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-rw-r--r--src/crepe/system/AnimatorSystem.cpp31
-rw-r--r--src/crepe/system/AnimatorSystem.h3
-rw-r--r--src/crepe/system/CollisionSystem.cpp11
-rw-r--r--src/crepe/system/CollisionSystem.h75
-rw-r--r--src/crepe/system/InputSystem.cpp8
-rw-r--r--src/crepe/system/ParticleSystem.h10
-rw-r--r--src/crepe/system/PhysicsSystem.h4
-rw-r--r--src/crepe/system/RenderSystem.cpp40
-rw-r--r--src/crepe/system/RenderSystem.h23
-rw-r--r--src/crepe/system/ScriptSystem.h2
10 files changed, 110 insertions, 97 deletions
diff --git a/src/crepe/system/AnimatorSystem.cpp b/src/crepe/system/AnimatorSystem.cpp
index 8bb6465..549c35d 100644
--- a/src/crepe/system/AnimatorSystem.cpp
+++ b/src/crepe/system/AnimatorSystem.cpp
@@ -1,8 +1,8 @@
-#include <cstdint>
+
#include "../api/Animator.h"
-#include "../facade/SDLContext.h"
#include "../manager/ComponentManager.h"
+#include "api/LoopTimer.h"
#include "AnimatorSystem.h"
@@ -10,15 +10,30 @@ using namespace crepe;
void AnimatorSystem::update() {
ComponentManager & mgr = this->mediator.component_manager;
-
+ LoopTimer & timer = this->mediator.timer;
RefVector<Animator> animations = mgr.get_components_by_type<Animator>();
- uint64_t tick = SDLContext::get_instance().get_ticks();
+ double elapsed_time = timer.get_current_time();
+
for (Animator & a : animations) {
if (!a.active) continue;
- // (10 frames per second)
- a.curr_row = (tick / 100) % a.row;
- a.spritesheet.mask.x = (a.curr_row * a.spritesheet.mask.w) + a.curr_col;
- a.spritesheet.mask = a.spritesheet.mask;
+
+ Animator::Data & ctx = a.data;
+ float frame_duration = 1.0f / ctx.fps;
+
+ int last_frame = ctx.row;
+
+ int cycle_end = (ctx.cycle_end == -1) ? a.max_rows : ctx.cycle_end;
+ int total_frames = cycle_end - ctx.cycle_start;
+
+ int curr_frame = static_cast<int>(elapsed_time / frame_duration) % total_frames;
+
+ ctx.row = ctx.cycle_start + curr_frame;
+ a.spritesheet.mask.x = ctx.row * a.spritesheet.mask.w;
+ a.spritesheet.mask.y = (ctx.col * a.spritesheet.mask.h);
+
+ if (!ctx.looping && curr_frame == ctx.cycle_start && last_frame == total_frames - 1) {
+ a.active = false;
+ }
}
}
diff --git a/src/crepe/system/AnimatorSystem.h b/src/crepe/system/AnimatorSystem.h
index f8179a9..7d3f565 100644
--- a/src/crepe/system/AnimatorSystem.h
+++ b/src/crepe/system/AnimatorSystem.h
@@ -2,9 +2,6 @@
#include "System.h"
-//TODO:
-// control if flip works with animation system
-
namespace crepe {
/**
diff --git a/src/crepe/system/CollisionSystem.cpp b/src/crepe/system/CollisionSystem.cpp
index 1282f7a..44a0431 100644
--- a/src/crepe/system/CollisionSystem.cpp
+++ b/src/crepe/system/CollisionSystem.cpp
@@ -155,8 +155,8 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal
data1.rigidbody);
vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
data2.rigidbody);
- resolution = this->get_circle_box_resolution(collider2, collider1, collider_pos2,
- collider_pos1, true);
+ resolution = -this->get_circle_box_resolution(collider2, collider1, collider_pos2,
+ collider_pos1);
break;
}
case CollisionInternalType::CIRCLE_CIRCLE: {
@@ -182,7 +182,7 @@ CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal
vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform,
data2.rigidbody);
resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1,
- collider_pos2, false);
+ collider_pos2);
break;
}
}
@@ -268,8 +268,7 @@ vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider & circle
vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_collider,
const BoxCollider & box_collider,
const vec2 & circle_position,
- const vec2 & box_position,
- bool inverse) const {
+ const vec2 & box_position) const {
vec2 delta = circle_position - box_position;
// Compute half-dimensions of the box
@@ -291,7 +290,7 @@ vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_co
// Compute penetration depth
float penetration_depth = circle_collider.radius - distance;
- if (inverse) collision_normal = -collision_normal;
+
// Compute the resolution vector
vec2 resolution = collision_normal * penetration_depth;
diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h
index eee582b..5b136c6 100644
--- a/src/crepe/system/CollisionSystem.h
+++ b/src/crepe/system/CollisionSystem.h
@@ -37,7 +37,7 @@ private:
/**
* \brief A structure to store the collision data of a single collider.
- *
+ *
* This structure all components and id that are for needed within this system when calculating or handeling collisions.
* The transform and rigidbody are mostly needed for location and rotation.
* In rigidbody additional info is written about what the body of the object is,
@@ -65,7 +65,7 @@ private:
public:
/**
* \brief Structure representing detailed collision information between two colliders.
- *
+ *
* Includes information about the colliding objects and the resolution data for handling the collision.
*/
struct CollisionInfo {
@@ -90,9 +90,9 @@ public:
private:
/**
* \brief Determines the type of collider pair from two colliders.
- *
+ *
* Uses std::holds_alternative to identify the types of the provided colliders.
- *
+ *
* \param collider1 First collider variant (BoxCollider or CircleCollider).
* \param collider2 Second collider variant (BoxCollider or CircleCollider).
* \return The combined type of the two colliders.
@@ -102,9 +102,9 @@ private:
/**
* \brief Calculates the current position of a collider.
- *
+ *
* Combines the Collider offset, Transform position, and Rigidbody offset to compute the position of the collider.
- *
+ *
* \param collider_offset The offset of the collider.
* \param transform The Transform of the associated game object.
* \param rigidbody The Rigidbody of the associated game object.
@@ -116,9 +116,9 @@ private:
private:
/**
* \brief Handles collision resolution between two colliders.
- *
+ *
* Processes collision data and adjusts objects to resolve collisions and/or calls the user oncollision script function.
- *
+ *
* \param data1 Collision data for the first collider.
* \param data2 Collision data for the second collider.
*/
@@ -126,9 +126,9 @@ private:
/**
* \brief Resolves collision between two colliders and calculates the movement required.
- *
+ *
* Determines the displacement and direction needed to separate colliders based on their types.
- *
+ *
* \param data1 Collision data for the first collider.
* \param data2 Collision data for the second collider.
* \param type The type of collider pair.
@@ -140,9 +140,9 @@ private:
/**
* \brief Calculates the resolution vector for two BoxColliders.
- *
+ *
* Computes the displacement required to separate two overlapping BoxColliders.
- *
+ *
* \param box_collider1 The first BoxCollider.
* \param box_collider2 The second BoxCollider.
* \param position1 The position of the first BoxCollider.
@@ -155,13 +155,13 @@ private:
/**
* \brief Calculates the resolution vector for two CircleCollider.
- *
+ *
* Computes the displacement required to separate two overlapping CircleCollider.
- *
+ *
* \param circle_collider1 The first CircleCollider.
* \param circle_collider2 The second CircleCollider.
- * \param position1 The position of the first CircleCollider.
- * \param position2 The position of the second CircleCollider.
+ * \param final_position1 The position of the first CircleCollider.
+ * \param final_position2 The position of the second CircleCollider.
* \return The resolution vector for the collision.
*/
vec2 get_circle_circle_resolution(const CircleCollider & circle_collider1,
@@ -171,35 +171,34 @@ private:
/**
* \brief Calculates the resolution vector for two CircleCollider.
- *
+ *
* Computes the displacement required to separate two overlapping CircleCollider.
- *
+ *
* \param circle_collider The first CircleCollider.
* \param box_collider The second CircleCollider.
* \param circle_position The position of the CircleCollider.
* \param box_position The position of the BoxCollider.
- * \param inverse Inverted true if box circle collision, false if circle box collision (inverts the direction).
* \return The resolution vector for the collision.
*/
vec2 get_circle_box_resolution(const CircleCollider & circle_collider,
const BoxCollider & box_collider,
- const vec2 & circle_position, const vec2 & box_position,
- bool inverse) const;
+ const vec2 & circle_position,
+ const vec2 & box_position) const;
/**
* \brief Determines the appropriate collision handler for a collision.
- *
+ *
* Decides the correct resolution process based on the dynamic or static nature of the colliders involved.
- *
+ *
* \param info Collision information containing data about both colliders.
*/
void determine_collision_handler(CollisionInfo & info);
/**
* \brief Handles collisions involving static objects.
- *
+ *
* Resolves collisions by adjusting positions and modifying velocities if bounce is enabled.
- *
+ *
* \param info Collision information containing data about both colliders.
*/
void static_collision_handler(CollisionInfo & info);
@@ -207,9 +206,9 @@ private:
private:
/**
* \brief Checks for collisions between colliders.
- *
+ *
* Identifies collisions and generates pairs of colliding objects for further processing.
- *
+ *
* \param colliders A collection of all active colliders.
* \return A list of collision pairs with their associated data.
*/
@@ -218,15 +217,15 @@ private:
/**
* \brief Checks if two collision layers have at least one common layer.
- *
- * This function checks if there is any overlapping layer between the two input
- * collision layer vectors. It compares each layer from the first vector to see
- * if it exists in the second vector. If at least one common layer is found,
- * the function returns true, indicating that the two colliders share a common
+ *
+ * This function checks if there is any overlapping layer between the two inputs.
+ * It compares each layer from the first input to see
+ * if it exists in the second input. If at least one common layer is found,
+ * the function returns true, indicating that the two colliders share a common
* collision layer.
- *
- * \param layers1 A vector of collision layers for the first collider.
- * \param layers2 A vector of collision layers for the second collider.
+ *
+ * \param layers1 all collision layers for the first collider.
+ * \param layers2 all collision layers for the second collider.
* \return Returns true if there is at least one common layer, false otherwise.
*/
@@ -234,9 +233,9 @@ private:
/**
* \brief Checks for collision between two colliders.
- *
+ *
* Calls the appropriate collision detection function based on the collider types.
- *
+ *
* \param first_info Collision data for the first collider.
* \param second_info Collision data for the second collider.
* \param type The type of collider pair.
@@ -248,7 +247,7 @@ private:
/**
* \brief Detects collisions between two BoxColliders.
- *
+ *
* \param box1 The first BoxCollider.
* \param box2 The second BoxCollider.
* \param transform1 Transform of the first object.
diff --git a/src/crepe/system/InputSystem.cpp b/src/crepe/system/InputSystem.cpp
index 7cc8d30..aaa8bdf 100644
--- a/src/crepe/system/InputSystem.cpp
+++ b/src/crepe/system/InputSystem.cpp
@@ -24,10 +24,10 @@ void InputSystem::update() {
RefVector<Transform> transform_vec
= mgr.get_components_by_id<Transform>(current_cam.game_object_id);
Transform & cam_transform = transform_vec.front().get();
- int camera_origin_x
- = cam_transform.position.x + current_cam.offset.x - (current_cam.viewport_size.x / 2);
- int camera_origin_y
- = cam_transform.position.y + current_cam.offset.y - (current_cam.viewport_size.y / 2);
+ int camera_origin_x = cam_transform.position.x + current_cam.data.postion_offset.x
+ - (current_cam.viewport_size.x / 2);
+ int camera_origin_y = cam_transform.position.y + current_cam.data.postion_offset.y
+ - (current_cam.viewport_size.y / 2);
for (const SDLContext::EventData & event : event_list) {
int world_mouse_x = event.mouse_position.x + camera_origin_x;
diff --git a/src/crepe/system/ParticleSystem.h b/src/crepe/system/ParticleSystem.h
index c647284..068f01c 100644
--- a/src/crepe/system/ParticleSystem.h
+++ b/src/crepe/system/ParticleSystem.h
@@ -25,7 +25,7 @@ public:
private:
/**
* \brief Emits a particle from the specified emitter based on its emission properties.
- *
+ *
* \param emitter Reference to the ParticleEmitter.
* \param transform Const reference to the Transform component associated with the emitter.
*/
@@ -34,7 +34,7 @@ private:
/**
* \brief Calculates the number of times particles should be emitted based on emission rate
* and update count.
- *
+ *
* \param count Current update count.
* \param emission Emission rate.
* \return The number of particles to emit.
@@ -44,7 +44,7 @@ private:
/**
* \brief Checks whether particles are within the emitter’s boundary, resets or stops
* particles if they exit.
- *
+ *
* \param emitter Reference to the ParticleEmitter.
* \param transform Const reference to the Transform component associated with the emitter.
*/
@@ -52,7 +52,7 @@ private:
/**
* \brief Generates a random angle for particle emission within the specified range.
- *
+ *
* \param min_angle Minimum emission angle in degrees.
* \param max_angle Maximum emission angle in degrees.
* \return Random angle in degrees.
@@ -61,7 +61,7 @@ private:
/**
* \brief Generates a random speed for particle emission within the specified range.
- *
+ *
* \param min_speed Minimum emission speed.
* \param max_speed Maximum emission speed.
* \return Random speed.
diff --git a/src/crepe/system/PhysicsSystem.h b/src/crepe/system/PhysicsSystem.h
index 227ab69..26152a5 100644
--- a/src/crepe/system/PhysicsSystem.h
+++ b/src/crepe/system/PhysicsSystem.h
@@ -6,7 +6,7 @@ namespace crepe {
/**
* \brief System that controls all physics
- *
+ *
* This class is a physics system that uses a rigidbody and transform to add physics to a game
* object.
*/
@@ -15,7 +15,7 @@ public:
using System::System;
/**
* \brief updates the physics system.
- *
+ *
* It calculates new velocties and changes the postion in the transform.
*/
void update() override;
diff --git a/src/crepe/system/RenderSystem.cpp b/src/crepe/system/RenderSystem.cpp
index 92dba43..26f2c85 100644
--- a/src/crepe/system/RenderSystem.cpp
+++ b/src/crepe/system/RenderSystem.cpp
@@ -17,13 +17,19 @@
using namespace crepe;
using namespace std;
-void RenderSystem::clear_screen() { this->context.clear_screen(); }
+void RenderSystem::clear_screen() {
+ SDLContext & ctx = this->mediator.sdl_context;
+ ctx.clear_screen();
+}
-void RenderSystem::present_screen() { this->context.present_screen(); }
+void RenderSystem::present_screen() {
+ SDLContext & ctx = this->mediator.sdl_context;
+ ctx.present_screen();
+}
-const Camera & RenderSystem::update_camera() {
+SDLContext::CameraValues RenderSystem::update_camera() {
ComponentManager & mgr = this->mediator.component_manager;
-
+ SDLContext & ctx = this->mediator.sdl_context;
RefVector<Camera> cameras = mgr.get_components_by_type<Camera>();
if (cameras.size() == 0) throw std::runtime_error("No cameras in current scene");
@@ -32,16 +38,18 @@ const Camera & RenderSystem::update_camera() {
if (!cam.active) continue;
const Transform & transform
= mgr.get_components_by_id<Transform>(cam.game_object_id).front().get();
- this->context.set_camera(cam);
- this->cam_pos = transform.position + cam.offset;
- return cam;
+ SDLContext::CameraValues cam_val = ctx.set_camera(cam);
+ cam_val.cam_pos = transform.position + cam.data.postion_offset;
+ return cam_val;
}
throw std::runtime_error("No active cameras in current scene");
}
bool sorting_comparison(const Sprite & a, const Sprite & b) {
- if (a.sorting_in_layer < b.sorting_in_layer) return true;
- if (a.sorting_in_layer == b.sorting_in_layer) return a.order_in_layer < b.order_in_layer;
+ if (a.data.sorting_in_layer != b.data.sorting_in_layer)
+ return a.data.sorting_in_layer < b.data.sorting_in_layer;
+ if (a.data.order_in_layer != b.data.order_in_layer)
+ return a.data.order_in_layer < b.data.order_in_layer;
return false;
}
@@ -59,10 +67,11 @@ void RenderSystem::update() {
this->present_screen();
}
-bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
+bool RenderSystem::render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam,
const double & scale) {
ComponentManager & mgr = this->mediator.component_manager;
+ SDLContext & ctx = this->mediator.sdl_context;
vector<reference_wrapper<ParticleEmitter>> emitters
= mgr.get_components_by_id<ParticleEmitter>(sprite.game_object_id);
@@ -77,10 +86,9 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
for (const Particle & p : em.data.particles) {
if (!p.active) continue;
- this->context.draw(SDLContext::RenderContext{
+ ctx.draw(SDLContext::RenderContext{
.sprite = sprite,
.cam = cam,
- .cam_pos = this->cam_pos,
.pos = p.position,
.angle = p.angle,
.scale = scale,
@@ -89,12 +97,12 @@ bool RenderSystem::render_particle(const Sprite & sprite, const Camera & cam,
}
return rendering_particles;
}
-void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam,
+void RenderSystem::render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam,
const Transform & tm) {
- this->context.draw(SDLContext::RenderContext{
+ SDLContext & ctx = this->mediator.sdl_context;
+ ctx.draw(SDLContext::RenderContext{
.sprite = sprite,
.cam = cam,
- .cam_pos = this->cam_pos,
.pos = tm.position,
.angle = tm.rotation,
.scale = tm.scale,
@@ -103,7 +111,7 @@ void RenderSystem::render_normal(const Sprite & sprite, const Camera & cam,
void RenderSystem::render() {
ComponentManager & mgr = this->mediator.component_manager;
- const Camera & cam = this->update_camera();
+ const SDLContext::CameraValues & cam = this->update_camera();
RefVector<Sprite> sprites = mgr.get_components_by_type<Sprite>();
RefVector<Sprite> sorted_sprites = this->sort(sprites);
diff --git a/src/crepe/system/RenderSystem.h b/src/crepe/system/RenderSystem.h
index 096d058..e270a6b 100644
--- a/src/crepe/system/RenderSystem.h
+++ b/src/crepe/system/RenderSystem.h
@@ -18,7 +18,7 @@ class Transform;
* \brief Manages rendering operations for all game objects.
*
* RenderSystem is responsible for rendering, clearing and presenting the screen, and
- * managing the active camera.
+ * managing the active camera.
*/
class RenderSystem : public System {
public:
@@ -37,7 +37,7 @@ private:
void present_screen();
//! Updates the active camera used for rendering.
- const Camera & update_camera();
+ SDLContext::CameraValues update_camera();
//! Renders the whole screen
void render();
@@ -52,20 +52,22 @@ private:
* constructor is now protected i cannot make tmp inside
* \return true if particles have been rendered
*/
- bool render_particle(const Sprite & sprite, const Camera & cam, const double & scale);
+ bool render_particle(const Sprite & sprite, const SDLContext::CameraValues & cam,
+ const double & scale);
/**
- * \brief renders a sprite with a Transform component on the screen
+ * \brief renders a sprite with a Transform component on the screen
*
* \param sprite the sprite component that holds all the data
- * \param tm the Transform component that holds the position,rotation and scale
+ * \param tm the Transform component that holds the position,rotation and scale
*/
- void render_normal(const Sprite & sprite, const Camera & cam, const Transform & tm);
+ void render_normal(const Sprite & sprite, const SDLContext::CameraValues & cam,
+ const Transform & tm);
/**
* \brief sort a vector sprite objects with
*
- * \param objs the vector that will do a sorting algorithm on
+ * \param objs the vector that will do a sorting algorithm on
* \return returns a sorted reference vector
*/
RefVector<Sprite> sort(RefVector<Sprite> & objs) const;
@@ -75,13 +77,6 @@ private:
* \todo Implement a text component and a button component.
* \todo Consider adding text input functionality.
*/
-
-private:
- // FIXME: retrieve sdlcontext via mediator after #PR57
- SDLContext & context = SDLContext::get_instance();
-
- //! camera postion in the current scene
- vec2 cam_pos;
};
} // namespace crepe
diff --git a/src/crepe/system/ScriptSystem.h b/src/crepe/system/ScriptSystem.h
index 936e9ca..3db1b1e 100644
--- a/src/crepe/system/ScriptSystem.h
+++ b/src/crepe/system/ScriptSystem.h
@@ -8,7 +8,7 @@ class Script;
/**
* \brief Script system
- *
+ *
* The script system is responsible for all \c BehaviorScript components, and
* calls the methods on classes derived from \c Script.
*/