Pong/Levels/Game.cpp

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2023-11-11 18:56:55 -08:00
#include "Game.h"
#include "LWE/IO/FontAtlas.h"
#include <LWE/GameLoop.h>
#include <LWE/IO/RenderWindow.h>
#include <LWE/Systems/RigidBodySystem.h>
#include <LWE/Systems/Portrait2DSystem.h>
#include <LWE/Systems/GuiSystem.h>
#include <LWE/Components/AABB2D.h>
#include <LWE/Components/Circle.h>
#include <LWE/Components/Portrait2D.h>
#include <LWE/Gui/LabelGui.h>
#include <LWE/IO/HID/Input.h>
#include <LWE/IO/HID/GenericInputHandler.h>
#include <LWE/IO/HID/Keyboard.h>
Game::~Game()
{
}
Game::Game()
: Level("Game")
{
}
Game::Game(const Game& lvl)
: Level(lvl)
{
}
Game& Game::operator=(const Game& lvl)
{
if (this == &lvl)
return *this;
Level::operator=(lvl);
return *this;
}
void Game::SetupResources()
{
Level::SetupResources();
// Setup Resource Code Here
AddResource(new lwe::Mesh("PortraitGui", lwe::portraitGuiVerts, lwe::portraitGuiIndices));
constexpr lwe::UInt_8 circleData[] = {255, 255, 255, 255};
lwe::Img* circle = new lwe::Img("Circle", 8, 4, 1, 1, (lwe::Byte*)circleData, lwe::ImgAspect::IMG_ASPECT_COLOR);
AddResource(circle);
}
void Game::Setup()
{
Level::Setup();
// Setup Code Here
lwe::GameLoop* gl = (lwe::GameLoop*)GetParent("GameLoop");
lwe::RenderWindow* win = gl->GetWindow();
// Adding Systems Here
AddSystem(new lwe::Portrait2DSystem());
AddSystem(new lwe::RigidBodySystem());
lwe::GuiSystem* gui = new lwe::GuiSystem();
gui->AddResource(new lwe::FontAtlas("Resources/Fonts/Hack-Regular_48.ehf"));
AddSystem(gui);
lwe::Vec2_f scale = win->GetSwapChain()->GetScale();
lwe::Vec2_f center = win->GetSwapChain()->GetScale() / 2;
// Score Gui
lwe::LabelGui* plyScore = new lwe::LabelGui("PlyScore", "Hack-Regular_48", "0");
plyScore->SetPosition({20.0f, 20.0f});
gui->AddGui(plyScore);
lwe::LabelGui* aiScore = new lwe::LabelGui("AiScore", "Hack-Regular_48", "0");
aiScore->SetPosition({scale.x - 68.0f, 20.0f});
gui->AddGui(aiScore);
// Bounds Entity
lwe::Entity* bounds = new lwe::Entity("Bounds");
bounds->SetScale({win->GetSwapChain()->GetScale(), 1.0f});
lwe::AABB2D* collider = new lwe::AABB2D();
bounds->AddComponent(collider);
AddEntity(bounds);
// Field Separator Entity
lwe::Entity* fieldSep = new lwe::Entity("FieldSeparator");
fieldSep->SetScale({10.0f, scale.y, 1.0f});
fieldSep->SetPos({center.x - 5.0f, 0.0f, 0.0f});
lwe::Portrait2D* fieldSepImg = new lwe::Portrait2D("PaddleImg", "Circle");
fieldSepImg->SetColor({0.75f});
fieldSep->AddComponent(fieldSepImg);
AddEntity(fieldSep);
// Paddle Entity Template
lwe::Entity* paddle = new lwe::Entity("Paddle");
paddle->SetScale({20.0f, 200.0f, 1.0f});
lwe::Portrait2D* paddleImg = new lwe::Portrait2D("PaddleImg", "Circle");
paddleImg->SetColor({0.75f});
paddle->AddComponent(paddleImg);
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
lwe::Entity* ball = new lwe::Entity("Ball");
ball->SetScale({20.0f, 20.0f, 1.0f});
ball->SetPos({center.x - 10.0f, center.y - 10.0f, 0.0f});
lwe::Circle* ballCollider = new lwe::Circle("BallCollider", 50.0f);
ball->AddComponent(ballCollider);
lwe::Portrait2D* ballImg = new lwe::Portrait2D("BallImg", "Circle");
ballImg->SetColor({1.0f, 0.0f, 0.0f});
ball->AddComponent(ballImg);
AddEntity(ball);
}
void Game::PostInitialize(lwe::GpuCmdBuffer* cmdBuffer)
{
Level::PostInitialize(cmdBuffer);
// Post Initialization Code Here
}
void Game::OnUpdate(lwe::Input* input, const float delta)
{
Level::OnUpdate(input, delta);
// Update Code Here
const lwe::GenericInputHandler* handler = (lwe::GenericInputHandler*)input->GetHandler("GenericInputHandler");
const lwe::Keyboard* keyboard = handler->GetPrimaryKeyboard();
lwe::Entity* plyPaddle = GetEntity("PlyPaddle");
if (keyboard->IsDown(lwe::Keyboard::W))
plyPaddle->SetPos(plyPaddle->GetPos() - lwe::Vec3_f(0.0f, 400.0f, 0.0f) * delta);
if (keyboard->IsDown(lwe::Keyboard::S))
plyPaddle->SetPos(plyPaddle->GetPos() + lwe::Vec3_f(0.0f, 400.0f, 0.0f) * delta);
}
void Game::PreRender(lwe::GpuCmdBuffer* cmdBuffer)
{
Level::PreRender(cmdBuffer);
// Pre-Render Code Here
}