Some architectural changes

This commit is contained in:
brxxh 2025-05-31 00:02:16 +02:00
parent b412c992ee
commit ccd0697ab3

View file

@ -17,9 +17,15 @@
#include <paradiso/window.hpp>
#include <chrono>
#include <print>
#include <thread>
#include <tuple>
#include <unordered_map>
#include <iostream>
namespace TappyPlane {
using SpriteName = std::tuple<std::string_view, std::string_view>;
using SpriteMap = std::unordered_map<std::string_view, paradiso::Bitmap>;
static const unsigned int FRAME_RATE = 60;
@ -56,23 +62,24 @@ struct Background {
std::array<paradiso::Sprite, 2> sprites;
paradiso::Renderer renderer{};
paradiso::Bitmap image =
paradiso::BitmapIO::get().load("PNG/background.png");
void init() {
// For resetting.
scrolling_speed = INIT_SCROLLING_SPEED;
void init(SpriteMap& sprite_map) {
sprites = {paradiso::Sprite{
.bitmap = image,
.bitmap = sprite_map["background"],
.pivot = {paradiso::Vector2<float>::make(0.0f, 0.0f)},
.scale = {paradiso::Vector2<float>::make(1.0f, 1.0f)}},
paradiso::Sprite{
.bitmap = image,
.bitmap = sprite_map["background"],
.pivot = {paradiso::Vector2<float>::make(2.0f, 0.0f)},
.scale = {paradiso::Vector2<float>::make(1.0f, 1.0f)}}};
}
void reset() {
scrolling_speed = INIT_SCROLLING_SPEED;
sprites[0].pivot.x() = 0.0f;
sprites[1].pivot.x() = 2.0f;
}
void update() {
for (auto& sprite : sprites) {
sprite.pivot.x() -= scrolling_speed;
@ -100,17 +107,9 @@ struct Ground {
std::array<paradiso::Sprite, 2> sprites;
paradiso::Renderer renderer{};
// Maybe put this into 'init()' because we might use the other textures
// like snow, ice, ... and then we can parameterize this.
paradiso::Bitmap image =
paradiso::BitmapIO::get().load("PNG/groundGrass.png");
AABB aabb{};
void init() {
// For resetting.
scrolling_speed = INIT_SCROLLING_SPEED;
void init(SpriteMap& sprite_map) {
// The image's height is 71 px.
float scale_y = 71.0f / WINDOW_HEIGHT;
@ -118,11 +117,11 @@ struct Ground {
sprites = {
paradiso::Sprite{
.bitmap = image,
.bitmap = sprite_map["ground"],
.pivot = {paradiso::Vector2<float>::make(0.0f, pivot_y)},
.scale = {paradiso::Vector2<float>::make(1.0f, scale_y)}},
paradiso::Sprite{
.bitmap = image,
.bitmap = sprite_map["ground"],
.pivot = {paradiso::Vector2<float>::make(2.0f, pivot_y)},
.scale = {paradiso::Vector2<float>::make(1.0f, scale_y)}}};
@ -132,6 +131,13 @@ struct Ground {
.size = {paradiso::Vector2<float>::make(2.0f, scale_y)}};
}
void reset() {
scrolling_speed = INIT_SCROLLING_SPEED;
sprites[0].pivot.x() = 0.0f;
sprites[1].pivot.x() = 2.0f;
}
void update() {
for (auto& sprite : sprites) {
sprite.pivot.x() -= scrolling_speed;
@ -153,7 +159,14 @@ struct Ground {
struct Rocks {
static constexpr float INIT_SCROLLING_SPEED = 0.006f;
static constexpr float GAP_SIZE = 1.6f;
static constexpr float GAP_SIZE = 1.5f;
// The image's size is 108x239 px.
static constexpr float INIT_SCALE_X = 108.0f / WINDOW_WIDTH;
static constexpr float INIT_SCALE_Y = 239.0f / WINDOW_HEIGHT;
static constexpr paradiso::Vector2<float> INIT_SCALE{
paradiso::Vector2<float>::make(INIT_SCALE_X, INIT_SCALE_Y)};
float scrolling_speed = INIT_SCROLLING_SPEED;
@ -163,45 +176,20 @@ struct Rocks {
paradiso::Renderer top_renderer{};
paradiso::Renderer bottom_renderer{};
// Maybe put this into 'init()' because we might use the other textures
// like snow, ice, ... and then we can parameterize this.
paradiso::Bitmap top_image =
paradiso::BitmapIO::get().load("PNG/rockGrassDown.png");
paradiso::Bitmap bottom_image =
paradiso::BitmapIO::get().load("PNG/rockGrass.png");
AABB top_aabb;
AABB bottom_aabb;
void init(float x, bool reset_scrolling_speed = false) {
if (reset_scrolling_speed) {
scrolling_speed = INIT_SCROLLING_SPEED;
float init_pivot_x = 0.0f;
auto get_random_top_position_y() -> float {
return 1.0f - INIT_SCALE_Y + (std::rand() % 50) / 100.0f + 0.01f;
}
// The image's size is 108x239 px.
float scale_x = 108.0f / WINDOW_WIDTH;
float scale_y = 239.0f / WINDOW_HEIGHT;
auto scale = paradiso::Vector2<float>{
paradiso::Vector2<float>::make(scale_x, scale_y)};
float top_position_y =
1.0f - scale_y + (std::rand() % 60) / 100.0f + 0.04f;
float bottom_position_y = top_position_y - GAP_SIZE;
top_sprite = paradiso::Sprite{
.bitmap = top_image,
.pivot = {paradiso::Vector2<float>::make(x, top_position_y)},
.scale = scale};
bottom_sprite = paradiso::Sprite{
.bitmap = bottom_image,
.pivot = {paradiso::Vector2<float>::make(x, bottom_position_y)},
.scale = scale};
void init_aabbs() {
// We'll make the width a quarter the width of the texture.
// (If you want 1:1 size, you need to double the scale of the sprite.)
auto size = paradiso::Vector2<float>{
paradiso::Vector2<float>::make(scale_x / 2, scale_y * 2)};
paradiso::Vector2<float>::make(INIT_SCALE_X / 2, INIT_SCALE_Y * 2)};
auto top_position =
paradiso::Vector2<float>{paradiso::Vector2<float>::make(
@ -217,6 +205,52 @@ struct Rocks {
bottom_aabb = AABB{bottom_position, size};
}
void init(SpriteMap& sprite_map, float pivot_x) {
init_pivot_x = pivot_x;
float top_position_y = get_random_top_position_y();
float bottom_position_y = top_position_y - GAP_SIZE;
top_sprite = paradiso::Sprite{.bitmap = sprite_map["rocks.top"],
.pivot = {paradiso::Vector2<float>::make(
init_pivot_x, top_position_y)},
.scale = INIT_SCALE};
bottom_sprite =
paradiso::Sprite{.bitmap = sprite_map["rocks.bottom"],
.pivot = {paradiso::Vector2<float>::make(
init_pivot_x, bottom_position_y)},
.scale = INIT_SCALE};
init_aabbs();
}
void reset() {
scrolling_speed = INIT_SCROLLING_SPEED;
float top_position_y = get_random_top_position_y();
float bottom_position_y = top_position_y - GAP_SIZE;
top_sprite.pivot = paradiso::Vector2<float>{
paradiso::Vector2<float>::make(init_pivot_x, top_position_y)};
bottom_sprite.pivot = paradiso::Vector2<float>{
paradiso::Vector2<float>::make(init_pivot_x, bottom_position_y)};
init_aabbs();
}
void jump_back() {
float top_position_y = get_random_top_position_y();
float bottom_position_y = top_position_y - GAP_SIZE;
top_sprite.pivot = paradiso::Vector2<float>{
paradiso::Vector2<float>::make(1.2f, top_position_y)};
bottom_sprite.pivot = paradiso::Vector2<float>{
paradiso::Vector2<float>::make(1.2f, bottom_position_y)};
init_aabbs();
}
void update() {
top_sprite.pivot.x() -= scrolling_speed;
bottom_sprite.pivot.x() -= scrolling_speed;
@ -231,14 +265,14 @@ struct Rocks {
// \
// *------ the x we need.
// @Efficiency: We could just scroll it with the sprite.
// @Efficiency: We could just scroll the AABBs with the sprites.
top_aabb.position.x() = top_sprite.pivot.x() - top_aabb.size.x() / 2;
bottom_aabb.position.x() =
bottom_sprite.pivot.x() - bottom_aabb.size.x() / 2;
if (top_sprite.pivot.x() <= -1.2f) {
// Reset.
init(1.2f);
jump_back();
return;
}
}
@ -267,6 +301,16 @@ struct Plane {
static const unsigned int ANIM_INTERVAL = 10;
// The image's size is 88x73 px.
static constexpr float INIT_SCALE_X = 88.0f / WINDOW_WIDTH;
static constexpr float INIT_SCALE_Y = 73.0f / WINDOW_HEIGHT;
static constexpr paradiso::Vector2<float> INIT_SCALE{
paradiso::Vector2<float>::make(INIT_SCALE_X, INIT_SCALE_Y)};
static constexpr paradiso::Vector2<float> INIT_PIVOT{
paradiso::Vector2<float>::make(0.0f, INIT_POSITION_Y)};
// Animation sprites
std::array<paradiso::Sprite, 3> sprites;
std::array<paradiso::Renderer, 3> renderers;
@ -285,46 +329,45 @@ struct Plane {
AABB aabb;
void init() {
// The image's size is 88x73 px.
float scale_x = 88.0f / WINDOW_WIDTH;
float scale_y = 73.0f / WINDOW_HEIGHT;
void init_aabb() {
// We'll make the size half the size of the texture.
// (If you want 1:1 size, you need to double the scale of the sprite.)
// We could use INIT_SCALE here, but we'll keep this for clarity.
auto size = paradiso::Vector2<float>{
paradiso::Vector2<float>::make(INIT_SCALE_X, INIT_SCALE_Y)};
auto pivot = paradiso::Vector2<float>{
paradiso::Vector2<float>::make(0.0f, position_y)};
auto scale = paradiso::Vector2<float>{
paradiso::Vector2<float>::make(scale_x, scale_y)};
// Center it.
auto position = paradiso::Vector2<float>{paradiso::Vector2<float>::make(
INIT_PIVOT.x() - size.x() / 2, INIT_PIVOT.y() - size.y() / 2)};
sprites = {
paradiso::Sprite{.bitmap = paradiso::BitmapIO::get().load(
"PNG/Planes/planeRed1.png"),
.pivot = pivot,
.scale = scale},
paradiso::Sprite{.bitmap = paradiso::BitmapIO::get().load(
"PNG/Planes/planeRed2.png"),
.pivot = pivot,
.scale = scale},
paradiso::Sprite{.bitmap = paradiso::BitmapIO::get().load(
"PNG/Planes/planeRed3.png"),
.pivot = pivot,
.scale = scale},
};
aabb = AABB{position, size};
}
void init(SpriteMap& sprite_map) {
sprites = {paradiso::Sprite{.bitmap = sprite_map["plane.1"],
.pivot = INIT_PIVOT,
.scale = INIT_SCALE},
paradiso::Sprite{.bitmap = sprite_map["plane.2"],
.pivot = INIT_PIVOT,
.scale = INIT_SCALE},
paradiso::Sprite{.bitmap = sprite_map["plane.3"],
.pivot = INIT_PIVOT,
.scale = INIT_SCALE}};
init_aabb();
}
void reset() {
for (auto& sprite : sprites) {
sprite.pivot = INIT_PIVOT;
sprite.scale = INIT_SCALE;
}
// For resetting.
position_y = INIT_POSITION_Y;
velocity_y = INIT_VELOCITY_Y;
rotation = INIT_ROTATION;
// We'll make the size half the size of the texture.
// (If you want 1:1 size, you need to double the scale of the sprite.)
auto size = paradiso::Vector2<float>{
paradiso::Vector2<float>::make(scale_x, scale_y)};
// Center it.
auto position = paradiso::Vector2<float>{paradiso::Vector2<float>::make(
pivot.x() - size.x() / 2, pivot.y() - size.y() / 2)};
aabb = AABB{position, size};
init_aabb();
}
void update(const paradiso::Window::KeyboardInputStack& input) {
@ -363,7 +406,7 @@ struct Plane {
// \
// *--- the y we need.
// @Efficiency: We could just add the velocity.
// @Efficiency: We could just add the velocity to the AABB's y position.
aabb.position.y() = position_y - aabb.size.y() / 2;
rotation = velocity_y * 500.0f;
@ -381,7 +424,7 @@ struct Plane {
}
};
struct StartText {
struct StartUI {
static const unsigned int TAP_ANIM_INTERVAL = 40;
// textGetReady.png, tapLeft.png, tapRight.png
@ -395,43 +438,37 @@ struct StartText {
unsigned int tap_anim_counter = 0;
unsigned int current_tap_sprite = 0;
void init() {
void init(SpriteMap& sprite_map) {
base_sprites = {
// textGetReady.png
paradiso::Sprite{
.bitmap =
paradiso::BitmapIO::get().load("PNG/UI/textGetReady.png"),
.bitmap = sprite_map["start_ui.text"],
.pivot = {paradiso::Vector2<float>::make(0.0f, 0.5f)},
// The image's size is 400x73 px.
.scale = {paradiso::Vector2<float>::make(
400.0f / WINDOW_WIDTH, 73.0f / WINDOW_HEIGHT)}},
// tapLeft.png
paradiso::Sprite{
.bitmap = paradiso::BitmapIO::get().load("PNG/UI/tapLeft.png"),
.pivot = {paradiso::Vector2<float>::make(0.5f, 0.0f)},
.bitmap = sprite_map["tap_sign.left"],
.pivot = {paradiso::Vector2<float>::make(-0.5f, 0.0f)},
// The image's size is 85x42 px.
.scale = {paradiso::Vector2<float>::make(
85.0f / WINDOW_WIDTH, 42.0f / WINDOW_HEIGHT)}},
// tapRight.png
paradiso::Sprite{
.bitmap = paradiso::BitmapIO::get().load("PNG/UI/tapRight.png"),
.pivot = {paradiso::Vector2<float>::make(-0.5f, 0.0f)},
.bitmap = sprite_map["tap_sign.right"],
.pivot = {paradiso::Vector2<float>::make(0.5f, 0.0f)},
// The image's size is 85x42 px.
.scale = {paradiso::Vector2<float>::make(
85.0f / WINDOW_WIDTH, 42.0f / WINDOW_HEIGHT)}},
};
tap_sprites = {
// tap.png
paradiso::Sprite{
.bitmap = paradiso::BitmapIO::get().load("PNG/UI/tap.png"),
.bitmap = sprite_map["tap.normal"],
.pivot = {paradiso::Vector2<float>::make(0.0f, -0.5f)},
// The image's size is 59x59 px.
.scale = {paradiso::Vector2<float>::make(
59.0f / WINDOW_WIDTH, 59.0f / WINDOW_HEIGHT)}},
// tapTick.png
paradiso::Sprite{
.bitmap = paradiso::BitmapIO::get().load("PNG/UI/tapTick.png"),
.bitmap = sprite_map["tap.tick"],
.pivot = {paradiso::Vector2<float>::make(0.0f, -0.5f)},
// The image's size is 59x59 px.
.scale = {paradiso::Vector2<float>::make(
@ -469,19 +506,16 @@ struct StartText {
}
};
struct GameOverText {
struct GameOverUI {
paradiso::Sprite sprite;
paradiso::Renderer renderer{};
paradiso::Bitmap image =
paradiso::BitmapIO::get().load("PNG/UI/textGameOver.png");
void init() {
void init(SpriteMap& sprite_map) {
// The image's size is 412x78 px.
float scale_x = 412.0f / WINDOW_WIDTH;
float scale_y = 78.0f / WINDOW_HEIGHT;
sprite = {.bitmap = image,
sprite = {.bitmap = sprite_map["game_over_ui.text"],
.pivot = {paradiso::Vector2<float>::make(0.0f, 0.0f)},
.scale = {paradiso::Vector2<float>::make(scale_x, scale_y)}};
}
@ -500,10 +534,44 @@ struct GameOverText {
enum class GameState { Start, Playing, GameOver };
auto main() -> int {
std::srand(std::time(nullptr));
struct App {
SpriteMap sprites;
auto canvas_size = paradiso::Size{.width = WINDOW_WIDTH * WINDOW_SCALE,
static auto create() -> App {
auto app = App{};
paradiso::BitmapIO::get().set_path(
paradiso::get_executable_path().parent_path().string() + "/assets");
auto assets = std::array{
SpriteName{"background", "PNG/background.png"},
SpriteName{"ground", "PNG/groundGrass.png"},
SpriteName{"rocks.top", "PNG/rockGrassDown.png"},
SpriteName{"rocks.bottom", "PNG/rockGrass.png"},
SpriteName{"plane.1", "PNG/Planes/planeRed1.png"},
SpriteName{"plane.2", "PNG/Planes/planeRed2.png"},
SpriteName{"plane.3", "PNG/Planes/planeRed3.png"},
SpriteName{"tap_sign.left", "PNG/UI/tapRight.png"},
SpriteName{"tap_sign.right", "PNG/UI/tapLeft.png"},
SpriteName{"tap.normal", "PNG/UI/tap.png"},
SpriteName{"tap.tick", "PNG/UI/tapTick.png"},
SpriteName{"start_ui.text", "PNG/UI/textGetReady.png"},
SpriteName{"game_over_ui.text", "PNG/UI/textGameOver.png"},
};
for (const auto& [name, filename] : assets) {
std::print("{} : {} -> ", name, filename);
auto bitmap = paradiso::BitmapIO::get().load(filename);
app.sprites[name] = bitmap;
}
return app;
}
void run() {
auto canvas_size =
paradiso::Size{.width = WINDOW_WIDTH * WINDOW_SCALE,
.height = WINDOW_HEIGHT * WINDOW_SCALE};
// Unser Fenster, auf das wir rendern.
@ -543,16 +611,16 @@ auto main() -> int {
auto rocks1 = Rocks{};
auto rocks2 = Rocks{};
auto plane = Plane{};
auto start_text = StartText{};
auto game_over_text = GameOverText{};
auto start_ui = StartUI{};
auto game_over_ui = GameOverUI{};
background.init();
ground.init();
rocks1.init(1.2f, true); // We don't need to set this to true,
rocks2.init(2.4f, true); // but why not?
plane.init();
start_text.init();
game_over_text.init();
background.init(sprites);
ground.init(sprites);
rocks1.init(sprites, 1.2f); // We don't need to set this to true,
rocks2.init(sprites, 2.4f); // but why not?
plane.init(sprites);
start_ui.init(sprites);
game_over_ui.init(sprites);
auto top_aabb =
AABB{.position = {paradiso::Vector2<float>::make(-1.0f, 1.0f)},
@ -574,14 +642,14 @@ auto main() -> int {
game_state = GameState::Playing;
// Make the plane jump for the first time.
// @ToDo: The plane jumps too high because there was no gravity
// before.
// @ToDo: The plane jumps too high because there was no
// gravity before.
plane.update(window.keyboard_input());
}
background.update();
ground.update();
start_text.update();
start_ui.update();
} else if (game_state == GameState::Playing) {
background.update();
ground.update();
@ -591,6 +659,7 @@ auto main() -> int {
plane.update(window.keyboard_input());
// @ToDo: Should we really do this here?
background.scrolling_speed *= SCROLLING_SPEED_INC_FACTOR;
ground.scrolling_speed *= SCROLLING_SPEED_INC_FACTOR;
rocks1.scrolling_speed *= SCROLLING_SPEED_INC_FACTOR;
@ -609,17 +678,18 @@ auto main() -> int {
window.keyboard_input().top().key == ACTION_KEY) {
// Reset everything.
background.init();
ground.init();
rocks1.init(1.2f, true);
rocks2.init(2.4f, true);
plane.init();
background.reset();
ground.reset();
rocks1.reset();
rocks2.reset();
plane.reset();
game_state = GameState::Start;
}
}
context.set_viewport(paradiso::Rectangle{
.position = paradiso::Point{.x = 0, .y = 0}, .size = canvas_size});
context.set_viewport(
paradiso::Rectangle{.position = paradiso::Point{.x = 0, .y = 0},
.size = canvas_size});
context.clear();
background.draw(shader);
@ -631,24 +701,33 @@ auto main() -> int {
ground.draw(shader);
// Kinda dumb that we check the game state here the second time but I
// like to seperate 'update' from 'draw'.
// Kinda dumb that we check the game state here the second time but
// I like to seperate 'update' from 'draw'.
if (game_state == GameState::Start) {
start_text.draw(shader);
start_ui.draw(shader);
} else if (game_state == GameState::GameOver) {
game_over_text.draw(shader);
game_over_ui.draw(shader);
}
// Einen kurzen Moment warten, um auf 60 FPS zu kommen.
auto t2 = std::chrono::high_resolution_clock::now();
auto duration =
std::chrono::duration_cast<std::chrono::microseconds>(t2 - t1);
auto wait = std::chrono::microseconds(1000000 / FRAME_RATE) - duration;
auto wait =
std::chrono::microseconds(1000000 / FRAME_RATE) - duration;
std::this_thread::sleep_for(wait);
return true;
})) {
};
}
};
} // namespace TappyPlane
auto main() -> int {
std::srand(std::time(nullptr));
auto app = TappyPlane::App::create();
app.run();
return 0;
}