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# ParadiSO - eine minimale 2D-Grafikengine
**ParadiSO** wurde als stark abgespeckte 2D-Version meiner `pixwerx`-Engine konzipiert. *ParadiSO* verfolgt einen minimalistischen Ansatz f<>r 2D-Grafik zu Bildungszwecken. Es verwendet modernes C++ und ein datengetriebenes Design, jedoch keine ECS (Entity Component System).
**ParadiSO** wurde als stark abgespeckte 2D-Version meiner `pixwerx`-Engine konzipiert. _ParadiSO_ verfolgt einen minimalistischen Ansatz für 2D-Grafik zu Bildungszwecken. Es verwendet modernes C++ und ein datengetriebenes Design, jedoch keine ECS (Entity Component System).
## Bildungszwecke
Einige Argumente f<EFBFBD>r seinen Bildungsaspekt:
Einige Argumente für seinen Bildungsaspekt:
- Kombination verschiedener Konzepte und Paradigmen zur Erstellung ausdrucksstarker, aber knappen Codes
- Stark von Rust-Code inspiriert
- F<EFBFBD>r den mathematischen Code wird eine sofortige Auswertung verwendet (keine Expression-Templates), jedoch mit der Verwendung von `constexpr`, um eventuelle Performance-Overheads auszugleichen und optimale Vektorisierung zu erreichen.
- r den mathematischen Code wird eine sofortige Auswertung verwendet (keine Expression-Templates), jedoch mit der Verwendung von `constexpr`, um eventuelle Performance-Overheads auszugleichen und optimale Vektorisierung zu erreichen.
- Versteckt alte `C`-APIs hinter einer modernisierten Fassade
- Es lehnt sich stark an die STL und ihre Algorithmen an
## Minimalistisch
Da diese Engine einige Muster und Designkonzepte zeigen soll, versucht sie, unn<EFBFBD>tigen Ballast zu vermeiden.
Da diese Engine einige Muster und Designkonzepte zeigen soll, versucht sie, unnötigen Ballast zu vermeiden.
## Abh<EFBFBD>ngigkeiten
## Abhängigkeiten
ParadiSO wird mit den notwendigen Komponenten geliefert. Diese sollte jedoch hier erw<EFBFBD>hnt werden:
ParadiSO wird mit den notwendigen Komponenten geliefert. Diese sollte jedoch hier erwähnt werden:
- [GLFW 3.3.8](https://github.com/glfw/glfw)
- [GLAD](https://github.com/Dav1dde/glad)
@ -34,7 +34,8 @@ ParadiSO kann auf verschiedenen Plattformen gebaut werden
Andere Kombinationen sind möglich aber nicht getestet.
## Beitr<EFBFBD>ge
## Beiträge
* [Tim G<>tzelmann](https://code.technotecture.net/Timeplex) Windows Build
* [Robin Rottst<73>dt](https://code.technotecture.net/robin_rottstaedt) Flappy Bird Clone, Bitmap Loader
- [Tim Götzelmann](https://code.technotecture.net/Timeplex) Windows Build
- [Robin Rottstädt](https://code.technotecture.net/robin_rottstaedt) Flappy Bird Clone, Bitmap Loader
- [brxxh](https://code.technotecture.net/brxxh) Flappy Bird Clone

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# ParadiSO - a minimal 2D graphics engine
**ParadiSO** was conceived as a heavily stripped down 2D version of my `pixwerx` engine. *ParadiSO* mimics a minimalistic approach to 2D graphics for educational purposes. It uses modern C++ and a data-driven design, but no ECS.
**ParadiSO** was conceived as a heavily stripped down 2D version of my `pixwerx` engine. _ParadiSO_ mimics a minimalistic approach to 2D graphics for educational purposes. It uses modern C++ and a data-driven design, but no ECS.
## Educational
Some arguments for its educational side:
* mix and match of various concepts and paradigms to write expressive but concise code
* heavily inspired by Rust code
* math code is eager evaluation but `constexpr` to compensate overheads
* hides old-style `C` APIs behind a renovated facade
* it leans heavily on the STL and its algorithms
- mix and match of various concepts and paradigms to write expressive but concise code
- heavily inspired by Rust code
- math code is eager evaluation but `constexpr` to compensate overheads
- hides old-style `C` APIs behind a renovated facade
- it leans heavily on the STL and its algorithms
## Minimal
@ -34,8 +34,8 @@ ParadiSO is being developed to work on all major desktop systems.
Other combinations might work but are untested.
## Contributors
* [Tim Götzelmann](https://code.technotecture.net/Timeplex) Windows Build
* [Robin Rottstädt](https://code.technotecture.net/robin_rottstaedt) Flappy Bird Clone, Bitmap Loader
- [Tim Götzelmann](https://code.technotecture.net/Timeplex) Windows Build
- [Robin Rottstädt](https://code.technotecture.net/robin_rottstaedt) Flappy Bird Clone, Bitmap Loader
- [brxxh](https://code.technotecture.net/brxxh) Flappy Bird Clone

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/**
* paradiso - Paradigmen der Softwareentwicklung
*
* (c) Copyright 2023 Hartmut Seichter, Robin Rottstädt
* (c) Copyright 2023 Hartmut Seichter, Robin Rottstädt, brxxh (Hannes Brothuhn)
*
*/
#include <bits/iterator_concepts.h>
#include <cstdio>
#include <cstdlib>
#include <ostream>
#include <paradiso/bitmap.hpp>
#include <paradiso/bitmap_io.hpp>
#include <paradiso/context.hpp>
@ -20,10 +24,19 @@
#include <iostream>
#include <thread>
#include <unordered_map>
#include <cstdlib>
#include <ctime>
// #include "lib/image_loader.hpp"
const int frame_rate = 60;
bool game_over = false;
float risky_pos_x;
float risky_pos_max_x;
float risky_pos_bottom_y;
float risky_pos_top_y;
float risky_pos_bottom_max_y;
float risky_pos_top_max_y;
struct Background {
paradiso::Sprite backgroundLeft;
@ -33,81 +46,179 @@ struct Background {
paradiso::Sprite* scrolling[2] = {&backgroundLeft, &backgroundRight};
paradiso::Renderer renderer{};
Background() {
auto backgroundImage =
paradiso::BitmapIO::get().load("background-day.png");
backgroundLeft = paradiso::Sprite{
.bitmap = backgroundImage,
.pivot = paradiso::Vector2<float>::make(0.0f, 0.0f),
.scale = paradiso::Vector2<float>::make(1.01f, 1.0f)};
.pivot = {paradiso::Vector2<float>::make(0.0f, 0.16f)},
.scale = {paradiso::Vector2<float>::make(1.01f, 1.3f)}};
backgroundRight = paradiso::Sprite{
.bitmap = backgroundImage,
.pivot = paradiso::Vector2<float>::make(2.0f, 0.0f),
.scale = paradiso::Vector2<float>::make(1.01f, 1.0f)};
.pivot = {paradiso::Vector2<float>::make(2.018f, 0.16f)},
.scale = {paradiso::Vector2<float>::make(1.01f, 1.3f)}};
auto grassImage = paradiso::BitmapIO::get().load("base.png");
grassLeft = paradiso::Sprite{
.bitmap = grassImage,
.pivot = paradiso::Vector2<float>::make(0.0f, -1.0f),
.scale = paradiso::Vector2<float>::make(1.0f, 0.33333f)};
.pivot = {paradiso::Vector2<float>::make(0.0f, -1.0f)},
.scale = {paradiso::Vector2<float>::make(1.0f, 0.33333f)}};
grassRight = paradiso::Sprite{
.bitmap = grassImage,
.pivot = paradiso::Vector2<float>::make(2.0f, -1.0f),
.scale = paradiso::Vector2<float>::make(1.0f, 0.33333f)};
.pivot = {paradiso::Vector2<float>::make(2.0f, -1.0f)},
.scale = {paradiso::Vector2<float>::make(1.0f, 0.33333f)}};
}
void draw(const paradiso::Shader& shader) {
for (auto sprite : scrolling) {
if (game_over == false) {
if (sprite->pivot.x() <= -2.0f) {
sprite->pivot.x() += 4.0f;
}
sprite->pivot.x() -= 0.001f;
sprite->pivot.x() -= 0.002f;
}
shader.set_uniform("pivot", sprite->pivot);
shader.set_uniform("scale", sprite->scale);
shader.set_uniform("rotation", sprite->rotation);
renderer.draw(*sprite, shader);
}
}
};
paradiso::Renderer renderer{};
struct Pipe {
paradiso::Sprite pipe_top;
paradiso::Sprite pipe_bottom;
paradiso::Renderer renderer1{};
paradiso::Renderer renderer2{};
bool paused = false;
int pipe_spawn_rand_int = rand() % 80 + 15;
float pipe_spawn_rand = float(pipe_spawn_rand_int) / 100;
bool pos_reset = false;
Pipe() {
auto pipe_image = paradiso::BitmapIO::get().load("pipe-green.png");
pipe_top = paradiso::Sprite{
.bitmap = pipe_image,
.pivot = {paradiso::Vector2<float>::make(1.4f, pipe_spawn_rand + 1.0f)},
.scale = {paradiso::Vector2<float>::make(((500.0f - (500.0f - 52.0f)) / 500.0f) * 2.25f, ((700.0f - (700.0f - 320.0f)) / 700.0f) * 2.25f)},
.rotation = 3.1415926f};
pipe_bottom = paradiso::Sprite{
.bitmap = pipe_image,
.pivot = {paradiso::Vector2<float>::make(1.4f, pipe_spawn_rand - 1.5f)},
.scale = {paradiso::Vector2<float>::make(((500.0f - (500.0f - 52.0f)) / 500.0f) * 2.25f, ((700.0f - (700.0f - 320.0f)) / 700.0f) * 2.25f)}};
paused = true;
}
void update() {
if (game_over == true) {
paused = true;
}
if (paused == true) {
return;
}
else {
pipe_spawn_rand_int = rand() % 80 + 15;
pipe_spawn_rand = float(pipe_spawn_rand_int) / 100;
pipe_top.pivot.x() -= 0.02f;
pipe_bottom.pivot.x() -= 0.02f;
risky_pos_x = pipe_top.pivot.x();
risky_pos_max_x = pipe_top.pivot.x() + ((500.0f - (500.0f - 52.0f)) / 500.0f) * 2.25f;
risky_pos_top_y = pipe_top.pivot.y();
risky_pos_top_max_y = pipe_top.pivot.y() + 10.0f;
risky_pos_bottom_y = pipe_bottom.pivot.y();
risky_pos_bottom_max_y = pipe_bottom.pivot.y() - 10.0f;
if (pipe_top.pivot.x() <= -1.4f || pipe_bottom.pivot.x() <= -1.4f) {
pos_reset = true;
if (pos_reset == true) {
pipe_top.pivot.y() = pipe_spawn_rand + 1.0f;
pipe_bottom.pivot.y() = pipe_spawn_rand - 1.5;
pos_reset = false;
}
pipe_top.pivot.x() = 1.4f;
pipe_bottom.pivot.x() = 1.4f;
}
}
}
void draw(const paradiso::Shader& shader) {
shader.set_uniform("pivot", pipe_bottom.pivot);
shader.set_uniform("scale", pipe_bottom.scale);
renderer1.draw(pipe_bottom, shader);
shader.set_uniform("pivot", pipe_top.pivot);
shader.set_uniform("scale", pipe_top.scale);
shader.set_uniform("rotation", pipe_top.rotation);
renderer1.draw(pipe_top, shader);
}
};
struct Grass {
paradiso::Sprite grassLeft;
paradiso::Sprite grassRight;
paradiso::Sprite* scrolling[2] = {&grassLeft, &grassRight};
paradiso::Renderer renderer1{};
paradiso::Renderer renderer2{};
Grass() {
auto grassImage = paradiso::BitmapIO::get().load(std::string("base.png"));
auto grassImage = paradiso::BitmapIO::get().load("base.png");
grassLeft = paradiso::Sprite{
.bitmap = grassImage,
.pivot = paradiso::Vector2<float>::make(0.0f, -0.9f),
.scale = paradiso::Vector2<float>::make(1.0f, 0.33333f)};
.pivot = {paradiso::Vector2<float>::make(0.0f, -0.9f)},
.scale = {paradiso::Vector2<float>::make(((500.0f - (500.0f - 504.0f)) / 500.0f) * 2.25f, ((700.0f - (700.0f - 112.0f)) / 700.0f) * 2.25f)}};
grassRight = paradiso::Sprite{
.bitmap = grassImage,
.pivot = paradiso::Vector2<float>::make(2.0f, -0.9f),
.scale = paradiso::Vector2<float>::make(1.0f, 0.33333f)};
.pivot = {paradiso::Vector2<float>::make(1.002f, -0.9f)},
.scale = {paradiso::Vector2<float>::make(((500.0f - (500.0f - 504.0f)) / 500.0f) * 2.25f, ((700.0f - (700.0f - 112.0f)) / 700.0f) * 2.25f)}};
}
void draw(const paradiso::Shader& shader) {
for (auto sprite : scrolling) {
if (sprite->pivot.x() <= -2.0f) {
sprite->pivot.x() += 4.0f;
if (game_over == false) {
grassLeft.pivot.x() -= 0.02f;
grassRight.pivot.x() -= 0.02f;
if (grassRight.pivot.x() <= 0.0f) {
grassLeft.pivot.x() = 1.002f;
}
sprite->pivot.x() -= 0.035f;
shader.set_uniform("pivot", sprite->pivot);
shader.set_uniform("scale", sprite->scale);
shader.set_uniform("rotation", sprite->rotation);
renderer.draw(*sprite, shader);
if (grassRight.pivot.x() <= -1.002f) {
grassRight.pivot.x() = 1.002f;
}
}
paradiso::Renderer renderer{};
shader.set_uniform("pivot", grassLeft.pivot);
shader.set_uniform("scale", grassLeft.scale);
shader.set_uniform("rotation", grassLeft.rotation);
shader.set_uniform("pivot", grassRight.pivot);
shader.set_uniform("scale", grassRight.scale);
shader.set_uniform("rotation", grassRight.rotation);
renderer1.draw(grassLeft, shader);
renderer2.draw(grassRight, shader);
}
};
struct QuickWings {
struct QuickWings {
paradiso::Renderer renderer1{};
paradiso::Renderer renderer2{};
paradiso::Renderer renderer3{};
@ -118,10 +229,10 @@ struct QuickWings {
unsigned int flapCounter = 0; // How many ticks since last flap
float velocity = 0.0f;
const float max_velocity = 0.05f;
const float max_velocity = 0.02f;
const float gravity = -0.004f;
const float move_up_velocity = 0.0055f;
const float gravity = -0.002f;
const float move_up_velocity = 0.02f;
bool move_up = false;
bool paused = true;
@ -129,30 +240,32 @@ struct QuickWings {
const float max_pos = 0.95f;
const float min_pos = -0.5f;
float pos = 0.0f;
float pos = 0.34f;
float rotation = 0.0f;
int collision_counter = 0;
QuickWings() {
float scaleh = 0.07f;
float scalew = scaleh * 1.416666666666667f;
float scaleh = 0.08f;
float scalew = 0.158f;
birds = {
paradiso::Sprite{
.bitmap =
paradiso::BitmapIO::get().load("yellowbird-downflap.png"),
.pivot = paradiso::Vector2<float>::make(0.0f, 0.0f),
.scale = paradiso::Vector2<float>::make(scalew, scaleh)},
.pivot = {paradiso::Vector2<float>::make(0.0f, 0.0f)},
.scale = {paradiso::Vector2<float>::make(scalew, scaleh)}},
paradiso::Sprite{
.bitmap =
paradiso::BitmapIO::get().load("yellowbird-midflap.png"),
.pivot = paradiso::Vector2<float>::make(0.0f, 0.0f),
.scale = paradiso::Vector2<float>::make(scalew, scaleh)},
.pivot = {paradiso::Vector2<float>::make(0.0f, 0.0f)},
.scale = {paradiso::Vector2<float>::make(scalew, scaleh)}},
paradiso::Sprite{
.bitmap =
paradiso::BitmapIO::get().load("yellowbird-upflap.png"),
.pivot = paradiso::Vector2<float>::make(0.0f, 0.0f),
.scale = paradiso::Vector2<float>::make(scalew, scaleh)}};
.pivot = {paradiso::Vector2<float>::make(0.0f, 0.0f)},
.scale = {paradiso::Vector2<float>::make(scalew, scaleh)}}};
}
void draw(const paradiso::Shader& shader) {
@ -185,10 +298,16 @@ struct QuickWings {
}
void update() {
// Stop game
if (paused)
return;
if (game_over == true) {
paused = true;
}
// Stop game
if (paused) {
return;
}
else {
// Apply gravity
velocity += gravity;
@ -206,20 +325,46 @@ struct QuickWings {
if (pos < min_pos) {
pos = min_pos;
velocity = 0.0f;
game_over = true;
}
if (pos > max_pos) {
pos = max_pos;
velocity = 0.0f;
game_over = true;
}
// Update rotation
rotation = velocity * 15.0f;
rotation = velocity * 10.0f;
}
float final_risky_pos_top_y = risky_pos_top_y - 1.06f;
float final_risky_pos_bottom_y = risky_pos_bottom_y + 1.06f;
if (risky_pos_x - 0.3f <= 0.0f && risky_pos_max_x >= 0.0f) {
if (pos >= final_risky_pos_top_y && pos <= risky_pos_top_max_y) {
game_over = true;
}
if (pos <= final_risky_pos_bottom_y && pos >= risky_pos_bottom_max_y) {
if (collision_counter == 0) {
collision_counter++;
}
else {
collision_counter = 2;
}
if (collision_counter == 2) {
game_over = true;
}
}
}
}
// keyboard handler
void on_keyboard(const paradiso::Window::KeyboardInputStack& input) {
if (input.size()) {
paused = false;
if (paused == false) {
bool pressed_up = input.top().key == ' ' || input.top().key == 'W';
if (input.top().action == 1 && pressed_up) {
@ -228,10 +373,69 @@ struct QuickWings {
move_up = false;
}
}
else {
return;
}
}
}
};
struct Message {
paradiso::Sprite messageSprite;
paradiso::Renderer renderer{};
bool start = false;
float pos = 100.0f;
Message() {
auto messageImage = paradiso::BitmapIO::get().load("message.png");
messageSprite = paradiso::Sprite{
.bitmap = messageImage,
.pivot = {paradiso::Vector2<float>::make(0.0f, 0.0f)},
.scale = {paradiso::Vector2<float>::make(0.8f, 0.8f)}
};
};
void draw(const paradiso::Shader& shader) {
shader.set_uniform("pivot", messageSprite.pivot);
shader.set_uniform("scale", messageSprite.scale);
renderer.draw(messageSprite, shader);
}
void update() {
if (start == true) {
messageSprite.pivot.y() = pos;
}
}
void on_keyboard(const paradiso::Window::KeyboardInputStack& input) {
if (input.size()) {
start = true;
}
}
};
struct GameOverMessage {
paradiso::Sprite messageSprite;
paradiso::Renderer renderer{};
GameOverMessage() {
auto messageImage = paradiso::BitmapIO::get().load("gameover.png");
messageSprite = paradiso::Sprite{
.bitmap = messageImage,
.pivot = {paradiso::Vector2<float>::make(0.0f, 0.4f)},
.scale = {paradiso::Vector2<float>::make(((500.0f - (500.0f - 192.0f)) / 500.0f) * 2.25f, ((700.0f - (700.0f - 42.0f)) / 700.0f) * 2.25f)}
};
};
void draw(const paradiso::Shader& shader) {
shader.set_uniform("pivot", messageSprite.pivot);
shader.set_uniform("scale", messageSprite.scale);
renderer.draw(messageSprite, shader);
}
};
auto main() -> int {
std::srand(std::time(nullptr));
// Ausgabefenster ... sieht aus als wäre es auf dem Stack
auto window = paradiso::Window();
@ -246,7 +450,7 @@ auto main() -> int {
*/
window
.set_size(size) // ... Grösse
.set_position(paradiso::Point{.x = 100, .y = 100}) // ... Position
.set_position(paradiso::Point{.x = 1920 / 2 - 500 / 2, .y = 1080 / 2 - 700 / 2}) // ... Position
.set_title("PardiSO.FlappyBird") // ... Titel
.set_visible(true); // ... und jetzt anzeigen!
@ -276,8 +480,11 @@ auto main() -> int {
// Load
auto background = Background{};
auto grass = Grass{};
auto quickwingsapp = QuickWings{};
auto pipe = Pipe{};
auto message = Message{};
auto gameover = GameOverMessage{};
// timer
@ -291,13 +498,29 @@ auto main() -> int {
ctx.clear();
auto t1 = std::chrono::high_resolution_clock::now();
// Keyboard and state change
// Keyboard and state change + update
if (quickwingsapp.paused == false) {
pipe.paused = false;
}
pipe.update();
quickwingsapp.on_keyboard(w.keyboard_input());
quickwingsapp.update();
message.on_keyboard(w.keyboard_input());
message.update();
// Draw
background.draw(shader);
pipe.draw(shader);
grass.draw(shader);
message.draw(shader);
if (game_over == true) {
gameover.draw(shader);
}
quickwingsapp.draw(shader);
// wait for frame rate