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This commit is contained in:
commit
a0b9102b93
32
.gitignore
vendored
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32
.gitignore
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# Prerequisites
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*.d
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# Compiled Object files
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*.slo
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*.lo
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*.o
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*.obj
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# Precompiled Headers
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*.gch
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*.pch
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# Compiled Dynamic libraries
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*.so
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*.dylib
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*.dll
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# Fortran module files
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*.mod
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*.smod
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# Compiled Static libraries
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*.lai
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*.la
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*.a
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*.lib
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# Executables
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*.exe
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*.out
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*.app
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5
.idea/.gitignore
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5
.idea/.gitignore
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# Default ignored files
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/shelf/
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/workspace.xml
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# Editor-based HTTP Client requests
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/httpRequests/
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2
.idea/Pong.iml
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2
.idea/Pong.iml
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<?xml version="1.0" encoding="UTF-8"?>
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<module classpath="CMake" type="CPP_MODULE" version="4" />
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6
.idea/editor.xml
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6
.idea/editor.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="BackendCodeEditorSettings">
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<option name="/Default/Housekeeping/GlobalSettingsUpgraded/IsUpgraded/@EntryValue" value="true" type="bool" />
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</component>
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</project>
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8
.idea/misc.xml
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8
.idea/misc.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="CMakeWorkspace" PROJECT_DIR="$PROJECT_DIR$" />
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<component name="DiscordProjectSettings">
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<option name="show" value="ASK" />
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<option name="description" value="" />
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</component>
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</project>
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8
.idea/modules.xml
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8
.idea/modules.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectModuleManager">
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<modules>
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<module fileurl="file://$PROJECT_DIR$/.idea/Pong.iml" filepath="$PROJECT_DIR$/.idea/Pong.iml" />
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</modules>
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</component>
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</project>
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6
.idea/vcs.xml
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6
.idea/vcs.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="$PROJECT_DIR$" vcs="Git" />
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</component>
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</project>
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46
CMakeLists.txt
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46
CMakeLists.txt
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cmake_minimum_required(VERSION 3.18.4)
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project(Pong C CXX)
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if (${CMAKE_HOST_SYSTEM_NAME} STREQUAL "Windows")
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set(IS_OS_WINDOWS TRUE)
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set(USER_HOME_DIRECTORY $ENV{USERPROFILE})
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message("Building for the Windows operating system.")
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elseif (${CMAKE_HOST_SYSTEM_NAME} STREQUAL "Linux")
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set(IS_OS_LINUX TRUE)
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set(USER_HOME_DIRECTORY $ENV{HOME})
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add_compile_options(-Wno-stringop-overflow)
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message("Building for the Linux operating system.")
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elseif (${CMAKE_HOST_SYSTEM_NAME} STREQUAL "Darwin")
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set(IS_OS_MAC TRUE)
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set(USER_HOME_DIRECTORY $ENV{HOME})
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message("Building for the Mac operating system.")
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endif ()
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if (${CMAKE_SYSTEM_PROCESSOR} STREQUAL "AMD64" OR ${CMAKE_SYSTEM_PROCESSOR} STREQUAL "x86_64")
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message("Building for AMD64 architecture.")
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set(IS_ARCH_AMD64 TRUE)
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elseif ("${CMAKE_SYSTEM_PROCESSOR}" STREQUAL "ARM64" OR "${CMAKE_SYSTEM_PROCESSOR}" STREQUAL "aarch64")
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message("Building for ARM64 architecture.")
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set(IS_ARCH_ARM64 TRUE)
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endif ()
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set(CMAKE_CXX_STANDARD 20)
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add_executable(Pong
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Levels/Game.h
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Levels/Game.cpp
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Main.cpp
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)
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if (IS_OS_WINDOWS)
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add_compile_definitions(VK_USE_PLATFORM_WIN32_KHR)
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elseif (IS_OS_LINUX)
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add_compile_definitions(VK_USE_PLATFORM_XCB_KHR)
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endif()
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target_link_directories(Pong PRIVATE "${USER_HOME_DIRECTORY}/Libraries/LWE/lib")
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target_include_directories(Pong PRIVATE "${USER_HOME_DIRECTORY}/Libraries/LWE/include")
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find_package(Vulkan REQUIRED)
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target_link_libraries(Pong PRIVATE Vulkan::Headers Vulkan::Vulkan xcb xcb-xfixes xcb-xinput wooting_analog_wrapper LWE z asound)
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168
Levels/Game.cpp
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168
Levels/Game.cpp
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#include "Game.h"
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#include "LWE/IO/FontAtlas.h"
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#include <LWE/GameLoop.h>
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#include <LWE/IO/RenderWindow.h>
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#include <LWE/Systems/RigidBodySystem.h>
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#include <LWE/Systems/Portrait2DSystem.h>
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#include <LWE/Systems/GuiSystem.h>
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#include <LWE/Components/AABB2D.h>
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#include <LWE/Components/Circle.h>
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#include <LWE/Components/Portrait2D.h>
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#include <LWE/Gui/LabelGui.h>
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#include <LWE/IO/HID/Input.h>
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#include <LWE/IO/HID/GenericInputHandler.h>
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#include <LWE/IO/HID/Keyboard.h>
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Game::~Game()
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{
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}
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Game::Game()
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: Level("Game")
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{
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}
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Game::Game(const Game& lvl)
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: Level(lvl)
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{
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}
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Game& Game::operator=(const Game& lvl)
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{
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if (this == &lvl)
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return *this;
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Level::operator=(lvl);
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return *this;
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}
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void Game::SetupResources()
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{
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Level::SetupResources();
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// Setup Resource Code Here
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AddResource(new lwe::Mesh("PortraitGui", lwe::portraitGuiVerts, lwe::portraitGuiIndices));
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constexpr lwe::UInt_8 circleData[] = {255, 255, 255, 255};
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lwe::Img* circle = new lwe::Img("Circle", 8, 4, 1, 1, (lwe::Byte*)circleData, lwe::ImgAspect::IMG_ASPECT_COLOR);
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AddResource(circle);
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}
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void Game::Setup()
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{
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Level::Setup();
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// Setup Code Here
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lwe::GameLoop* gl = (lwe::GameLoop*)GetParent("GameLoop");
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lwe::RenderWindow* win = gl->GetWindow();
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// Adding Systems Here
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AddSystem(new lwe::Portrait2DSystem());
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AddSystem(new lwe::RigidBodySystem());
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lwe::GuiSystem* gui = new lwe::GuiSystem();
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gui->AddResource(new lwe::FontAtlas("Resources/Fonts/Hack-Regular_48.ehf"));
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AddSystem(gui);
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lwe::Vec2_f scale = win->GetSwapChain()->GetScale();
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lwe::Vec2_f center = win->GetSwapChain()->GetScale() / 2;
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// Score Gui
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lwe::LabelGui* plyScore = new lwe::LabelGui("PlyScore", "Hack-Regular_48", "0");
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plyScore->SetPosition({20.0f, 20.0f});
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gui->AddGui(plyScore);
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lwe::LabelGui* aiScore = new lwe::LabelGui("AiScore", "Hack-Regular_48", "0");
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aiScore->SetPosition({scale.x - 68.0f, 20.0f});
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gui->AddGui(aiScore);
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// Bounds Entity
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lwe::Entity* bounds = new lwe::Entity("Bounds");
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bounds->SetScale({win->GetSwapChain()->GetScale(), 1.0f});
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lwe::AABB2D* collider = new lwe::AABB2D();
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bounds->AddComponent(collider);
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AddEntity(bounds);
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// Field Separator Entity
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lwe::Entity* fieldSep = new lwe::Entity("FieldSeparator");
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fieldSep->SetScale({10.0f, scale.y, 1.0f});
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fieldSep->SetPos({center.x - 5.0f, 0.0f, 0.0f});
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lwe::Portrait2D* fieldSepImg = new lwe::Portrait2D("PaddleImg", "Circle");
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fieldSepImg->SetColor({0.75f});
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fieldSep->AddComponent(fieldSepImg);
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AddEntity(fieldSep);
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// Paddle Entity Template
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lwe::Entity* paddle = new lwe::Entity("Paddle");
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paddle->SetScale({20.0f, 200.0f, 1.0f});
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lwe::Portrait2D* paddleImg = new lwe::Portrait2D("PaddleImg", "Circle");
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paddleImg->SetColor({0.75f});
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paddle->AddComponent(paddleImg);
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AddTemplate(paddle);
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// Player's Paddle
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lwe::Entity* plyPaddle = CreateEntity("Paddle", "PlyPaddle");
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plyPaddle->SetPos({50.0f, center.y - 100.0f, 0.0f});
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// Player's Paddle
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lwe::Entity* aiPaddle = CreateEntity("Paddle", "AiPaddle");
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aiPaddle->SetPos({scale.x - 50.0f, center.y - 100.0f, 0.0f});
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// Ball Entity
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lwe::Entity* ball = new lwe::Entity("Ball");
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ball->SetScale({20.0f, 20.0f, 1.0f});
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ball->SetPos({center.x - 10.0f, center.y - 10.0f, 0.0f});
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lwe::Circle* ballCollider = new lwe::Circle("BallCollider", 50.0f);
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ball->AddComponent(ballCollider);
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lwe::Portrait2D* ballImg = new lwe::Portrait2D("BallImg", "Circle");
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ballImg->SetColor({1.0f, 0.0f, 0.0f});
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ball->AddComponent(ballImg);
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AddEntity(ball);
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}
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void Game::PostInitialize(lwe::GpuCmdBuffer* cmdBuffer)
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{
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Level::PostInitialize(cmdBuffer);
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// Post Initialization Code Here
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}
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void Game::OnUpdate(lwe::Input* input, const float delta)
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{
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Level::OnUpdate(input, delta);
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// Update Code Here
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const lwe::GenericInputHandler* handler = (lwe::GenericInputHandler*)input->GetHandler("GenericInputHandler");
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const lwe::Keyboard* keyboard = handler->GetPrimaryKeyboard();
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lwe::Entity* plyPaddle = GetEntity("PlyPaddle");
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if (keyboard->IsDown(lwe::Keyboard::W))
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plyPaddle->SetPos(plyPaddle->GetPos() - lwe::Vec3_f(0.0f, 400.0f, 0.0f) * delta);
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if (keyboard->IsDown(lwe::Keyboard::S))
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plyPaddle->SetPos(plyPaddle->GetPos() + lwe::Vec3_f(0.0f, 400.0f, 0.0f) * delta);
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}
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void Game::PreRender(lwe::GpuCmdBuffer* cmdBuffer)
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{
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Level::PreRender(cmdBuffer);
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// Pre-Render Code Here
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}
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26
Levels/Game.h
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26
Levels/Game.h
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#pragma once
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#include <LWE/LWE.h>
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#include <LWE/Level.h>
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class Game : public lwe::Level
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{
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public:
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~Game() override;
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Game();
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Game(const Game& lvl);
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Game& operator=(const Game& lvl);
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void SetupResources() override;
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void Setup() override;
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void PostInitialize(lwe::GpuCmdBuffer* cmdBuffer) override;
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void OnUpdate(lwe::Input* input, const float delta) override;
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void PreRender(lwe::GpuCmdBuffer* cmdBuffer) override;
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};
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70
Main.cpp
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Main.cpp
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#include <LWE/LWE.h>
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#include <LWE/Log.h>
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#include <LWE/GarbageCollector.h>
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#include <LWE/GameLoop.h>
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#include <LWE/IO/RenderWindow.h>
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#include <LWE/IO/Console.h>
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#include "Levels/Game.h"
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#include "LWE/IO/HID/GenericInputHandler.h"
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void LogCallback(const lwe::Log& log)
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{
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lwe::Console::Write_8(log.ToStr());
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}
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lwe::SInt_32 Main(lwe::Str_8* appName, lwe::Str_8* appVerId, lwe::Version* appVer)
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{
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*appName = "Pong";
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*appVerId = "Alpha";
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*appVer = {0, 0, 1};
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lwe::Console::Attach();
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lwe::Log::SetCallback(LogCallback);
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#if defined(LWE_OS_WINDOWS)
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lwe::GpuInstance::AddExtension(VK_KHR_WIN32_SURFACE_EXTENSION_NAME);
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#elif defined(LWE_OS_LINUX)
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lwe::GpuInstance::AddExtension(VK_KHR_XCB_SURFACE_EXTENSION_NAME);
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#endif
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lwe::GpuInstance::AddExtension(VK_KHR_SURFACE_EXTENSION_NAME);
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lwe::GpuInstance::Initialize(true);
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lwe::GpuDevice primary = lwe::GpuDevice::GetBest();
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lwe::GpuQueueFamily* family = primary.GetQueueFamily(lwe::QueueType::GRAPHICS);
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lwe::GpuInterface inf(&primary);
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inf.AddExtensions(VK_KHR_SWAPCHAIN_EXTENSION_NAME);
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lwe::GpuQueue queue(family, &inf, 1.0f);
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inf.Initialize();
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lwe::RenderWindow win(&inf, &queue);
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win.Create_8(*appName, {0, 0}, {1024, 768});
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lwe::GameLoop gl(&win, 6, 0);
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gl.GetInput()->AddHandler(new lwe::GenericInputHandler());
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lwe::Frame* mainFrame = new lwe::Frame("Main");
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gl.AddFrame(mainFrame);
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mainFrame->AddLevel(new Game());
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gl.Initialize();
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gl.Start();
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gl.UnInitialize();
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win.Close();
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inf.Release();
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lwe::GpuInstance::Release();
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return 0;
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}
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11
README.md
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11
README.md
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# Pong
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Designed over the top of the Lone Wolf Engine. Meant to display the 2D functionality, and ease-of-use of the API.
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The Lone Wolf Engine was designed from the ground, up from scratch. Very few libraries are linked to this engine.
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![](image.png)
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## Planned Features
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- Online Multiplayer
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- Graphical User Interface
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Block a user