112 lines
2.7 KiB
C++
112 lines
2.7 KiB
C++
#include <iostream>
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#include <sp/common/DataBuffer.h>
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#include <sp/extensions/Compress.h>
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#include <td/input/Display.h>
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#include <td/game/World.h>
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#include <td/protocol/packet/PacketSerialize.h>
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#include <td/protocol/packet/Packets.h>
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#include <td/render/renderer/EntityRenderer.h>
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#include <td/render/renderer/WorldRenderer.h>
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#include <td/simulation/RealTimeSimulation.h>
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class WorldApply : public td::protocol::PacketHandler {
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private:
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td::game::World& m_World;
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using td::protocol::PacketHandler::Handle;
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public:
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WorldApply(td::game::World& a_World) : m_World(a_World) {}
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void Handle(const td::protocol::packets::WorldHeaderPacket& a_Header) override {
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m_World.LoadMap(*a_Header);
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}
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void Handle(const td::protocol::packets::WorldDataPacket& a_Data) override {
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m_World.LoadMap(*a_Data);
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}
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};
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td::game::World GetWorld() {
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sp::DataBuffer buffer;
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buffer.ReadFile("test/tdmap.tdmap2");
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sp::DataBuffer buffer1 = sp::zlib::Decompress(buffer, 84);
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buffer.SetReadOffset(buffer.GetReadOffset() + 83);
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sp::DataBuffer buffer2 = sp::zlib::Decompress(buffer, 511);
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td::protocol::packets::WorldHeaderPacket header;
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header.Read(buffer1);
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td::protocol::packets::WorldDataPacket data;
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data.Read(buffer2);
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td::game::World w;
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WorldApply wa(w);
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td::protocol::PacketDispatcher d;
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d.RegisterHandler(td::protocol::PacketID::WorldData, &wa);
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d.RegisterHandler(td::protocol::PacketID::WorldHeader, &wa);
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d.Dispatch(header);
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d.Dispatch(data);
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return w;
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}
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void FastForward(td::game::World& a_World, const td::sim::GameHistory& a_LockSteps) {
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const td::FpFloat delta = td::FpFloat(1) / td::FpFloat(75);
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for (const auto& lockstep : a_LockSteps) {
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a_World.Tick(lockstep, delta);
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}
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}
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td::sim::GameHistory GetCustomHistory() {
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constexpr std::size_t MAX_COUNT = 20 * 60 * 40;
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td::sim::GameHistory gh(MAX_COUNT);
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auto spawn = std::make_shared<td::protocol::commands::SpawnTroopCommand>(0, 0, td::Vec2fp{td::FpFloat(77), td::FpFloat(13)}, 0);
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gh[0].push_back(spawn);
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return gh;
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}
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int main(int argc, char** argv) {
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td::game::World w = GetWorld();
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// init GL context
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td::Display display(1920, 1080, "Tower-Defense 2");
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td::render::Camera cam;
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display.OnAspectRatioChange.Connect([&cam](float a_AspectRatio){
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cam.UpdatePerspective(a_AspectRatio);
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});
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td::sim::GameHistory gh = GetCustomHistory();
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td::render::RenderPipeline renderer;
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renderer.AddRenderer<td::render::WorldRenderer>(cam, w);
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renderer.AddRenderer<td::render::EntityRenderer>(cam, w);
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cam.SetCamPos({77, 5, 13});
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cam.UpdatePerspective(display.GetAspectRatio());
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td::sim::RealTimeSimulation simulation(w, std::move(gh), 2000);
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while (!display.IsCloseRequested()) {
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display.PollEvents();
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float lerp = simulation.Update();
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renderer.Render(lerp);
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display.Update();
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}
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return 0;
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}
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