904 lines
No EOL
29 KiB
D
904 lines
No EOL
29 KiB
D
module demos.space_invaders;
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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 bubel.ecs.attributes;
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import bubel.ecs.core;
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import bubel.ecs.entity;
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import bubel.ecs.manager;
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import bubel.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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enum float px = 1.0/512.0;
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extern(C):
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/*#######################################################################################################################
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------------------------------------------------ Types ------------------------------------------------------------------
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#######################################################################################################################*/
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struct SpaceInvaders
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{
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__gshared const (char)* tips = "Use \"WASD\" keys to move and \"Space\" for shooting.";
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EntityTemplate* enemy_tmpl;
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EntityTemplate* ship_tmpl;
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EntityTemplate* laser_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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const vec2 map_size = vec2(400,300);
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const float cell_size = 60;
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}
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struct SceneGrid
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{
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struct Element
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{
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EntityID entity;
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int guild;
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vec2 min;
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vec2 max;
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}
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struct Cell
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{
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Element[20] elements;
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}
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void create()
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{
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cells_count.x = cast(int)((space_invaders.map_size.x - 0.01f) / space_invaders.cell_size) + 1;
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cells_count.y = cast(int)((space_invaders.map_size.y - 0.01f) / space_invaders.cell_size) + 1;
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cells = Mallocator.makeArray!Cell(cells_count.x * cells_count.y);
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}
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void destory()
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{
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if(cells)
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{
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Mallocator.dispose(cells);
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cells = null;
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}
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}
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ivec2 cells_count;
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Cell[] cells;
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}
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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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/*#######################################################################################################################
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------------------------------------------------ Components ------------------------------------------------------------------
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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 value this;
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vec2 value;
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}
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struct CScale
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{
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mixin ECS.Component;
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///use component as it value
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alias value this;
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vec2 value = vec2(16,16);
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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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vec4 coords = vec4(0,0,0,1);
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}
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struct CVelocity
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{
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mixin ECS.Component;
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alias value this;
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vec2 value = vec2(0,0);
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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 CEnemy
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{
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mixin ECS.Component;
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}
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struct CShip
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{
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mixin ECS.Component;
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}
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struct CAutoShoot
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{
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mixin ECS.Component;
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}
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struct CGuild
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{
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mixin ECS.Component;
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int guild;
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}
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struct CLaser
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{
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mixin ECS.Component;
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float damage = 1.0f;
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}
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struct CLaserWeapon
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{
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mixin ECS.Component;
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ubyte level = 1;
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float shoot_time = 0;
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}
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struct CShootDirection
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{
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mixin ECS.Component;
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Direction direction;
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}
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struct CSideMove
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{
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mixin ECS.Component;
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byte group = -1;
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}
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/*#######################################################################################################################
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------------------------------------------------ Events ------------------------------------------------------------------
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#######################################################################################################################*/
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struct EChangeDirection
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{
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mixin ECS.Event;
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this(Direction direction)
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{
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this.direction = direction;
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}
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Direction direction;
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}
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/*#######################################################################################################################
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------------------------------------------------ Systems ------------------------------------------------------------------
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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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@readonly CScale[] scale;
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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].value, data.scale[i], data.textures[i].coords, 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 CollisionSystem
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{
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mixin ECS.System;
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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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}
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}
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struct LaserShootingSystem
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{
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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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CLocation* laser_location;
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CVelocity* laser_velocity;
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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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@readonly CShootDirection[] shoot_direction;
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@readonly @optional CAutoShoot[] auto_shoot;
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@readonly CLocation[] location;
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CLaserWeapon[] laser;
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}
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///Called inside "registerSystem" function
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/*void onCreate()
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{
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laser_location = space_invaders.laser_tmpl.getComponent!CLocation;
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}*/
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bool onBegin()
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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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if(launcher.getKeyState(SDL_SCANCODE_SPACE))
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{
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shoot = true;
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}
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else shoot = false;
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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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//conditional branch for whole entities block
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if(shoot || data.auto_shoot)
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{
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foreach(i;0..data.length)
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{
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CLaserWeapon* laser = &data.laser[i];
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laser.shoot_time += launcher.delta_time;
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while(laser.shoot_time > laser_shoot_times[laser.level - 1])
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{
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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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launcher.manager.addEntity(space_invaders.laser_tmpl);
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}
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}
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}
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else
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{
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foreach(i;0..data.length)
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{
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CLaserWeapon* laser = &data.laser[i];
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laser.shoot_time += launcher.delta_time;
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if(laser.shoot_time > laser_shoot_times[laser.level - 1])laser.shoot_time = laser_shoot_times[laser.level - 1];
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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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Direction[8] groups_directions;
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bool has_changes;
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struct EntitiesData
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{
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uint length;
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const (Entity)[] entities;
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const (CLocation)[] locations;
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CVelocity[] velocity;
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const(CSideMove)[] side_move;
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}
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void onCreate()
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{
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foreach(ref direction; groups_directions)
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{
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direction = cast(Direction)-1;
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}
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}
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/*bool onBegin()
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{
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foreach(direction; groups_directions)
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{
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if(direction != cast(Direction)-1)//return true;
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{
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has_changes = true;
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break;
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}
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}
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return true;
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}*/
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void onEnd()
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{
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if(has_changes)
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{
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foreach(ref direction; groups_directions)
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{
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direction = cast(Direction)-1;
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}
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}
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has_changes = false;
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foreach(ref direction; groups_directions)
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{
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if(direction != cast(Direction)-1)
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{
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has_changes = true;
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//direction = cast(Direction)-1;
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}
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}
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/*foreach(ref direction; groups_directions)
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{
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direction = cast(Direction)-1;
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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(!data.side_move)return;
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if(has_changes)
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foreach(i;0..data.length)
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{
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byte group = data.side_move[i].group;
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if(group == -1)
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{
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if(data.locations[i].x < 0)
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{
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if(data.velocity[i].x < 0)data.velocity[i].x = -data.velocity[i].x;
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}
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else if(data.locations[i].x > space_invaders.map_size.x)
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{
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if(data.velocity[i].x > 0)data.velocity[i].x = -data.velocity[i].x;
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}
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}
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else
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{
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Direction direction = groups_directions[group];
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if(direction != cast(Direction)-1)
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{
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CVelocity* velocity = &data.velocity[i];
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final switch(direction)
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{
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case Direction.up:
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if(velocity.value.y > 0)velocity.value.y = -velocity.value.y;
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break;
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case Direction.down:
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if(velocity.value.y < 0)velocity.value.y = -velocity.value.y;
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break;
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case Direction.left:
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if(velocity.value.x > 0)velocity.value.x = -velocity.value.x;
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break;
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case Direction.right:
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if(velocity.value.x < 0)velocity.value.x = -velocity.value.x;
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break;
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}
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}
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}
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}
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else
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{
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foreach(i;0..data.length)
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{
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if(data.locations[i].x < 0)
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{
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if(data.side_move[i].group == -1)
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{
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if(data.velocity[i].x < 0)data.velocity[i].x = -data.velocity[i].x;
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}
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else
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{
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groups_directions[data.side_move[i].group] = Direction.right;
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}
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}
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else if(data.locations[i].x > space_invaders.map_size.x)
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{
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if(data.side_move[i].group == -1)
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{
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if(data.velocity[i].x > 0)data.velocity[i].x = -data.velocity[i].x;
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}
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else
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{
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groups_directions[data.side_move[i].group] = Direction.left;
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}
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}
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//if(data.locations[i].y < 0) data.locations[i].y = 0;
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//else if(data.locations[i].y > space_invaders.map_size.y)data.locations[i].y = space_invaders.map_size.y;
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}
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}
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}
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void handleEvent(Entity* entity, EChangeDirection event)
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{
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CSideMove* side_move = entity.getComponent!CSideMove;
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if(side_move && side_move.group != -1)
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{
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groups_directions[side_move.group] = event.direction;
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return;
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}
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//Entity* entity = launcher.manager.getEntity(event.entity_id);
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CVelocity* velocity = entity.getComponent!CVelocity;
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final switch(event.direction)
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{
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case Direction.up:
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if(velocity.value.y > 0)velocity.value.y = -velocity.value.y;
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break;
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case Direction.down:
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if(velocity.value.y < 0)velocity.value.y = -velocity.value.y;
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break;
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case Direction.left:
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if(velocity.value.x > 0)velocity.value.x = -velocity.value.x;
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break;
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case Direction.right:
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if(velocity.value.x < 0)velocity.value.x = -velocity.value.x;
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break;
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}
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}
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}
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struct ClampPositionSystem
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{
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mixin ECS.System!32;
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mixin ECS.ExcludedComponents!(CSideMove);
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struct EntitiesData
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{
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uint length;
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const (Entity)[] entities;
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//components are treated as required by default
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CLocation[] locations;
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@optional const (CLaser)[] laser;
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//@optional CVelocity[] velocity;
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//@optional const (CSideMove)[] side_move;
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}
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//ChangeDirectionSystem change_direction_system;
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void onUpdate(EntitiesData data)
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{
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if(data.laser)
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{
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foreach(i;0..data.length)
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{
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if(data.locations[i].x < 0 || data.locations[i].x > space_invaders.map_size.x ||
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data.locations[i].y < 0 || data.locations[i].y > space_invaders.map_size.y)launcher.manager.removeEntity(data.entities[i].id);
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}
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}
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/*else if(data.side_move)
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{
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foreach(i;0..data.length)
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{
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if(data.locations[i].x < 0)
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{
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//data.locations[i].x = 0;
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//launcher.manager.sendEvent(data.entities[i].id,EChangeDirection(Direction.right));
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if(data.side_move[i].group == -1)
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{
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if(data.velocity[i].x < 0)data.velocity[i].x = -data.velocity[i].x;
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}
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else
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{
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change_direction_system.groups_directions[data.side_move[i].group] = Direction.left;
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}
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}
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else if(data.locations[i].x > space_invaders.map_size.x)
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{
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//data.locations[i].x = space_invaders.map_size.x;
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//launcher.manager.sendEvent(data.entities[i].id,EChangeDirection(Direction.left));
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if(data.side_move[i].group == -1)
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{
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if(data.velocity[i].x > 0)data.velocity[i].x = -data.velocity[i].x;
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}
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else
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{
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change_direction_system.groups_directions[data.side_move[i].group] = Direction.right;
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}
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}
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if(data.locations[i].y < 0) data.locations[i].y = 0;
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else if(data.locations[i].y > space_invaders.map_size.y)data.locations[i].y = space_invaders.map_size.y;
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}
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}*/
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else
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{
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foreach(i;0..data.length)
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{
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if(data.locations[i].x < 0)data.locations[i].x = 0;
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else if(data.locations[i].x > space_invaders.map_size.x)data.locations[i].x = space_invaders.map_size.x;
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if(data.locations[i].y < 0)data.locations[i].y = 0;
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else if(data.locations[i].y > space_invaders.map_size.y)data.locations[i].y = space_invaders.map_size.y;
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}
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}
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}
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}
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struct MovementSystem
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{
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mixin ECS.System!32;
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struct EntitiesData
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{
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uint length;
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//read only components can be marked with @readonly attribute or with const expression instead
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const (CVelocity)[] velocity;
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//components are treated as required by default
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CLocation[] locations;
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//@optional const (CLaser)[] laser;
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const (Entity)[] entities;
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@optional CSideMove[] side_move;
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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].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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/**
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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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*/
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struct InputMovementSystem
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{
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mixin ECS.System!32;
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vec2 move_vector;
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struct EntitiesData
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{
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uint length;
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//read only components can be marked with @readonly attribute or with const expression instead
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const (CInput)[] input;
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//components are treated as required by default
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CLocation[] locations;
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CTexture[] textures;
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}
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/**
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*onBegin gives opportunity to check keys once and call update on entities only when
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*one key is pressed.
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*/
|
|
bool onBegin()
|
|
{
|
|
move_vector = vec2(0,0);
|
|
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 true;
|
|
}
|
|
|
|
/**
|
|
*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)
|
|
{
|
|
if(move_vector.x == 0)
|
|
{
|
|
foreach(i; 0..data.length)
|
|
{
|
|
data.textures[i].coords = vec4(0*px,80*px,48*px,32*px);
|
|
}
|
|
return;
|
|
}
|
|
//move every entity using movement vector
|
|
foreach(i; 0..data.length)
|
|
{
|
|
data.locations[i].x += move_vector.x * launcher.delta_time * 0.25;
|
|
data.locations[i].y += move_vector.y * launcher.delta_time * 0.25;
|
|
if(move_vector.x > 0)data.textures[i].coords = vec4(48*px,80*px,48*px,32*px);
|
|
else data.textures[i].coords = vec4(0*px,80*px,48*px,32*px);
|
|
}
|
|
}
|
|
}
|
|
|
|
/*#######################################################################################################################
|
|
------------------------------------------------ Functions ------------------------------------------------------------------
|
|
#######################################################################################################################*/
|
|
|
|
__gshared SpaceInvaders* space_invaders;
|
|
|
|
void spaceInvadersStart()
|
|
{
|
|
space_invaders = Mallocator.make!SpaceInvaders;
|
|
|
|
space_invaders.texture.create();
|
|
space_invaders.texture.load("assets/textures/atlas.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);
|
|
|
|
CScale* scale_comp = space_invaders.ship_tmpl.getComponent!CScale;
|
|
scale_comp.value = vec2(48,32);
|
|
CTexture* tex_comp = space_invaders.ship_tmpl.getComponent!CTexture;
|
|
tex_comp.tex = space_invaders.texture;//ship_tex;
|
|
tex_comp.coords = vec4(0*px,80*px,48*px,32*px);
|
|
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.texture;//laser_tex;
|
|
tex_comp.coords = vec4(0*px,24*px,2*px,8*px);
|
|
CScale* scale_comp = space_invaders.laser_tmpl.getComponent!CScale;
|
|
scale_comp.value = vec2(2,8);
|
|
CVelocity* vel_comp = space_invaders.laser_tmpl.getComponent!CVelocity;
|
|
vel_comp.value = vec2(0,1);
|
|
}
|
|
|
|
EntityTemplate* enemy_tmpl;
|
|
EntityTemplate* grouped_tmpl;
|
|
EntityID enemy_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];
|
|
space_invaders.enemy_tmpl = launcher.manager.allocateTemplate(components);
|
|
|
|
CTexture* tex_comp = space_invaders.enemy_tmpl.getComponent!CTexture;
|
|
tex_comp.tex = space_invaders.texture;//ship_tex;
|
|
tex_comp.coords = vec4(32*px,32*px,16*px,16*px);
|
|
CLocation* loc_comp = space_invaders.enemy_tmpl.getComponent!CLocation;
|
|
loc_comp.value = vec2(64,space_invaders.map_size.y - 16);
|
|
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 - 16);
|
|
current_entity = launcher.manager.addEntity(space_invaders.enemy_tmpl);
|
|
launcher.manager.addComponents(current_entity.id,CSideMove(-1));
|
|
|
|
enemy_id = current_entity.id;
|
|
//enemy_tmpl = launcher.manager.allocateTemplate(current_entity.id);
|
|
|
|
loc_comp.value = vec2(256,space_invaders.map_size.y - 16);
|
|
launcher.manager.addEntity(space_invaders.enemy_tmpl);
|
|
|
|
loc_comp.value = vec2(0,space_invaders.map_size.y - 16);
|
|
current_entity = launcher.manager.addEntity(space_invaders.enemy_tmpl);
|
|
launcher.manager.addComponents(current_entity.id,CSideMove(0));
|
|
|
|
grouped_id = current_entity.id;
|
|
//grouped_tmpl = launcher.manager.allocateTemplate(current_entity.id);
|
|
}
|
|
launcher.manager.commit();
|
|
|
|
enemy_tmpl = launcher.manager.allocateTemplate(enemy_id);
|
|
grouped_tmpl = launcher.manager.allocateTemplate(grouped_id);
|
|
|
|
launcher.gui_manager.addTemplate(space_invaders.ship_tmpl,"Ship");
|
|
launcher.gui_manager.addTemplate(enemy_tmpl,"Enemy");
|
|
launcher.gui_manager.addTemplate(grouped_tmpl,"Grouped enemy");
|
|
launcher.gui_manager.addTemplate(space_invaders.laser_tmpl,"Laser");
|
|
|
|
}
|
|
|
|
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();
|
|
|
|
launcher.manager.freeTemplate(space_invaders.enemy_tmpl);
|
|
Mallocator.dispose(space_invaders);
|
|
}
|
|
|
|
void spaceInvadersTool(vec2 position, Tool tool, int size)
|
|
{
|
|
switch(tool)
|
|
{
|
|
case Tool.entity_spawner:
|
|
{
|
|
EntityTemplate* tmpl = launcher.gui_manager.getSelectedTemplate();
|
|
CLocation* location = tmpl.getComponent!CLocation;
|
|
if(location)
|
|
{
|
|
position.x += (randomf - 0.5) * size;
|
|
position.y += (randomf - 0.5) * size;
|
|
*location = position;
|
|
}
|
|
launcher.manager.addEntity(tmpl);
|
|
}
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
void spaceInvadersEvent(SDL_Event* event)
|
|
{
|
|
|
|
}
|
|
|
|
bool spaceInvadersLoop()
|
|
{
|
|
launcher.render_position = (vec2(launcher.window_size.x,launcher.window_size.y)*launcher.scalling - vec2(400,300)) * 0.5;
|
|
|
|
/*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();
|
|
}
|
|
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;
|
|
} |