bubel-ecs/demos/source/game_core/basic.d
Mergul 27154c809e -removed launcher.manager (gEntityManager used instead)
-removed somee comments, unneded code
-added some comments/documentation
2021-03-02 21:05:05 +01:00

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6 KiB
D

module game_core.basic;
import bubel.ecs.core;
import bubel.ecs.attributes;
import ecs_utils.math.vector;
import gui.attributes;
import ecs_utils.utils;
import app : launcher;
import bindbc.sdl;
//position component
struct CLocation
{
//adds some extra functionality. Not required. Will be probably removed from library in the future.
mixin ECS.Component;
alias value this;//use component as it value
//default values work properly
vec2 value = vec2(0);
}
//scale component
struct CScale
{
mixin ECS.Component;
alias value this;//use component as it value
vec2 value = vec2(16,16);
}
//rotation component
struct CRotation
{
mixin ECS.Component;
alias value this;//use component as it value
float value = 0;
}
//depth component. Entity with higher depth will be rendered on top
struct CDepth
{
mixin ECS.Component;
alias value this;
short value;
}
//color component
struct CColor
{
mixin ECS.Component;
alias value this;
@GUIColor uint value;
}
//component used for selection
struct CSelected
{
mixin ECS.Component;
bool value = false;
}
//component indicating that entity should receive input from mouse, keyboard, etc.
struct CInput
{
mixin ECS.Component;
}
//component with damping value
struct CDamping
{
mixin ECS.Component;
alias value this;
@GUIRange(0,9) byte value = 1;
}
//velocity component
struct CVelocity
{
mixin ECS.Component;
alias value this;
vec2 value = vec2(0,0);
}
//factor which is used for velocity masking
struct CVelocityFactor
{
mixin ECS.Component;
alias value this;
vec2 value = vec2(1);
}
//flag indicating that entity is static and shouldn't be updated by most systems in every frame
struct CStatic
{
mixin ECS.Component;
}
//system which slowing down entities
struct DampingSystem
{
//system will generate up to 32 jobs
mixin ECS.System!32;
struct EntitiesData
{
uint length;
const (Entity)[] entity; //entity is readonly
@readonly CDamping[] damping;//damping is readonly. Marking with @readonly will help multithreading algorithm
CVelocity[] velocity;//velocity is wirtable as it will be modified for entities in this system
}
//20 predefined damping speeds. Gives possibility to store damping as single byte.
float[20] damp = 0;
bool onBegin()
{
//calculate damping values
foreach(i;0..20)
{
damp[i] = powf((0.99 - cast(float)i * 0.01),launcher.deltaTime*0.1);
}
return true;
}
void onUpdate(EntitiesData data)
{
foreach(i; 0..data.length)
{
//constantly slow down entity
data.velocity[i] = data.velocity[i] * damp[data.damping[i]];
}
}
}
//system used for entity movement
struct MoveSystem
{
mixin ECS.System!64;
struct EntitiesData
{
uint length;
CLocation[] location;
@readonly CVelocity[] velocity;
@optional @readonly CVelocityFactor[] vel_factor;//CVeclocityFactor is not required so entites without this component will be also updated
}
void onUpdate(EntitiesData data)
{
//split into two loops for two types of entities. Doing it in "normal" way by testing data.vel_factor inside loop in every iteration will be probably compiled as same machine code in release build (it works in LDC)
if(data.vel_factor)
{
foreach(i; 0..data.length)
{
data.location[i] += data.velocity[i] * data.vel_factor[i] * launcher.deltaTime;
}
}
else
{
foreach(i; 0..data.length)
{
data.location[i] += data.velocity[i] * launcher.deltaTime;
}
}
}
}
/**
*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;
CVelocity[] velocity;
//CTexture[] textures;
}
/**
*onBegin gives opportunity to check keys once and call update on entities only when
*one key is pressed.
*/
bool onBegin()
{
move_vector = vec2(0,0);
if(launcher.getKeyState(SDL_SCANCODE_W))
{
move_vector += vec2(0,1);
}
else if(launcher.getKeyState(SDL_SCANCODE_S))
{
move_vector += vec2(0,-1);
}
if(launcher.getKeyState(SDL_SCANCODE_A))
{
move_vector += vec2(-1,0);
}
else if(launcher.getKeyState(SDL_SCANCODE_D))
{
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;
}
//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)
{
foreach(i; 0..data.length)
{
data.velocity[i] += move_vector * launcher.deltaTime * 0.005;
if(data.velocity[i].x > 0.5)data.velocity[i].x = 0.5;
else if(data.velocity[i].x < -0.5)data.velocity[i].x = -0.5;
if(data.velocity[i].y > 0.5)data.velocity[i].y = 0.5;
else if(data.velocity[i].y < -0.5)data.velocity[i].y = -0.5;
}
}
}