diff options
Diffstat (limited to 'src/crepe')
42 files changed, 1514 insertions, 354 deletions
| diff --git a/src/crepe/Collider.cpp b/src/crepe/Collider.cpp index bbec488..77e11c8 100644 --- a/src/crepe/Collider.cpp +++ b/src/crepe/Collider.cpp @@ -2,4 +2,4 @@  using namespace crepe; -Collider::Collider(game_object_id_t id) : Component(id) {} +Collider::Collider(game_object_id_t id, const vec2 & offset) : Component(id), offset(offset) {} diff --git a/src/crepe/Collider.h b/src/crepe/Collider.h index 827f83d..42ccfd4 100644 --- a/src/crepe/Collider.h +++ b/src/crepe/Collider.h @@ -1,14 +1,23 @@  #pragma once  #include "Component.h" +#include "types.h"  namespace crepe {  class Collider : public Component {  public: -	Collider(game_object_id_t id); +	Collider(game_object_id_t id, const vec2 & offset); -	int size; +public: +	/** +	* \brief Offset of the collider relative to the rigidbody position. +	* +	* The `offset` defines the positional shift applied to the collider relative to the position of the rigidbody it is attached to. +	* This allows the collider to be placed at a different position than the rigidbody. +	* +	*/ +	vec2 offset;  };  } // namespace crepe diff --git a/src/crepe/Component.h b/src/crepe/Component.h index 67bcc68..060ff00 100644 --- a/src/crepe/Component.h +++ b/src/crepe/Component.h @@ -8,7 +8,7 @@ class ComponentManager;  /**   * \brief Base class for all components - *  + *   * This class is the base class for all components. It provides a common interface for all   * components.   */ diff --git a/src/crepe/api/Animator.cpp b/src/crepe/api/Animator.cpp index 45f67f6..b8a91dc 100644 --- a/src/crepe/api/Animator.cpp +++ b/src/crepe/api/Animator.cpp @@ -7,21 +7,53 @@  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, unsigned int max_row, +				   unsigned int max_col, const Animator::Data & data)  	: Component(id), -	  spritesheet(ss), -	  row(row), -	  col(col) { +	  spritesheet(spritesheet), +	  max_rows(max_row), +	  max_columns(max_col), +	  data(data) {  	dbg_trace(); -	this->spritesheet.mask.h /= col; -	this->spritesheet.mask.w /= row; -	this->spritesheet.mask.x = 0; -	this->spritesheet.mask.y = col_animator * this->spritesheet.mask.h; -	this->active = false; +	this->spritesheet.mask.h /= this->max_columns; +	this->spritesheet.mask.w /= this->max_rows; +	this->spritesheet.mask.x = this->data.row * this->spritesheet.mask.w; +	this->spritesheet.mask.y = this->data.col * this->spritesheet.mask.h;  	// 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;  } +  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->max_rows; +	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..7c850b8 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 +18,86 @@ 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 max_row maximum of rows inside the given spritesheet +	 * \param max_col maximum of 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, unsigned int max_row, +			 unsigned int max_col, const Animator::Data & data);  	~Animator(); // dbg_trace -private: -	//! A reference to the Sprite sheet containing the animation frames. -	Sprite & spritesheet; - +public:  	//! The maximum number of columns in the sprite sheet. -	const int col; - +	const unsigned int max_columns;  	//! The maximum number of rows in the sprite sheet. -	const int row; - -	//! The current col being animated. -	int curr_col = 0; - -	//! The current row being animated. -	int curr_row = 0; - -	//TODO: Is this necessary? -	//int fps; +	const unsigned int max_rows; +	Animator::Data data;  private: -	//! AnimatorSystem adjust the private member parameters of Animator; -	friend class AnimatorSystem; - -	//! SDLContext reads the Animator member var's -	friend class SDLContext; +	//! A reference to the Sprite sheet containing. +	Sprite & spritesheet; +	//! Uses the spritesheet +	friend AnimatorSystem;  }; +  } // namespace crepe -// diff --git a/src/crepe/api/BoxCollider.cpp b/src/crepe/api/BoxCollider.cpp new file mode 100644 index 0000000..c097a24 --- /dev/null +++ b/src/crepe/api/BoxCollider.cpp @@ -0,0 +1,10 @@ +#include "BoxCollider.h" + +#include "../Collider.h" + +using namespace crepe; + +BoxCollider::BoxCollider(game_object_id_t game_object_id, const vec2 & offset, +						 const vec2 & dimensions) +	: Collider(game_object_id, offset), +	  dimensions(dimensions) {} diff --git a/src/crepe/api/BoxCollider.h b/src/crepe/api/BoxCollider.h new file mode 100644 index 0000000..1ac4d46 --- /dev/null +++ b/src/crepe/api/BoxCollider.h @@ -0,0 +1,22 @@ +#pragma once + +#include "../Collider.h" +#include "Vector2.h" +#include "types.h" + +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 { +public: +	BoxCollider(game_object_id_t game_object_id, const vec2 & offset, const vec2 & dimensions); + +	//! Width and height of the box collider +	vec2 dimensions; +}; + +} // namespace crepe 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 b186e0c..a163faf 100644 --- a/src/crepe/api/CMakeLists.txt +++ b/src/crepe/api/CMakeLists.txt @@ -12,6 +12,8 @@ target_sources(crepe PUBLIC  	Metadata.cpp  	Camera.cpp  	Animator.cpp +	BoxCollider.cpp +	CircleCollider.cpp  	IKeyListener.cpp  	IMouseListener.cpp  	LoopManager.cpp @@ -36,11 +38,13 @@ target_sources(crepe PUBLIC FILE_SET HEADERS FILES  	Vector2.h  	Vector2.hpp  	Color.h -	Texture.h  +	Texture.h  	Scene.h  	Metadata.h  	Camera.h  	Animator.h +	BoxCollider.h +	CircleCollider.h  	EventHandler.h  	EventHandler.hpp  	Event.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.cpp b/src/crepe/api/CircleCollider.cpp new file mode 100644 index 0000000..a4271e9 --- /dev/null +++ b/src/crepe/api/CircleCollider.cpp @@ -0,0 +1,8 @@ +#include "CircleCollider.h" + +using namespace crepe; + +CircleCollider::CircleCollider(game_object_id_t game_object_id, const vec2 & offset, +							   float radius) +	: Collider(game_object_id, offset), +	  radius(radius) {} diff --git a/src/crepe/api/CircleCollider.h b/src/crepe/api/CircleCollider.h index e77a592..c7bf66e 100644 --- a/src/crepe/api/CircleCollider.h +++ b/src/crepe/api/CircleCollider.h @@ -1,14 +1,22 @@  #pragma once + +#include "Vector2.h" +  #include "../Collider.h"  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 {  public: -	CircleCollider(game_object_id_t game_object_id, int radius) -		: Collider(game_object_id), -		  radius(radius) {} -	int radius; +	CircleCollider(game_object_id_t game_object_id, const vec2 & offset, float radius); + +	//! Radius of the circle collider. +	float radius;  };  } // namespace crepe diff --git a/src/crepe/api/Config.h b/src/crepe/api/Config.h index 7be506e..6472270 100644 --- a/src/crepe/api/Config.h +++ b/src/crepe/api/Config.h @@ -58,10 +58,9 @@ struct Config final {  	//! 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 diff --git a/src/crepe/api/Event.h b/src/crepe/api/Event.h index 6298118..f2f3daf 100644 --- a/src/crepe/api/Event.h +++ b/src/crepe/api/Event.h @@ -112,10 +112,6 @@ public:  	//! scroll amount in y axis (from and away from the person).  	float scroll_delta = 0;  }; -/** - * \brief Event triggered during a collision between objects. - */ -class CollisionEvent : public Event {};  /**   * \brief Event triggered when text is submitted, e.g., from a text input. 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/LoopManager.cpp b/src/crepe/api/LoopManager.cpp index dc2d9e0..044f096 100644 --- a/src/crepe/api/LoopManager.cpp +++ b/src/crepe/api/LoopManager.cpp @@ -5,6 +5,7 @@  #include "../system/PhysicsSystem.h"  #include "../system/RenderSystem.h"  #include "../system/ScriptSystem.h" +#include "manager/EventManager.h"  #include "LoopManager.h" @@ -12,9 +13,6 @@ 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>(); @@ -32,7 +30,14 @@ void LoopManager::start() {  }  void LoopManager::set_running(bool running) { this->game_running = running; } -void LoopManager::fixed_update() {} +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::loop() {  	LoopTimer & timer = this->loop_timer; @@ -56,15 +61,17 @@ void LoopManager::loop() {  void LoopManager::setup() {  	LoopTimer & timer = this->loop_timer; -  	this->game_running = true; +	this->scene_manager.load_next_scene();  	timer.start();  	timer.set_fps(200); +	this->scene_manager.load_next_scene();  }  void LoopManager::render() {  	if (!this->game_running) return; +	this->get_system<AnimatorSystem>().update();  	this->get_system<RenderSystem>().update();  } 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.cpp b/src/crepe/api/Rigidbody.cpp index 576ca45..8213afb 100644 --- a/src/crepe/api/Rigidbody.cpp +++ b/src/crepe/api/Rigidbody.cpp @@ -10,6 +10,4 @@ void crepe::Rigidbody::add_force_linear(const vec2 & force) {  	this->data.linear_velocity += force;  } -void crepe::Rigidbody::add_force_angular(double force) { -	this->data.angular_velocity += force; -} +void crepe::Rigidbody::add_force_angular(float force) { this->data.angular_velocity += force; } diff --git a/src/crepe/api/Rigidbody.h b/src/crepe/api/Rigidbody.h index 3b0588f..40c6bf1 100644 --- a/src/crepe/api/Rigidbody.h +++ b/src/crepe/api/Rigidbody.h @@ -1,5 +1,8 @@  #pragma once +#include <cmath> +#include <set> +  #include "../Component.h"  #include "types.h" @@ -8,7 +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.   */ @@ -16,7 +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 { @@ -29,54 +32,118 @@ 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.  	 */  	struct PhysicsConstraints { -		//! X constraint +		//! Prevent movement along X axis  		bool x = false; -		//! Y constraint +		//! Prevent movement along Y axis  		bool y = false; -		//! rotation constraint +		//! Prevent rotation  		bool rotation = false;  	};  public: -	/**  +	/**  	 * \brief struct for Rigidbody data -	 *  +	 *  	 * This struct holds the data for the Rigidbody.  	 */  	struct Data {  		//! objects mass -		double mass = 0.0; -		//! gravtiy scale -		double gravity_scale = 0.0; -		//! Changes if physics apply +		float mass = 0.0; +		/** +		* \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; + +		//! Defines the type of the physics body, which determines how the physics system interacts with the object.  		BodyType body_type = BodyType::DYNAMIC; -		//! linear velocity of object + +		/** +		* \name Linear (positional) motion +		* +		* These variables define the linear motion (movement along the position) of an object. +		* The linear velocity is applied to the object's position in each update of the PhysicsSystem. +		* The motion is affected by the object's linear velocity, its maximum velocity, and a coefficient +		* that can scale the velocity over time. +		* +		* \{ +		*/ +		//! Linear velocity of the object (speed and direction).  		vec2 linear_velocity; -		//! maximum linear velocity of object -		vec2 max_linear_velocity; -		//! linear damping of object -		vec2 linear_damping; -		//! angular velocity of object -		double angular_velocity = 0.0; -		//! max angular velocity of object -		double max_angular_velocity = 0.0; -		//! angular damping of object -		double angular_damping = 0.0; -		//! movements constraints of object +		//! Maximum linear velocity of the object. This limits the object's speed. +		vec2 max_linear_velocity = {INFINITY, INFINITY}; +		//! Linear velocity coefficient. This scales the object's velocity for adjustment or damping. +		vec2 linear_velocity_coefficient = {1, 1}; +		//! \} + +		/** +		* \name Angular (rotational) motion +		* +		* These variables define the angular motion (rotation) of an object. +		* The angular velocity determines how quickly the object rotates, while the maximum angular velocity +		* sets a limit on the rotation speed. The angular velocity coefficient applies damping or scaling +		* to the angular velocity, which can be used to simulate friction or other effects that slow down rotation. +		* +		* \{ +		*/ +		//! Angular velocity of the object, representing the rate of rotation (in degrees). +		float angular_velocity = 0; +		//! Maximum angular velocity of the object. This limits the maximum rate of rotation. +		float max_angular_velocity = INFINITY; +		//! Angular velocity coefficient. This scales the object's angular velocity, typically used for damping. +		float angular_velocity_coefficient = 1; +		//! \} + +		/** +		* \brief Movement constraints for an object. +		* +		* 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; -		//! if gravity applies -		bool use_gravity = true; -		//! if object bounces -		bool bounce = false; + +		/** +		* \brief Elasticity factor of the material (bounce factor). +		* +		* The `elasticity_coefficient` controls how much of the object's velocity is retained after a collision. +		* It represents the material's ability to bounce or recover velocity upon impact. The coefficient is a value +		* above 0.0. +		* +		*/ +		float elastisity_coefficient = 0.0; + +		/** +		* \brief Offset of all colliders relative to the object's transform position. +		* +		* 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; + +		/** +		 * \brief Defines the collision layers of a GameObject. +		 * +		 * The `collision_layers` specifies the layers that the GameObject will collide with. +		 * Each element represents a layer ID, and the GameObject will only detect +		 * collisions with other GameObjects that belong to these layers. +		 */ +		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.  	 */ @@ -85,18 +152,27 @@ 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(double force); +	void add_force_angular(float force); + +protected: +	/** +	* Ensures there is at most one Rigidbody component per entity. +	* \return Always returns 1, indicating this constraint. +	*/ +	virtual int get_instances_max() const { return 1; } +	//! ComponentManager instantiates all components +	friend class ComponentManager;  };  } // namespace crepe diff --git a/src/crepe/api/Scene.h b/src/crepe/api/Scene.h index 9f1e8ce..ba9bb76 100644 --- a/src/crepe/api/Scene.h +++ b/src/crepe/api/Scene.h @@ -12,7 +12,7 @@ class ComponentManager;  /**   * \brief Represents a Scene - *  + *   * This class represents a Scene. The Scene class is only used as an interface for the game   * programmer.   */ @@ -41,7 +41,7 @@ public:  protected:  	/**  	 * \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 diff --git a/src/crepe/api/Script.h b/src/crepe/api/Script.h index 1b339b0..d99ab0e 100644 --- a/src/crepe/api/Script.h +++ b/src/crepe/api/Script.h @@ -4,6 +4,7 @@  #include "../manager/EventManager.h"  #include "../manager/Mediator.h" +#include "../system/CollisionSystem.h"  #include "../types.h"  #include "../util/OptionalRef.h" @@ -19,7 +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 diff --git a/src/crepe/api/Sprite.cpp b/src/crepe/api/Sprite.cpp index 0a2ad4c..cc0e20a 100644 --- a/src/crepe/api/Sprite.cpp +++ b/src/crepe/api/Sprite.cpp @@ -6,24 +6,20 @@  #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, Texture & 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) { +	  texture(std::move(texture)), +	  data(data) {  	dbg_trace(); -	this->mask.w = sprite_image.get_size().x; -	this->mask.h = sprite_image.get_size().y; +	this->mask.w = this->texture.get_size().x; +	this->mask.h = this->texture.get_size().y;  	this->aspect_ratio = static_cast<double>(this->mask.w) / this->mask.h;  } diff --git a/src/crepe/api/Sprite.h b/src/crepe/api/Sprite.h index a0e90a0..dbf41e4 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 "Color.h"  #include "Texture.h" +#include "types.h"  namespace crepe { @@ -20,60 +19,79 @@ 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, Texture & 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 Texture texture; -	//! 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; +	Data data; +private:  	/** -	 * \aspect_ratio ratio of the img so that scaling will not become weird +	 * \brief ratio of the img  	 * -	 * cannot be const because if Animator component is addded then ratio becomes scuffed and -	 * does it need to be calculated again in the Animator +	 * - This will multiply one of \c size variable if it is 0. +	 * - Will be adjusted if \c Animator component is added to an GameObject that is why this +	 *   value cannot be const.  	 */ -	double aspect_ratio; +	float aspect_ratio; -private:  	//! Reads the mask of sprite  	friend class SDLContext; 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/facade/SDLContext.cpp b/src/crepe/facade/SDLContext.cpp index ad9f1f0..4cc2206 100644 --- a/src/crepe/facade/SDLContext.cpp +++ b/src/crepe/facade/SDLContext.cpp @@ -11,19 +11,17 @@  #include <cstddef>  #include <cstdint>  #include <functional> -#include <iostream>  #include <memory>  #include <stdexcept>  #include "../api/Camera.h" +#include "../api/Color.h"  #include "../api/Config.h"  #include "../api/Sprite.h"  #include "../api/Texture.h" -#include "../manager/EventManager.h"  #include "../util/Log.h"  #include "SDLContext.h" -#include "api/Color.h"  #include "types.h"  using namespace crepe; @@ -215,11 +213,13 @@ MouseButton SDLContext::sdl_to_mousebutton(Uint8 sdl_button) {  	return MOUSE_BUTTON_LOOKUP_TABLE[sdl_button];  } -void SDLContext::clear_screen() { +void SDLContext::clear_screen() { SDL_RenderClear(this->game_renderer.get()); } +void SDLContext::present_screen() {  	SDL_SetRenderDrawColor(this->game_renderer.get(), 0, 0, 0, 255); -	SDL_RenderClear(this->game_renderer.get()); +	SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[0]); +	SDL_RenderFillRectF(this->game_renderer.get(), &black_bars[1]); +	SDL_RenderPresent(this->game_renderer.get());  } -void SDLContext::present_screen() { SDL_RenderPresent(this->game_renderer.get()); }  SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {  	return SDL_Rect{ @@ -229,40 +229,62 @@ SDL_Rect SDLContext::get_src_rect(const Sprite & sprite) const {  		.h = sprite.mask.h,  	};  } -SDL_Rect SDLContext::get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, -								  const vec2 & cam_pos, const double & img_scale) const { -	int width = sprite.height * sprite.aspect_ratio; -	int height = sprite.height; +SDL_FRect SDLContext::get_dst_rect(const DestinationRectangleData & ctx) const { -	width *= img_scale * cam.zoom; -	height *= img_scale * cam.zoom; +	const Sprite::Data & data = ctx.sprite.data; -	return SDL_Rect{ -		.x = static_cast<int>((pos.x - cam_pos.x + (cam.viewport_size.x / 2) - width / 2)), -		.y = static_cast<int>((pos.y - cam_pos.y + (cam.viewport_size.y / 2) - height / 2)), -		.w = width, -		.h = height, +	vec2 size; +	if (data.size.x == 0 && data.size.y != 0) { +		size.x = data.size.y * ctx.sprite.aspect_ratio; +	} +	if (data.size.y == 0 && data.size.x != 0) { +		size.y = data.size.x / ctx.sprite.aspect_ratio; +	} + +	const CameraValues & cam = ctx.cam; + +	size *= cam.render_scale * ctx.img_scale * data.scale_offset; + +	vec2 screen_pos +		= (ctx.pos + data.position_offset - cam.cam_pos + (cam.zoomed_viewport) / 2) +			  * cam.render_scale +		  - size / 2 + cam.bar_size; + +	return SDL_FRect{ +		.x = screen_pos.x, +		.y = screen_pos.y, +		.w = size.x, +		.h = size.y,  	};  }  void SDLContext::draw(const RenderContext & ctx) { +	const Sprite::Data & data = ctx.sprite.data;  	SDL_RendererFlip render_flip -		= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * ctx.sprite.flip.flip_x) -							  | (SDL_FLIP_VERTICAL * ctx.sprite.flip.flip_y)); +		= (SDL_RendererFlip) ((SDL_FLIP_HORIZONTAL * data.flip.flip_x) +							  | (SDL_FLIP_VERTICAL * data.flip.flip_y));  	SDL_Rect srcrect = this->get_src_rect(ctx.sprite); -	SDL_Rect dstrect -		= this->get_dst_rect(ctx.sprite, ctx.pos, ctx.cam, ctx.cam_pos, ctx.scale); - -	this->set_color_texture(ctx.sprite.sprite_image, ctx.sprite.color); -	SDL_RenderCopyEx(this->game_renderer.get(), ctx.sprite.sprite_image.texture.get(), -					 &srcrect, &dstrect, ctx.angle, NULL, render_flip); +	SDL_FRect dstrect = this->get_dst_rect(SDLContext::DestinationRectangleData{ +		.sprite = ctx.sprite, +		.cam = ctx.cam, +		.pos = ctx.pos, +		.img_scale = ctx.scale, +	}); + +	double angle = ctx.angle + data.angle_offset; + +	this->set_color_texture(ctx.sprite.texture, ctx.sprite.data.color); +	SDL_RenderCopyExF(this->game_renderer.get(), ctx.sprite.texture.texture.get(), &srcrect, +					  &dstrect, angle, NULL, render_flip);  } -void SDLContext::set_camera(const Camera & cam) { +SDLContext::CameraValues SDLContext::set_camera(const Camera & cam) { +	const Camera::Data & cam_data = cam.data; +	CameraValues ret_cam;  	// resize window  	int w, h;  	SDL_GetWindowSize(this->game_window.get(), &w, &h); @@ -270,42 +292,52 @@ void SDLContext::set_camera(const Camera & cam) {  		SDL_SetWindowSize(this->game_window.get(), cam.screen.x, cam.screen.y);  	} -	double screen_aspect = cam.screen.x / cam.screen.y; -	double viewport_aspect = cam.viewport_size.x / cam.viewport_size.y; +	vec2 & zoomed_viewport = ret_cam.zoomed_viewport; +	vec2 & bar_size = ret_cam.bar_size; +	vec2 & render_scale = ret_cam.render_scale; + +	zoomed_viewport = cam.viewport_size * cam_data.zoom; +	float screen_aspect = static_cast<float>(cam.screen.x) / cam.screen.y; +	float viewport_aspect = zoomed_viewport.x / zoomed_viewport.y; -	SDL_Rect view;  	// calculate black bars  	if (screen_aspect > viewport_aspect) { -		// letterboxing -		view.h = cam.screen.y / cam.zoom; -		view.w = cam.screen.y * viewport_aspect; -		view.x = (cam.screen.x - view.w) / 2; -		view.y = 0; -	} else {  		// pillarboxing -		view.h = cam.screen.x / viewport_aspect; -		view.w = cam.screen.x / cam.zoom; -		view.x = 0; -		view.y = (cam.screen.y - view.h) / 2; +		float scale = cam.screen.y / zoomed_viewport.y; +		float adj_width = zoomed_viewport.x * scale; +		float bar_width = (cam.screen.x - adj_width) / 2; +		this->black_bars[0] = {0, 0, bar_width, (float) cam.screen.y}; +		this->black_bars[1] = {(cam.screen.x - bar_width), 0, bar_width, (float) cam.screen.y}; + +		bar_size = {bar_width, 0}; +		render_scale.x = render_scale.y = scale; +	} else { +		// letterboxing +		float scale = cam.screen.x / (cam.viewport_size.x * cam_data.zoom); +		float adj_height = cam.viewport_size.y * scale; +		float bar_height = (cam.screen.y - adj_height) / 2; +		this->black_bars[0] = {0, 0, (float) cam.screen.x, bar_height}; +		this->black_bars[1] +			= {0, (cam.screen.y - bar_height), (float) cam.screen.x, bar_height}; + +		bar_size = {0, bar_height}; +		render_scale.x = render_scale.y = scale;  	} -	// set drawing area -	SDL_RenderSetViewport(this->game_renderer.get(), &view); - -	SDL_RenderSetLogicalSize(this->game_renderer.get(), static_cast<int>(cam.viewport_size.x), -							 static_cast<int>(cam.viewport_size.y)); -	// set bg color -	SDL_SetRenderDrawColor(this->game_renderer.get(), cam.bg_color.r, cam.bg_color.g, -						   cam.bg_color.b, cam.bg_color.a); +	SDL_SetRenderDrawColor(this->game_renderer.get(), cam_data.bg_color.r, cam_data.bg_color.g, +						   cam_data.bg_color.b, cam_data.bg_color.a);  	SDL_Rect bg = {  		.x = 0,  		.y = 0, -		.w = static_cast<int>(cam.viewport_size.x), -		.h = static_cast<int>(cam.viewport_size.y), +		.w = cam.screen.x, +		.h = cam.screen.y,  	}; +  	// fill bg color  	SDL_RenderFillRect(this->game_renderer.get(), &bg); + +	return ret_cam;  }  uint64_t SDLContext::get_ticks() const { return SDL_GetTicks64(); } diff --git a/src/crepe/facade/SDLContext.h b/src/crepe/facade/SDLContext.h index a2b34c1..e232511 100644 --- a/src/crepe/facade/SDLContext.h +++ b/src/crepe/facade/SDLContext.h @@ -9,11 +9,9 @@  #include <functional>  #include <memory>  #include <string> -#include <utility>  #include "api/Camera.h"  #include "api/Color.h" -#include "api/Event.h"  #include "api/KeyCodes.h"  #include "api/Sprite.h"  #include "api/Texture.h" @@ -27,16 +25,44 @@ class InputSystem;  /**   * \class SDLContext   * \brief Facade for the SDL library - *  + *   * SDLContext is a singleton that handles the SDL window and renderer, provides methods for   * event handling, and rendering to the screen. It is never used directly by the user   */  class SDLContext {  public: +	//! data that the camera component cannot hold +	struct CameraValues { + +		//! zoomed in viewport in game_units +		vec2 zoomed_viewport; + +		/** +		 * \brief scaling factor +		 * +		 * depending on the black bars type will the scaling be different. +		 * - letterboxing --> scaling on the y-as +		 * - pillarboxing --> scaling on the x-as +		 */ +		vec2 render_scale; + +		/** +		 * \brief size of calculated black bars +		 * +		 * depending on the black bars type will the size be different +		 * - lettorboxing --> {0, bar_height} +		 * - pillarboxing --> {bar_width , 0} +		 */ +		vec2 bar_size; + +		//! Calculated camera position +		vec2 cam_pos; +	}; + +	//! rendering data needed to render on screen  	struct RenderContext {  		const Sprite & sprite; -		const Camera & cam; -		const vec2 & cam_pos; +		const CameraValues & cam;  		const vec2 & pos;  		const double & angle;  		const double & scale; @@ -82,21 +108,21 @@ private:  	friend class InputSystem;  	/**  	 * \brief Retrieves a list of all events from the SDL context. -	 *  +	 *  	 * This method retrieves all the events from the SDL context that are currently  	 * available. It is primarily used by the InputSystem to process various  	 * input events such as mouse clicks, mouse movements, and keyboard presses. -	 *  +	 *  	 * \return Events that occurred since last call to `get_events()`  	 */  	std::vector<SDLContext::EventData> get_events();  	/**  	 * \brief Converts an SDL key code to the custom Keycode type. -	 *  +	 *  	 * This method maps an SDL key code to the corresponding `Keycode` enum value,  	 * which is used internally by the system to identify the keys. -	 *  +	 *  	 * \param sdl_key The SDL key code to convert.  	 * \return The corresponding `Keycode` value or `Keycode::NONE` if the key is unrecognized.  	 */ @@ -104,18 +130,16 @@ private:  	/**  	 * \brief Converts an SDL mouse button code to the custom MouseButton type. -	 *  -	 * This method maps an SDL mouse button code to the corresponding `MouseButton`  +	 * +	 * This method maps an SDL mouse button code to the corresponding `MouseButton`  	 * enum value, which is used internally by the system to identify mouse buttons. -	 *  +	 *  	 * \param sdl_button The SDL mouse button code to convert.  	 * \return The corresponding `MouseButton` value or `MouseButton::NONE` if the key is unrecognized  	 */  	MouseButton sdl_to_mousebutton(Uint8 sdl_button);  private: -	//! Will only use get_ticks -	friend class AnimatorSystem;  	//! Will only use delay  	friend class LoopTimer;  	/** @@ -170,7 +194,7 @@ private:  	/**  	 * \brief Draws a sprite to the screen using the specified transform and camera. -	 * \param RenderCtx Reference to rendering data to draw +	 * \param RenderContext Reference to rendering data to draw  	 */  	void draw(const RenderContext & ctx); @@ -184,9 +208,16 @@ private:  	 * \brief sets the background of the camera (will be adjusted in future PR)  	 * \param camera Reference to the Camera object.  	 */ -	void set_camera(const Camera & camera); +	CameraValues set_camera(const Camera & camera);  private: +	//! the data needed to construct a sdl dst rectangle +	struct DestinationRectangleData { +		const Sprite & sprite; +		const CameraValues & cam; +		const vec2 & pos; +		const double & img_scale; +	};  	/**  	 * \brief calculates the sqaure size of the image  	 * @@ -202,15 +233,14 @@ private:  	 * \param pos the pos in world units  	 * \param cam the camera of the current scene  	 * \param cam_pos the current postion of the camera -	 * \param img_scale the image multiplier for increasing img size  +	 * \param img_scale the image multiplier for increasing img size  	 * \return sdl rectangle to draw a dst image to draw on the screen  	 */ -	SDL_Rect get_dst_rect(const Sprite & sprite, const vec2 & pos, const Camera & cam, -						  const vec2 & cam_pos, const double & img_scale) const; +	SDL_FRect get_dst_rect(const DestinationRectangleData & data) const;  	/**  	 * \brief Set an additional color value multiplied into render copy operations.  	 * -	 * \param  texture the given texture to adjust  +	 * \param  texture the given texture to adjust  	 * \param  color the color data for the texture  	 */  	void set_color_texture(const Texture & texture, const Color & color); @@ -221,6 +251,9 @@ private:  	//! renderer for the crepe engine  	std::unique_ptr<SDL_Renderer, std::function<void(SDL_Renderer *)>> game_renderer; + +	//! black bars rectangle to draw +	SDL_FRect black_bars[2] = {};  };  } // namespace crepe diff --git a/src/crepe/manager/ComponentManager.h b/src/crepe/manager/ComponentManager.h index ad37586..44429d9 100644 --- a/src/crepe/manager/ComponentManager.h +++ b/src/crepe/manager/ComponentManager.h @@ -16,7 +16,7 @@ class GameObject;  /**   * \brief Manages all components - *  + *   * This class manages all components. It provides methods to add, delete and get components.   */  class ComponentManager : public Manager { @@ -56,10 +56,10 @@ protected:  	friend class GameObject;  	/**  	 * \brief Add a component to the ComponentManager -	 *  +	 *  	 * This method adds a component to the ComponentManager. The component is created with the  	 * given arguments and added to the ComponentManager. -	 *  +	 *  	 * \tparam T The type of the component  	 * \tparam Args The types of the arguments  	 * \param id The id of the GameObject this component belongs to @@ -70,9 +70,9 @@ protected:  	T & add_component(game_object_id_t id, Args &&... args);  	/**  	 * \brief Delete all components of a specific type and id -	 *  +	 *  	 * This method deletes all components of a specific type and id. -	 *  +	 *  	 * \tparam T The type of the component  	 * \param id The id of the GameObject this component belongs to  	 */ @@ -80,24 +80,24 @@ protected:  	void delete_components_by_id(game_object_id_t id);  	/**  	 * \brief Delete all components of a specific type -	 *  +	 *  	 * This method deletes all components of a specific type. -	 *  +	 *  	 * \tparam T The type of the component  	 */  	template <typename T>  	void delete_components();  	/**  	 * \brief Delete all components of a specific id -	 *  +	 *  	 * This method deletes all components of a specific id. -	 *  +	 *  	 * \param id The id of the GameObject this component belongs to  	 */  	void delete_all_components_of_id(game_object_id_t id);  	/**  	 * \brief Delete all components -	 *  +	 *  	 * This method deletes all components.  	 */  	void delete_all_components(); @@ -115,9 +115,9 @@ protected:  public:  	/**  	 * \brief Get all components of a specific type and id -	 *  +	 *  	 * This method gets all components of a specific type and id. -	 *  +	 *  	 * \tparam T The type of the component  	 * \param id The id of the GameObject this component belongs to  	 * \return A vector of all components of the specific type and id @@ -126,9 +126,9 @@ public:  	RefVector<T> get_components_by_id(game_object_id_t id) const;  	/**  	 * \brief Get all components of a specific type -	 *  +	 *  	 * This method gets all components of a specific type. -	 *  +	 *  	 * \tparam T The type of the component  	 * \return A vector of all components of the specific type  	 */ @@ -138,7 +138,7 @@ public:  private:  	/**  	 * \brief The components -	 *  +	 *  	 * This unordered_map stores all components. The key is the type of the component and the  	 * value is a vector of vectors of unique pointers to the components.  	 * diff --git a/src/crepe/manager/EventManager.h b/src/crepe/manager/EventManager.h index d634f54..ba5e98b 100644 --- a/src/crepe/manager/EventManager.h +++ b/src/crepe/manager/EventManager.h @@ -24,7 +24,7 @@ typedef size_t event_channel_t;  /**   * \class EventManager   * \brief Manages event subscriptions, triggers, and queues, enabling decoupled event handling. - *  + *   * The `EventManager` acts as a centralized event system. It allows for registering callbacks   * for specific event types, triggering events synchronously, queueing events for later   * processing, and managing subscriptions via unique identifiers. @@ -35,20 +35,20 @@ public:  	/**  	 * \brief Get the singleton instance of the EventManager. -	 *  +	 *  	 * This method returns the unique instance of the EventManager, creating it if it  	 * doesn't already exist. Ensures only one instance is active in the program. -	 *  +	 *  	 * \return Reference to the singleton instance of the EventManager.  	 */  	static EventManager & get_instance();  	/**  	 * \brief Subscribe to a specific event type. -	 *  +	 *  	 * Registers a callback for a given event type and optional channel. Each callback  	 * is assigned a unique subscription ID that can be used for later unsubscription. -	 *  +	 *  	 * \tparam EventType The type of the event to subscribe to.  	 * \param callback The callback function to be invoked when the event is triggered.  	 * \param channel The channel number to subscribe to (default is CHANNEL_ALL, which listens to all channels). @@ -60,18 +60,18 @@ public:  	/**  	 * \brief Unsubscribe a previously registered callback. -	 *  +	 *  	 * Removes a callback from the subscription list based on its unique subscription ID. -	 *  +	 *  	 * \param event_id The unique subscription ID of the callback to remove.  	 */  	void unsubscribe(subscription_t event_id);  	/**  	 * \brief Trigger an event immediately. -	 *  +	 *  	 * Synchronously invokes all registered callbacks for the given event type on the specified channel. -	 *  +	 *  	 * \tparam EventType The type of the event to trigger.  	 * \param event The event instance to pass to the callbacks.  	 * \param channel The channel to trigger the event on (default is CHANNEL_ALL, which triggers on all channels). @@ -81,9 +81,9 @@ public:  	/**  	 * \brief Queue an event for later processing. -	 *  +	 *  	 * Adds an event to the event queue to be processed during the next call to `dispatch_events`. -	 *  +	 *  	 * \tparam EventType The type of the event to queue.  	 * \param event The event instance to queue.  	 * \param channel The channel to associate with the event (default is CHANNEL_ALL). @@ -93,7 +93,7 @@ public:  	/**  	 * \brief Process all queued events. -	 *  +	 *  	 * Iterates through the event queue and triggers callbacks for each queued event.  	 * Events are removed from the queue once processed.  	 */ @@ -101,7 +101,7 @@ public:  	/**  	 * \brief Clear all subscriptions. -	 *  +	 *  	 * Removes all registered event handlers and clears the subscription list.  	 */  	void clear(); @@ -109,7 +109,7 @@ public:  private:  	/**  	 * \brief Default constructor for the EventManager. -	 *  +	 *  	 * Constructor is private to enforce the singleton pattern.  	 */  	EventManager() = default; diff --git a/src/crepe/manager/Mediator.h b/src/crepe/manager/Mediator.h index e9c10b1..ba0b41f 100644 --- a/src/crepe/manager/Mediator.h +++ b/src/crepe/manager/Mediator.h @@ -3,8 +3,10 @@  #include "../util/OptionalRef.h"  // TODO: remove these singletons: +#include "../facade/SDLContext.h"  #include "EventManager.h"  #include "SaveManager.h" +#include "api/LoopTimer.h"  namespace crepe { @@ -30,6 +32,8 @@ struct Mediator {  	OptionalRef<SaveManager> save_manager = SaveManager::get_instance();  	OptionalRef<EventManager> event_manager = EventManager::get_instance();  	OptionalRef<ResourceManager> resource_manager; +	OptionalRef<SDLContext> sdl_context = SDLContext::get_instance(); +	OptionalRef<LoopTimer> timer = LoopTimer::get_instance();  };  } // namespace crepe 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 c74ca1d..44a0431 100644 --- a/src/crepe/system/CollisionSystem.cpp +++ b/src/crepe/system/CollisionSystem.cpp @@ -1,5 +1,551 @@ +#include <algorithm> +#include <cmath> +#include <cstddef> +#include <functional> +#include <optional> +#include <utility> +#include <variant> + +#include "../manager/ComponentManager.h" +#include "../manager/EventManager.h" +#include "api/BoxCollider.h" +#include "api/CircleCollider.h" +#include "api/Event.h" +#include "api/Metadata.h" +#include "api/Rigidbody.h" +#include "api/Transform.h" +#include "api/Vector2.h" + +#include "Collider.h"  #include "CollisionSystem.h" +#include "types.h" +#include "util/OptionalRef.h"  using namespace crepe; -void CollisionSystem::update() {} +void CollisionSystem::update() { +	std::vector<CollisionInternal> all_colliders; +	game_object_id_t id = 0; +	ComponentManager & mgr = this->mediator.component_manager; +	RefVector<Rigidbody> rigidbodies = mgr.get_components_by_type<Rigidbody>(); +	// Collisions can only happen on object with a rigidbody +	for (Rigidbody & rigidbody : rigidbodies) { +		if (!rigidbody.active) continue; +		id = rigidbody.game_object_id; +		Transform & transform = mgr.get_components_by_id<Transform>(id).front().get(); +		// Check if the boxcollider is active and has the same id as the rigidbody. +		RefVector<BoxCollider> boxcolliders = mgr.get_components_by_type<BoxCollider>(); +		for (BoxCollider & boxcollider : boxcolliders) { +			if (boxcollider.game_object_id != id) continue; +			if (!boxcollider.active) continue; +			all_colliders.push_back({.id = id, +									 .collider = collider_variant{boxcollider}, +									 .transform = transform, +									 .rigidbody = rigidbody}); +		} +		// Check if the circlecollider is active and has the same id as the rigidbody. +		RefVector<CircleCollider> circlecolliders +			= mgr.get_components_by_type<CircleCollider>(); +		for (CircleCollider & circlecollider : circlecolliders) { +			if (circlecollider.game_object_id != id) continue; +			if (!circlecollider.active) continue; +			all_colliders.push_back({.id = id, +									 .collider = collider_variant{circlecollider}, +									 .transform = transform, +									 .rigidbody = rigidbody}); +		} +	} + +	// Check between all colliders if there is a collision +	std::vector<std::pair<CollisionInternal, CollisionInternal>> collided +		= this->gather_collisions(all_colliders); + +	// For both objects call the collision handler +	for (auto & collision_pair : collided) { +		this->collision_handler_request(collision_pair.first, collision_pair.second); +		this->collision_handler_request(collision_pair.second, collision_pair.first); +	} +} + +void CollisionSystem::collision_handler_request(CollisionInternal & this_data, +												CollisionInternal & other_data) { + +	CollisionInternalType type +		= this->get_collider_type(this_data.collider, other_data.collider); +	std::pair<vec2, CollisionSystem::Direction> resolution_data +		= this->collision_handler(this_data, other_data, type); +	ComponentManager & mgr = this->mediator.component_manager; +	OptionalRef<Metadata> this_metadata +		= mgr.get_components_by_id<Metadata>(this_data.id).front().get(); +	OptionalRef<Metadata> other_metadata +		= mgr.get_components_by_id<Metadata>(other_data.id).front().get(); +	OptionalRef<Collider> this_collider; +	OptionalRef<Collider> other_collider; +	switch (type) { +		case CollisionInternalType::BOX_BOX: { +			this_collider = std::get<std::reference_wrapper<BoxCollider>>(this_data.collider); +			other_collider +				= std::get<std::reference_wrapper<BoxCollider>>(other_data.collider); +			break; +		} +		case CollisionInternalType::BOX_CIRCLE: { +			this_collider = std::get<std::reference_wrapper<BoxCollider>>(this_data.collider); +			other_collider +				= std::get<std::reference_wrapper<CircleCollider>>(other_data.collider); +			break; +		} +		case CollisionInternalType::CIRCLE_BOX: { +			this_collider +				= std::get<std::reference_wrapper<CircleCollider>>(this_data.collider); +			other_collider +				= std::get<std::reference_wrapper<BoxCollider>>(other_data.collider); +			break; +		} +		case CollisionInternalType::CIRCLE_CIRCLE: { +			this_collider +				= std::get<std::reference_wrapper<CircleCollider>>(this_data.collider); +			other_collider +				= std::get<std::reference_wrapper<CircleCollider>>(other_data.collider); +			break; +		} +	} + +	// collision info +	crepe::CollisionSystem::CollisionInfo collision_info{ +		.this_collider = this_collider, +		.this_transform = this_data.transform, +		.this_rigidbody = this_data.rigidbody, +		.this_metadata = this_metadata, +		.other_collider = other_collider, +		.other_transform = other_data.transform, +		.other_rigidbody = other_data.rigidbody, +		.other_metadata = other_metadata, +		.resolution = resolution_data.first, +		.resolution_direction = resolution_data.second, +	}; + +	// Determine if static needs to be called +	this->determine_collision_handler(collision_info); +} + +std::pair<vec2, CollisionSystem::Direction> +CollisionSystem::collision_handler(CollisionInternal & data1, CollisionInternal & data2, +								   CollisionInternalType type) { +	vec2 resolution; +	switch (type) { +		case CollisionInternalType::BOX_BOX: { +			const BoxCollider & collider1 +				= std::get<std::reference_wrapper<BoxCollider>>(data1.collider); +			const BoxCollider & collider2 +				= std::get<std::reference_wrapper<BoxCollider>>(data2.collider); +			vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform, +															data1.rigidbody); +			vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform, +															data2.rigidbody); +			resolution = this->get_box_box_resolution(collider1, collider2, collider_pos1, +													  collider_pos2); +			break; +		} +		case CollisionInternalType::BOX_CIRCLE: { +			const BoxCollider & collider1 +				= std::get<std::reference_wrapper<BoxCollider>>(data1.collider); +			const CircleCollider & collider2 +				= std::get<std::reference_wrapper<CircleCollider>>(data2.collider); +			vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform, +															data1.rigidbody); +			vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform, +															data2.rigidbody); +			resolution = -this->get_circle_box_resolution(collider2, collider1, collider_pos2, +														  collider_pos1); +			break; +		} +		case CollisionInternalType::CIRCLE_CIRCLE: { +			const CircleCollider & collider1 +				= std::get<std::reference_wrapper<CircleCollider>>(data1.collider); +			const CircleCollider & collider2 +				= std::get<std::reference_wrapper<CircleCollider>>(data2.collider); +			vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform, +															data1.rigidbody); +			vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform, +															data2.rigidbody); +			resolution = this->get_circle_circle_resolution(collider1, collider2, +															collider_pos1, collider_pos2); +			break; +		} +		case CollisionInternalType::CIRCLE_BOX: { +			const CircleCollider & collider1 +				= std::get<std::reference_wrapper<CircleCollider>>(data1.collider); +			const BoxCollider & collider2 +				= std::get<std::reference_wrapper<BoxCollider>>(data2.collider); +			vec2 collider_pos1 = this->get_current_position(collider1.offset, data1.transform, +															data1.rigidbody); +			vec2 collider_pos2 = this->get_current_position(collider2.offset, data2.transform, +															data2.rigidbody); +			resolution = this->get_circle_box_resolution(collider1, collider2, collider_pos1, +														 collider_pos2); +			break; +		} +	} + +	Direction resolution_direction = Direction::NONE; +	if (resolution.x != 0 && resolution.y != 0) { +		resolution_direction = Direction::BOTH; +	} else if (resolution.x != 0) { +		resolution_direction = Direction::X_DIRECTION; +		if (data1.rigidbody.data.linear_velocity.y != 0) +			resolution.y = data1.rigidbody.data.linear_velocity.y +						   * (resolution.x / data1.rigidbody.data.linear_velocity.x); +	} else if (resolution.y != 0) { +		resolution_direction = Direction::Y_DIRECTION; +		if (data1.rigidbody.data.linear_velocity.x != 0) +			resolution.x = data1.rigidbody.data.linear_velocity.x +						   * (resolution.y / data1.rigidbody.data.linear_velocity.y); +	} + +	return std::make_pair(resolution, resolution_direction); +} + +vec2 CollisionSystem::get_box_box_resolution(const BoxCollider & box_collider1, +											 const BoxCollider & box_collider2, +											 const vec2 & final_position1, +											 const vec2 & final_position2) const { +	vec2 resolution; // Default resolution vector +	vec2 delta = final_position2 - final_position1; + +	// Compute half-dimensions of the boxes +	float half_width1 = box_collider1.dimensions.x / 2.0; +	float half_height1 = box_collider1.dimensions.y / 2.0; +	float half_width2 = box_collider2.dimensions.x / 2.0; +	float half_height2 = box_collider2.dimensions.y / 2.0; + +	// Calculate overlaps along X and Y axes +	float overlap_x = (half_width1 + half_width2) - std::abs(delta.x); +	float overlap_y = (half_height1 + half_height2) - std::abs(delta.y); + +	// Check if there is a collision should always be true +	if (overlap_x > 0 && overlap_y > 0) { +		// Determine the direction of resolution +		if (overlap_x < overlap_y) { +			// Resolve along the X-axis (smallest overlap) +			resolution.x = (delta.x > 0) ? -overlap_x : overlap_x; +		} else if (overlap_y < overlap_x) { +			// Resolve along the Y-axis (smallest overlap) +			resolution.y = (delta.y > 0) ? -overlap_y : overlap_y; +		} else { +			// Equal overlap, resolve both directions with preference +			resolution.x = (delta.x > 0) ? -overlap_x : overlap_x; +			resolution.y = (delta.y > 0) ? -overlap_y : overlap_y; +		} +	} + +	return resolution; +} + +vec2 CollisionSystem::get_circle_circle_resolution(const CircleCollider & circle_collider1, +												   const CircleCollider & circle_collider2, +												   const vec2 & final_position1, +												   const vec2 & final_position2) const { +	vec2 delta = final_position2 - final_position1; + +	// Compute the distance between the two circle centers +	float distance = std::sqrt(delta.x * delta.x + delta.y * delta.y); + +	// Compute the combined radii of the two circles +	float combined_radius = circle_collider1.radius + circle_collider2.radius; + +	// Compute the penetration depth +	float penetration_depth = combined_radius - distance; + +	// Normalize the delta vector to get the collision direction +	vec2 collision_normal = delta / distance; + +	// Compute the resolution vector +	vec2 resolution = -collision_normal * penetration_depth; + +	return resolution; +} + +vec2 CollisionSystem::get_circle_box_resolution(const CircleCollider & circle_collider, +												const BoxCollider & box_collider, +												const vec2 & circle_position, +												const vec2 & box_position) const { +	vec2 delta = circle_position - box_position; + +	// Compute half-dimensions of the box +	float half_width = box_collider.dimensions.x / 2.0f; +	float half_height = box_collider.dimensions.y / 2.0f; + +	// Clamp circle center to the nearest point on the box +	vec2 closest_point; +	closest_point.x = std::clamp(delta.x, -half_width, half_width); +	closest_point.y = std::clamp(delta.y, -half_height, half_height); + +	// Find the vector from the circle center to the closest point +	vec2 closest_delta = delta - closest_point; + +	// Normalize the delta to get the collision direction +	float distance +		= std::sqrt(closest_delta.x * closest_delta.x + closest_delta.y * closest_delta.y); +	vec2 collision_normal = closest_delta / distance; + +	// Compute penetration depth +	float penetration_depth = circle_collider.radius - distance; + +	// Compute the resolution vector +	vec2 resolution = collision_normal * penetration_depth; + +	return resolution; +} + +void CollisionSystem::determine_collision_handler(CollisionInfo & info) { +	// Check rigidbody type for static +	if (info.this_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) return; +	// If second body is static perform the static collision handler in this system +	if (info.other_rigidbody.data.body_type == Rigidbody::BodyType::STATIC) { +		this->static_collision_handler(info); +	}; +	// Call collision event for user +	CollisionEvent data(info); +	EventManager & emgr = this->mediator.event_manager; +	emgr.trigger_event<CollisionEvent>(data, info.this_collider.game_object_id); +} + +void CollisionSystem::static_collision_handler(CollisionInfo & info) { +	// Move object back using calculate move back value +	info.this_transform.position += info.resolution; + +	// If bounce is enabled mirror velocity +	if (info.this_rigidbody.data.elastisity_coefficient > 0) { +		if (info.resolution_direction == Direction::BOTH) { +			info.this_rigidbody.data.linear_velocity.y +				= -info.this_rigidbody.data.linear_velocity.y +				  * info.this_rigidbody.data.elastisity_coefficient; +			info.this_rigidbody.data.linear_velocity.x +				= -info.this_rigidbody.data.linear_velocity.x +				  * info.this_rigidbody.data.elastisity_coefficient; +		} else if (info.resolution_direction == Direction::Y_DIRECTION) { +			info.this_rigidbody.data.linear_velocity.y +				= -info.this_rigidbody.data.linear_velocity.y +				  * info.this_rigidbody.data.elastisity_coefficient; +		} else if (info.resolution_direction == Direction::X_DIRECTION) { +			info.this_rigidbody.data.linear_velocity.x +				= -info.this_rigidbody.data.linear_velocity.x +				  * info.this_rigidbody.data.elastisity_coefficient; +		} +	} +	// Stop movement if bounce is disabled +	else { +		info.this_rigidbody.data.linear_velocity = {0, 0}; +	} +} + +std::vector<std::pair<CollisionSystem::CollisionInternal, CollisionSystem::CollisionInternal>> +CollisionSystem::gather_collisions(std::vector<CollisionInternal> & colliders) { + +	// TODO: +	// If no colliders skip +	// Check if colliders has rigidbody if not skip + +	// TODO: +	// If amount is higer than lets say 16 for now use quadtree otwerwise skip +	// Quadtree code +	// Quadtree is placed over the input vector + +	// Return data of collided colliders which are variants +	std::vector<std::pair<CollisionInternal, CollisionInternal>> collisions_ret; +	//using visit to visit the variant to access the active and id. +	for (size_t i = 0; i < colliders.size(); ++i) { +		for (size_t j = i + 1; j < colliders.size(); ++j) { +			if (colliders[i].id == colliders[j].id) continue; +			if (!have_common_layer(colliders[i].rigidbody.data.collision_layers, +								   colliders[j].rigidbody.data.collision_layers)) +				continue; +			CollisionInternalType type +				= get_collider_type(colliders[i].collider, colliders[j].collider); +			if (!get_collision( +					{ +						.collider = colliders[i].collider, +						.transform = colliders[i].transform, +						.rigidbody = colliders[i].rigidbody, +					}, +					{ +						.collider = colliders[j].collider, +						.transform = colliders[j].transform, +						.rigidbody = colliders[j].rigidbody, +					}, +					type)) +				continue; +			collisions_ret.emplace_back(colliders[i], colliders[j]); +		} +	} + +	return collisions_ret; +} + +bool CollisionSystem::have_common_layer(const std::set<int> & layers1, +										const std::set<int> & layers2) { + +	// Check if any number is equal in the layers +	for (int num : layers1) { +		if (layers2.contains(num)) { +			// Common layer found +			return true; +			break; +		} +	} +	// No common layer found +	return false; +} + +CollisionSystem::CollisionInternalType +CollisionSystem::get_collider_type(const collider_variant & collider1, +								   const collider_variant & collider2) const { +	if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider1)) { +		if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) { +			return CollisionInternalType::CIRCLE_CIRCLE; +		} else { +			return CollisionInternalType::CIRCLE_BOX; +		} +	} else { +		if (std::holds_alternative<std::reference_wrapper<CircleCollider>>(collider2)) { +			return CollisionInternalType::BOX_CIRCLE; +		} else { +			return CollisionInternalType::BOX_BOX; +		} +	} +} + +bool CollisionSystem::get_collision(const CollisionInternal & first_info, +									const CollisionInternal & second_info, +									CollisionInternalType type) const { +	switch (type) { +		case CollisionInternalType::BOX_BOX: { +			const BoxCollider & box_collider1 +				= std::get<std::reference_wrapper<BoxCollider>>(first_info.collider); +			const BoxCollider & box_collider2 +				= std::get<std::reference_wrapper<BoxCollider>>(second_info.collider); +			return this->get_box_box_collision(box_collider1, box_collider2, +											   first_info.transform, second_info.transform, +											   second_info.rigidbody, second_info.rigidbody); +		} +		case CollisionInternalType::BOX_CIRCLE: { +			const BoxCollider & box_collider +				= std::get<std::reference_wrapper<BoxCollider>>(first_info.collider); +			const CircleCollider & circle_collider +				= std::get<std::reference_wrapper<CircleCollider>>(second_info.collider); +			return this->get_box_circle_collision( +				box_collider, circle_collider, first_info.transform, second_info.transform, +				second_info.rigidbody, second_info.rigidbody); +		} +		case CollisionInternalType::CIRCLE_CIRCLE: { +			const CircleCollider & circle_collider1 +				= std::get<std::reference_wrapper<CircleCollider>>(first_info.collider); +			const CircleCollider & circle_collider2 +				= std::get<std::reference_wrapper<CircleCollider>>(second_info.collider); +			return this->get_circle_circle_collision( +				circle_collider1, circle_collider2, first_info.transform, +				second_info.transform, second_info.rigidbody, second_info.rigidbody); +		} +		case CollisionInternalType::CIRCLE_BOX: { +			const CircleCollider & circle_collider +				= std::get<std::reference_wrapper<CircleCollider>>(first_info.collider); +			const BoxCollider & box_collider +				= std::get<std::reference_wrapper<BoxCollider>>(second_info.collider); +			return this->get_box_circle_collision( +				box_collider, circle_collider, first_info.transform, second_info.transform, +				second_info.rigidbody, second_info.rigidbody); +		} +	} +	return false; +} + +bool CollisionSystem::get_box_box_collision(const BoxCollider & box1, const BoxCollider & box2, +											const Transform & transform1, +											const Transform & transform2, +											const Rigidbody & rigidbody1, +											const Rigidbody & rigidbody2) const { +	// Get current positions of colliders +	vec2 final_position1 = this->get_current_position(box1.offset, transform1, rigidbody1); +	vec2 final_position2 = this->get_current_position(box2.offset, transform2, rigidbody2); + +	// Calculate half-extents (half width and half height) +	float half_width1 = box1.dimensions.x / 2.0; +	float half_height1 = box1.dimensions.y / 2.0; +	float half_width2 = box2.dimensions.x / 2.0; +	float half_height2 = box2.dimensions.y / 2.0; + +	// Check if the boxes overlap along the X and Y axes +	return (final_position1.x + half_width1 > final_position2.x - half_width2 +			&& final_position1.x - half_width1 < final_position2.x + half_width2 +			&& final_position1.y + half_height1 > final_position2.y - half_height2 +			&& final_position1.y - half_height1 < final_position2.y + half_height2); +} + +bool CollisionSystem::get_box_circle_collision(const BoxCollider & box1, +											   const CircleCollider & circle2, +											   const Transform & transform1, +											   const Transform & transform2, +											   const Rigidbody & rigidbody1, +											   const Rigidbody & rigidbody2) const { +	// Get current positions of colliders +	vec2 final_position1 = this->get_current_position(box1.offset, transform1, rigidbody1); +	vec2 final_position2 = this->get_current_position(circle2.offset, transform2, rigidbody2); + +	// Calculate box half-extents +	float half_width = box1.dimensions.x / 2.0; +	float half_height = box1.dimensions.y / 2.0; + +	// Find the closest point on the box to the circle's center +	float closest_x = std::max(final_position1.x - half_width, +							   std::min(final_position2.x, final_position1.x + half_width)); +	float closest_y = std::max(final_position1.y - half_height, +							   std::min(final_position2.y, final_position1.y + half_height)); + +	// Calculate the distance squared between the circle's center and the closest point on the box +	float distance_x = final_position2.x - closest_x; +	float distance_y = final_position2.y - closest_y; +	float distance_squared = distance_x * distance_x + distance_y * distance_y; + +	// Compare distance squared with the square of the circle's radius +	return distance_squared < circle2.radius * circle2.radius; +} + +bool CollisionSystem::get_circle_circle_collision(const CircleCollider & circle1, +												  const CircleCollider & circle2, +												  const Transform & transform1, +												  const Transform & transform2, +												  const Rigidbody & rigidbody1, +												  const Rigidbody & rigidbody2) const { +	// Get current positions of colliders +	vec2 final_position1 = this->get_current_position(circle1.offset, transform1, rigidbody1); +	vec2 final_position2 = this->get_current_position(circle2.offset, transform2, rigidbody2); + +	float distance_x = final_position1.x - final_position2.x; +	float distance_y = final_position1.y - final_position2.y; +	float distance_squared = distance_x * distance_x + distance_y * distance_y; + +	// Calculate the sum of the radii +	float radius_sum = circle1.radius + circle2.radius; + +	// Check if the distance between the centers is less than or equal to the sum of the radii +	return distance_squared < radius_sum * radius_sum; +} + +vec2 CollisionSystem::get_current_position(const vec2 & collider_offset, +										   const Transform & transform, +										   const Rigidbody & rigidbody) const { +	// Get the rotation in radians +	float radians1 = transform.rotation * (M_PI / 180.0); + +	// Calculate total offset with scale +	vec2 total_offset = (rigidbody.data.offset + collider_offset) * transform.scale; + +	// Rotate +	float rotated_total_offset_x1 +		= total_offset.x * cos(radians1) - total_offset.y * sin(radians1); +	float rotated_total_offset_y1 +		= total_offset.x * sin(radians1) + total_offset.y * cos(radians1); + +	// Final positions considering scaling and rotation +	return (transform.position + vec2(rotated_total_offset_x1, rotated_total_offset_y1)); +} diff --git a/src/crepe/system/CollisionSystem.h b/src/crepe/system/CollisionSystem.h index c1a70d8..5b136c6 100644 --- a/src/crepe/system/CollisionSystem.h +++ b/src/crepe/system/CollisionSystem.h @@ -1,13 +1,311 @@  #pragma once +#include <optional> +#include <variant> +#include <vector> + +#include "api/BoxCollider.h" +#include "api/CircleCollider.h" +#include "api/Event.h" +#include "api/Metadata.h" +#include "api/Rigidbody.h" +#include "api/Transform.h" +#include "api/Vector2.h" + +#include "Collider.h"  #include "System.h"  namespace crepe { +//! A system responsible for detecting and handling collisions between colliders.  class CollisionSystem : public System {  public:  	using System::System; + +private: +	//! A variant type that can hold either a BoxCollider or a CircleCollider. +	using collider_variant = std::variant<std::reference_wrapper<BoxCollider>, +										  std::reference_wrapper<CircleCollider>>; + +	//! Enum representing the types of collider pairs for collision detection. +	enum class CollisionInternalType { +		BOX_BOX, +		CIRCLE_CIRCLE, +		BOX_CIRCLE, +		CIRCLE_BOX, +	}; + +	/** +		* \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, +		* and how it should respond on a collision. +		*/ +	struct CollisionInternal { +		game_object_id_t id = 0; +		collider_variant collider; +		Transform & transform; +		Rigidbody & rigidbody; +	}; + +	//! Enum representing movement directions during collision resolution. +	enum class Direction { +		//! No movement required. +		NONE, +		//! Movement in the X direction. +		X_DIRECTION, +		//! Movement in the Y direction. +		Y_DIRECTION, +		//! Movement in both X and Y directions. +		BOTH +	}; + +public: +	/** +		* \brief Structure representing detailed collision information between two colliders. +		* +		* Includes information about the colliding objects and the resolution data for handling the collision. +		*/ +	struct CollisionInfo { +		Collider & this_collider; +		Transform & this_transform; +		Rigidbody & this_rigidbody; +		Metadata & this_metadata; +		Collider & other_collider; +		Transform & other_transform; +		Rigidbody & other_rigidbody; +		Metadata & other_metadata; +		//! The resolution vector for the collision. +		vec2 resolution; +		//! The direction of movement for resolving the collision. +		Direction resolution_direction = Direction::NONE; +	}; + +public: +	//! Updates the collision system by checking for collisions between colliders and handling them.  	void update() override; + +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. +		*/ +	CollisionInternalType get_collider_type(const collider_variant & collider1, +											const collider_variant & collider2) const; + +	/** +		* \brief Calculates the current position of a collider. +		* +		* Combines the Collider offset, Transform position, and Rigidbody offset to compute the position of the collider. +		* +		* \param collider_offset The offset of the collider. +		* \param transform The Transform of the associated game object. +		* \param rigidbody The Rigidbody of the associated game object. +		* \return The calculated position of the collider. +		*/ +	vec2 get_current_position(const vec2 & collider_offset, const Transform & transform, +							  const Rigidbody & rigidbody) const; + +private: +	/** +		* \brief Handles collision resolution between two colliders. +		* +		* 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. +		*/ +	void collision_handler_request(CollisionInternal & data1, CollisionInternal & data2); + +	/** +		* \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. +		* \return A pair containing the resolution vector and direction for the first collider. +		*/ +	std::pair<vec2, Direction> collision_handler(CollisionInternal & data1, +												 CollisionInternal & data2, +												 CollisionInternalType type); + +	/** +		* \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. +		* \param position2 The position of the second BoxCollider. +		* \return The resolution vector for the collision. +		*/ +	vec2 get_box_box_resolution(const BoxCollider & box_collider1, +								const BoxCollider & box_collider2, const vec2 & position1, +								const vec2 & position2) const; + +	/** +		* \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 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, +									  const CircleCollider & circle_collider2, +									  const vec2 & final_position1, +									  const vec2 & final_position2) const; + +	/** +		* \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. +		* \return The resolution vector for the collision. +		*/ +	vec2 get_circle_box_resolution(const CircleCollider & circle_collider, +								   const BoxCollider & box_collider, +								   const vec2 & circle_position, +								   const vec2 & box_position) const; + +	/** +		* \brief Determines the appropriate collision handler for a collision. +		* +		* 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); + +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. +		*/ +	std::vector<std::pair<CollisionInternal, CollisionInternal>> +	gather_collisions(std::vector<CollisionInternal> & colliders); + +	/** +	 * \brief Checks if two collision layers have at least one common layer. +	 * +	 * 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 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. +	 */ + +	bool have_common_layer(const std::set<int> & layers1, const std::set<int> & layers2); + +	/** +		* \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. +		* \return True if a collision is detected, otherwise false. +		*/ +	bool get_collision(const CollisionInternal & first_info, +					   const CollisionInternal & second_info, +					   CollisionInternalType type) const; + +	/** +		* \brief Detects collisions between two BoxColliders. +		* +		* \param box1 The first BoxCollider. +		* \param box2 The second BoxCollider. +		* \param transform1 Transform of the first object. +		* \param transform2 Transform of the second object. +		* \param rigidbody1 Rigidbody of the first object. +		* \param rigidbody2 Rigidbody of the second object. +		* \return True if a collision is detected, otherwise false. +		*/ +	bool get_box_box_collision(const BoxCollider & box1, const BoxCollider & box2, +							   const Transform & transform1, const Transform & transform2, +							   const Rigidbody & rigidbody1, +							   const Rigidbody & rigidbody2) const; + +	/** +	 * \brief Check collision for box on circle collider +	 * +	 * \param box1 The BoxCollider +	 * \param circle2 The CircleCollider +	 * \param transform1 Transform of the first object. +	 * \param transform2 Transform of the second object. +	 * \param rigidbody1 Rigidbody of the first object. +	 * \param rigidbody2 Rigidbody of the second object. +	 * \return True if a collision is detected, otherwise false. +	 */ +	bool get_box_circle_collision(const BoxCollider & box1, const CircleCollider & circle2, +								  const Transform & transform1, const Transform & transform2, +								  const Rigidbody & rigidbody1, +								  const Rigidbody & rigidbody2) const; + +	/** +	 * \brief Check collision for circle on circle collider +	 * +	 * \param circle1 First CircleCollider +	 * \param circle2 Second CircleCollider +	 * \param transform1 Transform of the first object. +	 * \param transform2 Transform of the second object. +	 * \param rigidbody1 Rigidbody of the first object. +	 * \param rigidbody2 Rigidbody of the second object. +	 * \return True if a collision is detected, otherwise false. +	 * +	 * \return status of collision +	 */ +	bool get_circle_circle_collision(const CircleCollider & circle1, +									 const CircleCollider & circle2, +									 const Transform & transform1, +									 const Transform & transform2, +									 const Rigidbody & rigidbody1, +									 const Rigidbody & rigidbody2) const; +}; + +/** + * \brief Event triggered during a collision between objects. + */ +class CollisionEvent : public Event { +public: +	crepe::CollisionSystem::CollisionInfo info; +	CollisionEvent(const crepe::CollisionSystem::CollisionInfo & collisionInfo) +		: info(collisionInfo) {}  };  } // namespace crepe 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.cpp b/src/crepe/system/PhysicsSystem.cpp index bebcf3d..ebf4439 100644 --- a/src/crepe/system/PhysicsSystem.cpp +++ b/src/crepe/system/PhysicsSystem.cpp @@ -25,17 +25,20 @@ void PhysicsSystem::update() {  					if (transform.game_object_id == rigidbody.game_object_id) {  						// Add gravity -						if (rigidbody.data.use_gravity) { +						if (rigidbody.data.gravity_scale > 0) {  							rigidbody.data.linear_velocity.y  								+= (rigidbody.data.mass * rigidbody.data.gravity_scale  									* gravity);  						}  						// Add damping -						if (rigidbody.data.angular_damping != 0) { -							rigidbody.data.angular_velocity *= rigidbody.data.angular_damping; +						if (rigidbody.data.angular_velocity_coefficient > 0) { +							rigidbody.data.angular_velocity +								*= rigidbody.data.angular_velocity_coefficient;  						} -						if (rigidbody.data.linear_damping != vec2{0, 0}) { -							rigidbody.data.linear_velocity *= rigidbody.data.linear_damping; +						if (rigidbody.data.linear_velocity_coefficient.x > 0 +							&& rigidbody.data.linear_velocity_coefficient.y > 0) { +							rigidbody.data.linear_velocity +								*= rigidbody.data.linear_velocity_coefficient;  						}  						// Max velocity check 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.   */ |