#include "game.h" #include "content.h" #include "masks.h" #include "assets/tileset.h" #include "components/collider.h" #include "components/tilemap.h" #include "factory.h" using namespace TL; void Game::startup() { // load our content Content::load(); // framebuffer for the game buffer = FrameBuffer::create(width, height); // set batcher to use Nearest Filter batch.default_sampler = TextureSampler(TextureFilter::Nearest); m_draw_colliders = true; load_map(); } void Game::load_map() { world.clear(); // add a test player Factory::player(&world, Point(width / 2, height - 32)); // get the castle tileset for now auto castle = Content::find_tileset("castle"); // make the floor auto floor = world.add_entity(); auto tm = floor->add(Tilemap(8, 8, 40, 23)); tm->set_cells(0, 20, 40, 3, &castle->tiles[0]); tm->set_cells(0, 18, 10, 2, &castle->tiles[0]); auto c2 = floor->add(Collider::make_grid(8, 40, 23)); c2->set_cells(0, 20, 40, 3, true); c2->set_cells(0, 18, 10, 2, true); c2->mask = Mask::solid; } void Game::shutdown() { } void Game::update() { if (Input::pressed(Key::F1)) m_draw_colliders = !m_draw_colliders; if (Input::pressed(Key::F2)) load_map(); world.update(); } void Game::render() { // draw gameplay stuff { buffer->clear(0x4488aa); world.render(batch); if (m_draw_colliders) { auto collider = world.first(); while (collider) { collider->render(batch); collider = (Collider*)collider->next(); } } batch.tex(Content::atlas()); batch.render(buffer); batch.clear(); } // draw buffer to the screen { float scale = Calc::min( App::backbuffer->width() / (float)buffer->width(), App::backbuffer->height() / (float)buffer->height()); Vec2 screen_center = Vec2(App::backbuffer->width(), App::backbuffer->height()) / 2; Vec2 buffer_center = Vec2(buffer->width(), buffer->height()) / 2; App::backbuffer->clear(Color::black); batch.push_matrix(Mat3x2::create_transform(screen_center, buffer_center, Vec2::one * scale, 0)); batch.tex(buffer->attachment(0), Vec2::zero, Color::white); batch.pop_matrix(); batch.render(App::backbuffer); batch.clear(); } }