diff --git a/.clang-format b/.clang-format index a600b74..7c5883a 100644 --- a/.clang-format +++ b/.clang-format @@ -1,5 +1,5 @@ { - ColumnLimit: 80, + ColumnLimit: 100, TabWidth: 4, IndentWidth: 4, # 1 tab UseTab: ForIndentation, diff --git a/.gitignore b/.gitignore index d5d067f..44cea61 100644 --- a/.gitignore +++ b/.gitignore @@ -4,6 +4,7 @@ # Custom *.swp *.opendb +data/textures/SrcAssets/ # User-specific files *.suo diff --git a/Dengine.vcxproj b/Dengine.vcxproj index 30572ac..fd65531 100644 --- a/Dengine.vcxproj +++ b/Dengine.vcxproj @@ -122,9 +122,10 @@ - + + @@ -138,10 +139,12 @@ + + diff --git a/Dengine.vcxproj.filters b/Dengine.vcxproj.filters index aa74647..09f3b1d 100644 --- a/Dengine.vcxproj.filters +++ b/Dengine.vcxproj.filters @@ -27,15 +27,18 @@ Source Files - - Source Files - Source Files Source Files + + Source Files + + + Source Files + @@ -65,5 +68,11 @@ Header Files + + Header Files + + + Header Files + \ No newline at end of file diff --git a/src/AssetManager.cpp b/src/AssetManager.cpp index 4927dfe..1f510b2 100644 --- a/src/AssetManager.cpp +++ b/src/AssetManager.cpp @@ -21,24 +21,22 @@ Texture *AssetManager::getTexture(const std::string name) return nullptr; } -const i32 AssetManager::loadTextureImage(const std::string path, - const std::string name) +const i32 AssetManager::loadTextureImage(const std::string path, const std::string name) { /* Open the texture image */ i32 imgWidth, imgHeight, bytesPerPixel; stbi_set_flip_vertically_on_load(TRUE); - u8 *image = - stbi_load(path.c_str(), &imgWidth, &imgHeight, &bytesPerPixel, 0); + u8 *image = stbi_load(path.c_str(), &imgWidth, &imgHeight, &bytesPerPixel, 0); if (!image) { - std::cerr << "stdbi_load() failed: " << stbi_failure_reason() - << std::endl; + std::cerr << "stdbi_load() failed: " << stbi_failure_reason() << std::endl; return -1; } Texture tex; - tex.generate(imgWidth, imgHeight, image); + tex.generate(static_cast(imgWidth), static_cast(imgHeight), + static_cast(bytesPerPixel), image); stbi_image_free(image); textures[name] = tex; @@ -99,13 +97,11 @@ INTERNAL GLuint createShaderFromPath(std::string path, GLuint shadertype) } const i32 AssetManager::loadShaderFiles(const std::string vertexPath, - const std::string fragmentPath, - const std::string name) + const std::string fragmentPath, const std::string name) { - GLuint vertexShader = createShaderFromPath(vertexPath, GL_VERTEX_SHADER); - GLuint fragmentShader = - createShaderFromPath(fragmentPath, GL_FRAGMENT_SHADER); + GLuint vertexShader = createShaderFromPath(vertexPath, GL_VERTEX_SHADER); + GLuint fragmentShader = createShaderFromPath(fragmentPath, GL_FRAGMENT_SHADER); Shader shader; i32 result = shader.loadProgram(vertexShader, fragmentShader); diff --git a/src/Entity.cpp b/src/Entity.cpp new file mode 100644 index 0000000..2fec2a0 --- /dev/null +++ b/src/Entity.cpp @@ -0,0 +1,40 @@ +#include +#include + +namespace Dengine +{ + +Entity::Entity() +: pos(glm::vec2(0, 0)) +, size(glm::vec2(0, 0)) +, tex(nullptr) +{ +} + +Entity::Entity(const glm::vec2 pos, const Texture *tex) +{ + this->pos = pos; + this->tex = tex; + this->size = glm::vec2(tex->getWidth(), tex->getHeight()); +} + +Entity::Entity(const glm::vec2 pos, glm::vec2 size, const Texture *tex) +{ + this->pos = pos; + this->tex = tex; + this->size = size; +} + +Entity::Entity(const glm::vec2 pos, const std::string texName) +{ + Texture *tex = AssetManager::getTexture(texName); + this->pos = pos; + this->tex = tex; + this->size = glm::vec2(tex->getWidth(), tex->getHeight()); + +} + +Entity::~Entity() +{ +} +} diff --git a/src/Game.cpp b/src/Game.cpp deleted file mode 100644 index 709672a..0000000 --- a/src/Game.cpp +++ /dev/null @@ -1,66 +0,0 @@ -#include -#include -#include -#include - -namespace Breakout -{ -Game::Game(i32 width, i32 height) -{ - this->width = width; - this->height = height; - glCheckError(); -} - -Game::~Game() -{ - delete this->renderer; -} - -void Game::init() -{ - /* Initialise assets */ - Dengine::AssetManager::loadShaderFiles("data/shaders/sprite.vert.glsl", - "data/shaders/sprite.frag.glsl", - "sprite"); - - Dengine::AssetManager::loadTextureImage("data/textures/container.jpg", - "container"); - Dengine::AssetManager::loadTextureImage("data/textures/wall.jpg", "wall"); - Dengine::AssetManager::loadTextureImage("data/textures/awesomeface.png", - "awesomeface"); - Dengine::AssetManager::loadTextureImage("data/textures/plain_terrain.jpg", - "plain_terrain"); - - this->shader = Dengine::AssetManager::getShader("sprite"); - this->shader->use(); - - glm::mat4 projection = - glm::ortho(0.0f, static_cast(this->width), 0.0f, - static_cast(this->height), 0.0f, 1.0f); - this->shader->uniformSetMat4fv("projection", projection); - - GLuint projectionLoc = glGetUniformLocation(this->shader->id, "projection"); - glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection)); - - /* Init game state */ - this->state = GAME_ACTIVE; - this->renderer = new Dengine::Renderer(this->shader); -} - -void Game::processInput(const f32 dt) {} -void Game::update(const f32 dt) {} -void Game::render() -{ - const Dengine::Texture *tex = - Dengine::AssetManager::getTexture("plain_terrain"); - glm::vec2 pos = glm::vec2(0, 0); - glm::vec2 size = glm::vec2(1280.0f, 720.0f); - this->renderer->drawSprite(tex, pos, size); - - tex = Dengine::AssetManager::getTexture("container"); - pos = glm::vec2(200, 200); - size = glm::vec2(250.0f, 250.0f); - this->renderer->drawSprite(tex, pos, size); -} -} diff --git a/src/Renderer.cpp b/src/Renderer.cpp index c52bda7..33e6229 100644 --- a/src/Renderer.cpp +++ b/src/Renderer.cpp @@ -1,8 +1,8 @@ -#include #include +#include -#include #include +#include namespace Dengine { @@ -12,20 +12,15 @@ Renderer::Renderer(Shader *shader) this->initRenderData(); } -Renderer::~Renderer() -{ - glDeleteVertexArrays(1, &this->quadVAO); -} -void Renderer::drawSprite(const Texture *texture, glm::vec2 position, - glm::vec2 size, GLfloat rotate, glm::vec3 color) +Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); } +void Renderer::drawEntity(Entity *entity, GLfloat rotate, glm::vec3 color) { this->shader->use(); - glm::mat4 transMatrix = glm::translate(glm::vec3(position, 0.0f)); + glm::mat4 transMatrix = glm::translate(glm::vec3(entity->pos, 0.0f)); glm::mat4 rotateMatrix = glm::rotate(rotate, glm::vec3(0.0f, 0.0f, 1.0f)); - // NOTE(doyle): We draw everything as a unit square in OGL. Scale it to size - glm::mat4 scaleMatrix = glm::scale(glm::vec3(size, 1.0f)); + glm::mat4 scaleMatrix = glm::scale(glm::vec3(entity->size, 1.0f)); glm::mat4 model = transMatrix * rotateMatrix * scaleMatrix; @@ -35,7 +30,7 @@ void Renderer::drawSprite(const Texture *texture, glm::vec2 position, // this->shader->uniformSetVec3f("spriteColor", color); glActiveTexture(GL_TEXTURE0); - texture->bind(); + entity->tex->bind(); this->shader->uniformSet1i("tex", 0); glBindVertexArray(this->quadVAO); @@ -70,11 +65,10 @@ void Renderer::initRenderData() /* Configure VAO */ const GLuint numVertexElements = 4; - const GLuint vertexSize = sizeof(glm::vec4); + const GLuint vertexSize = sizeof(glm::vec4); glEnableVertexAttribArray(0); - glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize, - (GLvoid *)0); + glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize, (GLvoid *)0); /* Unbind */ glBindBuffer(GL_ARRAY_BUFFER, 0); diff --git a/src/Shader.cpp b/src/Shader.cpp index 9a3b6c1..5a427bd 100644 --- a/src/Shader.cpp +++ b/src/Shader.cpp @@ -14,8 +14,7 @@ Shader::Shader() Shader::~Shader() {} -const i32 Shader::loadProgram(const GLuint vertexShader, - const GLuint fragmentShader) +const i32 Shader::loadProgram(const GLuint vertexShader, const GLuint fragmentShader) { this->id = glCreateProgram(); glAttachShader(this->id, vertexShader); @@ -36,7 +35,6 @@ const i32 Shader::loadProgram(const GLuint vertexShader, } return 0; - } void Shader::uniformSet1i(const GLchar *name, const GLuint data) diff --git a/src/Texture.cpp b/src/Texture.cpp index 1ca2c2a..e185981 100644 --- a/src/Texture.cpp +++ b/src/Texture.cpp @@ -6,7 +6,7 @@ Texture::Texture() : id(0) , width(0) , height(0) -, internalFormat(GL_RGB) +, internalFormat(GL_RGBA) , imageFormat(GL_RGB) , wrapS(GL_REPEAT) , wrapT(GL_REPEAT) @@ -28,26 +28,26 @@ INTERNAL GLint getGLFormat(BytesPerPixel bytesPerPixel, b32 srgb) { switch (bytesPerPixel) { - case Greyscale: - return GL_LUMINANCE; - case GreyscaleAlpha: - return GL_LUMINANCE_ALPHA; - case RGB: - return (srgb ? GL_SRGB : GL_RGB); - case RGBA: - return (srgb ? GL_SRGB_ALPHA : GL_RGBA); - default: - // TODO(doyle): Invalid - //std::cout << "getGLFormat() invalid bytesPerPixel: " - // << bytesPerPixel << std::endl; - return GL_LUMINANCE; + case Greyscale: + return GL_LUMINANCE; + case GreyscaleAlpha: + return GL_LUMINANCE_ALPHA; + case RGB: + return (srgb ? GL_SRGB : GL_RGB); + case RGBA: + return (srgb ? GL_SRGB_ALPHA : GL_RGBA); + default: + // TODO(doyle): Invalid + // std::cout << "getGLFormat() invalid bytesPerPixel: " + // << bytesPerPixel << std::endl; + return GL_LUMINANCE; } } -void Texture::generate(const GLuint width, const GLuint height, +void Texture::generate(const GLuint width, const GLuint height, const GLint bytesPerPixel, const u8 *const image) { - // TODO(doyle): Let us set the parameters gl params as well + // TODO(doyle): Let us set the parameters gl params as well this->width = width; this->height = height; @@ -55,17 +55,17 @@ void Texture::generate(const GLuint width, const GLuint height, /* Load image into texture */ // TODO(doyle) Figure out the gl format - glTexImage2D(GL_TEXTURE_2D, 0, this->internalFormat, this->width, - this->height, 0, this->imageFormat, GL_UNSIGNED_BYTE, image); + this->imageFormat = getGLFormat(static_cast(bytesPerPixel), FALSE); + + glTexImage2D(GL_TEXTURE_2D, 0, this->internalFormat, this->width, this->height, 0, + this->imageFormat, GL_UNSIGNED_BYTE, image); glGenerateMipmap(GL_TEXTURE_2D); /* Set parameter of currently bound texture */ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, this->wrapS); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, this->wrapT); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, - this->filterMinification); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, - this->filterMagnification); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, this->filterMinification); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, this->filterMagnification); /* Unbind and clean up */ glBindTexture(GL_TEXTURE_2D, 0); diff --git a/src/WorldTraveller.cpp b/src/WorldTraveller.cpp new file mode 100644 index 0000000..08a3be4 --- /dev/null +++ b/src/WorldTraveller.cpp @@ -0,0 +1,116 @@ +#include + +#include +#include +#include + +#include + +namespace WorldTraveller +{ + +// TODO(doyle): Entity list for each world +// TODO(doyle): Jumping mechanics +// TODO(doyle): Collision + + +Game::Game(i32 width, i32 height) +{ + this->width = width; + this->height = height; + + for (i32 i = 0; i < NUM_KEYS; i++) + this->keys[i] = FALSE; +} + +Game::~Game() { delete this->renderer; } + +void Game::init() +{ + /* Initialise assets */ + std::string texFolder = "data/textures/WorldTraveller/"; + Dengine::AssetManager::loadShaderFiles("data/shaders/sprite.vert.glsl", + "data/shaders/sprite.frag.glsl", "sprite"); + + Dengine::AssetManager::loadTextureImage(texFolder + "hero.png", "hero"); + Dengine::AssetManager::loadTextureImage(texFolder + "wall.png", "wall"); + Dengine::AssetManager::loadTextureImage(texFolder + "hitMarker.png", "hitMarker"); + + this->shader = Dengine::AssetManager::getShader("sprite"); + this->shader->use(); + + glm::mat4 projection = glm::ortho(0.0f, static_cast(this->width), 0.0f, + static_cast(this->height), 0.0f, 1.0f); + this->shader->uniformSetMat4fv("projection", projection); + + GLuint projectionLoc = glGetUniformLocation(this->shader->id, "projection"); + glUniformMatrix4fv(projectionLoc, 1, GL_FALSE, glm::value_ptr(projection)); + + /* Init game state */ + this->state = state_active; + this->renderer = new Dengine::Renderer(this->shader); + + /* Init hero */ + this->hero = Dengine::Entity(glm::vec2(0, 0), "hero"); + + glm::vec2 screenCentre = glm::vec2(this->width / 2.0f, this->height / 2.0f); + glm::vec2 heroOffsetToCentre = glm::vec2(-((i32)hero.size.x / 2), -((i32)hero.size.y / 2)); + + glm::vec2 heroCentered = screenCentre + heroOffsetToCentre; + hero.pos = heroCentered; + + srand(static_cast(glfwGetTime())); +} + +void Game::update(const f32 dt) +{ + const f32 heroSpeed = static_cast((3.0f * METERS_TO_PIXEL) * dt); + + if (this->keys[GLFW_KEY_SPACE]) + { +#if 0 + Dengine::Entity hitMarker = Dengine::Entity(glm::vec2(0, 0), "hitMarker"); + glm::vec2 hitMarkerP = + glm::vec2((hero.pos.x * 1.5f) + hitMarker.tex->getWidth(), hero.pos.y * 1.5f); + hitMarker.pos = hitMarkerP; + renderer->drawEntity(&hitMarker); +#endif + } + + if (this->keys[GLFW_KEY_RIGHT]) + { + hero.pos.x += heroSpeed; + } + else if (this->keys[GLFW_KEY_LEFT]) + { + hero.pos.x -= heroSpeed; + } +} + +void Game::render() +{ + + Dengine::Renderer *renderer = this->renderer; + + Dengine::Entity wall = Dengine::Entity(glm::vec2(0, 0), "wall"); + glm::vec2 maxTilesOnScreen = + glm::vec2((this->width / wall.size.x), (this->height / wall.size.y)); + + Dengine::Entity hitMarker = Dengine::Entity(glm::vec2(100, 100), "hitMarker"); + + for (i32 x = 0; x < maxTilesOnScreen.x; x++) + { + for (i32 y = 0; y < maxTilesOnScreen.y; y++) + { + if (x == 0 || x == maxTilesOnScreen.x - 1 || y == 0 || y == maxTilesOnScreen.y - 1) + { + wall.pos = glm::vec2(x * wall.tex->getWidth(), y * wall.tex->getHeight()); + + renderer->drawEntity(&wall); + } + } + } + renderer->drawEntity(&hero); + renderer->drawEntity(&hitMarker); +} +} // namespace Dengine diff --git a/src/dengine.cpp b/src/dengine.cpp index 3e2621a..045d0c4 100644 --- a/src/dengine.cpp +++ b/src/dengine.cpp @@ -1,33 +1,32 @@ #if 1 -#include -#include -#include #include +#include +#include #include +#include -#include +#include #include #include #include -#include #include #include +#include #include -void key_callback(GLFWwindow *window, int key, int scancode, int action, - int mode) +void key_callback(GLFWwindow *window, int key, int scancode, int action, int mode) { - Breakout::Game *game = - static_cast(glfwGetWindowUserPointer(window)); + WorldTraveller::Game *game = + static_cast(glfwGetWindowUserPointer(window)); if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS) { glfwSetWindowShouldClose(window, GL_TRUE); } - if (key >= 0 && key < Breakout::NUM_KEYS) + if (key >= 0 && key < WorldTraveller::NUM_KEYS) { if (action == GLFW_PRESS) game->keys[key] = TRUE; @@ -36,13 +35,9 @@ void key_callback(GLFWwindow *window, int key, int scancode, int action, } } -void mouse_callback(GLFWwindow *window, double xPos, double yPos) -{ -} +void mouse_callback(GLFWwindow *window, double xPos, double yPos) {} -void scroll_callback(GLFWwindow *window, double xOffset, double yOffset) -{ -} +void scroll_callback(GLFWwindow *window, double xOffset, double yOffset) {} int main() { @@ -54,13 +49,11 @@ int main() glm::ivec2 windowSize = glm::ivec2(1280, 720); - GLFWwindow *window = glfwCreateWindow(windowSize.x, windowSize.y, - "Breakout", nullptr, nullptr); + GLFWwindow *window = glfwCreateWindow(windowSize.x, windowSize.y, "Breakout", nullptr, nullptr); if (!window) { - std::cout << "glfwCreateWindow() failed: Failed to create window" - << std::endl; + std::cout << "glfwCreateWindow() failed: Failed to create window" << std::endl; glfwTerminate(); return -1; } @@ -71,8 +64,7 @@ int main() glewExperimental = GL_TRUE; if (glewInit() != GLEW_OK) { - std::cout << "glewInit() failed: Failed to initialise GLEW" - << std::endl; + std::cout << "glewInit() failed: Failed to initialise GLEW" << std::endl; return -1; } // NOTE(doyle): glewInit() bug that sets the gl error flag after init @@ -94,7 +86,7 @@ int main() glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glCullFace(GL_BACK); - Breakout::Game game = Breakout::Game(frameBufferSize.x, frameBufferSize.y); + WorldTraveller::Game game = WorldTraveller::Game(frameBufferSize.x, frameBufferSize.y); game.init(); glfwSetWindowUserPointer(window, static_cast(&game)); @@ -106,13 +98,12 @@ int main() while (!glfwWindowShouldClose(window)) { f32 currentFrame = static_cast(glfwGetTime()); - deltaTime = currentFrame - lastFrame; - lastFrame = currentFrame; + deltaTime = currentFrame - lastFrame; + lastFrame = currentFrame; /* Check and call events */ glfwPollEvents(); - game.processInput(deltaTime); game.update(deltaTime); /* Rendering commands here*/ diff --git a/src/include/Dengine/AssetManager.h b/src/include/Dengine/AssetManager.h index 4fc0a2e..ef99525 100644 --- a/src/include/Dengine/AssetManager.h +++ b/src/include/Dengine/AssetManager.h @@ -1,13 +1,13 @@ #ifndef DENGINE_ASSET_MANAGER_H #define DENGINE_ASSET_MANAGER_H -#include -#include -#include +#include +#include +#include +#include #include #include -#include namespace Dengine { @@ -23,9 +23,8 @@ public: /* Shaders */ static Shader *getShader(const std::string name); - static const i32 loadShaderFiles(const std::string vertexPath, - const std::string fragmentPath, - const std::string name); + static const i32 loadShaderFiles(const std::string vertexPath, const std::string fragmentPath, + const std::string name); }; } #endif diff --git a/src/include/Dengine/Entity.h b/src/include/Dengine/Entity.h new file mode 100644 index 0000000..7183b50 --- /dev/null +++ b/src/include/Dengine/Entity.h @@ -0,0 +1,25 @@ +#ifndef DENGINE_ENTITY_H +#define DENGINE_ENTITY_H + +#include +#include + +#include + +namespace Dengine +{ +class Entity +{ +public: + Entity(); + Entity(const glm::vec2 pos, const Texture *tex); + Entity(const glm::vec2 pos, const glm::vec2 size, const Texture *tex); + Entity(const glm::vec2 pos, const std::string texName); + ~Entity(); + + glm::vec2 pos; + glm::vec2 size; + const Texture *tex; +}; +} +#endif diff --git a/src/include/Dengine/OpenGL.h b/src/include/Dengine/OpenGL.h index c71aa35..e83dd04 100644 --- a/src/include/Dengine/OpenGL.h +++ b/src/include/Dengine/OpenGL.h @@ -5,8 +5,8 @@ #include #include -#include #include +#include inline GLenum glCheckError_(const char *file, int line) { diff --git a/src/include/Dengine/Renderer.h b/src/include/Dengine/Renderer.h index 6d68523..3db5c64 100644 --- a/src/include/Dengine/Renderer.h +++ b/src/include/Dengine/Renderer.h @@ -2,8 +2,10 @@ #define DENGINE_RENDERER_H #include -#include +#include #include +#include + #include namespace Dengine @@ -14,9 +16,7 @@ public: Renderer(Shader *shader); ~Renderer(); - void drawSprite(const Texture *texture, glm::vec2 position, - glm::vec2 size = glm::vec2(10, 10), GLfloat rotate = 0.0f, - glm::vec3 color = glm::vec3(1.0f)); + void drawEntity(Entity *entity, GLfloat rotate = 0.0f, glm::vec3 color = glm::vec3(1.0f)); private: Shader *shader; diff --git a/src/include/Dengine/Shader.h b/src/include/Dengine/Shader.h index 5fa1e0b..0e01952 100644 --- a/src/include/Dengine/Shader.h +++ b/src/include/Dengine/Shader.h @@ -18,8 +18,7 @@ public: Shader(); ~Shader(); - const i32 loadProgram(const GLuint vertexShader, - const GLuint fragmentShader); + const i32 loadProgram(const GLuint vertexShader, const GLuint fragmentShader); void uniformSet1i(const GLchar *name, const GLuint data); void uniformSetMat4fv(const GLchar *name, const glm::mat4 data); diff --git a/src/include/Dengine/Texture.h b/src/include/Dengine/Texture.h index da7ee47..2a93314 100644 --- a/src/include/Dengine/Texture.h +++ b/src/include/Dengine/Texture.h @@ -1,8 +1,8 @@ #ifndef DENGINE_TEXTURE_H #define DENGINE_TEXTURE_H -#include #include +#include namespace Dengine { @@ -13,7 +13,7 @@ public: Texture(); // Generates texture from image data - void generate(const GLuint width, const GLuint height, + void generate(const GLuint width, const GLuint height, const GLint bytesPerPixel, const u8 *const image); // Binds the texture as the current active GL_TEXTURE_2D texture object @@ -37,14 +37,13 @@ private: GLuint imageFormat; // Format of loaded image // Texture configuration - GLuint wrapS; // Wrapping mode on S axis - GLuint wrapT; // Wrapping mode on T axis + GLuint wrapS; // Wrapping mode on S axis + GLuint wrapT; // Wrapping mode on T axis // Filtering mode if texture pixels < screen pixels GLuint filterMinification; // Filtering mode if texture pixels > screen pixels GLuint filterMagnification; - }; } #endif diff --git a/src/include/Breakout/Game.h b/src/include/WorldTraveller/WorldTraveller.h similarity index 53% rename from src/include/Breakout/Game.h rename to src/include/WorldTraveller/WorldTraveller.h index 45a6d1d..f722305 100644 --- a/src/include/Breakout/Game.h +++ b/src/include/WorldTraveller/WorldTraveller.h @@ -1,27 +1,40 @@ -#ifndef BREAKOUT_GAME_H -#define BREAKOUT_GAME_H +#ifndef WORLDTRAVELLER_GAME_H +#define WORLDTRAVELLER_GAME_H #include #include #include #include #include +#include -namespace Breakout +namespace WorldTraveller { GLOBAL_VAR const i32 NUM_KEYS = 1024; +GLOBAL_VAR const i32 METERS_TO_PIXEL = 100; -enum GameState +enum Cardinal { - GAME_ACTIVE, - GAME_MENU, - GAME_WIN + cardinal_north = 0, + cardinal_west = 1, + cardinal_south = 2, + cardinal_east = 3, + cardinal_num, + cardinal_null + +}; + +enum State +{ + state_active, + state_menu, + state_win }; class Game { public: - GameState state; + State state; GLboolean keys[NUM_KEYS]; i32 width, height; @@ -30,12 +43,12 @@ public: void init(); - void processInput(const f32 dt); void update(const f32 dt); void render(); private: Dengine::Shader *shader; Dengine::Renderer *renderer; + Dengine::Entity hero; }; }