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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.cpp50
-rw-r--r--src/crepe/api/Animator.h95
-rw-r--r--src/crepe/api/AssetManager.cpp17
-rw-r--r--src/crepe/api/AssetManager.h62
-rw-r--r--src/crepe/api/AssetManager.hpp22
-rw-r--r--src/crepe/api/AudioSource.cpp15
-rw-r--r--src/crepe/api/AudioSource.h74
-rw-r--r--src/crepe/api/BoxCollider.h2
-rw-r--r--src/crepe/api/Button.h6
-rw-r--r--src/crepe/api/CMakeLists.txt19
-rw-r--r--src/crepe/api/Camera.cpp11
-rw-r--r--src/crepe/api/Camera.h38
-rw-r--r--src/crepe/api/CircleCollider.h2
-rw-r--r--src/crepe/api/Config.h29
-rw-r--r--src/crepe/api/EventHandler.h34
-rw-r--r--src/crepe/api/GameObject.h12
-rw-r--r--src/crepe/api/IKeyListener.cpp19
-rw-r--r--src/crepe/api/IKeyListener.h50
-rw-r--r--src/crepe/api/IMouseListener.cpp29
-rw-r--r--src/crepe/api/IMouseListener.h73
-rw-r--r--src/crepe/api/LoopManager.cpp83
-rw-r--r--src/crepe/api/LoopManager.h72
-rw-r--r--src/crepe/api/LoopTimer.cpp79
-rw-r--r--src/crepe/api/LoopTimer.h144
-rw-r--r--src/crepe/api/Metadata.h2
-rw-r--r--src/crepe/api/Rigidbody.h32
-rw-r--r--src/crepe/api/Scene.cpp15
-rw-r--r--src/crepe/api/Scene.h42
-rw-r--r--src/crepe/api/Scene.hpp19
-rw-r--r--src/crepe/api/Script.cpp8
-rw-r--r--src/crepe/api/Script.h24
-rw-r--r--src/crepe/api/Script.hpp30
-rw-r--r--src/crepe/api/Sprite.cpp19
-rw-r--r--src/crepe/api/Sprite.h99
-rw-r--r--src/crepe/api/Texture.cpp38
-rw-r--r--src/crepe/api/Texture.h69
-rw-r--r--src/crepe/api/Transform.h8
-rw-r--r--src/crepe/api/Vector2.h24
-rw-r--r--src/crepe/api/Vector2.hpp48
41 files changed, 845 insertions, 886 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 45f67f6..4ce4bf0 100644
--- a/src/crepe/api/Animator.cpp
+++ b/src/crepe/api/Animator.cpp
@@ -7,21 +7,51 @@
using namespace crepe;
-Animator::Animator(game_object_id_t id, Sprite & ss, int row, int col, int col_animator)
+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(ss),
- row(row),
- col(col) {
+ spritesheet(spritesheet),
+ grid_size(grid_size),
+ data(data) {
dbg_trace();
- this->spritesheet.mask.h /= col;
- this->spritesheet.mask.w /= row;
+ 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 = col_animator * this->spritesheet.mask.h;
- this->active = false;
+ 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(); }
+
+void Animator::loop() { this->data.looping = true; }
+
+void Animator::play() { this->active = true; }
+
+void Animator::pause() { this->active = false; }
+
+void Animator::stop() {
+ this->active = false;
+ this->data.col = 0;
+ this->data.row = 0;
+}
+void Animator::set_fps(int fps) { this->data.fps = fps; }
+
+void Animator::set_cycle_range(int start, int end) {
+ this->data.cycle_start = start, this->data.cycle_end = end;
+}
+
+void Animator::set_anim(int col) {
+ Animator::Data & ctx = this->data;
+ this->spritesheet.mask.x = ctx.row = 0;
+ ctx.col = col;
+ this->spritesheet.mask.y = ctx.col * this->spritesheet.mask.h;
+}
+
+void Animator::next_anim() {
+ Animator::Data & ctx = this->data;
+ 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 6c506aa..5918800 100644
--- a/src/crepe/api/Animator.h
+++ b/src/crepe/api/Animator.h
@@ -1,5 +1,7 @@
#pragma once
+#include "../types.h"
+
#include "Component.h"
#include "Sprite.h"
@@ -16,56 +18,87 @@ class SDLContext;
* sheet. It can be used to play animations, loop them, or stop them.
*/
class Animator : public Component {
+public:
+ struct Data {
+ //! frames per second for animation
+ unsigned int fps = 1;
+ //! The current col being animated.
+ unsigned int col = 0;
+ //! The current row being animated.
+ unsigned int row = 0;
+ //! should the animation loop
+ bool looping = false;
+ //! starting frame for cycling
+ unsigned int cycle_start = 0;
+ //! end frame for cycling (-1 = use last frame)
+ int cycle_end = -1;
+ };
public:
- //TODO: need to implement this
+ //! Animator will repeat the animation
void loop();
+ //! starts the animation
+ void play();
+ //! pauses the animation
+ void pause();
+ /**
+ * \brief stops the animation
+ *
+ * sets the active on false and resets all the current rows and columns
+ */
void stop();
+ /**
+ * \brief set frames per second
+ *
+ * \param fps frames per second
+ */
+ void set_fps(int fps);
+ /**
+ * \brief set the range in the row
+ *
+ * \param start of row animation
+ * \param end of row animation
+ */
+ void set_cycle_range(int start, int end);
+ /**
+ * \brief select which column to animate from
+ *
+ * \param col animation column
+ */
+ void set_anim(int col);
+ //! will go to the next animaiton of current row
+ void next_anim();
public:
/**
* \brief Constructs an Animator object that will control animations for a sprite sheet.
*
* \param id The unique identifier for the component, typically assigned automatically.
- * \param spritesheet A reference to the Sprite object which holds the sprite sheet for
- * animation.
- * \param row The maximum number of rows in the sprite sheet.
- * \param col The maximum number of columns in the sprite sheet.
- * \param col_animate The specific col index of the sprite sheet to animate. This allows
- * selecting which col to animate from multiple col in the sheet.
+ * \param spritesheet the reference to the 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(uint32_t id, Sprite & spritesheet, int row, int col, int col_animate);
-
+ 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:
+ Animator::Data data;
+
private:
- //! A reference to the Sprite sheet containing the animation frames.
+ //! A reference to the Sprite sheet containing.
Sprite & spritesheet;
- //! The maximum number of columns in the sprite sheet.
- const int col;
-
- //! The maximum number of rows in the sprite sheet.
- const int row;
+ //! The maximum number of rows and columns inside the spritesheet
+ const uvec2 grid_size;
- //! The current col being animated.
- int curr_col = 0;
-
- //! The current row being animated.
- int curr_row = 0;
-
- //TODO: Is this necessary?
- //int fps;
-
-private:
- //! AnimatorSystem adjust the private member parameters of Animator;
- friend class AnimatorSystem;
-
- //! SDLContext reads the Animator member var's
- friend class SDLContext;
+ //! Uses the spritesheet
+ friend AnimatorSystem;
};
+
} // namespace crepe
-//
diff --git a/src/crepe/api/AssetManager.cpp b/src/crepe/api/AssetManager.cpp
deleted file mode 100644
index 3925758..0000000
--- a/src/crepe/api/AssetManager.cpp
+++ /dev/null
@@ -1,17 +0,0 @@
-#include "util/Log.h"
-
-#include "AssetManager.h"
-
-using namespace crepe;
-
-AssetManager & AssetManager::get_instance() {
- static AssetManager instance;
- return instance;
-}
-
-AssetManager::~AssetManager() {
- dbg_trace();
- this->asset_cache.clear();
-}
-
-AssetManager::AssetManager() { dbg_trace(); }
diff --git a/src/crepe/api/AssetManager.h b/src/crepe/api/AssetManager.h
deleted file mode 100644
index fee6780..0000000
--- a/src/crepe/api/AssetManager.h
+++ /dev/null
@@ -1,62 +0,0 @@
-#pragma once
-
-#include <any>
-#include <memory>
-#include <string>
-#include <unordered_map>
-
-namespace crepe {
-
-/**
- * \brief The AssetManager is responsible for storing and managing assets over multiple scenes.
- *
- * The AssetManager ensures that assets are loaded once and can be accessed across different
- * scenes. It caches assets to avoid reloading them every time a scene is loaded. Assets are
- * retained in memory until the AssetManager is destroyed, at which point the cached assets are
- * cleared.
- */
-class AssetManager {
-
-private:
- //! A cache that holds all the assets, accessible by their file path, over multiple scenes.
- std::unordered_map<std::string, std::any> asset_cache;
-
-private:
- AssetManager();
- virtual ~AssetManager();
-
-public:
- AssetManager(const AssetManager &) = delete;
- AssetManager(AssetManager &&) = delete;
- AssetManager & operator=(const AssetManager &) = delete;
- AssetManager & operator=(AssetManager &&) = delete;
-
- /**
- * \brief Retrieves the singleton instance of the AssetManager.
- *
- * \return A reference to the single instance of the AssetManager.
- */
- static AssetManager & get_instance();
-
-public:
- /**
- * \brief Caches an asset by loading it from the given file path.
- *
- * \param file_path The path to the asset file to load.
- * \param reload If true, the asset will be reloaded from the file, even if it is already
- * cached.
- * \tparam T The type of asset to cache (e.g., texture, sound, etc.).
- *
- * \return A shared pointer to the cached asset.
- *
- * This template function caches the asset at the given file path. If the asset is already
- * cached and `reload` is false, the existing cached version will be returned. Otherwise, the
- * asset will be reloaded and added to the cache.
- */
- template <typename T>
- std::shared_ptr<T> cache(const std::string & file_path, bool reload = false);
-};
-
-} // namespace crepe
-
-#include "AssetManager.hpp"
diff --git a/src/crepe/api/AssetManager.hpp b/src/crepe/api/AssetManager.hpp
deleted file mode 100644
index 1c0e978..0000000
--- a/src/crepe/api/AssetManager.hpp
+++ /dev/null
@@ -1,22 +0,0 @@
-#pragma once
-
-#include "AssetManager.h"
-
-namespace crepe {
-
-template <typename asset>
-std::shared_ptr<asset> AssetManager::cache(const std::string & file_path, bool reload) {
- auto it = asset_cache.find(file_path);
-
- if (!reload && it != asset_cache.end()) {
- return std::any_cast<std::shared_ptr<asset>>(it->second);
- }
-
- std::shared_ptr<asset> new_asset = std::make_shared<asset>(file_path.c_str());
-
- asset_cache[file_path] = new_asset;
-
- return new_asset;
-}
-
-} // namespace crepe
diff --git a/src/crepe/api/AudioSource.cpp b/src/crepe/api/AudioSource.cpp
new file mode 100644
index 0000000..7b05cb1
--- /dev/null
+++ b/src/crepe/api/AudioSource.cpp
@@ -0,0 +1,15 @@
+#include "AudioSource.h"
+
+using namespace crepe;
+using namespace std;
+
+AudioSource::AudioSource(game_object_id_t id, const Asset & src)
+ : Component(id),
+ source(src) {}
+
+void AudioSource::play(bool looping) {
+ this->loop = looping;
+ this->oneshot_play = true;
+}
+
+void AudioSource::stop() { this->oneshot_stop = true; }
diff --git a/src/crepe/api/AudioSource.h b/src/crepe/api/AudioSource.h
new file mode 100644
index 0000000..b20e490
--- /dev/null
+++ b/src/crepe/api/AudioSource.h
@@ -0,0 +1,74 @@
+#pragma once
+
+#include "../Component.h"
+#include "../facade/SoundHandle.h"
+#include "../types.h"
+
+#include "Asset.h"
+#include "GameObject.h"
+
+namespace crepe {
+
+class AudioSystem;
+
+//! Audio source component
+class AudioSource : public Component {
+ //! AudioSource components are handled by AudioSystem
+ friend class AudioSystem;
+
+protected:
+ /**
+ * \param source Sound sample to load
+ */
+ AudioSource(game_object_id_t id, const Asset & source);
+ //! Only ComponentManager creates components
+ friend class ComponentManager;
+
+public:
+ // std::unique_ptr needs to be able to destoy this component
+ virtual ~AudioSource() = default;
+
+public:
+ //! Start this audio source
+ void play(bool looping = false);
+ //! Stop this audio source
+ void stop();
+
+public:
+ //! Play when this component becomes active
+ bool play_on_awake = false;
+ //! Repeat the current audio clip during playback
+ bool loop = false;
+ //! Normalized volume (0.0 - 1.0)
+ float volume = 1.0;
+
+private:
+ //! This audio source's clip
+ const Asset source;
+
+ /**
+ * \name One-shot state variables
+ *
+ * These variables trigger function calls when set to true, and are unconditionally reset on
+ * every system update.
+ *
+ * \{
+ */
+ //! Play this sample
+ bool oneshot_play = false;
+ //! Stop this sample
+ bool oneshot_stop = false;
+ //! \}
+ /**
+ * \name State diffing variables
+ * \{
+ */
+ typeof(active) last_active = false;
+ typeof(volume) last_volume = volume;
+ typeof(loop) last_loop = loop;
+ //! \}
+ //! This source's voice handle
+ SoundHandle voice{};
+};
+
+} // namespace crepe
diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h
index 89e43d8..1ac4d46 100644
--- a/src/crepe/api/BoxCollider.h
+++ b/src/crepe/api/BoxCollider.h
@@ -8,7 +8,7 @@ namespace crepe {
/**
* \brief A class representing a box-shaped collider.
- *
+ *
* This class is used for collision detection with other colliders (e.g., CircleCollider).
*/
class BoxCollider : public Collider {
diff --git a/src/crepe/api/Button.h b/src/crepe/api/Button.h
index 26e7526..61b18d7 100644
--- a/src/crepe/api/Button.h
+++ b/src/crepe/api/Button.h
@@ -11,7 +11,7 @@ class Button : public UIObject {
public:
/**
* \brief Constructs a Button with the specified game object ID and dimensions.
- *
+ *
* \param id The unique ID of the game object associated with this button.
* \param dimensions The width and height of the UIObject
* \param offset The offset relative this GameObjects Transform
@@ -23,7 +23,7 @@ public:
/**
* \brief Indicates if the button is a toggle button (can be pressed and released).
- *
+ *
* A toggle button allows for a pressed/released state, whereas a regular button
* typically only has an on-click state.
*/
@@ -31,7 +31,7 @@ public:
// TODO: create separate toggle button class
/**
* \brief The callback function to be executed when the button is clicked.
- *
+ *
* This function is invoked whenever the button is clicked. It can be set to any
* function that matches the signature `void()`.
*/
diff --git a/src/crepe/api/CMakeLists.txt b/src/crepe/api/CMakeLists.txt
index b2e3df8..8f84f06 100644
--- a/src/crepe/api/CMakeLists.txt
+++ b/src/crepe/api/CMakeLists.txt
@@ -1,13 +1,11 @@
target_sources(crepe PUBLIC
- # AudioSource.cpp
+ AudioSource.cpp
BehaviorScript.cpp
GameObject.cpp
Rigidbody.cpp
ParticleEmitter.cpp
Transform.cpp
Color.cpp
- Texture.cpp
- AssetManager.cpp
Sprite.cpp
Config.cpp
Metadata.cpp
@@ -15,19 +13,18 @@ target_sources(crepe PUBLIC
Animator.cpp
BoxCollider.cpp
CircleCollider.cpp
- IKeyListener.cpp
- IMouseListener.cpp
LoopManager.cpp
- LoopTimer.cpp
Asset.cpp
EventHandler.cpp
Script.cpp
Button.cpp
UIObject.cpp
+ AI.cpp
+ Scene.cpp
)
target_sources(crepe PUBLIC FILE_SET HEADERS FILES
- # AudioSource.h
+ AudioSource.h
BehaviorScript.h
Config.h
Script.h
@@ -39,10 +36,8 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
Vector2.h
Vector2.hpp
Color.h
- Texture.h
- AssetManager.h
- AssetManager.hpp
Scene.h
+ Scene.hpp
Metadata.h
Camera.h
Animator.h
@@ -51,11 +46,9 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES
EventHandler.h
EventHandler.hpp
Event.h
- IKeyListener.h
- IMouseListener.h
LoopManager.h
- LoopTimer.h
Asset.h
Button.h
UIObject.h
+ AI.h
)
diff --git a/src/crepe/api/Camera.cpp b/src/crepe/api/Camera.cpp
index 39d8ab0..179dc18 100644
--- a/src/crepe/api/Camera.cpp
+++ b/src/crepe/api/Camera.cpp
@@ -1,20 +1,17 @@
-#include "types.h"
#include "util/Log.h"
#include "Camera.h"
-#include "Color.h"
#include "Component.h"
+#include "types.h"
using namespace crepe;
-Camera::Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen,
- const vec2 & viewport_size, const double & zoom, const vec2 & offset)
+Camera::Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size,
+ const Data & data)
: Component(id),
- bg_color(bg_color),
- offset(offset),
screen(screen),
viewport_size(viewport_size),
- zoom(zoom) {
+ data(data) {
dbg_trace();
}
diff --git a/src/crepe/api/Camera.h b/src/crepe/api/Camera.h
index 2d8fa48..54d9a73 100644
--- a/src/crepe/api/Camera.h
+++ b/src/crepe/api/Camera.h
@@ -14,23 +14,42 @@ namespace crepe {
* position, and zoom level. It controls what part of the game world is visible on the screen.
*/
class Camera : public Component {
+public:
+ struct Data {
+ /**
+ * \bg_color background color of the game
+ *
+ * This will make the background the same color as the given value.
+ */
+ const Color bg_color = Color::BLACK;
+
+ /**
+ * \zoom Zooming level of the game
+ *
+ * zoom = 1 --> no zoom.
+ * zoom < 1 --> zoom out
+ * zoom > 1 --> zoom in
+ */
+ double zoom = 1;
+
+ //! offset postion from the game object transform component
+ vec2 postion_offset;
+ };
public:
/**
* \brief Constructs a Camera with the specified ID and background color.
* \param id Unique identifier for the camera component.
- * \param bg_color Background color for the camera view.
+ * \param screen is the actual screen size in pixels
+ * \param viewport_size is the view of the world in game units
+ * \param data the camera component data
*/
- Camera(game_object_id_t id, const Color & bg_color, const ivec2 & screen,
- const vec2 & viewport_size, const double & zoom, const vec2 & offset = {0, 0});
+ Camera(game_object_id_t id, const ivec2 & screen, const vec2 & viewport_size,
+ const Camera::Data & data);
~Camera(); // dbg_trace only
public:
- //! Background color of the camera view.
- const Color bg_color;
-
- //! offset postion from the game object transform component
- vec2 offset;
+ Camera::Data data;
//! screen the display size in pixels ( output resolution )
const ivec2 screen;
@@ -38,9 +57,6 @@ public:
//! viewport is the area of the world visible through the camera (in world units)
const vec2 viewport_size;
- //! Zoom level of the camera view.
- const double zoom;
-
public:
/**
* \brief Gets the maximum number of camera instances allowed.
diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h
index ebd1cb2..c7bf66e 100644
--- a/src/crepe/api/CircleCollider.h
+++ b/src/crepe/api/CircleCollider.h
@@ -8,7 +8,7 @@ namespace crepe {
/**
* \brief A class representing a circle-shaped collider.
- *
+ *
* This class is used for collision detection with other colliders (e.g., BoxCollider).
*/
class CircleCollider : public Collider {
diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h
index 225e9b9..ca2d3f1 100644
--- a/src/crepe/api/Config.h
+++ b/src/crepe/api/Config.h
@@ -1,8 +1,10 @@
#pragma once
+#include <string>
+
#include "../util/Log.h"
+
#include "types.h"
-#include <string>
namespace crepe {
@@ -13,20 +15,10 @@ namespace crepe {
* modified *before* execution is handed over from the game programmer to the engine (i.e. the
* main loop is started).
*/
-class Config final {
-public:
+struct Config final {
//! Retrieve handle to global Config instance
static Config & get_instance();
-private:
- Config() = default;
- ~Config() = default;
- Config(const Config &) = default;
- Config(Config &&) = default;
- Config & operator=(const Config &) = default;
- Config & operator=(Config &&) = default;
-
-public:
//! Logging-related settings
struct {
/**
@@ -61,15 +53,14 @@ public:
*
* Gravity value of game.
*/
- double gravity = 1;
+ float gravity = 10;
} physics;
//! default window settings
struct {
- //TODO make this constexpr because this will never change
- ivec2 default_size = {1080, 720};
+ //! default screen size in pixels
+ ivec2 default_size = {1280, 720};
std::string window_title = "Jetpack joyride clone";
-
} window_settings;
//! Asset loading options
@@ -85,6 +76,12 @@ public:
*/
std::string root_pattern = ".crepe-root";
} asset;
+
+ //! Audio system settings
+ struct {
+ //! Max amount of simultanious voices
+ unsigned int voices = 32;
+ } audio;
};
} // namespace crepe
diff --git a/src/crepe/api/EventHandler.h b/src/crepe/api/EventHandler.h
index 7bdd9a3..7bb501b 100644
--- a/src/crepe/api/EventHandler.h
+++ b/src/crepe/api/EventHandler.h
@@ -8,12 +8,12 @@
namespace crepe {
/**
* \brief A type alias for an event handler function.
- *
- * The EventHandler is a std::function that takes an EventType reference and returns a boolean value
+ *
+ * The EventHandler is a std::function that takes an EventType reference and returns a boolean value
* indicating whether the event is handled.
- *
+ *
* \tparam EventType The type of event this handler will handle.
- *
+ *
* Returning \c false from an event handler results in the event being propogated to other listeners for the same event type, while returning \c true stops propogation altogether.
*/
template <typename EventType>
@@ -22,7 +22,7 @@ using EventHandler = std::function<bool(const EventType & e)>;
/**
* \class IEventHandlerWrapper
* \brief An abstract base class for event handler wrappers.
- *
+ *
* This class provides the interface for handling events. Derived classes must implement the
* `call()` method to process events
*/
@@ -35,9 +35,9 @@ public:
/**
* \brief Executes the handler with the given event.
- *
+ *
* This method calls the `call()` method of the derived class, passing the event to the handler.
- *
+ *
* \param e The event to be processed.
* \return A boolean value indicating whether the event is handled.
*/
@@ -46,9 +46,9 @@ public:
private:
/**
* \brief The method responsible for handling the event.
- *
+ *
* This method is implemented by derived classes to process the event.
- *
+ *
* \param e The event to be processed.
* \return A boolean value indicating whether the event is handled.
*/
@@ -58,11 +58,11 @@ private:
/**
* \class EventHandlerWrapper
* \brief A wrapper for event handler functions.
- *
- * This class wraps an event handler function of a specific event type. It implements the
- * `call()` and `get_type()` methods to allow the handler to be executed and its type to be
+ *
+ * This class wraps an event handler function of a specific event type. It implements the
+ * `call()` and `get_type()` methods to allow the handler to be executed and its type to be
* queried.
- *
+ *
* \tparam EventType The type of event this handler will handle.
*/
template <typename EventType>
@@ -70,9 +70,9 @@ class EventHandlerWrapper : public IEventHandlerWrapper {
public:
/**
* \brief Constructs an EventHandlerWrapper with a given handler.
- *
+ *
* The constructor takes an event handler function and stores it in the wrapper.
- *
+ *
* \param handler The event handler function.
*/
explicit EventHandlerWrapper(const EventHandler<EventType> & handler);
@@ -80,9 +80,9 @@ public:
private:
/**
* \brief Calls the stored event handler with the event.
- *
+ *
* This method casts the event to the appropriate type and calls the handler.
- *
+ *
* \param e The event to be handled.
* \return A boolean value indicating whether the event is handled.
*/
diff --git a/src/crepe/api/GameObject.h b/src/crepe/api/GameObject.h
index 4cd2bc0..ff80f49 100644
--- a/src/crepe/api/GameObject.h
+++ b/src/crepe/api/GameObject.h
@@ -10,7 +10,7 @@ class ComponentManager;
/**
* \brief Represents a GameObject
- *
+ *
* This class represents a GameObject. The GameObject class is only used as an interface for
* the game programmer. The actual implementation is done in the ComponentManager.
*/
@@ -19,7 +19,7 @@ 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 id The id of the GameObject
* \param name The name of the GameObject
@@ -37,20 +37,20 @@ private:
public:
/**
* \brief Set the parent of this GameObject
- *
+ *
* This method sets the parent of this GameObject. It sets the parent in the Metadata
* component of this GameObject and adds this GameObject to the children list of the parent
* GameObject.
- *
+ *
* \param parent The parent GameObject
*/
void set_parent(const GameObject & parent);
/**
* \brief Add a component to the GameObject
- *
+ *
* This method adds a component to the GameObject. It forwards the arguments to the
* ComponentManager.
- *
+ *
* \tparam T The type of the component
* \tparam Args The types of the arguments
* \param args The arguments to create the component
diff --git a/src/crepe/api/IKeyListener.cpp b/src/crepe/api/IKeyListener.cpp
deleted file mode 100644
index 8642655..0000000
--- a/src/crepe/api/IKeyListener.cpp
+++ /dev/null
@@ -1,19 +0,0 @@
-#include "IKeyListener.h"
-
-using namespace crepe;
-
-// Constructor with specified channel
-IKeyListener::IKeyListener(event_channel_t channel)
- : event_manager(EventManager::get_instance()) {
- this->press_id = event_manager.subscribe<KeyPressEvent>(
- [this](const KeyPressEvent & event) { return this->on_key_pressed(event); }, channel);
- this->release_id = event_manager.subscribe<KeyReleaseEvent>(
- [this](const KeyReleaseEvent & event) { return this->on_key_released(event); },
- channel);
-}
-
-// Destructor, unsubscribe events
-IKeyListener::~IKeyListener() {
- event_manager.unsubscribe(this->press_id);
- event_manager.unsubscribe(this->release_id);
-}
diff --git a/src/crepe/api/IKeyListener.h b/src/crepe/api/IKeyListener.h
deleted file mode 100644
index 180a0a6..0000000
--- a/src/crepe/api/IKeyListener.h
+++ /dev/null
@@ -1,50 +0,0 @@
-#pragma once
-
-#include "../manager/EventManager.h"
-
-#include "Event.h"
-#include "EventHandler.h"
-
-namespace crepe {
-
-/**
- * \class IKeyListener
- * \brief Interface for keyboard event handling in the application.
- */
-class IKeyListener {
-public:
- /**
- * \brief Constructs an IKeyListener with a specified channel.
- * \param channel The channel ID for event handling.
- */
- IKeyListener(event_channel_t channel = EventManager::CHANNEL_ALL);
- virtual ~IKeyListener();
- IKeyListener(const IKeyListener &) = delete;
- IKeyListener & operator=(const IKeyListener &) = delete;
- IKeyListener & operator=(IKeyListener &&) = delete;
- IKeyListener(IKeyListener &&) = delete;
-
- /**
- * \brief Pure virtual function to handle key press events.
- * \param event The key press event to handle.
- * \return True if the event was handled, false otherwise.
- */
- virtual bool on_key_pressed(const KeyPressEvent & event) = 0;
-
- /**
- * \brief Pure virtual function to handle key release events.
- * \param event The key release event to handle.
- * \return True if the event was handled, false otherwise.
- */
- virtual bool on_key_released(const KeyReleaseEvent & event) = 0;
-
-private:
- //! Key press event id
- subscription_t press_id = -1;
- //! Key release event id
- subscription_t release_id = -1;
- //! EventManager reference
- EventManager & event_manager;
-};
-
-} // namespace crepe
diff --git a/src/crepe/api/IMouseListener.cpp b/src/crepe/api/IMouseListener.cpp
deleted file mode 100644
index 989aeb3..0000000
--- a/src/crepe/api/IMouseListener.cpp
+++ /dev/null
@@ -1,29 +0,0 @@
-#include "IMouseListener.h"
-
-using namespace crepe;
-
-IMouseListener::IMouseListener(event_channel_t channel)
- : event_manager(EventManager::get_instance()) {
- this->click_id = event_manager.subscribe<MouseClickEvent>(
- [this](const MouseClickEvent & event) { return this->on_mouse_clicked(event); },
- channel);
-
- this->press_id = event_manager.subscribe<MousePressEvent>(
- [this](const MousePressEvent & event) { return this->on_mouse_pressed(event); },
- channel);
-
- this->release_id = event_manager.subscribe<MouseReleaseEvent>(
- [this](const MouseReleaseEvent & event) { return this->on_mouse_released(event); },
- channel);
-
- this->move_id = event_manager.subscribe<MouseMoveEvent>(
- [this](const MouseMoveEvent & event) { return this->on_mouse_moved(event); }, channel);
-}
-
-IMouseListener::~IMouseListener() {
- // Unsubscribe event handlers
- event_manager.unsubscribe(this->click_id);
- event_manager.unsubscribe(this->press_id);
- event_manager.unsubscribe(this->release_id);
- event_manager.unsubscribe(this->move_id);
-}
diff --git a/src/crepe/api/IMouseListener.h b/src/crepe/api/IMouseListener.h
deleted file mode 100644
index e19897d..0000000
--- a/src/crepe/api/IMouseListener.h
+++ /dev/null
@@ -1,73 +0,0 @@
-#pragma once
-
-#include "../manager/EventManager.h"
-
-#include "Event.h"
-#include "EventHandler.h"
-
-namespace crepe {
-
-/**
- * \class IMouseListener
- * \brief Interface for mouse event handling in the application.
- */
-class IMouseListener {
-public:
- /**
- * \brief Constructs an IMouseListener with a specified channel.
- * \param channel The channel ID for event handling.
- */
- IMouseListener(event_channel_t channel = EventManager::CHANNEL_ALL);
- virtual ~IMouseListener();
- IMouseListener & operator=(const IMouseListener &) = delete;
- IMouseListener(const IMouseListener &) = delete;
- IMouseListener & operator=(const IMouseListener &&) = delete;
- IMouseListener(IMouseListener &&) = delete;
-
- /**
- * \brief Move assignment operator (deleted).
- */
- IMouseListener & operator=(IMouseListener &&) = delete;
-
- /**
- * \brief Handles a mouse click event.
- * \param event The mouse click event to handle.
- * \return True if the event was handled, false otherwise.
- */
- virtual bool on_mouse_clicked(const MouseClickEvent & event) = 0;
-
- /**
- * \brief Handles a mouse press event.
- * \param event The mouse press event to handle.
- * \return True if the event was handled, false otherwise.
- */
- virtual bool on_mouse_pressed(const MousePressEvent & event) = 0;
-
- /**
- * \brief Handles a mouse release event.
- * \param event The mouse release event to handle.
- * \return True if the event was handled, false otherwise.
- */
- virtual bool on_mouse_released(const MouseReleaseEvent & event) = 0;
-
- /**
- * \brief Handles a mouse move event.
- * \param event The mouse move event to handle.
- * \return True if the event was handled, false otherwise.
- */
- virtual bool on_mouse_moved(const MouseMoveEvent & event) = 0;
-
-private:
- //! Mouse click event id
- subscription_t click_id = -1;
- //! Mouse press event id
- subscription_t press_id = -1;
- //! Mouse release event id
- subscription_t release_id = -1;
- //! Mouse move event id
- subscription_t move_id = -1;
- //! EventManager reference
- EventManager & event_manager;
-};
-
-} //namespace crepe
diff --git a/src/crepe/api/LoopManager.cpp b/src/crepe/api/LoopManager.cpp
index a76c167..b5e5ff7 100644
--- a/src/crepe/api/LoopManager.cpp
+++ b/src/crepe/api/LoopManager.cpp
@@ -1,11 +1,16 @@
+#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 "manager/EventManager.h"
+#include "../util/Log.h"
#include "LoopManager.h"
@@ -13,9 +18,6 @@ using namespace crepe;
using namespace std;
LoopManager::LoopManager() {
- this->mediator.component_manager = this->component_manager;
- this->mediator.scene_manager = this->scene_manager;
-
this->load_system<AnimatorSystem>();
this->load_system<CollisionSystem>();
this->load_system<ParticleSystem>();
@@ -23,57 +25,62 @@ LoopManager::LoopManager() {
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::process_input() { this->get_system<InputSystem>().update(); }
-
void LoopManager::start() {
this->setup();
this->loop();
}
-void LoopManager::set_running(bool running) { this->game_running = running; }
-void LoopManager::fixed_update() {
- // TODO: retrieve EventManager from direct member after singleton refactor
- EventManager & ev = this->mediator.event_manager;
- ev.dispatch_events();
- this->get_system<ScriptSystem>().update();
- this->get_system<PhysicsSystem>().update();
- this->get_system<CollisionSystem>().update();
+void LoopManager::setup() {
+ this->game_running = true;
+ this->loop_timer.start();
+ this->scene_manager.load_next_scene();
}
void LoopManager::loop() {
- LoopTimer & timer = this->loop_timer;
- timer.start();
+ try {
+ while (game_running) {
+ this->loop_timer.update();
- while (game_running) {
- 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();
+ }
- while (timer.get_lag() >= timer.get_fixed_delta_time()) {
- this->process_input();
- this->fixed_update();
- timer.advance_fixed_update();
+ this->frame_update();
+ this->loop_timer.enforce_frame_rate();
}
-
- this->update();
- this->render();
-
- 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{});
}
}
-void LoopManager::setup() {
- LoopTimer & timer = this->loop_timer;
- this->game_running = true;
- this->scene_manager.load_next_scene();
- timer.start();
- timer.set_fps(200);
+// 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<AISystem>().update();
+ this->get_system<PhysicsSystem>().update();
+ this->get_system<CollisionSystem>().update();
+ this->get_system<AudioSystem>().update();
}
-void LoopManager::render() {
- if (!this->game_running) return;
-
+// 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();
}
-void LoopManager::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
index d8910a0..40e6b38 100644
--- a/src/crepe/api/LoopManager.h
+++ b/src/crepe/api/LoopManager.h
@@ -4,13 +4,15 @@
#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"
-#include "LoopTimer.h"
-
namespace crepe {
-
/**
* \brief Main game loop manager
*
@@ -18,8 +20,14 @@ namespace crepe {
*/
class LoopManager {
public:
- void start();
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
@@ -44,47 +52,20 @@ private:
void loop();
/**
- * \brief Function for handling input-related system calls.
- *
- * Processes user inputs from keyboard and mouse.
- */
- void process_input();
-
- /**
* \brief Per-frame update.
*
* Updates the game state based on the elapsed time since the last frame.
*/
- void update();
-
- /**
- * \brief Late update which is called after update().
- *
- * This function can be used for final adjustments before rendering.
- */
- void late_update();
+ 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.
*/
- void fixed_update();
-
- /**
- * \brief Set game running variable
- *
- * \param running running (false = game shutdown, true = game running)
- */
- void set_running(bool running);
-
- /**
- * \brief Function for executing render-related systems.
- *
- * Renders the current state of the game to the screen.
- */
- void render();
+ virtual void fixed_update();
+ //! Indicates whether the game is running.
bool game_running = false;
private:
@@ -95,18 +76,29 @@ private:
ComponentManager component_manager{mediator};
//! Scene manager instance
SceneManager scene_manager{mediator};
-
- //! SDL context \todo no more singletons!
- SDLContext & sdl_context = SDLContext::get_instance();
- //! Loop timer \todo no more singletons!
- LoopTimer & loop_timer = LoopTimer::get_instance();
+ //! LoopTimerManager instance
+ LoopTimerManager loop_timer{mediator};
+ //! EventManager instance
+ EventManager event_manager{mediator};
+ //! Resource manager instance
+ ResourceManager resource_manager{mediator};
+ //! Save manager instance
+ SaveManager save_manager{mediator};
+ //! SDLContext instance
+ SDLContext sdl_context{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 Collection of System instances
*
* This map holds System instances indexed by the system's class typeid. It is filled in the
- * constructor of \c LoopManager using LoopManager::load_system.
+ * constructor of LoopManager using LoopManager::load_system.
*/
std::unordered_map<std::type_index, std::unique_ptr<System>> systems;
/**
diff --git a/src/crepe/api/LoopTimer.cpp b/src/crepe/api/LoopTimer.cpp
deleted file mode 100644
index 15a0e3a..0000000
--- a/src/crepe/api/LoopTimer.cpp
+++ /dev/null
@@ -1,79 +0,0 @@
-#include <chrono>
-
-#include "../facade/SDLContext.h"
-#include "../util/Log.h"
-
-#include "LoopTimer.h"
-
-using namespace crepe;
-
-LoopTimer::LoopTimer() { dbg_trace(); }
-
-LoopTimer & LoopTimer::get_instance() {
- static LoopTimer instance;
- return instance;
-}
-
-void LoopTimer::start() {
- this->last_frame_time = std::chrono::steady_clock::now();
- this->elapsed_time = std::chrono::milliseconds(0);
- this->elapsed_fixed_time = std::chrono::milliseconds(0);
- this->delta_time = std::chrono::milliseconds(0);
-}
-
-void LoopTimer::update() {
- auto current_frame_time = std::chrono::steady_clock::now();
- // Convert to duration in seconds for delta time
- this->delta_time = std::chrono::duration_cast<std::chrono::duration<double>>(
- current_frame_time - last_frame_time);
-
- if (this->delta_time > this->maximum_delta_time) {
- this->delta_time = this->maximum_delta_time;
- }
-
- this->delta_time *= this->game_scale;
- this->elapsed_time += this->delta_time;
- this->last_frame_time = current_frame_time;
-}
-
-double LoopTimer::get_delta_time() const { return this->delta_time.count(); }
-
-double LoopTimer::get_current_time() const { return this->elapsed_time.count(); }
-
-void LoopTimer::advance_fixed_update() { this->elapsed_fixed_time += this->fixed_delta_time; }
-
-double LoopTimer::get_fixed_delta_time() const { return this->fixed_delta_time.count(); }
-
-void LoopTimer::set_fps(int fps) {
- this->fps = fps;
- // target time per frame in seconds
- this->frame_target_time = std::chrono::duration<double>(1.0) / fps;
-}
-
-int LoopTimer::get_fps() const { return this->fps; }
-
-void LoopTimer::set_game_scale(double value) { this->game_scale = value; }
-
-double LoopTimer::get_game_scale() const { return this->game_scale; }
-void LoopTimer::enforce_frame_rate() {
- std::chrono::steady_clock::time_point current_frame_time
- = std::chrono::steady_clock::now();
- std::chrono::milliseconds frame_duration
- = std::chrono::duration_cast<std::chrono::milliseconds>(current_frame_time
- - this->last_frame_time);
-
- if (frame_duration < this->frame_target_time) {
- std::chrono::milliseconds delay_time
- = 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());
- }
- }
-
- this->last_frame_time = current_frame_time;
-}
-
-double LoopTimer::get_lag() const {
- return (this->elapsed_time - this->elapsed_fixed_time).count();
-}
diff --git a/src/crepe/api/LoopTimer.h b/src/crepe/api/LoopTimer.h
deleted file mode 100644
index 9393439..0000000
--- a/src/crepe/api/LoopTimer.h
+++ /dev/null
@@ -1,144 +0,0 @@
-#pragma once
-
-#include <chrono>
-
-namespace crepe {
-
-class LoopTimer {
-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.
- */
- double get_delta_time() const;
-
- /**
- * \brief Get the current game time.
- *
- * \note The current game time may vary from real-world elapsed time. It is the cumulative
- * sum of each frame's delta time.
- *
- * \return Elapsed game time in seconds.
- */
- double get_current_time() const;
-
- /**
- * \brief Set the target frames per second (FPS).
- *
- * \param fps The desired frames rendered per second.
- */
- void set_fps(int fps);
-
- /**
- * \brief Get the current frames per second (FPS).
- *
- * \return Current FPS.
- */
- int get_fps() const;
-
- /**
- * \brief Get the current game scale.
- *
- * \return The current game scale, where 0 = paused, 1 = normal speed, and values > 1 speed
- * up the game.
- */
- double get_game_scale() const;
-
- /**
- * \brief Set the game scale.
- *
- * \param game_scale The desired game scale (0 = pause, 1 = normal speed, > 1 = speed up).
- */
- void set_game_scale(double game_scale);
-
-private:
- friend class LoopManager;
-
- /**
- * \brief Start the loop timer.
- *
- * Initializes the timer to begin tracking frame times.
- */
- void start();
-
- /**
- * \brief Enforce the frame rate limit.
- *
- * Ensures that the game loop does not exceed the target FPS by delaying frame updates as
- * necessary.
- */
- void enforce_frame_rate();
-
- /**
- * \brief Get the fixed delta time for consistent updates.
- *
- * Fixed delta time is used for operations that require uniform time steps, such as physics
- * calculations.
- *
- * \return Fixed delta time in seconds.
- */
- double get_fixed_delta_time() const;
-
- /**
- * \brief Get the accumulated lag in the game loop.
- *
- * Lag represents the difference between the target frame time and the actual frame time,
- * useful for managing fixed update intervals.
- *
- * \return Accumulated lag in seconds.
- */
- double get_lag() const;
-
- /**
- * \brief Construct a new LoopTimer object.
- *
- * Private constructor for singleton pattern to restrict instantiation outside the class.
- */
- LoopTimer();
-
- /**
- * \brief Update the timer to the current frame.
- *
- * Calculates and updates the delta time for the current frame and adds it to the cumulative
- * game time.
- */
- void update();
-
- /**
- * \brief Advance the game loop by a fixed update interval.
- *
- * This method progresses the game state by a consistent, fixed time step, allowing for
- * stable updates independent of frame rate fluctuations.
- */
- void advance_fixed_update();
-
-private:
- //! Current frames per second
- int fps = 50;
- //! Current game scale
- double game_scale = 1;
- //! Maximum delta time in seconds to avoid large jumps
- std::chrono::duration<double> maximum_delta_time{0.25};
- //! Delta time for the current frame in seconds
- std::chrono::duration<double> delta_time{0.0};
- //! Target time per frame in seconds
- std::chrono::duration<double> frame_target_time = std::chrono::duration<double>(1.0) / fps;
- //! Fixed delta time for fixed updates in seconds
- std::chrono::duration<double> fixed_delta_time = std::chrono::duration<double>(1.0) / 50.0;
- //! Total elapsed game time in seconds
- std::chrono::duration<double> elapsed_time{0.0};
- //! Total elapsed time for fixed updates in seconds
- std::chrono::duration<double> elapsed_fixed_time{0.0};
- //! Time of the last frame
- std::chrono::steady_clock::time_point last_frame_time;
-};
-
-} // namespace crepe
diff --git a/src/crepe/api/Metadata.h b/src/crepe/api/Metadata.h
index 235d42f..f404703 100644
--- a/src/crepe/api/Metadata.h
+++ b/src/crepe/api/Metadata.h
@@ -9,7 +9,7 @@ namespace crepe {
/**
* \brief Metadata component
- *
+ *
* This class represents the Metadata component. It stores the name, tag, parent and children
* of a GameObject.
*/
diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h
index 8265ba5..b08c8db 100644
--- a/src/crepe/api/Rigidbody.h
+++ b/src/crepe/api/Rigidbody.h
@@ -11,7 +11,7 @@ namespace crepe {
/**
* \brief Rigidbody class
- *
+ *
* This class is used by the physics sytem and collision system. It configures how to system
* interact with the gameobject for movement and collisions.
*/
@@ -19,7 +19,7 @@ class Rigidbody : public Component {
public:
/**
* \brief BodyType enum
- *
+ *
* This enum provides three bodytypes the physics sytem and collision system use.
*/
enum class BodyType {
@@ -32,7 +32,7 @@ public:
};
/**
* \brief PhysicsConstraints to constrain movement
- *
+ *
* This struct configures the movement constraint for this object. If a constraint is enabled
* the systems will not move the object.
*/
@@ -46,20 +46,20 @@ public:
};
public:
- /**
+ /**
* \brief struct for Rigidbody data
- *
+ *
* This struct holds the data for the Rigidbody.
*/
struct Data {
//! objects mass
- float mass = 0.0;
+ float mass = 1;
/**
* \brief Gravity scale factor.
*
* The `gravity_scale` controls how much gravity affects the object. It is a multiplier applied to the default
* gravity force, allowing for fine-grained control over how the object responds to gravity.
- *
+ *
*/
float gravity_scale = 0;
@@ -79,7 +79,7 @@ public:
//! Linear velocity of the object (speed and direction).
vec2 linear_velocity;
//! Maximum linear velocity of the object. This limits the object's speed.
- vec2 max_linear_velocity = {INFINITY, INFINITY};
+ float max_linear_velocity = INFINITY;
//! Linear velocity coefficient. This scales the object's velocity for adjustment or damping.
vec2 linear_velocity_coefficient = {1, 1};
//! \}
@@ -108,7 +108,7 @@ public:
* The `PhysicsConstraints` struct defines the constraints that restrict an object's movement
* in certain directions or prevent rotation. These constraints effect only the physics system
* to prevent the object from moving or rotating in specified ways.
- *
+ *
*/
PhysicsConstraints constraints;
@@ -128,7 +128,7 @@ public:
* 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.
- *
+ *
*/
vec2 offset;
@@ -136,14 +136,14 @@ public:
* \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
+ * Each element represents a layer ID, and the GameObject will only detect
* collisions with other GameObjects that belong to these layers.
*/
std::set<int> collision_layers;
};
public:
- /**
+ /**
* \param game_object_id id of the gameobject the rigibody is added to.
* \param data struct to configure the rigidbody.
*/
@@ -152,15 +152,15 @@ public:
Data data;
public:
- /**
+ /**
* \brief add a linear force to the Rigidbody.
- *
+ *
* \param force Vector2 that is added to the linear force.
*/
void add_force_linear(const vec2 & force);
- /**
+ /**
* \brief add a angular force to the Rigidbody.
- *
+ *
* \param force Vector2 that is added to the angular force.
*/
void add_force_angular(float force);
diff --git a/src/crepe/api/Scene.cpp b/src/crepe/api/Scene.cpp
new file mode 100644
index 0000000..ad729d2
--- /dev/null
+++ b/src/crepe/api/Scene.cpp
@@ -0,0 +1,15 @@
+#include "Scene.h"
+
+using namespace crepe;
+
+SaveManager & Scene::get_save_manager() const { return mediator->save_manager; }
+
+GameObject Scene::new_object(const std::string & name, const std::string & tag,
+ const vec2 & position, double rotation, double scale) {
+ // Forward the call to ComponentManager's new_object method
+ return mediator->component_manager->new_object(name, tag, position, rotation, scale);
+}
+
+void Scene::set_persistent(const Asset & asset, bool persistent) {
+ mediator->resource_manager->set_persistent(asset, persistent);
+}
diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h
index 9f1e8ce..dcca9d4 100644
--- a/src/crepe/api/Scene.h
+++ b/src/crepe/api/Scene.h
@@ -2,17 +2,23 @@
#include <string>
+#include "../manager/ComponentManager.h"
#include "../manager/Mediator.h"
+#include "../manager/ResourceManager.h"
+#include "../util/Log.h"
#include "../util/OptionalRef.h"
+#include "GameObject.h"
+
namespace crepe {
class SceneManager;
class ComponentManager;
+class Asset;
/**
* \brief Represents a Scene
- *
+ *
* This class represents a Scene. The Scene class is only used as an interface for the game
* programmer.
*/
@@ -38,10 +44,10 @@ public:
// TODO: Late references should ALWAYS be private! This is currently kept as-is so unit tests
// keep passing, but this reference should not be directly accessible by the user!!!
-protected:
+private:
/**
* \name Late references
- *
+ *
* These references are set by SceneManager immediately after calling the constructor of Scene.
*
* \note Scene must have a constructor without arguments so the game programmer doesn't need to
@@ -53,6 +59,36 @@ protected:
//! Mediator reference
OptionalRef<Mediator> mediator;
//! \}
+
+protected:
+ /**
+ * \brief Retrieve the reference to the SaveManager instance
+ *
+ * \returns A reference to the SaveManager instance held by the Mediator.
+ */
+ SaveManager & get_save_manager() const;
+
+ //! \copydoc ComponentManager::new_object
+ GameObject new_object(const std::string & name, const std::string & tag = "",
+ const vec2 & position = {0, 0}, double rotation = 0,
+ double scale = 1);
+
+ //! \copydoc ResourceManager::set_persistent
+ void set_persistent(const Asset & asset, bool persistent);
+ /**
+ * \name Logging functions
+ * \see Log
+ * \{
+ */
+ //! \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);
+ //! \}
};
} // namespace crepe
+
+#include "Scene.hpp"
diff --git a/src/crepe/api/Scene.hpp b/src/crepe/api/Scene.hpp
new file mode 100644
index 0000000..14635df
--- /dev/null
+++ b/src/crepe/api/Scene.hpp
@@ -0,0 +1,19 @@
+#pragma once
+
+#include "../util/Log.h"
+
+#include "Scene.h"
+
+namespace crepe {
+
+template <class... Args>
+void Scene::logf(const Log::Level & level, std::format_string<Args...> fmt, Args &&... args) {
+ Log::logf(level, fmt, std::forward<Args>(args)...);
+}
+
+template <class... Args>
+void Scene::logf(std::format_string<Args...> fmt, Args &&... args) {
+ Log::logf(fmt, std::forward<Args>(args)...);
+}
+
+} // namespace crepe
diff --git a/src/crepe/api/Script.cpp b/src/crepe/api/Script.cpp
index 4091fd4..753a9e3 100644
--- a/src/crepe/api/Script.cpp
+++ b/src/crepe/api/Script.cpp
@@ -8,8 +8,7 @@ using namespace crepe;
using namespace std;
Script::~Script() {
- Mediator & mediator = this->mediator;
- EventManager & mgr = mediator.event_manager;
+ EventManager & mgr = this->mediator->event_manager;
for (auto id : this->listeners) {
mgr.unsubscribe(id);
}
@@ -21,7 +20,8 @@ void Script::subscribe(const EventHandler<CollisionEvent> & callback) {
}
void Script::set_next_scene(const string & name) {
- Mediator & mediator = this->mediator;
- SceneManager & mgr = mediator.scene_manager;
+ SceneManager & mgr = this->mediator->scene_manager;
mgr.set_next_scene(name);
}
+
+SaveManager & Script::get_save_manager() const { return this->mediator->save_manager; }
diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h
index d1be1dc..668e5d1 100644
--- a/src/crepe/api/Script.h
+++ b/src/crepe/api/Script.h
@@ -20,7 +20,7 @@ class ComponentManager;
* This class is used as a base class for user-defined scripts that can be added to game
* objects using the \c BehaviorScript component.
*
- * \info Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as
+ * \note Additional *events* (like Unity's OnDisable and OnEnable) should be implemented as
* member or lambda methods in derivative user script classes and registered in \c init().
*
* \warning Concrete scripts are allowed do create a custom constructor, but the utility
@@ -86,6 +86,25 @@ protected:
RefVector<T> get_components() const;
/**
+ * \copydoc ComponentManager::get_components_by_id
+ * \see 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
+ */
+ 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
+ */
+ 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
@@ -113,6 +132,9 @@ protected:
*/
void set_next_scene(const std::string & name);
+ //! Retrieve SaveManager reference
+ SaveManager & get_save_manager() const;
+
//! \}
private:
diff --git a/src/crepe/api/Script.hpp b/src/crepe/api/Script.hpp
index 45f1ff1..225a51c 100644
--- a/src/crepe/api/Script.hpp
+++ b/src/crepe/api/Script.hpp
@@ -20,10 +20,7 @@ T & Script::get_component() const {
template <typename T>
RefVector<T> Script::get_components() const {
- Mediator & mediator = this->mediator;
- ComponentManager & mgr = mediator.component_manager;
-
- return mgr.get_components_by_id<T>(this->game_object_id);
+ return this->get_components_by_id<T>(this->game_object_id);
}
template <typename... Args>
@@ -34,8 +31,7 @@ void Script::logf(Args &&... args) {
template <typename EventType>
void Script::subscribe_internal(const EventHandler<EventType> & callback,
event_channel_t channel) {
- Mediator & mediator = this->mediator;
- EventManager & mgr = mediator.event_manager;
+ EventManager & mgr = this->mediator->event_manager;
subscription_t listener = mgr.subscribe<EventType>(
[this, callback](const EventType & data) -> bool {
bool & active = this->active;
@@ -56,4 +52,26 @@ void Script::subscribe(const EventHandler<EventType> & callback) {
this->subscribe_internal(callback, EventManager::CHANNEL_ALL);
}
+template <typename T>
+RefVector<T> Script::get_components_by_id(game_object_id_t id) const {
+ Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+
+ return mgr.get_components_by_id<T>(id);
+}
+template <typename T>
+RefVector<T> Script::get_components_by_name(const std::string & name) const {
+ Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+
+ return mgr.get_components_by_name<T>(name);
+}
+template <typename T>
+RefVector<T> Script::get_components_by_tag(const std::string & tag) const {
+ Mediator & mediator = this->mediator;
+ ComponentManager & mgr = mediator.component_manager;
+
+ return mgr.get_components_by_tag<T>(tag);
+}
+
} // namespace crepe
diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp
index 0a2ad4c..ba684ba 100644
--- a/src/crepe/api/Sprite.cpp
+++ b/src/crepe/api/Sprite.cpp
@@ -1,30 +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 & image, const Color & color,
- const FlipSettings & flip, int sort_layer, int order_layer, int height)
+Sprite::Sprite(game_object_id_t id, const Asset & texture, const Sprite::Data & data)
: Component(id),
- color(color),
- flip(flip),
- sprite_image(std::move(image)),
- sorting_in_layer(sort_layer),
- order_in_layer(order_layer),
- height(height) {
+ source(texture),
+ data(data) {
dbg_trace();
-
- this->mask.w = sprite_image.get_size().x;
- this->mask.h = sprite_image.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 a0e90a0..a2409c2 100644
--- a/src/crepe/api/Sprite.h
+++ b/src/crepe/api/Sprite.h
@@ -1,11 +1,10 @@
#pragma once
-#include <cstdint>
-
#include "../Component.h"
+#include "api/Asset.h"
#include "Color.h"
-#include "Texture.h"
+#include "types.h"
namespace crepe {
@@ -20,58 +19,68 @@ class AnimatorSystem;
* flip settings, and is managed in layers with defined sorting orders.
*/
class Sprite : public Component {
-
public:
+ //! settings to flip the image
struct FlipSettings {
+ //! horizantal flip
bool flip_x = false;
+ //! vertical flip
bool flip_y = false;
};
+ //! Sprite data that does not have to be set in the constructor
+ struct Data {
+ /**
+ * \brief Sprite tint (multiplied)
+ *
+ * The sprite texture's pixels are multiplied by this color before being displayed
+ * (including alpha channel for transparency).
+ */
+ Color color = Color::WHITE;
+
+ //! Flip settings for the sprite
+ FlipSettings flip;
+
+ //! Layer sorting level of the sprite
+ const int sorting_in_layer = 0;
+
+ //! Order within the sorting layer
+ const int order_in_layer = 0;
+
+ /**
+ * \brief width and height of the sprite in game units
+ *
+ * - if exclusively width is specified, the height is calculated using the texture's aspect
+ * ratio
+ * - if exclusively height is specified, the width is calculated using the texture's aspect
+ * ratio
+ * - if both are specified the texture is streched to fit the specified size
+ */
+ vec2 size = {0, 0};
+
+ //! independent sprite angle. rotating clockwise direction in degrees
+ float angle_offset = 0;
+
+ //! independent sprite scale multiplier
+ float scale_offset = 1;
+
+ //! independent sprite offset position
+ vec2 position_offset;
+ };
+
public:
- // TODO: Loek comment in github #27 will be looked another time
- // about shared_ptr Texture
/**
- * \brief Constructs a Sprite with specified parameters.
* \param game_id Unique identifier for the game object this sprite belongs to.
- * \param image Shared pointer to the texture for this sprite.
- * \param color Color tint applied to the sprite.
- * \param flip Flip settings for horizontal and vertical orientation.
- * \param order_layer decides the sorting in layer of the sprite.
- * \param sort_layer decides the order in layer of the sprite.
- * \param height the height of the image in game units
- */
- Sprite(game_object_id_t id, Texture & image, const Color & color,
- const FlipSettings & flip, int sort_layer, int order_layer, int height);
-
- /**
- * \brief Destroys the Sprite instance.
+ * \param texture asset of the image
+ * \param ctx all the sprite data
*/
+ Sprite(game_object_id_t id, const Asset & texture, const Data & data);
~Sprite();
//! Texture used for the sprite
- const Texture sprite_image;
-
- //! Color tint of the sprite
- Color color;
-
- //! Flip settings for the sprite
- FlipSettings flip;
+ const Asset source;
- //! Layer sorting level of the sprite
- const int sorting_in_layer;
- //! Order within the sorting layer
- const int order_in_layer;
-
- //! height in world units
- const int height;
-
- /**
- * \aspect_ratio ratio of the img so that scaling will not become weird
- *
- * cannot be const because if Animator component is addded then ratio becomes scuffed and
- * does it need to be calculated again in the Animator
- */
- double aspect_ratio;
+ Data data;
private:
//! Reads the mask of sprite
@@ -83,6 +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/Transform.h b/src/crepe/api/Transform.h
index 6243a93..7ee6d65 100644
--- a/src/crepe/api/Transform.h
+++ b/src/crepe/api/Transform.h
@@ -7,7 +7,7 @@ namespace crepe {
/**
* \brief Transform component
- *
+ *
* This class represents the Transform component. It stores the position, rotation and scale of
* a GameObject.
*/
@@ -15,10 +15,10 @@ class Transform : public Component {
public:
//! Translation (shift)
vec2 position = {0, 0};
- //! Rotation, in degrees
- double rotation = 0;
+ //! Rotation, in degrees clockwise
+ float rotation = 0;
//! Multiplication factor
- double scale = 0;
+ float scale = 0;
protected:
/**
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