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-rw-r--r--src/crepe/api/AI.cpp89
-rw-r--r--src/crepe/api/AI.h128
-rw-r--r--src/crepe/api/Animator.cpp20
-rw-r--r--src/crepe/api/Animator.h17
-rw-r--r--src/crepe/api/BehaviorScript.cpp4
-rw-r--r--src/crepe/api/BehaviorScript.h1
-rw-r--r--src/crepe/api/CMakeLists.txt4
-rw-r--r--src/crepe/api/GameObject.cpp10
-rw-r--r--src/crepe/api/GameObject.h8
-rw-r--r--src/crepe/api/GameObject.hpp2
-rw-r--r--src/crepe/api/LoopManager.cpp2
-rw-r--r--src/crepe/api/LoopManager.h12
-rw-r--r--src/crepe/api/LoopTimer.cpp14
-rw-r--r--src/crepe/api/LoopTimer.h12
-rw-r--r--src/crepe/api/Sprite.cpp11
-rw-r--r--src/crepe/api/Sprite.h23
-rw-r--r--src/crepe/api/Texture.cpp38
-rw-r--r--src/crepe/api/Texture.h69
-rw-r--r--src/crepe/api/Vector2.h24
-rw-r--r--src/crepe/api/Vector2.hpp48
20 files changed, 354 insertions, 182 deletions
diff --git a/src/crepe/api/AI.cpp b/src/crepe/api/AI.cpp
new file mode 100644
index 0000000..2195249
--- /dev/null
+++ b/src/crepe/api/AI.cpp
@@ -0,0 +1,89 @@
+#include <stdexcept>
+#include <type_traits>
+
+#include "AI.h"
+#include "types.h"
+
+namespace crepe {
+
+AI::AI(game_object_id_t id, float max_force) : Component(id), max_force(max_force) {}
+
+void AI::make_circle_path(float radius, const vec2 & center, float start_angle,
+ bool clockwise) {
+ if (radius <= 0) {
+ throw std::runtime_error("Radius must be greater than 0");
+ }
+
+ // The step size is determined by the radius (step size is in radians)
+ float step = RADIUS_TO_STEP / radius;
+ // Force at least MIN_STEP steps (in case of a small radius)
+ if (step > 2 * M_PI / MIN_STEP) {
+ step = 2 * M_PI / MIN_STEP;
+ }
+ // The path node distance is determined by the step size and the radius
+ this->path_node_distance = radius * step * PATH_NODE_DISTANCE_FACTOR;
+
+ if (clockwise) {
+ for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) {
+ path.push_back(vec2{static_cast<float>(center.x + radius * cos(i)),
+ static_cast<float>(center.y + radius * sin(i))});
+ }
+ } else {
+ for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) {
+ path.push_back(vec2{static_cast<float>(center.x + radius * cos(i)),
+ static_cast<float>(center.y + radius * sin(i))});
+ }
+ }
+}
+
+void AI::make_oval_path(float radius_x, float radius_y, const vec2 & center, float start_angle,
+ bool clockwise, float rotation) {
+ if (radius_x <= 0 && radius_y <= 0) {
+ throw std::runtime_error("Radius must be greater than 0");
+ }
+
+ float max_radius = std::max(radius_x, radius_y);
+ // The step size is determined by the radius (step size is in radians)
+ float step = RADIUS_TO_STEP / max_radius;
+ // Force at least MIN_STEP steps (in case of a small radius)
+ if (step > 2 * M_PI / MIN_STEP) {
+ step = 2 * M_PI / MIN_STEP;
+ }
+ // The path node distance is determined by the step size and the radius
+ this->path_node_distance = max_radius * step * PATH_NODE_DISTANCE_FACTOR;
+
+ std::function<vec2(vec2, vec2)> rotate_point = [rotation](vec2 point, vec2 center) {
+ float s = sin(rotation);
+ float c = cos(rotation);
+
+ // Translate point back to origin
+ point.x -= center.x;
+ point.y -= center.y;
+
+ // Rotate point
+ float xnew = point.x * c - point.y * s;
+ float ynew = point.x * s + point.y * c;
+
+ // Translate point back
+ point.x = xnew + center.x;
+ point.y = ynew + center.y;
+
+ return point;
+ };
+
+ if (clockwise) {
+ for (float i = start_angle; i < 2 * M_PI + start_angle; i += step) {
+ vec2 point = {static_cast<float>(center.x + radius_x * cos(i)),
+ static_cast<float>(center.y + radius_y * sin(i))};
+ path.push_back(rotate_point(point, center));
+ }
+ } else {
+ for (float i = start_angle; i > start_angle - 2 * M_PI; i -= step) {
+ vec2 point = {static_cast<float>(center.x + radius_x * cos(i)),
+ static_cast<float>(center.y + radius_y * sin(i))};
+ path.push_back(rotate_point(point, center));
+ }
+ }
+}
+
+} // namespace crepe
diff --git a/src/crepe/api/AI.h b/src/crepe/api/AI.h
new file mode 100644
index 0000000..c780a91
--- /dev/null
+++ b/src/crepe/api/AI.h
@@ -0,0 +1,128 @@
+#pragma once
+
+#include "Component.h"
+#include "types.h"
+
+namespace crepe {
+
+/**
+ * \brief The AI component is used to control the movement of an entity using AI.
+ *
+ * The AI component can be used to control the movement of an entity. The AI component can be used
+ * to implement different behaviors such as seeking, fleeing, arriving, and path following.
+ */
+class AI : public Component {
+public:
+ //! The different types of behaviors that can be used
+ enum BehaviorTypeMask {
+ SEEK = 0x00002,
+ FLEE = 0x00004,
+ ARRIVE = 0x00008,
+ PATH_FOLLOW = 0x00010,
+ };
+
+public:
+ /**
+ * \param id The id of the game object
+ * \param max_force The maximum force that can be applied to the entity
+ */
+ AI(game_object_id_t id, float max_force);
+
+ /**
+ * \brief Check if a behavior is on (aka activated)
+ *
+ * \param behavior The behavior to check
+ * \return true if the behavior is on, false otherwise
+ */
+ bool on(BehaviorTypeMask behavior) const { return (flags & behavior); }
+ //! Turn on the seek behavior
+ void seek_on() { flags |= SEEK; }
+ //! Turn off the seek behavior
+ void seek_off() { flags &= ~SEEK; }
+ //! Turn on the flee behavior
+ void flee_on() { flags |= FLEE; }
+ //! Turn off the flee behavior
+ void flee_off() { flags &= ~FLEE; }
+ //! Turn on the arrive behavior
+ void arrive_on() { flags |= ARRIVE; }
+ //! Turn off the arrive behavior
+ void arrive_off() { flags &= ~ARRIVE; }
+ //! Turn on the path follow behavior
+ void path_follow_on() { flags |= PATH_FOLLOW; }
+ //! Turn off the path follow behavior
+ void path_follow_off() { flags &= ~PATH_FOLLOW; }
+
+ /**
+ * \brief Add a path node (for the path following behavior)
+ *
+ * \note The path is not relative to the entity's position (it is an absolute path)
+ *
+ * \param node The path node to add
+ */
+ void add_path_node(const vec2 & node) { path.push_back(node); }
+ /**
+ * \brief Make a circle path (for the path following behavior)
+ *
+ * \note The path is not relative to the entity's position (it is an absolute path)
+ *
+ * \param radius The radius of the circle (in game units)
+ * \param center The center of the circle (in game units)
+ * \param start_angle The start angle of the circle (in radians)
+ * \param clockwise The direction of the circle
+ */
+ void make_circle_path(float radius, const vec2 & center = {0, 0}, float start_angle = 0,
+ bool clockwise = true);
+ /**
+ * \brief Make an oval path (for the path following behavior)
+ *
+ * \note The path is not relative to the entity's position (it is an absolute path)
+ *
+ * \param radius_x The x radius of the oval (in game units)
+ * \param radius_y The y radius of the oval (in game units)
+ * \param center The center of the oval (in game units)
+ * \param start_angle The start angle of the oval (in radians)
+ * \param clockwise The direction of the oval
+ * \param rotation The rotation of the oval (in radians)
+ */
+ void make_oval_path(float radius_x, float radius_y, const vec2 & center = {0, 0},
+ float start_angle = 0, bool clockwise = true, float rotation = 0);
+
+public:
+ //! The maximum force that can be applied to the entity (higher values will make the entity adjust faster)
+ float max_force;
+
+ //! The target to seek at
+ vec2 seek_target;
+ //! The target to arrive at
+ vec2 arrive_target;
+ //! The target to flee from
+ vec2 flee_target;
+ //! The distance at which the entity will start to flee from the target
+ float square_flee_panic_distance = 200.0f * 200.0f;
+ //! The deceleration rate for the arrive behavior (higher values will make the entity decelerate faster (less overshoot))
+ float arrive_deceleration = 40.0f;
+ //! The path to follow (for the path following behavior)
+ std::vector<vec2> path;
+ //! The distance from the path node at which the entity will move to the next node (automatically set by make_circle_path())
+ float path_node_distance = 400.0f;
+ //! Looping behavior for the path
+ bool path_loop = true;
+
+private:
+ //! The flags for the behaviors
+ int flags = 0;
+ //! The current path index
+ size_t path_index = 0;
+
+ //! The AISystem is the only class that should access the flags and path_index variables
+ friend class AISystem;
+
+ //! The minimum amount of steps for the path following behavior
+ static constexpr int MIN_STEP = 16;
+ //! The radius to step size ratio for the path following behavior
+ static constexpr float RADIUS_TO_STEP = 400.0f;
+ //! The path node distance factor for the path following behavior
+ static constexpr float PATH_NODE_DISTANCE_FACTOR = 0.75f;
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp
index b8a91dc..4ce4bf0 100644
--- a/src/crepe/api/Animator.cpp
+++ b/src/crepe/api/Animator.cpp
@@ -7,23 +7,21 @@
using namespace crepe;
-Animator::Animator(game_object_id_t id, Sprite & spritesheet, unsigned int max_row,
- unsigned int max_col, const Animator::Data & data)
+Animator::Animator(game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size,
+ const uvec2 & grid_size, const Animator::Data & data)
: Component(id),
spritesheet(spritesheet),
- max_rows(max_row),
- max_columns(max_col),
+ grid_size(grid_size),
data(data) {
dbg_trace();
- this->spritesheet.mask.h /= this->max_columns;
- this->spritesheet.mask.w /= this->max_rows;
- this->spritesheet.mask.x = this->data.row * this->spritesheet.mask.w;
- this->spritesheet.mask.y = this->data.col * this->spritesheet.mask.h;
+ this->spritesheet.mask.w = single_frame_size.x;
+ this->spritesheet.mask.h = single_frame_size.y;
+ this->spritesheet.mask.x = 0;
+ this->spritesheet.mask.y = 0;
- // need to do this for to get the aspect ratio for a single clipping in the spritesheet
this->spritesheet.aspect_ratio
- = static_cast<double>(this->spritesheet.mask.w) / this->spritesheet.mask.h;
+ = static_cast<float>(single_frame_size.x) / single_frame_size.y;
}
Animator::~Animator() { dbg_trace(); }
@@ -54,6 +52,6 @@ void Animator::set_anim(int col) {
void Animator::next_anim() {
Animator::Data & ctx = this->data;
- ctx.row = ctx.row++ % this->max_rows;
+ ctx.row = ctx.row++ % this->grid_size.x;
this->spritesheet.mask.x = ctx.row * this->spritesheet.mask.w;
}
diff --git a/src/crepe/api/Animator.h b/src/crepe/api/Animator.h
index 7c850b8..5918800 100644
--- a/src/crepe/api/Animator.h
+++ b/src/crepe/api/Animator.h
@@ -75,27 +75,28 @@ public:
*
* \param id The unique identifier for the component, typically assigned automatically.
* \param spritesheet the reference to the spritesheet
- * \param max_row maximum of rows inside the given spritesheet
- * \param max_col maximum of columns inside the given spritesheet
+ * \param single_frame_size the width and height in pixels of a single frame inside the
+ * spritesheet
+ * \param grid_size the max rows and columns inside the given spritesheet
* \param data extra animation data for more control
*
* This constructor sets up the Animator with the given parameters, and initializes the
* animation system.
*/
- Animator(game_object_id_t id, Sprite & spritesheet, unsigned int max_row,
- unsigned int max_col, const Animator::Data & data);
+ Animator(game_object_id_t id, Sprite & spritesheet, const ivec2 & single_frame_size,
+ const uvec2 & grid_size, const Animator::Data & data);
~Animator(); // dbg_trace
public:
- //! The maximum number of columns in the sprite sheet.
- const unsigned int max_columns;
- //! The maximum number of rows in the sprite sheet.
- const unsigned int max_rows;
Animator::Data data;
private:
//! A reference to the Sprite sheet containing.
Sprite & spritesheet;
+
+ //! The maximum number of rows and columns inside the spritesheet
+ const uvec2 grid_size;
+
//! Uses the spritesheet
friend AnimatorSystem;
};
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.h b/src/crepe/api/BehaviorScript.h
index 3909b96..02d588a 100644
--- a/src/crepe/api/BehaviorScript.h
+++ b/src/crepe/api/BehaviorScript.h
@@ -9,6 +9,7 @@
namespace crepe {
class ScriptSystem;
+class Mediator;
class ComponentManager;
class Script;
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index a163faf..46deb67 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -6,7 +6,6 @@ target_sources(crepe PUBLIC
ParticleEmitter.cpp
Transform.cpp
Color.cpp
- Texture.cpp
Sprite.cpp
Config.cpp
Metadata.cpp
@@ -23,6 +22,7 @@ target_sources(crepe PUBLIC
Script.cpp
Button.cpp
UIObject.cpp
+ AI.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
@@ -38,7 +38,6 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Vector2.h
Vector2.hpp
Color.h
- Texture.h
Scene.h
Metadata.h
Camera.h
@@ -55,4 +54,5 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Asset.h
Button.h
UIObject.h
+ AI.h
)
diff --git a/src/crepe/api/GameObject.cpp b/src/crepe/api/GameObject.cpp
index 9ef4682..ea9c425 100644
--- a/src/crepe/api/GameObject.cpp
+++ b/src/crepe/api/GameObject.cpp
@@ -7,20 +7,20 @@
using namespace crepe;
using namespace std;
-GameObject::GameObject(ComponentManager & component_manager, game_object_id_t id,
+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) {
+ mediator(mediator) {
// Add Transform and Metadata components
- ComponentManager & mgr = this->component_manager;
+ ComponentManager & mgr = this->mediator.component_manager;
mgr.add_component<Transform>(this->id, position, rotation, scale);
mgr.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 +32,7 @@ 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..a311c21 100644
--- a/src/crepe/api/GameObject.h
+++ b/src/crepe/api/GameObject.h
@@ -6,7 +6,7 @@
namespace crepe {
-class ComponentManager;
+class Mediator;
/**
* \brief Represents a GameObject
@@ -20,7 +20,7 @@ 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
@@ -28,7 +28,7 @@ private:
* \param rotation The rotation of the GameObject
* \param scale The scale of the GameObject
*/
- GameObject(ComponentManager & component_manager, game_object_id_t id,
+ 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
@@ -73,7 +73,7 @@ public:
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
index ff428fd..3511bca 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -1,3 +1,4 @@
+#include "../system/AISystem.h"
#include "../system/AnimatorSystem.h"
#include "../system/AudioSystem.h"
#include "../system/CollisionSystem.h"
@@ -15,6 +16,7 @@ using namespace std;
LoopManager::LoopManager() {
this->load_system<ScriptSystem>();
+ this->load_system<AISystem>();
this->load_system<PhysicsSystem>();
this->load_system<CollisionSystem>();
this->load_system<AnimatorSystem>();
diff --git a/src/crepe/api/LoopManager.h b/src/crepe/api/LoopManager.h
index 4b1fc1e..28aa423 100644
--- a/src/crepe/api/LoopManager.h
+++ b/src/crepe/api/LoopManager.h
@@ -3,11 +3,12 @@
#include "../facade/SDLContext.h"
#include "../manager/ComponentManager.h"
#include "../manager/ResourceManager.h"
-#include "../manager/SceneManager.h"
#include "../manager/SaveManager.h"
+#include "../manager/SceneManager.h"
#include "../system/System.h"
#include "LoopTimer.h"
+#include "manager/ResourceManager.h"
namespace crepe {
@@ -71,11 +72,10 @@ private:
ResourceManager resource_manager{mediator};
//! Save manager instance
SaveManager save_manager{mediator};
-
- //! SDL context \todo no more singletons!
- SDLContext & sdl_context = mediator.sdl_context;
- //! Loop timer \todo no more singletons!
- LoopTimer & loop_timer = LoopTimer::get_instance();
+ //! SDLContext instance
+ SDLContext sdl_context{mediator};
+ //! LoopTimer instance
+ LoopTimer loop_timer{mediator};
private:
/**
diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp
index 15a0e3a..56e48d3 100644
--- a/src/crepe/api/LoopTimer.cpp
+++ b/src/crepe/api/LoopTimer.cpp
@@ -1,17 +1,16 @@
#include <chrono>
-#include "../facade/SDLContext.h"
#include "../util/Log.h"
+#include "facade/SDLContext.h"
+#include "manager/Manager.h"
#include "LoopTimer.h"
using namespace crepe;
-LoopTimer::LoopTimer() { dbg_trace(); }
-
-LoopTimer & LoopTimer::get_instance() {
- static LoopTimer instance;
- return instance;
+LoopTimer::LoopTimer(Mediator & mediator) : Manager(mediator) {
+ dbg_trace();
+ mediator.timer = *this;
}
void LoopTimer::start() {
@@ -67,7 +66,8 @@ void LoopTimer::enforce_frame_rate() {
= std::chrono::duration_cast<std::chrono::milliseconds>(this->frame_target_time
- frame_duration);
if (delay_time.count() > 0) {
- SDLContext::get_instance().delay(delay_time.count());
+ SDLContext & ctx = this->mediator.sdl_context;
+ ctx.delay(delay_time.count());
}
}
diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h
index 9393439..0a73a4c 100644
--- a/src/crepe/api/LoopTimer.h
+++ b/src/crepe/api/LoopTimer.h
@@ -1,19 +1,13 @@
#pragma once
+#include "manager/Manager.h"
#include <chrono>
namespace crepe {
-class LoopTimer {
+class LoopTimer : public Manager {
public:
/**
- * \brief Get the singleton instance of LoopTimer.
- *
- * \return A reference to the LoopTimer instance.
- */
- static LoopTimer & get_instance();
-
- /**
* \brief Get the current delta time for the current frame.
*
* \return Delta time in seconds since the last frame.
@@ -102,7 +96,7 @@ private:
*
* Private constructor for singleton pattern to restrict instantiation outside the class.
*/
- LoopTimer();
+ LoopTimer(Mediator & mediator);
/**
* \brief Update the timer to the current frame.
diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp
index cc0e20a..ba684ba 100644
--- a/src/crepe/api/Sprite.cpp
+++ b/src/crepe/api/Sprite.cpp
@@ -1,26 +1,21 @@
#include <cmath>
-#include <utility>
#include "../util/Log.h"
+#include "api/Asset.h"
#include "Component.h"
#include "Sprite.h"
-#include "Texture.h"
#include "types.h"
using namespace std;
using namespace crepe;
-Sprite::Sprite(game_object_id_t id, Texture & texture, const Sprite::Data & data)
+Sprite::Sprite(game_object_id_t id, const Asset & texture, const Sprite::Data & data)
: Component(id),
- texture(std::move(texture)),
+ source(texture),
data(data) {
dbg_trace();
-
- this->mask.w = this->texture.get_size().x;
- this->mask.h = this->texture.get_size().y;
- this->aspect_ratio = static_cast<double>(this->mask.w) / this->mask.h;
}
Sprite::~Sprite() { dbg_trace(); }
diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h
index dbf41e4..a2409c2 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -1,9 +1,9 @@
#pragma once
#include "../Component.h"
+#include "api/Asset.h"
#include "Color.h"
-#include "Texture.h"
#include "types.h"
namespace crepe {
@@ -74,24 +74,15 @@ public:
* \param texture asset of the image
* \param ctx all the sprite data
*/
- Sprite(game_object_id_t id, Texture & texture, const Data & data);
+ Sprite(game_object_id_t id, const Asset & texture, const Data & data);
~Sprite();
//! Texture used for the sprite
- const Texture texture;
+ const Asset source;
Data data;
private:
- /**
- * \brief ratio of the img
- *
- * - This will multiply one of \c size variable if it is 0.
- * - Will be adjusted if \c Animator component is added to an GameObject that is why this
- * value cannot be const.
- */
- float aspect_ratio;
-
//! Reads the mask of sprite
friend class SDLContext;
@@ -101,6 +92,14 @@ private:
//! Reads the all the variables plus the mask
friend class AnimatorSystem;
+ /**
+ * \aspect_ratio the ratio of the sprite image
+ *
+ * - this value will only be set by the \c Animator component for the ratio of the Animation
+ * - if \c Animator component is not added it will not use this ratio (because 0) and will use aspect_ratio of the Asset.
+ */
+ float aspect_ratio = 0;
+
struct Rect {
int w = 0;
int h = 0;
diff --git a/src/crepe/api/Texture.cpp b/src/crepe/api/Texture.cpp
deleted file mode 100644
index 2b56271..0000000
--- a/src/crepe/api/Texture.cpp
+++ /dev/null
@@ -1,38 +0,0 @@
-#include "../facade/SDLContext.h"
-#include "../util/Log.h"
-
-#include "Asset.h"
-#include "Texture.h"
-#include "types.h"
-
-using namespace crepe;
-using namespace std;
-
-Texture::Texture(const Asset & src) {
- dbg_trace();
- this->load(src);
-}
-
-Texture::~Texture() {
- dbg_trace();
- this->texture.reset();
-}
-
-Texture::Texture(Texture && other) noexcept : texture(std::move(other.texture)) {}
-
-Texture & Texture::operator=(Texture && other) noexcept {
- if (this != &other) {
- texture = std::move(other.texture);
- }
- return *this;
-}
-
-void Texture::load(const Asset & res) {
- SDLContext & ctx = SDLContext::get_instance();
- this->texture = ctx.texture_from_path(res.get_path());
-}
-
-ivec2 Texture::get_size() const {
- if (this->texture == nullptr) return {};
- return SDLContext::get_instance().get_size(*this);
-}
diff --git a/src/crepe/api/Texture.h b/src/crepe/api/Texture.h
deleted file mode 100644
index 1817910..0000000
--- a/src/crepe/api/Texture.h
+++ /dev/null
@@ -1,69 +0,0 @@
-#pragma once
-
-// FIXME: this header can't be included because this is an API header, and SDL2 development
-// headers won't be bundled with crepe. Why is this facade in the API namespace?
-
-#include <SDL2/SDL_render.h>
-#include <functional>
-#include <memory>
-
-#include "Asset.h"
-#include "types.h"
-
-namespace crepe {
-
-class SDLContext;
-class Animator;
-
-/**
- * \class Texture
- * \brief Manages texture loading and properties.
- *
- * The Texture class is responsible for loading an image from a source and providing access to
- * its dimensions. Textures can be used for rendering.
- */
-class Texture {
-
-public:
- /**
- * \brief Constructs a Texture from an Asset resource.
- * \param src Asset with texture data to load.
- */
- Texture(const Asset & src);
-
- /**
- * \brief Destroys the Texture instance, freeing associated resources.
- */
- ~Texture();
- // FIXME: this constructor shouldn't be necessary because this class doesn't manage memory
-
- Texture(Texture && other) noexcept;
- Texture & operator=(Texture && other) noexcept;
- Texture(const Texture &) = delete;
- Texture & operator=(const Texture &) = delete;
-
- /**
- * \brief Gets the width and height of the texture.
- * \return Width and height of the texture in pixels.
- */
- ivec2 get_size() const;
-
-private:
- /**
- * \brief Loads the texture from an Asset resource.
- * \param res Unique pointer to an Asset resource to load the texture from.
- */
- void load(const Asset & res);
-
-private:
- //! The texture of the class from the library
- std::unique_ptr<SDL_Texture, std::function<void(SDL_Texture *)>> texture;
-
- //! Grants SDLContext access to private members.
- friend class SDLContext;
-
- //! Grants Animator access to private members.
- friend class Animator;
-};
-
-} // namespace crepe
diff --git a/src/crepe/api/Vector2.h b/src/crepe/api/Vector2.h
index c278c87..bf9d124 100644
--- a/src/crepe/api/Vector2.h
+++ b/src/crepe/api/Vector2.h
@@ -66,6 +66,30 @@ struct Vector2 {
//! Checks if this vector is not equal to another vector.
bool operator!=(const Vector2<T> & other) const;
+
+ //! Truncates the vector to a maximum length.
+ void truncate(T max);
+
+ //! Normalizes the vector (resulting in vector with a length of 1).
+ void normalize();
+
+ //! Returns the length of the vector.
+ T length() const;
+
+ //! Returns the squared length of the vector.
+ T length_squared() const;
+
+ //! Returns the dot product (inwendig product) of this vector and another vector.
+ T dot(const Vector2<T> & other) const;
+
+ //! Returns the distance between this vector and another vector.
+ T distance(const Vector2<T> & other) const;
+
+ //! Returns the squared distance between this vector and another vector.
+ T distance_squared(const Vector2<T> & other) const;
+
+ //! Returns the perpendicular vector to this vector.
+ Vector2 perpendicular() const;
};
} // namespace crepe
diff --git a/src/crepe/api/Vector2.hpp b/src/crepe/api/Vector2.hpp
index cad15f8..ff53cb0 100644
--- a/src/crepe/api/Vector2.hpp
+++ b/src/crepe/api/Vector2.hpp
@@ -1,5 +1,7 @@
#pragma once
+#include <cmath>
+
#include "Vector2.h"
namespace crepe {
@@ -115,4 +117,50 @@ bool Vector2<T>::operator!=(const Vector2<T> & other) const {
return !(*this == other);
}
+template <class T>
+void Vector2<T>::truncate(T max) {
+ if (length() > max) {
+ normalize();
+ *this *= max;
+ }
+}
+
+template <class T>
+void Vector2<T>::normalize() {
+ T len = length();
+ if (len > 0) {
+ *this /= len;
+ }
+}
+
+template <class T>
+T Vector2<T>::length() const {
+ return std::sqrt(x * x + y * y);
+}
+
+template <class T>
+T Vector2<T>::length_squared() const {
+ return x * x + y * y;
+}
+
+template <class T>
+T Vector2<T>::dot(const Vector2<T> & other) const {
+ return x * other.x + y * other.y;
+}
+
+template <class T>
+T Vector2<T>::distance(const Vector2<T> & other) const {
+ return (*this - other).length();
+}
+
+template <class T>
+T Vector2<T>::distance_squared(const Vector2<T> & other) const {
+ return (*this - other).length_squared();
+}
+
+template <class T>
+Vector2<T> Vector2<T>::perpendicular() const {
+ return {-y, x};
+}
+
} // namespace crepe