2021-01-03 05:51:50 +08:00
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#include "game.h"
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#include "content.h"
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2021-01-03 08:20:01 +08:00
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#include "masks.h"
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#include "components/collider.h"
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#include "factory.h"
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2021-01-03 05:51:50 +08:00
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using namespace TL;
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void Game::startup()
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{
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// load our content
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Content::load();
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// framebuffer for the game
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buffer = FrameBuffer::create(320, 180);
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// set batcher to use Nearest Filter
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batch.default_sampler = TextureSampler(TextureFilter::Nearest);
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m_draw_colliders = true;
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load_map();
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}
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void Game::load_map()
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{
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world.clear();
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// add a test player
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Factory::player(&world, Point(50, 50));
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auto floor = world.add_entity(Point(0, 100));
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auto c2 = floor->add(Collider::make_rect(RectI(0, 0, 320, 16)));
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c2->mask = Mask::solid;
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}
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void Game::shutdown()
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{
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}
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void Game::update()
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{
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if (Input::pressed(Key::F1))
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m_draw_colliders = !m_draw_colliders;
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if (Input::pressed(Key::F2))
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load_map();
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world.update();
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}
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void Game::render()
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{
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// draw gameplay stuff
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{
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buffer->clear(0x4488aa);
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world.render(batch);
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if (m_draw_colliders)
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{
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auto collider = world.first<Collider>();
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while (collider)
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{
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collider->render(batch);
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collider = (Collider*)collider->next();
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}
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}
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batch.render(buffer);
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batch.clear();
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}
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// draw buffer to the screen
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{
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float scale = Calc::min(
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App::backbuffer->width() / (float)buffer->width(),
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App::backbuffer->height() / (float)buffer->height());
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Vec2 screen_center = Vec2(App::backbuffer->width(), App::backbuffer->height()) / 2;
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Vec2 buffer_center = Vec2(buffer->width(), buffer->height()) / 2;
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App::backbuffer->clear(Color::black);
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batch.push_matrix(Mat3x2::create_transform(screen_center, buffer_center, Vec2::one * scale, 0));
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batch.tex(buffer->attachment(0), Vec2::zero, Color::white);
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batch.pop_matrix();
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batch.render(App::backbuffer);
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batch.clear();
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}
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}
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