-updated wasm build scripts
-multitheaded wasm tests -updated dub.json -fixed thread pool assert issue -added windows libraries -added demos: *launcher *simple *snake *space invaders (WIP) *statistics window *changable gui styles *tips window *profile window *demo window with automatic generation *multithreaded job updater
This commit is contained in:
parent
cb7609dcaa
commit
5894e76540
26 changed files with 2562 additions and 20 deletions
19
demos/source/demos/bullet_madnes.d
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19
demos/source/demos/bullet_madnes.d
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module demos.bullet_madnes;
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import app;
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import bindbc.sdl;
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import cimgui.cimgui;
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import ecs.attributes;
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import ecs.core;
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import ecs.entity;
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import ecs.manager;
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import ecs.std;
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import ecs_utils.gfx.texture;
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import ecs_utils.math.vector;
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import ecs_utils.utils;
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extern(C):
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19
demos/source/demos/chipmunk2d.d
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demos/source/demos/chipmunk2d.d
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module demos.chipmunk2d;
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import app;
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import bindbc.sdl;
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import cimgui.cimgui;
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import ecs.attributes;
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import ecs.core;
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import ecs.entity;
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import ecs.manager;
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import ecs.std;
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import ecs_utils.gfx.texture;
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import ecs_utils.math.vector;
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import ecs_utils.utils;
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extern(C):
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19
demos/source/demos/events.d
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19
demos/source/demos/events.d
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module demos.events;
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import app;
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import bindbc.sdl;
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import cimgui.cimgui;
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import ecs.attributes;
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import ecs.core;
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import ecs.entity;
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import ecs.manager;
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import ecs.std;
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import ecs_utils.gfx.texture;
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import ecs_utils.math.vector;
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import ecs_utils.utils;
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extern(C):
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19
demos/source/demos/flag_component.d
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demos/source/demos/flag_component.d
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module demos.flag_component;
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import app;
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import bindbc.sdl;
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import cimgui.cimgui;
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import ecs.attributes;
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import ecs.core;
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import ecs.entity;
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import ecs.manager;
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import ecs.std;
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import ecs_utils.gfx.texture;
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import ecs_utils.math.vector;
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import ecs_utils.utils;
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extern(C):
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19
demos/source/demos/physics.d
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demos/source/demos/physics.d
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module demos.physics;
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import app;
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import bindbc.sdl;
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import cimgui.cimgui;
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import ecs.attributes;
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import ecs.core;
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import ecs.entity;
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import ecs.manager;
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import ecs.std;
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import ecs_utils.gfx.texture;
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import ecs_utils.math.vector;
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import ecs_utils.utils;
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extern(C):
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171
demos/source/demos/simple.d
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demos/source/demos/simple.d
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module demos.simple;
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import app;
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import bindbc.sdl;
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import cimgui.cimgui;
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import ecs.attributes;
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import ecs.core;
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import ecs.entity;
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import ecs.manager;
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import ecs.std;
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import ecs_utils.gfx.texture;
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import ecs_utils.math.vector;
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import ecs_utils.utils;
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extern(C):
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struct Simple
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{
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__gshared const (char)* tips = "Use \"space\" to spwan entities.\n\nSystems can be enabled/disabled from \"Simple\" window.";
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EntityTemplate* tmpl;
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Texture texture;
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bool move_system = true;
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bool draw_system = true;
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}
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struct CLocation
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{
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mixin ECS.Component;
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alias location this;
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vec2 location;
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}
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struct CTexture
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{
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mixin ECS.Component;
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Texture tex;
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}
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struct DrawSystem
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{
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mixin ECS.System!1;
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struct EntitiesData
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{
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uint length;
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@readonly CTexture[] textures;
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@readonly CLocation[] locations;
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}
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void onUpdate(EntitiesData data)
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{
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foreach(i; 0..data.length)
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{
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launcher.renderer.draw(data.textures[i].tex, data.locations[i].location, vec2(32,32), vec4(0,0,1,1), 0, 0 , 0);
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//draw(renderer, data.textures[i].tex, data.locations[i], vec2(32,32), vec4(0,0,1,1));
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}
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}
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}
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struct MoveSystem
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{
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mixin ECS.System!64;
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struct EntitiesData
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{
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uint length;
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CLocation[] locations;
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}
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void onUpdate(EntitiesData data)
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{
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foreach(i; 0..data.length)
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{
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data.locations[i].location.y = data.locations[i].location.y + 1;
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if(data.locations[i].location.y > 400)data.locations[i].location.y = 0;
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}
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}
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}
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Simple* simple;
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void simpleStart()
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{
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simple = Mallocator.make!Simple;
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simple.texture.create();
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simple.texture.load("assets/textures/buckler.png");
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launcher.manager.beginRegister();
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launcher.manager.registerComponent!CLocation;
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launcher.manager.registerComponent!CTexture;
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launcher.manager.registerSystem!MoveSystem(0);
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launcher.manager.registerSystem!DrawSystem(1);
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launcher.manager.endRegister();
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launcher.gui_manager.addSystem(MoveSystem.system_id,"Move System");
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launcher.gui_manager.addSystem(DrawSystem.system_id,"Draw System");
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ushort[2] components = [CLocation.component_id, CTexture.component_id];
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simple.tmpl = launcher.manager.allocateTemplate(components);
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CTexture* tex_comp = simple.tmpl.getComponent!CTexture;
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tex_comp.tex = simple.texture;
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CLocation* loc_comp = simple.tmpl.getComponent!CLocation;
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foreach(i; 0..10)
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foreach(j; 0..10)
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{
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loc_comp.location = vec2(i*32+64,j*32+64);
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launcher.manager.addEntity(simple.tmpl);
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}
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}
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void simpleEnd()
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{
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launcher.manager.getSystem(MoveSystem.system_id).disable();
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launcher.manager.getSystem(DrawSystem.system_id).disable();
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simple.texture.destroy();
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launcher.manager.freeTemplate(simple.tmpl);
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Mallocator.dispose(simple);
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}
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void simpleEvent(SDL_Event* event)
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{
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}
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void spawnEntity()
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{
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CLocation* loc_comp = simple.tmpl.getComponent!CLocation;
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loc_comp.location = vec2(randomf() * 600,0);
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launcher.manager.addEntity(simple.tmpl);
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}
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bool simpleLoop()
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{
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if(launcher.getKeyState(SDL_SCANCODE_SPACE))
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{
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spawnEntity();
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}
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launcher.manager.begin();
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if(launcher.multithreading)
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{
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launcher.job_updater.begin();
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launcher.manager.updateMT();
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launcher.job_updater.call();
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launcher.multithreading = false;
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}
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else
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{
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launcher.manager.update();
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}
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launcher.manager.end();
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return true;
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}
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522
demos/source/demos/snake.d
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demos/source/demos/snake.d
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module demos.snake;
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import app;
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import bindbc.sdl;
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import cimgui.cimgui;
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import ecs.attributes;
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import ecs.core;
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import ecs.entity;
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import ecs.manager;
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import ecs.std;
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import ecs.vector;
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import ecs_utils.gfx.texture;
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import ecs_utils.math.vector;
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import ecs_utils.utils;
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extern(C):
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struct MapElement
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{
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enum Type
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{
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empty = 0,
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snake = 1,
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apple = 2,
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wall = 3
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}
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Type type;
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EntityID id;
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}
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struct Snake
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{
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__gshared const (char)* tips = "Use \"WASD\" keys to move.";
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EntityTemplate* apple_tmpl;
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EntityTemplate* snake_tmpl;
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Texture snake_texture;
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Texture wall_texture;
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Texture apple_texture;
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bool move_system = true;
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bool draw_system = true;
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const int map_size = 18;
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MapElement[map_size * map_size] map;
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MapElement element(ivec2 pos)
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{
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return map[pos.x + pos.y * map_size];
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}
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void element(MapElement el, ivec2 pos)
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{
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map[pos.x + pos.y * map_size] = el;
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}
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void addApple()
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{
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ivec2 random_pos = ivec2(rand()%map_size,rand()%map_size);
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while(element(random_pos).type != MapElement.Type.empty)
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{
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random_pos.x += 1;
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if(random_pos.x > map_size)
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{
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random_pos.y = 0;
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random_pos.y += 1;
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if(random_pos.y > map_size)random_pos.y = 0;
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}
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}
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Entity* apple = launcher.manager.addEntity(apple_tmpl);
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element(MapElement(MapElement.Type.apple,apple.id),random_pos);
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}
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void drawMap()
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{
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foreach(x; 0 .. map_size)
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{
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foreach(y; 0 .. map_size)
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{
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switch(element(ivec2(x,y)).type)
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{
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case MapElement.Type.apple:launcher.renderer.draw(apple_texture, vec2(x*32,y*32), vec2(32,32), vec4(0,0,1,1), 0, 0 , 0);break;
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case MapElement.Type.snake:launcher.renderer.draw(snake_texture, vec2(x*32,y*32), vec2(32,32), vec4(0,0,1,1), 0, 0 , 0);break;
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case MapElement.Type.wall:launcher.renderer.draw(wall_texture, vec2(x*32,y*32), vec2(32,32), vec4(0,0,1,1), 0, 0 , 0);break;
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default:break;
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}
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}
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}
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}
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}
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struct CILocation
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{
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mixin ECS.Component;
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alias location this;
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ivec2 location;
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}
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struct CLocation
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{
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mixin ECS.Component;
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alias location this;
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vec2 location;
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}
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struct CSnake
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{
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void onCreate()
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{
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parts.array = Mallocator.makeArray!ivec2(100);
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}
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void onDestroy()
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{
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Mallocator.dispose(parts.array);
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}
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mixin ECS.Component;
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struct Parts
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{
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uint length = 0;
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ivec2[] array;
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ivec2 opIndex(size_t ind) const
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{
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return array[ind];
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}
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ivec2[] opSlice()
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{
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return array[0 .. length];
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}
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void opIndexAssign(ivec2 vec, size_t ind)
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{
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array[ind] = vec;
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}
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size_t opDollar() const
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{
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return length;
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}
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void add(ivec2 v)
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{
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length++;
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array[length-1] = v;
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}
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}
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Parts parts;
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}
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struct CApple
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{
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mixin ECS.Component;
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}
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struct CParticle
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{
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mixin ECS.Component;
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}
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struct CParticleVector
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{
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mixin ECS.Component;
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vec2 velocity;
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}
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struct CMovement
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{
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mixin ECS.Component;
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enum Direction : byte
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{
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up,
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down,
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left,
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right
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}
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Direction direction;
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}
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struct CInput
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{
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mixin ECS.Component;
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}
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struct MoveSystem
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{
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mixin ECS.System!64;
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struct EntitiesData
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{
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uint length;
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@readonly Entity[] entities;
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@readonly CMovement[] movement;
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@optional CSnake[] snakes;
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CILocation[] location;
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}
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void moveLocation(ref CILocation location, CMovement.Direction direction)
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{
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final switch(direction)
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{
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case CMovement.Direction.down:
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location.y -= 1;
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if(location.y < 0)location.y = snake.map_size - 1;
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break;
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case CMovement.Direction.up:
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location.y += 1;
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if(location.y >= snake.map_size)location.y = 0;
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break;
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case CMovement.Direction.left:
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location.x -= 1;
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if(location.x < 0)location.x = snake.map_size - 1;
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break;
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case CMovement.Direction.right:
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location.x += 1;
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if(location.x >= snake.map_size)location.x = 0;
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break;
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}
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}
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void moveSnake(ref CSnake snake, ivec2 location)
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{
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if(snake.parts.length)
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{
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.snake.element(MapElement(),snake.parts[0]);
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foreach(j; 0 .. snake.parts.length - 1)
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{
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snake.parts[j] = snake.parts[j + 1];
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}
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snake.parts[$-1] = location;
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}
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else .snake.element(MapElement(),location);
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}
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void onUpdate(EntitiesData data)
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{
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if(data.snakes)
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{
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foreach(i; 0..data.length)
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{
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ivec2 new_location = data.location[i];
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moveLocation(data.location[i], data.movement[i].direction);
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final switch(snake.element(data.location[i].location).type)
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{
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case MapElement.Type.snake:
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launcher.manager.removeEntity(data.entities[i].id);
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break;
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case MapElement.Type.wall:
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launcher.manager.removeEntity(data.entities[i].id);
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break;
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case MapElement.Type.empty:
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moveSnake(data.snakes[i], new_location);
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snake.element(MapElement(MapElement.Type.snake, data.entities[i].id),data.location[i].location);
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break;
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case MapElement.Type.apple:
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data.snakes[i].parts.add(new_location);
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snake.element(MapElement(MapElement.Type.snake, data.entities[i].id),new_location);
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snake.element(MapElement(MapElement.Type.snake, data.entities[i].id),data.location[i].location);
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snake.addApple();
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach(i; 0..data.length)
|
||||
{
|
||||
final switch(data.movement[i].direction)
|
||||
{
|
||||
case CMovement.Direction.down:data.location[i].location.y -= 1;break;
|
||||
case CMovement.Direction.up:data.location[i].location.y += 1;break;
|
||||
case CMovement.Direction.left:data.location[i].location.x -= 1;break;
|
||||
case CMovement.Direction.right:data.location[i].location.x += 1;break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
struct InputSystem
|
||||
{
|
||||
mixin ECS.System!64;
|
||||
|
||||
struct EntitiesData
|
||||
{
|
||||
uint length;
|
||||
CMovement[] movement;
|
||||
@readonly CInput[] input;
|
||||
}
|
||||
|
||||
void onUpdate(EntitiesData data)
|
||||
{
|
||||
foreach(i; 0..data.length)
|
||||
{
|
||||
if(launcher.getKeyState(SDL_SCANCODE_W))
|
||||
{
|
||||
data.movement[i].direction = CMovement.Direction.up;
|
||||
}
|
||||
else if(launcher.getKeyState(SDL_SCANCODE_S))
|
||||
{
|
||||
data.movement[i].direction = CMovement.Direction.down;
|
||||
}
|
||||
else if(launcher.getKeyState(SDL_SCANCODE_A))
|
||||
{
|
||||
data.movement[i].direction = CMovement.Direction.left;
|
||||
}
|
||||
else if(launcher.getKeyState(SDL_SCANCODE_D))
|
||||
{
|
||||
data.movement[i].direction = CMovement.Direction.right;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct FixSnakeDirectionSystem
|
||||
{
|
||||
mixin ECS.System!64;
|
||||
|
||||
struct EntitiesData
|
||||
{
|
||||
uint length;
|
||||
CMovement[] movement;
|
||||
@readonly CILocation[] location;
|
||||
const (CSnake)[] snake;
|
||||
}
|
||||
|
||||
void onUpdate(EntitiesData data)
|
||||
{
|
||||
foreach(i; 0..data.length)
|
||||
{
|
||||
ivec2 last_location;
|
||||
if(data.snake[i].parts.length)last_location = data.snake[i].parts[$ - 1];
|
||||
else continue;
|
||||
ivec2 next_location = data.location[i];
|
||||
|
||||
final switch(data.movement[i].direction)
|
||||
{
|
||||
case CMovement.Direction.up:
|
||||
next_location.y += 1;
|
||||
if(next_location.y >= snake.map_size)next_location.y = 0;
|
||||
if(next_location.x == last_location.x && next_location.y == last_location.y)
|
||||
{
|
||||
data.movement[i].direction = CMovement.Direction.down;
|
||||
}
|
||||
break;
|
||||
case CMovement.Direction.down:
|
||||
next_location.y -= 1;
|
||||
if(next_location.y < 0)next_location.y = snake.map_size - 1;
|
||||
if(next_location.x == last_location.x && next_location.y == last_location.y)
|
||||
{
|
||||
data.movement[i].direction = CMovement.Direction.up;
|
||||
}
|
||||
break;
|
||||
case CMovement.Direction.left:
|
||||
next_location.x -= 1;
|
||||
if(next_location.x < 0)next_location.x = snake.map_size - 1;
|
||||
if(next_location.x == last_location.x && next_location.y == last_location.y)
|
||||
{
|
||||
data.movement[i].direction = CMovement.Direction.right;
|
||||
}
|
||||
break;
|
||||
case CMovement.Direction.right:
|
||||
next_location.x += 1;
|
||||
if(next_location.x >= snake.map_size)next_location.x = 0;
|
||||
if(next_location.x == last_location.x && next_location.y == last_location.y)
|
||||
{
|
||||
data.movement[i].direction = CMovement.Direction.left;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct CleanSystem
|
||||
{
|
||||
mixin ECS.System!64;
|
||||
|
||||
struct EntitiesData
|
||||
{
|
||||
uint length;
|
||||
Entity[] entities;
|
||||
}
|
||||
|
||||
void onUpdate(EntitiesData data)
|
||||
{
|
||||
foreach(i; 0..data.length)
|
||||
{
|
||||
launcher.manager.removeEntity(data.entities[i].id);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Snake* snake;
|
||||
|
||||
void snakeStart()
|
||||
{
|
||||
snake = Mallocator.make!Snake;
|
||||
|
||||
snake.snake_texture.create();
|
||||
snake.snake_texture.load("assets/textures/buckler.png");
|
||||
|
||||
snake.apple_texture.create();
|
||||
snake.apple_texture.load("assets/textures/buckler.png");
|
||||
|
||||
snake.wall_texture.create();
|
||||
snake.wall_texture.load("assets/textures/buckler.png");
|
||||
|
||||
launcher.manager.beginRegister();
|
||||
|
||||
launcher.manager.registerPass("fixed");
|
||||
|
||||
launcher.manager.registerComponent!CLocation;
|
||||
launcher.manager.registerComponent!CILocation;
|
||||
launcher.manager.registerComponent!CSnake;
|
||||
launcher.manager.registerComponent!CApple;
|
||||
launcher.manager.registerComponent!CParticle;
|
||||
launcher.manager.registerComponent!CMovement;
|
||||
launcher.manager.registerComponent!CInput;
|
||||
|
||||
launcher.manager.registerSystem!MoveSystem(0,"fixed");
|
||||
launcher.manager.registerSystem!InputSystem(-100);
|
||||
launcher.manager.registerSystem!FixSnakeDirectionSystem(-1,"fixed");
|
||||
|
||||
launcher.manager.endRegister();
|
||||
|
||||
launcher.gui_manager.addSystem(MoveSystem.system_id,"Move System");
|
||||
launcher.gui_manager.addSystem(InputSystem.system_id,"Input System");
|
||||
launcher.gui_manager.addSystem(FixSnakeDirectionSystem.system_id,"Fix Direction System");
|
||||
|
||||
{
|
||||
ushort[4] components = [CILocation.component_id, CSnake.component_id, CMovement.component_id, CInput.component_id];
|
||||
snake.snake_tmpl = launcher.manager.allocateTemplate(components);
|
||||
CILocation* loc_comp = snake.snake_tmpl.getComponent!CILocation;
|
||||
loc_comp.location = ivec2(2,2);
|
||||
launcher.manager.addEntity(snake.snake_tmpl);
|
||||
}
|
||||
|
||||
{
|
||||
ushort[2] components = [CILocation.component_id, CApple.component_id];
|
||||
snake.apple_tmpl = launcher.manager.allocateTemplate(components);
|
||||
snake.addApple();
|
||||
}
|
||||
|
||||
/*foreach(i; 0..10)
|
||||
foreach(j; 0..10)
|
||||
{
|
||||
loc_comp.location = vec2(i*32+64,j*32+64);
|
||||
launcher.manager.addEntity(simple.tmpl);
|
||||
}*/
|
||||
}
|
||||
|
||||
void snakeEnd()
|
||||
{
|
||||
snake.wall_texture.destroy();
|
||||
snake.apple_texture.destroy();
|
||||
snake.snake_texture.destroy();
|
||||
|
||||
//launcher.manager.freeTemplate(simple.tmpl);
|
||||
Mallocator.dispose(snake);
|
||||
}
|
||||
|
||||
void snakeEvent(SDL_Event* event)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool snakeLoop()
|
||||
{
|
||||
/*if(launcher.show_demo_wnd)
|
||||
{
|
||||
igSetNextWindowPos(ImVec2(800 - 260, 30), ImGuiCond_Once, ImVec2(0,0));
|
||||
igSetNextWindowSize(ImVec2(250, 0), ImGuiCond_Once);
|
||||
if(igBegin("Snake",&launcher.show_demo_wnd,0))
|
||||
{
|
||||
|
||||
}
|
||||
igEnd();
|
||||
}*/
|
||||
|
||||
launcher.manager.begin();
|
||||
|
||||
float delta_time = launcher.delta_time;
|
||||
if(delta_time > 2000)delta_time = 2000;
|
||||
static float time = 0;
|
||||
|
||||
if(launcher.getKeyState(SDL_SCANCODE_SPACE))time += delta_time * 3;
|
||||
else time += delta_time;
|
||||
|
||||
while(time > 100)
|
||||
{
|
||||
time -= 100;
|
||||
|
||||
launcher.manager.update("fixed");
|
||||
}
|
||||
|
||||
launcher.manager.update();
|
||||
|
||||
launcher.manager.end();
|
||||
|
||||
snake.drawMap();
|
||||
|
||||
return true;
|
||||
}
|
||||
764
demos/source/demos/space_invaders.d
Normal file
764
demos/source/demos/space_invaders.d
Normal file
|
|
@ -0,0 +1,764 @@
|
|||
module demos.space_invaders;
|
||||
|
||||
import app;
|
||||
|
||||
import bindbc.sdl;
|
||||
|
||||
import cimgui.cimgui;
|
||||
|
||||
import ecs.attributes;
|
||||
import ecs.core;
|
||||
import ecs.entity;
|
||||
import ecs.manager;
|
||||
import ecs.std;
|
||||
|
||||
import ecs_utils.gfx.texture;
|
||||
import ecs_utils.math.vector;
|
||||
import ecs_utils.utils;
|
||||
|
||||
extern(C):
|
||||
|
||||
/*#######################################################################################################################
|
||||
------------------------------------------------ Types ------------------------------------------------------------------
|
||||
#######################################################################################################################*/
|
||||
|
||||
struct SpaceInvaders
|
||||
{
|
||||
__gshared const (char)* tips = "Use \"WASD\" keys to move and \"Space\" for shooting.";
|
||||
|
||||
EntityTemplate* enemy_tmpl;
|
||||
EntityTemplate* ship_tmpl;
|
||||
EntityTemplate* laser_tmpl;
|
||||
Texture enemy_tex;
|
||||
Texture ship_tex;
|
||||
Texture laser_tex;
|
||||
|
||||
bool move_system = true;
|
||||
bool draw_system = true;
|
||||
|
||||
const vec2 map_size = vec2(600,600);
|
||||
const float cell_size = 60;
|
||||
}
|
||||
|
||||
struct SceneGrid
|
||||
{
|
||||
struct Element
|
||||
{
|
||||
EntityID entity;
|
||||
int guild;
|
||||
vec2 min;
|
||||
vec2 max;
|
||||
}
|
||||
|
||||
struct Cell
|
||||
{
|
||||
Element[20] elements;
|
||||
}
|
||||
|
||||
void create()
|
||||
{
|
||||
cells_count.x = cast(int)((space_invaders.map_size.x - 0.01f) / space_invaders.cell_size) + 1;
|
||||
cells_count.y = cast(int)((space_invaders.map_size.y - 0.01f) / space_invaders.cell_size) + 1;
|
||||
cells = Mallocator.makeArray!Cell(cells_count.x * cells_count.y);
|
||||
}
|
||||
|
||||
void destory()
|
||||
{
|
||||
if(cells)
|
||||
{
|
||||
Mallocator.dispose(cells);
|
||||
cells = null;
|
||||
}
|
||||
}
|
||||
|
||||
ivec2 cells_count;
|
||||
Cell[] cells;
|
||||
}
|
||||
|
||||
enum Direction : byte
|
||||
{
|
||||
up,
|
||||
down,
|
||||
left,
|
||||
right
|
||||
}
|
||||
|
||||
/*#######################################################################################################################
|
||||
------------------------------------------------ Components ------------------------------------------------------------------
|
||||
#######################################################################################################################*/
|
||||
|
||||
struct CLocation
|
||||
{
|
||||
mixin ECS.Component;
|
||||
|
||||
alias value this;
|
||||
|
||||
vec2 value;
|
||||
}
|
||||
|
||||
struct CScale
|
||||
{
|
||||
mixin ECS.Component;
|
||||
|
||||
///use component as it value
|
||||
alias value this;
|
||||
|
||||
vec2 value = vec2(32,32);
|
||||
}
|
||||
|
||||
struct CTexture
|
||||
{
|
||||
mixin ECS.Component;
|
||||
|
||||
Texture tex;
|
||||
}
|
||||
|
||||
struct CVelocity
|
||||
{
|
||||
mixin ECS.Component;
|
||||
|
||||
alias value this;
|
||||
|
||||
vec2 value = vec2(0,0);
|
||||
}
|
||||
|
||||
struct CInput
|
||||
{
|
||||
mixin ECS.Component;
|
||||
}
|
||||
|
||||
struct CEnemy
|
||||
{
|
||||
mixin ECS.Component;
|
||||
}
|
||||
|
||||
struct CShip
|
||||
{
|
||||
mixin ECS.Component;
|
||||
}
|
||||
|
||||
struct CAutoShoot
|
||||
{
|
||||
mixin ECS.Component;
|
||||
}
|
||||
|
||||
struct CGuild
|
||||
{
|
||||
mixin ECS.Component;
|
||||
|
||||
int guild;
|
||||
}
|
||||
|
||||
struct CLaser
|
||||
{
|
||||
mixin ECS.Component;
|
||||
|
||||
float damage = 1.0f;
|
||||
}
|
||||
|
||||
struct CLaserWeapon
|
||||
{
|
||||
mixin ECS.Component;
|
||||
|
||||
ubyte level = 1;
|
||||
float shoot_time = 0;
|
||||
}
|
||||
|
||||
struct CShootDirection
|
||||
{
|
||||
mixin ECS.Component;
|
||||
|
||||
Direction direction;
|
||||
}
|
||||
|
||||
struct CSideMove
|
||||
{
|
||||
mixin ECS.Component;
|
||||
|
||||
byte group = -1;
|
||||
}
|
||||
|
||||
/*#######################################################################################################################
|
||||
------------------------------------------------ Events ------------------------------------------------------------------
|
||||
#######################################################################################################################*/
|
||||
|
||||
struct EChangeDirection
|
||||
{
|
||||
mixin ECS.Event;
|
||||
|
||||
this(Direction direction)
|
||||
{
|
||||
this.direction = direction;
|
||||
}
|
||||
|
||||
Direction direction;
|
||||
}
|
||||
|
||||
/*#######################################################################################################################
|
||||
------------------------------------------------ Systems ------------------------------------------------------------------
|
||||
#######################################################################################################################*/
|
||||
|
||||
struct DrawSystem
|
||||
{
|
||||
mixin ECS.System!1;
|
||||
|
||||
struct EntitiesData
|
||||
{
|
||||
uint length;
|
||||
@readonly CTexture[] textures;
|
||||
@readonly CLocation[] locations;
|
||||
@readonly CScale[] scale;
|
||||
}
|
||||
|
||||
void onUpdate(EntitiesData data)
|
||||
{
|
||||
foreach(i; 0..data.length)
|
||||
{
|
||||
launcher.renderer.draw(data.textures[i].tex, data.locations[i].value, data.scale[i], vec4(0,0,1,1), 0, 0 , 0);
|
||||
//draw(renderer, data.textures[i].tex, data.locations[i], vec2(32,32), vec4(0,0,1,1));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct CollisionSystem
|
||||
{
|
||||
mixin ECS.System;
|
||||
|
||||
struct EntitiesData
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void onUpdate(EntitiesData data)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
struct LaserShootingSystem
|
||||
{
|
||||
mixin ECS.System!32;
|
||||
|
||||
bool shoot = false;
|
||||
float[10] laser_shoot_times = [2000,1500,1000,700,500,300,100,50,10,1];
|
||||
|
||||
CLocation* laser_location;
|
||||
CVelocity* laser_velocity;
|
||||
|
||||
struct EntitiesData
|
||||
{
|
||||
///variable named "length" contain entites count
|
||||
uint length;
|
||||
@readonly CShootDirection[] shoot_direction;
|
||||
@readonly @optional CAutoShoot[] auto_shoot;
|
||||
@readonly CLocation[] location;
|
||||
CLaserWeapon[] laser;
|
||||
}
|
||||
|
||||
///Called inside "registerSystem" function
|
||||
/*void onCreate()
|
||||
{
|
||||
laser_location = space_invaders.laser_tmpl.getComponent!CLocation;
|
||||
}*/
|
||||
|
||||
bool onBegin()
|
||||
{
|
||||
laser_location = space_invaders.laser_tmpl.getComponent!CLocation;
|
||||
laser_velocity = space_invaders.laser_tmpl.getComponent!CVelocity;
|
||||
if(launcher.getKeyState(SDL_SCANCODE_SPACE))
|
||||
{
|
||||
shoot = true;
|
||||
}
|
||||
else shoot = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
void onUpdate(EntitiesData data)
|
||||
{
|
||||
//conditional branch for whole entities block
|
||||
if(shoot || data.auto_shoot)
|
||||
{
|
||||
foreach(i;0..data.length)
|
||||
{
|
||||
CLaserWeapon* laser = &data.laser[i];
|
||||
laser.shoot_time += launcher.delta_time;
|
||||
while(laser.shoot_time > laser_shoot_times[laser.level - 1])
|
||||
{
|
||||
laser.shoot_time -= laser_shoot_times[laser.level - 1];
|
||||
laser_location.value = data.location[i];
|
||||
laser_velocity.value = vec2(randomf()*0.5-0.25,data.shoot_direction[i].direction == Direction.up ? 1.0 : -1.0);
|
||||
launcher.manager.addEntity(space_invaders.laser_tmpl);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach(i;0..data.length)
|
||||
{
|
||||
CLaserWeapon* laser = &data.laser[i];
|
||||
laser.shoot_time += launcher.delta_time;
|
||||
if(laser.shoot_time > laser_shoot_times[laser.level - 1])laser.shoot_time = laser_shoot_times[laser.level - 1];
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
struct ChangeDirectionSystem
|
||||
{
|
||||
mixin ECS.System;
|
||||
|
||||
Direction[8] groups_directions;
|
||||
|
||||
struct EntitiesData
|
||||
{
|
||||
uint length;
|
||||
const (Entity)[] entities;
|
||||
CVelocity[] velocity;
|
||||
|
||||
@optional const(CSideMove)[] side_move;
|
||||
}
|
||||
|
||||
void onCreate()
|
||||
{
|
||||
foreach(ref direction; groups_directions)
|
||||
{
|
||||
direction = cast(Direction)-1;
|
||||
}
|
||||
}
|
||||
|
||||
bool onBegin()
|
||||
{
|
||||
foreach(direction; groups_directions)
|
||||
{
|
||||
if(direction != cast(Direction)-1)return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void onEnd()
|
||||
{
|
||||
foreach(ref direction; groups_directions)
|
||||
{
|
||||
direction = cast(Direction)-1;
|
||||
}
|
||||
}
|
||||
|
||||
void onUpdate(EntitiesData data)
|
||||
{
|
||||
if(!data.side_move)return;
|
||||
foreach(i;0..data.length)
|
||||
{
|
||||
byte group = data.side_move[i].group;
|
||||
if(group == -1)continue;
|
||||
Direction direction = groups_directions[group];
|
||||
if(direction != cast(Direction)-1)
|
||||
{
|
||||
CVelocity* velocity = &data.velocity[i];
|
||||
final switch(direction)
|
||||
{
|
||||
case Direction.up:
|
||||
if(velocity.value.y > 0)velocity.value.y = -velocity.value.y;
|
||||
break;
|
||||
case Direction.down:
|
||||
if(velocity.value.y < 0)velocity.value.y = -velocity.value.y;
|
||||
break;
|
||||
case Direction.left:
|
||||
if(velocity.value.x > 0)velocity.value.x = -velocity.value.x;
|
||||
break;
|
||||
case Direction.right:
|
||||
if(velocity.value.x < 0)velocity.value.x = -velocity.value.x;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void handleEvent(Entity* entity, EChangeDirection event)
|
||||
{
|
||||
CSideMove* side_move = entity.getComponent!CSideMove;
|
||||
if(side_move && side_move.group != -1)
|
||||
{
|
||||
groups_directions[side_move.group] = event.direction;
|
||||
return;
|
||||
}
|
||||
//Entity* entity = launcher.manager.getEntity(event.entity_id);
|
||||
CVelocity* velocity = entity.getComponent!CVelocity;
|
||||
final switch(event.direction)
|
||||
{
|
||||
case Direction.up:
|
||||
if(velocity.value.y > 0)velocity.value.y = -velocity.value.y;
|
||||
break;
|
||||
case Direction.down:
|
||||
if(velocity.value.y < 0)velocity.value.y = -velocity.value.y;
|
||||
break;
|
||||
case Direction.left:
|
||||
if(velocity.value.x > 0)velocity.value.x = -velocity.value.x;
|
||||
break;
|
||||
case Direction.right:
|
||||
if(velocity.value.x < 0)velocity.value.x = -velocity.value.x;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct ClampPositionSystem
|
||||
{
|
||||
mixin ECS.System!32;
|
||||
|
||||
struct EntitiesData
|
||||
{
|
||||
uint length;
|
||||
const (Entity)[] entities;
|
||||
//components are treated as required by default
|
||||
CLocation[] locations;
|
||||
|
||||
@optional const (CLaser)[] laser;
|
||||
@optional const (CSideMove)[] side_move;
|
||||
}
|
||||
|
||||
void onUpdate(EntitiesData data)
|
||||
{
|
||||
if(data.laser)
|
||||
{
|
||||
foreach(i;0..data.length)
|
||||
{
|
||||
if(data.locations[i].x < 0 || data.locations[i].x > space_invaders.map_size.x ||
|
||||
data.locations[i].y < 0 || data.locations[i].y > space_invaders.map_size.y)launcher.manager.removeEntity(data.entities[i].id);
|
||||
}
|
||||
}
|
||||
else if(data.side_move)
|
||||
{
|
||||
foreach(i;0..data.length)
|
||||
{
|
||||
if(data.locations[i].x < 0)
|
||||
{
|
||||
//data.locations[i].x = 0;
|
||||
launcher.manager.sendEvent(data.entities[i].id,EChangeDirection(Direction.right));
|
||||
}
|
||||
else if(data.locations[i].x > space_invaders.map_size.x)
|
||||
{
|
||||
//data.locations[i].x = space_invaders.map_size.x;
|
||||
launcher.manager.sendEvent(data.entities[i].id,EChangeDirection(Direction.left));
|
||||
}
|
||||
if(data.locations[i].y < 0) data.locations[i].y = 0;
|
||||
else if(data.locations[i].y > space_invaders.map_size.y)data.locations[i].y = space_invaders.map_size.y;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach(i;0..data.length)
|
||||
{
|
||||
if(data.locations[i].x < 0)data.locations[i].x = 0;
|
||||
else if(data.locations[i].x > space_invaders.map_size.x)data.locations[i].x = space_invaders.map_size.x;
|
||||
if(data.locations[i].y < 0)data.locations[i].y = 0;
|
||||
else if(data.locations[i].y > space_invaders.map_size.y)data.locations[i].y = space_invaders.map_size.y;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
struct MovementSystem
|
||||
{
|
||||
mixin ECS.System!32;
|
||||
|
||||
struct EntitiesData
|
||||
{
|
||||
uint length;
|
||||
//read only components can be marked with @readonly attribute or with const expression instead
|
||||
const (CVelocity)[] velocity;
|
||||
//components are treated as required by default
|
||||
CLocation[] locations;
|
||||
//@optional const (CLaser)[] laser;
|
||||
const (Entity)[] entities;
|
||||
|
||||
@optional CSideMove[] side_move;
|
||||
}
|
||||
|
||||
void onUpdate(EntitiesData data)
|
||||
{
|
||||
foreach(i;0..data.length)
|
||||
{
|
||||
data.locations[i].x += data.velocity[i].x * launcher.delta_time;
|
||||
data.locations[i].y += data.velocity[i].y * launcher.delta_time;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
*System is responsible for movement of objects with CInput component.
|
||||
*In this example every entity has same speed when using movement system.
|
||||
*/
|
||||
struct InputMovementSystem
|
||||
{
|
||||
mixin ECS.System!32;
|
||||
|
||||
vec2 move_vector;
|
||||
|
||||
struct EntitiesData
|
||||
{
|
||||
uint length;
|
||||
//read only components can be marked with @readonly attribute or with const expression instead
|
||||
const (CInput)[] input;
|
||||
//components are treated as required by default
|
||||
CLocation[] locations;
|
||||
}
|
||||
|
||||
/**
|
||||
*onBegin gives opportunity to check keys once and call update on entities only when
|
||||
*one key is pressed.
|
||||
*/
|
||||
bool onBegin()
|
||||
{
|
||||
if(launcher.getKeyState(SDL_SCANCODE_W))
|
||||
{
|
||||
move_vector = vec2(0,1);
|
||||
return true;
|
||||
}
|
||||
else if(launcher.getKeyState(SDL_SCANCODE_S))
|
||||
{
|
||||
move_vector = vec2(0,-1);
|
||||
return true;
|
||||
}
|
||||
else if(launcher.getKeyState(SDL_SCANCODE_A))
|
||||
{
|
||||
move_vector = vec2(-1,0);
|
||||
return true;
|
||||
}
|
||||
else if(launcher.getKeyState(SDL_SCANCODE_D))
|
||||
{
|
||||
move_vector = vec2(1,0);
|
||||
return true;
|
||||
}
|
||||
//don't call system update because no key pressed
|
||||
return false;
|
||||
}
|
||||
|
||||
/**
|
||||
*Update is called multiple times in one "manager.update()" call.
|
||||
*Number of "onUpdate" calls is count of buffers which must be updated during pass.
|
||||
*When multithreading is used, number of "onUpdate" calls can be greater due to fact that
|
||||
*JobSystem can split buffers for better data packing.
|
||||
*/
|
||||
void onUpdate(EntitiesData data)
|
||||
{
|
||||
//move every entity using movement vector
|
||||
foreach(i; 0..data.length)
|
||||
{
|
||||
data.locations[i].x += move_vector.x * launcher.delta_time * 0.5;
|
||||
data.locations[i].y += move_vector.y * launcher.delta_time * 0.5;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*#######################################################################################################################
|
||||
------------------------------------------------ Functions ------------------------------------------------------------------
|
||||
#######################################################################################################################*/
|
||||
|
||||
__gshared SpaceInvaders* space_invaders;
|
||||
|
||||
void spaceInvadersStart()
|
||||
{
|
||||
space_invaders = Mallocator.make!SpaceInvaders;
|
||||
|
||||
space_invaders.ship_tex.create();
|
||||
space_invaders.ship_tex.load("assets/textures/buckler.png");
|
||||
|
||||
space_invaders.laser_tex.create();
|
||||
space_invaders.laser_tex.load("assets/textures/buckler.png");
|
||||
|
||||
launcher.manager.beginRegister();
|
||||
|
||||
launcher.manager.registerComponent!CLocation;
|
||||
launcher.manager.registerComponent!CTexture;
|
||||
launcher.manager.registerComponent!CInput;
|
||||
launcher.manager.registerComponent!CShip;
|
||||
launcher.manager.registerComponent!CEnemy;
|
||||
launcher.manager.registerComponent!CScale;
|
||||
launcher.manager.registerComponent!CShootDirection;
|
||||
launcher.manager.registerComponent!CAutoShoot;
|
||||
launcher.manager.registerComponent!CLaserWeapon;
|
||||
launcher.manager.registerComponent!CVelocity;
|
||||
launcher.manager.registerComponent!CLaser;
|
||||
launcher.manager.registerComponent!CSideMove;
|
||||
|
||||
launcher.manager.registerEvent!EChangeDirection;
|
||||
|
||||
//launcher.manager.registerSystem!MoveSystem(0);
|
||||
launcher.manager.registerSystem!DrawSystem(100);
|
||||
launcher.manager.registerSystem!InputMovementSystem(-100);
|
||||
launcher.manager.registerSystem!LaserShootingSystem(0);
|
||||
launcher.manager.registerSystem!MovementSystem(0);
|
||||
launcher.manager.registerSystem!ClampPositionSystem(1);
|
||||
launcher.manager.registerSystem!ChangeDirectionSystem(0);
|
||||
|
||||
launcher.manager.endRegister();
|
||||
|
||||
launcher.gui_manager.addSystem(DrawSystem.system_id,"Draw System");
|
||||
launcher.gui_manager.addSystem(InputMovementSystem.system_id,"Input Movement");
|
||||
launcher.gui_manager.addSystem(LaserShootingSystem.system_id,"Laser Shooting");
|
||||
launcher.gui_manager.addSystem(MovementSystem.system_id,"Movement System");
|
||||
launcher.gui_manager.addSystem(ClampPositionSystem.system_id,"Clamp Position System");
|
||||
launcher.gui_manager.addSystem(ChangeDirectionSystem.system_id,"Change Direction System");
|
||||
|
||||
//launcher.manager.getSystem(CleanSystem.system_id).disable();
|
||||
{
|
||||
ushort[7] components = [CLocation.component_id, CTexture.component_id, CInput.component_id, CShip.component_id, CScale.component_id, CLaserWeapon.component_id, CShootDirection.component_id];
|
||||
space_invaders.ship_tmpl = launcher.manager.allocateTemplate(components);
|
||||
|
||||
CTexture* tex_comp = space_invaders.ship_tmpl.getComponent!CTexture;
|
||||
tex_comp.tex = space_invaders.ship_tex;
|
||||
CLocation* loc_comp = space_invaders.ship_tmpl.getComponent!CLocation;
|
||||
loc_comp.value = vec2(64,64);
|
||||
CLaserWeapon* weapon = space_invaders.ship_tmpl.getComponent!CLaserWeapon;
|
||||
weapon.level = 10;
|
||||
|
||||
launcher.manager.addEntity(space_invaders.ship_tmpl);
|
||||
}
|
||||
|
||||
{
|
||||
ushort[5] components = [CLocation.component_id, CTexture.component_id, CVelocity.component_id, CScale.component_id, CLaser.component_id];
|
||||
space_invaders.laser_tmpl = launcher.manager.allocateTemplate(components);
|
||||
|
||||
CTexture* tex_comp = space_invaders.laser_tmpl.getComponent!CTexture;
|
||||
tex_comp.tex = space_invaders.laser_tex;
|
||||
CScale* scale_comp = space_invaders.laser_tmpl.getComponent!CScale;
|
||||
scale_comp.value = vec2(4,16);
|
||||
CVelocity* vel_comp = space_invaders.laser_tmpl.getComponent!CVelocity;
|
||||
vel_comp.value = vec2(0,1);
|
||||
}
|
||||
|
||||
{
|
||||
ushort[8] components = [CVelocity.component_id, CAutoShoot.component_id, CLocation.component_id, CTexture.component_id, CScale.component_id, CLaserWeapon.component_id, CEnemy.component_id, CShootDirection.component_id];//, CVelocity.component_id];
|
||||
space_invaders.enemy_tmpl = launcher.manager.allocateTemplate(components);
|
||||
|
||||
CTexture* tex_comp = space_invaders.enemy_tmpl.getComponent!CTexture;
|
||||
tex_comp.tex = space_invaders.ship_tex;
|
||||
CLocation* loc_comp = space_invaders.enemy_tmpl.getComponent!CLocation;
|
||||
loc_comp.value = vec2(64,space_invaders.map_size.y - 64);
|
||||
CShootDirection* shoot_dir_comp = space_invaders.enemy_tmpl.getComponent!CShootDirection;
|
||||
shoot_dir_comp.direction = Direction.down;
|
||||
CVelocity* vel_comp = space_invaders.enemy_tmpl.getComponent!CVelocity;
|
||||
vel_comp.value = vec2(0.1,0);
|
||||
|
||||
Entity* current_entity;
|
||||
|
||||
current_entity = launcher.manager.addEntity(space_invaders.enemy_tmpl);
|
||||
launcher.manager.addComponents(current_entity.id,CSideMove(0));
|
||||
|
||||
loc_comp.value = vec2(128,space_invaders.map_size.y - 64);
|
||||
current_entity = launcher.manager.addEntity(space_invaders.enemy_tmpl);
|
||||
launcher.manager.addComponents(current_entity.id,CSideMove(-1));
|
||||
|
||||
loc_comp.value = vec2(256,space_invaders.map_size.y - 64);
|
||||
launcher.manager.addEntity(space_invaders.enemy_tmpl);
|
||||
|
||||
loc_comp.value = vec2(0,space_invaders.map_size.y - 64);
|
||||
current_entity = launcher.manager.addEntity(space_invaders.enemy_tmpl);
|
||||
launcher.manager.addComponents(current_entity.id,CSideMove(0));
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
void spaceInvadersEnd()
|
||||
{
|
||||
|
||||
launcher.manager.getSystem(DrawSystem.system_id).disable();
|
||||
launcher.manager.getSystem(InputMovementSystem.system_id).disable();
|
||||
launcher.manager.getSystem(LaserShootingSystem.system_id).disable();
|
||||
launcher.manager.getSystem(MovementSystem.system_id).disable();
|
||||
launcher.manager.getSystem(ClampPositionSystem.system_id).disable();
|
||||
|
||||
space_invaders.ship_tex.destroy();
|
||||
|
||||
launcher.manager.freeTemplate(space_invaders.ship_tmpl);
|
||||
Mallocator.dispose(space_invaders);
|
||||
}
|
||||
|
||||
void spaceInvadersEvent(SDL_Event* event)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
bool spaceInvadersLoop()
|
||||
{
|
||||
|
||||
/*if(launcher.show_demo_wnd)
|
||||
{
|
||||
igSetNextWindowPos(ImVec2(800 - 260, 30), ImGuiCond_Once, ImVec2(0,0));
|
||||
igSetNextWindowSize(ImVec2(250, 0), ImGuiCond_Once);
|
||||
if(igBegin("Simple",&launcher.show_demo_wnd,0))
|
||||
{
|
||||
if(igCheckbox("Move system",&simple.move_system))
|
||||
{
|
||||
if(simple.move_system)launcher.manager.getSystem(MoveSystem.system_id).enable();
|
||||
else launcher.manager.getSystem(MoveSystem.system_id).disable();
|
||||
}
|
||||
if(igCheckbox("Draw system",&simple.draw_system))
|
||||
{
|
||||
if(simple.draw_system)launcher.manager.getSystem(DrawSystem.system_id).enable();
|
||||
else launcher.manager.getSystem(DrawSystem.system_id).disable();
|
||||
}
|
||||
igPushButtonRepeat(true);
|
||||
igColumns(3,null,0);
|
||||
if(igButton("Spawn",ImVec2(-1,0)))
|
||||
{
|
||||
spawnEntity();
|
||||
}
|
||||
igNextColumn();
|
||||
if(igButton("+10",ImVec2(-1,0)))
|
||||
{
|
||||
foreach(i;0..10)spawnEntity();
|
||||
}
|
||||
igNextColumn();
|
||||
if(igButton("+100",ImVec2(-1,0)))
|
||||
{
|
||||
foreach(i;0..100)spawnEntity();
|
||||
}
|
||||
igPopButtonRepeat();
|
||||
igColumns(1,null,0);
|
||||
if(igButton("Clear",ImVec2(-1,0)))
|
||||
{
|
||||
launcher.manager.getSystem(CleanSystem.system_id).enable();
|
||||
launcher.manager.begin();
|
||||
launcher.manager.update();
|
||||
launcher.manager.end();
|
||||
launcher.manager.getSystem(CleanSystem.system_id).disable();
|
||||
}
|
||||
}
|
||||
igEnd();
|
||||
}*/
|
||||
|
||||
/*if(launcher.show_tips)
|
||||
{
|
||||
igSetNextWindowPos(ImVec2(800 - 550, 80), ImGuiCond_Once, ImVec2(0,0));
|
||||
igSetNextWindowSize(ImVec2(300, 0), ImGuiCond_Once);
|
||||
if(igBegin("Tips",&launcher.show_tips,ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings))
|
||||
{
|
||||
igTextWrapped("Use \"space\" to spwan entities.\n\nSystems can be enabled/disabled from \"Simple\" window.");
|
||||
}
|
||||
igEnd();
|
||||
}*/
|
||||
|
||||
launcher.manager.begin();
|
||||
if(launcher.multithreading)
|
||||
{
|
||||
launcher.job_updater.begin();
|
||||
launcher.manager.updateMT();
|
||||
launcher.job_updater.call();
|
||||
launcher.multithreading = false;
|
||||
printf("Disable mt\n");
|
||||
}
|
||||
else
|
||||
{
|
||||
launcher.manager.update();
|
||||
}
|
||||
launcher.manager.end();
|
||||
|
||||
/*foreach(i;0..1000)//13000)
|
||||
{
|
||||
launcher.renderer.draw(simple.texture,vec2(i%100*32,i/100*32),vec2(32,32),vec4(0,0,1,1),0.0);
|
||||
}*/
|
||||
|
||||
return true;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue