#include "Game.h" #include "LWE/IO/FontAtlas.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include const float Game::paddleSpeed = 400.0f; const float Game::ballSpeed = 400.0f; Game::~Game() { } Game::Game() : Level("Game"), plyScore(0), aiScore(0) { } Game::Game(const Game& lvl) : Level(lvl), plyScore(lvl.plyScore), aiScore(lvl.aiScore) { } Game& Game::operator=(const Game& lvl) { if (this == &lvl) return *this; Level::operator=(lvl); plyScore = lvl.plyScore; aiScore = lvl.aiScore; 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()); AddSystem(new lwe::DynamicsSystem()); 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(); collider->SetInverted(true); collider->EnableStatic(true); 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::AABB2D* paddleCollider = new lwe::AABB2D("Collider"); paddleCollider->EnableStatic(true); paddle->AddComponent(paddleCollider); 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::AABB2D* ballCollider = new lwe::AABB2D("Collider"); ball->AddComponent(ballCollider); lwe::Dynamics* ballDynamics = new lwe::Dynamics(1.0f, 1.01f); ball->AddComponent(ballDynamics); 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* bounds = GetEntity("Bounds"); lwe::Entity* ball = GetEntity("Ball"); lwe::Vec3_f ballPos = ball->GetPos(); lwe::Vec3_f ballScale = ball->GetScale(); if (ballPos.x <= bounds->GetPos().x) { aiScore++; lwe::GuiSystem* gui = (lwe::GuiSystem*)GetSystem("GuiSystem"); lwe::LabelGui* aiScoreLabel = (lwe::LabelGui*)gui->GetGui("AiScore"); aiScoreLabel->SetText(lwe::Str_8::FromNum(aiScore)); ResetGame(bounds, ball); } else if (ballPos.x + ballScale.x >= bounds->GetScale().x) { plyScore++; lwe::GuiSystem* gui = (lwe::GuiSystem*)GetSystem("GuiSystem"); lwe::LabelGui* plyScoreLabel = (lwe::LabelGui*)gui->GetGui("PlyScore"); plyScoreLabel->SetText(lwe::Str_8::FromNum(plyScore)); ResetGame(bounds, ball); } lwe::Entity* plyPaddle = GetEntity("PlyPaddle"); if (!started && keyboard->IsTouched(lwe::Keyboard::Space)) { if (!lwe::CPU::HasRDRND()) return; lwe::Dynamics* ballDynamics = (lwe::Dynamics*)ball->GetComponent("Dynamics", ""); //ballDynamics->ApplyForce({0.0f, ballSpeed, 0.0f}); lwe::UInt_8 result = lwe::HRNG::Generate_s8(0, 4); if (result == 0) ballDynamics->ApplyForce({ballSpeed, ballSpeed, 0.0f}); else if (result == 1) ballDynamics->ApplyForce({-ballSpeed, ballSpeed, 0.0f}); else if (result == 2) ballDynamics->ApplyForce({ballSpeed, -ballSpeed, 0.0f}); else if (result == 3) ballDynamics->ApplyForce({-ballSpeed, -ballSpeed, 0.0f}); started = true; } if (keyboard->IsDown(lwe::Keyboard::W)) { lwe::Vec3_f newPos = plyPaddle->GetPos() - lwe::Vec3_f(0.0f, paddleSpeed, 0.0f) * delta; if (newPos.y <= bounds->GetPos().y) newPos.y = bounds->GetPos().y; plyPaddle->SetPos(newPos); } if (keyboard->IsDown(lwe::Keyboard::S)) { lwe::Vec3_f newPos = plyPaddle->GetPos() + lwe::Vec3_f(0.0f, paddleSpeed, 0.0f) * delta; 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"); lwe::Vec3_f aiPaddlePos = aiPaddle->GetPos(); lwe::Vec3_f aiPaddleScale = aiPaddle->GetScale(); if (aiPaddlePos.y + aiPaddleScale.y / 2.0f < ballPos.y + ballScale.y / 2.0f) { aiPaddlePos = aiPaddlePos + lwe::Vec3_f(0.0f, paddleSpeed, 0.0f) * delta; 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 { aiPaddlePos = aiPaddlePos - lwe::Vec3_f(0.0f, paddleSpeed, 0.0f) * delta; 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); } } void Game::PreRender(lwe::GpuCmdBuffer* cmdBuffer) { Level::PreRender(cmdBuffer); // Pre-Render Code Here } void Game::ResetGame(const lwe::Entity* bounds, lwe::Entity* ball) { ball->SetPos(bounds->GetScale() / 2.0f - ball->GetScale() / 2.0f); lwe::Dynamics* ballDyn = (lwe::Dynamics*)ball->GetComponent("Dynamics"); ballDyn->SetVelocity(0.0f); started = false; }