Just breaking stuff

This commit is contained in:
2023-03-14 22:27:46 -07:00
parent 795e69237c
commit 09cb20271b
156 changed files with 4218 additions and 4389 deletions

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# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Build Project
add_executable(${DAWN_TARGET_NAME})
# Includes
target_include_directories(${DAWN_TARGET_NAME}
PUBLIC
${CMAKE_CURRENT_LIST_DIR}
)
# Subdirs
add_subdirectory(components)
add_subdirectory(game)
add_subdirectory(save)
# Assets
set(DIR_GAME_ASSETS games/platformergame)
tool_language(language_en ${DIR_GAME_ASSETS}/locale/en.csv)
tool_texture(texture_test texture_test.png)
tool_tileset(tileset_aqua texture_aqua ${DIR_GAME_ASSETS}/tileset/s4m_ur4i_minivania_tilemap_aqua.png 32 32)
add_dependencies(${DAWN_TARGET_NAME}
language_en
texture_test
tileset_aqua
)

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# Copyright (c) 2023 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
PlayerController.cpp
)

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "PlayerController.hpp"
#include "game/DawnGame.hpp"
using namespace Dawn;
PlayerController::PlayerController(SceneItem *i) : SceneItemComponent(i) {}
void PlayerController::onSceneUpdate() {
auto im = &getGame()->inputManager;
auto delta = getGame()->timeManager.delta;
glm::vec2 iMove = im->getAxis2D(
INPUT_BIND_NEGATIVE_X, INPUT_BIND_POSITIVE_X,
INPUT_BIND_NEGATIVE_Y, INPUT_BIND_POSITIVE_Y
);
glm::vec2 pos = this->transform->getLocalPosition();
this->transform->setLocalPosition(
this->transform->getLocalPosition() + glm::vec3(iMove * delta * 20.0f, 0)
);
}
void PlayerController::onStart() {
assertNotNull(this->camera);
getScene()->eventSceneUnpausedUpdate.addListener(this, &PlayerController::onSceneUpdate);
}
PlayerController::~PlayerController() {
getScene()->eventSceneUnpausedUpdate.removeListener(this, &PlayerController::onSceneUpdate);
}

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/components/Components.hpp"
namespace Dawn {
class PlayerController : public SceneItemComponent {
protected:
void onSceneUpdate();
public:
Camera *camera = nullptr;
PlayerController(SceneItem *item);
void onStart() override;
~PlayerController();
};
}

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# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
DawnGame.cpp
)

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "DawnGame.hpp"
#include "scenes/TestScene.hpp"
using namespace Dawn;
DawnGame::DawnGame(DawnHost *host) :
host(host),
renderManager(this),
inputManager(this),
localeManager(this),
saveManager(this)
{
}
int32_t DawnGame::init() {
this->assetManager.init();
this->localeManager.init();
this->renderManager.init();
this->scene = new TestScene(this);
return DAWN_GAME_INIT_RESULT_SUCCESS;
}
int32_t DawnGame::update(float_t delta) {
this->assetManager.update();
this->inputManager.update();
this->timeManager.update(delta);
if(this->scene != nullptr) this->scene->update();
this->renderManager.update();
return DAWN_GAME_UPDATE_RESULT_SUCCESS;
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "game/_DawnGame.hpp"
#include "scene/components/Components.hpp"
#include "save/DawnGameSaveManager.hpp"
namespace Dawn {
class DawnGame : public IDawnGame {
public:
DawnHost *host;
RenderManager renderManager;
AssetManager assetManager;
InputManager inputManager;
TimeManager timeManager;
LocaleManager localeManager;
DawnGameSaveManager saveManager;
PhysicsManager physicsManager;
DawnGame(DawnHost *host);
int32_t init() override;
int32_t update(float_t delta) override;
};
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "input/InputManager.hpp"
#define INPUT_BIND(n) ((inputbind_t)n)
#define INPUT_BIND_ACCEPT INPUT_BIND(1)
#define INPUT_BIND_NEGATIVE_X INPUT_BIND(2)
#define INPUT_BIND_POSITIVE_X INPUT_BIND(3)
#define INPUT_BIND_NEGATIVE_Y INPUT_BIND(4)
#define INPUT_BIND_POSITIVE_Y INPUT_BIND(5)

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// Copyright (c) 2023 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "prefab/SceneItemPrefab.hpp"
#include "scene/components/Components.hpp"
#include "components/PlayerController.hpp"
namespace Dawn {
class PlayerPrefab : public SceneItemPrefab<PlayerPrefab> {
public:
static std::vector<Asset*> prefabAssets(AssetManager *man) {
std::vector<Asset*> assets;
assets.push_back(man->get<TilesetAsset>("tileset_aqua"));
assets.push_back(man->get<TextureAsset>("texture_aqua"));
return assets;
}
//
MeshHost *meshHost;
TiledSprite *tiledSprite;
Material *material;
MeshRenderer *meshRenderer;
PlayerController *playerController;
PlayerPrefab(Scene *s, sceneitemid_t i) : SceneItemPrefab(s, i) {}
void prefabInit(AssetManager *man) override {
auto tileset = man->get<TilesetAsset>("tileset_aqua");
auto texture = man->get<TextureAsset>("texture_aqua");
meshHost = addComponent<MeshHost>();
tiledSprite = addComponent<TiledSprite>();
material = addComponent<Material>();
meshRenderer = addComponent<MeshRenderer>();
playerController = addComponent<PlayerController>();
tiledSprite->setTilesetAndSize(&tileset->tileset);
tiledSprite->setTile(896);
material->textureValues[material->getShader()->getParameterByName("u_Text")] = &texture->texture;
}
};
}

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# Copyright (c) 2022 Dominic Masters
#
# This software is released under the MIT License.
# https://opensource.org/licenses/MIT
# Sources
target_sources(${DAWN_TARGET_NAME}
PRIVATE
DawnGameSaveManager.cpp
)

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#include "DawnGameSaveManager.hpp"
using namespace Dawn;
DawnGameSaveManager::DawnGameSaveManager(DawnGame *game) : SaveManager(game) {
}
bool_t DawnGameSaveManager::validateSave(struct SaveFile raw) {
if(!raw.has(POKER_SAVE_KEY_EXAMPLE)) return true;
this->currentSave.copy(raw, POKER_SAVE_KEY_EXAMPLE);
return false;
}
void DawnGameSaveManager::setExample(int32_t val) {
savedata_t value;
value.i32 = val;
this->currentSave.set(POKER_SAVE_KEY_EXAMPLE, value);
}
int32_t DawnGameSaveManager::getExample() {
return this->currentSave.get(POKER_SAVE_KEY_EXAMPLE).i32;
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "save/SaveManager.hpp"
#define POKER_SAVE_KEY_EXAMPLE "poker.example"
namespace Dawn {
class DawnGameSaveManager : public SaveManager {
protected:
virtual bool_t validateSave(struct SaveFile raw) override;
public:
DawnGameSaveManager(DawnGame *game);
void setExample(int32_t value);
int32_t getExample();
};
}

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// Copyright (c) 2022 Dominic Masters
//
// This software is released under the MIT License.
// https://opensource.org/licenses/MIT
#pragma once
#include "scene/Scene.hpp"
#include "prefabs/PlayerPrefab.hpp"
namespace Dawn {
class TestScene : public Scene {
protected:
void stage() override {
auto camera = Camera::create(this);
camera->type = CAMERA_TYPE_ORTHONOGRAPHIC;
camera->item->addComponent<PixelPerfectCamera>();
camera->transform->lookAt(glm::vec3(0, 0, 10), glm::vec3(0, 0, 0));
auto player = PlayerPrefab::create(this);
player->playerController->camera = camera;
}
std::vector<Asset*> getRequiredAssets() override {
auto assMan = &this->game->assetManager;
std::vector<Asset*> assets;
vectorAppend(&assets, PlayerPrefab::getRequiredAssets(assMan));
return assets;
}
public:
TestScene(DawnGame *game) : Scene(game) {}
};
}