mirror of
https://github.com/zoriya/Bomberman.git
synced 2026-05-31 17:33:20 +00:00
Adding a state and scene utils
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@@ -7,7 +7,11 @@ add_subdirectory(${PROJECT_SOURCE_DIR}/lib/wal)
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add_executable(bomberman
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sources/main.cpp
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sources/Models/GameState.hpp
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sources/Runner/Runner.cpp
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sources/Runner/Runner.hpp
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)
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target_include_directories(bomberman PUBLIC sources)
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find_package(raylib QUIET)
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if (NOT raylib_FOUND)
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@@ -50,5 +50,11 @@ namespace WAL
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~Callback() = default;
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//! @brief A default assignment operator
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Callback &operator=(const Callback &) = default;
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//! @brief Implicitly transform a function into a callback.
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Callback(std::function<void (Types...)> callback) // NOLINT(google-explicit-constructor)
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{
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this->addCallback(callback);
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}
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};
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}
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@@ -12,25 +12,6 @@ namespace WAL
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{
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std::chrono::nanoseconds Wal::timestep = 8ms;
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void Wal::run()
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{
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auto lastTick = std::chrono::steady_clock::now();
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std::chrono::nanoseconds fBehind(0);
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while (!this->_shouldClose) {
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auto now = std::chrono::steady_clock::now();
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std::chrono::nanoseconds dtime = now - lastTick;
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fBehind += dtime;
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lastTick = now;
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while (fBehind > Wal::timestep) {
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fBehind -= Wal::timestep;
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this->_fixedUpdate();
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}
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this->_update(dtime);
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}
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}
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void Wal::_update(std::chrono::nanoseconds dtime)
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{
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auto &entities = this->_scene.getEntities();
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+36
-2
@@ -8,10 +8,11 @@
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#include <vector>
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#include <memory>
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#include <typeinfo>
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#include <Exception/WalError.hpp>
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#include "Exception/WalError.hpp"
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#include "Scene/Scene.hpp"
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#include "Entity/Entity.hpp"
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#include "System/System.hpp"
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#include "Models/Callback.hpp"
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namespace WAL
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{
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@@ -101,7 +102,40 @@ namespace WAL
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}
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//! @brief Start the game loop
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void run();
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//! @param callback A callback called after each update of the game. It allow you to update the engine based on a specific game state. (you can also update the game state here)
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//! @param state An initial game state. If not specified, it will be defaulted.
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//! @tparam T A type used to track your game state. It must be default constructable.
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template<typename T>
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void run(const std::function<void (Wal &, T &)> &callback, T state = T())
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{
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Callback<Wal &, T &> update(callback);
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return this->run(update, state);
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}
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//! @brief Start the game loop
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//! @param callback A callback called after each update of the game. It allow you to update the engine based on a specific game state. (you can also update the game state here)
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//! @param state An initial game state. If not specified, it will be defaulted.
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//! @tparam T A type used to track your game state. It must be default constructable.
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template<typename T>
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void run(const Callback<Wal &, T &> &callback, T state = T())
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{
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auto lastTick = std::chrono::steady_clock::now();
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std::chrono::nanoseconds fBehind(0);
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while (!this->_shouldClose) {
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auto now = std::chrono::steady_clock::now();
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std::chrono::nanoseconds dtime = now - lastTick;
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fBehind += dtime;
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lastTick = now;
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while (fBehind > Wal::timestep) {
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fBehind -= Wal::timestep;
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this->_fixedUpdate();
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}
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this->_update(dtime);
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callback(*this, state);
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}
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}
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//! @brief A default constructor
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Wal() = default;
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@@ -0,0 +1,31 @@
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//
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// Created by Zoe Roux on 5/24/21.
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//
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#pragma once
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#include <unordered_map>
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#include <Scene/Scene.hpp>
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namespace Bomberman
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{
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//! @brief A class representing the current game state. This allow one to retain information between update calls.
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class GameState
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{
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//! @brief The list of scenes available.
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enum SceneID
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{
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MainMenu,
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GameScene
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};
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//! @brief The currently loaded scene
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SceneID currentScene = MainMenu;
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//! @brief The list of loaded scenes.
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std::unordered_map<SceneID, WAL::Scene> _loadedScenes = {};
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};
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}
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@@ -0,0 +1,32 @@
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//
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// Created by Zoe Roux on 5/24/21.
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//
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#include <Wal.hpp>
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#include <iostream>
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#include "Runner.hpp"
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#include "Models/GameState.hpp"
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namespace Bomberman
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{
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void updateState(WAL::Wal &engine, GameState &state)
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{
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// You can change the scene here or update the game state based on entities values.
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// If you want to keep a scene loaded but not running, store it in the state.loadedScenes.
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// If you don't need the scene anymore, remember to remove it from the loadedScene array.
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}
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int run()
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{
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WAL::Wal wal;
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try {
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wal.run<GameState>(updateState);
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return 0;
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} catch (const std::exception &ex) {
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std::cerr << ex.what() << std::endl;
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return 1;
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}
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}
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}
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@@ -0,0 +1,12 @@
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//
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// Created by Zoe Roux on 5/24/21.
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//
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#pragma once
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namespace Bomberman
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{
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//! @brief Start the game and run a Bomberman.
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//! @return 0 on success, another value on error.
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int run();
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}
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+15
-11
@@ -7,17 +7,21 @@
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#include <iostream>
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#include <Wal.hpp>
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#include "Runner/Runner.hpp"
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int main()
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void usage(const std::string &bin)
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{
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WAL::Wal wal;
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try {
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wal.run();
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return 0;
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} catch (const std::exception &ex) {
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std::cerr << ex.what() << std::endl;
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return 84;
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}
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std::cout << "Bomberman." << std::endl
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<< "\tUsage: " << bin << " [options]" << std::endl
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<< "Options:" << std::endl
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<< "\t-h:\tPrint this help message" << std::endl;
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}
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int main(int argc, char **argv)
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{
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if (argc == 2 && std::string(argv[1]) == "-h") {
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usage(argv[0]);
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return 1;
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}
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return Bomberman::run();
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}
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