bubel-ecs/demos/source/demos/space_invaders.d
Mergul 66860b9042 Android update and small improvements
-fixed code do cross compiling to android
-fixed build with GCC (workaround)
-added little benchmark
-several small fixes
-updated meson build (demos building, working with GCC, LDC and DMD)
-added some meson options
-added ImGUI bind for OpenGL3
2020-06-01 11:24:50 +02:00

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89 KiB
D

module demos.space_invaders;
import app;
import bindbc.sdl;
import cimgui.cimgui;
import bubel.ecs.attributes;
import bubel.ecs.core;
import bubel.ecs.entity;
import bubel.ecs.manager;
import bubel.ecs.std;
import ecs_utils.gfx.texture;
import ecs_utils.math.vector;
import ecs_utils.utils;
//import std.math : PI;
enum PI = 3.141592653589793238462643383279502884197169399375105820;
//import std.array : staticArray;
enum float px = 1.0/512.0;
extern(C):
enum ShootGridDependency = "ShootGridDependency";
/*#######################################################################################################################
------------------------------------------------ Types ------------------------------------------------------------------
#######################################################################################################################*/
struct SpaceInvaders
{
__gshared const (char)* tips = "Use \"WASD\" keys to move and \"Space\" for shooting.";
EntityTemplate* enemy_tmpl;
EntityTemplate* ship_tmpl;
EntityTemplate* laser_tmpl;
EntityTemplate*[5] bullet_tmpl;
Texture texture;
ShootGrid* shoot_grid;
bool move_system = true;
bool draw_system = true;
const vec2 map_size = vec2(400,300);
const float cell_size = 60;
EntityID player_ship;
~this() @nogc nothrow
{
if(shoot_grid)Mallocator.dispose(shoot_grid);
if(enemy_tmpl)launcher.manager.freeTemplate(enemy_tmpl);
if(ship_tmpl)launcher.manager.freeTemplate(ship_tmpl);
if(laser_tmpl)launcher.manager.freeTemplate(laser_tmpl);
foreach (EntityTemplate* tmpl; bullet_tmpl)
{
if(tmpl)launcher.manager.freeTemplate(tmpl);
}
texture.destory();
}
}
struct SceneGrid
{
struct Element
{
EntityID entity;
int guild;
vec2 min;
vec2 max;
}
struct Cell
{
Element[20] elements;
}
void create()
{
cells_count.x = cast(int)((space_invaders.map_size.x - 0.01f) / space_invaders.cell_size) + 1;
cells_count.y = cast(int)((space_invaders.map_size.y - 0.01f) / space_invaders.cell_size) + 1;
cells = Mallocator.makeArray!Cell(cells_count.x * cells_count.y);
}
void destory()
{
if(cells)
{
Mallocator.dispose(cells);
cells = null;
}
}
ivec2 cells_count;
Cell[] cells;
}
enum Direction : byte
{
up,
down,
left,
right
}
/*#######################################################################################################################
------------------------------------------------ Components ------------------------------------------------------------------
#######################################################################################################################*/
struct CLocation
{
mixin ECS.Component;
alias value this;
vec2 value = vec2(0);
}
struct CScale
{
mixin ECS.Component;
///use component as it value
alias value this;
vec2 value = vec2(16,16);
}
struct CColliderScale
{
mixin ECS.Component;
alias value this;
vec2 value = vec2(16,16);
}
struct CRotation
{
mixin ECS.Component;
///use component as it value
alias value this;
float value = 0;
}
struct CTexture
{
mixin ECS.Component;
//Texture tex;
uint id;
vec4 coords = vec4(0,0,0,1);
}
struct CVelocity
{
mixin ECS.Component;
alias value this;
vec2 value = vec2(0,0);
}
struct CInput
{
mixin ECS.Component;
}
struct CEnemy
{
mixin ECS.Component;
}
struct CShip
{
mixin ECS.Component;
}
struct CAutoShoot
{
mixin ECS.Component;
}
struct CGuild
{
mixin ECS.Component;
byte guild;
}
struct CBullet
{
mixin ECS.Component;
int damage = 1;
}
struct CWeapon
{
mixin ECS.Component;
static struct Level
{
float reload_time;
float dispersion;
int damage;
}
__gshared Level[12] levels = [Level(4000,0),Level(4000,0.1),
Level(500,0),Level(350,0),Level(250,0.02),Level(175,0.03),Level(110,0.04),
Level(80,0.05),Level(50,0.08),Level(20,0.1),Level(10,0.12),Level(2,0.14)];
enum Type : ubyte
{
laser,
enemy_laser,
blaster,
canon,
plasma
}
float shoot_time = 0;
Type type;
ubyte level = 1;
}
struct CWeaponLocation
{
mixin ECS.Component;
vec2 rel_pos = vec2(0,0);
}
struct CShootDirection
{
mixin ECS.Component;
Direction direction;
}
struct CSideMove
{
mixin ECS.Component;
byte group = -1;
}
struct CDepth
{
mixin ECS.Component;
alias depth this;
short depth;
}
struct CShootGrid
{
mixin ECS.Component;
}
struct CTargetParent
{
mixin ECS.Component;
EntityID parent;
vec2 rel_pos;
}
struct CHitPoints
{
mixin ECS.Component;
alias value this;
int value = 3;
}
struct CMaxHitPoints
{
mixin ECS.Component;
alias value this;
int value = 3;
}
struct CHitMark
{
mixin ECS.Component;
alias value this;
ubyte value = 0;
}
struct CUpgrade
{
mixin ECS.Component;
alias value this;
enum Upgrade : ubyte
{
hit_points,
regeneration,
laser
}
Upgrade value;
}
struct CAnimation
{
mixin ECS.Component;
vec4[] frames;
float time = 0;
float speed = 1;
}
struct CAnimationLooped
{
mixin ECS.Component;
}
struct CDamping
{
mixin ECS.Component;
alias value this;
byte value = 0;
}
struct CParticle
{
mixin ECS.Component;
float life = 0;
}
struct CTarget
{
mixin ECS.Component;
EntityID target;
}
struct CTargetPlayerShip
{
mixin ECS.Component;
}
struct CChildren
{
mixin ECS.Component;
EntityID[] childern;
}
struct CBoss
{
mixin ECS.Component;
}
struct CParts
{
mixin ECS.Component;
ubyte count;
}
struct CInit
{
mixin ECS.Component;
enum Type
{
space_ship,
tower,
boss
}
Type type;
}
struct CParticleEmitter
{
mixin ECS.Component;
vec2 range;
vec2 time_range;
///due to multithreading there should be separate template for every thread.
///It can be array of tempaltes or (like in this demo) simply index of template;
uint tmpl_id;
//EntityTemplate* tmpl;
}
///Due to perfarmance reason emitter time and attributes are divided into seprate components.
///Beyon that both components are considerd to be used together.
struct CParticleEmitterTime
{
mixin ECS.Component;
float time = 0;
}
///You can create separate component for every kind of spawned entities but it's not practial due to archetype fragmentation.
///Second approach can be commented code. It's gives good flexibility inchoosing entity, but it limits to one entity.
///Instead of entity it can be array of templates which is good solution, but if possibilities is known at time of game development it
///can be simply index/enum for type of spawn. Bad thing about this solution is problem witch merging multiple spawning types during
///gameplay, i.e. giving buff which cast firebols upon death.
struct CSpawnUponDeath
{
mixin ECS.Component;
enum Type
{
flashes_emitter,
}
//EntityID parent;
//EntityTemplate* tmpl;
Type type;
}
///This component can be replaced by "CSpawnUponDeath" but I want to gives possibility to add this component to every entity
///during gameplay. End application works exacly the same way for every demo so I can't use different way as adding component.
struct CShootWaveUponDeath
{
mixin ECS.Component;
CWeapon.Type bullet_type;
}
/*#######################################################################################################################
------------------------------------------------ Events ------------------------------------------------------------------
#######################################################################################################################*/
struct EChangeDirection
{
mixin ECS.Event;
this(Direction direction)
{
this.direction = direction;
}
Direction direction;
}
struct EUpgrade
{
mixin ECS.Event;
}
struct EDeath
{
mixin ECS.Event;
}
struct EDamage
{
mixin ECS.Event;
this(uint damage)
{
this.damage = damage;
}
uint damage = 0;
}
struct EBulletHit
{
mixin ECS.Event;
this(EntityID id, uint damage)
{
this.id = id;
this.damage = damage;
}
EntityID id;
uint damage;
}
struct EDestroyedChild
{
mixin ECS.Event;
this(EntityID id)
{
this.id = id;
}
EntityID id;
}
/*#######################################################################################################################
------------------------------------------------ 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!128;
mixin ECS.WritableDependencies!(ShootGridDependency);
struct EntitiesData
{
uint length;
//uint thread_id;
const (Entity)[] entity;
@readonly CLocation[] locations;
@readonly CShootGrid[] grid_flag;
@readonly CGuild[] guild;
@optional @readonly CScale[] scale;
@optional @readonly CColliderScale[] collider_scale;
}
ShootGrid* grid;
void onCreate()
{
grid = space_invaders.shoot_grid;
}
bool onBegin()
{
if(!grid)return false;
//grid.clear();
return true;
}
void onUpdate(EntitiesData data)
{
vec2[] scale;
if(data.collider_scale)scale = cast(vec2[])data.collider_scale;
else if(data.scale)scale = cast(vec2[])data.scale;
else return;
foreach(i; 0..data.length)
{
vec2 half_scale = 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 ParentOwnerSystem
{
mixin ECS.System;
struct EntitiesData
{
CChildren[] children;
}
void onRemoveEntity(EntitiesData data)
{
//currently EntitiesData always has only one element
foreach(child; data.children[0].childern)
{
launcher.manager.removeEntity(child);
}
if(data.children[0].childern.length)Mallocator.dispose(data.children[0].childern);
}
}
struct ShipWeaponSystem
{
mixin ECS.System;
struct EntitiesData
{
int length;
Entity[] entity;
CInit[] init;
//CShip[] ship;
//CChildren[] children;
}
struct Ship
{
EntityTemplate* laser1_tmpl;
EntityTemplate* laser2_tmpl;
EntityTemplate* main_weapon_tmpl;
void add(Entity* entity)
{
CChildren* children = entity.getComponent!CChildren;
if(children is null || children.childern.length != 0)return;
EntityID[3] weapons;
laser1_tmpl.getComponent!CTargetParent().parent = entity.id;
laser2_tmpl.getComponent!CTargetParent().parent = entity.id;
main_weapon_tmpl.getComponent!CTargetParent().parent = entity.id;
weapons[0] = launcher.manager.addEntity(laser1_tmpl).id;
weapons[1] = launcher.manager.addEntity(laser2_tmpl).id;
weapons[2] = launcher.manager.addEntity(main_weapon_tmpl).id;
children.childern = Mallocator.makeArray(weapons);
}
void create()
{
laser1_tmpl = launcher.manager.allocateTemplate([CWeapon.component_id, CLocation.component_id, CShootDirection.component_id, CTargetParent.component_id, CGuild.component_id, CVelocity.component_id].staticArray);
main_weapon_tmpl = launcher.manager.allocateTemplate([CLocation.component_id, CShootDirection.component_id, CTargetParent.component_id, CGuild.component_id, CVelocity.component_id].staticArray);
*laser1_tmpl.getComponent!CWeapon = CWeapon(0,CWeapon.Type.laser,3);
laser1_tmpl.getComponent!CTargetParent().rel_pos = vec2(10,13);
main_weapon_tmpl.getComponent!CTargetParent().rel_pos = vec2(0,4);
laser2_tmpl = launcher.manager.allocateTemplate(laser1_tmpl);
laser2_tmpl.getComponent!CTargetParent().rel_pos = vec2(-10,13);
}
~this()
{
launcher.manager.freeTemplate(laser1_tmpl);
launcher.manager.freeTemplate(laser2_tmpl);
launcher.manager.freeTemplate(main_weapon_tmpl);
}
}
struct Tower
{
EntityTemplate* weapon_tmpl;
EntityTemplate* top_tmpl;
void add(Entity* entity)
{
CChildren* children = entity.getComponent!CChildren;
if(children is null || children.childern.length != 0)return;
CDepth* depth = entity.getComponent!CDepth;
EntityID[2] weapons;
weapon_tmpl.getComponent!CTargetParent().parent = entity.id;
if(depth)weapon_tmpl.getComponent!CDepth().depth = cast(short)(depth.depth - 1);
else weapon_tmpl.getComponent!CDepth().depth = -1;
top_tmpl.getComponent!CTargetParent().parent = entity.id;
if(depth)top_tmpl.getComponent!CDepth().depth = cast(short)(depth.depth - 2);
else top_tmpl.getComponent!CDepth().depth = -2;
weapons[0] = launcher.manager.addEntity(weapon_tmpl).id;
weapons[1] = launcher.manager.addEntity(top_tmpl).id;
children.childern = Mallocator.makeArray(weapons);
}
void create()
{
weapon_tmpl = launcher.manager.allocateTemplate(
[CWeapon.component_id, CLocation.component_id, CShootDirection.component_id,
CTargetParent.component_id, CGuild.component_id, CVelocity.component_id,
CAutoShoot.component_id, CTarget.component_id, CTargetPlayerShip.component_id,
CRotation.component_id, CScale.component_id, CTexture.component_id,
CDepth.component_id, CWeaponLocation.component_id].staticArray);
*weapon_tmpl.getComponent!CWeapon = CWeapon(0,CWeapon.Type.laser,3);
weapon_tmpl.getComponent!CTargetParent().rel_pos = vec2(0,0);
weapon_tmpl.getComponent!CGuild().guild = 1;
weapon_tmpl.getComponent!CScale().value = vec2(4,16);
//weapon_tmpl.getComponent!CWeapon().level = 1;
*weapon_tmpl.getComponent!CWeapon() = CWeapon(0,CWeapon.Type.canon,1);
weapon_tmpl.getComponent!CDepth().depth = -1;
weapon_tmpl.getComponent!CTexture().coords = vec4(136,96,4,16)*px;
weapon_tmpl.getComponent!CWeaponLocation().rel_pos = vec2(0,12);
top_tmpl = launcher.manager.allocateTemplate(
[CLocation.component_id, CTargetParent.component_id, CScale.component_id,
CTexture.component_id, CDepth.component_id].staticArray);
top_tmpl.getComponent!CTargetParent().rel_pos = vec2(0,1);
top_tmpl.getComponent!CScale().value = vec2(10,11);
top_tmpl.getComponent!CDepth().depth = -2;
top_tmpl.getComponent!CTexture().coords = vec4(112,96,10,11)*px;
}
~this()
{
launcher.manager.freeTemplate(weapon_tmpl);
launcher.manager.freeTemplate(top_tmpl);
}
}
struct Boss
{
EntityTemplate* tower1_tmpl;
EntityTemplate* tower2_tmpl;
EntityTemplate* tower3_tmpl;
EntityTemplate* tower4_tmpl;
void add(Entity* entity)
{
CChildren* children = entity.getComponent!CChildren;
if(children is null || children.childern.length != 0)return;
CParts* parts = entity.getComponent!CParts;
if(parts)parts.count = 4;
EntityID[4] towers;
tower1_tmpl.getComponent!CTargetParent().parent = entity.id;
tower2_tmpl.getComponent!CTargetParent().parent = entity.id;
tower3_tmpl.getComponent!CTargetParent().parent = entity.id;
tower4_tmpl.getComponent!CTargetParent().parent = entity.id;
towers[0] = launcher.manager.addEntity(tower1_tmpl).id;
towers[1] = launcher.manager.addEntity(tower2_tmpl).id;
towers[2] = launcher.manager.addEntity(tower3_tmpl).id;
towers[3] = launcher.manager.addEntity(tower4_tmpl).id;
children.childern = Mallocator.makeArray(towers);
}
void create()
{
tower1_tmpl = launcher.manager.allocateTemplate(
[CHitMark.component_id, CHitPoints.component_id, CLocation.component_id,
CTexture.component_id, CScale.component_id, CEnemy.component_id,
CShootGrid.component_id, CGuild.component_id, CInit.component_id,
CChildren.component_id, CDepth.component_id, CTargetParent.component_id,
CSpawnUponDeath.component_id, CShootWaveUponDeath.component_id].staticArray
);
CTexture* tex_comp = tower1_tmpl.getComponent!CTexture;
//tex_comp.tex = space_invaders.texture;//ship_tex;
tex_comp.coords = vec4(96*px,96*px,16*px,16*px);
CLocation* loc_comp = tower1_tmpl.getComponent!CLocation;
loc_comp.value = vec2(64,space_invaders.map_size.y - 16);
tower1_tmpl.getComponent!CGuild().guild = 1;
tower1_tmpl.getComponent!CInit().type = CInit.Type.tower;
tower1_tmpl.getComponent!CHitPoints().value = 10;
tower1_tmpl.getComponent!CDepth().depth = -2;
tower1_tmpl.getComponent!CShootWaveUponDeath().bullet_type = CWeapon.Type.canon;
tower1_tmpl.getComponent!CTargetParent().rel_pos = vec2(-33,2);
tower2_tmpl = launcher.manager.allocateTemplate(tower1_tmpl);
tower2_tmpl.getComponent!CTargetParent().rel_pos = vec2(33,2);
tower3_tmpl = launcher.manager.allocateTemplate(tower1_tmpl);
tower3_tmpl.getComponent!CDepth().depth = 0;
tower3_tmpl.getComponent!CTargetParent().rel_pos = vec2(-40,-15);
tower4_tmpl = launcher.manager.allocateTemplate(tower1_tmpl);
tower4_tmpl.getComponent!CDepth().depth = 0;
tower4_tmpl.getComponent!CTargetParent().rel_pos = vec2(40,-15);
}
~this()
{
launcher.manager.freeTemplate(tower1_tmpl);
launcher.manager.freeTemplate(tower2_tmpl);
launcher.manager.freeTemplate(tower3_tmpl);
launcher.manager.freeTemplate(tower4_tmpl);
}
}
Ship ship;
Tower tower;
Boss boss;
void onCreate()
{
ship.create();
tower.create();
boss.create();
/*ship.laser1_tmpl = launcher.manager.allocateTemplate([CWeapon.component_id, CLocation.component_id, CShootDirection.component_id, CTargetParent.component_id, CGuild.component_id, CVelocity.component_id].staticArray);
ship.main_weapon_tmpl = launcher.manager.allocateTemplate([CLocation.component_id, CShootDirection.component_id, CTargetParent.component_id, CGuild.component_id, CVelocity.component_id].staticArray);
*ship.laser1_tmpl.getComponent!CWeapon = CWeapon(3,0.0);
ship.laser1_tmpl.getComponent!CTargetParent().rel_pos = vec2(10,13);
ship.main_weapon_tmpl.getComponent!CTargetParent().rel_pos = vec2(0,4);
ship.laser2_tmpl = launcher.manager.allocateTemplate(ship.laser1_tmpl);
ship.laser2_tmpl.getComponent!CTargetParent().rel_pos = vec2(-10,13);*/
}
void onDestroy()
{
/*launcher.manager.freeTemplate(laser1_tmpl);
launcher.manager.freeTemplate(laser2_tmpl);
launcher.manager.freeTemplate(main_weapon_tmpl);*/
}
void onAddEntity(EntitiesData data)
{
foreach(i; 0..data.length)
{
final switch(data.init[i].type)
{
case CInit.Type.space_ship:ship.add(&data.entity[i]);break;
case CInit.Type.tower:tower.add(&data.entity[i]);break;
case CInit.Type.boss:boss.add(&data.entity[i]);break;
}
}
}
}
struct MoveToParentTargetSystem
{
mixin ECS.System!32;
struct EntitiesData
{
int length;
CLocation[] location;
@optional CVelocity[] velocity;
@readonly CTargetParent[] target;
}
void onUpdate(EntitiesData data)
{
if(data.velocity)
{
foreach(i;0..data.length)
{
Entity* target = launcher.manager.getEntity(data.target[i].parent);
if(target)
{
CLocation* target_loc = target.getComponent!CLocation;
if(target_loc != null)
{
data.location[i] = *target_loc + data.target[i].rel_pos;
}
CVelocity* target_vel = target.getComponent!CVelocity;
if(target_vel != null)
{
data.velocity[i] = *target_vel;
}
}
}
}
else
foreach(i;0..data.length)
{
Entity* target = launcher.manager.getEntity(data.target[i].parent);
if(target)
{
CLocation* target_loc = target.getComponent!CLocation;
if(target_loc != null)
{
data.location[i] = *target_loc + data.target[i].rel_pos;
}
}
}
}
}
struct DrawSystem
{
mixin ECS.System!32;
struct EntitiesData
{
uint length;
//uint thread_id;
uint job_id;
@readonly CTexture[] textures;
@readonly CLocation[] locations;
@readonly CScale[] scale;
@readonly @optional CRotation[] rotation;
@readonly @optional CDepth[] depth;
@readonly @optional CHitMark[] hit_mark;
}
void onUpdate(EntitiesData data)
{
if(!data.depth)
{
if(data.hit_mark)
{
foreach(i; 0..data.length)
{
uint color = 0x80808080 + 0x01010101 * data.hit_mark[i];
short depth = cast(short)(data.locations[i].y);
launcher.renderer.draw(space_invaders.texture, data.locations[i].value, data.scale[i], data.textures[i].coords, depth, color, 0, 0, 0, data.job_id);
}
}
else if(data.rotation)
{
foreach(i; 0..data.length)
{
short depth = cast(short)(data.locations[i].y);
launcher.renderer.draw(space_invaders.texture, data.locations[i].value, data.scale[i], data.textures[i].coords, depth, 0x80808080, data.rotation[i], 0, 0, data.job_id);
}
}
else
{
foreach(i; 0..data.length)
{
short depth = cast(short)(data.locations[i].y);
launcher.renderer.draw(space_invaders.texture, data.locations[i].value, data.scale[i], data.textures[i].coords, depth, 0x80808080, 0, 0, 0, data.job_id);
}
}
}
else
{
if(data.hit_mark)
{
if(data.rotation)
{
foreach(i; 0..data.length)
{
uint color = 0x80808080 + 0x01010101 * data.hit_mark[i];
short depth = cast(short)(data.depth[i] * 8 + data.locations[i].y);
launcher.renderer.draw(space_invaders.texture, data.locations[i].value, data.scale[i], data.textures[i].coords, depth, color, data.rotation[i], 0, 0, data.job_id);
}
}
else
{
foreach(i; 0..data.length)
{
uint color = 0x80808080 + 0x01010101 * data.hit_mark[i];
short depth = cast(short)(data.depth[i] * 8 + data.locations[i].y);
launcher.renderer.draw(space_invaders.texture, data.locations[i].value, data.scale[i], data.textures[i].coords, depth, color, 0, 0, 0, data.job_id);
}
}
}
else if(data.rotation)
{
foreach(i; 0..data.length)
{
short depth = cast(short)(data.depth[i] * 8 + data.locations[i].y);
launcher.renderer.draw(space_invaders.texture, data.locations[i].value, data.scale[i], data.textures[i].coords, depth, 0x80808080, data.rotation[i], 0, 0, data.job_id);
}
}
else
{
foreach(i; 0..data.length)
{
short depth = cast(short)(data.depth[i] * 8 + data.locations[i].y);
launcher.renderer.draw(space_invaders.texture, data.locations[i].value, data.scale[i], data.textures[i].coords, depth, 0x80808080, 0, 0, 0, data.job_id);
}
}
}
//if(data.thread_id == 0)launcher.renderer.pushData();
}
}
struct CollisionSystem
{
mixin ECS.System;
struct EntitiesData
{
}
void onUpdate(EntitiesData data)
{
}
}
struct LaserShootingSystem
{
mixin ECS.System!32;
bool shoot = false;
__gshared vec4[] fire_frames = [vec4(96,64,8,16)*px,vec4(104,64,8,16)*px,vec4(112,64,8,16)*px,vec4(120,64,8,16)*px,vec4(128,64,8,16)*px,
vec4(136,64,8,16)*px,vec4(144,64,8,16)*px,vec4(152,64,8,16)*px,vec4(160,64,8,16)*px];
// __gshared vec4[] fire_frames = [vec4(0,160,8,16)*px,vec4(16,160,16,16)*px,vec4(32,160,16,16)*px,vec4(48,160,16,16)*px,vec4(64,160,16,16)*px,
// vec4(80,160,16,16)*px,vec4(96,160,16,16)*px,vec4(112,160,16,16)*px];
struct EntitiesData
{
///variable named "length" contain entites count
uint length;
CWeapon[] laser;
@readonly CLocation[] location;
@readonly CGuild[] guild;
@optional @readonly CShootDirection[] shoot_direction;
@optional @readonly CWeaponLocation[] weapon_location;
@optional @readonly CAutoShoot[] auto_shoot;
@optional @readonly CVelocity[] velocity;
@optional @readonly CRotation[] rotation;
}
//EntityTemplate* laser_tmpl;
EntityTemplate* fire_tmpl;
//EntityTemplate*[5] bullet_tmpl;
///Called inside "registerSystem" function
void onCreate()
{
/*bullet_tmpl[0] = launcher.manager.allocateTemplate(
[CLocation.component_id, CTexture.component_id, CVelocity.component_id,
CScale.component_id, CBullet.component_id, CGuild.component_id].staticArray
);
bullet_tmpl[0].getComponent!CTexture().coords = vec4(0,24,2,8)*px;
bullet_tmpl[0].getComponent!CScale().value = vec2(2,8);
bullet_tmpl[1] = launcher.manager.allocateTemplate(bullet_tmpl[0]);
bullet_tmpl[2] = launcher.manager.allocateTemplate(bullet_tmpl[0]);
bullet_tmpl[2].getComponent!CTexture().coords = vec4(64,32,8,16)*px;
bullet_tmpl[2].getComponent!CScale().value = vec2(8,16);
bullet_tmpl[3] = launcher.manager.allocateTemplate(bullet_tmpl[0]);
bullet_tmpl[3].getComponent!CTexture().coords = vec4(56,32,2,2)*px;
bullet_tmpl[3].getComponent!CScale().value = vec2(2,2);
// bullet_tmpl[3].getComponent!CTexture().coords = vec4(48,32,8,8)*px;
// bullet_tmpl[3].getComponent!CScale().value = vec2(8,8);
bullet_tmpl[4] = launcher.manager.allocateTemplate(bullet_tmpl[0]);*/
fire_tmpl = launcher.manager.allocateTemplate(
[CLocation.component_id, CTexture.component_id, CScale.component_id,
CAnimation.component_id, CParticle.component_id, CRotation.component_id,
CVelocity.component_id, CDamping.component_id].staticArray
);
fire_tmpl.getComponent!CTexture().coords = vec4(96,64,8,16)*px;
fire_tmpl.getComponent!CScale().value = vec2(8,16);
fire_tmpl.getComponent!(CParticle).life = 300;
*fire_tmpl.getComponent!(CAnimation) = CAnimation(fire_frames, 0, 3);
}
void onDestroy()
{
//launcher.manager.freeTemplate(laser_tmpl);
/*foreach (EntityTemplate* tmpl; bullet_tmpl)
{
launcher.manager.freeTemplate(tmpl);
}*/
launcher.manager.freeTemplate(fire_tmpl);
}
bool onBegin()
{
/*laser_location = space_invaders.laser_tmpl.getComponent!CLocation;
laser_velocity = space_invaders.laser_tmpl.getComponent!CVelocity;
laser_guild = space_invaders.laser_tmpl.getComponent!CGuild;*/
if(launcher.getKeyState(SDL_SCANCODE_SPACE))
{
shoot = true;
}
else shoot = false;
return true;
}
void onUpdate(EntitiesData data)
{
//conditional branch for whole entities block
if(shoot || data.auto_shoot)
{
foreach(i;0..data.length)
{
CWeapon* laser = &data.laser[i];
laser.shoot_time += launcher.delta_time;
while(laser.shoot_time > CWeapon.levels[laser.level - 1].reload_time)
{
CVelocity laser_velocity;
CGuild laser_guild;
CLocation laser_location;
CVelocity fire_velocity;
CLocation fire_location;
CRotation fire_rotation;
laser.shoot_time -= CWeapon.levels[laser.level - 1].reload_time;
laser_location.value = data.location[i];
laser_velocity.value = vec2((randomf()*2-1) * CWeapon.levels[laser.level - 1].dispersion,1);//data.shoot_direction[i].direction == Direction.up ? 1.0 : -1.0);
if(data.shoot_direction && data.shoot_direction[i].direction == Direction.down)laser_velocity.y = -1;
laser_guild.guild = data.guild[i].guild;
if(laser.level < 3)laser_velocity.value = laser_velocity.value * 0.4f;
if(data.velocity)
{
fire_velocity.value = data.velocity[i];
//laser_velocity.value += data.velocity[i] * 0.5;
}
else fire_velocity.value = vec2(0,0);
fire_location.value = data.location[i];
if(data.shoot_direction[i].direction == Direction.down)
{
fire_rotation.value = PI;
//fire_location.value.y -= 16;
}
else
{
fire_rotation.value = 0;
//fire_location.value.y += 24;
}
if(data.rotation)
{
float sinn = sinf(data.rotation[i]);
float coss = cosf(data.rotation[i]);
float x = laser_velocity.y*sinn + laser_velocity.x*coss;
float y = laser_velocity.y*coss + laser_velocity.x*sinn;
laser_velocity.value = vec2(x,y);
fire_rotation.value = data.rotation[i];
if(data.weapon_location)
{
vec2 rel_pos = vec2(data.weapon_location[i].rel_pos.y*sinn+data.weapon_location[i].rel_pos.x*coss, data.weapon_location[i].rel_pos.y*coss+data.weapon_location[i].rel_pos.x*sinn);
laser_location.value += rel_pos;
fire_location.value += rel_pos;
}
}
else if(data.weapon_location)
{
laser_location.value += data.weapon_location[i].rel_pos;
fire_location.value += data.weapon_location[i].rel_pos;
}
launcher.manager.addEntity(space_invaders.bullet_tmpl[data.laser[i].type],[laser_velocity.ref_, laser_guild.ref_, laser_location.ref_].staticArray);
launcher.manager.addEntity(fire_tmpl,[fire_location.ref_, fire_rotation.ref_, fire_velocity.ref_].staticArray);
}
}
}
else
{
foreach(i;0..data.length)
{
CWeapon* laser = &data.laser[i];
laser.shoot_time += launcher.delta_time;
if(laser.shoot_time > CWeapon.levels[laser.level - 1].reload_time)laser.shoot_time = CWeapon.levels[laser.level - 1].reload_time;
}
}
}
}
struct DampingSystem
{
mixin ECS.System!32;
struct EntitiesData
{
uint length;
const (Entity)[] entity;
@readonly CDamping[] damping;
CVelocity[] velocity;
}
float[10] damp = 0;
bool onBegin()
{
foreach(i;0..10)
{
damp[i] = powf((0.98 - cast(float)i * 0.02),launcher.delta_time*0.1);
}
return true;
}
void onUpdate(EntitiesData data)
{
foreach(i; 0..data.length)
{
data.velocity[i] = data.velocity[i] * damp[data.damping[i]];
}
}
}
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 CBullet[] 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.sendEvent(id, EBulletHit(data.entity[i].id,1));
//launcher.manager.removeEntity(data.entity[i].id);
}
}
}
}
struct ParticleEmittingSystem
{
mixin ECS.System!32;
struct EntitiesData
{
uint length;
//uint thread_id;
CParticleEmitterTime[] emit_time;
@readonly CLocation[] location;
@readonly CParticleEmitter[] emitter;
@optional @readonly CVelocity[] velocity;
@optional @readonly CDepth[] depth;
}
__gshared vec4[] flashes = [vec4(224,0,16,16)*px,vec4(240,0,16,16)*px,vec4(256,0,16,16)*px,vec4(272,0,16,16)*px,vec4(288,0,16,16)*px,
vec4(304,0,16,16)*px,vec4(320,0,16,16)*px];
EntityTemplate*[1] templates;
void onCreate()
{
templates[0] = launcher.manager.allocateTemplate(
[CLocation.component_id, CTexture.component_id, CScale.component_id,
CAnimation.component_id, CParticle.component_id, CRotation.component_id,
CVelocity.component_id, CDamping.component_id, CDepth.component_id].staticArray);
*templates[0].getComponent!CAnimation() = CAnimation(flashes,0,2);
*templates[0].getComponent!CParticle() = CParticle(350);
//*templates[0].getComponent!CDepth() = CDepth(-3);
}
void onDestroy()
{
foreach(tmpl; templates)
{
launcher.manager.freeTemplate(tmpl);
}
}
void onUpdate(EntitiesData data)
{
foreach(i;0..data.length)
{
data.emit_time[i].time -= launcher.delta_time;
while(data.emit_time[i].time < 0)
{
CVelocity velocity;
CDepth depth;
CParticleEmitter* emitter = &data.emitter[i];
data.emit_time[i].time += emitter.time_range.x + randomf() * emitter.time_range.y;
if(data.velocity)
{
velocity.value = data.velocity[i];
}
if(data.depth)
{
depth.depth = data.depth[i];
}
launcher.manager.addEntity(templates[0],[data.location[i].ref_,velocity.ref_,depth.ref_].staticArray);
}
}
}
}
struct UpgradeCollisionSystem
{
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 CUpgrade[] upgrade;
}
void onUpdate(EntitiesData data)
{
EntityID id;
foreach(i; 0..data.length)
{
if(space_invaders.shoot_grid.test(id, data.location[i], cast(ubyte)(0xFF)))
{
Entity* entity = launcher.manager.getEntity(id);
if(entity && entity.hasComponent(CShip.component_id))
{
launcher.manager.sendEvent(id, EUpgrade());
launcher.manager.removeEntity(data.entity[i].id);
}
}
}
}
}
struct UpgradeSystem
{
mixin ECS.System;
struct EntitiesData
{
const (Entity)[] entity;
//@readonly CShip[] ship;
}
void handleEvent(Entity* entity, EUpgrade event)
{
CWeapon* laser = entity.getComponent!CWeapon;
if(laser)
{
if(laser.level < CWeapon.levels.length)laser.level++;
}
CShip* ship = entity.getComponent!CShip;
if(ship)
{
CChildren* children = entity.getComponent!CChildren;
foreach(child;children.childern)
{
launcher.manager.sendEvent(child,EUpgrade());
}
}
}
}
struct ChangeDirectionSystem
{
mixin ECS.System!32;
Direction[8] groups_directions;
bool has_changes;
struct EntitiesData
{
uint length;
const (Entity)[] entities;
const (CLocation)[] locations;
CVelocity[] velocity;
const(CSideMove)[] side_move;
@optional const(CScale)[] scale;
}
void onCreate()
{
foreach(ref direction; groups_directions)
{
direction = cast(Direction)-1;
}
}
void onEnd()
{
if(has_changes)
{
foreach(ref direction; groups_directions)
{
direction = cast(Direction)-1;
}
}
has_changes = false;
foreach(ref direction; groups_directions)
{
if(direction != cast(Direction)-1)
{
has_changes = true;
}
}
}
void onUpdate(EntitiesData data)
{
//if(!data.side_move)return;
if(has_changes)
foreach(i;0..data.length)
{
byte group = data.side_move[i].group;
if(group == -1)
{
if(data.locations[i].x < 0)
{
if(data.velocity[i].x < 0)data.velocity[i].x = -data.velocity[i].x;
}
else if(data.locations[i].x > space_invaders.map_size.x)
{
if(data.velocity[i].x > 0)data.velocity[i].x = -data.velocity[i].x;
}
}
else
{
Direction direction = groups_directions[group];
if(direction != cast(Direction)-1)
{
CVelocity* velocity = &data.velocity[i];
final switch(direction)
{
case Direction.up:
if(velocity.value.y > 0)velocity.value.y = -velocity.value.y;
break;
case Direction.down:
if(velocity.value.y < 0)velocity.value.y = -velocity.value.y;
break;
case Direction.left:
if(velocity.value.x > 0)velocity.value.x = -velocity.value.x;
break;
case Direction.right:
if(velocity.value.x < 0)velocity.value.x = -velocity.value.x;
break;
}
}
}
}
else if(data.scale)
{
foreach(i;0..data.length)
{
if(data.locations[i].x - data.scale[i].x * 0.5 < 0)
{
if(data.side_move[i].group == -1)
{
if(data.velocity[i].x < 0)data.velocity[i].x = -data.velocity[i].x;
}
else
{
groups_directions[data.side_move[i].group] = Direction.right;
}
}
else if(data.locations[i].x + data.scale[i].x * 0.5 > space_invaders.map_size.x)
{
if(data.side_move[i].group == -1)
{
if(data.velocity[i].x > 0)data.velocity[i].x = -data.velocity[i].x;
}
else
{
groups_directions[data.side_move[i].group] = Direction.left;
}
}
}
}
else
{
foreach(i;0..data.length)
{
if(data.locations[i].x < 0)
{
if(data.side_move[i].group == -1)
{
if(data.velocity[i].x < 0)data.velocity[i].x = -data.velocity[i].x;
}
else
{
groups_directions[data.side_move[i].group] = Direction.right;
}
}
else if(data.locations[i].x > space_invaders.map_size.x)
{
if(data.side_move[i].group == -1)
{
if(data.velocity[i].x > 0)data.velocity[i].x = -data.velocity[i].x;
}
else
{
groups_directions[data.side_move[i].group] = Direction.left;
}
}
}
}
}
}
struct HitMarkingSystem
{
mixin ECS.System!16;
struct EntitiesData
{
uint length;
CHitMark[] mark;
}
void onUpdate(EntitiesData data)
{
foreach(i;0..data.length)
{
//if(data.mark[i] < 10)data.mark[i] = 0;
//else data.mark[i] -= 1;
data.mark[i] = cast(ubyte)(data.mark[i] * 0.9);
}
}
}
struct HitPointsSystem
{
mixin ECS.System;
__gshared vec4[] upgrade_laser_frames = [vec4(96,80,16,16)*px,vec4(112,80,16,16)*px,vec4(128,80,16,16)*px,vec4(144,80,16,16)*px,vec4(128,80,16,16)*px,vec4(112,80,16,16)*px];
__gshared vec4[] explosion_laser_frames = [vec4(80,128,16,16)*px,vec4(96,128,16,16)*px,vec4(112,128,16,16)*px,vec4(128,128,16,16)*px,vec4(144,128,16,16)*px,vec4(160,128,16,16)*px,vec4(176,128,16,16)*px,vec4(192,128,16,16)*px,vec4(208,128,16,16)*px];
EntityTemplate* upgrade_tmpl;
EntityTemplate* explosion_tmpl;
struct EntitiesData
{
CHitPoints[] hp;
}
void onCreate()
{
upgrade_tmpl = launcher.manager.allocateTemplate(
[CVelocity.component_id, CLocation.component_id, CTexture.component_id,
CScale.component_id, CUpgrade.component_id, CAnimation.component_id,
CAnimationLooped.component_id].staticArray);
//tex_comp.tex = space_invaders.texture;//ship_tex;
upgrade_tmpl.getComponent!CTexture().coords = vec4(0*px,32*px,16*px,16*px);
*upgrade_tmpl.getComponent!CAnimation = CAnimation(upgrade_laser_frames, 0, 1);
upgrade_tmpl.getComponent!CVelocity().value = vec2(0,-0.1);
explosion_tmpl = launcher.manager.allocateTemplate(
[CDepth.component_id, CParticle.component_id, CLocation.component_id,
CTexture.component_id, CScale.component_id, CAnimation.component_id].staticArray);
//explosion_tmpl.getComponent!(CTexture).tex = space_invaders.texture;
*explosion_tmpl.getComponent!CAnimation = CAnimation(explosion_laser_frames, 0, 1.333);
explosion_tmpl.getComponent!(CParticle).life = 600;
*explosion_tmpl.getComponent!CDepth = -1;
}
void onDestroy()
{
launcher.manager.freeTemplate(upgrade_tmpl);
launcher.manager.freeTemplate(explosion_tmpl);
}
/*void handleEvent(Entity* entity, EDamage event)
{
CHitPoints* hp = entity.getComponent!CHitPoints;
if(*hp <= 0)return;
*hp -= event.damage;
if(*hp <= 0)
{
launcher.manager.sendEvent(entity.id, EDeath());
//launcher.manager.removeEntity(entity.id);
}
CHitMark* hit_mark = entity.getComponent!CHitMark;
if(hit_mark)hit_mark.value = 127;
}*/
void handleEvent(Entity* entity, EBulletHit event)
{
CHitPoints* hp = entity.getComponent!CHitPoints;
if(*hp <= 0)return;
launcher.manager.removeEntity(event.id);
*hp -= event.damage;
if(*hp <= 0)
{
launcher.manager.sendEvent(entity.id, EDeath());
//launcher.manager.removeEntity(entity.id);
}
CHitMark* hit_mark = entity.getComponent!CHitMark;
if(hit_mark)hit_mark.value = 127;
}
void handleEvent(Entity* entity, EDeath event)
{
CEnemy* enemy = entity.getComponent!CEnemy;
if(enemy)
{
CLocation* location = entity.getComponent!CLocation;
if(location)
{
if(randomRange(0, 1000) < 5)
{
launcher.manager.addEntity(upgrade_tmpl,[location.ref_].staticArray);
}
launcher.manager.addEntity(explosion_tmpl,[location.ref_].staticArray);
}
}
launcher.manager.removeEntity(entity.id);
}
}
struct ChildDestroySystem
{
mixin ECS.System;
struct EntitiesData
{
CTargetParent[] parent;
}
void handleEvent(Entity* entity, EDeath event)
{
CTargetParent* parent = entity.getComponent!CTargetParent;
if(parent)
{
launcher.manager.sendEvent(parent.parent, EDestroyedChild(entity.id));
}
}
}
struct ShootWaveSystem
{
mixin ECS.System;
struct EntitiesData
{
CLocation[] location;
CShootWaveUponDeath[] shoot_wave;
}
vec2[] dirs;
void onCreate()
{
enum count = 24;
dirs = Mallocator.makeArray!vec2(count);
float step = 2 * PI / cast(float)count;
foreach(i;0..count)
{
float angle = step * i;
dirs[i] = vec2(sinf(angle),cosf(angle)) * 0.2;
}
}
void onDestroy()
{
Mallocator.dispose(dirs);
}
void handleEvent(Entity* entity, EDeath event)
{
CShootWaveUponDeath* wave = entity.getComponent!CShootWaveUponDeath;
CLocation* location = entity.getComponent!CLocation;
CGuild* guild = entity.getComponent!CGuild;
//LaserShootingSystem.bullet_tmpl
EntityTemplate* tmpl = space_invaders.bullet_tmpl[wave.bullet_type];
foreach(dir;dirs)
{
if(guild)launcher.manager.addEntity(tmpl,[location.ref_,guild.ref_,CVelocity(dir).ref_].staticArray);
else launcher.manager.addEntity(tmpl,[location.ref_,CVelocity(dir).ref_].staticArray);
}
//launcher.manager.addEntity(tmpl);//,[location.ref_].staticArray);
//launcher.manager.addEntity(space_invaders.bullet_tmpl[0]);
}
}
struct PartsDestroySystem
{
mixin ECS.System;
struct EntitiesData
{
CInit[] init;
CChildren[] children;
CParts[] parts;
}
EntityTemplate* flashes_emitter;
void onCreate()
{
flashes_emitter = launcher.manager.allocateTemplate(
[
CVelocity.component_id, CLocation.component_id, CParticleEmitter.component_id,
CParticleEmitterTime.component_id, CTargetParent.component_id, CDepth.component_id
].staticArray);
*flashes_emitter.getComponent!CParticleEmitter() = CParticleEmitter(vec2(0,0), vec2(800,1600), 0);
}
void onDestroy()
{
launcher.manager.freeTemplate(flashes_emitter);
}
void handleEvent(Entity* entity, EDestroyedChild event)
{
CParts* parts = entity.getComponent!CParts;
parts.count--;
CInit* init = entity.getComponent!CInit;
if(init.type == CInit.Type.boss)
{
CChildren* children = entity.getComponent!CChildren;
foreach(ref EntityID child; children.childern)
{
if(child == event.id)
{
Entity* child_entity = launcher.manager.getEntity(child);
if(child_entity)
{
CLocation location;
CTargetParent* target_parent = child_entity.getComponent!CTargetParent;
CDepth* target_depth = child_entity.getComponent!CDepth;
CLocation* target_location = child_entity.getComponent!CLocation;
//CVelocity* velocity = child_entity.getComponent!CTargetParent;
if(target_location)location = *target_location;
*flashes_emitter.getComponent!CTargetParent() = *target_parent;
if(target_depth)child = launcher.manager.addEntity(flashes_emitter, [target_depth.ref_, location.ref_].staticArray).id;
else child = launcher.manager.addEntity(flashes_emitter, [location.ref_].staticArray).id;
}
break;
}
}
}
if(parts.count == 0)
{
if(init.type == CInit.Type.boss)
{
launcher.manager.addComponents(entity.id, CHitPoints(100), CShootGrid());
}
}
}
}
struct ClampPositionSystem
{
mixin ECS.System!32;
mixin ECS.ExcludedComponents!(CSideMove);
struct EntitiesData
{
uint length;
const (Entity)[] entities;
//components are treated as required by default
CLocation[] locations;
@optional @readonly CColliderScale[] collider_scale;
@optional @readonly CScale[] scale;
@optional const (CBullet)[] laser;
@optional const (CUpgrade)[] upgrade;
//@optional CVelocity[] velocity;
//@optional const (CSideMove)[] side_move;
}
//ChangeDirectionSystem change_direction_system;
void onUpdate(EntitiesData data)
{
if(data.laser || data.upgrade)
{
foreach(i;0..data.length)
{
if(data.locations[i].x < 0 || data.locations[i].x > space_invaders.map_size.x ||
data.locations[i].y < 0 || data.locations[i].y > space_invaders.map_size.y)launcher.manager.removeEntity(data.entities[i].id);
}
}
/*else if(data.side_move)
{
foreach(i;0..data.length)
{
if(data.locations[i].x < 0)
{
//data.locations[i].x = 0;
//launcher.manager.sendEvent(data.entities[i].id,EChangeDirection(Direction.right));
if(data.side_move[i].group == -1)
{
if(data.velocity[i].x < 0)data.velocity[i].x = -data.velocity[i].x;
}
else
{
change_direction_system.groups_directions[data.side_move[i].group] = Direction.left;
}
}
else if(data.locations[i].x > space_invaders.map_size.x)
{
//data.locations[i].x = space_invaders.map_size.x;
//launcher.manager.sendEvent(data.entities[i].id,EChangeDirection(Direction.left));
if(data.side_move[i].group == -1)
{
if(data.velocity[i].x > 0)data.velocity[i].x = -data.velocity[i].x;
}
else
{
change_direction_system.groups_directions[data.side_move[i].group] = Direction.right;
}
}
if(data.locations[i].y < 0) data.locations[i].y = 0;
else if(data.locations[i].y > space_invaders.map_size.y)data.locations[i].y = space_invaders.map_size.y;
}
}*/
else if(data.collider_scale)
{
foreach(i;0..data.length)
{
vec2 hscale = data.collider_scale[i] * 0.5;
if(data.locations[i].x - hscale.x < 0)data.locations[i].x = hscale.x;
else if(data.locations[i].x + hscale.x > space_invaders.map_size.x)data.locations[i].x = space_invaders.map_size.x - hscale.x;
if(data.locations[i].y - hscale.y < 0)data.locations[i].y = hscale.y;
else if(data.locations[i].y + hscale.y > space_invaders.map_size.y)data.locations[i].y = space_invaders.map_size.y - hscale.y;
}
}
else if(data.scale)
{
foreach(i;0..data.length)
{
vec2 hscale = data.scale[i] * 0.5;
if(data.locations[i].x - hscale.x < 0)data.locations[i].x = hscale.x;
else if(data.locations[i].x + hscale.x > space_invaders.map_size.x)data.locations[i].x = space_invaders.map_size.x - hscale.x;
if(data.locations[i].y - hscale.y < 0)data.locations[i].y = hscale.y;
else if(data.locations[i].y + hscale.y > space_invaders.map_size.y)data.locations[i].y = space_invaders.map_size.y - hscale.y;
}
}
else
{
foreach(i;0..data.length)
{
if(data.locations[i].x < 0)data.locations[i].x = 0;
else if(data.locations[i].x > space_invaders.map_size.x)data.locations[i].x = space_invaders.map_size.x;
if(data.locations[i].y < 0)data.locations[i].y = 0;
else if(data.locations[i].y > space_invaders.map_size.y)data.locations[i].y = space_invaders.map_size.y;
}
}
}
}
struct MovementSystem
{
mixin ECS.System!32;
struct EntitiesData
{
uint length;
//read only components can be marked with @readonly attribute or with const expression instead
const (CVelocity)[] velocity;
//components are treated as required by default
CLocation[] locations;
//@optional const (CBullet)[] laser;
const (Entity)[] entities;
//@optional CSideMove[] side_move;
}
void onUpdate(EntitiesData data)
{
foreach(i;0..data.length)
{
data.locations[i].x += data.velocity[i].x * launcher.delta_time * 0.5;
data.locations[i].y += data.velocity[i].y * launcher.delta_time * 0.5;
}
}
}
struct AnimationSystem
{
mixin ECS.System!32;
struct EntitiesData
{
uint length;
CAnimation[] animation;
CTexture[] texture;
@optional @readonly CAnimationLooped[] looped;
}
void onUpdate(EntitiesData data)
{
float dt = launcher.delta_time * 0.01;
if(data.looped)
{
foreach(i;0..data.length)
{
data.animation[i].time += dt * data.animation[i].speed;
while(cast(uint)data.animation[i].time >= data.animation[i].frames.length)data.animation[i].time -= cast(float)data.animation[i].frames.length;
if(cast(uint)(data.animation[i].time) >= data.animation[i].frames.length)assert(0);
uint index = cast(uint)(data.animation[i].time);
if(index < data.animation[i].frames.length)data.texture[i].coords = data.animation[i].frames[index];
}
}
else
{
foreach(i;0..data.length)
{
data.animation[i].time += dt * data.animation[i].speed;
if(cast(uint)data.animation[i].time >= data.animation[i].frames.length)data.animation[i].time = data.animation[i].frames.length - 0.9;
uint index = cast(uint)(data.animation[i].time);
if(index < data.animation[i].frames.length)data.texture[i].coords = data.animation[i].frames[index];
}
}
}
}
struct ParticleSystem
{
mixin ECS.System!32;
struct EntitiesData
{
uint length;
@readonly Entity[] entitiy;
CParticle[] particle;
}
void onUpdate(EntitiesData data)
{
foreach(i;0..data.length)
{
data.particle[i].life -= launcher.delta_time;
if(data.particle[i].life < 0)launcher.manager.removeEntity(data.entitiy[i].id);
}
}
}
struct RotateToTargetSystem
{
mixin ECS.System!32;
struct EntitiesData
{
int length;
@readonly CTarget[] target;
@readonly CLocation[] location;
CRotation[] rotation;
}
void onUpdate(EntitiesData data)
{
foreach(i;0..data.length)
{
Entity* target = launcher.manager.getEntity(data.target[i].target);
if(target)
{
CLocation* target_loc = target.getComponent!CLocation;
if(target_loc)
{
vec2 rel_pos = target_loc.value - data.location[i];
float length = sqrtf(rel_pos.x*rel_pos.x + rel_pos.y*rel_pos.y);
if(rel_pos.x > 0)data.rotation[i] = acosf(rel_pos.y/length);
else data.rotation[i] = 2 * PI - acosf(rel_pos.y/length);
}
}
//CLocation* target_loc =
//vec2 rel_pos = d
//data.rotation = 0;
}
}
}
struct ShipTargetSystem
{
mixin ECS.System!32;
struct EntitiesData
{
int length;
@readonly CTargetPlayerShip[] target_player;
CTarget[] target;
}
EntityID player_ship;
void iterateShips(CShipIterator.EntitiesData data)
{
player_ship = data.entity[0].id;
}
void onAddEntity(EntitiesData data)
{
foreach(i;0..data.length)
{
data.target[i].target = player_ship;
}
}
bool onBegin()
{
Entity* ship = launcher.manager.getEntity(player_ship);
if(ship is null)
{
launcher.manager.callEntitiesFunction!CShipIterator(&iterateShips);
ship = launcher.manager.getEntity(player_ship);
if(ship is null)return false;
return true;
}
return false;
}
void onUpdate(EntitiesData data)
{
foreach(i;0..data.length)
{
data.target[i].target = player_ship;
}
}
}
struct CShipIterator
{
mixin ECS.System!1;
struct EntitiesData
{
@readonly Entity[] entity;
@readonly CShip[] ship;
}
bool onBegin()
{
return false;
}
void onUpdate(EntitiesData data)
{
}
}
/*struct SpawnUponDeathSystem
{
mixin ECS.System;
struct EntitiesData
{
@readonly CSpawnUponDeath[] spawn;
@optional CTargetParent[] parent;
}
EntityTemplate* flashes_emitter;
void onCreate()
{
flashes_emitter = launcher.manager.allocateTemplate(
[
CVelocity.component_id, CLocation.component_id, CParticleEmitter.component_id,
CParticleEmitterTime.component_id, CTargetParent.component_id
].staticArray);
*flashes_emitter.getComponent!CParticleEmitter() = CParticleEmitter(vec2(0,0), vec2(400,400), 0);
}
void onDestroy()
{
launcher.manager.freeTemplate(flashes_emitter);
}
void onRemoveEntity(EntitiesData data)
{
//CSpawnUponDeath[] spawn =
switch(data.spawn[0].type)
{
case CSpawnUponDeath.Type.flashes_emitter:
if(data.parent)
{
/*Entity* parent_entity = launcher.manager.getEntity(data.parent[0].parent);
CChildren* children = entity.getComponent!CChildren;
foreach(ref EntityID child; children.childern)
{
if(child == event.id)
{
Entity* child_entity = launcher.manager.getEntity(child);
if(child_entity)
{
*flashes_emitter.getComponent!CTargetParent = data.parent[0];
launcher.manager.addEntity(flashes_emitter);
//child = launcher.manager.addEntity(flashes_emitter);
}
break;
}
}
}
break;
default:break;
}
}
//void handleEvent(Entity* entity, )
}//*/
extern(C) float sqrtf(float x) @nogc nothrow @system;
extern(C) float acosf(float x) @nogc nothrow @system;
extern(C) float sinf(float x) @nogc nothrow @system;
extern(C) float cosf(float x) @nogc nothrow @system;
extern(C) float powf(float x, float y) @nogc nothrow @system;
/**
*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)
{
/*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
//if(move_vector.x != 0 || move_vector.y != 0)
foreach(i; 0..data.length)
{
data.velocity[i] += move_vector * launcher.delta_time * 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;
//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);
}
/*else
foreach(i; 0..data.length)
{
data.velocity[i] = vec2(0,0);
}*/
}
}
/*#######################################################################################################################
------------------------------------------------ Functions ------------------------------------------------------------------
#######################################################################################################################*/
__gshared SpaceInvaders* space_invaders;
void spaceInvadersStart()
{
space_invaders = Mallocator.make!SpaceInvaders;
space_invaders.texture.create();
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.registerDependency(ShootGridDependency);
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!CWeapon;
launcher.manager.registerComponent!CVelocity;
launcher.manager.registerComponent!CBullet;
launcher.manager.registerComponent!CSideMove;
launcher.manager.registerComponent!CDepth;
launcher.manager.registerComponent!CShootGrid;
launcher.manager.registerComponent!CGuild;
launcher.manager.registerComponent!CHitPoints;
launcher.manager.registerComponent!CHitMark;
launcher.manager.registerComponent!CUpgrade;
launcher.manager.registerComponent!CParticle;
launcher.manager.registerComponent!CMaxHitPoints;
launcher.manager.registerComponent!CAnimation;
launcher.manager.registerComponent!CRotation;
launcher.manager.registerComponent!CAnimationLooped;
launcher.manager.registerComponent!CDamping;
launcher.manager.registerComponent!CTargetParent;
launcher.manager.registerComponent!CTarget;
launcher.manager.registerComponent!CTargetPlayerShip;
launcher.manager.registerComponent!CChildren;
launcher.manager.registerComponent!CWeaponLocation;
launcher.manager.registerComponent!CInit;
launcher.manager.registerComponent!CBoss;
launcher.manager.registerComponent!CParts;
launcher.manager.registerComponent!CColliderScale;
launcher.manager.registerComponent!CParticleEmitter;
launcher.manager.registerComponent!CParticleEmitterTime;
launcher.manager.registerComponent!CSpawnUponDeath;
launcher.manager.registerComponent!CShootWaveUponDeath;
launcher.manager.registerEvent!EChangeDirection;
launcher.manager.registerEvent!EDamage;
launcher.manager.registerEvent!EUpgrade;
launcher.manager.registerEvent!EDeath;
launcher.manager.registerEvent!EDestroyedChild;
launcher.manager.registerEvent!EBulletHit;
//launcher.manager.registerSystem!MoveSystem(0);
launcher.manager.registerSystem!DrawSystem(100);
launcher.manager.registerSystem!InputMovementSystem(-100);
launcher.manager.registerSystem!MovementSystem(-99);
launcher.manager.registerSystem!ClampPositionSystem(-90);
launcher.manager.registerSystem!LaserShootingSystem(0);
launcher.manager.registerSystem!ChangeDirectionSystem(0);
launcher.manager.registerSystem!LaserCollisionSystem(-70);
launcher.manager.registerSystem!ShootGridManager(-80);
launcher.manager.registerSystem!ShootGridCleaner(-101);
launcher.manager.registerSystem!HitPointsSystem(0);
launcher.manager.registerSystem!HitMarkingSystem(-100);
launcher.manager.registerSystem!UpgradeCollisionSystem(-70);
launcher.manager.registerSystem!UpgradeSystem(-100);
launcher.manager.registerSystem!ParticleSystem(-100);
launcher.manager.registerSystem!AnimationSystem(-100);
launcher.manager.registerSystem!DampingSystem(-101);
launcher.manager.registerSystem!MoveToParentTargetSystem(-98);
launcher.manager.registerSystem!ParentOwnerSystem(-101);
launcher.manager.registerSystem!ShipWeaponSystem(-100);
launcher.manager.registerSystem!ParticleEmittingSystem(-95);
launcher.manager.registerSystem!RotateToTargetSystem(-100);
launcher.manager.registerSystem!ShipTargetSystem(-110);
launcher.manager.registerSystem!CShipIterator(-100);
launcher.manager.registerSystem!PartsDestroySystem(-80);
launcher.manager.registerSystem!ChildDestroySystem(-110);
launcher.manager.registerSystem!ShootWaveSystem(-100);
//launcher.manager.registerSystem!SpawnUponDeathSystem(-110);
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.gui_manager.addSystem(LaserCollisionSystem.system_id,"Laser Collision System");
launcher.gui_manager.addSystem(ShootGridManager.system_id,"Shoot Grid Manager");
launcher.gui_manager.addSystem(ShootGridCleaner.system_id,"Shoot Grid Cleaner");
launcher.gui_manager.addSystem(HitPointsSystem.system_id,"Hit Points System");
launcher.gui_manager.addSystem(HitMarkingSystem.system_id,"Hit Marking System");
launcher.gui_manager.addSystem(UpgradeCollisionSystem.system_id,"Upgrade Collision System");
launcher.gui_manager.addSystem(UpgradeSystem.system_id,"Upgrade System");
launcher.gui_manager.addSystem(ParticleSystem.system_id,"Particle System");
launcher.gui_manager.addSystem(AnimationSystem.system_id,"Animation System");
launcher.gui_manager.addSystem(DampingSystem.system_id,"Damping System");
launcher.gui_manager.addSystem(MoveToParentTargetSystem.system_id,"Move To Target System");
launcher.gui_manager.addSystem(ParentOwnerSystem.system_id,"Parent Owner System");
launcher.gui_manager.addSystem(ShipWeaponSystem.system_id,"Ship Weapon System");
launcher.gui_manager.addSystem(ParticleEmittingSystem.system_id,"Particle Emitting System");
launcher.gui_manager.addSystem(RotateToTargetSystem.system_id,"Rotate To Target System");
launcher.gui_manager.addSystem(ShipTargetSystem.system_id,"Ship Target System");
launcher.gui_manager.addSystem(PartsDestroySystem.system_id,"Parts Destroy System");
launcher.gui_manager.addSystem(ChildDestroySystem.system_id,"Child Destroy System");
launcher.gui_manager.addSystem(ShootWaveSystem.system_id,"Shoot Wave System");
//launcher.gui_manager.addSystem(SpawnUponDeathSystem.system_id,"Child Destroy System");
//launcher.manager.getSystem(CleanSystem.system_id).disable();
{
space_invaders.ship_tmpl = launcher.manager.allocateTemplate(
[CVelocity.component_id, CHitMark.component_id, CHitPoints.component_id,
CLocation.component_id, CTexture.component_id, CInput.component_id,
CShip.component_id, CScale.component_id, CColliderScale.component_id,
CShootDirection.component_id, CShootGrid.component_id, CGuild.component_id,
CDamping.component_id, CChildren.component_id, CInit.component_id].staticArray
);
space_invaders.ship_tmpl.getComponent!CTexture().coords = vec4(0,80,48,32)*px;
space_invaders.ship_tmpl.getComponent!CScale().value = vec2(48,32);
space_invaders.ship_tmpl.getComponent!CHitPoints().value = 1000;
space_invaders.ship_tmpl.getComponent!CDamping().value = 7;
space_invaders.ship_tmpl.getComponent!CInit().type = CInit.Type.space_ship;
space_invaders.ship_tmpl.getComponent!CColliderScale().value = vec2(26,24);
launcher.manager.addEntity(space_invaders.ship_tmpl,[CLocation(vec2(64,64)).ref_].staticArray);
}
{
ushort[6] components = [CLocation.component_id, CTexture.component_id, CVelocity.component_id, CScale.component_id, CBullet.component_id, CGuild.component_id];
space_invaders.laser_tmpl = launcher.manager.allocateTemplate(components);
space_invaders.laser_tmpl.getComponent!CTexture().coords = vec4(0,24,2,8)*px;
space_invaders.laser_tmpl.getComponent!CScale().value = vec2(2,8);
space_invaders.laser_tmpl.getComponent!CVelocity().value = vec2(0,1);
}
EntityTemplate* enemy_tmpl;
EntityTemplate* grouped_tmpl;
EntityTemplate* tower_tmpl;
EntityTemplate* boss_tmpl;
//EntityTemplate* tower_weapon_tmpl;
EntityID enemy_id;
EntityID grouped_id;
{
boss_tmpl = launcher.manager.allocateTemplate(
[CHitMark.component_id, CParts.component_id, CLocation.component_id,
CTexture.component_id, CScale.component_id, CEnemy.component_id,
CBoss.component_id, CGuild.component_id, CInit.component_id,
CChildren.component_id, CSideMove.component_id, CVelocity.component_id,
CDepth.component_id].staticArray
);
//CTexture* tex_comp = boss_tmpl.getComponent!CTexture;
//tex_comp.tex = space_invaders.texture;//ship_tex;
//tex_comp.coords = vec4(128*px,0*px,96*px,48*px);
//CLocation* loc_comp = boss_tmpl.getComponent!CLocation;
//loc_comp.value = vec2(64,space_invaders.map_size.y - 16);
boss_tmpl.getComponent!CTexture().coords = vec4(128,0,96,48)*px;
boss_tmpl.getComponent!CGuild().guild = 1;
boss_tmpl.getComponent!CInit().type = CInit.Type.boss;
boss_tmpl.getComponent!CScale().value = vec2(96,48);
boss_tmpl.getComponent!CDepth().depth = -1;
boss_tmpl.getComponent!CParts().count = 4;
boss_tmpl.getComponent!CVelocity().value = vec2(0.05,0);
}
{
tower_tmpl = launcher.manager.allocateTemplate(
[CHitMark.component_id, CHitPoints.component_id, CLocation.component_id,
CTexture.component_id, CScale.component_id, CEnemy.component_id,
CShootGrid.component_id, CGuild.component_id, CInit.component_id,
CChildren.component_id].staticArray
);
tower_tmpl.getComponent!CTexture().coords = vec4(96,96,16,16)*px;
tower_tmpl.getComponent!CGuild().guild = 1;
tower_tmpl.getComponent!CInit().type = CInit.Type.tower;
tower_tmpl.getComponent!CHitPoints().value = 10;
}
{
space_invaders.enemy_tmpl = launcher.manager.allocateTemplate(
[CWeaponLocation.component_id, CHitMark.component_id, CHitPoints.component_id,
CVelocity.component_id, CAutoShoot.component_id, CLocation.component_id,
CTexture.component_id, CScale.component_id, CWeapon.component_id,
CEnemy.component_id, CShootDirection.component_id, CShootGrid.component_id,
CGuild.component_id].staticArray
);
space_invaders.enemy_tmpl.getComponent!CTexture().coords = vec4(32,32,16,16)*px;
space_invaders.enemy_tmpl.getComponent!CShootDirection().direction = Direction.down;
space_invaders.enemy_tmpl.getComponent!CVelocity().value = vec2(0.1,0);
space_invaders.enemy_tmpl.getComponent!CGuild().guild = 1;
space_invaders.enemy_tmpl.getComponent!CWeaponLocation().rel_pos = vec2(0,-15);
Entity* current_entity;
current_entity = launcher.manager.addEntity(space_invaders.enemy_tmpl,[CLocation(vec2(32,space_invaders.map_size.y - 16)).ref_].staticArray);
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,[CLocation(vec2(128,space_invaders.map_size.y - 16)).ref_].staticArray);
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,[CLocation(vec2(256,space_invaders.map_size.y - 16)).ref_].staticArray);
//loc_comp.value = vec2(0,space_invaders.map_size.y - 16);
current_entity = launcher.manager.addEntity(space_invaders.enemy_tmpl,[CLocation(vec2(0,space_invaders.map_size.y - 16)).ref_].staticArray);
launcher.manager.addComponents(current_entity.id,CSideMove(0));
grouped_id = current_entity.id;
//grouped_tmpl = launcher.manager.allocateTemplate(current_entity.id);
}
EntityTemplate* upgrade_tmpl;
{
upgrade_tmpl = launcher.manager.allocateTemplate([CVelocity.component_id, CLocation.component_id, CTexture.component_id, CScale.component_id, CUpgrade.component_id, CAnimationLooped.component_id, CAnimation.component_id].staticArray);
upgrade_tmpl.getComponent!CTexture().coords = vec4(0,32,16,16)*px;
upgrade_tmpl.getComponent!CVelocity().value = vec2(0,-0.1);
*upgrade_tmpl.getComponent!CAnimation = CAnimation(HitPointsSystem.upgrade_laser_frames, 0, 0.75);
}
launcher.manager.commit();
enemy_tmpl = launcher.manager.allocateTemplate(enemy_id);
grouped_tmpl = launcher.manager.allocateTemplate(grouped_id);
space_invaders.bullet_tmpl[0] = launcher.manager.allocateTemplate(
[CLocation.component_id, CTexture.component_id, CVelocity.component_id,
CScale.component_id, CBullet.component_id, CGuild.component_id].staticArray
);
space_invaders.bullet_tmpl[0].getComponent!CTexture().coords = vec4(0,24,2,8)*px;
space_invaders.bullet_tmpl[0].getComponent!CScale().value = vec2(2,8);
space_invaders.bullet_tmpl[1] = launcher.manager.allocateTemplate(space_invaders.bullet_tmpl[0]);
space_invaders.bullet_tmpl[2] = launcher.manager.allocateTemplate(space_invaders.bullet_tmpl[0]);
space_invaders.bullet_tmpl[2].getComponent!CTexture().coords = vec4(64,32,8,16)*px;
space_invaders.bullet_tmpl[2].getComponent!CScale().value = vec2(8,16);
space_invaders.bullet_tmpl[3] = launcher.manager.allocateTemplate(space_invaders.bullet_tmpl[0]);
space_invaders.bullet_tmpl[3].getComponent!CTexture().coords = vec4(56,32,2,2)*px;
space_invaders.bullet_tmpl[3].getComponent!CScale().value = vec2(2,2);
// bullet_tmpl[3].getComponent!CTexture().coords = vec4(48,32,8,8)*px;
// bullet_tmpl[3].getComponent!CScale().value = vec2(8,8);
space_invaders.bullet_tmpl[4] = launcher.manager.allocateTemplate(space_invaders.bullet_tmpl[0]);
launcher.gui_manager.addTemplate(enemy_tmpl,"Enemy");
launcher.gui_manager.addTemplate(grouped_tmpl,"Grouped enemy");
launcher.gui_manager.addTemplate(launcher.manager.allocateTemplate(space_invaders.ship_tmpl),"Ship");
launcher.gui_manager.addTemplate(launcher.manager.allocateTemplate(space_invaders.laser_tmpl),"Laser");
launcher.gui_manager.addTemplate(upgrade_tmpl,"Upgrade");
launcher.gui_manager.addTemplate(tower_tmpl,"Tower");
launcher.gui_manager.addTemplate(boss_tmpl,"Boss");
launcher.gui_manager.addTemplate(launcher.manager.allocateTemplate(space_invaders.bullet_tmpl[3]),"Cannon bullet");
//launcher.gui_manager.addTemplate(launcher.manager.allocateTemplate(space_invaders.bullet_tmpl[4]),"Laser");
//launcher.gui_manager.addTemplate(launcher.manager.allocateTemplate(space_invaders.bullet_tmpl[5]),"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.getSystem(ShootGridCleaner.system_id).disable();*/
//launcher.manager.freeTemplate(space_invaders.enemy_tmpl);
Mallocator.dispose(space_invaders);
space_invaders = null;
}
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;
if(position.y < 16)position.y = 16;
else if(position.y > 299)position.y = 299;
*location = position;
}
CWeapon* laser_weapon = tmpl.getComponent!CWeapon;
if(laser_weapon)
{
laser_weapon.shoot_time = randomf * CWeapon.levels[laser_weapon.level - 1].reload_time;
}
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;
}