Prep for walls, not done
This commit is contained in:
@ -15,3 +15,4 @@ target_include_directories(${DAWN_TARGET_NAME}
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# Subdirs
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add_subdirectory(game)
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add_subdirectory(save)
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add_subdirectory(scene)
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7
src/dawnrose/scene/CMakeLists.txt
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7
src/dawnrose/scene/CMakeLists.txt
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@ -0,0 +1,7 @@
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# Copyright (c) 2023 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Subdirs
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add_subdirectory(components)
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11
src/dawnrose/scene/components/CMakeLists.txt
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11
src/dawnrose/scene/components/CMakeLists.txt
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# Copyright (c) 2023 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DAWN_TARGET_NAME}
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PRIVATE
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GameCamera.cpp
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PlayerController.cpp
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)
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29
src/dawnrose/scene/components/GameCamera.cpp
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29
src/dawnrose/scene/components/GameCamera.cpp
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "GameCamera.hpp"
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using namespace Dawn;
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GameCamera::GameCamera(SceneItem *i) : SceneItemComponent(i) {}
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std::vector<SceneItemComponent*> GameCamera::getDependencies() {
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return {
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(this->camera = item->getComponent<Camera>())
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};
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}
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void GameCamera::onStart() {
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assertNotNull(this->camera);
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assertNotNull(this->player);
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useEvent([&](float_t delta) {
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glm::vec3 cameraTarget = player->transform->getLocalPosition();
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camera->transform->lookAt(
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cameraTarget + glm::vec3(0, 10.0f, 1.5f),
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cameraTarget
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);
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}, getScene()->eventSceneUpdate);
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}
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22
src/dawnrose/scene/components/GameCamera.hpp
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22
src/dawnrose/scene/components/GameCamera.hpp
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@ -0,0 +1,22 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "scene/components/display/Camera.hpp"
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#include "scene/components/PlayerController.hpp"
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namespace Dawn {
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class GameCamera : public SceneItemComponent {
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protected:
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Camera *camera = nullptr;
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public:
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PlayerController *player = nullptr;
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GameCamera(SceneItem *item);
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std::vector<SceneItemComponent*> getDependencies() override;
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void onStart() override;
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};
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}
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38
src/dawnrose/scene/components/PlayerController.cpp
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38
src/dawnrose/scene/components/PlayerController.cpp
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@ -0,0 +1,38 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#include "PlayerController.hpp"
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#include "game/DawnGame.hpp"
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using namespace Dawn;
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PlayerController::PlayerController(SceneItem *item) : SceneItemComponent(item) {
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}
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void PlayerController::onStart() {
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useEvent([&](float_t delta){
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auto camera = getScene()->findComponent<Camera>();
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assertNotNull(camera);
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// Friction
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velocity -= velocity * friction * delta;
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// Movement
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auto inputMove = getGame()->inputManager.getAxis2D(
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INPUT_BIND_NEGATIVE_X, INPUT_BIND_POSITIVE_X,
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INPUT_BIND_NEGATIVE_Y, INPUT_BIND_POSITIVE_Y
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) * delta * moveSpeed;
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if(inputMove.x != 0 || inputMove.y != 0) {
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float_t angle = atan2(inputMove.y, inputMove.x);
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glm::vec3 movement = glm::vec3(cos(angle), 0, sin(angle));
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velocity += movement * delta * moveSpeed;
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}
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// Move / Update
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transform->setLocalPosition(transform->getLocalPosition() + (velocity * delta));
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}, getScene()->eventSceneUpdate);
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}
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20
src/dawnrose/scene/components/PlayerController.hpp
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20
src/dawnrose/scene/components/PlayerController.hpp
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@ -0,0 +1,20 @@
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// Copyright (c) 2023 Dominic Masters
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//
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// This software is released under the MIT License.
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// https://opensource.org/licenses/MIT
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#pragma once
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#include "scene/SceneItemComponent.hpp"
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namespace Dawn {
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class PlayerController : public SceneItemComponent {
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public:
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glm::vec3 velocity;
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float_t moveSpeed = 40.0f;
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float_t friction = 12.0f;
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PlayerController(SceneItem *item);
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void onStart() override;
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};
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}
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@ -5,57 +5,36 @@
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#pragma once
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#include "scene/Scene.hpp"
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#include "prefabs/SimpleSpinningCubePrefab.hpp"
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#include "scene/components/ui/UILabel.hpp"
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#include "scene/components/ui/UIImage.hpp"
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#include "display/font/BitmapFont.hpp"
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#include "scene/components/PlayerController.hpp"
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#include "scene/components/GameCamera.hpp"
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#include "scene/components/physics/3d/CubeCollider.hpp"
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#include "scene/components/GameCamera.hpp"
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namespace Dawn {
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class HelloWorldScene : public Scene {
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protected:
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Camera *camera;
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SimpleSpinningCubePrefab *cube;
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UICanvas *canvas;
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UILabel *label;
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UIImage *image;
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BitmapFont font;
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void stage() override {
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camera = Camera::create(this);
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camera->transform->lookAt(glm::vec3(0, 0, 8), glm::vec3(0, 0, 0));
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auto gameCamera = camera->item->addComponent<GameCamera>();
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cube = SimpleSpinningCubePrefab::create(this);
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auto playerItem = this->createSceneItem();
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auto player = playerItem->addComponent<PlayerController>();
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auto hitbox = playerItem->addComponent<CubeCollider>();
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canvas = UICanvas::create(this);
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auto wall = this->createSceneItem();
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auto wallHitbox = wall->addComponent<CubeCollider>();
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wall->transform.setLocalPosition(glm::vec3(-10, 0, 0));
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wallHitbox->min = -(wallHitbox->max = glm::vec3(1, 1, 5));
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auto imageItem = this->createSceneItem();
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image = imageItem->addComponent<UIImage>();
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image->color = COLOR_BLACK;
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imageItem->transform.setParent(canvas->transform);
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auto labelItem = this->createSceneItem();
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label = labelItem->addComponent<UILabel>();
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labelItem->transform.setParent(canvas->transform);
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auto assMan = &this->game->assetManager;
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auto texture = assMan->get<TextureAsset>("testbitmap_texture");
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auto tileset = assMan->get<TilesetAsset>("testbitmap_tileset");
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this->font.texture = &texture->texture;
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this->font.tileset = &tileset->tileset;
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label->text = "Hello World, how are you today? I hope you are doing well. I really like the fact I can ramble in my text for once.";
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label->font = &font;
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label->maxWidth = 220;
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image->alignment = glm::vec4(0, 0, label->getContentWidth(), label->getContentHeight());
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gameCamera->player = player;
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}
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std::vector<Asset*> getRequiredAssets() override {
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auto assMan = &this->game->assetManager;
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std::vector<Asset*> assets;
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vectorAppend(&assets, SimpleSpinningCubePrefab::getRequiredAssets(assMan));
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assets.push_back(assMan->get<TextureAsset>("testbitmap_texture"));
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assets.push_back(assMan->get<TilesetAsset>("testbitmap_tileset"));
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return assets;
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}
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