Demos #10
1 changed files with 236 additions and 16 deletions
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@ -16,10 +16,14 @@ 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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import std.array : staticArray;
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enum float px = 1.0/512.0;
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extern(C):
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enum ShootGridDependency = "ShootGridDependency";
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/*#######################################################################################################################
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------------------------------------------------ Types ------------------------------------------------------------------
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#######################################################################################################################*/
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@ -33,11 +37,18 @@ struct SpaceInvaders
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EntityTemplate* laser_tmpl;
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Texture texture;
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ShootGrid* shoot_grid;
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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(400,300);
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const float cell_size = 60;
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~this() @nogc nothrow
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{
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if(shoot_grid)Mallocator.dispose(shoot_grid);
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}
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}
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struct SceneGrid
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@ -147,7 +158,7 @@ struct CGuild
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{
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mixin ECS.Component;
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int guild;
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byte guild;
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}
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struct CLaser
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@ -188,6 +199,11 @@ struct CDepth
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short depth;
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}
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struct CShootGrid
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{
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mixin ECS.Component;
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}
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/*#######################################################################################################################
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------------------------------------------------ Events ------------------------------------------------------------------
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#######################################################################################################################*/
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@ -208,6 +224,158 @@ struct EChangeDirection
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------------------------------------------------ Systems ------------------------------------------------------------------
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#######################################################################################################################*/
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struct ShootGrid
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{
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~this() @nogc nothrow
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{
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if(nodes)Mallocator.dispose(nodes);
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if(masks)Mallocator.dispose(masks);
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}
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struct Node
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{
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alias entity this;
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EntityID entity;
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}
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void create(ivec2 nodes_count, vec2 node_size)
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{
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this.size = nodes_count;
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this.node_size = node_size;
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inv_node_size = vec2(1.0/node_size.x, 1.0/node_size.y);
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nodes = Mallocator.makeArray!Node(nodes_count.x * nodes_count.y);
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masks = Mallocator.makeArray!ubyte(nodes.length);
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}
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void mark(EntityID id, vec2 beg, vec2 end, byte mask)
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{
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ivec2 ibeg = cast(ivec2)(beg * inv_node_size);
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ivec2 iend = cast(ivec2)((end * inv_node_size) + 0.5);
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if(ibeg.x < 0)ibeg.x = 0;
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if(ibeg.y < 0)ibeg.y = 0;
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if(iend.x > size.x)iend.x = size.x;
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if(iend.y > size.y)iend.y = size.y;
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foreach(i; ibeg.y .. iend.y)
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{
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foreach(j; ibeg.x .. iend.x)
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{
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nodes[i * size.x + j] = id;
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masks[i * size.x +j] = mask;
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}
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}
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}
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void clear()
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{
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size_t size = nodes.length * EntityID.sizeof;
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memset(nodes.ptr, 0, size);
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memset(masks.ptr, 0, masks.length);
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}
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bool test(out EntityID id, vec2 beg, vec2 end)
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{
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ivec2 ibeg = cast(ivec2)(beg * inv_node_size);
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ivec2 iend = cast(ivec2)((end * inv_node_size) + 0.5);
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if(ibeg.x < 0)ibeg.x = 0;
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if(ibeg.y < 0)ibeg.y = 0;
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if(iend.x > size.x)iend.x = size.x;
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if(iend.y > size.y)iend.y = size.y;
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foreach(i; ibeg.y .. iend.y)
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{
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foreach(j; ibeg.x .. iend.x)
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{
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if(nodes[i * size.x + j].id != 0)
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{
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id = nodes[i * size.x + j];
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return true;
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}
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}
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}
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return false;
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}
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bool test(out EntityID id, vec2 pos, ubyte mask)
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{
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ivec2 ipos = cast(ivec2)(pos * inv_node_size - 0.5);
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if(ipos.x < 0)ipos.x = 0;
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if(ipos.y < 0)ipos.y = 0;
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if(ipos.x >= size.x)ipos.x = size.x - 1;
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if(ipos.y >= size.y)ipos.y = size.y - 1;
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size_t index = ipos.y * size.x + ipos.x;
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if((masks[index] & mask) == 0)return false;
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if(nodes[index].id != 0)
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{
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id = nodes[index];
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return true;
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}
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return false;
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}
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vec2 inv_node_size;
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ivec2 size;
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vec2 node_size;
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Node[] nodes;
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ubyte[] masks;
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}
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struct ShootGridCleaner
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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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}
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void onUpdate(EntitiesData data)
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{
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if(space_invaders.shoot_grid)space_invaders.shoot_grid.clear();
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}
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}
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struct ShootGridManager
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{
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mixin ECS.System!32;
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mixin ECS.WritableDependencies!(ShootGridDependency);
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struct EntitiesData
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{
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uint length;
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uint thread_id;
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const (Entity)[] entity;
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@readonly CLocation[] locations;
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@readonly CScale[] scale;
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@readonly CShootGrid[] grid_flag;
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@readonly CGuild[] guild;
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}
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ShootGrid* grid;
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void onCreate()
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{
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grid = space_invaders.shoot_grid;
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}
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bool onBegin()
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{
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if(!grid)return false;
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//grid.clear();
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return true;
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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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vec2 half_scale = data.scale[i] * 0.5;
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grid.mark(data.entity[i].id, data.locations[i] - half_scale, data.locations[i] + half_scale, cast(ubyte)(1 << data.guild[i].guild));
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}
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}
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}
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struct DrawSystem
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{
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mixin ECS.System!32;
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@ -260,10 +428,11 @@ struct LaserShootingSystem
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mixin ECS.System!32;
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bool shoot = false;
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float[10] laser_shoot_times = [2000,1500,1000,700,500,300,100,50,10,1];
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static float[10] laser_shoot_times = [2000,1500,1000,700,500,300,100,50,10,1];
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CLocation* laser_location;
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CVelocity* laser_velocity;
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CGuild* laser_guild;
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struct EntitiesData
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{
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@ -272,6 +441,7 @@ struct LaserShootingSystem
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@readonly CShootDirection[] shoot_direction;
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@readonly @optional CAutoShoot[] auto_shoot;
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@readonly CLocation[] location;
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@readonly CGuild[] guild;
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CLaserWeapon[] laser;
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}
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@ -285,6 +455,7 @@ struct LaserShootingSystem
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{
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laser_location = space_invaders.laser_tmpl.getComponent!CLocation;
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laser_velocity = space_invaders.laser_tmpl.getComponent!CVelocity;
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laser_guild = space_invaders.laser_tmpl.getComponent!CGuild;
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if(launcher.getKeyState(SDL_SCANCODE_SPACE))
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{
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shoot = true;
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@ -307,6 +478,7 @@ struct LaserShootingSystem
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laser.shoot_time -= laser_shoot_times[laser.level - 1];
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laser_location.value = data.location[i];
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laser_velocity.value = vec2(randomf()*0.5-0.25,data.shoot_direction[i].direction == Direction.up ? 1.0 : -1.0);
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laser_guild.guild = data.guild[i].guild;
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launcher.manager.addEntity(space_invaders.laser_tmpl);
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}
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}
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@ -324,6 +496,36 @@ struct LaserShootingSystem
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}
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}
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struct LaserCollisionSystem
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{
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mixin ECS.System!32;
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mixin ECS.ReadOnlyDependencies!(ShootGridDependency);
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struct EntitiesData
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{
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///variable named "length" contain entites count
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uint length;
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const (Entity)[] entity;
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@readonly CLocation[] location;
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@readonly CLaser[] laser;
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@readonly CGuild[] guild;
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}
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void onUpdate(EntitiesData data)
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{
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EntityID id;
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foreach(i; 0..data.length)
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{
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if(space_invaders.shoot_grid.test(id, data.location[i], cast(ubyte)(~(1 << data.guild[i].guild))))
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{
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launcher.manager.removeEntity(data.entity[i].id);
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}
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}
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}
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}
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struct ChangeDirectionSystem
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{
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mixin ECS.System!32;
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@ -591,6 +793,8 @@ struct MovementSystem
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}
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}
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import core.stdc.math;
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/**
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*System is responsible for movement of objects with CInput component.
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*In this example every entity has same speed when using movement system.
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@ -620,22 +824,24 @@ struct InputMovementSystem
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move_vector = vec2(0,0);
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if(launcher.getKeyState(SDL_SCANCODE_W))
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{
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move_vector = vec2(0,1);
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return true;
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move_vector += vec2(0,1);
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}
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else if(launcher.getKeyState(SDL_SCANCODE_S))
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{
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move_vector = vec2(0,-1);
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return true;
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move_vector += vec2(0,-1);
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}
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else if(launcher.getKeyState(SDL_SCANCODE_A))
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if(launcher.getKeyState(SDL_SCANCODE_A))
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{
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move_vector = vec2(-1,0);
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return true;
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move_vector += vec2(-1,0);
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}
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else if(launcher.getKeyState(SDL_SCANCODE_D))
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{
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move_vector = vec2(1,0);
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move_vector += vec2(1,0);
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}
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if(move_vector.x != 0 ||move_vector.y != 0)
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{
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move_vector = move_vector / sqrtf(move_vector.x * move_vector.x + move_vector.y * move_vector.y);
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return true;
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}
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//don't call system update because no key pressed
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@ -682,6 +888,9 @@ void spaceInvadersStart()
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space_invaders.texture.create();
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space_invaders.texture.load("assets/textures/atlas.png");
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space_invaders.shoot_grid = Mallocator.make!ShootGrid;
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space_invaders.shoot_grid.create(ivec2(80,60), vec2(5,5));
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launcher.manager.beginRegister();
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launcher.manager.registerComponent!CLocation;
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@ -696,16 +905,22 @@ void spaceInvadersStart()
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launcher.manager.registerComponent!CVelocity;
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launcher.manager.registerComponent!CLaser;
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launcher.manager.registerComponent!CSideMove;
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launcher.manager.registerComponent!CDepth;
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launcher.manager.registerComponent!CShootGrid;
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launcher.manager.registerComponent!CGuild;
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launcher.manager.registerEvent!EChangeDirection;
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//launcher.manager.registerSystem!MoveSystem(0);
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launcher.manager.registerSystem!DrawSystem(100);
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launcher.manager.registerSystem!InputMovementSystem(-100);
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launcher.manager.registerSystem!MovementSystem(-99);
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launcher.manager.registerSystem!ClampPositionSystem(-90);
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launcher.manager.registerSystem!LaserShootingSystem(0);
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launcher.manager.registerSystem!MovementSystem(0);
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launcher.manager.registerSystem!ClampPositionSystem(1);
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launcher.manager.registerSystem!ChangeDirectionSystem(0);
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launcher.manager.registerSystem!LaserCollisionSystem(-70);
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launcher.manager.registerSystem!ShootGridManager(-80);
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launcher.manager.registerSystem!ShootGridCleaner(-101);
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launcher.manager.endRegister();
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@ -718,7 +933,7 @@ void spaceInvadersStart()
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//launcher.manager.getSystem(CleanSystem.system_id).disable();
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{
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ushort[7] components = [CLocation.component_id, CTexture.component_id, CInput.component_id, CShip.component_id, CScale.component_id, CLaserWeapon.component_id, CShootDirection.component_id];
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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];
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space_invaders.ship_tmpl = launcher.manager.allocateTemplate(components);
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CScale* scale_comp = space_invaders.ship_tmpl.getComponent!CScale;
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@ -735,7 +950,7 @@ void spaceInvadersStart()
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}
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{
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ushort[5] components = [CLocation.component_id, CTexture.component_id, CVelocity.component_id, CScale.component_id, CLaser.component_id];
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ushort[6] components = [CLocation.component_id, CTexture.component_id, CVelocity.component_id, CScale.component_id, CLaser.component_id, CGuild.component_id];
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space_invaders.laser_tmpl = launcher.manager.allocateTemplate(components);
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CTexture* tex_comp = space_invaders.laser_tmpl.getComponent!CTexture;
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@ -753,7 +968,7 @@ void spaceInvadersStart()
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EntityID grouped_id;
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{
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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];
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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];
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space_invaders.enemy_tmpl = launcher.manager.allocateTemplate(components);
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CTexture* tex_comp = space_invaders.enemy_tmpl.getComponent!CTexture;
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@ -765,6 +980,7 @@ void spaceInvadersStart()
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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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vel_comp.value = vec2(0.1,0);
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space_invaders.enemy_tmpl.getComponent!CGuild().guild = 1;
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Entity* current_entity;
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@ -802,7 +1018,6 @@ void spaceInvadersStart()
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void spaceInvadersEnd()
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{
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launcher.manager.getSystem(DrawSystem.system_id).disable();
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launcher.manager.getSystem(InputMovementSystem.system_id).disable();
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launcher.manager.getSystem(LaserShootingSystem.system_id).disable();
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@ -827,6 +1042,11 @@ void spaceInvadersTool(vec2 position, Tool tool, int size)
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position.y += (randomf - 0.5) * size;
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*location = position;
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}
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CLaserWeapon* laser_weapon = tmpl.getComponent!CLaserWeapon;
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if(laser_weapon)
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{
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laser_weapon.shoot_time = randomf * LaserShootingSystem.laser_shoot_times[laser_weapon.level - 1];
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}
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launcher.manager.addEntity(tmpl);
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}
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break;
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