Pre Point2f Nuke

Fixed drawing,
Added general optimisations
This commit is contained in:
Bram Verhulst
2024-04-16 14:08:41 +02:00
parent f50597d1a5
commit 64e96ab209
13 changed files with 228 additions and 177 deletions

View File

@@ -10,10 +10,20 @@
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@@ -324,7 +334,13 @@
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@@ -366,7 +382,15 @@
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@@ -380,7 +404,8 @@
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<MESSAGE value="Update Screen system&#10;Added FuelScreen (Working buttons)&#10;Added SellScreen (Nothing working)" />
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View File

@@ -238,7 +238,7 @@ void Texture::Draw( const Point2f& dstBottomLeft, const Rectf& srcRect, bool fli
dstRect.width = m_Width;
dstRect.height = m_Height;
}
Draw( dstRect, srcRect );
Draw( dstRect, srcRect, flip );
}
}
@@ -341,6 +341,9 @@ bool Texture::IsCreationOk( ) const
{
return m_CreationOk;
}
Rectf Texture::getSrcRect() {
return Rectf{0, 0, m_Width, m_Height};
}
void Texture::DrawFilledRect(const Rectf& rect) const
{

View File

@@ -20,6 +20,8 @@ public:
float GetHeight() const;
bool IsCreationOk( ) const;
Rectf getSrcRect();
static int m_TextureCounter;
private:

View File

@@ -724,3 +724,6 @@ bool utils::isMouseDown(int button) {
}
return false;
}
//utils::getScrollMovement()

View File

@@ -1,5 +1,7 @@
#include "pch.h"
#include "Animation.h"
#include "utils.h"
Animation::Animation(Texture* pTexture, int frames, float frameDuration, Rectf srcRect): m_pTexture(pTexture), m_SrcRect(srcRect), m_Frames(frames) {
}
@@ -17,10 +19,13 @@ void Animation::Update(float elapsedSec) {
}
}
}
void Animation::Draw(const Point2f& pos, float angle) const {
void Animation::Draw(const Point2f& pos) const {
Draw(pos, Rectf{ pos.x, pos.y, m_SrcRect.width, m_SrcRect.height });
}
void Animation::Draw(const Point2f& pos, const Rectf& dst) const {
Rectf src = m_SrcRect;
src.left += m_CurrentFrame * src.width;
auto dst = Rectf { pos.x, pos.y, src.width, src.height };
m_pTexture->Draw(dst, src, m_isFlipped);
}

View File

@@ -8,7 +8,8 @@ public:
~Animation();
void Update(float elapsedSec);
void Draw(const Point2f& pos, float angle = 0.0f) const;
void Draw(const Point2f& pos) const;
void Draw(const Point2f& pos, const Rectf& dst) const;
void SetPlaying(bool isPlaying) {
m_isPlaying = isPlaying;

View File

@@ -58,6 +58,8 @@ void Game::ProcessKeyUpEvent(const SDL_KeyboardEvent& e) {
void Game::ProcessMouseMotionEvent(const SDL_MouseMotionEvent& e) {
m_MousePos = Point2f { float(e.x), float(e.y) };
m_pCurrentLevel->MouseMove(Point2f { float(e.x), float(e.y) });
}
void Game::ProcessMouseDownEvent(const SDL_MouseButtonEvent& e) {

View File

@@ -192,7 +192,7 @@ void WorldTile::Update(Camera* camera) {
Point2f mousePos = camera->TransformMouse(Point2f{utils::GetMousePos().x, 500 - utils::GetMousePos().y});
m_Hightlight = utils::IsPointInRect(mousePos, Rectf{GetCollisionRect().pos, GetCollisionRect().size});
if(CurrentIndex.x == 1 && CurrentIndex.y == 1) {
std::cout << "Hey" << std::endl;
// std::cout << "Hey" << std::endl;
}
}
Collision::TileCollisionRect WorldTile::GetCollisionRect() {

View File

@@ -1,23 +1,22 @@
#include "pch.h"
#include "Screen.h"
Screen::Screen(const std::string& filePath, Point2f pos, Point2f size,TextureManager* manager): m_Position(pos), m_Size(size)
{
Screen::Screen(const std::string& filePath, Point2f pos, Point2f size, TextureManager* manager): m_Position(pos), m_Size(size) {
m_Background = manager->GetTexture(filePath);
}
Screen::~Screen() {
}
void Screen::Update(float elapsedSecs) {
for(Button* b : m_Buttons) {
for (Button* b : m_Buttons) {
b->Update(elapsedSecs);
}
}
void Screen::Draw() const {
Rectf dest = Rectf(m_Position, m_Size);
Rectf src = Rectf(0,0, m_Background->GetWidth(), m_Background->GetHeight());
Rectf src = Rectf(0, 0, m_Background->GetWidth(), m_Background->GetHeight());
m_Background->Draw(dest, src, false);
for(Button* b: m_Buttons) {
for (Button* b : m_Buttons) {
b->Draw();
}
}

View File

@@ -23,8 +23,8 @@ WorldLevel::WorldLevel(Camera* camera, Rectf viewport): Level(camera),
// The grid is 34 x 50 big, the top center is 0,0 in world coords
for (size_t x { 0 }; x < WORLD_WIDTH; ++x) {
for (size_t y { 0 }; y < WORLD_HEIGHT; ++y) {
int actualX = x - WORLD_WIDTH / 2;
auto pos = Point2f { float(actualX * TILE_WIDTH), -float(y * TILE_HEIGHT) - TILE_HEIGHT };
const int actualX = x - WORLD_WIDTH / 2;
Point2f pos = Point2f { float(actualX * TILE_WIDTH), -float(y * TILE_HEIGHT) - TILE_HEIGHT };
GroundTileType* type = Tiles::AIR;
switch (utils::randRange(0, 2)) {
case 0:
@@ -40,13 +40,12 @@ WorldLevel::WorldLevel(Camera* camera, Rectf viewport): Level(camera),
std::cout << "??" << '\n';
}
m_gridManager.SetTileAtIndex(x, y, new WorldTile { pos, Tiles::DIRT, TextureManager::GetInstance(), &m_gridManager});
m_gridManager.SetTileAtIndex(x, y, new WorldTile { pos, type, TextureManager::GetInstance(), &m_gridManager});
}
}
for (size_t x { 0 }; x < WORLD_WIDTH; ++x) {
m_gridManager.GetTileAtIndex(x, 0)->SetTileType(Tiles::AIR);
}
}
WorldLevel::~WorldLevel() {
//delete m_pTextTexture;
@@ -57,8 +56,6 @@ void WorldLevel::Update(float elapsedSec) {
SDL_GetMouseState(&mouseX, &mouseY);
m_mousePos = Point2f { float(mouseX), float(mouseY) };
m_mousePos = m_pCamera->TransformMouse(m_mousePos);
//m_player.Update(elapsedSec, *this);
for (size_t x { 0 }; x < WORLD_WIDTH; ++x) {
@@ -85,7 +82,7 @@ void WorldLevel::Update(float elapsedSec) {
if(m_pSelectedTile != nullptr) {
surroundingTiles surroundingTiles = m_gridManager.GetSurroundingTiles(m_pSelectedTile);
TileDirection direction = TileDirection::TopMiddle;
std::array<TileDirection, 8> directions = {TileDirection::TopLeft, TileDirection::TopMiddle, TileDirection::TopRight, TileDirection::MiddleLeft, TileDirection::MiddleRight, TileDirection::BottomLeft, TileDirection::BottomMiddle, TileDirection::BottomRight};
const std::array<TileDirection, 8> directions = {TileDirection::TopLeft, TileDirection::TopMiddle, TileDirection::TopRight, TileDirection::MiddleLeft, TileDirection::MiddleRight, TileDirection::BottomLeft, TileDirection::BottomMiddle, TileDirection::BottomRight};
for(int i = 0; i < 8; i++) {
direction = directions[i];
@@ -96,9 +93,8 @@ void WorldLevel::Update(float elapsedSec) {
}
}
}
//m_player.Update(elapsedSec, *this);
m_player.Update(elapsedSec, *this);
Screen* screen = m_screenManager->GetCurrentScreen();
if (screen != nullptr) {
@@ -129,17 +125,6 @@ void WorldLevel::Draw() const {
}
}
//loop over worldtiles
for (int x { 0 }; x < WORLD_WIDTH; ++x) {
for (int y { 0 }; y < WORLD_HEIGHT; ++y) {
if (*m_gridManager.GetTileAtIndex(x, y)->GetTileType() != Tiles::AIR) {
Collision::CollisionRect rect = m_gridManager.GetTileAtIndex(x, y)->GetCollisionRect().getCollisionRect();
utils::SetColor(Colors::GREEN);
utils::DrawRect(rect.pos, rect.size.x, rect.size.y);
}
}
}
utils::SetColor(Colors::MAGENTA);
utils::FillEllipse(0, 0, 5, 5);
@@ -190,8 +175,8 @@ void WorldLevel::ProcessImGui() {
ImGui::EndMenu();
}
Point2f screenPos = utils::GetMousePos();
std::string mousePos = "Mouse Pos: (" + std::to_string(screenPos.x) + ", " + std::to_string(screenPos.y) + ")";
const Point2f screenPos = utils::GetMousePos();
const std::string mousePos = "Mouse Pos: (" + std::to_string(screenPos.x) + ", " + std::to_string(screenPos.y) + ")";
if(ImGui::BeginMenu(mousePos.c_str())) {
ImGui::EndMenu();

View File

@@ -10,7 +10,7 @@ class WorldLevel : public Level
{
public:
WorldLevel(Camera* camera, Rectf viewport);
~WorldLevel() override;
virtual ~WorldLevel() override;
WorldLevel(const WorldLevel& other) = default;
WorldLevel(WorldLevel&& other) = default;
@@ -39,7 +39,7 @@ private:
WorldTile* m_pSelectedTile { nullptr };
// ImGui Vars
bool m_ShowTextureManagerWindow { true };
bool m_ShowTextureManagerWindow { false };
bool m_ShowCameraWindow { false };
bool m_ShowPlayerInfo { false };
bool m_ShowPlayerInfo { true };
};

View File

@@ -16,7 +16,9 @@ Player::Player(const Point2f& Position, TextureManager* manager) : m_Position(Po
m_ContactMap[Collision::CollisionDirection::Left] = nullptr;
m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
m_walkAnimation = new Animation(manager->GetTexture("animations/player/player_walk.png"), 8, 0.1f, Rectf { 0, 0, 70, 70 });
m_walkAnimation = new Animation(
manager->GetTexture("animations/player/player_walk.png"),
8, 0.1f, Rectf { 0, 0, 70, 70 });
}
Collision::CollisionRect Player::GetCollisionRect() const {
Collision::CollisionRect rect = { m_Position, m_Size, m_Vel };
@@ -33,18 +35,29 @@ void Player::Draw() const {
const int frameWidth = 70; //TODO: fix this
int halfFrameWidth = frameWidth / 2;
auto drawPos = Point2f { center.x - halfFrameWidth - 10, center.y - halfFrameWidth + 9 };
Point2f drawPos = Point2f { center.x - halfFrameWidth, center.y - halfFrameWidth + 9 };
m_walkAnimation->Draw(drawPos, 0);
m_walkAnimation->Draw(drawPos, Rectf { drawPos.x, drawPos.y, frameWidth, frameWidth });
}
void Player::ProcessImGui() {
ImGui::Begin("Collision Info", nullptr, ImGuiWindowFlags_AlwaysAutoResize);
ImGui::Text("is Grounded: %s", m_Grounded ? "true" : "false");
ImGui::Text("Did just dig right: %s", m_DidJustDigRight ? "true" : "false");
bool test = !utils::isKeyPressed(SDL_SCANCODE_H);
ImGui::Text("Is Key Up H: %s", test ? "true" : "false");
ImGui::Checkbox("Draw Collision Rect", &m_DrawCollisionRect);
std::string currentState{};
switch (m_State) {
case PlayerState::Idle:
currentState = "Idle";
break;
case PlayerState::Digging:
currentState = "Digging";
break;
case PlayerState::Walking:
currentState = "Walking";
break;
}
ImGui::Text("Player State %s", currentState.c_str());
//ContactMap
ImGui::Text("ContactMap:");
ImGui::Text("Top: %s", m_ContactMap[Collision::CollisionDirection::Top] != nullptr ? "true" : "false");
@@ -56,132 +69,139 @@ void Player::ProcessImGui() {
void Player::Update(float elapsedTime, WorldLevel& level) {
m_Vel = Point2f { 0, -100 };
//check for keys
if (utils::isKeyDown(SDL_SCANCODE_W)) {
m_Vel.y = 100;
if(m_State != PlayerState::Digging) {
m_Vel = Point2f { 0, -100 };
if (utils::isKeyDown(SDL_SCANCODE_W)) {
m_Vel.y = 100;
m_Grounded = false;
}
if (utils::isKeyPressed(SDL_SCANCODE_S)) {
m_Vel.y = -100;
if (m_Grounded) {
if (m_ContactMap[Collision::CollisionDirection::Bottom] != nullptr) {
//Do the digging
m_State = PlayerState::Digging;
//Set the digging location in the center of the destination tile;
WorldTile* tile = m_ContactMap[Collision::CollisionDirection::Bottom];
m_DigDestination = tile->GetPosition() + tile->GetSize() / 2;
m_ContactMap[Collision::CollisionDirection::Bottom]->SetTileType(Tiles::AIR);
//center of tile
Point2f tileCenter = tile->GetCollisionRect().getCollisionRect().pos + tile->GetCollisionRect().getCollisionRect().size / 2;
m_Position = Point2f { tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5 };
m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
}
}
}
if (utils::isKeyDown(SDL_SCANCODE_A)) {
m_walkAnimation->SetFlipped(false);
m_Vel.x = -100;
}
if (utils::isKeyDown(SDL_SCANCODE_D)) {
m_Vel.x = 100;
m_walkAnimation->SetFlipped(true);
if (m_Grounded && !m_DidJustDigRight) {
//Check if the player doesnt come from digging a tile
if (m_ContactMap[Collision::CollisionDirection::Right] != nullptr) {
m_ContactMap[Collision::CollisionDirection::Right]->SetTileType(Tiles::AIR);
WorldTile* tile = m_ContactMap[Collision::CollisionDirection::Right];
//center of tile
const Point2f tileCenter = tile->GetCollisionRect().getCollisionRect().pos + tile->GetCollisionRect().getCollisionRect().size / 2;
m_Position = Point2f { tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5 };
m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
m_DidJustDigRight = true;
}
}
}
if (m_DidJustDigRight) {
if (!utils::isKeyDown(SDL_SCANCODE_D)) {
m_DidJustDigRight = false;
}
}
m_walkAnimation->Update(elapsedTime);
m_ContactMap[Collision::CollisionDirection::Top] = nullptr;
m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
m_ContactMap[Collision::CollisionDirection::Left] = nullptr;
m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
m_Grounded = false;
}
if (utils::isKeyPressed(SDL_SCANCODE_S)) {
m_Vel.y = -100;
if (m_Grounded) {
if (m_ContactMap[Collision::CollisionDirection::Bottom] != nullptr) {
m_ContactMap[Collision::CollisionDirection::Bottom]->SetTileType(Tiles::AIR);
WorldTile* tile = m_ContactMap[Collision::CollisionDirection::Bottom];
//center of tile
Point2f tileCenter = tile->GetCollisionRect().getCollisionRect().pos + tile->GetCollisionRect().getCollisionRect().size / 2;
m_Position = Point2f { tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5 };
m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
}
}
}
if (utils::isKeyDown(SDL_SCANCODE_A)) {
m_walkAnimation->SetFlipped(false);
m_Vel.x = -100;
}
if (utils::isKeyDown(SDL_SCANCODE_D)) {
m_Vel.x = 100;
m_walkAnimation->SetFlipped(true);
if (m_Grounded && !m_DidJustDigRight) {
//Check if the player doesnt come from digging a tile
if (m_ContactMap[Collision::CollisionDirection::Right] != nullptr) {
m_ContactMap[Collision::CollisionDirection::Right]->SetTileType(Tiles::AIR);
WorldTile* tile = m_ContactMap[Collision::CollisionDirection::Right];
//center of tile
const Point2f tileCenter = tile->GetCollisionRect().getCollisionRect().pos + tile->GetCollisionRect().getCollisionRect().size / 2;
m_Position = Point2f { tileCenter.x - m_Size.x / 2, tileCenter.y - m_Size.y / 2 + 5 };
m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
m_DidJustDigRight = true;
}
}
}
if (m_DidJustDigRight) {
if (!utils::isKeyDown(SDL_SCANCODE_D)) {
m_DidJustDigRight = false;
}
}
m_walkAnimation->Update(elapsedTime);
m_ContactMap[Collision::CollisionDirection::Top] = nullptr;
m_ContactMap[Collision::CollisionDirection::Bottom] = nullptr;
m_ContactMap[Collision::CollisionDirection::Left] = nullptr;
m_ContactMap[Collision::CollisionDirection::Right] = nullptr;
m_Grounded = false;
float t = 0, min_t = INFINITY;
Point2f intersectionPoint, normal;
std::vector<std::pair<int, float>> contactTimes {};
float t = 0, min_t = INFINITY;
Point2f intersectionPoint, normal;
const WorldGridManager& gridManager = level.GetGridManager();
std::vector<std::pair<int, float>> contactTimes {};
const WorldGridManager& gridManager = level.GetGridManager();
for (int x { 0 }; x < WORLD_WIDTH; ++x) {
for (int y { 0 }; y < WORLD_HEIGHT; ++y) {
WorldTile* tile = gridManager.GetTileAtIndex(x, y);
if (*tile->GetTileType() != Tiles::AIR) {
tile->m_Hightlight = false;
if (Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, tile->GetCollisionRect().getCollisionRect(), intersectionPoint, normal, t)) {
contactTimes.emplace_back(std::pair<int, float> { x + y * WORLD_WIDTH, t });
}
}
}
}
std::sort(contactTimes.begin(), contactTimes.end(), [](const std::pair<int, float>& a, const std::pair<int, float>& b)
{
return a.second < b.second;
});
for (std::pair<int, float> contact_time : contactTimes) {
int x = contact_time.first % WORLD_WIDTH;
int y = contact_time.first / WORLD_WIDTH;
WorldTile* world_tile = gridManager.GetTileAtIndex(x, y);
const Point2f WorldTilePos = world_tile->GetCollisionRect().getCollisionRect().pos;
const Point2f WorldTileSize = world_tile->GetCollisionRect().getCollisionRect().size;
if (WorldTilePos.y + WorldTileSize.y > m_Position.y) {
if (WorldTilePos.x + WorldTileSize.x > m_Position.x) {
if (WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
//Right of player
m_ContactMap[Collision::CollisionDirection::Right] = world_tile;
for (int x { 0 }; x < WORLD_WIDTH; ++x) {
for (int y { 0 }; y < WORLD_HEIGHT; ++y) {
WorldTile* tile = gridManager.GetTileAtIndex(x, y);
if (*tile->GetTileType() != Tiles::AIR) {
tile->m_Hightlight = false;
if (Collision::DynamicRectVsRect(this->GetCollisionRect(), elapsedTime, tile->GetCollisionRect().getCollisionRect(), intersectionPoint, normal, t)) {
contactTimes.emplace_back(std::pair<int, float> { x + y * WORLD_WIDTH, t });
}
}
}
}
if (WorldTilePos.y + WorldTileSize.y > m_Position.y) {
if (WorldTilePos.x < m_Position.x + m_Size.x) {
if (WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
//Left of player
m_ContactMap[Collision::CollisionDirection::Left] = world_tile;
std::sort(contactTimes.begin(), contactTimes.end(), [](const std::pair<int, float>& a, const std::pair<int, float>& b)
{
return a.second < b.second;
});
for (std::pair<int, float> contact_time : contactTimes) {
int x = contact_time.first % WORLD_WIDTH;
int y = contact_time.first / WORLD_WIDTH;
WorldTile* world_tile = gridManager.GetTileAtIndex(x, y);
const Point2f WorldTilePos = world_tile->GetCollisionRect().getCollisionRect().pos;
const Point2f WorldTileSize = world_tile->GetCollisionRect().getCollisionRect().size;
if (WorldTilePos.y + WorldTileSize.y > m_Position.y) {
if (WorldTilePos.x + WorldTileSize.x > m_Position.x) {
if (WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
//Right of player
m_ContactMap[Collision::CollisionDirection::Right] = world_tile;
}
}
}
}
//Below the player
if (WorldTilePos.y + WorldTileSize.y <= m_Position.y) {
if (WorldTilePos.x + WorldTileSize.x / 2 > m_Position.x && m_Position.x + m_Size.x / 2 > WorldTilePos.x) {
m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
m_Grounded = true;
world_tile->m_Hightlight = true;
if (WorldTilePos.y + WorldTileSize.y > m_Position.y) {
if (WorldTilePos.x < m_Position.x + m_Size.x) {
if (WorldTilePos.y + WorldTileSize.y / 2 > m_Position.y && m_Position.y + m_Size.y / 2 > WorldTilePos.y) {
//Left of player
m_ContactMap[Collision::CollisionDirection::Left] = world_tile;
}
}
}
//Below the player
if (WorldTilePos.y + WorldTileSize.y <= m_Position.y) {
if (WorldTilePos.x + WorldTileSize.x / 2 > m_Position.x && m_Position.x + m_Size.x / 2 > WorldTilePos.x) {
m_ContactMap[Collision::CollisionDirection::Bottom] = world_tile;
m_Grounded = true;
world_tile->m_Hightlight = true;
}
}
Collision::CollisionRect rect = world_tile->GetCollisionRect().getCollisionRect(); //TODO: fix this mess
Collision::ResolvePlayerVsRect(*this, elapsedTime, &rect);
}
if(m_State != PlayerState::Digging) { //Fix for when the state is JUST set to digging
if (m_Vel.x != 0.0f) {
m_State = PlayerState::Walking;
}
else {
m_State = PlayerState::Idle;
}
}
Collision::CollisionRect rect = world_tile->GetCollisionRect().getCollisionRect(); //TODO: fix this mess
Collision::ResolvePlayerVsRect(*this, elapsedTime, &rect);
}
if (m_Vel.x != 0.0f) {
m_State = PlayerState::Walking;
}
else {
m_State = PlayerState::Idle;
}
switch (m_State) {
@@ -191,10 +211,14 @@ void Player::Update(float elapsedTime, WorldLevel& level) {
case PlayerState::Walking:
m_walkAnimation->SetPlaying(true);
break;
case PlayerState::Digging:
break;
default:
break;
}
m_Position = m_Position + m_Vel * elapsedTime;
if(m_State != PlayerState::Digging) {
m_Position = m_Position + m_Vel * elapsedTime;
}
}

View File

@@ -69,6 +69,8 @@ private:
Point2f m_Acc;
Point2f m_Gravity { 0, -9.81f };
Point2f m_DigDestination{};
bool m_Grounded { false };
bool m_DidJustDigRight { false };