Sync commit

This commit is contained in:
Maximilian Giller 2023-06-28 16:57:13 +02:00
parent 8034b9164d
commit ad5a6731a3
16 changed files with 316 additions and 110 deletions

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@ -87,16 +87,36 @@ set(SOURCES
src/game/level/level_loader.hpp
src/levels.hpp src/collectables.hpp
src/game/collectables/collectable_config.hpp
src/game/physics/hole/hole_depth_simulation.cpp
src/game/physics/hole/hole_depth_simulation.hpp
src/game/collectables/collection/collectables_collection.cpp
src/game/collectables/collection/collectables_collection.hpp
src/game/collectables/collection/collectables_depth_collection.cpp
src/game/collectables/collection/collectables_depth_collection.hpp src/game/collectables/collectable_in_level.hpp src/game/collectables/collectable_factory.cpp src/game/collectables/collectable_factory.hpp src/game/player/player_collection.cpp src/game/player/player_collection.hpp
src/game/collectables/collection/collectables_depth_collection.hpp
src/game/collectables/collectable_in_level.hpp
src/game/collectables/collectable_factory.cpp
src/game/collectables/collectable_factory.hpp
src/game/player/player_collection.cpp
src/game/player/player_collection.hpp
src/levels.hpp
src/sprites/tiling/tilemap.cpp
src/sprites/tiling/tilemap.hpp
src/sprites/tiling/tilemap_config.hpp src/sprites/tiling/tileset_config.hpp src/sprites/tiling/tileset.cpp src/sprites/tiling/tileset.hpp src/game/frame_counter.cpp src/game/frame_counter.hpp src/game/level/level_renderer.cpp src/game/level/level_renderer.hpp src/sprites/skymap/skymap.cpp src/sprites/skymap/skymap.hpp src/game/camera/multiplayer_view.cpp src/game/camera/multiplayer_view.hpp src/game/camera/multiplayer_borders.cpp src/game/camera/multiplayer_borders.hpp)
src/sprites/tiling/tilemap_config.hpp
src/sprites/tiling/tileset_config.hpp
src/sprites/tiling/tileset.cpp
src/sprites/tiling/tileset.hpp
src/game/frame_counter.cpp
src/game/frame_counter.hpp
src/game/level/level_renderer.cpp
src/game/level/level_renderer.hpp
src/sprites/skymap/skymap.cpp
src/sprites/skymap/skymap.hpp
src/game/camera/multiplayer_view.cpp
src/game/camera/multiplayer_view.hpp
src/game/camera/multiplayer_borders.cpp
src/game/camera/multiplayer_borders.hpp
src/game/physics/holes/collectable_simulation.cpp
src/game/physics/holes/collectable_simulation.hpp
src/game/physics/holes/holes_simulation.cpp
src/game/physics/holes/holes_simulation.hpp src/game/physics/holes/layouts/hole_description.hpp src/game/physics/holes/layouts/hole_layout.cpp src/game/physics/holes/layouts/hole_layout.hpp src/game/physics/holes/layouts/depth_hole_layout.hpp src/game/physics/holes/layouts/depth_hole_description.hpp)
set(PHYSICS_00_SOURCES
src/prototypes/physics_00.cpp)

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@ -68,3 +68,10 @@ In case of "RandR headers were not found": `sudo apt install xorg-dev`.
cmake --build .
cmake --build . --target INSTALL
```
## Project structure
- Physics Simulations
- **Map Simulation**: World-bounds collider
- **Holes Simulation**: Creates hole physics by managing all the individual Collectable Simulations
- **Collectable Simulation**: Simulates physics for a single collectable

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@ -18,6 +18,7 @@
- Game over screen
- Proper player graphics
- Collectables with graphics
- In-View-Detection for rendering more efficiently
## Low priority

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@ -13,7 +13,7 @@
#define PLAYER_RADIUS_PER_LEVEL 0.25f
// World
#define WORLD_GRAVITY b2Vec2(0.f, 9.8f)
#define WORLD_GRAVITY b2Vec2(0.f, -9.8f)
#define SKY_HEIGHT_SCALE 2.f
// FPS
@ -44,13 +44,14 @@
#define MAPSIM_WALL_THICKNESS 3.f
#define MAPSIM_VELOCITY_ITERATIONS 6
#define MAPSIM_POSITION_ITERATIONS 2
#define HOLESIM_VELOCITY_ITERATIONS 8
#define HOLESIM_POSITION_ITERATIONS 3
#define HOLESIM_COLLECTABLE_LINEAR_DAMPING 0.5f
#define HOLESIM_COLLECTABLE_ANGULAR_DAMPING 0.5f
#define HOLESIM_COLLECTABLE_DENSITY 1.f
#define HOLESIM_COLLECTABLE_FRICTION 0.3f
#define HOLESIM_COLLECTABLE_RESTITUTION 0.5f
#define COLLECTABLES_SIM_VELOCITY_ITERATIONS 8
#define COLLECTABLES_SIM_POSITION_ITERATIONS 3
#define COLLECTABLES_SIM_LINEAR_DAMPING 0.5f
#define COLLECTABLES_SIM_ANGULAR_DAMPING 0.5f
#define COLLECTABLES_SIM_DENSITY 1.f
#define COLLECTABLES_SIM_FRICTION 0.3f
#define COLLECTABLES_SIM_RESTITUTION 0.5f
#define COLLECTABLES_SIM_SLEEPING true
// Directions
#define DIRECTION_HARD_ACTIVATION_THRESHOLD 0.1f

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@ -6,10 +6,11 @@
#include "../collectables/collection/collectables_collection.hpp"
#include "../collectables/collectable_factory.hpp"
#include "../player/player_collection.hpp"
#include "../physics/hole/hole_depth_simulation.hpp"
#include "level_renderer.hpp"
#include "../../sprites/skymap/skymap.hpp"
#include "../camera/multiplayer_view.hpp"
#include "../physics/holes/holes_simulation.hpp"
#include "../physics/holes/layouts/hole_layout.hpp"
void LevelLoader::loadLevel(const LevelConfig &levelConfig)
{
@ -20,7 +21,9 @@ void LevelLoader::loadLevel(const LevelConfig &levelConfig)
game->setLevel(levelConfig);
MapSimulation::getInstance()->resetMap(levelConfig.worldMapSize);
HolesSimulation::getInstance()->clear();
PlayerCollection::getInstance()->clear();
HoleLayout::getInstance()->clear();
// Add views
game->addGameObject(MultiplayerView::getInstance());
@ -46,6 +49,11 @@ void LevelLoader::loadLevel(const LevelConfig &levelConfig)
collectablesCollection->createEmpty(maxDepth);
levelRenderer->addChild(collectablesCollection);
// Add physics simulations
game->addGameObject(MapSimulation::getInstance());
game->addGameObject(HolesSimulation::getInstance());
game->addGameObject(HoleLayout::getInstance());
// Spawn collectibles
for (auto const &collectableInfo: levelConfig.collectables)
{
@ -54,9 +62,6 @@ void LevelLoader::loadLevel(const LevelConfig &levelConfig)
// Add physics simulations
game->addGameObject(MapSimulation::getInstance());
LOG(INFO) << "Finished loading level '" << levelConfig.name << "'.";
}
@ -78,4 +83,5 @@ void LevelLoader::spawnCollectable(const CollectableInLevel &collectableInfo)
auto collectable = CollectableFactory::createFromInLevelConfig(collectableInfo);
LOG(DEBUG) << "Has depth " << collectable->getDepth() << ".";
CollectablesCollection::getInstance()->add(collectable);
HolesSimulation::getInstance()->addCollectable(collectable);
}

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@ -1,61 +0,0 @@
#include "hole_depth_simulation.hpp"
#include "../../../config.h"
HoleDepthSimulation::HoleDepthSimulation(std::shared_ptr<CollectablesDepthCollection> collectables) : collectables(
std::move(collectables))
{
simWorld = std::make_shared<b2World>(WORLD_GRAVITY);
}
void HoleDepthSimulation::physicsUpdate()
{
updateBodiesFromCollectionHistory();
simWorld->Step(FRAME_TIME.asSeconds(), HOLESIM_VELOCITY_ITERATIONS, HOLESIM_POSITION_ITERATIONS);
updateCollectables();
}
void HoleDepthSimulation::updateBodiesFromCollectionHistory()
{
// Remove bodies that are no longer in the collection
for (auto &collectable: collectables->recentlyRemoved)
{
auto body = bodies[collectable->getId()];
simWorld->DestroyBody(body);
bodies.erase(collectable->getId());
}
// Create bodies for new collectables
for (auto &collectable: collectables->recentlyAdded)
{
bodies[collectable->getId()] = createBody(collectable);
}
}
void HoleDepthSimulation::updateCollectables()
{
}
b2Body *HoleDepthSimulation::createBody(const std::shared_ptr<Collectable> &collectable)
{
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.position.Set(collectable->coordinates->isometric().x, collectable->coordinates->isometric().y);
bodyDef.linearDamping = HOLESIM_COLLECTABLE_LINEAR_DAMPING;
bodyDef.angularDamping = HOLESIM_COLLECTABLE_ANGULAR_DAMPING;
bodyDef.allowSleep = false;
bodyDef.awake = true;
auto body = simWorld->CreateBody(&bodyDef);
b2PolygonShape shape;
shape.SetAsBox(1, 1);
b2FixtureDef fixtureDef;
fixtureDef.shape = &shape;
fixtureDef.density = HOLESIM_COLLECTABLE_DENSITY;
fixtureDef.friction = HOLESIM_COLLECTABLE_FRICTION;
fixtureDef.restitution = HOLESIM_COLLECTABLE_RESTITUTION;
body->CreateFixture(&fixtureDef);
return body;
}

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@ -1,33 +0,0 @@
#ifndef HOLESOME_HOLE_DEPTH_SIMULATION_HPP
#define HOLESOME_HOLE_DEPTH_SIMULATION_HPP
#include <memory>
#include <box2d/box2d.h>
#include <map>
#include "../../collectables/collection/collectables_depth_collection.hpp"
/**
* @brief Simulates the hole(s) for the specific depth
*/
class HoleDepthSimulation : public GameObject
{
public:
explicit HoleDepthSimulation(std::shared_ptr<CollectablesDepthCollection> collectables);
void physicsUpdate() override;
private:
std::shared_ptr<CollectablesDepthCollection> collectables;
std::shared_ptr<b2World> simWorld;
void updateBodiesFromCollectionHistory();
void updateCollectables();
std::map<int, b2Body*> bodies = {}; // Collectable ID -> Body
b2Body *createBody(const std::shared_ptr<Collectable> &collectable);
};
#endif //HOLESOME_HOLE_DEPTH_SIMULATION_HPP

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@ -0,0 +1,49 @@
#include "collectable_simulation.hpp"
#include <utility>
#include "../../../config.h"
CollectableSimulation::CollectableSimulation(const std::shared_ptr<Collectable> &collectable)
: collectable(collectable)
{
// Create simulation
world = std::make_shared<b2World>(WORLD_GRAVITY);
world->SetAllowSleeping(COLLECTABLES_SIM_SLEEPING);
// Create body
b2BodyDef bodyDef;
bodyDef.type = b2_dynamicBody;
bodyDef.angularDamping = COLLECTABLES_SIM_ANGULAR_DAMPING;
bodyDef.linearDamping = COLLECTABLES_SIM_LINEAR_DAMPING;
// bodyDef.position.Set(collectable->getPosition().x, collectable->getPosition().y);
body = world->CreateBody(&bodyDef);
// Create shape
b2CircleShape shape;
// shape.m_radius = collectable->getRadius();
// Create fixture
b2FixtureDef fixtureDef;
fixtureDef.shape = &shape;
fixtureDef.friction = COLLECTABLES_SIM_FRICTION;
fixtureDef.restitution = COLLECTABLES_SIM_RESTITUTION;
fixtureDef.density = COLLECTABLES_SIM_DENSITY;
body->CreateFixture(&fixtureDef);
}
void CollectableSimulation::physicsUpdate()
{
updateGroundHole();
world->Step(FRAME_TIME.asSeconds(), COLLECTABLES_SIM_VELOCITY_ITERATIONS, COLLECTABLES_SIM_POSITION_ITERATIONS);
}
std::shared_ptr<Collectable> CollectableSimulation::getCollectable() const
{
return collectable;
}
void CollectableSimulation::updateGroundHole()
{
}

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@ -0,0 +1,28 @@
#ifndef HOLESOME_COLLECTABLE_SIMULATION_HPP
#define HOLESOME_COLLECTABLE_SIMULATION_HPP
#include <box2d/box2d.h>
#include "../../game_object.h"
#include "../../collectables/collectable.hpp"
class CollectableSimulation : public GameObject
{
public:
explicit CollectableSimulation(const std::shared_ptr<Collectable> &collectable);
void physicsUpdate() override;
std::shared_ptr<Collectable> getCollectable() const;
private:
std::shared_ptr<b2World> world;
b2Body* body;
std::shared_ptr<Collectable> collectable;
void updateGroundHole();
};
#endif //HOLESOME_COLLECTABLE_SIMULATION_HPP

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@ -0,0 +1,47 @@
#include "holes_simulation.hpp"
std::shared_ptr<HolesSimulation> HolesSimulation::getInstance()
{
if (singletonInstance == nullptr) {
singletonInstance = std::make_shared<HolesSimulation>();
}
return singletonInstance;
}
std::vector<std::shared_ptr<CollectableSimulation>> HolesSimulation::getCollectableSimulations() const
{
std::vector<std::shared_ptr<CollectableSimulation>> collectableSimulations{};
for (auto &child : getChildren()) {
auto sim = std::dynamic_pointer_cast<CollectableSimulation>(child);
collectableSimulations.push_back(sim);
}
return collectableSimulations;
}
void HolesSimulation::clear()
{
clearChildren();
}
void HolesSimulation::addCollectable(const std::shared_ptr<Collectable> &collectable)
{
// Create new collectable simulation
auto collectableSim = std::make_shared<CollectableSimulation>(collectable);
addChild(collectableSim);
}
void HolesSimulation::lateUpdate()
{
// Remove disabled collectables
for (const auto& sim : getCollectableSimulations()) {
if (sim->getCollectable()->getActive()) {
continue;
}
removeChild(sim);
}
GameObject::lateUpdate();
}

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@ -0,0 +1,27 @@
#ifndef HOLESOME_HOLES_SIMULATION_HPP
#define HOLESOME_HOLES_SIMULATION_HPP
#include <memory>
#include "../../game_object.h"
#include "collectable_simulation.hpp"
class HolesSimulation : public GameObject
{
public:
static std::shared_ptr<HolesSimulation> getInstance();
void addCollectable(const std::shared_ptr<Collectable> &collectable);
void lateUpdate() override;
void clear();
std::vector<std::shared_ptr<CollectableSimulation>> getCollectableSimulations() const;
private:
static inline std::shared_ptr<HolesSimulation> singletonInstance = nullptr;
};
#endif //HOLESOME_HOLES_SIMULATION_HPP

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@ -0,0 +1,11 @@
#ifndef HOLESOME_DEPTH_HOLE_DESCRIPTION_HPP
#define HOLESOME_DEPTH_HOLE_DESCRIPTION_HPP
struct DepthHoleDescription
{
int playerId;
float x;
float width;
};
#endif //HOLESOME_DEPTH_HOLE_DESCRIPTION_HPP

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@ -0,0 +1,13 @@
#ifndef HOLESOME_DEPTH_HOLE_LAYOUT_HPP
#define HOLESOME_DEPTH_HOLE_LAYOUT_HPP
#include <vector>
#include "depth_hole_description.hpp"
struct DepthHoleLayout
{
float depth;
std::vector<DepthHoleDescription> holes;
};
#endif //HOLESOME_DEPTH_HOLE_LAYOUT_HPP

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@ -0,0 +1,25 @@
#ifndef HOLESOME_HOLE_DESCRIPTION_HPP
#define HOLESOME_HOLE_DESCRIPTION_HPP
#include <SFML/System/Vector2.hpp>
#include "../../../player/player.hpp"
struct HoleDescription
{
int playerId;
sf::Vector2f worldPosition;
float radius;
explicit HoleDescription(const std::shared_ptr<Player> &player)
{
playerId = player->getPlayerId();
radius = player->getWorldRadius();
auto world3d = player->coordinates->world();
worldPosition = sf::Vector2f(world3d.x, world3d.y);
}
};
#endif //HOLESOME_HOLE_DESCRIPTION_HPP

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@ -0,0 +1,37 @@
#include "hole_layout.hpp"
#include "../../../player/player_collection.hpp"
std::shared_ptr<HoleLayout> HoleLayout::getInstance()
{
if (singletonInstance == nullptr)
{
singletonInstance = std::make_shared<HoleLayout>();
}
return singletonInstance;
}
void HoleLayout::clear()
{
previousHoles.clear();
currentHoles.clear();
}
void HoleLayout::lateUpdate()
{
// Move history forward
previousHoles = currentHoles;
currentHoles.clear();
// Collect hole descriptions of active players
for (const auto &player: PlayerCollection::getInstance()->getPlayers())
{
if (player->getActive())
{
currentHoles.emplace_back(player);
}
}
}
HoleLayout::HoleLayout()
: currentHoles(), previousHoles()
{}

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@ -0,0 +1,28 @@
#ifndef HOLESOME_HOLE_LAYOUT_HPP
#define HOLESOME_HOLE_LAYOUT_HPP
#include <memory>
#include "../../../game_object.h"
#include "hole_description.hpp"
class HoleLayout : public GameObject
{
public:
HoleLayout();
static std::shared_ptr<HoleLayout> getInstance();
void lateUpdate() override;
void clear();
private:
static inline std::shared_ptr<HoleLayout> singletonInstance = nullptr;
std::vector<HoleDescription> currentHoles;
std::vector<HoleDescription> previousHoles;
};
#endif //HOLESOME_HOLE_LAYOUT_HPP