particles_sprite, ParticleEmitter::Data{
+ .offset = vec2(0, 0),
+ .emission_rate = 1,
+ .min_speed = 1,
+ .max_speed = 1,
+ .min_angle = 0,
+ .max_angle = 0,
+ .end_lifespan = 4,
+ });*/
+
+ const bool SCRIPT = false;
- GameObject game_object1 = new_object(
- "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1);
- game_object1.add_component<Rigidbody>(Rigidbody::Data{
- .mass = 1,
- .gravity_scale = 1,
- .body_type = Rigidbody::BodyType::DYNAMIC,
- .linear_velocity = {0, 1},
- .constraints = {0, 0, 0},
- .elastisity_coefficient = 0,
- .offset = {0, 0},
+ const Rigidbody::BodyType BODYTYPE_LEFT = Rigidbody::BodyType::DYNAMIC;
+ const Rigidbody::BodyType BODYTYPE_RIGHT = Rigidbody::BodyType::DYNAMIC;
+ const bool BOUNCE_LEFT = false;
+ const bool BOUNCE_RIGHT = false;
+ const bool KINEMATIC_COLLISION = true;
+ const bool ONTOP = false;
+
+ const float SCALE = 0.5;
+ const float OFFSET_X_LEFT = 0;
+ const float OFFSET_X_RIGHT = 0;
+ const float OFFSET_Y_LEFT = 0;
+ const float OFFSET_Y_RIGHT = 0;
+
+ GameObject box_1 = this->new_object("box_1", "tag", ONTOP ? vec2(-0.25, -4) : vec2(-2, -4), 0, SCALE);
+ Asset box_1_asset = Asset("asset/texture/square.png");
+ box_1.add_component<Sprite>(box_1_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
+ });
+ box_1.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0,
+ .body_type = BODYTYPE_LEFT,
+ .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0},
+ .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,
+ .kinematic_collision = KINEMATIC_COLLISION,
});
- // add box with boxcollider
- game_object1.add_component<BoxCollider>(vec2{20, 20});
- game_object1.add_component<BehaviorScript>().set_script<MyScript1>();
+ box_1.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT;
+ box_1.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));
+ box_1.add_component<BehaviorScript>().set_script<ScriptBox>();
- Asset img1{"asset/texture/square.png"};
- game_object1.add_component<Sprite>(img1, Sprite::Data{
- .size = {20, 20},
- });
+ GameObject circle_1 = this->new_object("ricle_1", "tag", ONTOP ? vec2(0.25, -4) : vec2(2, -4), 0, SCALE);
+ Asset circle_1_asset = Asset("asset/texture/circle.png");
+ circle_1.add_component<Sprite>(circle_1_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
+ });
+ circle_1.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0,
+ .body_type = BODYTYPE_RIGHT,
+ .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0},
+ .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,
+ .kinematic_collision = KINEMATIC_COLLISION,
+ });
+ circle_1.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT;
+ circle_1.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
+ circle_1.add_component<BehaviorScript>().set_script<ScriptCircle>();
- //add circle with cirlcecollider deactiveated
- game_object1.add_component<CircleCollider>(10).active = false;
- Asset img2{"asset/texture/circle.png"};
- game_object1
- .add_component<Sprite>(img2,
- Sprite::Data{
- .size = {20, 20},
- })
- .active
- = false;
+ GameObject circle_2 = this->new_object("ricle_2", "tag", ONTOP ? vec2(-0.25, -1.5) : vec2(-2.5, -1.5), 0, SCALE);
+ Asset circle_2_asset = Asset("asset/texture/circle.png");
+ circle_2.add_component<Sprite>(circle_2_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
+ });
+ circle_2.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0,
+ .body_type = BODYTYPE_LEFT,
+ .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0},
+ .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,
+ .kinematic_collision = KINEMATIC_COLLISION,
+ });
+ circle_2.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT;
+ circle_2.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));
+ circle_2.add_component<BehaviorScript>().set_script<ScriptCircle>();
- GameObject game_object2 = new_object(
- "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1);
- game_object2.add_component<Rigidbody>(Rigidbody::Data{
- .mass = 1,
+ GameObject box_2 = this->new_object("box_2", "tag", ONTOP ? vec2(0.25, -1.5) : vec2(2.5, -1.5), 0, SCALE);
+ Asset box_2_asset = Asset("asset/texture/square.png");
+ box_2.add_component<Sprite>(box_2_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
+ });
+ box_2.add_component<Rigidbody>(Rigidbody::Data{
.gravity_scale = 0,
- .body_type = Rigidbody::BodyType::STATIC,
- .linear_velocity = {0, 0},
- .constraints = {0, 0, 0},
- .elastisity_coefficient = 1,
- .offset = {0, 0},
+ .body_type = BODYTYPE_RIGHT,
+ .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0},
+ .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,
+ .kinematic_collision = KINEMATIC_COLLISION,
});
- // add box with boxcollider
- game_object2.add_component<BoxCollider>(vec2{20, 20});
- game_object2.add_component<BehaviorScript>().set_script<MyScript2>();
+ box_2.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT;
+ box_2.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
+ box_2.add_component<BehaviorScript>().set_script<ScriptBox>();
- game_object2.add_component<Sprite>(img1, Sprite::Data{
- .size = {20, 20},
- });
+ GameObject box_3 = this->new_object("box_3", "tag", ONTOP ? vec2(-0.25, 1.5) : vec2(-3, 1.5), 0, SCALE);
+ Asset box_3_asset = Asset("asset/texture/square.png");
+ box_3.add_component<Sprite>(box_3_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
+ });
+ box_3.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0,
+ .body_type = BODYTYPE_LEFT,
+ .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0},
+ .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,
+ .kinematic_collision = KINEMATIC_COLLISION,
+ });
+ box_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT;
+ box_3.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));
+ box_3.add_component<BehaviorScript>().set_script<ScriptBox>();
- //add circle with cirlcecollider deactiveated
- game_object2.add_component<CircleCollider>(10).active = false;
+ GameObject box_4 = this->new_object("box_4", "tag", ONTOP ? vec2(0.25, 1.5) : vec2(3, 1.5), 0, SCALE);
+ Asset box_4_asset = Asset("asset/texture/square.png");
+ box_4.add_component<Sprite>(box_4_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
+ });
+ box_4.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0,
+ .body_type = BODYTYPE_RIGHT,
+ .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0},
+ .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,
+ .kinematic_collision = KINEMATIC_COLLISION,
+ });
+ box_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT;
+ box_4.add_component<BoxCollider>(vec2(1, 1), vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
+ box_4.add_component<BehaviorScript>().set_script<ScriptBox>();
- game_object2
- .add_component<Sprite>(img2,
- Sprite::Data{
- .size = {20, 20},
- })
- .active
- = false;
- Asset img5{"asset/texture/square.png"};
+ GameObject circle_3 = this->new_object("ricle_3", "tag", ONTOP ? vec2(-0.25, 4) : vec2(-3.5, 4), 0, SCALE);
+ Asset circle_3_asset = Asset("asset/texture/circle.png");
+ circle_3.add_component<Sprite>(circle_3_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT),
+ });
+ circle_3.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0,
+ .body_type = BODYTYPE_LEFT,
+ .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{1, 0},
+ .elasticity_coefficient = BOUNCE_LEFT ? 0.5 : 0,
+ .kinematic_collision = KINEMATIC_COLLISION,
+ });
+ circle_3.add_component<BehaviorScript>().set_script<ScriptMoveToRight>().active = SCRIPT;
+ circle_3.add_component<CircleCollider>(0.5, vec2(OFFSET_X_LEFT, OFFSET_Y_LEFT));
+ circle_3.add_component<BehaviorScript>().set_script<ScriptCircle>();
- GameObject particle = new_object(
- "Name", "Tag", vec2{screen_size_width / 2, screen_size_height / 2}, 0, 1);
- auto & particle_image = particle.add_component<Sprite>(img5, Sprite::Data{
- .size = {5, 5},
- });
- auto & test
- = particle.add_component<ParticleEmitter>(particle_image, ParticleEmitter::Data{
- .offset = {0, 0},
- .max_particles = 256,
- .emission_rate = 1,
- .min_speed = 10,
- .max_speed = 20,
- .min_angle = -20,
- .max_angle = 20,
- .begin_lifespan = 0,
- .end_lifespan = 5,
- });
+ GameObject circle_4 = this->new_object("ricle_4", "tag", ONTOP ? vec2(0.25, 4) : vec2(3.5, 4), 0, SCALE);
+ Asset circle_4_asset = Asset("asset/texture/circle.png");
+ circle_4.add_component<Sprite>(circle_4_asset, Sprite::Data{
+ .sorting_in_layer = 0,
+ .order_in_layer = 0,
+ .size = vec2(1, 1),
+ .angle_offset = 0,
+ .scale_offset = 1,
+ .position_offset = vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT),
+ });
+ circle_4.add_component<Rigidbody>(Rigidbody::Data{
+ .gravity_scale = 0,
+ .body_type = BODYTYPE_RIGHT,
+ .linear_velocity = SCRIPT ? vec2{0, 0} : vec2{-1, 0},
+ .elasticity_coefficient = BOUNCE_RIGHT ? 0.5 : 0,
+ .kinematic_collision = KINEMATIC_COLLISION,
+ });
+ circle_4.add_component<BehaviorScript>().set_script<ScriptMoveToLeft>().active = SCRIPT;
+ circle_4.add_component<CircleCollider>(0.5, vec2(OFFSET_X_RIGHT, OFFSET_Y_RIGHT));
+ circle_4.add_component<BehaviorScript>().set_script<ScriptCircle>();
}
string get_name() const { return "scene1"; }
diff --git a/src/example/rendering_particle.cpp b/src/example/rendering_particle.cpp
index add43f4..5440fdd 100644
--- a/src/example/rendering_particle.cpp
+++ b/src/example/rendering_particle.cpp
@@ -1,4 +1,7 @@
+
+
#include "api/Asset.h"
+#include "api/Text.h"
#include <crepe/Component.h>
#include <crepe/api/Animator.h>
#include <crepe/api/Button.h>
@@ -13,7 +16,6 @@
#include <crepe/manager/ComponentManager.h>
#include <crepe/manager/Mediator.h>
#include <crepe/types.h>
-#include <iostream>
using namespace crepe;
using namespace std;
@@ -21,15 +23,11 @@ using namespace std;
class TestScene : public Scene {
public:
void load_scene() {
-
- cout << "TestScene" << endl;
- Mediator & mediator = this->mediator;
- ComponentManager & mgr = mediator.component_manager;
- GameObject game_object = mgr.new_object("", "", vec2{0, 0}, 0, 1);
+ GameObject game_object = new_object("", "", vec2{0, 0}, 0, 1);
Color color(255, 255, 255, 255);
- Asset img{"asset/spritesheet/spritesheet_test.png"};
+ Asset img{"asset/texture/square.png"};
Sprite & test_sprite = game_object.add_component<Sprite>(
img, Sprite::Data{
@@ -37,29 +35,34 @@ public:
.flip = Sprite::FlipSettings{false, false},
.sorting_in_layer = 2,
.order_in_layer = 2,
- .size = {0, 100},
+ .size = {1, 1},
.angle_offset = 0,
- .position_offset = {0, 0},
+ .position_offset = {0, 1},
+ .world_space = false,
});
+ //auto & emitter = game_object.add_component<ParticleEmitter>(test_sprite, ParticleEmitter::Data{});
- //auto & anim = game_object.add_component<Animator>(test_sprite,ivec2{32, 64}, uvec2{4,1}, Animator::Data{});
- //anim.set_anim(0);
+ Sprite & test_sprite1
+ = game_object.add_component<Sprite>(img, Sprite::Data{
+ .color = color,
+ .size = {1, 1},
+ .position_offset = {0, -1},
+ .world_space = false,
+ });
- auto & cam = game_object.add_component<Camera>(ivec2{720, 1280}, vec2{400, 400},
+ auto & cam = game_object.add_component<Camera>(ivec2{1280, 720}, vec2{5, 5},
Camera::Data{
.bg_color = Color::WHITE,
+ .postion_offset = {1000, 1000},
});
- function<void()> on_click = [&]() { cout << "button clicked" << std::endl; };
- function<void()> on_enter = [&]() { cout << "enter" << std::endl; };
- function<void()> on_exit = [&]() { cout << "exit" << std::endl; };
+ /*
+ game_object.add_component<Text>(vec2{1, 1}, vec2{0, -0.5}, "ComicSansMS",
+ Text::Data{.text_color = Color::RED}, "test TEST");
- auto & button
- = game_object.add_component<Button>(vec2{200, 200}, vec2{0, 0}, on_click, false);
- button.on_mouse_enter = on_enter;
- button.on_mouse_exit = on_exit;
- button.is_toggle = true;
- button.active = true;
+ game_object.add_component<Text>(vec2{1, 1}, vec2{0, 0.5}, "ComicSansMS",
+ Text::Data{.text_color = Color::BLACK}, "TEST test");
+ */
}
string get_name() const { return "TestScene"; };
diff --git a/src/example/replay.cpp b/src/example/replay.cpp
new file mode 100644
index 0000000..82fd478
--- /dev/null
+++ b/src/example/replay.cpp
@@ -0,0 +1,84 @@
+#include <crepe/api/Config.h>
+#include <crepe/api/Engine.h>
+#include <crepe/api/Script.h>
+
+using namespace crepe;
+using namespace std;
+
+class AnimationScript : public Script {
+ Transform * transform;
+ float t = 0;
+
+ void init() { transform = &get_component<Transform>(); }
+
+ void update() {
+ t += 0.05;
+ transform->position = {sin(t), cos(t)};
+ }
+};
+
+class Timeline : public Script {
+ unsigned i = 0;
+ recording_t recording;
+
+ void update() {
+ switch (i++) {
+ default:
+ break;
+ case 10:
+ logf("record start");
+ replay.record_start();
+ break;
+ case 60:
+ logf("record end, playing recording");
+ this->recording = replay.record_end();
+ replay.play(this->recording);
+ break;
+ case 61:
+ logf("done, releasing recording");
+ replay.release(this->recording);
+ break;
+ case 72:
+ logf("exit");
+ queue_event<ShutDownEvent>();
+ break;
+ };
+ }
+};
+
+class TestScene : public Scene {
+public:
+ using Scene::Scene;
+
+ void load_scene() {
+ Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+
+ GameObject cam = mgr.new_object("cam");
+ cam.add_component<Camera>(ivec2{640, 480}, vec2{3, 3},
+ Camera::Data{
+ .bg_color = Color::WHITE,
+ });
+
+ GameObject square = mgr.new_object("square");
+ square.add_component<Sprite>(Asset{"asset/texture/square.png"}, Sprite::Data{
+ .size = {0.5, 0.5},
+ });
+ square.add_component<BehaviorScript>().set_script<AnimationScript>();
+
+ GameObject scapegoat = mgr.new_object("");
+ scapegoat.add_component<BehaviorScript>().set_script<Timeline>();
+ }
+
+ string get_name() const { return "scene1"; }
+};
+
+int main(int argc, char * argv[]) {
+ Config & cfg = Config::get_instance();
+ cfg.log.level = Log::Level::DEBUG;
+
+ Engine engine;
+
+ engine.add_scene<TestScene>();
+ return engine.main();
+}
diff --git a/src/test/AudioTest.cpp b/src/test/AudioTest.cpp
index 48bba1b..415a12e 100644
--- a/src/test/AudioTest.cpp
+++ b/src/test/AudioTest.cpp
@@ -50,11 +50,11 @@ TEST_F(AudioTest, Default) {
EXPECT_CALL(context, stop(_)).Times(0);
EXPECT_CALL(context, set_volume(_, _)).Times(0);
EXPECT_CALL(context, set_loop(_, _)).Times(0);
- system.update();
+ system.fixed_update();
}
TEST_F(AudioTest, Play) {
- system.update();
+ system.fixed_update();
{
InSequence seq;
@@ -67,12 +67,12 @@ TEST_F(AudioTest, Play) {
InSequence seq;
EXPECT_CALL(context, play(_)).Times(1);
- system.update();
+ system.fixed_update();
}
}
TEST_F(AudioTest, Stop) {
- system.update();
+ system.fixed_update();
{
InSequence seq;
@@ -85,12 +85,12 @@ TEST_F(AudioTest, Stop) {
InSequence seq;
EXPECT_CALL(context, stop(_)).Times(1);
- system.update();
+ system.fixed_update();
}
}
TEST_F(AudioTest, Volume) {
- system.update();
+ system.fixed_update();
{
InSequence seq;
@@ -103,12 +103,12 @@ TEST_F(AudioTest, Volume) {
InSequence seq;
EXPECT_CALL(context, set_volume(_, component.volume)).Times(1);
- system.update();
+ system.fixed_update();
}
}
TEST_F(AudioTest, Looping) {
- system.update();
+ system.fixed_update();
{
InSequence seq;
@@ -121,33 +121,33 @@ TEST_F(AudioTest, Looping) {
InSequence seq;
EXPECT_CALL(context, set_loop(_, component.loop)).Times(1);
- system.update();
+ system.fixed_update();
}
}
TEST_F(AudioTest, StopOnDeactivate) {
- system.update();
+ system.fixed_update();
{
InSequence seq;
EXPECT_CALL(context, stop(_)).Times(1);
component.active = false;
- system.update();
+ system.fixed_update();
}
}
TEST_F(AudioTest, PlayOnActive) {
component.active = false;
component.play_on_awake = true;
- system.update();
+ system.fixed_update();
{
InSequence seq;
EXPECT_CALL(context, play(_)).Times(1);
component.active = true;
- system.update();
+ system.fixed_update();
}
}
@@ -157,5 +157,5 @@ TEST_F(AudioTest, PlayImmediately) {
EXPECT_CALL(context, play(_)).Times(1);
- system.update();
+ system.fixed_update();
}
diff --git a/src/test/CMakeLists.txt b/src/test/CMakeLists.txt
index 11b4ca9..ea92d96 100644
--- a/src/test/CMakeLists.txt
+++ b/src/test/CMakeLists.txt
@@ -15,7 +15,7 @@ target_sources(test_main PUBLIC
ValueBrokerTest.cpp
DBTest.cpp
Vector2Test.cpp
- LoopManagerTest.cpp
+ # LoopManagerTest.cpp
LoopTimerTest.cpp
InputTest.cpp
ScriptEventTest.cpp
@@ -24,4 +24,5 @@ target_sources(test_main PUBLIC
SaveManagerTest.cpp
ScriptSaveManagerTest.cpp
ScriptECSTest.cpp
+ ReplayManagerTest.cpp
)
diff --git a/src/test/CollisionTest.cpp b/src/test/CollisionTest.cpp
index baa95c1..c8d804c 100644
--- a/src/test/CollisionTest.cpp
+++ b/src/test/CollisionTest.cpp
@@ -67,7 +67,6 @@ public:
world.add_component<Rigidbody>(Rigidbody::Data{
// TODO: remove unrelated properties:
.body_type = Rigidbody::BodyType::STATIC,
- .offset = {0, 0},
});
// Create a box with an inner size of 10x10 units
world.add_component<BoxCollider>(vec2{100, 100}, vec2{0, -100}); // Top
@@ -81,8 +80,7 @@ public:
.body_type = Rigidbody::BodyType::DYNAMIC,
.linear_velocity = {0, 0},
.constraints = {0, 0, 0},
- .elastisity_coefficient = 1,
- .offset = {0, 0},
+ .elasticity_coefficient = 1,
.collision_layers = {0},
});
game_object1.add_component<BoxCollider>(vec2{10, 10}, vec2{0, 0});
@@ -97,8 +95,7 @@ public:
.body_type = Rigidbody::BodyType::DYNAMIC,
.linear_velocity = {0, 0},
.constraints = {0, 0, 0},
- .elastisity_coefficient = 1,
- .offset = {0, 0},
+ .elasticity_coefficient = 1,
.collision_layers = {0},
});
game_object2.add_component<BoxCollider>(vec2{10, 10}, vec2{0, 0});
@@ -108,7 +105,7 @@ public:
ASSERT_NE(script_object2_ref, nullptr);
// Ensure Script::init() is called on all BehaviorScript instances
- script_sys.update();
+ script_sys.fixed_update();
}
};
@@ -116,14 +113,14 @@ TEST_F(CollisionTest, collision_example) {
bool collision_happend = false;
script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 1);
};
script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 2);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 2);
};
EXPECT_FALSE(collision_happend);
- collision_sys.update();
+ collision_sys.fixed_update();
EXPECT_FALSE(collision_happend);
}
@@ -131,22 +128,22 @@ TEST_F(CollisionTest, collision_box_box_dynamic_both_no_velocity) {
bool collision_happend = false;
script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 1);
EXPECT_EQ(ev.info.resolution.x, 10);
EXPECT_EQ(ev.info.resolution.y, 10);
EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH);
};
script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 2);
- EXPECT_EQ(ev.info.resolution.x, 10);
- EXPECT_EQ(ev.info.resolution.y, 10);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 2);
+ EXPECT_EQ(ev.info.resolution.x, -10);
+ EXPECT_EQ(ev.info.resolution.y, -10);
EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH);
};
EXPECT_FALSE(collision_happend);
Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
tf.position = {50, 30};
- collision_sys.update();
+ collision_sys.fixed_update();
EXPECT_TRUE(collision_happend);
}
@@ -154,7 +151,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_x_direction_no_velocity) {
bool collision_happend = false;
script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 1);
EXPECT_EQ(ev.info.resolution.x, -5);
EXPECT_EQ(ev.info.resolution.y, 0);
EXPECT_EQ(ev.info.resolution_direction,
@@ -162,7 +159,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_x_direction_no_velocity) {
};
script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 2);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 2);
EXPECT_EQ(ev.info.resolution.x, 5);
EXPECT_EQ(ev.info.resolution.y, 0);
EXPECT_EQ(ev.info.resolution_direction,
@@ -171,7 +168,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_x_direction_no_velocity) {
EXPECT_FALSE(collision_happend);
Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
tf.position = {45, 30};
- collision_sys.update();
+ collision_sys.fixed_update();
EXPECT_TRUE(collision_happend);
}
@@ -179,7 +176,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_y_direction_no_velocity) {
bool collision_happend = false;
script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 1);
EXPECT_EQ(ev.info.resolution.x, 0);
EXPECT_EQ(ev.info.resolution.y, -5);
EXPECT_EQ(ev.info.resolution_direction,
@@ -187,7 +184,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_y_direction_no_velocity) {
};
script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 2);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 2);
EXPECT_EQ(ev.info.resolution.x, 0);
EXPECT_EQ(ev.info.resolution.y, 5);
EXPECT_EQ(ev.info.resolution_direction,
@@ -196,7 +193,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_y_direction_no_velocity) {
EXPECT_FALSE(collision_happend);
Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
tf.position = {50, 25};
- collision_sys.update();
+ collision_sys.fixed_update();
EXPECT_TRUE(collision_happend);
}
@@ -204,16 +201,16 @@ TEST_F(CollisionTest, collision_box_box_dynamic_both) {
bool collision_happend = false;
script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 1);
EXPECT_EQ(ev.info.resolution.x, 10);
EXPECT_EQ(ev.info.resolution.y, 10);
EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH);
};
script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 2);
- EXPECT_EQ(ev.info.resolution.x, 10);
- EXPECT_EQ(ev.info.resolution.y, 10);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 2);
+ EXPECT_EQ(ev.info.resolution.x, -10);
+ EXPECT_EQ(ev.info.resolution.y, -10);
EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH);
};
EXPECT_FALSE(collision_happend);
@@ -223,7 +220,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_both) {
rg1.data.linear_velocity = {10, 10};
Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get();
rg2.data.linear_velocity = {10, 10};
- collision_sys.update();
+ collision_sys.fixed_update();
EXPECT_TRUE(collision_happend);
}
@@ -231,7 +228,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_x_direction) {
bool collision_happend = false;
script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 1);
EXPECT_EQ(ev.info.resolution.x, -5);
EXPECT_EQ(ev.info.resolution.y, 5);
EXPECT_EQ(ev.info.resolution_direction,
@@ -239,7 +236,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_x_direction) {
};
script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 2);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 2);
EXPECT_EQ(ev.info.resolution.x, 5);
EXPECT_EQ(ev.info.resolution.y, -5);
EXPECT_EQ(ev.info.resolution_direction,
@@ -252,7 +249,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_x_direction) {
rg1.data.linear_velocity = {10, 10};
Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get();
rg2.data.linear_velocity = {10, 10};
- collision_sys.update();
+ collision_sys.fixed_update();
EXPECT_TRUE(collision_happend);
}
@@ -260,7 +257,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_y_direction) {
bool collision_happend = false;
script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 1);
EXPECT_EQ(ev.info.resolution.x, 5);
EXPECT_EQ(ev.info.resolution.y, -5);
EXPECT_EQ(ev.info.resolution_direction,
@@ -268,7 +265,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_y_direction) {
};
script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 2);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 2);
EXPECT_EQ(ev.info.resolution.x, -5);
EXPECT_EQ(ev.info.resolution.y, 5);
EXPECT_EQ(ev.info.resolution_direction,
@@ -281,7 +278,7 @@ TEST_F(CollisionTest, collision_box_box_dynamic_y_direction) {
rg1.data.linear_velocity = {10, 10};
Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get();
rg2.data.linear_velocity = {10, 10};
- collision_sys.update();
+ collision_sys.fixed_update();
EXPECT_TRUE(collision_happend);
}
@@ -289,21 +286,19 @@ TEST_F(CollisionTest, collision_box_box_static_both) {
bool collision_happend = false;
script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 1);
EXPECT_EQ(ev.info.resolution.x, 10);
EXPECT_EQ(ev.info.resolution.y, 10);
EXPECT_EQ(ev.info.resolution_direction, crepe::CollisionSystem::Direction::BOTH);
};
- script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
- // is static should not be called
- FAIL();
- };
+ script_object2_ref->test_fn
+ = [&collision_happend](const CollisionEvent & ev) { collision_happend = true; };
EXPECT_FALSE(collision_happend);
Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
tf.position = {50, 30};
Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get();
rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC;
- collision_sys.update();
+ collision_sys.fixed_update();
EXPECT_TRUE(collision_happend);
}
@@ -311,7 +306,7 @@ TEST_F(CollisionTest, collision_box_box_static_x_direction) {
bool collision_happend = false;
script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 1);
EXPECT_EQ(ev.info.resolution.x, -5);
EXPECT_EQ(ev.info.resolution.y, 5);
EXPECT_EQ(ev.info.resolution_direction,
@@ -319,7 +314,7 @@ TEST_F(CollisionTest, collision_box_box_static_x_direction) {
};
script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
// is static should not be called
- FAIL();
+ //FAIL();
};
EXPECT_FALSE(collision_happend);
Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
@@ -328,7 +323,7 @@ TEST_F(CollisionTest, collision_box_box_static_x_direction) {
rg1.data.linear_velocity = {10, 10};
Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get();
rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC;
- collision_sys.update();
+ collision_sys.fixed_update();
EXPECT_TRUE(collision_happend);
}
@@ -336,7 +331,7 @@ TEST_F(CollisionTest, collision_box_box_static_y_direction) {
bool collision_happend = false;
script_object1_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
+ EXPECT_EQ(ev.info.self.transform.game_object_id, 1);
EXPECT_EQ(ev.info.resolution.x, 5);
EXPECT_EQ(ev.info.resolution.y, -5);
EXPECT_EQ(ev.info.resolution_direction,
@@ -344,7 +339,7 @@ TEST_F(CollisionTest, collision_box_box_static_y_direction) {
};
script_object2_ref->test_fn = [&collision_happend](const CollisionEvent & ev) {
// is static should not be called
- FAIL();
+ //FAIL();
};
EXPECT_FALSE(collision_happend);
Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
@@ -353,40 +348,6 @@ TEST_F(CollisionTest, collision_box_box_static_y_direction) {
rg1.data.linear_velocity = {10, 10};
Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get();
rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC;
- collision_sys.update();
- EXPECT_TRUE(collision_happend);
-}
-
-TEST_F(CollisionTest, collision_box_box_static_multiple) { //todo check visually
- bool collision_happend = false;
- float offset_value = 0;
- float resolution = 0;
- script_object1_ref->test_fn = [&](const CollisionEvent & ev) {
- collision_happend = true;
- EXPECT_EQ(ev.info.this_collider.game_object_id, 1);
- EXPECT_EQ(ev.info.this_collider.offset.x, offset_value);
- EXPECT_EQ(ev.info.resolution.x, resolution);
- };
- script_object2_ref->test_fn = [&](const CollisionEvent & ev) {
- // is static should not be called
- FAIL();
- };
- EXPECT_FALSE(collision_happend);
- Transform & tf = this->mgr.get_components_by_id<Transform>(1).front().get();
- tf.position = {45, 30};
- Rigidbody & rg1 = this->mgr.get_components_by_id<Rigidbody>(1).front().get();
- rg1.data.linear_velocity = {10, 10};
- Rigidbody & rg2 = this->mgr.get_components_by_id<Rigidbody>(2).front().get();
- rg2.data.body_type = crepe::Rigidbody::BodyType::STATIC;
- BoxCollider & bxc = this->mgr.get_components_by_id<BoxCollider>(1).front().get();
- bxc.offset = {5, 0};
- this->game_object1.add_component<BoxCollider>(vec2{-5, 0}, vec2{10, 10});
- offset_value = 5;
- resolution = 10;
- collision_sys.update();
- offset_value = -5;
- resolution = 10;
- tf.position = {55, 30};
- collision_sys.update();
+ collision_sys.fixed_update();
EXPECT_TRUE(collision_happend);
}
diff --git a/src/test/ECSTest.cpp b/src/test/ECSTest.cpp
index af2b7b0..8f86a91 100644
--- a/src/test/ECSTest.cpp
+++ b/src/test/ECSTest.cpp
@@ -466,3 +466,17 @@ TEST_F(ECSTest, ComponentsByTag) {
EXPECT_EQ(objects.size(), 3);
}
}
+
+TEST_F(ECSTest, Snapshot) {
+ GameObject foo = mgr.new_object("foo");
+
+ foo.transform.position = {1, 1};
+
+ ComponentManager::Snapshot snapshot = mgr.save();
+
+ foo.transform.position = {0, 0};
+
+ mgr.restore(snapshot);
+
+ EXPECT_EQ(foo.transform.position, (vec2{1, 1}));
+}
diff --git a/src/test/InputTest.cpp b/src/test/InputTest.cpp
index 7cff34b..86afad9 100644
--- a/src/test/InputTest.cpp
+++ b/src/test/InputTest.cpp
@@ -45,7 +45,7 @@ protected:
auto & camera
= obj.add_component<Camera>(ivec2{500, 500}, vec2{500, 500},
Camera::Data{.bg_color = Color::WHITE, .zoom = 1.0f});
- render.update();
+ render.frame_update();
//mediator.event_manager = event_manager;
//mediator.component_manager = mgr;
//event_manager.clear();
@@ -93,7 +93,7 @@ TEST_F(InputTest, MouseDown) {
event.button.button = SDL_BUTTON_LEFT;
SDL_PushEvent(&event);
- input_system.update();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(mouse_triggered);
}
@@ -117,7 +117,7 @@ TEST_F(InputTest, MouseUp) {
event.button.button = SDL_BUTTON_LEFT;
SDL_PushEvent(&event);
- input_system.update();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(function_triggered);
}
@@ -143,7 +143,7 @@ TEST_F(InputTest, MouseMove) {
event.motion.yrel = 10;
SDL_PushEvent(&event);
- input_system.update();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(function_triggered);
}
@@ -169,7 +169,7 @@ TEST_F(InputTest, KeyDown) {
test_event.key.repeat = 1; // Set repeat flag
SDL_PushEvent(&test_event);
- input_system.update(); // Process the event
+ input_system.fixed_update(); // Process the event
event_manager.dispatch_events(); // Dispatch events to handlers
EXPECT_TRUE(function_triggered); // Check if the handler was triggered
@@ -190,7 +190,7 @@ TEST_F(InputTest, KeyUp) {
event.key.keysym.scancode = SDL_SCANCODE_B;
SDL_PushEvent(&event);
- input_system.update();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(function_triggered);
}
@@ -207,7 +207,7 @@ TEST_F(InputTest, MouseClick) {
event_manager.subscribe<MouseClickEvent>(on_mouse_click);
this->simulate_mouse_click(250, 250, SDL_BUTTON_LEFT);
- input_system.update();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(on_click_triggered);
}
@@ -225,12 +225,12 @@ TEST_F(InputTest, testButtonClick) {
bool hover = false;
button.active = true;
this->simulate_mouse_click(999, 999, SDL_BUTTON_LEFT);
- input_system.update();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_FALSE(button_clicked);
this->simulate_mouse_click(250, 250, SDL_BUTTON_LEFT);
- input_system.update();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(button_clicked);
}
@@ -304,7 +304,7 @@ TEST_F(InputTest, testButtonHover) {
hover_event.motion.yrel = 10;
SDL_PushEvent(&hover_event);
- input_system.update();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_TRUE(button.hover);
EXPECT_TRUE(button_hover);
@@ -318,7 +318,7 @@ TEST_F(InputTest, testButtonHover) {
event.motion.yrel = 10;
SDL_PushEvent(&event);
- input_system.update();
+ input_system.fixed_update();
event_manager.dispatch_events();
EXPECT_FALSE(button.hover);
EXPECT_FALSE(button_hover);
diff --git a/src/test/LoopManagerTest.cpp b/src/test/LoopManagerTest.cpp
index df132ae..f6653fa 100644
--- a/src/test/LoopManagerTest.cpp
+++ b/src/test/LoopManagerTest.cpp
@@ -4,7 +4,7 @@
#include <thread>
#define private public
#define protected public
-#include <crepe/api/LoopManager.h>
+#include <crepe/api/Engine.h>
#include <crepe/manager/EventManager.h>
#include <crepe/manager/LoopTimerManager.h>
using namespace std::chrono;
@@ -12,7 +12,7 @@ using namespace crepe;
class DISABLED_LoopManagerTest : public ::testing::Test {
protected:
- class TestGameLoop : public crepe::LoopManager {
+ class TestGameLoop : public crepe::Engine {
public:
MOCK_METHOD(void, fixed_update, (), (override));
MOCK_METHOD(void, frame_update, (), (override));
diff --git a/src/test/ParticleTest.cpp b/src/test/ParticleTest.cpp
index 9263e00..7a731a3 100644
--- a/src/test/ParticleTest.cpp
+++ b/src/test/ParticleTest.cpp
@@ -97,18 +97,18 @@ TEST_F(ParticlesTest, spawnParticle) {
emitter.data.max_angle = 0.1;
emitter.data.max_speed = 10;
emitter.data.max_angle = 10;
- particle_system.update();
+ particle_system.fixed_update();
//check if nothing happend
EXPECT_EQ(emitter.particles[0].active, false);
emitter.data.emission_rate = 50;
//check particle spawnes
- particle_system.update();
+ particle_system.fixed_update();
EXPECT_EQ(emitter.particles[0].active, true);
- particle_system.update();
+ particle_system.fixed_update();
EXPECT_EQ(emitter.particles[1].active, true);
- particle_system.update();
+ particle_system.fixed_update();
EXPECT_EQ(emitter.particles[2].active, true);
- particle_system.update();
+ particle_system.fixed_update();
EXPECT_EQ(emitter.particles[3].active, true);
for (auto & particle : emitter.particles) {
@@ -142,7 +142,7 @@ TEST_F(ParticlesTest, moveParticleHorizontal) {
emitter.data.max_angle = 0;
emitter.data.emission_rate = 50;
for (int a = 1; a < emitter.data.boundary.width / 2; a++) {
- particle_system.update();
+ particle_system.fixed_update();
EXPECT_EQ(emitter.particles[0].position.x, a);
}
}
@@ -160,7 +160,7 @@ TEST_F(ParticlesTest, moveParticleVertical) {
emitter.data.max_angle = 90;
emitter.data.emission_rate = 50;
for (int a = 1; a < emitter.data.boundary.width / 2; a++) {
- particle_system.update();
+ particle_system.fixed_update();
EXPECT_EQ(emitter.particles[0].position.y, a);
}
}
@@ -179,7 +179,7 @@ TEST_F(ParticlesTest, boundaryParticleReset) {
emitter.data.max_angle = 90;
emitter.data.emission_rate = 1;
for (int a = 0; a < emitter.data.boundary.width / 2 + 1; a++) {
- particle_system.update();
+ particle_system.fixed_update();
}
EXPECT_EQ(emitter.particles[0].active, false);
}
@@ -198,7 +198,7 @@ TEST_F(ParticlesTest, boundaryParticleStop) {
emitter.data.max_angle = 90;
emitter.data.emission_rate = 1;
for (int a = 0; a < emitter.data.boundary.width / 2 + 1; a++) {
- particle_system.update();
+ particle_system.fixed_update();
}
const double TOLERANCE = 0.01;
EXPECT_NEAR(emitter.particles[0].velocity.x, 0, TOLERANCE);
diff --git a/src/test/PhysicsTest.cpp b/src/test/PhysicsTest.cpp
index 3afb3c7..79ed0b8 100644
--- a/src/test/PhysicsTest.cpp
+++ b/src/test/PhysicsTest.cpp
@@ -57,10 +57,10 @@ TEST_F(PhysicsTest, gravity) {
ASSERT_FALSE(transforms.empty());
EXPECT_EQ(transform.position.y, 0);
- system.update();
+ system.fixed_update();
EXPECT_NEAR(transform.position.y, 0.0004, 0.0001);
- system.update();
+ system.fixed_update();
EXPECT_NEAR(transform.position.y, 0.002, 0.001);
}
@@ -74,14 +74,14 @@ TEST_F(PhysicsTest, max_velocity) {
rigidbody.add_force_linear({100, 100});
rigidbody.add_force_angular(100);
- system.update();
+ system.fixed_update();
EXPECT_NEAR(rigidbody.data.linear_velocity.y, 7.07, 0.01);
EXPECT_NEAR(rigidbody.data.linear_velocity.x, 7.07, 0.01);
EXPECT_EQ(rigidbody.data.angular_velocity, 10);
rigidbody.add_force_linear({-100, -100});
rigidbody.add_force_angular(-100);
- system.update();
+ system.fixed_update();
EXPECT_NEAR(rigidbody.data.linear_velocity.y, -7.07, 0.01);
EXPECT_NEAR(rigidbody.data.linear_velocity.x, -7.07, 0.01);
EXPECT_EQ(rigidbody.data.angular_velocity, -10);
@@ -99,7 +99,7 @@ TEST_F(PhysicsTest, movement) {
rigidbody.add_force_linear({1, 1});
rigidbody.add_force_angular(1);
- system.update();
+ system.fixed_update();
EXPECT_NEAR(transform.position.x, 0.02, 0.001);
EXPECT_NEAR(transform.position.y, 0.02, 0.001);
EXPECT_NEAR(transform.rotation, 0.02, 0.001);
@@ -112,7 +112,7 @@ TEST_F(PhysicsTest, movement) {
rigidbody.data.linear_velocity_coefficient.x = 0.5;
rigidbody.data.linear_velocity_coefficient.y = 0.5;
rigidbody.data.angular_velocity_coefficient = 0.5;
- system.update();
+ system.fixed_update();
EXPECT_NEAR(rigidbody.data.linear_velocity.x, 0.98, 0.01);
EXPECT_NEAR(rigidbody.data.linear_velocity.y, 0.98, 0.01);
EXPECT_NEAR(rigidbody.data.angular_velocity, 0.98, 0.01);
@@ -121,12 +121,12 @@ TEST_F(PhysicsTest, movement) {
rigidbody.data.angular_velocity_coefficient = 0;
rigidbody.data.max_angular_velocity = 1000;
rigidbody.data.angular_velocity = 360;
- system.update();
+ system.fixed_update();
EXPECT_NEAR(transform.rotation, 7.24, 0.01);
rigidbody.data.angular_velocity = -360;
- system.update();
+ system.fixed_update();
EXPECT_NEAR(transform.rotation, 0.04, 0.001);
- system.update();
+ system.fixed_update();
EXPECT_NEAR(transform.rotation, 352.84, 0.01);
}
diff --git a/src/test/Profiling.cpp b/src/test/Profiling.cpp
index 16736b8..d1da5a0 100644
--- a/src/test/Profiling.cpp
+++ b/src/test/Profiling.cpp
@@ -32,14 +32,14 @@ using namespace testing;
class TestScript : public Script {
bool oncollision(const CollisionEvent & test) {
- Log::logf("Box {} script on_collision()", test.info.this_collider.game_object_id);
+ Log::logf("Box {} script on_collision()", test.info.self.transform.game_object_id);
return true;
}
void init() {
subscribe<CollisionEvent>(
[this](const CollisionEvent & ev) -> bool { return this->oncollision(ev); });
}
- void update() {
+ void fixed_update() {
// Retrieve component from the same GameObject this script is on
}
};
@@ -50,7 +50,7 @@ public:
// Minimum amount to let test pass
const int min_gameobject_count = 100;
// Maximum amount to stop test
- const int max_gameobject_count = 150;
+ const int max_gameobject_count = 3000;
// Amount of times a test runs to calculate average
const int average = 5;
// Maximum duration to stop test
@@ -61,6 +61,8 @@ public:
ResourceManager resman{m};
ComponentManager mgr{m};
// Add system used for profling tests
+ EventManager evmgr{m};
+ LoopTimerManager loopmgr{m};
CollisionSystem collision_sys{m};
PhysicsSystem physics_sys{m};
ParticleSystem particle_sys{m};
@@ -82,9 +84,9 @@ public:
});
// initialize systems here:
//calls init
- script_sys.update();
+ script_sys.fixed_update();
//creates window
- render_sys.update();
+ render_sys.frame_update();
}
// Helper function to time an update call and store its duration
@@ -102,12 +104,14 @@ public:
// Run and profile all systems, return the total time in milliseconds
std::chrono::microseconds run_all_systems() {
std::chrono::microseconds total_microseconds = 0us;
- total_microseconds += time_function("PhysicsSystem", [&]() { physics_sys.update(); });
total_microseconds
- += time_function("CollisionSystem", [&]() { collision_sys.update(); });
+ += time_function("PhysicsSystem", [&]() { physics_sys.fixed_update(); });
total_microseconds
- += time_function("ParticleSystem", [&]() { particle_sys.update(); });
- total_microseconds += time_function("RenderSystem", [&]() { render_sys.update(); });
+ += time_function("CollisionSystem", [&]() { collision_sys.fixed_update(); });
+ total_microseconds
+ += time_function("ParticleSystem", [&]() { particle_sys.fixed_update(); });
+ total_microseconds
+ += time_function("RenderSystem", [&]() { render_sys.frame_update(); });
return total_microseconds;
}
@@ -233,7 +237,7 @@ TEST_F(DISABLED_ProfilingTest, Profiling_3) {
});
}
- render_sys.update();
+ render_sys.frame_update();
this->game_object_count++;
this->total_time = 0us;
diff --git a/src/test/RenderSystemTest.cpp b/src/test/RenderSystemTest.cpp
index b4519cb..689a6d4 100644
--- a/src/test/RenderSystemTest.cpp
+++ b/src/test/RenderSystemTest.cpp
@@ -85,7 +85,7 @@ public:
TEST_F(RenderSystemTest, NoCamera) {
// No camera
- EXPECT_ANY_THROW({ this->sys.update(); });
+ EXPECT_ANY_THROW({ this->sys.frame_update(); });
}
TEST_F(RenderSystemTest, make_sprites) {}
@@ -139,7 +139,7 @@ TEST_F(RenderSystemTest, Update) {
EXPECT_EQ(sprites[2].get().game_object_id, 2);
EXPECT_EQ(sprites[3].get().game_object_id, 3);
}
- this->sys.update();
+ this->sys.frame_update();
{
vector<reference_wrapper<Sprite>> sprites = this->mgr.get_components_by_type<Sprite>();
ASSERT_EQ(sprites.size(), 4);
@@ -178,7 +178,7 @@ TEST_F(RenderSystemTest, Color) {
EXPECT_EQ(sprite.data.color.g, Color::GREEN.g);
EXPECT_EQ(sprite.data.color.b, Color::GREEN.b);
EXPECT_EQ(sprite.data.color.a, Color::GREEN.a);
- this->sys.update();
+ this->sys.frame_update();
EXPECT_EQ(sprite.data.color.r, Color::GREEN.r);
EXPECT_EQ(sprite.data.color.g, Color::GREEN.g);
EXPECT_EQ(sprite.data.color.b, Color::GREEN.b);
diff --git a/src/test/ReplayManagerTest.cpp b/src/test/ReplayManagerTest.cpp
new file mode 100644
index 0000000..5ee4b40
--- /dev/null
+++ b/src/test/ReplayManagerTest.cpp
@@ -0,0 +1,38 @@
+#include <gtest/gtest.h>
+
+#include <crepe/api/BehaviorScript.h>
+#include <crepe/api/Scene.h>
+#include <crepe/api/Script.h>
+#include <crepe/manager/ReplayManager.h>
+#include <crepe/system/ReplaySystem.h>
+
+using namespace std;
+using namespace crepe;
+using namespace testing;
+
+class ReplayManagerTest : public Test {
+ Mediator mediator;
+
+public:
+ ComponentManager component_manager{mediator};
+ ReplayManager replay_manager{mediator};
+ ReplaySystem replay_system{mediator};
+
+ GameObject entity = component_manager.new_object("foo");
+ Transform & entity_transform
+ = component_manager.get_components_by_id<Transform>(entity.id).back();
+ Metadata & entity_metadata
+ = component_manager.get_components_by_id<Metadata>(entity.id).back();
+};
+
+TEST_F(ReplayManagerTest, Default) {
+ // replay_manager.record_start();
+
+ // replay_system.fixed_update();
+ // entity_transform.position += {1, 1};
+ // replay_system.fixed_update();
+ // entity_transform.position += {1, 1};
+ // replay_system.fixed_update();
+
+ // recording_t recording = replay_manager.record_end();
+}
diff --git a/src/test/ScriptEventTest.cpp b/src/test/ScriptEventTest.cpp
index c1b4028..479e3f5 100644
--- a/src/test/ScriptEventTest.cpp
+++ b/src/test/ScriptEventTest.cpp
@@ -37,7 +37,7 @@ TEST_F(ScriptEventTest, Default) {
return true;
});
- system.update();
+ system.fixed_update();
behaviorscript.active = false;
EXPECT_EQ(0, event_count);
diff --git a/src/test/ScriptTest.cpp b/src/test/ScriptTest.cpp
index 846e398..40aa25c 100644
--- a/src/test/ScriptTest.cpp
+++ b/src/test/ScriptTest.cpp
@@ -28,7 +28,8 @@ void ScriptTest::SetUp() {
TEST_F(ScriptTest, Default) {
MyScript & script = this->script;
EXPECT_CALL(script, init()).Times(0);
- EXPECT_CALL(script, update(_)).Times(0);
+ EXPECT_CALL(script, fixed_update(_)).Times(0);
+ EXPECT_CALL(script, frame_update(_)).Times(0);
}
TEST_F(ScriptTest, UpdateOnce) {
@@ -38,16 +39,23 @@ TEST_F(ScriptTest, UpdateOnce) {
InSequence seq;
EXPECT_CALL(script, init()).Times(1);
- EXPECT_CALL(script, update(_)).Times(1);
- system.update();
+ EXPECT_CALL(script, fixed_update(_)).Times(1);
+ system.fixed_update();
}
{
InSequence seq;
EXPECT_CALL(script, init()).Times(0);
- EXPECT_CALL(script, update(_)).Times(1);
- system.update();
+ EXPECT_CALL(script, fixed_update(_)).Times(1);
+ system.fixed_update();
+ }
+
+ {
+ InSequence seq;
+
+ EXPECT_CALL(script, frame_update(_)).Times(1);
+ system.frame_update();
}
}
@@ -59,18 +67,18 @@ TEST_F(ScriptTest, UpdateInactive) {
InSequence seq;
EXPECT_CALL(script, init()).Times(0);
- EXPECT_CALL(script, update(_)).Times(0);
+ EXPECT_CALL(script, fixed_update(_)).Times(0);
behaviorscript.active = false;
- system.update();
+ system.fixed_update();
}
{
InSequence seq;
EXPECT_CALL(script, init()).Times(1);
- EXPECT_CALL(script, update(_)).Times(1);
+ EXPECT_CALL(script, fixed_update(_)).Times(1);
behaviorscript.active = true;
- system.update();
+ system.fixed_update();
}
}
diff --git a/src/test/ScriptTest.h b/src/test/ScriptTest.h
index f3dbda4..8637df0 100644
--- a/src/test/ScriptTest.h
+++ b/src/test/ScriptTest.h
@@ -29,7 +29,8 @@ public:
public:
MOCK_METHOD(void, init, (), (override));
- MOCK_METHOD(void, update, (crepe::duration_t), (override));
+ MOCK_METHOD(void, fixed_update, (crepe::duration_t), (override));
+ MOCK_METHOD(void, frame_update, (crepe::duration_t), (override));
};
crepe::OptionalRef<crepe::BehaviorScript> behaviorscript;