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Copy pathtiny_adventure_reference.cpp
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159 lines (139 loc) · 5.99 KB
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// A complete headless-capable reference game built only from vix/game
// primitives. Gameplay-specific types deliberately live in this example.
#include <iostream>
#include <memory>
#include <vix/game/App.hpp>
#include <vix/game/AppConfig.hpp>
#include <vix/game/Color.hpp>
#include <vix/game/Event.hpp>
#include <vix/game/InputKey.hpp>
#include <vix/game/Registry.hpp>
#include <vix/game/Scene.hpp>
#include <vix/game/Sprite.hpp>
#include <vix/game/System.hpp>
#include <vix/game/Transform2D.hpp>
#include <vix/game/Vec2.hpp>
namespace
{
struct Player { float speed{180.0F}; };
struct Coin { bool collected{false}; };
class MovementSystem final : public vix::game::System
{
public:
explicit MovementSystem(vix::game::InputSystem &input) : input_(input) {}
void on_update(const vix::game::Frame &frame) override
{
const float seconds = static_cast<float>(frame.delta_ms()) / 1000.0F;
registry().view<Player, vix::game::Transform2D>().each(
[&](vix::game::Entity, Player &player, vix::game::Transform2D &transform)
{
if (input_.action_down("move_left")) transform.position.x -= player.speed * seconds;
if (input_.action_down("move_right")) transform.position.x += player.speed * seconds;
if (input_.action_down("move_up")) transform.position.y -= player.speed * seconds;
if (input_.action_down("move_down")) transform.position.y += player.speed * seconds;
});
}
private:
vix::game::InputSystem &input_;
};
class SpriteRenderSystem final : public vix::game::System
{
public:
explicit SpriteRenderSystem(vix::game::Renderer2D &renderer) : renderer_(renderer) {}
void on_update(const vix::game::Frame &) override
{
renderer_.clear(vix::game::Color{0.05F, 0.06F, 0.09F, 1.0F});
registry().view<vix::game::Transform2D, vix::game::Sprite>().each(
[&](vix::game::Entity, vix::game::Transform2D &transform, vix::game::Sprite &sprite)
{
renderer_.draw_sprite(transform, sprite);
});
}
private:
vix::game::Renderer2D &renderer_;
};
class TinyAdventureReferenceScene final : public vix::game::Scene
{
public:
[[nodiscard]] vix::game::GameBoolResult on_load() override
{
auto player_asset = assets().load_or_get("player.jpg");
auto coin_asset = assets().load_or_get("coin.jpeg");
if (!player_asset) return player_asset.error();
if (!coin_asset) return coin_asset.error();
auto *player_image = assets().get(player_asset.value());
auto *coin_image = assets().get(coin_asset.value());
if (!player_image || !coin_image)
{
return vix::game::make_game_error(vix::game::GameErrorCode::AssetNotFound,
"reference game asset disappeared");
}
if (auto uploaded = renderer().upload_texture(*player_image); !uploaded) return uploaded.error();
if (auto uploaded = renderer().upload_texture(*coin_image); !uploaded) return uploaded.error();
(void)input().bind_key("move_left", vix::game::InputKey::A);
(void)input().add_key("move_left", vix::game::InputKey::ArrowLeft);
(void)input().bind_key("move_right", vix::game::InputKey::D);
(void)input().add_key("move_right", vix::game::InputKey::ArrowRight);
(void)input().bind_key("move_up", vix::game::InputKey::W);
(void)input().add_key("move_up", vix::game::InputKey::ArrowUp);
(void)input().bind_key("move_down", vix::game::InputKey::S);
(void)input().add_key("move_down", vix::game::InputKey::ArrowDown);
(void)input().bind_key("quit", vix::game::InputKey::Escape);
const auto player = registry().create_entity("player");
(void)registry().emplace_component<Player>(player.id());
(void)registry().emplace_component<vix::game::Transform2D>(player.id(),
vix::game::Transform2D::at(vix::game::Vec2{80.0F, 120.0F}));
auto player_sprite = registry().emplace_component<vix::game::Sprite>(player.id(),
vix::game::Sprite::from_asset(player_asset.value()));
if (player_sprite) player_sprite.value()->set_size(vix::game::Vec2{96.0F, 96.0F});
const auto coin = registry().create_entity("coin");
(void)registry().emplace_component<Coin>(coin.id());
(void)registry().emplace_component<vix::game::Transform2D>(coin.id(),
vix::game::Transform2D::at(vix::game::Vec2{360.0F, 120.0F}));
auto coin_sprite = registry().emplace_component<vix::game::Sprite>(coin.id(),
vix::game::Sprite::from_asset(coin_asset.value()));
if (coin_sprite) coin_sprite.value()->set_size(vix::game::Vec2{64.0F, 64.0F});
if (auto added = registry().create_system<MovementSystem>(input()); !added) return added.error();
if (auto added = registry().create_system<SpriteRenderSystem>(renderer2d()); !added) return added.error();
(void)events().dispatch(vix::game::Event::custom("tiny_adventure_started")
.set_source("tiny_adventure_reference"));
return vix::game::Scene::on_load();
}
void on_update(const vix::game::Frame &frame) override
{
if (input().action_pressed("quit") || frame.index >= 2)
{
app().stop();
}
}
};
}
int main()
{
auto config = vix::game::AppConfig::defaults();
config.headless = true;
config.asset_root = "assets";
vix::game::App app(config);
if (auto initialized = app.init(); !initialized)
{
std::cerr << "game initialization failed: " << initialized.error().message() << '\n';
return 1;
}
if (auto scene = app.scenes().create<TinyAdventureReferenceScene>("main"); !scene)
{
std::cerr << "scene creation failed: " << scene.error().message() << '\n';
return 1;
}
if (auto active = app.scenes().set_active("main"); !active)
{
std::cerr << "scene activation failed: " << active.error().message() << '\n';
return 1;
}
auto result = app.run();
if (!result)
{
std::cerr << "game run failed: " << result.error().message() << '\n';
return 1;
}
return 0;
}