wefactor ^_^
This commit is contained in:
parent
5c18aaa150
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353
src/engine.rs
353
src/engine.rs
@ -1,353 +0,0 @@
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use std::any::{Any, TypeId};
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use std::collections::HashSet;
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use std::rc::Rc;
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use std::time::{Duration, Instant};
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pub use component_macro::Component;
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pub use sdl2::keyboard::Keycode;
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use sdl2::{
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event::Event,
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image::{self, LoadTexture, Sdl2ImageContext},
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pixels::Color,
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rect::Rect,
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render::{Canvas, Texture, TextureCreator},
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video::{Window, WindowBuildError, WindowContext},
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IntegerOrSdlError, Sdl, VideoSubsystem,
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};
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#[derive(Debug, Clone)]
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pub struct Error(String);
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impl std::fmt::Display for Error {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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write!(f, "{}", self.0)
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}
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}
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macro_rules! impl_from_T_for_Error {
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($t:ty) => {
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impl From<$t> for Error {
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fn from(value: $t) -> Self {
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Self(value.to_string())
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}
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}
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};
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($t:ty, $($ts:ty),+) => {
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impl From<$t> for Error {
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fn from(value: $t) -> Self {
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Self(value.to_string())
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}
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}
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impl_from_T_for_Error!($($ts),+);
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};
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}
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impl_from_T_for_Error!(String, WindowBuildError, IntegerOrSdlError, &str);
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pub type Id = u64;
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pub struct Entity(Id, Vec<Box<dyn Component>>);
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pub trait Component {
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fn inner_type_id(&self) -> TypeId;
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fn as_any(&mut self) -> &mut dyn Any;
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}
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#[derive(Clone, Copy)]
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pub struct Sprite(Id);
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pub struct Context<'context, 'game>
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where
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'game: 'context,
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{
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id_counter: &'context mut Id,
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canvas: &'context mut Canvas<Window>,
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texture_creator: *const TextureCreator<WindowContext>,
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entities: &'context mut Vec<Entity>,
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systems: &'context mut Vec<Rc<dyn System>>,
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textures: &'context mut Vec<(Id, Texture<'game>)>,
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currently_pressed_keys: &'context HashSet<Keycode>,
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}
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pub struct ComponentQuery<T>(std::marker::PhantomData<T>);
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impl<T> ComponentQuery<T> {
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pub fn new() -> Self {
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Self(std::marker::PhantomData)
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}
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}
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pub trait QueryRunner {
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fn run(&self, context: &Context) -> Vec<u64>;
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}
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impl<T0> QueryRunner for ComponentQuery<T0>
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where
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T0: 'static + Component,
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{
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fn run(&self, context: &Context) -> Vec<u64> {
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context.entities_with_component::<T0>()
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}
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}
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impl<T0, T1> QueryRunner for ComponentQuery<(T0, T1)>
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where
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T0: 'static + Component,
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T1: 'static + Component,
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{
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fn run(&self, context: &Context) -> Vec<u64> {
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let vs0 = context.entities_with_component::<T0>();
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let vs1 = context.entities_with_component::<T1>();
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vs0.into_iter()
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.filter(|v0| vs1.iter().find(|v1| *v0 == **v1).is_some())
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.collect()
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}
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}
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impl<T0, T1, T2> QueryRunner for ComponentQuery<(T0, T1, T2)>
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where
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T0: 'static + Component,
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T1: 'static + Component,
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T2: 'static + Component,
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{
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fn run(&self, context: &Context) -> Vec<u64> {
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let vs0 = context.entities_with_component::<T0>();
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let vs1 = context.entities_with_component::<T1>();
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let vs2 = context.entities_with_component::<T2>();
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vs0.into_iter()
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.filter(|v0| {
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vs1.iter().find(|v1| *v0 == **v1).is_some()
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&& vs2.iter().find(|v2| *v0 == **v2).is_some()
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})
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.collect()
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}
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}
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#[macro_export]
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macro_rules! query {
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($ctx:expr, $t:ty) => {
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{
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use engine::QueryRunner;
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engine::ComponentQuery::<$t>::new().run($ctx)
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}
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};
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($ctx:expr, $($ts:ty),+) => {
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{
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#[allow(unused_imports)]
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use engine::QueryRunner;
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engine::ComponentQuery::<($($ts),+)>::new().run($ctx)
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}
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};
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}
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#[macro_export]
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macro_rules! spawn {
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($ctx:expr, [$($ts:expr),+ $(,)?]) => {
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engine::Context::spawn($ctx, vec![$(Box::new($ts)),+])
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};
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($ctx:expr, $($ts:expr),+ $(,)?) => {
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engine::Context::spawn($ctx, vec![$(Box::new($ts)),+])
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};
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}
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impl<'context, 'game> Context<'context, 'game> {
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pub fn entities_with_component<T: 'static + Component>(&self) -> Vec<u64> {
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let entity_type_id = TypeId::of::<T>();
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self.entities
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.iter()
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.filter_map(|Entity(id, components)| {
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let contains_component = components
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.iter()
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.any(|entity| (*entity).inner_type_id() == entity_type_id);
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if contains_component {
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Some(*id)
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} else {
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None
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}
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})
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.collect()
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}
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pub fn entity_component<T: 'static + Component>(&mut self, entity_id: u64) -> &mut T {
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let entity_type_id = TypeId::of::<T>();
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let Entity(_id, components) = self
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.entities
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.iter_mut()
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.find(|Entity(id, _)| *id == entity_id)
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.unwrap();
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let component = components
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.iter_mut()
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.find_map(|entity| {
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let is_id = (*entity).inner_type_id() == entity_type_id;
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if is_id {
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Some(entity.as_any().downcast_mut::<T>().unwrap())
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} else {
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None
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}
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})
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.unwrap();
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component
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}
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pub fn load_sprite<P>(&mut self, path: P) -> Result<Sprite, Error>
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where
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P: AsRef<std::path::Path>,
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{
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let path = path.as_ref().to_path_buf();
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let texture: Texture<'game> = unsafe { (*self.texture_creator).load_texture(&path)? };
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let id = *self.id_counter;
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*self.id_counter += 1;
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self.textures.push((id, texture));
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Ok(Sprite(id))
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}
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pub fn draw_sprite(&mut self, sprite: Sprite, x: i32, y: i32) -> Result<(), Error> {
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let texture = self
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.textures
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.iter()
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.find_map(|v| if v.0 == sprite.0 { Some(&v.1) } else { None })
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.ok_or_else(|| "invalid sprite id")?;
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self.canvas.copy(
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texture,
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None,
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Rect::new(x, y, texture.query().width, texture.query().height),
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)?;
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Ok(())
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}
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pub fn spawn(&mut self, components: Vec<Box<dyn Component>>) {
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let id = *self.id_counter;
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*self.id_counter += 1;
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self.entities.push(Entity(id, components));
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}
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pub fn despawn(&mut self, entity_id: u64) {
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*self.entities = self
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.entities
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.drain(..)
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.filter(|v| v.0 != entity_id)
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.collect();
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}
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pub fn add_system<S: 'static + System>(&mut self, system: S) {
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system.on_add(self);
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self.systems.push(Rc::new(system))
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}
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pub fn key_pressed(&self, keycode: Keycode) -> bool {
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self.currently_pressed_keys.contains(&keycode)
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}
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}
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pub trait System {
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fn on_add(&self, _ctx: &mut Context) {}
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fn on_update(&self, _ctx: &mut Context, _delta: f64) -> Result<(), Error> {
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Ok(())
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}
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}
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pub struct Game<'a> {
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id_counter: u64,
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sdl_context: Sdl,
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video_subsystem: VideoSubsystem,
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image_context: Sdl2ImageContext,
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canvas: Canvas<Window>,
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texture_creator: TextureCreator<WindowContext>,
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event_pump: sdl2::EventPump,
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entities: Vec<Entity>,
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components: Vec<(u64, Box<dyn Component>)>,
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systems: Vec<Rc<dyn System>>,
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textures: Vec<(Id, Texture<'a>)>,
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currently_pressed_keys: HashSet<Keycode>,
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}
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impl<'game> Game<'game> {
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pub fn new() -> Result<Self, Error> {
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let sdl_context = sdl2::init()?;
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let video_subsystem = sdl_context.video()?;
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let image_context = image::init(image::InitFlag::PNG)?;
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let window = video_subsystem
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.window("pvp-game-dilapidation", 1280, 720)
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.position_centered()
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.build()?;
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let mut canvas = window.into_canvas().build()?;
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let texture_creator = canvas.texture_creator();
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canvas.set_draw_color(Color::BLACK);
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canvas.clear();
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canvas.present();
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let event_pump = sdl_context.event_pump()?;
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Ok(Self {
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id_counter: 0,
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sdl_context,
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video_subsystem,
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image_context,
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canvas,
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texture_creator,
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event_pump,
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entities: vec![],
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components: vec![],
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systems: vec![],
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textures: vec![],
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currently_pressed_keys: HashSet::new(),
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})
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}
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pub fn run(&mut self) {
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let mut time_before = Instant::now();
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'running: loop {
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for event in self.event_pump.poll_iter() {
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match event {
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Event::Quit { .. }
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| Event::KeyDown {
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keycode: Some(Keycode::Escape),
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..
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} => break 'running,
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Event::KeyDown { keycode, .. } => {
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self.currently_pressed_keys.insert(keycode.unwrap());
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}
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Event::KeyUp { keycode, .. } => {
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self.currently_pressed_keys.remove(&keycode.unwrap());
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}
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_ => {}
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}
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}
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self.canvas.set_draw_color(Color::RGB(60, 180, 180));
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self.canvas.clear();
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let now = Instant::now();
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let delta = (now - time_before).as_nanos() as f64 / 1_000_000_000.0;
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time_before = now;
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for system in self.systems.clone() {
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let Err(err) = system.on_update(&mut self.context(), delta) else {
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continue;
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};
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println!("error occcurred updating system: {err}");
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}
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self.canvas.present();
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std::thread::sleep(Duration::new(0, 1_000_000_000u32 / 60))
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}
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}
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pub fn context<'context>(&'context mut self) -> Context<'context, 'game>
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where
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'game: 'context,
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{
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Context {
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id_counter: &mut self.id_counter,
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canvas: &mut self.canvas,
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texture_creator: &self.texture_creator,
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entities: &mut self.entities,
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systems: &mut self.systems,
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textures: &mut self.textures,
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currently_pressed_keys: &mut self.currently_pressed_keys,
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}
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}
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pub fn add_system<S: 'static + System>(&mut self, system: S) {
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system.on_add(&mut self.context());
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self.systems.push(Rc::new(system))
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}
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}
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6
src/engine/component.rs
Normal file
6
src/engine/component.rs
Normal file
@ -0,0 +1,6 @@
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use std::any::{Any, TypeId};
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pub trait Component {
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fn inner_type_id(&self) -> TypeId;
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fn as_any(&mut self) -> &mut dyn Any;
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}
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193
src/engine/context.rs
Normal file
193
src/engine/context.rs
Normal file
@ -0,0 +1,193 @@
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use std::{any::TypeId, collections::HashSet, rc::Rc};
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use sdl2::{
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image::LoadTexture,
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keyboard::Keycode,
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rect::Rect,
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render::{Canvas, Texture, TextureCreator},
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video::{Window, WindowContext},
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};
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use super::{entity::Entity, id::Id, sprite::Sprite, system::System, Component, Error};
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pub struct Context<'context, 'game>
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where
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'game: 'context,
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{
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pub(super) id_counter: &'context mut Id,
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pub(super) canvas: &'context mut Canvas<Window>,
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pub(super) texture_creator: *const TextureCreator<WindowContext>,
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pub(super) entities: &'context mut Vec<Entity>,
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pub(super) systems: &'context mut Vec<Rc<dyn System>>,
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pub(super) textures: &'context mut Vec<(Id, Texture<'game>)>,
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pub(super) currently_pressed_keys: &'context HashSet<Keycode>,
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}
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pub struct ComponentQuery<T>(std::marker::PhantomData<T>);
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impl<T> ComponentQuery<T> {
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pub fn new() -> Self {
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Self(std::marker::PhantomData)
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}
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}
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pub trait QueryRunner {
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fn run(&self, context: &Context) -> Vec<u64>;
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}
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impl<T0> QueryRunner for ComponentQuery<T0>
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where
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T0: 'static + Component,
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{
|
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fn run(&self, context: &Context) -> Vec<u64> {
|
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context.entities_with_component::<T0>()
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}
|
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}
|
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|
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impl<T0, T1> QueryRunner for ComponentQuery<(T0, T1)>
|
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where
|
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T0: 'static + Component,
|
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T1: 'static + Component,
|
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{
|
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fn run(&self, context: &Context) -> Vec<u64> {
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let vs0 = context.entities_with_component::<T0>();
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let vs1 = context.entities_with_component::<T1>();
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vs0.into_iter()
|
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.filter(|v0| vs1.iter().any(|v1| *v0 == *v1))
|
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.collect()
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}
|
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}
|
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|
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impl<T0, T1, T2> QueryRunner for ComponentQuery<(T0, T1, T2)>
|
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where
|
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T0: 'static + Component,
|
||||
T1: 'static + Component,
|
||||
T2: 'static + Component,
|
||||
{
|
||||
fn run(&self, context: &Context) -> Vec<u64> {
|
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let vs0 = context.entities_with_component::<T0>();
|
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let vs1 = context.entities_with_component::<T1>();
|
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let vs2 = context.entities_with_component::<T2>();
|
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vs0.into_iter()
|
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.filter(|v0| vs1.iter().any(|v1| *v0 == *v1) && vs2.iter().any(|v2| *v0 == *v2))
|
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.collect()
|
||||
}
|
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}
|
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|
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#[macro_export]
|
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macro_rules! query {
|
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($ctx:expr, $t:ty) => {
|
||||
{
|
||||
#[allow(unused_imports)]
|
||||
use $crate::engine::QueryRunner;
|
||||
engine::ComponentQuery::<$t>::new().run($ctx)
|
||||
}
|
||||
};
|
||||
($ctx:expr, $($ts:ty),+) => {
|
||||
{
|
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#[allow(unused_imports)]
|
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use $crate::engine::QueryRunner;
|
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engine::ComponentQuery::<($($ts),+)>::new().run($ctx)
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
#[macro_export]
|
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macro_rules! spawn {
|
||||
($ctx:expr, [$($ts:expr),+ $(,)?]) => {
|
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engine::Context::spawn($ctx, vec![$(Box::new($ts)),+])
|
||||
};
|
||||
($ctx:expr, $($ts:expr),+ $(,)?) => {
|
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engine::Context::spawn($ctx, vec![$(Box::new($ts)),+])
|
||||
};
|
||||
}
|
||||
|
||||
impl<'context, 'game> Context<'context, 'game> {
|
||||
pub fn entities_with_component<T: 'static + Component>(&self) -> Vec<u64> {
|
||||
let entity_type_id = TypeId::of::<T>();
|
||||
self.entities
|
||||
.iter()
|
||||
.filter_map(|Entity(id, components)| {
|
||||
let contains_component = components
|
||||
.iter()
|
||||
.any(|entity| (*entity).inner_type_id() == entity_type_id);
|
||||
if contains_component {
|
||||
Some(*id)
|
||||
} else {
|
||||
None
|
||||
}
|
||||
})
|
||||
.collect()
|
||||
}
|
||||
|
||||
pub fn entity_component<T: 'static + Component>(&mut self, entity_id: u64) -> &mut T {
|
||||
let entity_type_id = TypeId::of::<T>();
|
||||
let Entity(_id, components) = self
|
||||
.entities
|
||||
.iter_mut()
|
||||
.find(|Entity(id, _)| *id == entity_id)
|
||||
.unwrap();
|
||||
|
||||
let component = components
|
||||
.iter_mut()
|
||||
.find_map(|entity| {
|
||||
let is_id = (*entity).inner_type_id() == entity_type_id;
|
||||
if is_id {
|
||||
Some(entity.as_any().downcast_mut::<T>().unwrap())
|
||||
} else {
|
||||
None
|
||||
}
|
||||
})
|
||||
.unwrap();
|
||||
component
|
||||
}
|
||||
|
||||
pub fn load_sprite<P>(&mut self, path: P) -> Result<Sprite, Error>
|
||||
where
|
||||
P: AsRef<std::path::Path>,
|
||||
{
|
||||
let path = path.as_ref().to_path_buf();
|
||||
let texture: Texture<'game> = unsafe { (*self.texture_creator).load_texture(&path)? };
|
||||
let id = *self.id_counter;
|
||||
*self.id_counter += 1;
|
||||
self.textures.push((id, texture));
|
||||
Ok(Sprite(id))
|
||||
}
|
||||
|
||||
pub fn draw_sprite(&mut self, sprite: Sprite, x: i32, y: i32) -> Result<(), Error> {
|
||||
let texture = self
|
||||
.textures
|
||||
.iter()
|
||||
.find_map(|v| if v.0 == sprite.0 { Some(&v.1) } else { None })
|
||||
.ok_or("invalid sprite id")?;
|
||||
self.canvas.copy(
|
||||
texture,
|
||||
None,
|
||||
Rect::new(x, y, texture.query().width, texture.query().height),
|
||||
)?;
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn spawn(&mut self, components: Vec<Box<dyn Component>>) {
|
||||
let id = *self.id_counter;
|
||||
*self.id_counter += 1;
|
||||
self.entities.push(Entity(id, components));
|
||||
}
|
||||
|
||||
pub fn despawn(&mut self, entity_id: u64) {
|
||||
*self.entities = self
|
||||
.entities
|
||||
.drain(..)
|
||||
.filter(|v| v.0 != entity_id)
|
||||
.collect();
|
||||
}
|
||||
|
||||
pub fn add_system<S: 'static + System>(&mut self, system: S) {
|
||||
system.on_add(self);
|
||||
self.systems.push(Rc::new(system))
|
||||
}
|
||||
|
||||
pub fn key_pressed(&self, keycode: Keycode) -> bool {
|
||||
self.currently_pressed_keys.contains(&keycode)
|
||||
}
|
||||
}
|
3
src/engine/entity.rs
Normal file
3
src/engine/entity.rs
Normal file
@ -0,0 +1,3 @@
|
||||
use super::{id::Id, Component};
|
||||
|
||||
pub struct Entity(pub Id, pub Vec<Box<dyn Component>>);
|
30
src/engine/error.rs
Normal file
30
src/engine/error.rs
Normal file
@ -0,0 +1,30 @@
|
||||
use sdl2::{video::WindowBuildError, IntegerOrSdlError};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Error(String);
|
||||
|
||||
impl std::fmt::Display for Error {
|
||||
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
|
||||
write!(f, "{}", self.0)
|
||||
}
|
||||
}
|
||||
|
||||
macro_rules! impl_from_T_for_Error {
|
||||
($t:ty) => {
|
||||
impl From<$t> for Error {
|
||||
fn from(value: $t) -> Self {
|
||||
Self(value.to_string())
|
||||
}
|
||||
}
|
||||
};
|
||||
($t:ty, $($ts:ty),+) => {
|
||||
impl From<$t> for Error {
|
||||
fn from(value: $t) -> Self {
|
||||
Self(value.to_string())
|
||||
}
|
||||
}
|
||||
impl_from_T_for_Error!($($ts),+);
|
||||
};
|
||||
}
|
||||
|
||||
impl_from_T_for_Error!(String, WindowBuildError, IntegerOrSdlError, &str);
|
120
src/engine/game.rs
Normal file
120
src/engine/game.rs
Normal file
@ -0,0 +1,120 @@
|
||||
use std::collections::HashSet;
|
||||
use std::rc::Rc;
|
||||
use std::time::{Duration, Instant};
|
||||
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::{
|
||||
event::Event,
|
||||
image::{self, Sdl2ImageContext},
|
||||
pixels::Color,
|
||||
render::{Canvas, Texture, TextureCreator},
|
||||
video::{Window, WindowContext},
|
||||
Sdl, VideoSubsystem,
|
||||
};
|
||||
|
||||
use super::{context::Context, entity::Entity, id::Id, system::System};
|
||||
use super::{Component, Error};
|
||||
|
||||
pub struct Game<'a> {
|
||||
id_counter: u64,
|
||||
sdl_context: Sdl,
|
||||
video_subsystem: VideoSubsystem,
|
||||
image_context: Sdl2ImageContext,
|
||||
canvas: Canvas<Window>,
|
||||
texture_creator: TextureCreator<WindowContext>,
|
||||
event_pump: sdl2::EventPump,
|
||||
entities: Vec<Entity>,
|
||||
components: Vec<(u64, Box<dyn Component>)>,
|
||||
systems: Vec<Rc<dyn System>>,
|
||||
textures: Vec<(Id, Texture<'a>)>,
|
||||
currently_pressed_keys: HashSet<Keycode>,
|
||||
}
|
||||
|
||||
impl<'game> Game<'game> {
|
||||
pub fn new() -> Result<Self, Error> {
|
||||
let sdl_context = sdl2::init()?;
|
||||
let video_subsystem = sdl_context.video()?;
|
||||
let image_context = image::init(image::InitFlag::PNG)?;
|
||||
let window = video_subsystem
|
||||
.window("pvp-game-dilapidation", 1280, 720)
|
||||
.position_centered()
|
||||
.build()?;
|
||||
|
||||
let mut canvas = window.into_canvas().build()?;
|
||||
let texture_creator = canvas.texture_creator();
|
||||
|
||||
canvas.set_draw_color(Color::BLACK);
|
||||
canvas.clear();
|
||||
canvas.present();
|
||||
let event_pump = sdl_context.event_pump()?;
|
||||
Ok(Self {
|
||||
id_counter: 0,
|
||||
sdl_context,
|
||||
video_subsystem,
|
||||
image_context,
|
||||
canvas,
|
||||
texture_creator,
|
||||
event_pump,
|
||||
entities: vec![],
|
||||
components: vec![],
|
||||
systems: vec![],
|
||||
textures: vec![],
|
||||
currently_pressed_keys: HashSet::new(),
|
||||
})
|
||||
}
|
||||
|
||||
pub fn run(&mut self) {
|
||||
let mut time_before = Instant::now();
|
||||
'running: loop {
|
||||
for event in self.event_pump.poll_iter() {
|
||||
match event {
|
||||
Event::Quit { .. }
|
||||
| Event::KeyDown {
|
||||
keycode: Some(Keycode::Escape),
|
||||
..
|
||||
} => break 'running,
|
||||
Event::KeyDown { keycode, .. } => {
|
||||
self.currently_pressed_keys.insert(keycode.unwrap());
|
||||
}
|
||||
Event::KeyUp { keycode, .. } => {
|
||||
self.currently_pressed_keys.remove(&keycode.unwrap());
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
self.canvas.set_draw_color(Color::RGB(60, 180, 180));
|
||||
self.canvas.clear();
|
||||
let now = Instant::now();
|
||||
let delta = (now - time_before).as_nanos() as f64 / 1_000_000_000.0;
|
||||
time_before = now;
|
||||
for system in self.systems.clone() {
|
||||
let Err(err) = system.on_update(&mut self.context(), delta) else {
|
||||
continue;
|
||||
};
|
||||
println!("error occcurred updating system: {err}");
|
||||
}
|
||||
self.canvas.present();
|
||||
std::thread::sleep(Duration::new(0, 1_000_000_000u32 / 60))
|
||||
}
|
||||
}
|
||||
|
||||
pub fn context<'context>(&'context mut self) -> Context<'context, 'game>
|
||||
where
|
||||
'game: 'context,
|
||||
{
|
||||
Context {
|
||||
id_counter: &mut self.id_counter,
|
||||
canvas: &mut self.canvas,
|
||||
texture_creator: &self.texture_creator,
|
||||
entities: &mut self.entities,
|
||||
systems: &mut self.systems,
|
||||
textures: &mut self.textures,
|
||||
currently_pressed_keys: &mut self.currently_pressed_keys,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn add_system<S: 'static + System>(&mut self, system: S) {
|
||||
system.on_add(&mut self.context());
|
||||
self.systems.push(Rc::new(system))
|
||||
}
|
||||
}
|
1
src/engine/id.rs
Normal file
1
src/engine/id.rs
Normal file
@ -0,0 +1 @@
|
||||
pub type Id = u64;
|
15
src/engine/mod.rs
Normal file
15
src/engine/mod.rs
Normal file
@ -0,0 +1,15 @@
|
||||
mod component;
|
||||
mod context;
|
||||
mod entity;
|
||||
mod error;
|
||||
mod game;
|
||||
mod id;
|
||||
mod sprite;
|
||||
mod system;
|
||||
|
||||
pub use self::{
|
||||
component::Component, context::ComponentQuery, context::Context, context::QueryRunner,
|
||||
error::Error, game::Game, sprite::Sprite, system::System,
|
||||
};
|
||||
pub use component_macro::Component;
|
||||
pub use sdl2::keyboard::Keycode;
|
4
src/engine/sprite.rs
Normal file
4
src/engine/sprite.rs
Normal file
@ -0,0 +1,4 @@
|
||||
use super::id::Id;
|
||||
|
||||
#[derive(Clone, Copy)]
|
||||
pub struct Sprite(pub Id);
|
8
src/engine/system.rs
Normal file
8
src/engine/system.rs
Normal file
@ -0,0 +1,8 @@
|
||||
use super::{context::Context, Error};
|
||||
|
||||
pub trait System {
|
||||
fn on_add(&self, _ctx: &mut Context) {}
|
||||
fn on_update(&self, _ctx: &mut Context, _delta: f64) -> Result<(), Error> {
|
||||
Ok(())
|
||||
}
|
||||
}
|
173
src/main.rs
173
src/main.rs
@ -13,8 +13,8 @@ struct Sprite {
|
||||
struct RigidBody {
|
||||
pos: (f64, f64),
|
||||
vel: (f64, f64),
|
||||
rect: (f64, f64),
|
||||
gravity: bool,
|
||||
cowision: bool,
|
||||
}
|
||||
|
||||
struct VelocitySystem;
|
||||
@ -29,48 +29,26 @@ impl System for VelocitySystem {
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Clone)]
|
||||
struct Rect {
|
||||
width: f64,
|
||||
height: f64,
|
||||
fn rects_collide(
|
||||
rect: (f64, f64),
|
||||
pos: (f64, f64),
|
||||
other_rect: (f64, f64),
|
||||
other_pos: (f64, f64),
|
||||
) -> bool {
|
||||
pos.0 + rect.0 > other_pos.0
|
||||
&& pos.0 < other_pos.0 + other_rect.0
|
||||
&& pos.1 + rect.1 > other_pos.1
|
||||
&& pos.1 < other_pos.1 + other_rect.1
|
||||
}
|
||||
|
||||
impl Rect {
|
||||
pub fn rect_collides(&self, pos: (f64, f64), other: &Rect, other_pos: (f64, f64)) -> bool {
|
||||
pos.0 + self.width > other_pos.0
|
||||
&& pos.0 < other_pos.0 + other.width
|
||||
&& pos.1 + self.height > other_pos.1
|
||||
&& pos.1 < other_pos.1 + other.height
|
||||
fn rec_point_collides(rect: (f64, f64), pos: (f64, f64), point: (f64, f64)) -> bool {
|
||||
pos.0 + rect.0 < point.0 && pos.0 > point.0 && pos.1 + rect.1 < point.1 && pos.1 > point.1
|
||||
}
|
||||
|
||||
pub fn point_collides(&self, pos: (f64, f64), point: (f64, f64)) -> bool {
|
||||
pos.0 + self.width < point.0
|
||||
&& pos.0 > point.0
|
||||
&& pos.1 + self.height < point.1
|
||||
&& pos.1 > point.1
|
||||
}
|
||||
}
|
||||
//
|
||||
// enum CollisionGroup {
|
||||
// Player,
|
||||
// World,
|
||||
// }
|
||||
//
|
||||
// impl CollisionGroup {
|
||||
// pub fn should_collide(&self, other: &Self) -> bool {
|
||||
// match (self, other) {
|
||||
// (CollisionGroup::Player, CollisionGroup::Player) => todo!(),
|
||||
// (CollisionGroup::Player, CollisionGroup::World) => todo!(),
|
||||
// (CollisionGroup::World, CollisionGroup::Player) => todo!(),
|
||||
// (CollisionGroup::World, CollisionGroup::World) => todo!(),
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//
|
||||
|
||||
#[derive(Component, Clone, Default)]
|
||||
struct Collider {
|
||||
resolve: bool,
|
||||
colliding_surface: Option<Surface>,
|
||||
}
|
||||
|
||||
fn horizontal_line_intersect(p0: (f64, f64), vel: (f64, f64), line_y: f64) -> Option<(f64, f64)> {
|
||||
@ -106,7 +84,7 @@ fn vertical_line_intersect(p0: (f64, f64), vel: (f64, f64), line_x: f64) -> Opti
|
||||
Some((line_x, y))
|
||||
}
|
||||
|
||||
#[derive(Debug)]
|
||||
#[derive(Clone, Debug)]
|
||||
enum Surface {
|
||||
Top,
|
||||
Bottom,
|
||||
@ -118,35 +96,35 @@ fn point_distance(a: (f64, f64), b: (f64, f64)) -> f64 {
|
||||
((a.0 - b.0).abs().powi(2) + (a.1 - b.1).abs().powi(2)).sqrt()
|
||||
}
|
||||
|
||||
fn closest_surface_for_point_and_rectangle_and_your_mom(
|
||||
fn point_rect_closest_surface(
|
||||
p0: (f64, f64),
|
||||
vel: (f64, f64),
|
||||
rect_pos: (f64, f64),
|
||||
rect: &Rect,
|
||||
rect: (f64, f64),
|
||||
) -> Option<(f64, Surface)> {
|
||||
let closest_horizontal_intersect = [
|
||||
(horizontal_line_intersect(p0, vel, rect_pos.1), Surface::Top),
|
||||
(
|
||||
horizontal_line_intersect(p0, vel, rect_pos.1 + rect.height),
|
||||
horizontal_line_intersect(p0, vel, rect_pos.1 + rect.1),
|
||||
Surface::Bottom,
|
||||
),
|
||||
]
|
||||
.into_iter()
|
||||
.filter_map(|(intersect, surface)| intersect.map(|intersect| (intersect, surface)))
|
||||
.map(|(point, surface)| (point_distance(p0, point), surface))
|
||||
.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b));
|
||||
.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(dist_b));
|
||||
|
||||
let closest_vertical_intersect = [
|
||||
(vertical_line_intersect(p0, vel, rect_pos.0), Surface::Left),
|
||||
(
|
||||
vertical_line_intersect(p0, vel, rect_pos.0 + rect.width),
|
||||
vertical_line_intersect(p0, vel, rect_pos.0 + rect.0),
|
||||
Surface::Right,
|
||||
),
|
||||
]
|
||||
.into_iter()
|
||||
.filter_map(|(intersect, surface)| intersect.map(|intersect| (intersect, surface)))
|
||||
.map(|(point, surface)| (point_distance(p0, point), surface))
|
||||
.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b));
|
||||
.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(dist_b));
|
||||
|
||||
match (closest_horizontal_intersect, closest_vertical_intersect) {
|
||||
(Some(left), Some(right)) => {
|
||||
@ -163,60 +141,61 @@ fn closest_surface_for_point_and_rectangle_and_your_mom(
|
||||
struct CollisionSystem;
|
||||
impl System for CollisionSystem {
|
||||
fn on_update(&self, ctx: &mut engine::Context, delta: f64) -> Result<(), engine::Error> {
|
||||
for id in query!(ctx, RigidBody, Rect, Collider) {
|
||||
for id in query!(ctx, RigidBody, Collider) {
|
||||
let collider = ctx.entity_component::<Collider>(id);
|
||||
collider.colliding_surface = None;
|
||||
let collider = ctx.entity_component::<Collider>(id).clone();
|
||||
if !collider.resolve {
|
||||
continue;
|
||||
}
|
||||
let body = ctx.entity_component::<RigidBody>(id).clone();
|
||||
let rect = ctx.entity_component::<Rect>(id).clone();
|
||||
let vel = body.vel.clone();
|
||||
for other_id in query!(ctx, RigidBody, Rect, Collider) {
|
||||
for other_id in query!(ctx, RigidBody, Collider) {
|
||||
if id == other_id {
|
||||
continue;
|
||||
}
|
||||
let other_rect = ctx.entity_component::<Rect>(other_id).clone();
|
||||
let other_body = ctx.entity_component::<RigidBody>(other_id).clone();
|
||||
if rect.rect_collides(body.pos, &other_rect, other_body.pos) {
|
||||
let last_pos = (body.pos.0 - vel.0 * delta, body.pos.1 - vel.1 * delta);
|
||||
if rects_collide(body.rect, body.pos, other_body.rect, other_body.pos) {
|
||||
let last_pos = (
|
||||
body.pos.0 - body.vel.0 * delta,
|
||||
body.pos.1 - body.vel.1 * delta,
|
||||
);
|
||||
if rects_collide(body.rect, last_pos, other_body.rect, other_body.pos) {
|
||||
panic!()
|
||||
}
|
||||
let closest_surface = [
|
||||
(last_pos.0, last_pos.1),
|
||||
(last_pos.0, last_pos.1 + rect.height),
|
||||
(last_pos.0 + rect.width, last_pos.1),
|
||||
(last_pos.0 + rect.width, last_pos.1 + rect.height),
|
||||
(last_pos.0, last_pos.1 + body.rect.1),
|
||||
(last_pos.0 + body.rect.0, last_pos.1),
|
||||
(last_pos.0 + body.rect.0, last_pos.1 + body.rect.1),
|
||||
]
|
||||
.into_iter()
|
||||
.map(|p0| {
|
||||
closest_surface_for_point_and_rectangle_and_your_mom(
|
||||
p0,
|
||||
vel,
|
||||
other_body.pos,
|
||||
&other_rect,
|
||||
)
|
||||
.filter_map(|p0| {
|
||||
point_rect_closest_surface(p0, body.vel, other_body.pos, other_body.rect)
|
||||
})
|
||||
.filter_map(std::convert::identity)
|
||||
.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(&dist_b))
|
||||
.min_by(|(dist_a, _), (dist_b, _)| dist_a.total_cmp(dist_b))
|
||||
.map(|(_, surface)| surface)
|
||||
.ok_or_else(|| "we already checked if collision happens")?;
|
||||
.ok_or("we already checked if collision happens")?;
|
||||
|
||||
let collider = ctx.entity_component::<Collider>(id);
|
||||
collider.colliding_surface = Some(closest_surface.clone());
|
||||
let body = ctx.entity_component::<RigidBody>(id);
|
||||
println!("closest: {closest_surface:?} | vel: {:?}", vel);
|
||||
println!("closest: {closest_surface:?} | vel: {:?}", body.vel);
|
||||
match closest_surface {
|
||||
Surface::Top => {
|
||||
body.vel.1 = 0.0;
|
||||
body.pos.1 = other_body.pos.1 - rect.height;
|
||||
body.pos.1 = other_body.pos.1 - body.rect.1;
|
||||
}
|
||||
Surface::Bottom => {
|
||||
body.vel.1 = 0.0;
|
||||
body.pos.1 = other_body.pos.1 + other_rect.height;
|
||||
body.pos.1 = other_body.pos.1 + other_body.rect.1;
|
||||
}
|
||||
Surface::Left => {
|
||||
body.vel.0 = 0.0;
|
||||
body.pos.0 = other_body.pos.0 - rect.width;
|
||||
body.pos.0 = other_body.pos.0 - body.rect.0;
|
||||
}
|
||||
Surface::Right => {
|
||||
body.vel.0 = 0.0;
|
||||
body.pos.0 = other_body.pos.0 + other_rect.width;
|
||||
body.pos.0 = other_body.pos.0 + other_body.rect.0;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -234,7 +213,7 @@ impl System for GravitySystem {
|
||||
continue;
|
||||
}
|
||||
body.vel.1 = if body.vel.1 < 800.0 {
|
||||
body.vel.1 + 400.0 * delta
|
||||
body.vel.1 + 1600.0 * delta
|
||||
} else {
|
||||
body.vel.1
|
||||
};
|
||||
@ -300,11 +279,12 @@ struct PlayerMovement;
|
||||
|
||||
struct PlayerMovementSystem;
|
||||
impl System for PlayerMovementSystem {
|
||||
fn on_update(&self, ctx: &mut engine::Context, delta: f64) -> Result<(), engine::Error> {
|
||||
for id in query!(ctx, PlayerMovement, RigidBody) {
|
||||
fn on_update(&self, ctx: &mut engine::Context, _delta: f64) -> Result<(), engine::Error> {
|
||||
for id in query!(ctx, PlayerMovement, RigidBody, Collider) {
|
||||
let d_down = ctx.key_pressed(engine::Keycode::D);
|
||||
let a_down = ctx.key_pressed(engine::Keycode::A);
|
||||
let w_down = ctx.key_pressed(engine::Keycode::W);
|
||||
let collider = ctx.entity_component::<Collider>(id).clone();
|
||||
let body = ctx.entity_component::<RigidBody>(id);
|
||||
body.vel.0 = if d_down && !a_down {
|
||||
400.0
|
||||
@ -313,8 +293,8 @@ impl System for PlayerMovementSystem {
|
||||
} else {
|
||||
0.0
|
||||
};
|
||||
if w_down {
|
||||
body.vel.1 -= 1000.0 * delta;
|
||||
if let (Some(Surface::Top), true) = (collider.colliding_surface, w_down) {
|
||||
body.vel.1 = -1000.0;
|
||||
}
|
||||
}
|
||||
Ok(())
|
||||
@ -328,8 +308,8 @@ fn main() {
|
||||
context.add_system(VelocitySystem);
|
||||
context.add_system(CollisionSystem);
|
||||
context.add_system(SpriteRenderer);
|
||||
context.add_system(GravitySystem);
|
||||
context.add_system(PlayerMovementSystem);
|
||||
context.add_system(GravitySystem);
|
||||
context.add_system(CloudSystem);
|
||||
let player = context.load_sprite("textures/player.png").unwrap();
|
||||
let background = context.load_sprite("textures/literally_dprk.png").unwrap();
|
||||
@ -346,14 +326,14 @@ fn main() {
|
||||
Sprite { sprite: player },
|
||||
RigidBody {
|
||||
pos: (400.0, 400.0),
|
||||
rect: (128.0, 128.0),
|
||||
gravity: true,
|
||||
..Default::default()
|
||||
},
|
||||
Rect {
|
||||
width: 128.0,
|
||||
height: 128.0
|
||||
Collider {
|
||||
resolve: true,
|
||||
..Default::default()
|
||||
},
|
||||
Collider { resolve: true },
|
||||
PlayerMovement,
|
||||
);
|
||||
|
||||
@ -361,54 +341,33 @@ fn main() {
|
||||
&mut context,
|
||||
RigidBody {
|
||||
pos: (184.0, 540.0),
|
||||
rect: (960.0, 128.0),
|
||||
..Default::default()
|
||||
},
|
||||
Rect {
|
||||
width: 960.0,
|
||||
height: 128.0
|
||||
},
|
||||
Collider { resolve: false },
|
||||
Collider::default(),
|
||||
);
|
||||
|
||||
spawn!(
|
||||
&mut context,
|
||||
RigidBody {
|
||||
pos: (500.0, 200.0),
|
||||
pos: (300.0, 200.0),
|
||||
rect: (32.0, 32.0),
|
||||
..Default::default()
|
||||
},
|
||||
Rect {
|
||||
width: 32.0,
|
||||
height: 32.0
|
||||
},
|
||||
Collider { resolve: false },
|
||||
Collider::default(),
|
||||
Sprite { sprite: nope },
|
||||
);
|
||||
|
||||
spawn!(
|
||||
&mut context,
|
||||
RigidBody {
|
||||
pos: (872.0, 450.0),
|
||||
pos: (900.0, 400.0),
|
||||
rect: (32.0, 32.0),
|
||||
..Default::default()
|
||||
},
|
||||
Rect {
|
||||
width: 32.0,
|
||||
height: 32.0
|
||||
},
|
||||
Collider { resolve: false },
|
||||
Collider::default(),
|
||||
Sprite { sprite: nope },
|
||||
);
|
||||
// spawn!(
|
||||
// &mut context,
|
||||
// RigidBody {
|
||||
// pos: (872.0, 360.0),
|
||||
// ..Default::default()
|
||||
// },
|
||||
// Rect {
|
||||
// width: 388.0,
|
||||
// height: 48.0
|
||||
// },
|
||||
// Collider { resolve: false },
|
||||
// );
|
||||
|
||||
game.run();
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user