Add bullets collision system to SpaceInvaders demo

This commit is contained in:
Mergul 2020-05-12 18:21:25 +02:00
parent 1b925b7ab1
commit 9580ee9af9

View file

@ -16,10 +16,14 @@ import ecs_utils.gfx.texture;
import ecs_utils.math.vector; import ecs_utils.math.vector;
import ecs_utils.utils; import ecs_utils.utils;
import std.array : staticArray;
enum float px = 1.0/512.0; enum float px = 1.0/512.0;
extern(C): extern(C):
enum ShootGridDependency = "ShootGridDependency";
/*####################################################################################################################### /*#######################################################################################################################
------------------------------------------------ Types ------------------------------------------------------------------ ------------------------------------------------ Types ------------------------------------------------------------------
#######################################################################################################################*/ #######################################################################################################################*/
@ -33,11 +37,18 @@ struct SpaceInvaders
EntityTemplate* laser_tmpl; EntityTemplate* laser_tmpl;
Texture texture; Texture texture;
ShootGrid* shoot_grid;
bool move_system = true; bool move_system = true;
bool draw_system = true; bool draw_system = true;
const vec2 map_size = vec2(400,300); const vec2 map_size = vec2(400,300);
const float cell_size = 60; const float cell_size = 60;
~this() @nogc nothrow
{
if(shoot_grid)Mallocator.dispose(shoot_grid);
}
} }
struct SceneGrid struct SceneGrid
@ -147,7 +158,7 @@ struct CGuild
{ {
mixin ECS.Component; mixin ECS.Component;
int guild; byte guild;
} }
struct CLaser struct CLaser
@ -188,6 +199,11 @@ struct CDepth
short depth; short depth;
} }
struct CShootGrid
{
mixin ECS.Component;
}
/*####################################################################################################################### /*#######################################################################################################################
------------------------------------------------ Events ------------------------------------------------------------------ ------------------------------------------------ Events ------------------------------------------------------------------
#######################################################################################################################*/ #######################################################################################################################*/
@ -208,6 +224,158 @@ struct EChangeDirection
------------------------------------------------ Systems ------------------------------------------------------------------ ------------------------------------------------ Systems ------------------------------------------------------------------
#######################################################################################################################*/ #######################################################################################################################*/
struct ShootGrid
{
~this() @nogc nothrow
{
if(nodes)Mallocator.dispose(nodes);
if(masks)Mallocator.dispose(masks);
}
struct Node
{
alias entity this;
EntityID entity;
}
void create(ivec2 nodes_count, vec2 node_size)
{
this.size = nodes_count;
this.node_size = node_size;
inv_node_size = vec2(1.0/node_size.x, 1.0/node_size.y);
nodes = Mallocator.makeArray!Node(nodes_count.x * nodes_count.y);
masks = Mallocator.makeArray!ubyte(nodes.length);
}
void mark(EntityID id, vec2 beg, vec2 end, byte mask)
{
ivec2 ibeg = cast(ivec2)(beg * inv_node_size);
ivec2 iend = cast(ivec2)((end * inv_node_size) + 0.5);
if(ibeg.x < 0)ibeg.x = 0;
if(ibeg.y < 0)ibeg.y = 0;
if(iend.x > size.x)iend.x = size.x;
if(iend.y > size.y)iend.y = size.y;
foreach(i; ibeg.y .. iend.y)
{
foreach(j; ibeg.x .. iend.x)
{
nodes[i * size.x + j] = id;
masks[i * size.x +j] = mask;
}
}
}
void clear()
{
size_t size = nodes.length * EntityID.sizeof;
memset(nodes.ptr, 0, size);
memset(masks.ptr, 0, masks.length);
}
bool test(out EntityID id, vec2 beg, vec2 end)
{
ivec2 ibeg = cast(ivec2)(beg * inv_node_size);
ivec2 iend = cast(ivec2)((end * inv_node_size) + 0.5);
if(ibeg.x < 0)ibeg.x = 0;
if(ibeg.y < 0)ibeg.y = 0;
if(iend.x > size.x)iend.x = size.x;
if(iend.y > size.y)iend.y = size.y;
foreach(i; ibeg.y .. iend.y)
{
foreach(j; ibeg.x .. iend.x)
{
if(nodes[i * size.x + j].id != 0)
{
id = nodes[i * size.x + j];
return true;
}
}
}
return false;
}
bool test(out EntityID id, vec2 pos, ubyte mask)
{
ivec2 ipos = cast(ivec2)(pos * inv_node_size - 0.5);
if(ipos.x < 0)ipos.x = 0;
if(ipos.y < 0)ipos.y = 0;
if(ipos.x >= size.x)ipos.x = size.x - 1;
if(ipos.y >= size.y)ipos.y = size.y - 1;
size_t index = ipos.y * size.x + ipos.x;
if((masks[index] & mask) == 0)return false;
if(nodes[index].id != 0)
{
id = nodes[index];
return true;
}
return false;
}
vec2 inv_node_size;
ivec2 size;
vec2 node_size;
Node[] nodes;
ubyte[] masks;
}
struct ShootGridCleaner
{
mixin ECS.System!1;
struct EntitiesData
{
}
void onUpdate(EntitiesData data)
{
if(space_invaders.shoot_grid)space_invaders.shoot_grid.clear();
}
}
struct ShootGridManager
{
mixin ECS.System!32;
mixin ECS.WritableDependencies!(ShootGridDependency);
struct EntitiesData
{
uint length;
uint thread_id;
const (Entity)[] entity;
@readonly CLocation[] locations;
@readonly CScale[] scale;
@readonly CShootGrid[] grid_flag;
@readonly CGuild[] guild;
}
ShootGrid* grid;
void onCreate()
{
grid = space_invaders.shoot_grid;
}
bool onBegin()
{
if(!grid)return false;
//grid.clear();
return true;
}
void onUpdate(EntitiesData data)
{
foreach(i; 0..data.length)
{
vec2 half_scale = data.scale[i] * 0.5;
grid.mark(data.entity[i].id, data.locations[i] - half_scale, data.locations[i] + half_scale, cast(ubyte)(1 << data.guild[i].guild));
}
}
}
struct DrawSystem struct DrawSystem
{ {
mixin ECS.System!32; mixin ECS.System!32;
@ -260,10 +428,11 @@ struct LaserShootingSystem
mixin ECS.System!32; mixin ECS.System!32;
bool shoot = false; bool shoot = false;
float[10] laser_shoot_times = [2000,1500,1000,700,500,300,100,50,10,1]; static float[10] laser_shoot_times = [2000,1500,1000,700,500,300,100,50,10,1];
CLocation* laser_location; CLocation* laser_location;
CVelocity* laser_velocity; CVelocity* laser_velocity;
CGuild* laser_guild;
struct EntitiesData struct EntitiesData
{ {
@ -272,6 +441,7 @@ struct LaserShootingSystem
@readonly CShootDirection[] shoot_direction; @readonly CShootDirection[] shoot_direction;
@readonly @optional CAutoShoot[] auto_shoot; @readonly @optional CAutoShoot[] auto_shoot;
@readonly CLocation[] location; @readonly CLocation[] location;
@readonly CGuild[] guild;
CLaserWeapon[] laser; CLaserWeapon[] laser;
} }
@ -285,6 +455,7 @@ struct LaserShootingSystem
{ {
laser_location = space_invaders.laser_tmpl.getComponent!CLocation; laser_location = space_invaders.laser_tmpl.getComponent!CLocation;
laser_velocity = space_invaders.laser_tmpl.getComponent!CVelocity; laser_velocity = space_invaders.laser_tmpl.getComponent!CVelocity;
laser_guild = space_invaders.laser_tmpl.getComponent!CGuild;
if(launcher.getKeyState(SDL_SCANCODE_SPACE)) if(launcher.getKeyState(SDL_SCANCODE_SPACE))
{ {
shoot = true; shoot = true;
@ -307,6 +478,7 @@ struct LaserShootingSystem
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_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); laser_velocity.value = vec2(randomf()*0.5-0.25,data.shoot_direction[i].direction == Direction.up ? 1.0 : -1.0);
laser_guild.guild = data.guild[i].guild;
launcher.manager.addEntity(space_invaders.laser_tmpl); launcher.manager.addEntity(space_invaders.laser_tmpl);
} }
} }
@ -324,6 +496,36 @@ struct LaserShootingSystem
} }
} }
struct LaserCollisionSystem
{
mixin ECS.System!32;
mixin ECS.ReadOnlyDependencies!(ShootGridDependency);
struct EntitiesData
{
///variable named "length" contain entites count
uint length;
const (Entity)[] entity;
@readonly CLocation[] location;
@readonly CLaser[] laser;
@readonly CGuild[] guild;
}
void onUpdate(EntitiesData data)
{
EntityID id;
foreach(i; 0..data.length)
{
if(space_invaders.shoot_grid.test(id, data.location[i], cast(ubyte)(~(1 << data.guild[i].guild))))
{
launcher.manager.removeEntity(data.entity[i].id);
}
}
}
}
struct ChangeDirectionSystem struct ChangeDirectionSystem
{ {
mixin ECS.System!32; mixin ECS.System!32;
@ -591,6 +793,8 @@ struct MovementSystem
} }
} }
import core.stdc.math;
/** /**
*System is responsible for movement of objects with CInput component. *System is responsible for movement of objects with CInput component.
*In this example every entity has same speed when using movement system. *In this example every entity has same speed when using movement system.
@ -620,22 +824,24 @@ struct InputMovementSystem
move_vector = vec2(0,0); move_vector = vec2(0,0);
if(launcher.getKeyState(SDL_SCANCODE_W)) if(launcher.getKeyState(SDL_SCANCODE_W))
{ {
move_vector = vec2(0,1); move_vector += vec2(0,1);
return true;
} }
else if(launcher.getKeyState(SDL_SCANCODE_S)) else if(launcher.getKeyState(SDL_SCANCODE_S))
{ {
move_vector = vec2(0,-1); move_vector += vec2(0,-1);
return true;
} }
else if(launcher.getKeyState(SDL_SCANCODE_A)) if(launcher.getKeyState(SDL_SCANCODE_A))
{ {
move_vector = vec2(-1,0); move_vector += vec2(-1,0);
return true;
} }
else if(launcher.getKeyState(SDL_SCANCODE_D)) else if(launcher.getKeyState(SDL_SCANCODE_D))
{ {
move_vector = vec2(1,0); move_vector += vec2(1,0);
}
if(move_vector.x != 0 ||move_vector.y != 0)
{
move_vector = move_vector / sqrtf(move_vector.x * move_vector.x + move_vector.y * move_vector.y);
return true; return true;
} }
//don't call system update because no key pressed //don't call system update because no key pressed
@ -682,6 +888,9 @@ void spaceInvadersStart()
space_invaders.texture.create(); space_invaders.texture.create();
space_invaders.texture.load("assets/textures/atlas.png"); space_invaders.texture.load("assets/textures/atlas.png");
space_invaders.shoot_grid = Mallocator.make!ShootGrid;
space_invaders.shoot_grid.create(ivec2(80,60), vec2(5,5));
launcher.manager.beginRegister(); launcher.manager.beginRegister();
launcher.manager.registerComponent!CLocation; launcher.manager.registerComponent!CLocation;
@ -696,16 +905,22 @@ void spaceInvadersStart()
launcher.manager.registerComponent!CVelocity; launcher.manager.registerComponent!CVelocity;
launcher.manager.registerComponent!CLaser; launcher.manager.registerComponent!CLaser;
launcher.manager.registerComponent!CSideMove; launcher.manager.registerComponent!CSideMove;
launcher.manager.registerComponent!CDepth;
launcher.manager.registerComponent!CShootGrid;
launcher.manager.registerComponent!CGuild;
launcher.manager.registerEvent!EChangeDirection; launcher.manager.registerEvent!EChangeDirection;
//launcher.manager.registerSystem!MoveSystem(0); //launcher.manager.registerSystem!MoveSystem(0);
launcher.manager.registerSystem!DrawSystem(100); launcher.manager.registerSystem!DrawSystem(100);
launcher.manager.registerSystem!InputMovementSystem(-100); launcher.manager.registerSystem!InputMovementSystem(-100);
launcher.manager.registerSystem!MovementSystem(-99);
launcher.manager.registerSystem!ClampPositionSystem(-90);
launcher.manager.registerSystem!LaserShootingSystem(0); launcher.manager.registerSystem!LaserShootingSystem(0);
launcher.manager.registerSystem!MovementSystem(0);
launcher.manager.registerSystem!ClampPositionSystem(1);
launcher.manager.registerSystem!ChangeDirectionSystem(0); launcher.manager.registerSystem!ChangeDirectionSystem(0);
launcher.manager.registerSystem!LaserCollisionSystem(-70);
launcher.manager.registerSystem!ShootGridManager(-80);
launcher.manager.registerSystem!ShootGridCleaner(-101);
launcher.manager.endRegister(); launcher.manager.endRegister();
@ -718,7 +933,7 @@ void spaceInvadersStart()
//launcher.manager.getSystem(CleanSystem.system_id).disable(); //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]; ushort[9] components = [CLocation.component_id, CTexture.component_id, CInput.component_id, CShip.component_id, CScale.component_id, CLaserWeapon.component_id, CShootDirection.component_id, CShootGrid.component_id, CGuild.component_id];
space_invaders.ship_tmpl = launcher.manager.allocateTemplate(components); space_invaders.ship_tmpl = launcher.manager.allocateTemplate(components);
CScale* scale_comp = space_invaders.ship_tmpl.getComponent!CScale; CScale* scale_comp = space_invaders.ship_tmpl.getComponent!CScale;
@ -735,7 +950,7 @@ void spaceInvadersStart()
} }
{ {
ushort[5] components = [CLocation.component_id, CTexture.component_id, CVelocity.component_id, CScale.component_id, CLaser.component_id]; ushort[6] components = [CLocation.component_id, CTexture.component_id, CVelocity.component_id, CScale.component_id, CLaser.component_id, CGuild.component_id];
space_invaders.laser_tmpl = launcher.manager.allocateTemplate(components); space_invaders.laser_tmpl = launcher.manager.allocateTemplate(components);
CTexture* tex_comp = space_invaders.laser_tmpl.getComponent!CTexture; CTexture* tex_comp = space_invaders.laser_tmpl.getComponent!CTexture;
@ -753,7 +968,7 @@ void spaceInvadersStart()
EntityID grouped_id; EntityID grouped_id;
{ {
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]; ushort[10] 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, CShootGrid.component_id, CGuild.component_id];
space_invaders.enemy_tmpl = launcher.manager.allocateTemplate(components); space_invaders.enemy_tmpl = launcher.manager.allocateTemplate(components);
CTexture* tex_comp = space_invaders.enemy_tmpl.getComponent!CTexture; CTexture* tex_comp = space_invaders.enemy_tmpl.getComponent!CTexture;
@ -765,6 +980,7 @@ void spaceInvadersStart()
shoot_dir_comp.direction = Direction.down; shoot_dir_comp.direction = Direction.down;
CVelocity* vel_comp = space_invaders.enemy_tmpl.getComponent!CVelocity; CVelocity* vel_comp = space_invaders.enemy_tmpl.getComponent!CVelocity;
vel_comp.value = vec2(0.1,0); vel_comp.value = vec2(0.1,0);
space_invaders.enemy_tmpl.getComponent!CGuild().guild = 1;
Entity* current_entity; Entity* current_entity;
@ -802,7 +1018,6 @@ void spaceInvadersStart()
void spaceInvadersEnd() void spaceInvadersEnd()
{ {
launcher.manager.getSystem(DrawSystem.system_id).disable(); launcher.manager.getSystem(DrawSystem.system_id).disable();
launcher.manager.getSystem(InputMovementSystem.system_id).disable(); launcher.manager.getSystem(InputMovementSystem.system_id).disable();
launcher.manager.getSystem(LaserShootingSystem.system_id).disable(); launcher.manager.getSystem(LaserShootingSystem.system_id).disable();
@ -827,6 +1042,11 @@ void spaceInvadersTool(vec2 position, Tool tool, int size)
position.y += (randomf - 0.5) * size; position.y += (randomf - 0.5) * size;
*location = position; *location = position;
} }
CLaserWeapon* laser_weapon = tmpl.getComponent!CLaserWeapon;
if(laser_weapon)
{
laser_weapon.shoot_time = randomf * LaserShootingSystem.laser_shoot_times[laser_weapon.level - 1];
}
launcher.manager.addEntity(tmpl); launcher.manager.addEntity(tmpl);
} }
break; break;