Pong/Levels/Game.cpp

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#include "Game.h"
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#include <lwe/GameLoop.h>
#include <lwe/RenderWindow.h>
#include <lwe/systems/AudioSystem.h>
#include <lwe/systems/RigidBodySystem.h>
#include <lwe/systems/Portrait2DSystem.h>
#include <lwe/systems/GuiSystem.h>
#include <lwe/coms/AudioSource.h>
#include <lwe/coms/AABB2D.h>
#include <lwe/coms/Circle.h>
#include <lwe/coms/Portrait2D.h>
#include <lwe/gpu/GpuFontAtlas.h>
#include <lwe/gui/LabelGui.h>
#include <ehs/io/audio/Audio.h>
#include <ehs/io/hid/Input.h>
#include <ehs/io/hid/Keyboard.h>
#include <ehs/HRNG.h>
#include <ehs/system/CPU.h>
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const float Game::paddleSpeed = 400.0f;
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const float Game::ballSpeed = 5000.0f;
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Game::~Game()
{
}
Game::Game()
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: Level("Game"), plyScore(0), aiScore(0), started(false)
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{
}
Game::Game(const Game& lvl)
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: Level(lvl), plyScore(lvl.plyScore), aiScore(lvl.aiScore), started(lvl.started)
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{
}
Game& Game::operator=(const Game& lvl)
{
if (this == &lvl)
return *this;
Level::operator=(lvl);
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plyScore = lvl.plyScore;
aiScore = lvl.aiScore;
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started = lvl.started;
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return *this;
}
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void Game::SetupResources(lwe::GpuInterface *inf)
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{
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Level::SetupResources(inf);
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// Setup Resource Code Here
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AddResource(new lwe::GpuMesh(inf, ehs::portraitGui));
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AddResource(new ehs::Audio("resources/audio/Wall.wav", ehs::DataType::FLOAT));
AddResource(new ehs::Audio("resources/audio/Paddle.wav", ehs::DataType::FLOAT));
AddResource(new ehs::Audio("resources/audio/Score.wav", ehs::DataType::FLOAT));
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constexpr ehs::UInt_8 circleData[] = {255, 255, 255, 255};
lwe::GpuImg* circle = new lwe::GpuImg("Circle", inf, 1, 4, {1, 1}, (ehs::Byte*)circleData, lwe::GpuImgAspect::IMG_ASPECT_COLOR);
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AddResource(circle);
}
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void Game::Setup(lwe::GpuInterface *inf)
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{
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Level::Setup(inf);
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// Setup Code Here
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lwe::GameLoop* gl = GetParent();
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lwe::RenderWindow* win = gl->GetWindow();
// Adding Systems Here
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//AddSystem(new lwe::AudioSystem());
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AddSystem(new lwe::Portrait2DSystem());
AddSystem(new lwe::RigidBodySystem());
lwe::GuiSystem* gui = new lwe::GuiSystem();
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gui->AddResource(new lwe::GpuFontAtlas("resources/fonts/Arial_48.ehf", win->GetInterface()));
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AddSystem(gui);
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ehs::Vec2_f scale = win->GetSwapChain()->GetScale();
ehs::Vec2_f center = win->GetSwapChain()->GetScale() / 2;
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// Score Gui
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lwe::LabelGui* plyScore = new lwe::LabelGui("PlyScore", "Arial_48", "0");
plyScore->SetPosition({20.0f, 20.0f, 0.0f});
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gui->AddGui(plyScore);
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lwe::LabelGui* aiScore = new lwe::LabelGui("AiScore", "Arial_48", "0");
aiScore->SetPosition({scale.x - 68.0f, 20.0f, 0.0f});
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gui->AddGui(aiScore);
// Bounds Entity
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lwe::Entity bounds("Bounds");
bounds.SetScale({win->GetSwapChain()->GetScale(), 1.0f});
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lwe::AABB2D* collider = new lwe::AABB2D("BoundsCollider", 0.0f, 0.0f);
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collider->SetInverted(true);
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collider->SetStatic(true);
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bounds.AddComponent(collider);
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AddEntity(bounds);
// Field Separator Entity
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lwe::Entity fieldSep("FieldSeparator");
fieldSep.SetScale({10.0f, scale.y, 1.0f});
fieldSep.SetPos({center.x - 5.0f, 0.0f, 0.0f});
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lwe::Portrait2D* fieldSepImg = new lwe::Portrait2D("PaddleImg", "Circle");
fieldSepImg->SetColor({0.75f});
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fieldSep.AddComponent(fieldSepImg);
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AddEntity(fieldSep);
// Paddle Entity Template
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lwe::Entity paddle("Paddle");
paddle.SetScale({20.0f, 200.0f, 1.0f});
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lwe::AABB2D* paddleCollider = new lwe::AABB2D("PaddleCollider", 0.0f, 0.0f);
paddleCollider->SetStatic(true);
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paddle.AddComponent(paddleCollider);
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lwe::Portrait2D* paddleImg = new lwe::Portrait2D("PaddleImg", "Circle");
paddleImg->SetColor({0.75f});
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paddle.AddComponent(paddleImg);
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AddTemplate(paddle);
// Player's Paddle
lwe::Entity* plyPaddle = CreateEntity("Paddle", "PlyPaddle");
plyPaddle->SetPos({50.0f, center.y - 100.0f, 0.0f});
// Player's Paddle
lwe::Entity* aiPaddle = CreateEntity("Paddle", "AiPaddle");
aiPaddle->SetPos({scale.x - 50.0f, center.y - 100.0f, 0.0f});
// Ball Entity
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lwe::Entity ball("Ball");
ball.SetScale({20.0f, 20.0f, 1.0f});
ball.SetPos({center.x - 10.0f, center.y - 10.0f, 0.0f});
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lwe::AABB2D* ballCollider = new lwe::AABB2D("BallCollider", 0.5f, 1.1f);
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ballCollider->SetCollidedCb([](lwe::RigidBody* a, lwe::RigidBody* b)
{
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lwe::Entity* aOwner = (lwe::Entity*)a->GetEntity();
lwe::Entity* bOwner = (lwe::Entity*)b->GetEntity();
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static ehs::UInt_64 id = 0;
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if (bOwner->GetId() == "Bounds")
{
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lwe::AudioSource* audio = new lwe::AudioSource("Audio_" + ehs::Str_8::FromNum(id++),"Wall");
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audio->EnableAutoDelete(true);
audio->EnableLoop(false);
audio->Play();
aOwner->AddComponent(audio);
}
else
{
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lwe::AudioSource* audio = new lwe::AudioSource("Audio_" + ehs::Str_8::FromNum(id++),"Paddle");
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audio->EnableAutoDelete(true);
audio->EnableLoop(false);
audio->Play();
aOwner->AddComponent(audio);
}
});
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ball.AddComponent(ballCollider);
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lwe::Portrait2D* ballImg = new lwe::Portrait2D("BallImg", "Circle");
ballImg->SetColor({1.0f, 0.0f, 0.0f});
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ball.AddComponent(ballImg);
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AddEntity(ball);
}
void Game::PostInitialize(lwe::GpuCmdBuffer* cmdBuffer)
{
Level::PostInitialize(cmdBuffer);
// Post Initialization Code Here
}
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void Game::OnUpdate(lwe::RenderWindow* win, ehs::Input* input, const float delta)
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{
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Level::OnUpdate(win, input, delta);
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// Update Code Here
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const ehs::InputHandler* ih = win->GetInputHandler();
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const ehs::Keyboard* keyboard = (ehs::Keyboard*)ih->GetDeviceByType(EHS_HID_KEYBOARD);
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if (!keyboard)
return;
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lwe::Entity* bounds = GetEntity("Bounds");
lwe::Entity* ball = GetEntity("Ball");
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ehs::Vec3_f ballPos = ball->GetPos();
ehs::Vec3_f ballScale = ball->GetScale();
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if (ballPos.x <= bounds->GetPos().x + 10.0f)
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{
aiScore++;
lwe::GuiSystem* gui = (lwe::GuiSystem*)GetSystem("GuiSystem");
lwe::LabelGui* aiScoreLabel = (lwe::LabelGui*)gui->GetGui("AiScore");
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aiScoreLabel->SetText(ehs::Str_8::FromNum(aiScore));
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ResetGame(bounds, ball);
}
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else if (ballPos.x + ballScale.x >= bounds->GetScale().x - 10.0f)
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{
plyScore++;
lwe::GuiSystem* gui = (lwe::GuiSystem*)GetSystem("GuiSystem");
lwe::LabelGui* plyScoreLabel = (lwe::LabelGui*)gui->GetGui("PlyScore");
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plyScoreLabel->SetText(ehs::Str_8::FromNum(plyScore));
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ResetGame(bounds, ball);
}
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lwe::Entity* plyPaddle = GetEntity("PlyPaddle");
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if (!started && keyboard->IsTouched(ehs::Keyboard::Space))
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{
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if (!ehs::CPU::HasRDRND())
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return;
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lwe::AABB2D* ballCollider = (lwe::AABB2D*)ball->GetComponent("AABB2D");
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if (const ehs::UInt_8 result = ehs::HRNG::Generate_s8(0, 4); result == 0)
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ballCollider->ApplyForce({ballSpeed, ballSpeed, 0.0f});
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else if (result == 1)
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ballCollider->ApplyForce({-ballSpeed, ballSpeed, 0.0f});
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else if (result == 2)
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ballCollider->ApplyForce({ballSpeed, -ballSpeed, 0.0f});
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else if (result == 3)
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ballCollider->ApplyForce({-ballSpeed, -ballSpeed, 0.0f});
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started = true;
}
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if (keyboard->IsDown(ehs::Keyboard::W))
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{
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ehs::Vec3_f newPos = plyPaddle->GetPos() - ehs::Vec3_f(0.0f, paddleSpeed, 0.0f) * delta;
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if (newPos.y <= bounds->GetPos().y)
newPos.y = bounds->GetPos().y;
plyPaddle->SetPos(newPos);
}
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if (keyboard->IsDown(ehs::Keyboard::S))
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{
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ehs::Vec3_f newPos = plyPaddle->GetPos() + ehs::Vec3_f(0.0f, paddleSpeed, 0.0f) * delta;
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if (newPos.y + plyPaddle->GetScale().y >= bounds->GetScale().y)
newPos.y = bounds->GetScale().y - plyPaddle->GetScale().y;
plyPaddle->SetPos(newPos);
}
lwe::Entity* aiPaddle = GetEntity("AiPaddle");
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ehs::Vec3_f aiPaddlePos = aiPaddle->GetPos();
ehs::Vec3_f aiPaddleScale = aiPaddle->GetScale();
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if (aiPaddlePos.y + aiPaddleScale.y / 2.0f < ballPos.y + ballScale.y / 2.0f)
{
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aiPaddlePos = aiPaddlePos + ehs::Vec3_f(0.0f, paddleSpeed * 2.0f, 0.0f) * delta;
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if (aiPaddlePos.y + aiPaddleScale.y / 2.0f > ballPos.y + ballScale.y / 2.0f)
aiPaddlePos.y = ballPos.y + ballScale.y / 2.0f - aiPaddleScale.y / 2.0f;
if (aiPaddlePos.y + aiPaddleScale.y >= bounds->GetScale().y)
aiPaddlePos.y = bounds->GetScale().y - aiPaddleScale.y;
aiPaddle->SetPos(aiPaddlePos);
}
else
{
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aiPaddlePos = aiPaddlePos - ehs::Vec3_f(0.0f, paddleSpeed * 2.0f, 0.0f) * delta;
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if (aiPaddlePos.y + aiPaddleScale.y / 2.0f < ballPos.y + ballScale.y / 2.0f)
aiPaddlePos.y = ballPos.y + ballScale.y / 2.0f - aiPaddleScale.y / 2.0f;
if (aiPaddlePos.y <= bounds->GetPos().y)
aiPaddlePos.y = bounds->GetPos().y;
aiPaddle->SetPos(aiPaddlePos);
}
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}
void Game::PreRender(lwe::GpuCmdBuffer* cmdBuffer)
{
Level::PreRender(cmdBuffer);
// Pre-Render Code Here
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}
void Game::ResetGame(const lwe::Entity* bounds, lwe::Entity* ball)
{
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lwe::AudioSource* audio = new lwe::AudioSource("Score", "Score");
audio->EnableAutoDelete(true);
audio->EnableLoop(false);
audio->Play();
ball->AddComponent(audio);
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ball->SetPos(bounds->GetScale() / 2.0f - ball->GetScale() / 2.0f);
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lwe::AABB2D* ballCollider = (lwe::AABB2D*)ball->GetComponent("AABB2D");
ballCollider->ResetVelocity();
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started = false;
}