6 Commits

Author SHA1 Message Date
d9baf7c5ef add basic timer 2026-01-01 22:33:58 +01:00
701dd6b120 add basic entity movement 2026-01-01 22:19:55 +01:00
2225151f72 add debug fastforward 2026-01-01 22:17:01 +01:00
aef0cf4d95 fix entity rendering 2026-01-01 21:40:33 +01:00
550ff3aeec add basic camera controls 2026-01-01 20:58:28 +01:00
127fa1fcb8 add vec operations 2026-01-01 20:57:57 +01:00
20 changed files with 181 additions and 414 deletions

View File

@@ -12,6 +12,7 @@ class GameState : public ClientState {
game::WorldPtr m_World;
sim::ClientSimulation m_Simulation;
float m_CurrentLerp;
float m_ElapsedTime;
public:
GameState(Client& a_Client, const game::WorldPtr& a_World, std::uint64_t a_StepTime, const std::vector<protocol::LockStep> a_FirstSteps);
@@ -23,6 +24,10 @@ class GameState : public ClientState {
return m_CurrentLerp;
}
float GetElapsedTime() const {
return m_ElapsedTime;
}
game::WorldPtr GetWorld() const {
return m_World;
}

View File

@@ -183,6 +183,51 @@ T Lerp(T v0, T v1, T t) {
} // namespace maths
template<typename T>
Vec2<T> operator+(const Vec2<T>& vect, const Vec2<T>& other) {
return {vect.x + other.x, vect.y + other.y};
}
template<typename T>
Vec2<T> operator- (const Vec2<T>& vect) {
return { -vect.x, -vect.y };
}
template<typename T>
Vec2<T> operator- (const Vec2<T>& vect, const Vec2<T>& other) {
return vect + (-other);
}
template<typename T>
Vec3<T> operator- (const Vec3<T>& vect) {
return { -vect.x, -vect.y, -vect.z };
}
template<typename T>
Vec3<T> operator+ (const Vec3<T>& vect, const Vec3<T>& other) {
return { vect.x + other.x, vect.y + other.y, vect.z + other.z };
}
template<typename T>
Vec3<T> operator- (const Vec3<T>& vect, const Vec3<T>& other) {
return vect + (-other);
}
template<typename T>
Vec4<T> operator- (const Vec4<T>& vect) {
return { -vect.x, -vect.y, -vect.z, -vect.w };
}
template<typename T>
Vec4<T> operator+ (const Vec4<T>& vect, const Vec4<T>& other) {
return { vect.x + other.x, vect.y + other.y, vect.z + other.z, vect.w + other.w };
}
template<typename T>
Vec4<T> operator- (const Vec4<T>& vect, const Vec4<T>& other) {
return vect + (-other);
}
template <typename T>
sp::DataBuffer& operator<<(sp::DataBuffer& a_Buffer, const Vec2<T>& a_Vec) {
return a_Buffer << a_Vec.x << a_Vec.y;

View File

@@ -35,6 +35,7 @@ class Camera {
void UpdatePerspective(float a_AspectRatio);
void SetCamPos(const Vec3f& a_NewPos);
const Vec3f& GetCamPos() const;
};
} // namespace render

View File

@@ -1,357 +0,0 @@
// ImHotKey v1.0
// https://github.com/CedricGuillemet/ImHotKey
//
// The MIT License(MIT)
//
// Copyright(c) 2019 Cedric Guillemet
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
#pragma once
#define SDL_h_
/*
How to use it?
// Get some hotkeys composed of:
// - hotkey name
// - hotkey comment/lib
// - hotkey scancodes. Computed by the editor. Store that value in your app.
static std::vector<ImHotKey::HotKey> hotkeys = { { "Layout", "Reorder nodes in a simpler layout", 0xFFFF261D}
,{"Save", "Save the current graph", 0xFFFF1F1D}
,{"Load", "Load an existing graph file", 0xFFFF181D}
,{"Play/Stop", "Play or stop the animation from the current graph", 0xFFFFFF3F}
,{"SetKey", "Make a new animation key with the current parameters values at the current time", 0xFFFFFF1F}
};
// The editor is a modal window. bring it with something like that
if (ImGui::Button("Edit Hotkeys"))
{
ImGui::OpenPopup("HotKeys Editor");
}
ImHotKey::Edit(hotkeys.data(), hotkeys.size(), "HotKeys Editor");
// ImHotKey also provides a way to retrieve HotKey
int hotkey = ImHotKey::GetHotKey(hotkeys.data(), hotkeys.size());
if (hotkey != -1)
{
// handle the hotkey index!
}
Awesome, you are done!
To help you integrate in your app, you can get a text (like "Ctrl + O") to integrate in your menu
static void GetHotKeyLib(unsigned int functionKeys, char* buffer, size_t bufferSize);
*/
#include "imgui.h"
#include "imgui_internal.h"
namespace ImHotKey
{
struct HotKey
{
const char *functionName;
const char *functionLib;
unsigned int functionKeys;
};
struct Key
{
const char* lib = nullptr;
unsigned int order;
unsigned int scanCodePage1 = 0; // win32 scancode
unsigned int scanCodePage7 = 0; // HID (SDL,...)
float offset = 0;
float width = 40;
};
static const Key Keys[6][18] = {
{ {"Esc", 4, 0x1, 0x29, 18}, {"F1", 5, 0x3B, 0x3A, 18}, {"F2", 6, 0x3C, 0x3B}, {"F3", 7, 0x3D, 0x3C}, {"F4", 8, 0x3E, 0x3D}, {"F5", 9, 0x3F, 0x3E, 24}, {"F6", 10, 0x40, 0x3F}, {"F7", 11, 0x41, 0x40}, {"F8", 12, 0x42, 0x41}, {"F9", 13, 0x43, 0x42, 24}, {"F10", 14, 0x44, 0x43}, {"F11", 15, 0x57, 0x44}, {"F12", 16, 0x58, 0x45}, {"PrSn", 17, 0x37, 0x46, 24}, {"ScLk", 18, 0x46}, {"Brk", 19, 126, 0x47} },
{ {"~", 20, 0x29, 0x35}, {"1", 21, 0x2, 0x1E}, {"2", 22, 0x3, 0x1F}, {"3", 23, 0x4, 0x20}, {"4", 24, 0x5, 0x21}, {"5", 25, 0x6, 0x22}, {"6", 26, 0x7, 0x23}, {"7", 27, 0x8, 0x24}, {"8", 28, 0x9, 0x25}, {"9", 29, 0xA, 0x26}, {"0", 30, 0xB, 0x27}, {"-", 31, 0xC, 0x2D}, {"+", 32, 0xD, 0x2E},{"Backspace", 33, 0xE, 0x2A, 0, 80}, {"Ins", 34, 0x52, 0x49, 24}, {"Hom", 35, 0x47, 0x4A}, {"PgU", 36, 0x49, 0x4B} },
{ {"Tab", 3, 0xF, 0x2B, 0, 60}, {"Q", 37, 0x10, 0x14}, {"W", 38, 0x11, 0x1A}, {"E", 39, 0x12, 0x08}, {"R", 40, 0x13, 0x15}, {"T", 41, 0x14, 0x17}, {"Y", 42, 0x15, 0x1C}, {"U", 43, 0x16, 0x18}, {"I", 44, 0x17, 0x0C}, {"O", 45, 0x18, 0x12}, {"P", 46, 0x19, 0x13}, {"[", 47, 0x1A, 0x2F}, {"]", 48, 0x1B, 0x30}, {"|", 49, 0x2B, 0x31, 0, 60}, {"Del", 50, 0x53, 0x4C, 24}, {"End", 51, 0x4F, 0x4D}, {"PgD", 52, 0x51, 0x4E} },
{ {"Caps Lock", 53, 0x3A, 0x39, 0, 80}, {"A", 54, 0x1E, 0x04}, {"S", 55, 0x1F, 0x16}, {"D", 56, 0x20, 0x07}, {"F", 57, 0x21, 0x09}, {"G", 58, 0x22, 0x0A}, {"H", 59, 0x23, 0x0B}, {"J", 60, 0x24, 0x0D}, {"K", 61, 0x25, 0x0E}, {"L", 62, 0x26, 0x0F}, {";", 63, 0x27, 0x33}, {"'", 64, 0x28, 0x34}, {"Ret", 65, 0x1C, 0X28, 0, 84} },
{ {"Shift", 2, 0x2A, 0xE1, 0, 104}, {"Z", 66, 0x2C, 0x1D}, {"X", 67, 0x2D, 0x1B}, {"C", 68, 0x2E, 0x06}, {"V", 69, 0x2F, 0x19}, {"B", 70, 0x30, 0x05}, {"N", 71, 0x31, 0x11}, {"M", 72, 0x32, 0x10}, {",", 73, 0x33, 0x36}, {".", 74, 0x34, 0x37}, {"/", 75, 0x35, 0x38}, {"Shift", 2, 0x2A, 0xE5, 0, 104}, {"Up", 76, 0x48, 0x52, 68} },
{ {"Ctrl", 0, 0x1D, 0xE0, 0, 60}, {"Alt", 1, 0x38, 0xE2, 68, 60}, {"Space", 77, 0x39, 0X2c, 0, 260}, {"Alt", 1, 0x38, 0xE6, 0, 60}, {"Ctrl", 0, 0x1D, 0xE4, 68, 60}, {"Left", 78, 0x4B, 0x50, 24}, {"Down", 79, 0x50, 0x51}, {"Right", 80, 0x4D, 0x52} }
};
static const Key& GetKeyForScanCode(unsigned int scancode)
{
for (unsigned int y = 0; y < 6; y++)
{
int x = 0;
while (Keys[y][x].lib)
{
#ifdef SDL_h_
if (Keys[y][x].scanCodePage7 == scancode)
#elif WIN32
if (Keys[y][x].scanCodePage1 == scancode)
#else
#error
#endif
return Keys[y][x];
x++;
}
}
return Keys[0][0];
}
static unsigned int GetOrderedScanCodes(unsigned char scanCodes[4], unsigned char order[4])
{
for (int pass = 0; pass < 2; pass++)
{
for (int o = 0; o < 3; o++)
{
if (order[o] > order[o + 1])
{
ImSwap(order[o], order[o + 1]); ImSwap(scanCodes[o], scanCodes[o + 1]);
}
}
}
return (scanCodes[3] << 24) + (scanCodes[2] << 16) + (scanCodes[1] << 8) + scanCodes[0];
}
static void HotKeySPrintf(char* buffer, size_t bufferSize, const char* fmt, ...)
{
va_list args;
va_start(args, fmt);
ImFormatStringV(buffer, bufferSize, fmt, args);
va_end(args);
}
static void GetHotKeyLib(unsigned int functionKeys, char* buffer, size_t bufferSize, const char *functionLib = nullptr)
{
static const char* str[4] = { "%s", "%s + %s", "%s + %s +%s", "%s + %s + %s + %s" };
static const char* strLib[4] = { "%s (%s)", "%s (%s + %s)", "%s (%s + %s +%s)", "%s (%s + %s + %s + %s)" };
static const char* lib[4];
int scanCodeCount = 0;
for (int i = 0; i < 4; i++)
{
unsigned char scanCode = (unsigned char)(functionKeys >> i * 8);
if (scanCode == 0xFF)
{
continue;
}
lib[scanCodeCount] = GetKeyForScanCode(scanCode).lib;
scanCodeCount++;
}
if (!scanCodeCount)
{
buffer[0] = 0;
return;
}
if (functionLib)
{
const char* fmt = strLib[scanCodeCount - 1];
HotKeySPrintf(buffer, bufferSize, fmt, functionLib, lib[0], lib[1], lib[2], lib[3]);
}
else
{
const char* fmt = str[scanCodeCount - 1];
HotKeySPrintf(buffer, bufferSize, fmt, lib[0], lib[1], lib[2], lib[3]);
}
}
static void Edit(HotKey *hotkey, size_t hotkeyCount, const char *popupModal)
{
static int editingHotkey = -1;
if (!hotkeyCount)
return;
static bool keyDown[512] = {};
ImGui::SetNextWindowSize(ImVec2(1060, 400));
if (!ImGui::BeginPopupModal(popupModal, NULL, ImGuiWindowFlags_NoResize))
return;
ImGui::BeginChildFrame(127, ImVec2(220, -1));
for(size_t i = 0;i< hotkeyCount;i++)
{
char hotKeyLib[128];
GetHotKeyLib(hotkey[i].functionKeys, hotKeyLib, sizeof(hotKeyLib), hotkey[i].functionName);
if (ImGui::Selectable(hotKeyLib, editingHotkey == int(i)) || editingHotkey == -1)
{
editingHotkey = int(i);
memset(keyDown, 0, sizeof(keyDown));
for (int j = 0; j < 4; j++)
{
int scan = (hotkey[editingHotkey].functionKeys >> (8 * j)) & 0xFF;
if (scan != 0xFF)
{
keyDown[scan] = true;
}
}
}
}
ImGui::EndChildFrame();
ImGui::SameLine();
ImGui::BeginGroup();
for (int i = ImGuiKey_NamedKey_BEGIN; i < ImGuiKey_NamedKey_END; i++)
{
if (ImGui::IsKeyPressed(ImGuiKey(i), false))
{
int imKey;
#ifdef SDL_h_
imKey = i;
#elif WIN32
imKey = MapVirtualKeyA(i, MAPVK_VK_TO_VSC);
#else
imKey = i;
#endif
keyDown[imKey - ImGuiKey_NamedKey_BEGIN] = !keyDown[imKey - ImGuiKey_NamedKey_BEGIN];
}
}
for (unsigned int y = 0; y < 6; y++)
{
int x = 0;
ImGui::BeginGroup();
while (Keys[y][x].lib)
{
const Key& key = Keys[y][x];
const float ofs = key.offset + (x?4.f:0.f);
const float width = key.width;
if (x)
{
ImGui::SameLine(0.f, ofs);
}
else
{
if (ofs >= 1.f)
{
ImGui::Indent(ofs);
}
}
#ifdef SDL_h_
bool& butSwtch = keyDown[key.scanCodePage7];
#elif WIN32
bool& butSwtch = keyDown[key.scanCodePage1];
#else
#error
#endif
ImGui::PushStyleColor(ImGuiCol_Button, butSwtch ? 0xFF1040FF : 0x80000000);
if (ImGui::Button(Keys[y][x].lib, ImVec2(width, 40)))
{
butSwtch = !butSwtch;
}
ImGui::PopStyleColor();
x++;
}
ImGui::EndGroup();
}
ImGui::InvisibleButton("space", ImVec2(10, 55));
ImGui::BeginChildFrame(18, ImVec2(540, 40));
ImGui::Text("%s :", hotkey[editingHotkey].functionName);
ImGui::SameLine();
ImGui::TextWrapped("%s", hotkey[editingHotkey].functionLib);
ImGui::EndChildFrame();
ImGui::SameLine();
int keyDownCount = 0;
for (auto d : keyDown)
{
keyDownCount += d ? 1 : 0;
}
if (ImGui::Button("Clear", ImVec2(80, 40)))
{
memset(keyDown, 0, sizeof(keyDown));
}
ImGui::SameLine();
if (keyDownCount && keyDownCount < 5)
{
if (ImGui::Button("Set", ImVec2(80, 40)))
{
unsigned char scanCodes[4] = { 0xFF, 0xFF, 0xFF, 0xFF };
unsigned char order[4] = { 0xFF, 0xFF, 0xFF, 0xFF };
int scanCodeCount = 0;
hotkey[editingHotkey].functionKeys = 0;
for (int i = 1; i < sizeof(keyDown); i++)
{
if (keyDown[i])
{
scanCodes[scanCodeCount] = (unsigned char)i;
order[scanCodeCount] = (unsigned char)GetKeyForScanCode(i).order;
scanCodeCount++;
}
}
hotkey[editingHotkey].functionKeys = GetOrderedScanCodes(scanCodes, order);
}
ImGui::SameLine(0.f, 20.f);
}
else
{
ImGui::SameLine(0.f, 100.f);
}
if (ImGui::Button("Done", ImVec2(80, 40))) { ImGui::CloseCurrentPopup(); }
ImGui::EndGroup();
ImGui::EndPopup();
}
static int GetHotKey(HotKey *hotkey, size_t hotkeyCount)
{
static unsigned int lastHotKey = 0xFFFFFFFF;
unsigned char scanCodes[4] = { 0xFF, 0xFF, 0xFF, 0xFF };
unsigned char order[4] = { 0xFF, 0xFF, 0xFF, 0xFF };
int scanCodeCount = 0;
for (int i = ImGuiKey_Aliases_BEGIN; i < ImGuiKey_Aliases_END; i++)
{
if (ImGui::IsKeyDown(ImGuiKey(i)))
{
int imKey;
#ifdef SDL_h_
imKey = i - ImGuiKey_NamedKey_BEGIN;
#elif WIN32
imKey = MapVirtualKeyA(i, MAPVK_VK_TO_VSC);
#else
imKey = i;
#endif
scanCodes[scanCodeCount] = (unsigned char)imKey;
order[scanCodeCount] = (unsigned char)GetKeyForScanCode(imKey).order;
scanCodeCount++;
if (scanCodeCount == 4)
break;
}
}
unsigned int newHotKey = GetOrderedScanCodes(scanCodes, order);
if (scanCodeCount)
{
if (newHotKey != lastHotKey)
{
for (size_t i = 0; i < hotkeyCount; i++)
{
if (hotkey[i].functionKeys == newHotKey)
{
lastHotKey = newHotKey;
return int(i);
}
}
lastHotKey = 0xFFFFFFFF;
}
return -1;
}
lastHotKey = 0xFFFFFFFF;
return -1;
}
};

View File

@@ -1,20 +1,20 @@
#pragma once
#include "client/state/GameState.h"
#include <td/render/Renderer.h>
#include <client/PlayerManager.h>
namespace td {
namespace render {
/**
* \brief This is a debug class
*/
class HotkeysRenderer : public BasicRenderer {
class TimerRenderer : public BasicRenderer {
private:
const client::GameState& m_State;
public:
virtual void Render(float a_Lerp) override;
HotkeysRenderer();
~HotkeysRenderer() {}
TimerRenderer(const client::GameState& a_State);
~TimerRenderer() {}
};
} // namespace render

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@@ -17,6 +17,9 @@ class WorldRenderer : public Renderer<shader::WorldShader> {
virtual ~WorldRenderer();
virtual void Render(float a_Lerp) override;
private:
void UpdateControls();
};
} // namespace render

View File

@@ -20,6 +20,7 @@ void GameState::Handle(const protocol::packets::LockStepResponsePacket& a_LockSt
void GameState::Update(float a_Delta) {
m_CurrentLerp = m_Simulation.Update(a_Delta);
m_ElapsedTime += a_Delta;
}
} // namespace client

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@@ -1,12 +1,12 @@
#include <chrono>
#include <td/display/state/DebugWorldState.h>
#include <td/display/state/MainMenuState.h>
#include <td/misc/Time.h>
int main(int argc, char** argv) {
// init GL context
td::Display display(1920, 1080, "Tower-Defense 2");
display.ChangeState<td::DebugWorldState>();
display.ChangeState<td::MainMenuState>();
td::Timer timer;
while (!display.IsCloseRequested()) {

View File

@@ -25,8 +25,8 @@ void GameState::Update(float a_Delta) {
// TODO: don't make STEP_TIME constant
static const float stepTimeSecond = static_cast<float>(STEP_TIME) / 1000.0f;
m_Time += a_Delta;
if (m_Time > stepTimeSecond) {
m_Time = std::fmod(m_Time, stepTimeSecond);
while (m_Time > stepTimeSecond) {
m_Time -= stepTimeSecond;
auto lockStepPacket = m_Simulation.Update();
BroadcastPacket(lockStepPacket);
}

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@@ -6,8 +6,8 @@
#include <td/game/World.h>
#include <td/protocol/packet/Packets.h>
#include <td/render/renderer/EntityRenderer.h>
#include <td/render/renderer/HotkeysRenderer.h>
#include <td/render/renderer/PlayerListRenderer.h>
#include <td/render/renderer/TimerRenderer.h>
#include <td/render/renderer/TowerRenderer.h>
#include <td/render/renderer/WorldRenderer.h>
@@ -23,8 +23,6 @@
#include <td/display/Display.h>
#include <td/display/state/DebugWorldState.h>
#include <imgui.h>
namespace td {
DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
@@ -44,7 +42,7 @@ DebugWorldState::DebugWorldState(Display& a_Display) : DisplayState(a_Display) {
m_Renderer.AddRenderer<render::WorldRenderer>(m_Camera, clientWorld);
m_Renderer.AddRenderer<render::EntityRenderer>(m_Camera, clientWorld);
m_Renderer.AddRenderer<render::TowerRenderer>(m_Camera, clientWorld);
m_Renderer.AddRenderer<render::HotkeysRenderer>();
m_Renderer.AddRenderer<render::TimerRenderer>(*gameState);
auto& list = m_Renderer.AddRenderer<render::PlayerListRenderer>(m_Client->GetPlayers());
@@ -89,6 +87,7 @@ void DebugWorldState::OnAspectRatioChange(float a_Ratio) {
void DebugWorldState::OnKeyDown(SDL_Keycode a_Key) {
// temporary tests
constexpr int SECONDS = 10;
switch (a_Key) {
case SDLK_A:
m_Client->SendPacket(td::protocol::packets::SpawnTroopPacket(td::EntityType::Zombie, 1));
@@ -98,6 +97,11 @@ void DebugWorldState::OnKeyDown(SDL_Keycode a_Key) {
m_Client->SendPacket(td::protocol::packets::PlaceTowerPacket(td::TowerType::Archer, td::TowerCoords(77, 13)));
break;
case SDLK_F:
m_Server->Update(SECONDS);
m_Client->Update(SECONDS);
break;
default:
break;
}

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@@ -1,7 +1,10 @@
#include <cassert>
#include <td/Maths.h>
#include <td/game/World.h>
#include <td/game/WorldTypes.h>
#include <td/simulation/WorldTicker.h>
#include <td/protocol/packet/PacketSerialize.h>
#include <td/simulation/WorldTicker.h>
namespace td {
namespace game {
@@ -89,5 +92,14 @@ void World::ResetSnapshots(std::shared_ptr<sim::WorldSnapshot>& a_Current, std::
m_NextState = a_Next;
}
TilePtr World::GetTile(std::int32_t x, std::int32_t y) const {
ChunkCoord coords{static_cast<std::int16_t>(x / Chunk::ChunkWidth), static_cast<std::int16_t>(y / Chunk::ChunkHeight)};
auto it = m_Chunks.find(coords);
assert(it != m_Chunks.end());
auto chunk = it->second;
Vec2i inchunkCoords{x % Chunk::ChunkWidth, y % Chunk::ChunkHeight};
return GetTilePtr(chunk->GetTileIndex(inchunkCoords.y * Chunk::ChunkWidth + inchunkCoords.x));
}
} // namespace game
} // namespace td

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@@ -1,3 +1,4 @@
#include "td/Maths.h"
#include <td/render/Camera.h>
#include <cmath>
@@ -24,5 +25,9 @@ void Camera::SetCamPos(const Vec3f& a_NewPos) {
OnViewChange();
}
const Vec3f& Camera::GetCamPos() const {
return m_CamPos;
}
} // namespace render
} // namespace td

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@@ -22,7 +22,7 @@ void EntityRenderer::Render(float a_Lerp) {
float x = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.x); });
float z = Lerp<game::Mob>(*mob, a_Lerp, [](const game::Mob& a_Mob) { return static_cast<float>(a_Mob.m_Position.y); });
m_Shader->SetModelPos({x, 1, z});
m_Shader->SetModelPos({x, .001, z});
Renderer::Render(*m_EntityVao);
}
}

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@@ -1,36 +0,0 @@
#include <imgui_internal.h>
#include <td/render/renderer/HotkeysRenderer.h>
#include <imgui.h>
#include <optional>
#include <td/render/renderer/ImHotkey.h>
namespace td {
namespace render {
void HotkeysRenderer::Render(float a_Lerp) {
ImGui::Begin("Hotkeys");
static std::vector<ImHotKey::HotKey> hotkeys = {{"Layout", "Reorder nodes in a simpler layout", 0xFFFF261D},
{"Save", "Save the current graph", 0xFFFF1F1D}, {"Load", "Load an existing graph file", 0xFFFF181D},
{"Play/Stop", "Play or stop the animation from the current graph", 0xFFFFFF3F},
{"SetKey", "Make a new animation key with the current parameters values at the current time", 0xFFFFFF1F}};
// The editor is a modal window. bring it with something like that
if (ImGui::Button("Edit Hotkeys")) {
ImGui::OpenPopup("HotKeys Editor");
}
ImHotKey::Edit(hotkeys.data(), hotkeys.size(), "HotKeys Editor");
// ImHotKey also provides a way to retrieve HotKey
int hotkey = ImHotKey::GetHotKey(hotkeys.data(), hotkeys.size());
if (hotkey != -1) {
// handle the hotkey index!
}
ImGui::End();
}
HotkeysRenderer::HotkeysRenderer() {}
} // namespace render
} // namespace td

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@@ -0,0 +1,18 @@
#include <client/state/GameState.h>
#include <td/render/renderer/TimerRenderer.h>
#include <imgui.h>
namespace td {
namespace render {
void TimerRenderer::Render(float a_Lerp) {
ImGui::Begin("Timer");
ImGui::Text("Time : %02d:%02d", static_cast<int>(m_State.GetElapsedTime()) / 60, static_cast<int>(m_State.GetElapsedTime()) % 60);
ImGui::End();
}
TimerRenderer::TimerRenderer(const client::GameState& a_State) : m_State(a_State) {}
} // namespace render
} // namespace td

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@@ -18,7 +18,7 @@ TowerRenderer::~TowerRenderer() {}
void TowerRenderer::Render(float a_Lerp) {
m_Shader->Start();
for (const auto& tower : m_World->GetTowers()) {
m_Shader->SetModelPos({tower->GetCenterX(), 1, tower->GetCenterY()});
m_Shader->SetModelPos({tower->GetCenterX(), .001, tower->GetCenterY()});
Renderer::Render(*m_EntityVao);
}
}

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@@ -1,3 +1,4 @@
#include <td/Maths.h>
#include <td/render/renderer/WorldRenderer.h>
#include <td/render/loader/WorldLoader.h>
@@ -13,7 +14,17 @@ WorldRenderer::WorldRenderer(Camera& a_Camera, const game::WorldPtr& a_World) :
WorldRenderer::~WorldRenderer() {}
void WorldRenderer::UpdateControls() {
if (ImGui::IsMouseDown(ImGuiMouseButton_Left)) {
constexpr float sensitivity = 1.0f;
float delta = ImGui::GetIO().DeltaTime;
auto mouseDelta = ImGui::GetIO().MouseDelta;
m_Camera.SetCamPos(m_Camera.GetCamPos() + Vec3f{-mouseDelta.x * delta * sensitivity, 0, -mouseDelta.y * delta * sensitivity});
}
}
void WorldRenderer::Render(float a_Lerp) {
UpdateControls();
m_Shader->Start();
Renderer::Render(*m_WorldVao);
}

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@@ -51,8 +51,8 @@ float ClientSimulation::Update(float a_Delta) {
// TODO: handle freezes (m_CurrentTime > 2 * m_StepTime)
static const float stepTimeSecond = static_cast<float>(m_StepTime) / 1000.0f;
m_CurrentTime += a_Delta;
if (m_CurrentTime > stepTimeSecond) {
m_CurrentTime = std::fmod(m_CurrentTime, stepTimeSecond);
while (m_CurrentTime > stepTimeSecond) {
m_CurrentTime -= stepTimeSecond;
Step();
}
return (float)m_CurrentTime / stepTimeSecond;

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@@ -1,3 +1,4 @@
#include <td/Types.h>
#include <td/simulation/CommandApply.h>
namespace td {
@@ -24,6 +25,10 @@ void CommandApply::Handle(const protocol::commands::PlayerJoinCommand& a_PlayerJ
void CommandApply::Handle(const protocol::commands::SpawnTroopCommand& a_SpawnTroop) {
auto zombie = std::make_shared<game::Zombie>();
zombie->m_Position = a_SpawnTroop->m_Position;
// TODO: make it spawn dependant
zombie->m_Direction = Direction::PositiveY;
m_Snapshot.m_Mobs.push_back(zombie);
}

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@@ -1,11 +1,61 @@
#include <td/Maths.h>
#include <td/Types.h>
#include <td/game/WorldTypes.h>
#include <td/simulation/system/EntityMove.h>
#include <td/game/World.h>
namespace td {
namespace sim {
static Vec2i GetUnitDirection(Direction a_Direction) {
switch (a_Direction) {
case Direction::PositiveX:
return {1, 0};
case Direction::NegativeX:
return {-1, 0};
case Direction::PositiveY:
return {0, 1};
case Direction::NegativeY:
return {0, -1};
}
return {0, 0};
}
class DirectionTileVisitor : public game::TileHandler {
private:
Direction m_Direction;
public:
DirectionTileVisitor() {}
virtual void Handle(const game::EmptyTile& a_Tile) override {}
virtual void Handle(const game::TowerTile& a_Tile) override {}
virtual void Handle(const game::DecorationTile& a_Tile) override {}
virtual void Handle(const game::WalkableTile& a_Tile) override {
m_Direction = a_Tile->m_Direction;
}
const Direction GetDirection() {
return m_Direction;
}
};
void EntityMove::Tick(const game::World& a_World, WorldSnapshot& a_State, FpFloat a_Delta) {
for (auto& mob : a_State.m_Mobs) {
mob->m_Position.x += a_Delta;
auto tile = a_World.GetTile(static_cast<std::int32_t>(mob->m_Position.x), static_cast<std::int32_t>(mob->m_Position.y));
Direction direction = mob->m_Direction;
if (tile) {
DirectionTileVisitor visitor;
tile->Dispatch(visitor);
direction = visitor.GetDirection();
}
auto directVector = GetUnitDirection(direction);
mob->m_Position.x += directVector.x * a_Delta;
mob->m_Position.y += directVector.y * a_Delta;
}
}