From d98d21ba947f79f35dda0aa5f1b9bdb2c4f9f4d4 Mon Sep 17 00:00:00 2001 From: heavydemon21 Date: Sat, 2 Nov 2024 14:19:17 +0100 Subject: design --- design.tex | 120 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++- 1 file changed, 119 insertions(+), 1 deletion(-) (limited to 'design.tex') diff --git a/design.tex b/design.tex index 4c4794d..c7d0ca0 100644 --- a/design.tex +++ b/design.tex @@ -115,7 +115,96 @@ the main part of the \gls{ecs}. The design of these eight systems in combination \section{Design} -% \subsection{Rendering} +\subsection{Texture} +The textures in our game engine are represented by the \codeinline{Texture} class. It is implemented a \gls{facade} around the \gls{sdl} library. + +\subsubsection{Architecture} +\Cref{fig:class-texture} shows a class diagram of the texture \gls{facade}. It contains the following classes: + +\begin{description} + \item[SDLContext] This is a facade around the \codeinline{SDL2} library which is used around different parts of the engine, + and is therefore implemented as a singleton. + This class is friends with \codeinline{Texture}, \codeinline{LoopManager}, \codeinline{RenderSystem} and \codeinline{AnimatorSystem}. + \item[Texture] This is a wrapper around the \codeinline{SDL_Texture} class, and uses + cr\^epe's \codeinline{Asset} class to load an Texture instead. +\end{description} + +\begin{figure} + \centering + \includegraphics[width=\textwidth]{img/texture.png} + \caption{User texture class diagram} + \label{fig:class-texture} +\end{figure} + + +\subsection{AssetManager} +The AssetManager is a \gls{api} class that the user can use to make a \codeinline{Asset} available from different scenes. + +\subsubsection{Architecture} +\Cref{fig:class-assetmanager} shows a class diagram of the AssetManager. It contains the following classes: + +\begin{description} + \item[AssetManager] is a Singleton class, meaning only one instance of this class exists throughout the application. + This ensures a single point of access and control over asset management, simplifying resource handling and avoiding duplicated assets in memory. +\end{description} + +\begin{figure} + \centering + \includegraphics[width= 0.5\textwidth]{img/AssesManager.png} + \caption{User AssetManager class diagram} + \label{fig:class-assetmanager} +\end{figure} + +\subsection{Rendering} +Every game engine has an rendering structure to present all the different enities and components on the screen. + +\subsubsection{Architecture} +\Cref{fig:class-rendering} shows a class diagram of the RenderSystem. It contains the following classes: + +\begin{itemize} + \item The system architecture is centered around rendering and component management, with the following key components: + \begin{enumerate} + \item \emph{System} - an interface class, containing the virtual \codeinline{update()} function. + \item \emph{RenderSystem} - a derived class of \codeinline{System} responsible for rendering operations. \end{enumerate} + \item The \codeinline{System::get_instance()} function provides a static, singleton instance for managing system-wide operations. + \item The \codeinline{RenderSystem} class implements various rendering functions: + \begin{itemize} + \item \codeinline{sort_layers()} - organizes the rendering layers. + \item \codeinline{clear_screen()} - clears the screen prior to rendering. + \item \codeinline{update_sprites()} - updates sprite positions and states. + \item \codeinline{update_camera()} - manages the camera view. + \item \codeinline{present_screen()} - presents the final rendered image to the screen. + \end{itemize} + \item The \emph{SdlContext} class, another singleton, manages the \gls(SDL) and has a friendship relationship with \codeinline{ComponentManager} + for tighter integration with component management. + \item Components are organized as follows: + \begin{itemize} + \item The \emph{Component} base class allows for generic handling of components. + \item Derived component classes include: + \begin{itemize} + \item \emph{Sprite} - represents visual elements with attributes like \codeinline{sprite}, + \codeinline{color}, \codeinline{flip}, \codeinline{sortingLayer}, and \codeinline{orderInLayer}. + \item \emph{Transform} - manages positional attributes, including \codeinline{position}, \codeinline{rotation}, and \codeinline{scale}. + \end{itemize} + \end{itemize} + \item Both \codeinline{Sprite} and \codeinline{Transform} components provide a \codeinline{get_instances_max()} function to retrieve the maximum instance count. +\end{itemize} + +\begin{figure} + \centering + \includegraphics[width=\textwidth]{img/Rendering.png} + \caption{System Rendering class diagram} + \label{fig:class-rendering} +\end{figure} + +\subsubsection{System} +\begin{figure} + \centering + \includegraphics[width=\textwidth]{img/flowchart_rendering.png} + \caption{System Rendering flowchart } + \label{fig:class-renderingflowchart} +\end{figure} + % \subsection{Physics} @@ -433,5 +522,34 @@ was later converted to a full audio \gls{facade}, which is currently part of the cr\^epe engine. The \gls{poc} using the audio \gls{facade} is available from the same repository, under the \codeinline{src/example/audio_internal.cpp} file. +\subsection{Camera} +\label{poc:camera} + +The camera \gls{poc} \autocite[camera example]{crepe:code-repo} consists of +the following:\noparbreak + +\begin{itemize} + \item An \codeinline{on_key_pressed} function, which listens for key presses and adjusts camera position and zoom based on key inputs. + \item A user-defined script class (\codeinline{MyCameraScript}) derived from \codeinline{Script}, implementing only the \codeinline{update()} function. + To update the camera movements and zoom. + \item A main function that— + \begin{itemize} + \item Subscribes the \codeinline{on_key_pressed} function to handle \codeinline{KeyPressedEvent} events. + \item Creates a \codeinline{GameObject} for the camera and adds \codeinline{Camera} and \codeinline{BehaviorScript} components, + with \codeinline{MyCameraScript} attached to manage the camera’s transformation. + \item Instantiates a background \codeinline{GameObject} with \codeinline{Transform} and \codeinline{Sprite} components, loading an external texture as its background. + \end{itemize} +\end{itemize} + +Running this \gls{poc} allows for controlled camera movement and zoom in response to key inputs. The \codeinline{MyCameraScript::update} function ensures that these transformations are applied each frame, as demonstrated by the output in \cref{fig:poc-output-camera}. + + + +\begin{figure} + \centering + \fitimg{\includegraphics[scale=0.7]{img/poc-camera.pdf}} + \caption{camera \glsfmtshort{poc} output} + \label{fig:poc-output-camera} +\end{figure} \end{document} -- cgit v1.2.3