Common update:
-added VBo batch rendering (current default, no render mode switch yet) -fixed camera positioning calculation -fixed buffer issue with WebGL -added viewport scalling (at least 300 pixels height). Pixels are scalled if screen is bigger. -center demos gameplay area -added fullpage html template for Emscripten build
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7c263d3ed4
commit
8381ac166b
7 changed files with 61 additions and 40 deletions
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@ -60,7 +60,7 @@ struct DrawSystem
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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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launcher.renderer.draw(data.textures[i].tex, data.locations[i].location, vec2(16,16), 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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@ -81,7 +81,7 @@ struct MoveSystem
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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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if(data.locations[i].location.y > 300)data.locations[i].location.y = 0;
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}
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}
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}
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@ -119,7 +119,7 @@ void simpleStart()
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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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loc_comp.location = vec2(i*16+64,j*16+64);
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launcher.manager.addEntity(simple.tmpl);
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}
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}
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@ -147,6 +147,10 @@ void simpleTool(vec2 position, Tool tool, int size)
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{
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position.x += (randomf - 0.5) * size;
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position.y += (randomf - 0.5) * size;
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if(position.x > 400)position.x -= 400;
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else if(position.x < 0)position.x += 400;
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if(position.y > 300)position.y -= 300;
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else if(position.y < 0)position.y += 300;
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*location = position;
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}
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launcher.manager.addEntity(tmpl);
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@ -169,17 +173,18 @@ void simpleEvent(SDL_Event* event)
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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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loc_comp.location = vec2(randomf() * 400,0);
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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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launcher.render_position = (vec2(launcher.window_size.x,launcher.window_size.y)*launcher.scalling - vec2(400,300)) * 0.5;
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if(launcher.getKeyState(SDL_SCANCODE_SPACE))
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{
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foreach(i;0..1)spawnEntity();
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}
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launcher.manager.begin();
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if(launcher.multithreading)
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@ -90,9 +90,9 @@ struct Snake
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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(texture, vec2(x*32,y*32), vec2(32,32), vec4(0,32*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake:launcher.renderer.draw(texture, vec2(x*32,y*32), vec2(32,32), vec4(0,48*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.wall:launcher.renderer.draw(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.apple:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(0,32*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.snake:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), vec4(0,48*px,16*px,16*px), 0, 0 , 0);break;
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case MapElement.Type.wall:launcher.renderer.draw(texture, vec2(x*16,y*16), vec2(16,16), 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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@ -520,8 +520,8 @@ void snakeTool(vec2 position, Tool tool, int size)
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position.x += (randomf - 0.5) * size;
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position.y += (randomf - 0.5) * size;
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ivec2 ipos;
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ipos.x = cast(int)(position.x / 32);
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ipos.y = cast(int)(position.y / 32);
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ipos.x = cast(int)(position.x / 16);
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ipos.y = cast(int)(position.y / 16);
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*ilocation = ipos;
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if(snake.element(ipos).type != MapElement.Type.empty)return;
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}
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@ -540,6 +540,8 @@ void snakeEvent(SDL_Event* event)
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bool snakeLoop()
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{
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launcher.render_position = (vec2(launcher.window_size.x,launcher.window_size.y)*launcher.scalling - vec2(288,288)) * 0.5;
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/*if(launcher.show_demo_wnd)
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{
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igSetNextWindowPos(ImVec2(800 - 260, 30), ImGuiCond_Once, ImVec2(0,0));
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@ -34,7 +34,7 @@ struct SpaceInvaders
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bool move_system = true;
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bool draw_system = true;
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const vec2 map_size = vec2(600,600);
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const vec2 map_size = vec2(400,300);
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const float cell_size = 60;
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}
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@ -101,7 +101,7 @@ struct CScale
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///use component as it value
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alias value this;
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vec2 value = vec2(32,32);
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vec2 value = vec2(16,16);
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}
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struct CTexture
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@ -564,8 +564,8 @@ struct MovementSystem
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{
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foreach(i;0..data.length)
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{
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data.locations[i].x += data.velocity[i].x * launcher.delta_time;
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data.locations[i].y += data.velocity[i].y * launcher.delta_time;
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data.locations[i].x += data.velocity[i].x * launcher.delta_time * 0.5;
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data.locations[i].y += data.velocity[i].y * launcher.delta_time * 0.5;
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}
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}
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}
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@ -630,8 +630,8 @@ struct InputMovementSystem
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//move every entity using movement vector
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foreach(i; 0..data.length)
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{
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data.locations[i].x += move_vector.x * launcher.delta_time * 0.5;
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data.locations[i].y += move_vector.y * launcher.delta_time * 0.5;
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data.locations[i].x += move_vector.x * launcher.delta_time * 0.25;
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data.locations[i].y += move_vector.y * launcher.delta_time * 0.25;
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}
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}
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}
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@ -709,7 +709,7 @@ void spaceInvadersStart()
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tex_comp.tex = space_invaders.texture;//laser_tex;
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tex_comp.coords = vec4(0*px,48*px,16*px,16*px);
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CScale* scale_comp = space_invaders.laser_tmpl.getComponent!CScale;
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scale_comp.value = vec2(4,16);
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scale_comp.value = vec2(2,8);
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CVelocity* vel_comp = space_invaders.laser_tmpl.getComponent!CVelocity;
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vel_comp.value = vec2(0,1);
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}
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@ -727,7 +727,7 @@ void spaceInvadersStart()
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tex_comp.tex = space_invaders.texture;//ship_tex;
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tex_comp.coords = vec4(32*px,32*px,16*px,16*px);
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CLocation* loc_comp = space_invaders.enemy_tmpl.getComponent!CLocation;
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loc_comp.value = vec2(64,space_invaders.map_size.y - 64);
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loc_comp.value = vec2(64,space_invaders.map_size.y - 16);
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CShootDirection* shoot_dir_comp = space_invaders.enemy_tmpl.getComponent!CShootDirection;
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shoot_dir_comp.direction = Direction.down;
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CVelocity* vel_comp = space_invaders.enemy_tmpl.getComponent!CVelocity;
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@ -738,17 +738,17 @@ void spaceInvadersStart()
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current_entity = launcher.manager.addEntity(space_invaders.enemy_tmpl);
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launcher.manager.addComponents(current_entity.id,CSideMove(0));
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loc_comp.value = vec2(128,space_invaders.map_size.y - 64);
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loc_comp.value = vec2(128,space_invaders.map_size.y - 16);
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current_entity = launcher.manager.addEntity(space_invaders.enemy_tmpl);
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launcher.manager.addComponents(current_entity.id,CSideMove(-1));
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enemy_id = current_entity.id;
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//enemy_tmpl = launcher.manager.allocateTemplate(current_entity.id);
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loc_comp.value = vec2(256,space_invaders.map_size.y - 64);
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loc_comp.value = vec2(256,space_invaders.map_size.y - 16);
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launcher.manager.addEntity(space_invaders.enemy_tmpl);
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loc_comp.value = vec2(0,space_invaders.map_size.y - 64);
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loc_comp.value = vec2(0,space_invaders.map_size.y - 16);
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current_entity = launcher.manager.addEntity(space_invaders.enemy_tmpl);
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launcher.manager.addComponents(current_entity.id,CSideMove(0));
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@ -809,6 +809,7 @@ void spaceInvadersEvent(SDL_Event* event)
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bool spaceInvadersLoop()
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{
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launcher.render_position = (vec2(launcher.window_size.x,launcher.window_size.y)*launcher.scalling - vec2(400,300)) * 0.5;
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/*if(launcher.show_demo_wnd)
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{
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