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turesnake/tprPixelGames
src/Engine/map/MapAltitude.h
<reponame>turesnake/tprPixelGames /* * ====================== MapAltitude.h ======================= * -- tpr -- * CREATE -- 2019.03.11 * MODIFY -- * ---------------------------------------------------------- * 每个 pix / mapEnt/field 都拥有自身的 高度信息。 * ---------------------------- */ #ifndef TPR_MAP_ALTITUDE_H #define TPR_MAP_ALTITUDE_H //------------------- Engine --------------------// #include "IntVec.h" //-- [mem] class MapAltitude{ public: MapAltitude() = default; explicit MapAltitude( double val_ ){ this->init( val_ ); } //-- 仅表达是否为land,很可能为 临水区域 -- inline bool is_land() const noexcept{ return (this->val >= 0); } constexpr inline int get_val()const noexcept{ return this->val; } constexpr inline int get_lvl()const noexcept{ return this->lvl; } private: void init( double altiVal_from_gpgpu_ ); //===== vals =====// int val {0}; //- [-100,100] // 静态值,最简单的alti,不应该直接用此值。 // >=0 时 为 land int lvl {0}; //- [-5,2] // "高度等级" 基于 val,单受到更多因素的影响 // 推荐 主用此值来表达 “高度” // -------- // -5: 水下最深处,go无法通行 // -1 ~ -4: 水下,根据深度,逐渐降低 go 的移动速度 // 0: 水上,“临水区” 颜色特别。比如有沙滩 // 1: “次临水区” 一个过渡区 // 2: 彻底的陆地 }; /* =========================================================== * operator < * ----------------------------------------------------------- * -- 通过这个 "<" 运算符重载,IntVec2 类型将支持 set.find() */ inline constexpr bool operator < ( const MapAltitude &a_, const MapAltitude &b_ )noexcept{ return ( a_.get_val() < b_.get_val() ); } inline constexpr bool operator > ( const MapAltitude &a_, const MapAltitude &b_ )noexcept{ return ( a_.get_val() > b_.get_val() ); } #endif
turesnake/tprPixelGames
src/Engine/map/fieldKey.h
<reponame>turesnake/tprPixelGames /* * ====================== fieldKey.h ======================= * -- tpr -- * CREATE -- 2019.03.06 * MODIFY -- * ---------------------------------------------------------- * MapField "id": (int)w + (int)h * ---------------------------- */ #ifndef TPR_FIELD_KEY_H #define TPR_FIELD_KEY_H //-------------------- CPP --------------------// #include <vector> //-------------------- Engine --------------------// #include "tprAssert.h" #include "config.h" #include "IntVec.h" #include "MapCoord.h" using fieldKey_t = uint64_t; fieldKey_t fieldMPos_2_key_inn( IntVec2 fieldMPos_ )noexcept; //- 不推荐外部代码使用 IntVec2 fieldKey_2_mpos( fieldKey_t key_ )noexcept; IntVec2 anyMPos_2_fieldMPos( IntVec2 anyMPos_ )noexcept; fieldKey_t anyMPos_2_fieldKey( IntVec2 anyMPos_ )noexcept; fieldKey_t anyDPos_2_fieldKey( const glm::dvec2 &anyDPos_ )noexcept; fieldKey_t fieldMPos_2_fieldKey( IntVec2 fieldMPos_ )noexcept; /* =========================================================== * fieldMPos_2_key_inn * ----------------------------------------------------------- * -- 传入 field 左下角mpos,获得 field key val * 此函数并不安全(没有检测 参数是否为 fieldMpos)所以只能在模块内部使用 * param: fieldMPos_ - 必须为 field 左下角mpos。 */ inline fieldKey_t fieldMPos_2_key_inn( IntVec2 fieldMPos_ )noexcept{ fieldKey_t key {}; int *ptr = (int*)&key; *ptr = fieldMPos_.x; ptr++; *ptr = fieldMPos_.y; //-------- return key; } /* =========================================================== * fieldKey_2_mpos * ----------------------------------------------------------- * -- 传入某个key,生成其 field 的 mpos */ inline IntVec2 fieldKey_2_mpos( fieldKey_t key_ )noexcept{ IntVec2 mpos {}; int *ptr = (int*)&key_; //--- mpos.x = *ptr; ptr++; mpos.y = *ptr; //--- return mpos; } /* =========================================================== * anyMPos_2_fieldMPos * ----------------------------------------------------------- * -- 传入 任意 mapent 的 mpos,获得其 所在 field 的 mpos(chunk左下角) */ inline IntVec2 anyMPos_2_fieldMPos( IntVec2 anyMPos_ )noexcept{ return ( floorDiv(anyMPos_, ENTS_PER_FIELD_D) * ENTS_PER_FIELD<> ); } /* =========================================================== * anyMPos_2_fieldKey * ----------------------------------------------------------- * -- 这个函数会使得调用者代码 隐藏一些bug。 * 在明确自己传入的参数就是 fieldMPos 时,推荐使用 fieldMPos_2_sectionKey() * param: anyMPos_ -- 任意 mapent 的 mpos * * 在目前版本中,mapent 通过此函数,简单地被分配到各个 field... * 这个办法并不完美,但迫不得已... * */ inline fieldKey_t anyMPos_2_fieldKey( IntVec2 anyMPos_ )noexcept{ IntVec2 fieldMPos = anyMPos_2_fieldMPos( anyMPos_ ); return fieldMPos_2_key_inn( fieldMPos ); } inline fieldKey_t anyDPos_2_fieldKey( const glm::dvec2 &anyDPos_ )noexcept{ IntVec2 fieldMPos = anyMPos_2_fieldMPos( dpos_2_mpos(anyDPos_) ); //-- 未来做优化 return fieldMPos_2_key_inn( fieldMPos ); } /* =========================================================== * fieldMPos_2_fieldKey * ----------------------------------------------------------- * -- 当使用者 确定自己传入的参数就是 fieldMPos, 使用此函数 * 如果参数不为 fieldMPos,直接报错。 */ inline fieldKey_t fieldMPos_2_fieldKey( IntVec2 fieldMPos_ )noexcept{ tprAssert( anyMPos_2_fieldMPos(fieldMPos_) == fieldMPos_ ); //- tmp return fieldMPos_2_key_inn( fieldMPos_ ); } #endif
turesnake/tprPixelGames
src/Engine/animFrameSet/animSubspeciesId.h
/* * =================== animSubspeciesId.h ========================== * -- tpr -- * CREATE -- 2019.09.10 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ANIM_SUB_SPEC_ID_H #define TPR_ANIM_SUB_SPEC_ID_H //------------------- CPP --------------------// #include <cstdint> // uint8_t using animSubspeciesId_t = uint32_t; // 一个空的 id 值, 表示生成此值的代码,本来就不打算生成一个 实际的id // 用于 蓝图分配 // 有些 go,会在 具象go class 中,自行分配 sudId inline constexpr animSubspeciesId_t EMPTY_animSubspeciesId { static_cast<animSubspeciesId_t>(-1) }; inline bool is_empty_animSubspeciesId( animSubspeciesId_t id_ )noexcept{ return (id_ == EMPTY_animSubspeciesId); } #endif
turesnake/tprPixelGames
src/Engine/collision/collide_oth.h
<gh_stars>100-1000 /* * ====================== collide_oth.h ========================== * -- tpr -- * CREATE -- 2019.08.30 * MODIFY -- * ---------------------------------------------------------- * Only used in Collision.cpp !!! * ------------ */ #ifndef TPR_COLLIDE_OTH_H #define TPR_COLLIDE_OTH_H #include "pch.h" //-------------------- Engine --------------------// #include "ColliderType.h" #include "NineDirection.h" #include "MapCoord.h" #include "SpeedLevel.h" // tmp void init_for_colliOth_inn()noexcept; inline double calc_cos( const glm::dvec2 &a_, const glm::dvec2 &b_ ) noexcept { return glm::dot(glm::normalize(a_), glm::normalize(b_) ); } /* =========================================================== * collideCheck_between_2_arcs_in_same_circular * ----------------------------------------------------------- * return: * -- true: collide * -- flase: not collide */ inline bool collideCheck_between_2_arcs_in_same_circular( const glm::dvec2 &forward_1_, double halfRadian_1_, const glm::dvec2 &forward_2_, double halfRadian_2_ )noexcept{ tprAssert( (halfRadian_1_>=0.0) && (halfRadian_2_>=0.0) ); double cosV = calc_cos( forward_1_, forward_2_ ); //- 为负值时,角度大于 90 度 double radian = acos(cosV); return (radian < (halfRadian_1_+halfRadian_2_)) ? true : false; } /* =========================================================== * calc_halfRadian_in_2_intersect_circulars * ----------------------------------------------------------- * 2个确认相交的圆(do,be)计算 doCir 相交圆弧 半弧度值 */ inline double calc_halfRadian_in_2_intersect_circulars( double rd_, double rb_, double totalLen_ ){ tprAssert( (rd_+rb_) > totalLen_ ); double cosVal = (rd_*rd_ - rb_*rb_ + totalLen_*totalLen_) / (2.0 * totalLen_ * rd_); return acos(cosVal); } /* =========================================================== * collideState_from_circular_2_circular * ----------------------------------------------------------- * just check if dogoCir is collide with begoCir * 优化: dogo 使用统一的 半径,不再需要 参数提供 */ inline CollideState collideState_from_circular_2_circular( const glm::dvec2 &dogoCirDPos_, const Circular &begoCir_, double threshold_ ) noexcept { glm::dvec2 offVec = begoCir_.dpos - dogoCirDPos_; double sum_of_two_raidus = Circular::radius_for_dogo + begoCir_.radius; //-- Avoid Radical Sign / 避免开根号 -- double off = (offVec.x * offVec.x) + (offVec.y * offVec.y) - (sum_of_two_raidus * sum_of_two_raidus); if( is_closeEnough<double>(off, 0.0, threshold_*threshold_) ){ return CollideState::Adjacent; }else if( off < 0.0 ){ return CollideState::Intersect; }else{ return CollideState::Separate; } } const std::unordered_set<NineDirection> &collect_Adjacent_nearbyMapEnts( const glm::dvec2 &dogoDPos_, IntVec2 dogoMPos_ ); glm::dvec2 calc_obstructNormalVec_from_AdjacentMapEnts( const glm::dvec2 &moveVec_, const glm::dvec2 &dogoDPos_, IntVec2 dogoMPos_, const std::set<NineDirection> &AdjacentMapEnts_ )noexcept; /* =========================================================== * fastCollideCheck_from_arc_2_circular * ----------------------------------------------------------- * return: * -- true: collide * -- flase: not collide */ inline bool fastCollideCheck_from_arc_2_circular( const ArcLine &dogoArc_, const Circular &begoCir_, double threshold_ ) noexcept{ double rd = dogoArc_.radius; double rb = begoCir_.radius; double sum_of_two_raidus = rd + rb; glm::dvec2 offVec = begoCir_.dpos - dogoArc_.dpos; //-- Avoid Radical Sign / 避免开根号 -- double lenSquare = (offVec.x * offVec.x) + (offVec.y * offVec.y); double lenImprecise = lenSquare - (sum_of_two_raidus * sum_of_two_raidus); if( is_closeEnough<double>(lenImprecise, 0.0, threshold_*threshold_) ){ // Adjacent return collideCheck_between_2_arcs_in_same_circular(offVec, 0.0, dogoArc_.forward, dogoArc_.halfRadian ); }else if( lenImprecise > 0.0 ){ //Separate return false; }else{ // Intersect double len = sqrt(lenSquare); //- 开根号开销略大... double minRadius = tprMin( rd, rb ); double maxRadius = tprMax( rd, rb ); if( (len+minRadius) <= maxRadius ){ //- 小圆被大圆彻底包含 return true; // IMM } double halfRadian = calc_halfRadian_in_2_intersect_circulars(rd, rb, len); return collideCheck_between_2_arcs_in_same_circular(offVec, halfRadian, dogoArc_.forward, dogoArc_.halfRadian ); } } /* =========================================================== * is_dogoCircular_leave_begoCircular * ----------------------------------------------------------- * 当方向背离时,将不进行碰撞检测 * 优化: dogo 使用统一的 半径,不再需要 参数提供 */ inline bool is_dogoCircular_leave_begoCircular( const glm::dvec2 &moveVec_, const glm::dvec2 &dogoCirDPos_, const Circular &begoCir_ ) noexcept { glm::dvec2 dogo_2_bego = begoCir_.dpos - dogoCirDPos_; double cosVal = calc_cos( moveVec_, dogo_2_bego ); return (cosVal <= 0.0) ? true : false; } //-- 仅用于 第一阶段,此时知道现成的 墙壁法向量,直接使用即可 inline bool is_dogo_leave_begoSquares_easy( const glm::dvec2 &moveVec_, const glm::dvec2 &obstructNormalVec_ ) noexcept { double cosVal = calc_cos( moveVec_, (-1.0 * obstructNormalVec_) ); return (cosVal <= 0.0) ? true : false; } //-- 仅用于 第二阶段,此时的 墙壁法向量,需要重新计算 inline bool is_dogo_leave_begoSquares_2( const glm::dvec2 &moveVec_, const glm::dvec2 &dogoDPos_, IntVec2 dogoMPos_, IntVec2 targetMPos_ ) noexcept { glm::dvec2 obNormVec {}; //-- dogo 在 mp 的那个方位 auto dir = intVec2_2_nineDirection( dogoMPos_ - targetMPos_ ); switch (dir){ case NineDirection::Left: case NineDirection::Right: case NineDirection::Top: case NineDirection::Bottom: obNormVec = nineDirection_2_dVec2( dir ); break; case NineDirection::LeftTop: case NineDirection::LeftBottom: case NineDirection::RightTop: case NineDirection::RightBottom: case NineDirection::Center: // Center 也许不该这么处理 ... obNormVec = dogoDPos_ - mpos_2_midDPos(targetMPos_); break; default: tprAssert(0); break; } //---- double cosVal = calc_cos( moveVec_, (-1.0 * obNormVec) ); return (cosVal <= 0.0) ? true : false; } /* =========================================================== * circularCast [traditional solution] * ----------------------------------------------------------- * if collision has been confirmed between bego and dogo. * call this func to calculate the colliPoint in motion vector. * 优化: dogo 使用统一的 半径,不再需要 参数提供 * --- * return: * t is a scale */ inline double circularCast( const glm::dvec2 &moveVec_, const glm::dvec2 &dogoCirDPos_, const Circular &begoCir_ ) noexcept { double sum_of_2_radius = Circular::radius_for_dogo + begoCir_.radius; glm::dvec2 dogo_2_bego = begoCir_.dpos - dogoCirDPos_; //--- glm::dvec2 dogo_2_begoInn = calc_innVec( moveVec_, dogo_2_bego ); double thirdEdge = sqrt(sum_of_2_radius*sum_of_2_radius - dogo_2_begoInn.y*dogo_2_begoInn.y); return (( std::abs(dogo_2_begoInn.x) - thirdEdge) / glm::length(moveVec_)); } /* =========================================================== * calc_slideMoveVec * ----------------------------------------------------------- * 位移向量 会被 阻挡向量 阻挡,退化为一个 平行与 阻挡向量的 分量。 * 当 位移向量 和 阻挡向量 夹角很小时,会主动对结果叠加一个增值,让它滑动得快些 */ inline glm::dvec2 calc_slideMoveVec( const glm::dvec2 &moveVec_, const glm::dvec2 &obstructVec_ ) noexcept { glm::dvec2 dogo_2_oth = -1.0 * obstructVec_; // anti double pct = std::abs(calc_innVec(dogo_2_oth, moveVec_).x) / glm::length(dogo_2_oth); glm::dvec2 newMoveVec = (moveVec_ - dogo_2_oth*pct) * 1.0; return limit_moveSpeed( newMoveVec ); //-- 偏转后速度会下降,尤其在与 cir_bego 的碰撞中,游戏体验不够好 // 人为地增加速度 // 同时确保 速度不越界 } /* =========================================================== * calc_intersectX * ----------------------------------------------------------- * 位移向量,与水平线: y=y_ 相交,求 碰撞 t值 * 求直线 y=y_ 与向量 root_2_tail_ 所在直线的交点,的 x 值 * return: * double: newX * double: t */ inline std::pair<double,double> cast_with_horizonLine( const glm::dvec2 &moveVec_, const glm::dvec2 &dogoDPos_, double y_ ) noexcept { tprAssert( moveVec_.y != 0.0 ); double t = (y_ - dogoDPos_.y) / moveVec_.y; // 允许为负值,以便 dogo 从相交状态后退 double newX = dogoDPos_.x + moveVec_.x*t; return { newX, t }; } inline std::pair<double,double> cast_with_verticalLine( const glm::dvec2 &moveVec_, const glm::dvec2 &dogoDPos_, double x_ ) noexcept { tprAssert( moveVec_.x != 0.0 ); double t = (x_ - dogoDPos_.x) / moveVec_.x; // 允许为负值,以便 dogo 从相交状态后退 double newY = dogoDPos_.y + moveVec_.y*t; return { newY, t }; } std::pair<bool,double> cast_with_mapent( const glm::dvec2 &moveVec_, const glm::dvec2 &dogoDPos_, IntVec2 mpos_ )noexcept; #endif
turesnake/tprPixelGames
src/Engine/resource/esrc_window.h
<reponame>turesnake/tprPixelGames /* * ========================= esrc_window.h ========================== * -- tpr -- * CREATE -- 2019.04.19 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ESRC_WINDOW_H #define TPR_ESRC_WINDOW_H //=== *** glad FIRST, glfw SECEND *** === // Don't include glfw3.h ALONE!!! #include<glad/glad.h> #include<GLFW/glfw3.h> //-------------------- Engine --------------------// #include "IntVec.h" namespace esrc {//------------------ namespace: esrc -------------------------// GLFWwindow *get_windowPtr(); void set_windowPtr( GLFWwindow *newPtr_ ); }//---------------------- namespace: esrc -------------------------// #endif
turesnake/tprPixelGames
src/Engine/gameObj/goDataForCreate/GoAssemblePlan.h
/* * ===================== GoAssemblePlan.h ===================== * -- tpr -- * CREATE -- 2019.10.10 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_GO_ASSEMBLE_PLAN_H #define TPR_GO_ASSEMBLE_PLAN_H #include "pch.h" //------------------- CPP --------------------// #include <variant> //------------------- Engine --------------------// #include "goLabelId.h" #include "GameObjType.h" #include "ID_Manager.h" #include "NineDirection.h" #include "BrokenLvl.h" #include "AnimActionEName.h" #include "GoAltiRange.h" #include "FloorGoType.h" #include "RenderLayerType.h" #include "ShaderType.h" #include "ColliDataFromJson.h" // 一个 go-action,可以由数个 gomesh-action 组合而成 // class GoAssemblePlanSet{ public: class GoMeshEnt{ public: std::string goMeshName {}; // 索引key //=== std::string animFrameSetName {}; std::string animLabel {}; glm::dvec2 dposOff {}; // gomesh-dposoff based on go-dpos double zOff {}; AnimActionEName animActionEName {}; RenderLayerType renderLayerType {}; ShaderType shaderType {}; bool isVisible {}; bool isAutoInit {}; NineDirection default_dir {}; BrokenLvl default_brokenLvl {}; // dir / broken 数据,存在 3 层设置 // -1- 未在 asm.json 中显式声明,直接使用默认值 // -2- 在 asm.json 中显式声明,以上两种记录的都是 default 值 // -3- 在 蓝图 / byHand 中显式设置 实际值,将会覆盖 default 值 // 每个后一层都会覆盖前一层 //------- optional_vals -------// std::optional<FloorGoLayer> floorGoLayer { std::nullopt }; // only for FloorGo }; // 一个 go 实例,由数个 gomesh 以及其他数据 组合而成 class Plan{ public: using id_t = uint32_t; //--- Plan()=default; inline const GoMeshEnt &get_goMeshEntRef( const std::string &name_ )const noexcept{ tprAssert( this->gomeshs.find(name_) != this->gomeshs.end() ); return this->gomeshs.at(name_); } //===== vals =====// std::unordered_map<std::string, GoAssemblePlanSet::GoMeshEnt> gomeshs {}; GoAltiRangeLabel goAltiRangeLabel {}; std::unique_ptr<ColliDataFromJson> colliDataFromJsonUPtr {nullptr}; //------- optional_vals -------// //======== static ========// static ID_Manager id_manager; }; //========== Self Vals ==========// GoAssemblePlanSet()=default; inline Plan &create_new_plan( goLabelId_t labelId_ )noexcept{ //----- id -----// Plan::id_t id = Plan::id_manager.apply_a_u32_id(); if( labelId_ != DEFAULT_GO_LABEL_ID ){ auto [insertIt1, insertBool1] = this->ids.insert({ labelId_, std::vector<Plan::id_t>{} }); // insert or find insertIt1->second.push_back(id); }else{ // do nothing, goLabelId::Default not belong to any type } this->allIds.push_back(id); // always //----- instance -----// auto [insertIt2, insertBool2] = this->planUPtrs.insert({ id, std::make_unique<Plan>() }); tprAssert( insertBool2 ); //----- ret -----// return *(insertIt2->second); } inline const Plan &apply_a_plan( goLabelId_t labelId_, size_t randUVal_ )const noexcept{ //----- id -----// size_t idx {}; Plan::id_t id {}; if( labelId_ == DEFAULT_GO_LABEL_ID ){ tprAssert( !this->allIds.empty() ); idx = (randUVal_ + 152375) % this->allIds.size(); // apply a id directly from all ids id = this->allIds.at( idx ); }else{ tprAssert( this->ids.find(labelId_) != this->ids.end() ); auto &cRef = this->ids.at(labelId_); tprAssert( !cRef.empty() ); idx = (randUVal_ + 152375) % cRef.size(); // from target idPool id = this->ids.at(labelId_).at( idx ); } //--- ret ---// tprAssert( this->planUPtrs.find(id) != this->planUPtrs.end() ); return *(this->planUPtrs.at(id)); } //======= static =======// // json 数据中,每个新类型,都被登记为一个 id 号 inline static void insert_2_goLabelIds( const std::string &str_ )noexcept{ // 参数表示 默认值时,不需要登记 if( (str_=="DEFAULT") || (str_=="Default") || (str_=="") ){ return; } GoAssemblePlanSet::goLabelIds.insert( GoAssemblePlanSet::hasher(str_) ); // maybe } // 在程序体内,一律用 id 号来传递 static goLabelId_t str_2_goLabelId( const std::string &str_ )noexcept{ if( (str_=="DEFAULT") || (str_=="Default") || (str_=="") ){ // 表示自己,不为任何类型 return GoAssemblePlanSet::DEFAULT_GO_LABEL_ID; } size_t id = GoAssemblePlanSet::hasher(str_); tprAssert( GoAssemblePlanSet::goLabelIds.find(id) != GoAssemblePlanSet::goLabelIds.end() ); return id; } private: std::unordered_map<goLabelId_t, std::vector<Plan::id_t>> ids {}; std::vector<Plan::id_t> allIds {}; //--- std::unordered_map<Plan::id_t, std::unique_ptr<Plan>> planUPtrs {}; //======= static =======// static std::unordered_set<goLabelId_t> goLabelIds; // 制作成全局容器不够精确,假设某种 go,都含有 goLabel: "Sml" // 另一种go,也想要检测 "Sml" 时,只能获知,总数据中含有,而不是,自身的数据中含有 // 先不做修改 // ... static std::hash<std::string> hasher; static const size_t DEFAULT_GO_LABEL_ID; }; namespace json {//-------- namespace: json --------------// void parse_single_goAssemblePlanJsonFile( const std::string &path_file_ ); }//------------- namespace: json end --------------// #endif
turesnake/tprPixelGames
src/Engine/collision/signInMapEnts/SignInMapEnts_Circle.h
<gh_stars>100-1000 /* * ====================== SignInMapEnts_Circle.h ========================== * -- tpr -- * CREATE -- 2019.09.04 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_SignInMapEnts_CIRCLE_H #define TPR_SignInMapEnts_CIRCLE_H #include "pch.h" //-------------------- CPP --------------------// #include <utility> // pair //-------------------- Engine --------------------// #include "MapCoord.h" // 仅有 majorGo: cir 会用到本实例 // arc 压根不参与 moveCollide // squ 压根不移动 class SignInMapEnts_Circle{ using F_get_colliPointDPosOffsRef = std::function<const std::vector<glm::dvec2> &()>; public: SignInMapEnts_Circle( const glm::dvec2 &newGoDPos_, F_get_colliPointDPosOffsRef func_1_ ): get_colliPointDPosOffsRefFunc(func_1_) { bool out = this->forecast_signINMapEnts( newGoDPos_ ); tprAssert( out ); this->sync_currentSignINMapEnts_from_future(); } //------------------------------------// // 使用位置: //--1-- 当一个 majorGo 新生成时,传入参数 go.dpos,制作最初的 SignINMapEnts 数据, // 然后 call sync_currentSignINMapEnts_from_new() //--2-- 每一移动帧, 调用此函数来生成 addsDels, // 然后做碰撞检测。在此期间,这个函数可能被调用多次,但都不会改写 currentSignINMapEnts // ---- // 直到确认位移后,才调用 sync_currentSignINMapEnts_from_new(),同步数据 //----- // param: newRootAnchorDPos_ = currentDPos + moveVec // ret: // adds/dels 是否发生了变化 inline bool forecast_signINMapEnts( const glm::dvec2 &newGoDPos_ )noexcept{ if( !this->is_forecast_called ){ this->is_forecast_called = true; } this->futureAdds.clear(); this->futureDels.clear(); this->futureSignINMapEnts.clear(); //-- update news -- for( const auto &i : this->get_colliPointDPosOffsRefFunc() ){ this->futureSignINMapEnts.insert( dpos_2_mpos(i+newGoDPos_) ); } //-- adds -- for( const auto &i : this->futureSignINMapEnts ){ if( this->currentSignINMapEnts.find(i) == this->currentSignINMapEnts.end() ){ this->futureAdds.push_back( i );//- copy } } //-- dels -- for( const auto &i : this->currentSignINMapEnts ){ if( this->futureSignINMapEnts.find(i) == this->futureSignINMapEnts.end() ){ this->futureDels.push_back( i );//- copy } } //-- return -- return (!this->futureAdds.empty()) || (!this->futureDels.empty()); } //-- 同步数据 -- inline void sync_currentSignINMapEnts_from_future()noexcept{ tprAssert( this->is_forecast_called ); this->is_forecast_called = false; //- only swap when change happened // 确保在调用此函数时,addsdels 一定发生了更新 tprAssert( !(this->futureAdds.empty() && this->futureDels.empty()) ); this->currentAdds.swap( this->futureAdds ); this->currentDels.swap( this->futureDels ); this->currentSignINMapEnts.swap( this->futureSignINMapEnts ); //-- swap 后的 future容器 会在下次 调用 forecast_signINMapEnts 时自动清理 -- } inline const std::set<IntVec2> &get_currentSignINMapEntsRef() const noexcept{ return this->currentSignINMapEnts; } inline const std::set<IntVec2> &get_futureSignINMapEntsRef() const noexcept{ return this->futureSignINMapEnts; } inline const std::vector<IntVec2> &get_currentAddsRef() const noexcept{ return this->currentAdds; } inline const std::vector<IntVec2> &get_currentDelsRef() const noexcept{ return this->currentDels; } private: F_get_colliPointDPosOffsRef get_colliPointDPosOffsRefFunc {nullptr}; //--- current ---// std::set<IntVec2> currentSignINMapEnts {}; //- 每一帧移动后,go都会及时更新自己当前登记的 mapents std::vector<IntVec2> currentAdds {}; //- 每帧移动后,将要被新登记的 mapents std::vector<IntVec2> currentDels {}; //- 每帧移动后,将要被取消登记的 mapents //--- future ---// // each time call forecast_(), the future datas will be update // only sync to current datas when sync_() is called std::set<IntVec2> futureSignINMapEnts {}; std::vector<IntVec2> futureAdds {}; std::vector<IntVec2> futureDels {}; //----- flags -----// bool is_forecast_called {false}; //- 协调 forecast 和 sync 两个函数的 次序。 // forecast 可以被调用多次 // 每次调用 sync 之前,forecast 至少要被调用一次 }; #endif
turesnake/tprPixelGames
src/Engine/coordinate/Coordinate.h
/* * ====================== Coordinate.h ========================== * -- tpr -- * CREATE -- 2019.11.15 * MODIFY -- * ---------------------------------------------------------- * self defined coordinate system * ------------ */ #ifndef TPR_COORD_H #define TPR_COORD_H #include "pch.h" //-------------------- Engine --------------------// #include "NineDirection.h" class Coordinate{ public: Coordinate( const glm::dvec2 &xVec_, const glm::dvec2 &yVec_ ): xVec(xVec_), yVec(yVec_), denominator( xVec.x * yVec.y - xVec.y * yVec.x ) { this->init(); } //-- 将外部世界坐标系的值,转换成 客制坐标系内的 对应值 inline glm::dvec2 calc_innDPos( const glm::dvec2 &outDPos_ )const noexcept{ return glm::dvec2{ (this->yVec.y * outDPos_.x - this->yVec.x * outDPos_.y) / this->denominator, (this->xVec.x * outDPos_.y - this->xVec.y * outDPos_.x) / this->denominator }; } //-- 将客制坐标系内的 值,转换成 外部世界坐标的 对应值 inline glm::dvec2 calc_outDPos( const glm::dvec2 &innDPos_ )const noexcept{ return glm::dvec2{ this->xVec.x * innDPos_.x + this->yVec.x * innDPos_.y, this->xVec.y * innDPos_.x + this->yVec.y * innDPos_.y }; } inline const glm::dvec2 &get_normalVec_in_outCoord( NineDirection dir_ )const noexcept{ tprAssert( this->normalVecs_in_outCoord.find(dir_) != this->normalVecs_in_outCoord.end() ); return this->normalVecs_in_outCoord.at(dir_); } //----- get -----// inline const glm::dvec2 &get_rightHand()const noexcept{ return this->rightHand; } inline const glm::dvec2 &get_xVec()const noexcept{ return this->xVec; } inline const glm::dvec2 &get_yVec()const noexcept{ return this->yVec; } inline double get_denominator()const noexcept{ return this->denominator; } private: void init()noexcept; //----- vals -----// glm::dvec2 xVec; glm::dvec2 yVec; double denominator; // in order to make the calc easy glm::dvec2 rightHand {}; // 本坐标系 x方向 单位向量,在 outCoord 中的值 // 目前用于,修正 input 方向健输入 //-- 每个坐标系内部,都存在一个对齐于原点的 正方形。 // 将这个正方形扭曲,变成其在 外部坐标系的样子,并记录其4条边,在外部坐标系的 对外法线向量 std::unordered_map<NineDirection, glm::dvec2> normalVecs_in_outCoord {}; }; #endif
turesnake/tprPixelGames
src/Engine/resource/esrc_behaviour.h
<reponame>turesnake/tprPixelGames /* * ========================= esrc_behaviour.h ========================== * -- tpr -- * CREATE -- 2019.04.19 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ESRC_BEHAVIOUR_H #define TPR_ESRC_BEHAVIOUR_H //-------------------- Engine --------------------// #include "Behaviour.h" namespace esrc {//------------------ namespace: esrc -------------------------// void init_behaviour(); Behaviour &get_behaviour(); void call_scriptMain(); //- 调用 脚本层 入口函数 }//---------------------- namespace: esrc -------------------------// #endif
turesnake/tprPixelGames
src/Engine/actionFSM/ActionFSM.h
/* * ========================= ActionFSM.h ========================== * -- tpr -- * CREATE -- 2019.02.13 * MODIFY -- * ---------------------------------------------------------- * 动作状态机 * ------------- * 一个 go实例拥有一个 actionFSM实例, * 统管 所有 gomesh实例的 动画播放, * 控制 move 指令输入,(进一步控制 collision ) * * ---------------------------- */ #ifndef TPR_ACTION_FSM_H #define TPR_ACTION_FSM_H #include "pch.h" //-------------------- Engine --------------------// #include "functorTypes.h" //- 节点状态 -- class ActionState{ public: F_void enterFunc {nullptr}; //- 入口函数 F_void exitFunc {nullptr}; //- 出口函数 }; //-- need --// class GameObj; class ActionFSM{ public: ActionFSM() = default; inline void init( GameObj *goPtr_ )noexcept{ this->goPtr = goPtr_; } inline ActionState *insert_new_state( const std::string &name_ )noexcept{ // ***| INSERT FIRST, INIT LATER |*** ActionState state {}; auto [insertIt, insertBool] = states.emplace( name_, state ); //- copy tprAssert( insertBool ); // init... return &(insertIt->second); } private: GameObj *goPtr {nullptr}; std::unordered_map<std::string, ActionState> states {}; //- 暂用 string 来索引,效率可能有点低... }; #endif
turesnake/tprPixelGames
src/Engine/map/ChunkMemState.h
/* * ======================= ChunkMemState.h ======================= * -- tpr -- * CREATE -- 2019.07.09 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_CHUNK_MEM_STATE_H #define TPR_CHUNK_MEM_STATE_H // chunk 在游戏运行期间的 所有状态 // --- // OnCreating 和 Active 的临界点,在 esrc::insert_and_init_new_chunk() 中 // 在此之后,chunk部分的数据已经初始化完毕,但是 其上的 go,尚未创建 // --- // 在目前版本中,一个chunk,一旦进入 WaitForRelease,将永不能被取回。 // 如果发现,想要新建的 chunk,正在 WaitForRelease 状态,说明参数设置有问题,直接报错。 // 这能简化很多 问题 // --- // 每一渲染帧,renderPool 会重新加载 active态的 chunk,并排序 // 当把一个chunk,改成 WaitForRelease,它就已经无法被渲染出来了。 // // --- // 有必要再添加一个 WaitForDB ... // enum class ChunkMemState : int{ NotExist, WaitForCreate, OnCreating, Active, WaitForRelease, OnReleasing }; #endif
turesnake/tprPixelGames
deps/tprInUnix/tprFileModeT.h
<reponame>turesnake/tprPixelGames<gh_stars>100-1000 /* * ========================= tprFileModeT.h ========================== * -- tpr -- * CREATE -- 2018.10.15 * MODIFY -- * ---------------------------------------------------------- * support all files/libs * mode_t * ---------------------------- */ #ifndef TPR_FILE_MODE_H_ #define TPR_FILE_MODE_H_ //- rw------- #ifndef RW_______ #define RW_______ ( S_IRUSR | S_IWUSR ) #endif //- rwx------ #ifndef RWX______ #define RWX______ ( RW_______ | S_IXUSR ) #endif //- rw-r--r-- #ifndef RW_R__R__ #define RW_R__R__ ( RW_______ | S_IRGRP | S_IROTH ) #endif //- rw-rw-r-- #ifndef RW_RW_R__ #define RW_RW_R__ ( RW_R__R__ | S_IWGRP ) #endif //- rwxr-xr-x #ifndef RWXR_XR_X #define RWXR_XR_X ( RW_R__R__ | S_IXUSR | S_IXGRP | S_IXOTH ) #endif #endif
turesnake/tprPixelGames
src/Engine/tprDebug/timeLog.h
/* * ========================= timeLog.h ========================== * -- tpr -- * CREATE -- 2019.07.14 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_TIME_LOG_H #define TPR_TIME_LOG_H //------------------- CPP --------------------// #include <map> namespace tprDebug {//---------- namespace: tprDebug --------------// void init_timeLog(); void collect_deltaTime(double deltaTime_); void process_and_echo_timeLog(); size_t get_frameIdx(); }//-------------------- namespace: tprDebug end --------------// #endif
turesnake/tprPixelGames
src/Engine/fileIO/fileIO.h
/* * ======================= fileIO.h ========================== * -- tpr -- * 创建 -- 2019.07.08 * 修改 -- * ---------------------------------------------------------- */ #ifndef TPR_FILE_IO_H #define TPR_FILE_IO_H //--------------- CPP ------------------// #include <string> #include <memory> std::unique_ptr<std::string> read_a_file( const std::string &filePath_ ); #endif
turesnake/tprPixelGames
src/Engine/resource/esrc_ecoSysPlan.h
<gh_stars>100-1000 /* * ========================= esrc_ecoSysPlan.h ========================== * -- tpr -- * CREATE -- 2019.04.19 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ESRC_ECOSYS_PLAN_H #define TPR_ESRC_ECOSYS_PLAN_H //-------------------- CPP --------------------// #include <unordered_map> //-------------------- Engine --------------------// #include "EcoSysPlan.h" namespace esrc {//------------------ namespace: esrc -------------------------// void init_ecoSysPlanes(); EcoSysPlan &insert_new_ecoSysPlan( EcoSysPlanType type_ ); EcoSysPlan *get_ecoSysPlanPtr( ecoSysPlanId_t ecoId_ ); ecoSysPlanId_t apply_a_ecoSysPlanId_by_type( EcoSysPlanType type_, size_t ecoObjUWeight_ ); ecoSysPlanId_t apply_a_rand_ecoSysPlanId( size_t ecoObjUWeight_ ); }//---------------------- namespace: esrc -------------------------// #endif
turesnake/tprPixelGames
src/Engine/map/occupyWeight.h
/* * ========================== occupyWeight.h ======================= * -- tpr -- * CREATE -- 2019.03.22 * MODIFY -- * ---------------------------------------------------------- * 那些通过 "覆盖法/抢占法" 来对规划一个区域的 模块, * 需要一种机制来区分 区域四顶点 的 “抢占强势程度”。 * 4顶点 的 occupyWeight 值不应该 出现相同。 * ------------------------ */ #ifndef TPR_OCCUPY_WEIGHT_H #define TPR_OCCUPY_WEIGHT_H //-------------------- Engine --------------------// #include "IntVec.h" using occupyWeight_t = int; occupyWeight_t calc_occupyWeight( IntVec2 oddEven_, size_t idx_ ); #endif
turesnake/tprPixelGames
src/Engine/resource/esrc_thread.h
<reponame>turesnake/tprPixelGames<gh_stars>100-1000 /* * ========================= esrc_thread.h ========================== * -- tpr -- * CREATE -- 2019.04.25 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ESRC_THREAD_H #define TPR_ESRC_THREAD_H namespace esrc {//------------------ namespace: esrc -------------------------// void start_jobThreads(); void join_jobThreads(); }//---------------------- namespace: esrc -------------------------// #endif
turesnake/tprPixelGames
src/Engine/ecoSys/EcoObjMemState.h
<gh_stars>100-1000 /* * ======================= EcoObjMemState.h ======================= * -- tpr -- * CREATE -- 2019.07.09 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ECO_OBJ_MEM_STATE_H #define TPR_ECO_OBJ_MEM_STATE_H // ecoobj 在游戏运行期间的 所有状态 // enum class EcoObjMemState : int{ NotExist, OnCreating, Active, OnReleasing // ecoobj 可以被当场删除,不需要在队列中等待 }; #endif
turesnake/tprPixelGames
src/Engine/mesh/Mesh.h
/* * ========================= Mesh.h ========================== * -- tpr -- * CREATE -- 2019.01.07 * MODIFY -- * ---------------------------------------------------------- * A BASIC Mesh class. * handle single texture. * ---------------------------- */ #ifndef TPR_MESH_H #define TPR_MESH_H //=== *** glad FIRST, glfw SECEND *** === // Don't include glfw3.h ALONE!!! #include <glad/glad.h> //--- glm - 0.9.9.5 --- #include "glm_no_warnings.h" //-------------------- CPP --------------------// #include <vector> //-------------------- Engine --------------------// #include "ShaderProgram.h" //-- each Mesh instance,will bind a shader #include "AnimFrameSet.h" class Mesh{ public: Mesh() = default; void init( GLuint texName_ ); void draw(); //--------------------------// inline void set_shader_program( ShaderProgram *sp_ )noexcept{ this->shaderPtr = sp_; } inline void set_texName( GLuint texName_ )noexcept{ this->texName = texName_; } inline void set_translate( const glm::vec3 &v_ )noexcept{ this->translate_val = v_; this->isMat4Change = true; } inline void set_scale( const glm::vec3 &v_ )noexcept{ this->scale_val = v_; this->isMat4Change = true; } //------- get -------// //- 通过 translate_val.z 值 来给 待渲染的 meshs 排序 -- inline float get_render_z()const noexcept{ return this->translate_val.z; } //======== flags ========// bool isVisible {false}; private: void update_mat4_model(); //-- 重新计算 model矩阵 //======== vals ========// GLuint texName {0}; ShaderProgram *shaderPtr {nullptr}; GLuint VAO {}; // simple copy from esrc_VAOVBO GLsizei pointNums {}; // glDrawArrays() param //+++++++++ 与 图元 矩阵计算 有关的 变量 ++++++++++++ glm::mat4 mat4_model = glm::mat4(1.0); //-- 每个 物体obj 都私有一个 模型矩阵 //-- 自动初始化为 标准矩阵 //-- 位移/旋转/缩放 变化向量。 glm::vec3 translate_val {}; glm::vec3 scale_val {glm::vec3(1.0f, 1.0f, 1.0f)}; //- 缩放比例(用半径来缩放) bool isMat4Change {true}; //- 位移/旋转/缩放 是否被改写。 //- 若被改写,就要重新计算 mat4_model }; #endif
turesnake/tprPixelGames
src/Engine/dynamicParam/dyParams.h
<gh_stars>100-1000 /* * ======================== dyParams.h ========================== * -- tpr -- * CREATE -- 2019.10.05 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_DY_PARAMS_H #define TPR_DY_PARAMS_H //-------------------- CPP --------------------// #include <vector> #include <set> #include <cstdint> // uint8_t //-------------------- Engine --------------------// #include "DyParam.h" #include "GoDataForCreate.h" struct DyParams_GoDataForCreate{ const GoDataForCreate *goDataPtr {}; }; #endif
turesnake/tprPixelGames
src/Engine/actionSwitch/ActionSwitch.h
<gh_stars>100-1000 /* * ========================= ActionSwitch.h ========================== * -- tpr -- * CREATE -- 2019.02.01 * MODIFY -- * ---------------------------------------------------------- * 一个 go实例 在不同的状态,需要切换到不同的 action * 一部分 切换工作 是在 引擎内部调用的。 * 通过本模块来 统一管理 * ----- * 可能会被 ActionFSM 取代... * ---------------------------- */ #ifndef TPR_ACTION_SWITCH_H #define TPR_ACTION_SWITCH_H #include "pch.h" //-------------------- Engine --------------------// #include "ActionSwitchType.h" #include "BoolBitMap.h" //--- need ---// class GameObj; class ActionSwitch{ public: using F_ACTION_SWITCH = std::function<void( GameObj&, ActionSwitchType)>; explicit ActionSwitch( GameObj &goRef_ ): goRef(goRef_) { bitMap.resize( 64,1 ); // bitMap容器 占了 64 个元素 //- 随着 ActionSwitchType 种类的增多, // 这个值将不断扩大 } inline void bind_func( const F_ACTION_SWITCH &func_ )noexcept{ this->func = func_; } void call_func( ActionSwitchType type_ ); inline void clear_bitMap()noexcept{ bitMap.clear_all(); } //-- 登记某个 actionSwitch -- inline void signUp( ActionSwitchType type_ )noexcept{ bitMap.signUp( static_cast<size_t>(type_) ); // can't use cast_2_siz_t } //-- 检查某个 actionSwitch 是否已登记 -- inline bool check( ActionSwitchType type_ )noexcept{ return bitMap.check( static_cast<size_t>(type_) ); // can't use cast_2_siz_t } private: GameObj &goRef; BoolBitMap bitMap {}; //- 位图,记录了本实例 注册了哪几个类型的 actionSwitch //- 暂定上限为 64-bit //--- functor ----// F_ACTION_SWITCH func {nullptr}; }; #endif
turesnake/tprPixelGames
src/Engine/animFrameSet/AnimAction.h
<reponame>turesnake/tprPixelGames /* * ======================= AnimAction.h ===================== * -- tpr -- * CREATE -- 2019.05.06 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ANIM_ACTION_H #define TPR_ANIM_ACTION_H //=== *** glad FIRST, glfw SECEND *** === // Don't include glfw3.h ALONE!!! #include<glad/glad.h> #include<GLFW/glfw3.h> #include "pch.h" //-------------------- Engine --------------------// #include "NineDirection.h" #include "RGBA.h" #include "AnimActionPos.h" #include "functorTypes.h" #include "BrokenLvl.h" #include "AnimActionEName.h" //-- need --// class AnimFrameSet; class AnimActionParam; //-- 本class 只存储 于 anim-action 有关的 所有静态数据 // 纯粹的静态数据,不允许存储任何与 gomesh相关的动态数据 !!!! // 动态数据 存储在 gomesh.animAction::PvtData 中 (每一个 gomesh 独占一份) class AnimAction{ public: //================== nested ================// enum class PlayState{ Stop, // always for idle, and part of Once Working // always for Cycle, and part of Once }; // 动作播放类型 enum class PlayType{ Idle, //- 从来不更换 动画帧 Once, //- 只播放一次,支持 逻辑节点帧,结束后自动跳转到预定的 新状态(未定) Cycle //- 循环播放一段 动画帧 }; static PlayType str_2_playType( const std::string &str_ )noexcept; // gomesh 自己保存的 有关 animAction 的动态数据。 class PvtData{ public: size_t currentIdx_for_frameIdxs {}; //- 当前真正播放的帧,在 frameIdxs 中的下标号 //--- size_t currentFrameIdx {}; //- 当前指向的 frameidx 值 size_t currentTimeStep {}; //- 当前帧的 timeStep, (不应被外部访问) // 被 smoothDeltaTime 修正过 //--- size_t updates {}; //- 切换一次帧后,记录 调用 update() 的次数 //--- int timeStepOff {}; // 外界控制 aaction播放速度的 第一种方式 // 此值会被 累加在每一份 currentTimeStep 上, //-- flags --// PlayType playType {}; // copy from AnimAction.obj PlayState playState {}; bool isLastFrame {false};//- Once: 播放进 最后一帧以及之后,永远处于 true //- Cycle: 每一次播放到最后一帧,才为 true //- Idle: always true //======== // 实际上,由于动画中的每一图元帧,都会被播放好几 时间帧。 // 所有,isLastFrame 并不仅仅在 一个 时间帧 内被设置为 true // 而是在 尾图元帧 播放的所有 时间帧里,被设置为 true //--- functor ---// F_R_double reset_playSpeedScale {nullptr}; // 外界控制 aaction播放速度的 第二种方式 }; //================== self ================// AnimAction() = default; void init( const AnimFrameSet &animFrameSetRef_, const AnimActionParam &param_, const AnimActionPos *animActionPosPtr_, IntVec2 pixNum_per_frame_, size_t headIdx_, bool isHaveShadow_ ); std::function<void(AnimAction::PvtData &)> update {nullptr}; //- 当 gomesh 切换 animAction 时 // 通过此函数,来重置自己的 pvtdata 值 -- inline void reset_pvtData( AnimAction::PvtData &pvtData_ )noexcept{ pvtData_.currentIdx_for_frameIdxs = 0; pvtData_.currentFrameIdx = this->frameIdxs.at(0); pvtData_.currentTimeStep = this->timeSteps.at(0); pvtData_.playType = this->actionPlayType; switch (pvtData_.playType){ case PlayType::Idle: pvtData_.playState = PlayState::Stop; // always pvtData_.isLastFrame = true; // always break; case PlayType::Once: pvtData_.playState = PlayState::Working; pvtData_.isLastFrame = false; break; case PlayType::Cycle: pvtData_.playState = PlayState::Working; // always pvtData_.isLastFrame = false; break; default: tprAssert(0); break; } } //----- get -----// inline bool get_isHaveShadow() const noexcept{ return this->isHaveShadow; } inline bool get_isOpaque() const noexcept{ return this->isOpaque; } inline IntVec2 get_pixNum_per_frame() const noexcept{ return this->pixNum_per_frame; } inline PlayType get_actionPlayType()const noexcept{ return this->actionPlayType; } // 将被废弃 inline const glm::dvec2 &get_currentRootAnchorDPosOff() const noexcept{ return this->animActionPosPtr->get_rootAnchorDPosOff(); } inline GLuint get_currentTexName_pic( const AnimAction::PvtData &pvtData_ ) const noexcept{ return this->texNames_pic_ptr->at(pvtData_.currentFrameIdx); } inline GLuint get_currentTexName_shadow( const AnimAction::PvtData &pvtData_ ) const noexcept{ return this->texNames_shadow_ptr->at(pvtData_.currentFrameIdx); } inline const AnimActionPos &get_currentAnimActionPos() const noexcept{ return *this->animActionPosPtr; } private: inline void update_idle( AnimAction::PvtData &pvtData_ ){ } void update_once( AnimAction::PvtData &pvtData_ ); void update_cycle( AnimAction::PvtData &pvtData_ ); size_t adjust_currentTimeStep( size_t currentTimeStep_, AnimAction::PvtData &pvtData_ ); //===== vals =====// //-- 从 animFrameSet 中获得的 只读指针 -- const std::vector<GLuint> *texNames_pic_ptr {nullptr}; const std::vector<GLuint> *texNames_shadow_ptr {nullptr}; const AnimActionPos *animActionPosPtr {nullptr}; // 1-animAction, 1-animActionPos PlayType actionPlayType {}; //- 用户可以手动编排 frameIdx 序列。同时,默认 容器中的第一帧,就是 enterIdx -- std::vector<size_t> frameIdxs {}; //- 相对于 AnimFrameSet 全frames数据的 idx std::vector<size_t> timeSteps {}; size_t totalFrameNum {}; //- 本 action 有几帧 IntVec2 pixNum_per_frame {}; //- 单帧画面 的 长宽 像素值 //===== flags =====// bool isHaveShadow {}; bool isOpaque {}; }; //-- 作为 AnimFrameSet::insert_a_png() 参数 -- class AnimActionParam{ public: //-- 常规构造器,且手动设置 timesteps -- AnimActionParam(size_t subspeciesIdx_, AnimActionEName actionEName_, NineDirection actionDir_, BrokenLvl actionBrokenLvl_, AnimAction::PlayType playType_, bool isOrder_, bool isOpaque_, size_t jFrameIdx_, const std::vector<size_t> &lFrameIdxs_, const std::vector<size_t> &timeSteps_, const std::string &label_ ): subspeciesIdx(subspeciesIdx_), actionEName(actionEName_), actionDir(actionDir_), actionBrokenLvl(actionBrokenLvl_), actionPlayType( playType_ ), isOrder( isOrder_ ), isOpaque( isOpaque_ ), isTimeStepsManualSet(true), jFrameIdx(jFrameIdx_), defaultTimeStep(6), //- 随便写一个值,反正用不上 animLabel(label_) { this->lFrameIdxs.insert( this->lFrameIdxs.end(), lFrameIdxs_.begin(), lFrameIdxs_.end() ); this->timeSteps.insert( this->timeSteps.end(), timeSteps_.begin(), timeSteps_.end() ); } //-- 常规构造器,但使用统一值的 timesteps -- AnimActionParam(size_t subspeciesIdx_, AnimActionEName actionEName_, NineDirection actionDir_, BrokenLvl actionBrokenLvl_, AnimAction::PlayType playType_, bool isOrder_, bool isOpaque_, size_t jFrameIdx_, const std::vector<size_t> &lFrameIdxs_, size_t _defaultTimeStep, const std::string &label_ ): subspeciesIdx(subspeciesIdx_), actionEName(actionEName_), actionDir(actionDir_), actionBrokenLvl(actionBrokenLvl_), actionPlayType( playType_ ), isOrder( isOrder_ ), isOpaque( isOpaque_ ), isTimeStepsManualSet(false), jFrameIdx(jFrameIdx_), defaultTimeStep(_defaultTimeStep), animLabel(label_) { this->lFrameIdxs.insert( this->lFrameIdxs.end(), lFrameIdxs_.begin(), lFrameIdxs_.end() ); this->timeSteps.push_back( _defaultTimeStep ); //- 用不上 } //-- 单帧action 专用 构造器 -- AnimActionParam(size_t subspeciesIdx_, AnimActionEName actionEName_, NineDirection actionDir_, BrokenLvl actionBrokenLvl_, size_t jFrameIdx_, size_t lFrameIdx_, bool isOpaque_, const std::string &label_ ): subspeciesIdx(subspeciesIdx_), actionEName(actionEName_), actionDir(actionDir_), actionBrokenLvl(actionBrokenLvl_), actionPlayType( AnimAction::PlayType::Idle ), //- 默认type isOrder( true ), //- 随便写一个值,反正用不上 isOpaque( isOpaque_ ), isTimeStepsManualSet(false), jFrameIdx(jFrameIdx_), defaultTimeStep(6), //- 随便写一个值,反正用不上 animLabel(label_) { this->lFrameIdxs.push_back( lFrameIdx_ ); this->timeSteps.push_back( 6 ); //- 随便写一个值,反正用不上 } //===== vals =====// size_t subspeciesIdx; AnimActionEName actionEName; NineDirection actionDir; BrokenLvl actionBrokenLvl; AnimAction::PlayType actionPlayType; bool isOrder; bool isOpaque; //- 是否为 不透明图元 bool isTimeStepsManualSet; //- 若为 false,参数 timeSteps_ 可为空容器 size_t jFrameIdx; //- J帧序号,一个还在发展改善中的数值... 暂时手动设置 size_t defaultTimeStep; //- 若上参数为 false,通过本参数来设置 timeSteps std::vector<size_t> lFrameIdxs {}; //- 和 AnimAction 中的 frameIdxs 不同,此处基于的idx 是相对值 std::vector<size_t> timeSteps {}; std::string animLabel {}; }; #endif
turesnake/tprPixelGames
src/Engine/resource/esrc_job_ecoObj.h
<filename>src/Engine/resource/esrc_job_ecoObj.h /* * ====================== esrc_job_ecoObj.h ========================== * -- tpr -- * CREATE -- 2019.11.30 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ESRC_JOB_ECO_OBJ_H #define TPR_ESRC_JOB_ECO_OBJ_H //-------------------- Engine --------------------// #include "sectionKey.h" #include "EcoObj.h" namespace esrc {//------------------ namespace: esrc -------------------------// EcoObj &atom_insert_new_job_ecoObj( sectionKey_t ecoObjKey_ ); void atom_insert_2_job_ecoObjFlags( sectionKey_t ecoObjKey_ ); size_t atom_move_all_ecoObjUptrs_from_job_2_esrc(); }//---------------------- namespace: esrc -------------------------// #endif
turesnake/tprPixelGames
src/Engine/renderPool/GroundRenderPool.h
/* * ==================== GroundRenderPool.h ========================== * -- tpr -- * CREATE -- 2019.09.28 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_GROUND_RENDER_POOL_H #define TPR_GROUND_RENDER_POOL_H //-------------------- CPP --------------------// #include <vector> #include <map> #include <unordered_set> //-------------------- Engine --------------------// #include "ChildMesh.h" #include "Mesh.h" #include "colorTableId.h" class GroundRenderPool{ public: GroundRenderPool() { this->init(); } void init()noexcept; inline void insert( colorTableId_t id_, float zOff_, ChildMesh *meshPtr_ )noexcept{ auto target = this->pools.find(id_); tprAssert( target != this->pools.end() ); target->second.insert({ zOff_, meshPtr_ });// multi } inline void clear()noexcept{ for( auto &pair : this->pools ){ pair.second.clear(); } } void draw()noexcept; private: std::unordered_map<colorTableId_t, std::multimap<float, ChildMesh*>> pools {}; }; #endif
turesnake/tprPixelGames
src/Engine/shaderProgram/uniformBlockObjs.h
<reponame>turesnake/tprPixelGames /* * ===================== uniformBlockObjs.h ========================== * -- tpr -- * CREATE -- 2019.09.22 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_UNIFORM_BLOCK_OBJS_H #define TPR_UNIFORM_BLOCK_OBJS_H //=== *** glad FIRST, glfw SECEND *** === // Don't include glfw3.h ALONE!!! #include<glad/glad.h> //-------------------- CPP --------------------// #include <unordered_map> //-------------------- Engine --------------------// #include "UniformBlockObj.h" #include "FloatVec.h" namespace ubo{//------------- namespace ubo ---------------- // 1-ubo_instance, 1 enum-obj enum class UBOType{ Seeds, Camera, Window, Time, WorldCoord, OriginColorTable, UnifiedColorTable, GroundColorTable, ColorTableId, //... BioSoupColorTable, }; inline std::unordered_map<UBOType, GLuint> uboBindPoints { {UBOType::Seeds, 1 }, {UBOType::Camera, 2 }, {UBOType::Window, 3 }, {UBOType::Time, 4 }, {UBOType::WorldCoord, 5 }, {UBOType::OriginColorTable, 6 }, {UBOType::UnifiedColorTable, 7 }, {UBOType::GroundColorTable, 8 }, {UBOType::ColorTableId, 9 }, {UBOType::BioSoupColorTable, 10 } //... }; inline GLuint get_bindPoint( UBOType type_ )noexcept{ tprAssert( uboBindPoints.find(type_) != uboBindPoints.end() ); return uboBindPoints.at(type_); } }//------------- namespace ubo: end ---------------- #endif
turesnake/tprPixelGames
src/Engine/collision/ColliderType.h
/* * ====================== ColliderType.h ========================== * -- tpr -- * CREATE -- 2019.09.01 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_COLLIDER_TYPE_H #define TPR_COLLIDER_TYPE_H #include "pch.h" enum class ColliderType{ Nil, //--- Circular, // 最全最复杂的 碰撞体,所有 活体go。只能用此类型 // 参与 moveCollide, 也参与 skillCollide // 唯一可以 移动 的类型, // 拥有自定义 碰撞圆半径,以便别的go,碰到它 // 当扮演 dogo 时,则使用一个统一的 标准半径值 // 每次移动,都需要及时更新自己的 mapent 登记信息 Square, // 专用于 静态地景go。 // 参与 moveCollide, 不参与 skillCollide // 无法移动,碰撞区就是一个 完整的 mapent Arc, // 参与 skillCollide, // 可以移动,但不参与 moveCollide // 不会被登记到 mapent 上 }; ColliderType str_2_colliderType( const std::string &name_ )noexcept; enum class CollideState{ Separate, //- 相离 Adjacent, //- 相临 (会出发滑动效果) Intersect, //- 相交 }; enum class CollideFamily{ Move, Skill, }; class Circular{ public: Circular() = default; Circular( const glm::dvec2 &dpos_, double radius_ ): dpos(dpos_), radius(radius_) {} inline Circular calc_new_circular( const glm::dvec2 &dposOff_ ) const noexcept{ return Circular{ this->dpos+dposOff_, this->radius }; } //----- vals -----// glm::dvec2 dpos {}; double radius {}; //----- static -----// static double radius_for_dogo; // 扮演 dogo 时,使用一个标准值 24.0 }; class ArcLine{ public: ArcLine()=default; ArcLine(const glm::dvec2 &dpos_, const glm::dvec2 &forward_, double radius_, double halfRadian_): dpos(dpos_), forward(forward_), radius(radius_), halfRadian(halfRadian_) {} //----- vals -----// glm::dvec2 dpos {}; glm::dvec2 forward {}; double radius {}; double halfRadian {};// 半弧 }; class Square{ public: Square()=default; explicit Square( const glm::dvec2 &dpos_): dpos(dpos_), radius( Square::unifiedRadius ) {} //----- vals -----// glm::dvec2 dpos {}; double radius {}; // 未来可以被取消 ... //----- static -----// static double unifiedRadius; // 唯一且统一的半径值 }; #endif
turesnake/tprPixelGames
src/Engine/tprDebug/speedLog.h
/* * ======================== speedLog.h ========================== * -- tpr -- * CREATE -- 2019.10.05 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_SPEED_LOG_H #define TPR_SPEED_LOG_H //--- glm - 0.9.9.5 --- #include "glm_no_warnings.h" namespace tprDebug {//---------- namespace: tprDebug --------------// void init_speedLog(); void collect_playerSpeed( const glm::dvec2 &speedV_ ); void process_and_echo_speedLog(); void collect_cameraSpeed( const glm::dvec2 &speedV_ ); }//-------------------- namespace: tprDebug end --------------// #endif
turesnake/tprPixelGames
src/Engine/mesh/RotateScaleData.h
<reponame>turesnake/tprPixelGames /* * ================== RotateScaleData.h ========================== * -- tpr -- * CREATE -- 2019.08.21 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_CHILD_MESH_ROTATE_DATA_H #define TPR_CHILD_MESH_ROTATE_DATA_H //--- glm - 0.9.9.5 --- #include "glm_no_warnings.h" //-------------------- CPP --------------------// #include <vector> #include <utility> // move //-------------------- Engine --------------------// //- 暂时只支持 xyz 三个轴线的旋转 enum class RotateType{ X, Y, Z }; // 外部向 GoMesh 传入的 rotate/scale 数据 class RotateScaleData{ public: RotateScaleData() = default; //--- set ---// inline void reset_rotateOrder( std::vector<RotateType> order_ )noexcept{ this->rotateOrder.swap( order_ ); } inline void set_rotateDegree( const glm::vec3 &rad_ )noexcept{ this->rotateDegree = rad_; } inline void set_scale( const glm::vec2 &scale_ )noexcept{ this->scale = scale_; } //--- get ---// inline const glm::vec3 &get_rotateDegreeRef() const noexcept{ return this->rotateDegree; } inline const glm::vec2 &get_scaleRef() const noexcept{ return this->scale; } inline bool isNeedToRotate() const noexcept{ return !rotateOrder.empty(); } inline const std::vector<RotateType> &get_rotateOrder() const noexcept{ return this->rotateOrder; } private: //- 一个不是很完善的解决方案: // 依次向 rotateOrder 压入 x/y/z,每一种只能压入一次,次序不限 // 实际旋转时,按照 这个 vector 中的次序依次旋转 // --- // 如果 rotateOrder 为空,就说明不需要旋转 std::vector<RotateType> rotateOrder {}; glm::vec3 rotateDegree {glm::vec3(0.0f, 0.0f, 0.0f)}; //- Degree [0.0f, 360.0f] glm::vec2 scale {glm::vec2(1.0f, 1.0f)}; // 仅仅是 外部希望的 缩放比例 // 不是最终算进 mat4 的值 }; #endif
turesnake/tprPixelGames
src/Engine/blueprint/BlueprintVarType.h
/* * ======================= BlueprintVarType.h ======================= * -- tpr -- * CREATE -- 2019.12.02 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_BLUE_PRINT_VARIABLE_H #define TPR_BLUE_PRINT_VARIABLE_H #include "pch.h" //-------------------- Engine --------------------// #include "RGBA.h" namespace blueprint {//------------------ namespace: blueprint start ---------------------// //-- 蓝图专用 变量 // 每种变量,在png数据中,以一种固定的颜色来表达 // enum class VariableTypeIdx{ V_1, V_2, V_3, V_4, V_5, V_6, V_7, V_8, V_9, V_10, V_11, V_12, V_13, V_14, V_15, V_16, V_17, V_18, V_19, V_20, V_21, V_22, V_23, V_24, V_25, V_26, V_27, V_28, V_29, V_30 //... }; std::optional<VariableTypeIdx> rgba_2_VariableTypeIdx( RGBA rgba_ )noexcept; VariableTypeIdx str_2_variableTypeIdx( const std::string &name_ )noexcept; }//--------------------- namespace: blueprint end ------------------------// #endif
turesnake/tprPixelGames
src/Engine/gameObj/DiskGameObj.h
/* * ===================== DiskGameObj.h ========================== * -- tpr -- * CREATE -- 2019.05.02 * MODIFY -- * ---------------------------------------------------------- * GameObj 各种数据 结构 * ---------------------------- */ #ifndef TPR_DISK_GAME_OBJ_H #define TPR_DISK_GAME_OBJ_H //--- glm - 0.9.9.5 --- #include "glm_no_warnings.h" //------------------- Engine --------------------// #include "IntVec.h" #include "GameObjType.h" #include "goLabelId.h" #include "NineDirection.h" #include "BrokenLvl.h" class DiskGameObj{ public: goid_t goid {}; //- u64 goSpeciesId_t goSpeciesId {}; //- u32 goLabelId_t goLabelId {}; // u64 glm::dvec2 dpos {}; //- double, double size_t goUWeight {}; // u64 NineDirection dir {}; // int BrokenLvl brokenLvl {}; // int }; #endif
turesnake/tprPixelGames
deps/glm.9.9.5/glm_no_warnings.h
<reponame>turesnake/tprPixelGames /* * ===================== glm_no_warnings.h ================= * -- tpr -- * CREATE -- 2019.06.08 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_GLM_NO_WARNINGS_H_ #define TPR_GLM_NO_WARNINGS_H_ //-- 屏蔽掉 glm 中的所有 warnings -- #pragma clang system_header //--- glm - 0.9.9.5 --- #include <glm_inn/glm.hpp> //-- glm::vec3 //-- glm::vec4 //-- glm::mat4 #include <glm_inn/gtc/matrix_transform.hpp> //-- glm::translate //-- glm::rotate //-- glm::scale //-- glm::perspective #include <glm_inn/gtc/type_ptr.hpp> //-- glm::value_ptr //-------------------- C --------------------// #include <cmath> inline glm::dvec2 glm_vec2_2_dvec2( const glm::vec2 &fv_ ){ return glm::dvec2{ static_cast<double>(fv_.x), static_cast<double>(fv_.y) }; } inline glm::vec2 glm_dvec2_2_vec2( const glm::dvec2 &dv_ ){ return glm::vec2{ static_cast<float>(dv_.x), static_cast<float>(dv_.y) }; } inline glm::dvec3 glm_vec3_2_dvec3( const glm::vec3 &fv_ ){ return glm::dvec3{ static_cast<double>(fv_.x), static_cast<double>(fv_.y), static_cast<double>(fv_.z) }; } inline glm::vec3 glm_dvec3_2_vec3( const glm::dvec3 &dv_ ){ return glm::vec3{ static_cast<float>(dv_.x), static_cast<float>(dv_.y), static_cast<float>(dv_.z) }; } #endif
turesnake/tprPixelGames
src/Engine/time/TimeBase.h
<reponame>turesnake/tprPixelGames<gh_stars>100-1000 /* * ========================= TimeBase.h ========================== * -- tpr -- * CREATE -- 2018.12.22 * MODIFY -- * ---------------------------------------------------------- * 基础时间类 * ---------------------------- */ #ifndef TPR_TIME_BASE_H #define TPR_TIME_BASE_H //=== *** glad FIRST, glfw SECEND *** === // Don't include glfw3.h ALONE!!! #include<glad/glad.h> #include<GLFW/glfw3.h> //------------------- CPP --------------------// #include <cmath> #include <functional> #include <vector> //------------------- Engine --------------------// #include "timeLog.h" #include "functorTypes.h" //--- 最基础的时间类,singleton ---// class TimeBase{ public: TimeBase()=default; //--- 在 每一主循环 起始处调用 ---// inline void update_before_all()noexcept{ this->frameNum++; this->currentTime = glfwGetTime(); this->deltaTime = this->currentTime - this->lastTime; //-- 更新 deltaTime this->lastTime = this->currentTime; //---- smoothDeltaTime ----// //-- 游戏启动后,前10帧 不平滑 dt值 -- if( this->frameNum < 10 ){ this->smoothDeltaTime = this->deltaTime; return; } //-- 游戏正常后,开始 平滑 dt值 -- double off = this->deltaTime - this->smoothDeltaTime; if( std::abs(off) <= this->step ){ //-- 波动不大,直接对齐 -- this->smoothDeltaTime = this->deltaTime; }else{ //-- 波动过大,步进对齐 -- (off > 0) ? this->smoothDeltaTime += this->step : this->smoothDeltaTime -= this->step; } //--- windClock --- for( auto &f : this->updates ){ f(); } //----------- tprDebug::collect_deltaTime(this->deltaTime); //- debug } inline void insert_update_functor( F_void update_ ){ this->updates.push_back( update_ ); } //--- 获得 当前时间 (从 glfw 启动 开始计算)---// // 目前仅被用于 random.cpp -> get_new_seed() inline double get_currentTime()noexcept{ return glfwGetTime(); } //--- 获得 上一帧的 deltaTime ---// // ...目前未被任何代码使用... inline double get_last_deltaTime() const noexcept{ return this->deltaTime; } //--- 获得 平滑处理过的 deltaTime ---// // 注意,此处的 deltaTime 不是 “上一帧的 dt”, // 而是一个 平滑值。专门提供给 其它 模块使用 // ...目前未被任何代码使用... inline double get_smoothDeltaTime() const noexcept{ return this->smoothDeltaTime; } inline uint64_t get_frameNum()const noexcept{ return this->frameNum; } //-- 获得 游戏 总帧数 --// //-- 依靠 db记录的 gameTime 旧值,来重启 gameTime 记录器 -- inline void start_record_gameTime( double gameTime_from_db_ )noexcept{ this->lastGameTime_from_db = gameTime_from_db_; this->begPoint_of_gameTime = this->currentTime; } //-- 获得当前时刻的 gameTime 值 -- // 此函数可在 游戏运行期 的任何时刻 调用 inline double get_gameTime() const noexcept{ return (this->currentTime - this->begPoint_of_gameTime + this->lastGameTime_from_db ); } //===== static =====// static double logicUpdateTimeLimit; private: std::vector<F_void> updates {}; // oth mods //----- vals -----// uint64_t frameNum {0}; //- 游戏运行后的 总帧数 //-- deltaTime -- double currentTime {0.0}; //-- 当前 时间值 double lastTime {0.0}; //-- 上一帧的 时间值 double deltaTime {0.0}; //-- 当前帧 与 上一帧的 时间差 //-- smoothDeltaTime -- double smoothDeltaTime {0.0}; //-- 平滑处理过的 dt值。专用于其他模块 double step {0.001}; //- 平滑 步进值 //-- gameTime -- // gameTime : 游戏运行总时间 // 这个值并不真的存储,而是每次 读取时(get) 临时计算一个。 double lastGameTime_from_db {0.0}; //- 从db读取的,gameTime 值 double begPoint_of_gameTime {0.0}; //- 当玩家选中一个存档时,会记下此时的 currentTime //- 作为 本局游戏的 gameTime 起始值 }; inline double TimeBase::logicUpdateTimeLimit {1.0/60.0}; #endif
turesnake/tprPixelGames
src/Engine/resource/esrc_VAOVBO.h
/* * ======================= esrc_VAOVBO.h ========================== * -- tpr -- * CREATE -- 2018.12.24 * MODIFY -- * ---------------------------------------------------------- * 本游戏只有一份 VAO,VBO。 * 所有的 mesh/goMesh 都应该包含 本文件,直接使用里面的 VAO,VBO * ---------------------------- */ #ifndef TPR_ESRC_VAO_VBO_H #define TPR_ESRC_VAO_VBO_H //=== *** glad FIRST, glfw SECEND *** === // Don't include glfw3.h ALONE!!! #include <glad/glad.h> //-------------------- CPP --------------------// #include <vector> #include <utility> //-------------------- Engine --------------------// #include "VAOVBO.h" namespace esrc {//------------------ namespace: esrc -------------------------// void init_VAOVBO(); void delete_VAOVBO()noexcept; GLuint get_VAO()noexcept; GLsizei get_pointNums()noexcept; }//---------------------- namespace: esrc -------------------------// #endif
turesnake/tprPixelGames
src/Engine/blueprint/blueprint_oth.h
/* * ===================== blueprint_oth.h ======================= * -- tpr -- * CREATE -- 2019.12.02 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_BLUE_PRINT_OTH_H #define TPR_BLUE_PRINT_OTH_H #include "pch.h" //-------------------- Engine --------------------// #include "blueprintId.h" #include "GameObjType.h" #include "NineDirection.h" #include "BrokenLvl.h" namespace blueprint {//------------------ namespace: blueprint start ---------------------// enum class BlueprintType{ Plot, Yard, Village }; // 为了简化实现,yard 强制规定,必须为 正方形, // 且必须对其与 field enum class YardSize{ _1f1 = 1, _2f2 = 2, _3f3 = 3, _4f4 = 4, _5f5 = 5, _6f6 = 6, }; inline YardSize sizeByMapEnt_2_yardSize( IntVec2 size_ )noexcept{ tprAssert( (size_.x == size_.y) && (size_.x > 0) && ((size_.x % ENTS_PER_FIELD<>) == 0) ); switch ( size_.x / ENTS_PER_FIELD<> ){ case 1: return YardSize::_1f1; case 2: return YardSize::_2f2; case 3: return YardSize::_3f3; case 4: return YardSize::_4f4; case 5: return YardSize::_5f5; case 6: return YardSize::_6f6; default: tprAssert(0); // 值太大了,暂未支持 return YardSize::_6f6; // never reach } } //-- 获得不同尺寸的 yard 的边长 (以 mapent 为单位) inline int yardSize_2_mapEnt_sideLen( YardSize type_ )noexcept{ return static_cast<int>(type_) * ENTS_PER_FIELD<>; } IntVec2 parse_png_for_plot( std::vector<MapData> &mapDatasRef_, const std::string &pngPath_M_, IntVec2 frameNum_, size_t totalFrameNum_ ); class YardBlueprint; IntVec2 parse_png_for_yard( YardBlueprint &yardRef_, const std::string &pngPath_M_, const std::vector<size_t> &frameAllocateTimes_, IntVec2 frameNum_, size_t totalFrameNum_, size_t fstFrameIdx_, size_t frameNums_ ); IntVec2 parse_png_for_village( std::vector<MapData> &mapDatasRef_, const std::string &pngPath_M_, IntVec2 frameNum_, size_t totalFrameNum_, bool isHaveRoad ); // "" / "Default", 将被统一替换为 "DEFAULT" // 以此来表示,一种 默认 label // 不考虑 运行性能 inline std::string check_and_unify_default_labels( const std::string &label_ )noexcept{ if( (label_=="") || (label_=="default") || (label_=="Default") || (label_=="DEFAULT") ){ return "_DEFAULT_"; }else{ return label_; // copy,无需考虑性能 } } }//--------------------- namespace: blueprint end ------------------------// #endif
turesnake/tprPixelGames
src/Engine/gameObj/GameObjPos.h
/* * ========================= GameObjPos.h ========================== * -- tpr -- * CREATE -- 2019.01.20 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_GAME_OBJ_POS_H #define TPR_GAME_OBJ_POS_H #include "pch.h" //-------------------- CPP --------------------// #include <utility> // pair //-------------------- Engine --------------------// #include "MapCoord.h" #include "GoAltiRange.h" //-- based on go.rootAnchor class GameObjPos{ public: GameObjPos() = default; inline void init( const glm::dvec2 &dpos_ )noexcept{ this->currentDPos = dpos_; } //------- set -------// inline void set_alti( double alti_ )noexcept{ this->alti = alti_; } inline void set_lAltiRange ( GoAltiRange new_ )noexcept{ this->lAltiRange = new_; } inline void accum_dpos( const glm::dvec2 &addDPos_ )noexcept{ this->currentDPos += addDPos_; } //------- get -------// inline const glm::dvec2 &get_dpos()const noexcept{ return this->currentDPos; } inline double get_alti()const noexcept{ return this->alti; } inline GoAltiRange get_lAltiRange()const noexcept{ return this->lAltiRange; } private: glm::dvec2 currentDPos {}; // rootAnchor 本点 当前dpos,(无需对齐与mapent) double alti {0.0}; //- 腾空高度。 GoAltiRange lAltiRange {}; // 碰撞体 高度区间 }; #endif
turesnake/tprPixelGames
src/Engine/resource/esrc_colorTableSet.h
<reponame>turesnake/tprPixelGames /* * ==================== esrc_colorTableSet.h ========================== * -- tpr -- * CREATE -- 2019.09.23 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ESRC_COLOR_TABLE_SET_H #define TPR_ESRC_COLOR_TABLE_SET_H //-------------------- Engine --------------------// #include "ColorTable.h" namespace esrc {//------------------ namespace: esrc -------------------------// void init_colorTableSet()noexcept; ColorTableSet &get_colorTabelSet()noexcept; CurrentColorTable &get_currentColorTabel()noexcept; void rebind_currentColorTabel_target( colorTableId_t id_ )noexcept; }//---------------------- namespace: esrc -------------------------// #endif
turesnake/tprPixelGames
src/Engine/map/sectionKey.h
<filename>src/Engine/map/sectionKey.h /* * ====================== sectionKey.h ======================= * -- tpr -- * CREATE -- 2019.01.07 * MODIFY -- * ---------------------------------------------------------- * section "id": (int)w + (int)h * ---------------------------- */ #ifndef TPR_SECTION_KEY_H #define TPR_SECTION_KEY_H //-------------------- CPP --------------------// #include <vector> //-------------------- Engine --------------------// #include "tprAssert.h" #include "config.h" #include "IntVec.h" #include "MapCoord.h" using sectionKey_t = uint64_t; sectionKey_t sectionMPos_2_key_inn( IntVec2 sectionMPos_ )noexcept; //- 不推荐外部代码使用 IntVec2 sectionKey_2_mpos( sectionKey_t key_ )noexcept; IntVec2 anyMPos_2_sectionMPos( IntVec2 mpos_ )noexcept; IntVec2 get_section_lMPosOff( IntVec2 anyMPos_ )noexcept; sectionKey_t anyMPos_2_sectionKey( IntVec2 anyMPos_ )noexcept; sectionKey_t sectionMPos_2_sectionKey( IntVec2 sectionMPos_ )noexcept; /* =========================================================== * sectionMPos_2_key_inn * ----------------------------------------------------------- * -- 传入 section左下角mpos,获得 section key(u64) * param: sectionMPos_ - 必须为 section左下角mpos。 */ inline sectionKey_t sectionMPos_2_key_inn( IntVec2 sectionMPos_ )noexcept{ sectionKey_t key {}; int *ptr = (int*)&key; *ptr = sectionMPos_.x; ptr++; *ptr = sectionMPos_.y; //-------- return key; } /* =========================================================== * sectionKey_2_mpos * ----------------------------------------------------------- * -- 传入某个key,生成其 section 的 mpos */ inline IntVec2 sectionKey_2_mpos( sectionKey_t key_ )noexcept{ IntVec2 mpos {}; int *ptr = (int*)&key_; //--- mpos.x = *ptr; ptr++; mpos.y = *ptr; //--- return mpos; } /* =========================================================== * anyMPos_2_sectionMPos * ----------------------------------------------------------- * -- 传入 任意 mapent 的 mpos,获得其 所在 section 的 mpos(section左下角) */ inline IntVec2 anyMPos_2_sectionMPos( IntVec2 anyMPos_ )noexcept{ return ( floorDiv(anyMPos_, ENTS_PER_SECTION_D) * ENTS_PER_SECTION<> ); } /* =========================================================== * get_section_lMPosOff * ----------------------------------------------------------- * -- 获得 目标mapent.mpos 在其 section 中的 相对mpos偏移 */ inline IntVec2 get_section_lMPosOff( IntVec2 anyMPos_ )noexcept{ return ( anyMPos_ - anyMPos_2_sectionMPos(anyMPos_) ); } /* =========================================================== * anyMPos_2_sectionKey * ----------------------------------------------------------- * -- 当需要通过 mpos 计算出它的 key,又不需要 正式制作一个 SectionKey实例时, * 推荐使用本函数。 * -- 这个函数会使得调用者代码 隐藏一些bug。 * 在明确自己传入的参数就是 sectionMPos 时,推荐使用 sectionMPos_2_sectionKey() * param: anyMPos_ -- 任意 mapent 的 mpos */ inline sectionKey_t anyMPos_2_sectionKey( IntVec2 anyMPos_ )noexcept{ IntVec2 sectionMPos = anyMPos_2_sectionMPos( anyMPos_ ); return sectionMPos_2_key_inn( sectionMPos ); } /* =========================================================== * sectionMPos_2_sectionKey * ----------------------------------------------------------- * -- 当使用者 确定自己传入的参数就是 sectionMPos, 使用此函数 * 如果参数不为 sectionMPos,直接报错。 */ inline sectionKey_t sectionMPos_2_sectionKey( IntVec2 sectionMPos_ )noexcept{ tprAssert( anyMPos_2_sectionMPos(sectionMPos_) == sectionMPos_ ); //- tmp return sectionMPos_2_key_inn( sectionMPos_ ); } #endif
turesnake/tprPixelGames
src/Engine/scene/sceneLoop.h
<gh_stars>100-1000 /* * ====================== sceneLoop.h ======================= * -- tpr -- * CREATE -- 2019.04.29 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_SCENE_LOOP_H #define TPR_SCENE_LOOP_H //-------------------- CPP --------------------// #include <functional> //-------------------- Engine --------------------// #include "functorTypes.h" enum class SceneLoopType : int{ Null, //FirstPlayInputSet, //- 第一次启动游戏时,强制进入 按键设置界面 Begin, //- 最最基础的 游戏启动界面 World //- 主游戏 }; inline F_void sceneRenderLoopFunc {nullptr}; inline F_void sceneLogicLoopFunc {nullptr}; //void prepareForScene_firstPlayInputSet(); void prepareForScene_begin(); void prepareForScene_world(); void switch_sceneLoop( SceneLoopType type_ ); #endif
turesnake/tprPixelGames
src/Engine/resource/esrc_gameObj.h
/* * ========================= esrc_gameObj.h ========================== * -- tpr -- * CREATE -- 2019.04.19 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ESRC_GAME_OBJ_H #define TPR_ESRC_GAME_OBJ_H //-------------------- CPP --------------------// #include <string> #include <functional> #include <optional> #include <unordered_map> #include <unordered_set> //-------------------- Engine --------------------// #include "GameObj.h" namespace esrc {//------------------ namespace: esrc -------------------------// void init_gameObjs(); void debug_for_gameObjs()noexcept; std::unordered_set<goid_t> &get_goids_active(); std::unordered_set<goid_t> &get_goids_inactive(); void insert_2_goids_active( goid_t id_ ); void insert_2_goids_inactive( goid_t id_ ); std::optional<GameObj*> get_goPtr( goid_t id_ )noexcept; //GameObj *get_goRawPtr( goid_t id_ ); bool is_go_active(goid_t id_ ); //- tmp using F_GOID_GOPTR = std::function<void(goid_t, GameObj&)>; void foreach_goids_active( F_GOID_GOPTR fp_ ); void foreach_goids_inactive( F_GOID_GOPTR fp_ ); goid_t insert_new_regularGo( const glm::dvec2 &dpos_, size_t goUWeight_ ); goid_t insert_new_uiGo( const glm::dvec2 &basePointProportion_, const glm::dvec2 &offDPos_, size_t goUWeight_ ); void insert_a_diskGo( goid_t goid_, const glm::dvec2 &dpos_, size_t goUWeight_ ); void erase_the_go( goid_t id_ ); void realloc_active_goes(); void realloc_inactive_goes(); void refresh_worldUIGo_chunkSignUpData( GameObj &goRef_, const glm::dvec2 &moveVec_ ); }//---------------------- namespace: esrc -------------------------// #endif
turesnake/tprPixelGames
src/Engine/circuitBoard/CircuitBoard.h
/* * ====================== CircuitBoard.h ========================== * -- tpr -- * CREATE -- 2020.01.04 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_CIRCUIT_BOARD_H #define TPR_CIRCUIT_BOARD_H #include "pch.h" //------------------- Engine --------------------// #include "GameObjType.h" #include "mapEntKey.h" /* "电路板"系统 * 所有 artifact-go/mpgo 实例,可在自己被创建之时,在 "电路板"系统中, * 在自身附近的某些 mapent位置上,留一组函数 * 当目标 mapent 在未来出生一个 mpgo 时,此mpgo 会自动拾取 之前登记的这组函数,并在条件符合时执行它 * === 数据的卸载 * 唯独当 数据的登记者 dogo 被释放时,才会将与dogo 关联的所有 数据,逐个删除(最耗时,但干净的办法) * === 登记函数的作用周期 * -1- 只要 登记者/dogo 存在,与它关联的 登记函数会始终存在。 * 哪怕 目标 mapent 所属的 chunk 已经被释放了 * * 一个 dogo,只能登记一份 functor。 * 若存在细分需求,则要在 这个函数 体内完成 * * ====== 用法 ======= * 由于 关联只发送在 mpgo 被创建的一瞬间,所以,登记的函数,最常用来实现的功能,就是 连接数个 mpgo 之间的父子关系 */ class CircuitBoard{ public: //================== nested ==================// // 调用优先级 enum class MessageWeight{ V_0 = 0, // last call V_1, V_2, V_3, V_4, V_5, // first call }; private: // 当一个 dogo 被释放时,会直接释放 dogoids容器中 所有关联数据 (最彻底的做法) // 同时,若发现 dogoids 已为空,将直接删除 本 mapEntMessage 实例 class MapEntMessage{ public: MapEntMessage()=default; std::multimap<MessageWeight, goid_t> dogoids {}; }; public: //================== static ==================// static void init_for_static()noexcept;// MUST CALL IN MAIN !!! static void signUp( goid_t dogoid_, F_AFFECT functor_, const std::map<mapEntKey_t, CircuitBoard::MessageWeight> &mpDatas_ )noexcept; static void check_and_call_messages( IntVec2 mpos_, GameObj &begoRef_ )noexcept; static void erase_dogoMessages( goid_t dogoid_, const std::map<mapEntKey_t, CircuitBoard::MessageWeight> &mpDatas_ )noexcept; private: static std::unordered_map<mapEntKey_t, std::unique_ptr<MapEntMessage>> messages; static std::unordered_map<goid_t, F_AFFECT> functors; // 实际 函数对象 存储地 }; #endif
turesnake/tprPixelGames
src/Engine/resource/esrc_ecoObj.h
<filename>src/Engine/resource/esrc_ecoObj.h /* * ========================= esrc_ecoObj.h ========================== * -- tpr -- * CREATE -- 2019.04.19 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ESRC_ECO_OBJ_H #define TPR_ESRC_ECO_OBJ_H //-------------------- CPP --------------------// #include <unordered_map> #include <utility> //- pair #include <memory> //-------------------- Engine --------------------// #include "EcoObj.h" #include "IntVec.h" #include "sectionKey.h" #include "EcoObj_ReadOnly.h" #include "GoSpecData.h" #include "esrc_ecoObjMemState.h" namespace esrc {//------------------ namespace: esrc -------------------------// void init_ecoObjs()noexcept; void moveIn_ecoObjUPtr_from_job( sectionKey_t ecoObjKey_, std::unique_ptr<EcoObj> ecoObjUPtr_ ); void del_ecoObjs_tooFarAway()noexcept; //-- 更加精细的 元素数据 只读访问 接口 [值传递] -- std::unique_ptr<EcoObj_ReadOnly> get_ecoObj_readOnly( sectionKey_t sectionkey_ )noexcept; EcoObj &get_ecoObjRef( sectionKey_t sectionkey_ )noexcept; }//---------------------- namespace: esrc -------------------------// #endif
turesnake/tprPixelGames
src/Engine/input/InputINS.h
<reponame>turesnake/tprPixelGames /* * ========================= InputINS.h ========================== * -- tpr -- * CREATE -- 2019.02.13 * MODIFY -- * ---------------------------------------------------------- * 游戏按键指令 * ----- * 物理鼠键 -> inputINS * ---------------------------- */ #ifndef TPR_INPUT_INS_H #define TPR_INPUT_INS_H //--- glm - 0.9.9.5 --- #include "glm_no_warnings.h" //------------------- CPP --------------------// #include <cstdint> // uint8_t //-------------------- Engine --------------------// #include "tprAssert.h" #include "GameKey.h" #include "DirAxes.h" //-- 存储 游戏识别的所有 按键信息, // 但这里的 按键并不需要全部传输给 go, // 比如 “打开状态面板” 这种按键,就会被 分发给对应的模块 //-- 不应将 此数据 直接传递给 go,而应该转换为 游戏动作指令 class InputINS{ public: //-- 并不清空 dir -- inline void clear_allKeys()noexcept{ this->keys = 0; this->dirAxes.clear_all(); } inline void set_key( GameKey key_ )noexcept{ keys = keys | (1<<static_cast<int>(key_)); } inline void collect_dirAxes_from_joystick( const glm::dvec2 &val_ )noexcept{ //this->dirAxes.set( val_ ); this->dirAxes = DirAxes{ val_ }; } inline bool get_key( GameKey key_ )const noexcept{ int idx = static_cast<int>(key_); return ( ((keys>>idx) & 1) == 1 ); } inline const DirAxes &get_dirAxes()const noexcept{ return this->dirAxes; } inline bool is_dir_up()const noexcept{ return (this->dirAxes.get_originVal().y > 0.7); } inline bool is_dir_down()const noexcept{ return (this->dirAxes.get_originVal().y < -0.7); } inline bool is_dir_left()const noexcept{ return (this->dirAxes.get_originVal().x < -0.7); } inline bool is_dir_right()const noexcept{ return (this->dirAxes.get_originVal().x > 0.7); } private: //======== vals ========// uint32_t keys {0}; //- 15个功能按键, bit-map, 实际可存储 32 个 DirAxes dirAxes {}; //- 方向键数据 [-1.0, 1.0] }; #endif
turesnake/tprPixelGames
src/Engine/multiThread/Job.h
/* * ========================== Job.h ======================= * -- tpr -- * CREATE -- 2019.04.24 * MODIFY -- * ---------------------------------------------------------- * 将任务封装成不同的 job,发送给 job线程 * ---------------------------- */ #ifndef TPR_JOB_H #define TPR_JOB_H //-------------------- CPP --------------------// #include <vector> #include <any> //-------------------- Engine --------------------// #include "JobType.h" #include "tprAssert.h" class Job{ public: template<typename T> inline T *init_param()noexcept{ this->param = T {}; return std::any_cast<T>( &(this->param) ); } template<typename T> inline const T *get_param()const noexcept{ tprAssert( this->param.has_value() ); tprAssert( this->param.type().hash_code() == typeid(T).hash_code() ); return std::any_cast<T>( &(this->param) ); } inline void set_jobType( JobType type_ ){ this->jobType = type_; } inline JobType get_jobType()const noexcept{ return this->jobType; } private: JobType jobType {JobType::Null}; std::any param; }; #endif
turesnake/tprPixelGames
src/Engine/dynamicParam/DyBinary.h
<reponame>turesnake/tprPixelGames /* * ======================= DyBinary.h ========================== * -- tpr -- * CREATE -- 2019.10.18 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_DY_BINARY_H #define TPR_DY_BINARY_H //-------------------- CPP --------------------// #include <any> //-------------------- Engine --------------------// #include "tprAssert.h" // 通用万能数据包 class DyBinary{ public: //========== Self ==========// DyBinary()=default; template<typename T> inline T *init()noexcept{ this->data = std::make_any<T>(); return std::any_cast<T>( &(this->data) ); } template<typename T> inline T *get()noexcept{ tprAssert( this->data.has_value() ); tprAssert( this->data.type().hash_code() == typeid(T).hash_code() ); return std::any_cast<T>( &(this->data) ); } template<typename T> inline const T *get()const noexcept{ tprAssert( this->data.has_value() ); tprAssert( this->data.type().hash_code() == typeid(T).hash_code() ); return std::any_cast<T>( &(this->data) ); } private: std::any data; // 尽管这里的 data 并不会被复制,但 std::any 不支持 move_only type class // 所以,T 中禁止出现 unique_ptr (嵌套) // 解法有二: // -1- 将 unique_ptr 替换为 shadred_ptr // -2- 自定义 T 的 构造函数 / 移动构造函数 / 移动赋值运算符: // T(){...} // T( const T & ){ tprAssert(0); } // T &operator=( const T & ); // 定义需要在 class 外部 }; #endif
turesnake/tprPixelGames
src/Engine/mesh/GameObjMesh.h
<filename>src/Engine/mesh/GameObjMesh.h /* * ========================= GameObjMesh.h ========================== * -- tpr -- * CREATE -- 2018.11.24 * MODIFY -- * ---------------------------------------------------------- * A Mesh class bind to GameObj & AnimAction. * ---------- * GameObjMesh 和 AnimFrameSet 的区别: * GameObjMesh 需要 图片资源, * 而大部分 图片资源,以 gl texName 的形式,存储在 AnimFrameSet 模块中。 * ---------- * 一个 GameObjMesh 实例 拥有: * 一个 根锚点 / root anchor -- 代表 GameObjMesh 本身 * 数个 子锚点 / child anchor -- 用来绑定其他 GameObjMeshes * ---------------------------- */ #ifndef TPR_GAME_OBJ_MESH_H #define TPR_GAME_OBJ_MESH_H //=== *** glad FIRST, glfw SECEND *** === // Don't include glfw3.h ALONE!!! #include <glad/glad.h> #include "pch.h" //-------------------- Engine --------------------// #include "ChildMesh.h" #include "AnimAction.h" #include "AnimActionEName.h" #include "RotateScaleData.h" #include "animSubspeciesId.h" #include "DyBinary.h" #include "functorTypes.h" //--- need ---// class GameObj; class GameObjMeshSet; //-- GameObjMesh 是个 "整合类",不存在进一步的 具象类 -- // GameObjMesh 被轻量化了: // -- 不再单独管理自己的 VAO,VBO (改为使用全局唯一的 VAO,VBO) // -- texName 存储在 AnimFrameSet 数据中。GameObjMesh 通过 AnimAction 提供的接口访问它们 // -------- // 当切换 action 时,GameObjMesh实例 并不销毁/新建。而是更新自己的 数据组 (空间最优,时间最劣) // 这个方法也有其他问题:如果不同类型的 go.GameObjMeshs 数量不同,该怎么办? class GameObjMesh{ friend class ChildMesh; friend class GameObjMeshSet; public: GameObjMesh( GameObj &goRef_, const glm::dvec2 &pposOff_, double zOff_, bool isVisible_ ): goRef(goRef_), pposOff( tprRound(pposOff_) ), // Must align to pix zOff( zOff_), isVisible(isVisible_) { // picMeshUPtr,shadowMeshUPtr 将被延迟到 bind_animAction() 中创建销毁 } void RenderUpdate_auto(); void RenderUpdate_in_fast_way(); // 新版,相关参数 由其他 set函数 零散地设置 // 最后调用 本函数,完成 正式 重绑定工作 void bind_animAction( int timeStepOff_=0 ); //----- pvtBinary -----// template< typename T > inline T *init_pvtBinary()noexcept{ return this->pvtBinary.init<T>(); } template< typename T > inline T *get_pvtBinaryPtr()noexcept{ return this->pvtBinary.get<T>(); } //------------- set -------------// inline void set_animSubspeciesId( animSubspeciesId_t id_ )noexcept{ this->animSubspeciesId = id_; } inline void set_animActionEName( AnimActionEName name_ )noexcept{ this->animActionEName = name_; } inline void set_alti(double alti_)noexcept{ this->alti = alti_; } inline void set_zOff(double zOff_)noexcept{ this->zOff = zOff_; } inline void set_uWeight(size_t v_)noexcept{ this->uWeight = v_; } inline void set_isNeedToBeErase(bool b_)noexcept{ this->isNeedToBeErase = b_; } inline void set_isVisible(bool b_)noexcept{ this->isVisible = b_; } inline void accum_alti(double alti_)noexcept{ this->alti += alti_; } inline void accum_zOff(double zOff_)noexcept{ this->zOff += zOff_; } inline void accum_pposOff( const glm::dvec2 off_ ){ this->pposOff += off_; } // speedScale: default=1.0, 值越大,播放速度越缓慢 inline void bind_reset_playSpeedScale( F_R_double functor_ )noexcept{ this->animActionPvtData.reset_playSpeedScale = functor_; } //------------- get -------------// inline size_t get_uWeight()const noexcept{ return this->uWeight; } inline bool get_isNeedToBeErase()const noexcept{ return this->isNeedToBeErase; } inline bool get_isVisible()const noexcept{ return this->isVisible; } inline const AnimAction::PvtData *get_animActionPvtDataPtr()const noexcept{ return &(this->animActionPvtData); } // 目前仅被 WindAnim 使用 // 也许未来可以被彻底取消 ... inline std::pair<AnimAction::PlayType, AnimAction::PlayState> get_animAction_state()const noexcept{ return { this->animActionPvtData.playType, this->animActionPvtData.playState }; } RotateScaleData rotateScaleData {}; // 管理所有 childMesh rotate 操作 private: //------------- set -------------// inline void set_pic_renderLayer( RenderLayerType layerType_ )noexcept{ this->picRenderLayerType = layerType_; if( layerType_ == RenderLayerType::MajorGoes ){ this->isPicFixedZOff = false; this->picBaseZOff = ViewingBox::boxCenter_2_majorGoes; }else if( layerType_ == RenderLayerType::BioSoup ){ this->isPicFixedZOff = false; this->picBaseZOff = ViewingBox::boxCenter_2_bioSoup; }else{ this->isPicFixedZOff = true; this->picBaseZOff = ViewingBox::get_renderLayerZOff(layerType_); } } inline void set_pic_shader_program( ShaderProgram *sp_ )noexcept{ tprAssert( this->picMeshUPtr ); this->picMeshUPtr->set_shader_program( sp_ ); } inline void set_shadow_shader_program( ShaderProgram *sp_ )noexcept{ tprAssert( this->shadowMeshUPtr ); this->shadowMeshUPtr->set_shader_program( sp_ ); } //------------- get -------------// inline GLuint get_currentTexName_pic() const noexcept{ return this->animActionPtr->get_currentTexName_pic( this->animActionPvtData ); } inline GLuint get_currentTexName_shadow() const noexcept{ tprAssert( this->isHaveShadow ); return this->animActionPtr->get_currentTexName_shadow( this->animActionPvtData ); } //======== vals ========// GameObj &goRef; std::unique_ptr<ChildMesh> picMeshUPtr {nullptr}; std::unique_ptr<ChildMesh> shadowMeshUPtr {nullptr}; // 不需要时会被及时释放 // 暂存 gomesh 当前正在播放的 animAction 相关数据 animSubspeciesId_t animSubspeciesId {}; AnimActionEName animActionEName {}; // 使用 string 很不好 ... glm::dvec2 pposOff {}; //- 以 go.rootAnchor 为 0点的 ppos偏移 // 用来记录,本GameObjMesh 在 go中的 位置(图形) //-- 大部分情况下(尤其是只有一个 GameObjMesh的 go实例),此值为 0 // 若本 GameObjMesh实例 是 root GameObjMesh。此值必须为0 (不强制...) // 此值必须 对齐于 像素 double alti {0.0}; // 其实就是 y轴高度值,只影响 pic // 绝大多数 gomesh,只使用 0.0 // 当要表达 类似 烟雾时,可以用上本值 double zOff {0.0}; //- 一个 go实例 可能拥有数个 GameObjMesh,相互间需要区分 视觉上的前后顺序 //- 此处的 zOff 值只是个 相对偏移值。比如,靠近摄像机的 GameObjMesh zOff +0.1 //- 这个值 多数由 具象go类 填入的。 // *** 只在 goPic 中有意义,在 shadow 中,应该始终为 0; // 这个值 已经被累加到 z值中. // ---- // 如果想要一个浮在所有 MajorGo 前方的图像,可以设置 zOff 为 500.0 // 如果想要一个 沉在所有 MajorGo 后方的图像,可设置为 -500.0 double picBaseZOff {}; //- 仅用于 pic-childMesh // 对于 MajorGo / BioSoup,代表 从 取景盒中点,到 各自深度区间的中点 的偏移值 // 对于 其他 rendertype, 代表 从 camera.zFar, 到 各个 rendertype 对应的 固定值 size_t uWeight {}; // 随机数,方便实现各种功能 // 通常在 job线程中 生成后,传递进来 RenderLayerType picRenderLayerType; AnimAction *animActionPtr {nullptr}; AnimAction::PvtData animActionPvtData {}; //- 配合 AnimAction 提供的接口 来使用 DyBinary pvtBinary {}; // store dynamic datas //======== flags ========// bool isNeedToBeErase {false}; // 请求外部管理者,删除自己 bool isHaveShadow {}; //- 是否拥有 shadow 数据 //- 在 this->init() 之前,此值就被确认了 [被 ChildMesh 使用] bool isVisible {true}; //- 是否可见 ( go and shadow ) bool isPicFixedZOff {false}; //- 若 renderType 为 MajorGoes / BioSoup, 为 true // 仅作用于 pic, [被 ChildMesh 使用] }; #endif
turesnake/tprPixelGames
src/Engine/shaderProgram/UniformBlockObj.h
/* * ========================= UniformBlockObj.h ========================== * -- tpr -- * CREATE -- 2019.09.22 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_UNIFORM_BLOCK_OBJ_H #define TPR_UNIFORM_BLOCK_OBJ_H //=== *** glad FIRST, glfw SECEND *** === // Don't include glfw3.h ALONE!!! #include<glad/glad.h> //--- glm - 0.9.9.5 --- #include "glm_no_warnings.h" //-------------------- CPP --------------------// #include <string> #include <vector> #include <unordered_map> //-------------------- Engine --------------------// #include "tprAssert.h" namespace ubo{//------------- namespace ubo ---------------- class UniformBlockObj{ public: UniformBlockObj(GLuint bindPoint_, GLsizeiptr dataSize_, const std::string &uboName_ ): bindPoint(bindPoint_), dataSize(dataSize_), uboName(uboName_) { glGenBuffers(1, &this->ubo); glBindBuffer(GL_UNIFORM_BUFFER, this->ubo); glBufferData(GL_UNIFORM_BUFFER, this->dataSize, nullptr, GL_STATIC_DRAW); // 分配n字节的内存 glBindBuffer(GL_UNIFORM_BUFFER, 0);//- release bind glBindBufferBase(GL_UNIFORM_BUFFER, this->bindPoint, this->ubo); // set bindPoint } // 与本ubo 相关的着色器 执行bind,从而可以访问这个 绑定点idx 的 ubo 数据 inline void bind_2_shaderProgram(GLuint shaderProgram_ )const noexcept{ unsigned int index = glGetUniformBlockIndex( shaderProgram_, this->uboName.c_str() ); glUniformBlockBinding( shaderProgram_, index, this->bindPoint); // set bindPoint } inline void write( GLintptr offset_, // 首字节偏移 GLsizeiptr size_, // 写入尺寸 const GLvoid *dataPtr_ )noexcept{ tprAssert( (offset_+size_) <= this->dataSize ); // 现在,所有的东西都配置完毕了,可以开始向 ubo 中添加数据了 glBindBuffer(GL_UNIFORM_BUFFER, this->ubo); glBufferSubData(GL_UNIFORM_BUFFER, offset_, size_, dataPtr_ ); glBindBuffer(GL_UNIFORM_BUFFER, 0);//- release bind } private: GLuint ubo {}; GLuint bindPoint {}; GLsizeiptr dataSize {}; //- 也许会被拆分为 n * ent, 但 本class 并不关心 std::string uboName {}; }; }//------------- namespace ubo: end ---------------- #endif
turesnake/tprPixelGames
src/Engine/dynamicParam/DyFunctor.h
/* * ======================= DyFunctor.h ========================== * -- tpr -- * CREATE -- 2020.02.12 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_DY_FUNCTOR_H #define TPR_DY_FUNCTOR_H //-------------------- CPP --------------------// #include <any> //-------------------- Engine --------------------// #include "tprAssert.h" // 通用万能 函数对象 class DyFunctor{ public: DyFunctor()=default; template<typename T> inline T *init( T functor_ )noexcept{ this->data = std::make_any<T>( functor_ ); return std::any_cast<T>( &(this->data) ); } template<typename T> inline T *get()noexcept{ tprAssert( this->data.has_value() ); tprAssert( this->data.type().hash_code() == typeid(T).hash_code() ); return std::any_cast<T>( &(this->data) ); } private: std::any data; // 存储一枚 functor,允许复制 }; #endif
turesnake/tprPixelGames
src/Engine/blueprint/blueprint_inn.h
<reponame>turesnake/tprPixelGames<gh_stars>100-1000 /* * ======================= blueprint_inn.h ======================= * -- tpr -- * CREATE -- 2019.12.07 * MODIFY -- * ---------------------------------------------------------- * only included by blueprint.cpp */ #ifndef TPR_BLUE_PRINT_INN_H #define TPR_BLUE_PRINT_INN_H //-------------------- Engine --------------------// #include "PlotBlueprint.h" #include "YardBlueprint.h" #include "VillageBlueprint.h" namespace blueprint {//------------------ namespace: blueprint start ---------------------// namespace blueP_inn {//----------- namespace: blueP_inn ----------------// // blueprint 中的数据 全部是只读的 (为了支持多线程访问) // 为了存储额外的 变量,使用以下 class 来实现 //-----------------// // Plot //-----------------// class VarType_Plot_Manager{ class VarType{ friend class VarType_Plot_Manager; public: VarType( bool isAllInstanceUseSamePlan_, const VarTypeDatas_Plot *vtPtr_ ): isAllInstanceUseSamePlan(isAllInstanceUseSamePlan_), vtPtr(vtPtr_) {} private: inline const GoSpec &apply_a_goSpec( size_t uWeight_ )noexcept{ const GoSpec &goSpecRef = this->vtPtr->apply_rand_goSpec( uWeight_ ); if( this->isAllInstanceUseSamePlan ){ //-- 统一值 只生成一次,并永久保留 if( !this->isUnifiedValsset ){ this->isUnifiedValsset = true; this->unifiedGoSpecPtr = &goSpecRef; } //-- 直接获得 统一值 return *(this->unifiedGoSpecPtr); }else{ //-- 每次都独立分配 yardId -- return goSpecRef; } } //===== vals =====// bool isAllInstanceUseSamePlan {}; // 是否 本类型的所有个体,共用一个 实例化对象 const VarTypeDatas_Plot *vtPtr {}; //--- const GoSpec *unifiedGoSpecPtr {nullptr}; bool isUnifiedValsset {false}; }; public: explicit VarType_Plot_Manager( PlotBlueprint &plot_ ){ for( const auto &type : plot_.get_varTypes() ){ const auto *vtPtr = plot_.get_varTypeDataPtr_Plot( type ); this->varTypes_P.insert({ type, VarType{ vtPtr->get_isAllInstanceUseSamePlan(), vtPtr } }); } } inline const GoSpec &apply_a_goSpec( VariableTypeIdx type_, size_t uWeight_ )noexcept{ tprAssert( this->varTypes_P.find(type_) != this->varTypes_P.end() ); return this->varTypes_P.at(type_).apply_a_goSpec( uWeight_ ); } private: std::unordered_map<VariableTypeIdx, VarType> varTypes_P {}; }; //-----------------// // Yard //-----------------// class VarType_Yard_Manager{ class VarType_Y_MajorGo{ friend class VarType_Yard_Manager; public: VarType_Y_MajorGo( bool isAllInstanceUseSamePlan_, bool isPlotBlueprint_, const VarTypeDatas_Yard_MajorGo *vtPtr_ ): isAllInstanceUseSamePlan(isAllInstanceUseSamePlan_), isPlotBlueprint(isPlotBlueprint_), vtPtr(vtPtr_) {} private: //-- 以下 2 函数,只有一个被使用 inline const GoSpec &apply_a_goSpec( size_t uWeight_ )noexcept{ tprAssert( !this->isPlotBlueprint ); const GoSpec &goSpecRef = this->vtPtr->apply_rand_goSpec( uWeight_ ); if( this->isAllInstanceUseSamePlan ){ //-- 统一值 只生成一次,并永久保留 if( !this->isUnifiedValsset ){ this->isUnifiedValsset = true; this->unifiedGoSpecPtr = &goSpecRef; } //-- 直接获得 统一值 return *(this->unifiedGoSpecPtr); }else{ //-- 每次都独立分配 yardId -- return goSpecRef; } } inline plotBlueprintId_t apply_a_plotBlueprintId( size_t uWeight_ )noexcept{ tprAssert( this->isPlotBlueprint ); const auto &plotIdsRef = this->vtPtr->get_plotIds(); tprAssert( !plotIdsRef.empty() ); if( this->isAllInstanceUseSamePlan ){ //-- 统一值 只生成一次,并永久保留 if( !this->isUnifiedValsset ){ this->isUnifiedValsset = true; this->unifiedPlotId = plotIdsRef.at( (uWeight_ + 751446131) % plotIdsRef.size() ); } //-- 直接获得 统一值 return this->unifiedPlotId; }else{ //-- 每次都独立分配 yardId -- return plotIdsRef.at( (uWeight_ + 751446131) % plotIdsRef.size() ); } } //===== vals =====// bool isAllInstanceUseSamePlan {}; // 是否 本类型的所有个体,共用一个 实例化对象 bool isPlotBlueprint {}; // 本变量是否为一个 plot const VarTypeDatas_Yard_MajorGo *vtPtr {}; //-- 以下 2 数据,只有一个被使用 const GoSpec *unifiedGoSpecPtr {nullptr}; plotBlueprintId_t unifiedPlotId {}; bool isUnifiedValsset {false}; }; class VarType_Y_FloorGo{ friend class VarType_Yard_Manager; public: VarType_Y_FloorGo( bool isAllInstanceUseSamePlan_, const VarTypeDatas_Yard_FloorGo *vtPtr_ ): isAllInstanceUseSamePlan(isAllInstanceUseSamePlan_), vtPtr(vtPtr_) {} private: inline const GoSpec &apply_a_goSpec( size_t uWeight_ )noexcept{ const GoSpec &goSpecRef = this->vtPtr->apply_rand_goSpec( uWeight_ ); if( this->isAllInstanceUseSamePlan ){ //-- 统一值 只生成一次,并永久保留 if( !this->isUnifiedValsset ){ this->isUnifiedValsset = true; this->unifiedGoSpecPtr = &goSpecRef; } //-- 直接获得 统一值 return *(this->unifiedGoSpecPtr); }else{ //-- 每次都独立分配 yardId -- return goSpecRef; } } //===== vals =====// bool isAllInstanceUseSamePlan {}; // 是否 本类型的所有个体,共用一个 实例化对象 const VarTypeDatas_Yard_FloorGo *vtPtr {}; //--- const GoSpec *unifiedGoSpecPtr {nullptr}; bool isUnifiedValsset {false}; }; public: explicit VarType_Yard_Manager( YardBlueprint &yard_ ){ for( const auto &type : yard_.get_majorGo_varTypes() ){ const auto *vtPtr = yard_.get_majorGo_varTypeDataPtr_Yard( type ); this->varTypes_Y_majorGo.insert({ type, VarType_Y_MajorGo{vtPtr->get_isAllInstanceUseSamePlan(), vtPtr->get_isPlotBlueprint(), vtPtr } }); } for( const auto &type : yard_.get_floorGo_varTypes() ){ const auto *vtPtr = yard_.get_floorGo_varTypeDataPtr_Yard( type ); this->varTypes_Y_floorGo.insert({ type, VarType_Y_FloorGo{vtPtr->get_isAllInstanceUseSamePlan(), vtPtr } }); } } inline const GoSpec &apply_a_majorGoSpec( VariableTypeIdx type_, size_t uWeight_ )noexcept{ tprAssert( this->varTypes_Y_majorGo.find(type_) != this->varTypes_Y_majorGo.end() ); return this->varTypes_Y_majorGo.at(type_).apply_a_goSpec( uWeight_ ); } inline const GoSpec &apply_a_floorGoSpec( VariableTypeIdx type_, size_t uWeight_ )noexcept{ tprAssert( this->varTypes_Y_floorGo.find(type_) != this->varTypes_Y_floorGo.end() ); return this->varTypes_Y_floorGo.at(type_).apply_a_goSpec( uWeight_ ); } inline plotBlueprintId_t apply_a_plotBlueprintId( VariableTypeIdx type_, size_t uWeight_ )noexcept{ tprAssert( this->varTypes_Y_majorGo.find(type_) != this->varTypes_Y_majorGo.end() ); return this->varTypes_Y_majorGo.at(type_).apply_a_plotBlueprintId( uWeight_ ); } private: std::unordered_map<VariableTypeIdx, VarType_Y_MajorGo> varTypes_Y_majorGo {}; std::unordered_map<VariableTypeIdx, VarType_Y_FloorGo> varTypes_Y_floorGo {}; }; //-----------------// // Village //-----------------// class VarType_Village_Manager{ class VarType{ friend class VarType_Village_Manager; public: VarType( bool isAllInstanceUseSamePlan_, const VarTypeDatas_Village *vtPtr_ ): isAllInstanceUseSamePlan(isAllInstanceUseSamePlan_), vtPtr(vtPtr_) {} private: yardBlueprintId_t apply_a_yardBlueprintId( size_t uWeight_, NineDirection yardDir_ )noexcept; //----- vals -----// bool isAllInstanceUseSamePlan {}; // 是否 本类型的所有个体,共用一个 实例化对象 const VarTypeDatas_Village *vtPtr {}; yardBlueprintId_t unifiedYardId {}; bool isUnifiedValsset {false}; }; public: explicit VarType_Village_Manager( VillageBlueprint &village_ ){ for( const auto &type : village_.get_varTypes() ){ const auto *vtPtr = village_.get_varTypeDataPtr_Village( type ); this->varTypes.insert({ type, VarType{ vtPtr->get_isAllInstanceUseSamePlan(), vtPtr } }); } } inline yardBlueprintId_t apply_a_yardBlueprintId( VariableTypeIdx type_, size_t uWeight_, NineDirection yardDir_ )noexcept{ tprAssert( this->varTypes.find(type_) != this->varTypes.end() ); return this->varTypes.at(type_).apply_a_yardBlueprintId( uWeight_, yardDir_ ); } private: std::unordered_map<VariableTypeIdx, VarType> varTypes {}; }; }//-------------- namespace: blueP_inn end ----------------// }//--------------------- namespace: blueprint end ------------------------// #endif
turesnake/tprPixelGames
src/Engine/gl/gl_funcs.h
<filename>src/Engine/gl/gl_funcs.h /* * ========================= gl_funcs.h =================== * -- tpr -- * CREATE -- 2018.11.21 * MODIFY -- * ---------------------------------------------------------- * gl 模块中的 公共函数 * ---------------------------- */ #ifndef TPR_GL_FUNC_H #define TPR_GL_FUNC_H //=== *** glad FIRST, glfw SECEND *** === // Don't include glfw3.h ALONE!!! #include<glad/glad.h> #include<GLFW/glfw3.h> //------------------- Engine --------------------// #include "IntVec.h" //------ gl_support.cpp -----// void glfw_init(); void glfw_hints_set(); void glfw_window_creat(); void glfw_oth_set(); void glfw_callback_set(); void glad_init(); void glad_set(); #endif
turesnake/tprPixelGames
src/Engine/input/Mouse.h
/* * ========================= Mouse.h ========================== * -- tpr -- * CREATE -- 2020.01.27 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_Mouse_H #define TPR_Mouse_H //--- glm - 0.9.9.5 --- #include "glm_no_warnings.h" class Mouse{ public: Mouse()=default; glm::dvec2 cursorDPos {}; bool leftButton {}; // true: press bool rightButton {}; // true: press bool midButton {}; // true: press // 屏蔽鼠标滚轮 功能 ... }; #endif
turesnake/tprPixelGames
src/Engine/UI/UIGoSpecFromJson.h
/* * =================== UIGoSpecFromJson.h ========================== * -- tpr -- * CREATE -- 2019.12.12 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_UI_GO_SPEC_FROM_JSON_H #define TPR_UI_GO_SPEC_FROM_JSON_H //--- glm - 0.9.9.5 --- #include "glm_no_warnings.h" //-------------------- CPP --------------------// #include <string> #include <unordered_set> #include <unordered_map> #include <memory> #include <functional> // hash //-------------------- Engine --------------------// #include "tprAssert.h" #include "GameObjType.h" #include "Move.h" #include "PubBinary2.h" class GameObj; class UIGoSpecFromJson{ public: std::string goSpeciesName {}; goSpeciesId_t speciesId {}; //----- enum -----// GameObjFamily family {}; //----- bool -----// //----- numbers -----// MoveType moveType {}; SpeedLevel moveSpeedLvl {}; //... //======== static ========// static void assemble_2_newUIGo( goSpeciesId_t specID_, GameObj &goRef_ ); inline static UIGoSpecFromJson &create_new_UIGoSpecFromJson( const std::string &name_ ){ std::hash<std::string> hasher; goSpeciesId_t id = static_cast<goSpeciesId_t>( hasher(name_) ); // size_t -> uint64_t std::unique_ptr<UIGoSpecFromJson> uptr ( new UIGoSpecFromJson() ); // can't use std::make_unique auto [insertIt, insertBool] = UIGoSpecFromJson::dataUPtrs.emplace( id, std::move(uptr) ); tprAssert( insertBool ); UIGoSpecFromJson &ref = *(insertIt->second); //--- ref.goSpeciesName = name_; ref.speciesId = id; UIGoSpecFromJson::insert_2_uiGoSpeciesIds_names_containers( id, name_ ); //--- return ref; } inline static goSpeciesId_t str_2_uiGoSpeciesId( const std::string &name_ ){ tprAssert( UIGoSpecFromJson::names_2_ids.find(name_) != UIGoSpecFromJson::names_2_ids.end() ); return UIGoSpecFromJson::names_2_ids.at(name_); } inline static const UIGoSpecFromJson &get_uiGoSpecFromJsonRef( goSpeciesId_t id_ ){ tprAssert( UIGoSpecFromJson::dataUPtrs.find(id_) != UIGoSpecFromJson::dataUPtrs.end() ); return *(UIGoSpecFromJson::dataUPtrs.at(id_)); } inline static bool find_from_initFuncs( goSpeciesId_t goSpeciesId_ ){ return (UIGoSpecFromJson::initFuncs.find(goSpeciesId_) != UIGoSpecFromJson::initFuncs.end()); } inline static void call_initFunc( goSpeciesId_t id_, GameObj &goRef_, const DyParam &dyParams_ ){ tprAssert( UIGoSpecFromJson::find_from_initFuncs(id_) ); UIGoSpecFromJson::initFuncs.at(id_)( goRef_, dyParams_ ); } inline static void insert_2_initFuncs( const std::string &goTypeName_, const F_GO_INIT &functor_ ){ goSpeciesId_t id = UIGoSpecFromJson::str_2_uiGoSpeciesId( goTypeName_ ); auto [insertIt, insertBool] = UIGoSpecFromJson::initFuncs.emplace( id, functor_ ); tprAssert( insertBool ); } private: UIGoSpecFromJson()=default; inline static void insert_2_uiGoSpeciesIds_names_containers( goSpeciesId_t id_, const std::string &name_ ){ auto out1 = UIGoSpecFromJson::ids_2_names.emplace( id_, name_ ); auto out2 = UIGoSpecFromJson::names_2_ids.emplace( name_, id_ ); tprAssert( out1.second ); tprAssert( out2.second ); } //======== static ========// // 资源持续整个游戏生命期,不用释放 static std::unordered_map<goSpeciesId_t, std::unique_ptr<UIGoSpecFromJson>> dataUPtrs; static std::unordered_map<goSpeciesId_t, std::string> ids_2_names; static std::unordered_map<std::string, goSpeciesId_t> names_2_ids; static std::unordered_map<goSpeciesId_t, F_GO_INIT> initFuncs; }; namespace json{//------------- namespace json ---------------- void parse_uiGoJsonFile(); }//------------- namespace json: end ---------------- #endif
turesnake/tprPixelGames
src/Engine/ecoSys/ecoObjBorder/EcoObjBorder.h
/* * ====================== EcoObjBorder.h ======================= * -- tpr -- * CREATE -- 2020.02.14 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ECO_OBJ_BORDER_H #define TPR_ECO_OBJ_BORDER_H #include "pch.h" //-------------------- CPP --------------------// #include <tuple> //-------------------- Engine --------------------// #include "NineDirection.h" // 单帧 位图数据,可以分配 ecoObj-边界(mapent为单位) // class EcoObjBorder{ public: EcoObjBorder() { this->frame.resize( ENTS_PER_SECTION<size_t> * ENTS_PER_SECTION<size_t>, NineDirection::Center ); } // param: mapent 相对与 ecoobj 左下角的 mposOff inline NineDirection assign_mapent_to_nearFour_ecoObjs_dir( IntVec2 mposOff_ )const noexcept{ tprAssert( (mposOff_.x>=0) && (mposOff_.x<ENTS_PER_SECTION<>) && (mposOff_.y>=0) && (mposOff_.y<ENTS_PER_SECTION<>) ); size_t idx = cast_2_size_t(mposOff_.y * ENTS_PER_SECTION<> + mposOff_.x); return this->frame.at( idx ); } //======= static =======// // 从 ecoObjBorder.png 读取数据 static void init(); inline static const EcoObjBorder *apply_rand_ecoObjBorderPtr( size_t uWeight_ )noexcept{ size_t idx = ( uWeight_ + 1504471 ) % EcoObjBorder::frames.size(); return EcoObjBorder::frames.at(idx).get(); } private: static std::tuple<IntVec2, size_t, std::string> parse_plotJsonFile(); inline static EcoObjBorder &create_new_ecoObjBorder(){ EcoObjBorder::frames.push_back( std::make_unique<EcoObjBorder>() ); return *(EcoObjBorder::frames.back()); } //----- vals -----// std::vector<NineDirection> frame {}; // 单帧数据 //======= static =======// static std::vector<std::unique_ptr<EcoObjBorder>> frames; // 存储 若干帧 }; #endif
turesnake/tprPixelGames
src/Script/gameObjs/majorGos/bushs/Bush.h
/* * ========================= Bush.h ========================== * -- tpr -- * CREATE -- 2019.10.09 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_GO_BUSH_C_H #define TPR_GO_BUSH_C_H //-------------------- Engine --------------------// #include "GameObj.h" #include "DyParam.h" namespace gameObjs{//------------- namespace gameObjs ---------------- // 类似 Grass,Bush 也是数种 bush亚种 的合并类。 // 它们拥有相同的 动画习性(风吹)但在被具体破坏后,会调用不同的 技能函数(未实现) // 如果某种 bush 比较特殊,未来就要为它制作专门的 具象go类 class Bush{ public: static void init(GameObj &goRef_,const DyParam &dyParams_ ); private: static void bind( GameObj &goRef_ ); static void rebind( GameObj &goRef_ ); //--- callback ---// static void OnRenderUpdate( GameObj &goRef_ ); static void OnLogicUpdate( GameObj &goRef_ ); static void OnActionSwitch( GameObj &goRef_, ActionSwitchType type_ ); }; }//------------- namespace gameObjs: end ---------------- #endif
turesnake/tprPixelGames
src/Engine/dynamicParam/DyParam.h
/* * ========================= DyParam.h ========================== * -- tpr -- * CREATE -- 2019.08.25 * MODIFY -- * ---------------------------------------------------------- * fast dynamic param */ #ifndef TPR_DY_PARAM_H #define TPR_DY_PARAM_H //-------------------- CPP --------------------// #include <vector> //-------------------- Engine --------------------// #include "tprAssert.h" //-- only used by create_gos_in_field() // the paramData's lifetime is managed by caller // DyParam instance only transfer the data-ptr class DyParam{ public: DyParam() = default; template< typename T > inline void insert_ptr( T *ptr_ )noexcept{ this->typeHash = typeid(T).hash_code(); this->ptr = static_cast<void*>(ptr_); } template< typename T > inline const T*get_binaryPtr()const noexcept{ tprAssert( this->ptr != nullptr ); tprAssert( typeid(T).hash_code() == this->typeHash ); return static_cast<T*>( this->ptr ); } inline size_t get_typeHash()const noexcept{ return this->typeHash; } inline bool is_Nil()const noexcept{ return (this->ptr == nullptr); } private: void *ptr {nullptr}; size_t typeHash {0}; }; extern DyParam emptyDyParam; #endif
turesnake/tprPixelGames
src/Engine/resource/esrc_animFrameSet.h
/* * ========================= esrc_animFrameSet.h ========================== * -- tpr -- * CREATE -- 2019.04.19 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ESRC_ANIM_FRAME_SET_H #define TPR_ESRC_ANIM_FRAME_SET_H //-------------------- CPP --------------------// #include <unordered_map> #include <string> //-------------------- Engine --------------------// #include "AnimFrameSet.h" namespace esrc {//------------------ namespace: esrc -------------------------// AnimSubspecies &find_or_insert_new_animSubspecies( animSubspeciesId_t id_ ); //AnimSubspecies &get_animSubspeciesRef( animSubspeciesId_t id_ ); // not used AnimFrameSet &insert_new_animFrameSet( const std::string &name_ ); animSubspeciesId_t apply_a_random_animSubspeciesId( const std::string &animFrameSetName_, const std::string &label_, size_t uWeight_ ); AnimAction *get_animActionPtr( animSubspeciesId_t subId_, NineDirection dir_, BrokenLvl brokenLvl_, AnimActionEName actionEName_ ); //-- special SubspeciesId -- void set_nilCollide_emptyPixId( animSubspeciesId_t id_ )noexcept; void set_squareCollide_emptyPixId( animSubspeciesId_t id_ )noexcept; animSubspeciesId_t get_nilCollide_emptyPixId()noexcept; animSubspeciesId_t get_squareCollide_emptyPixId()noexcept; void set_fieldRimId( animSubspeciesId_t id_ )noexcept; animSubspeciesId_t get_fieldRimId()noexcept; }//---------------------- namespace: esrc -------------------------// #endif
turesnake/tprPixelGames
src/Script/gameObjs/bioSoup/BioSoupState.h
<filename>src/Script/gameObjs/bioSoup/BioSoupState.h /* * ====================== BioSoupState.h ======================= * -- tpr -- * CREATE -- 2020.02.29 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_BIO_SOUP_STATE_H #define TPR_BIO_SOUP_STATE_H //-------------------- Engine --------------------// #include "MapAltitude.h" namespace gameObjs::bioSoup {//------------- namespace gameObjs::bioSoup ---------------- enum class State{ NotExist, // 不存在 Active, // 激活 Inertia, // 惰性 }; inline State calc_bioSoupState_by_mapAlti( MapAltitude mapAlti_ ){ if( mapAlti_.get_val() < -23.0 ){ return State::Inertia; }else if( mapAlti_.get_val() < 0.0 ){ return State::Active; }else{ return State::NotExist; } } }//------------- namespace gameObjs::bioSoup: end ---------------- #endif
turesnake/tprPixelGames
src/Script/components/windAnim/WindAnim.h
/* * ======================== WindAnim.h ========================== * -- tpr -- * CREATE -- 2020.01.16 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_COMONENT_WIND_ANIM_H #define TPR_COMONENT_WIND_ANIM_H //-------------------- CPP --------------------// #include <vector> #include <string> #include <memory> //-------------------- Engine --------------------// #include "AnimActionEName.h" #include "GameObjMesh.h" namespace component{//------------- namespace component ---------------- // 辅助 go 实现 风吹动画 // manual: // -1- 在 具象go类 pvt class 中,包含本实例 // -2- 先调用 insert_goMesh(), 收集所有 参与风吹动画的 gomesh // -3- 最后调用 init(); 彻底完成 初始化 // -4- each render frame, call updat() // class WindAnim{ public: class GoMeshData{ public: GoMeshData( GameObjMesh* goMeshPtr_, size_t windDelayStepCount_, size_t windDelayIdx_, bool isWindClockWorking_): goMeshPtr(goMeshPtr_), windDelayStepCount(windDelayStepCount_), windDelayIdx(windDelayIdx_), isWindClockWorking(isWindClockWorking_) {} //----- vals -----// GameObjMesh* goMeshPtr; size_t windDelayStepCount; // dynamicVal, count down size_t windDelayIdx; // for WindClock::get_playSpeedScale() bool isWindClockWorking; }; //======= Self =======// WindAnim()=default; // first call inline void insert_goMesh( GameObjMesh* goMeshPtr_, size_t windDelayIdx_ )noexcept{ std::unique_ptr<GoMeshData> uptr = std::make_unique<GoMeshData>( goMeshPtr_, 5, windDelayIdx_, false ); // 初始值 5,最简便的实现 this->goMeshs.push_back( std::move(uptr)); } // final call void init( const std::vector<AnimActionEName> *ActionEName_poolPtr_ )noexcept; void update()noexcept; // 可能要被改为 private ... inline AnimActionEName apply_a_windAnimActionEName()noexcept{ this->windAnimActionEName_poolIdx++; if( this->windAnimActionEName_poolIdx >= this->ActionEName_poolPtr->size() ){ this->windAnimActionEName_poolIdx = 0; } return this->ActionEName_poolPtr->at( this->windAnimActionEName_poolIdx ); } //======= static =======// static inline size_t apply_a_goMesh_windDelayStep()noexcept{ WindAnim::goMesh_windDelaySteps_poolIdx++; if( WindAnim::goMesh_windDelaySteps_poolIdx >= WindAnim::goMesh_windDelaySteps_pool.size() ){ WindAnim::goMesh_windDelaySteps_poolIdx = 0; } return WindAnim::goMesh_windDelaySteps_pool.at(WindAnim::goMesh_windDelaySteps_poolIdx); } static inline size_t apply_a_go_windDelayStep()noexcept{ WindAnim::go_windDelaySteps_poolIdx++; if( WindAnim::go_windDelaySteps_poolIdx >= WindAnim::go_windDelaySteps_pool.size() ){ WindAnim::go_windDelaySteps_poolIdx = 0; } return WindAnim::go_windDelaySteps_pool.at(WindAnim::go_windDelaySteps_poolIdx); } static void init_for_static()noexcept; // MUST CALL IN MAIN !!! private: std::unique_ptr<double> testUPtr {nullptr}; size_t windClockCheckStepCount {}; // count down size_t oldWindClockCount {0}; size_t windAnimActionEName_poolIdx {0}; const std::vector<AnimActionEName> *ActionEName_poolPtr; // 实际容器,由各 具象go类 实现 // 仅提供 只读指针 到此 std::vector<std::unique_ptr<GoMeshData>> goMeshs {}; // 参与 风吹动画的 gomeshPtr 集 //======= static =======// static size_t goMesh_windDelaySteps_poolIdx; static size_t go_windDelaySteps_poolIdx; static std::vector<size_t> goMesh_windDelaySteps_pool; // 1000 ents static std::vector<size_t> go_windDelaySteps_pool; // 100 ents }; }//------------- namespace component: end ---------------- #endif
turesnake/tprPixelGames
src/Engine/multiThread/jobs_all.h
<reponame>turesnake/tprPixelGames /* * ========================== jobs_all.h ======================= * -- tpr -- * CREATE -- 2019.04.25 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_JOBS_ALL_H #define TPR_JOBS_ALL_H //-------------------- Engine --------------------// #include "Job.h" #include "chunkKey.h" #include "sectionKey.h" // POD // job.argBinary // use std::any to pass struct ArgBinary_Create_Job_Chunk{ chunkKey_t chunkKey; }; void create_job_chunk_main( const Job &job_ ); // POD // job.argBinary // use std::any to pass struct ArgBinary_Create_Job_EcoObj{ sectionKey_t ecoObjKey; }; void create_job_ecoObj_main( const Job &job_ ); #endif
turesnake/tprPixelGames
src/Engine/tools/functorTypes.h
/* * ========================= functorTypes.h ========================== * -- tpr -- * CREATE -- 2019.10.20 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_FUNCTOR_TYPES_H #define TPR_FUNCTOR_TYPES_H //--- glm - 0.9.9.5 --- #include "glm_no_warnings.h" //-------------------- CPP --------------------// #include <functional> using F_void = std::function<void()>; using F_bool = std::function<bool()>; using F_R_int = std::function<int()>; using F_R_double = std::function<double()>; #endif
turesnake/tprPixelGames
src/Engine/ecoSys/EcoObj.h
/* * ========================== EcoObj.h ======================= * -- tpr -- * CREATE -- 2019.03.02 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ECO_OBJ_H #define TPR_ECO_OBJ_H #include "pch.h" //-------------------- Engine --------------------// #include "sectionKey.h" #include "EcoSysPlanType.h" #include "Quad.h" #include "occupyWeight.h" #include "RGBA.h" #include "GameObjType.h" #include "Density.h" #include "GoSpecData.h" #include "colorTableId.h" #include "GoDataForCreate.h" #include "mapEntKey.h" #include "blueprint.h" #include "fieldKey.h" #include "EcoObjBorder.h" #include "DensityPool.h" class EcoSysPlan; //- 一个在游戏地图上存在的 实实在在的区域。 //- 在游戏世界中,每个 section左下角,都放置一个 EcoSysPlan 数据集 // 存储了这个 EcoSysPlan 实例 的各种数据 (用来生成地图) // ---- // 这组数据会暂时 长期存储在 mem/disk class EcoObj{ public: EcoObj() = default; void init( sectionKey_t sectionKey_ ); void init_fstOrder( sectionKey_t sectionKey_ ); const DensityPool &get_densityPool( Density density_ )const noexcept{ tprAssert( this->densityPoolsPtr->find(density_) != this->densityPoolsPtr->end() ); return *(this->densityPoolsPtr->at(density_)); } inline IntVec2 get_mpos() const noexcept{ return this->mpos; } inline ecoSysPlanId_t get_ecoSysPlanId() const noexcept{ return this->ecoSysPlanId; } inline EcoSysPlanType get_ecoSysPlanType() const noexcept{ return this->ecoSysPlanType; } inline double get_densitySeaLvlOff() const noexcept{ return this->densitySeaLvlOff; } inline sectionKey_t get_sectionKey() const noexcept{ return this->sectionKey; } inline size_t get_uWeight() const noexcept{ return this->uWeight; } inline occupyWeight_t get_occupyWeight() const noexcept{ return this->occupyWeight; } inline colorTableId_t get_colorTableId()const noexcept{ return this->colorTableId; } inline const std::vector<double> *get_densityDivideValsPtr() const noexcept{ return this->densityDivideValsPtr; } inline const EcoObjBorder *get_ecoObjBorderPtr()const noexcept{ return this->ecoObjBorderPtr; } inline blueprint::yardBlueprintId_t get_natureFloorYardId()const noexcept{ return this->natureFloorYardId; } inline bool is_find_in_natureFloorDensitys( Density density_ )const noexcept{ return (this->natureFloorDensitysPtr->find(density_) != this->natureFloorDensitysPtr->end()); } inline std::optional<const GoDataForCreate*> find_majorGoDataForCreatePtr( mapEntKey_t key_ )const noexcept{ if( this->majorGoDatasForCreate.find(key_) == this->majorGoDatasForCreate.end() ){ return std::nullopt; }else{ return { this->majorGoDatasForCreate.at(key_).get() }; } } inline std::optional<const GoDataForCreate*> find_floorGoDataForCreatePtr( mapEntKey_t key_ )const noexcept{ if( this->floorGoDatasForCreate.find(key_) == this->floorGoDatasForCreate.end() ){ return std::nullopt; }else{ return { this->floorGoDatasForCreate.at(key_).get() }; } } inline bool is_find_in_artifactFieldKeys( fieldKey_t key_ )const noexcept{ return (artifactFieldKeys.find(key_) != this->artifactFieldKeys.end() ); } //======== static funcs ========// static void calc_nearFour_node_ecoObjKey( sectionKey_t targetKey_, std::vector<sectionKey_t> &container_ ); private: void copy_datas_from_ecoSysPlan( EcoSysPlan *targetEcoPtr_ ); //======== vals ========// sectionKey_t sectionKey {}; //MapCoord mcpos {}; //- [left-bottom] IntVec2 mpos {}; // [left-bottom] size_t uWeight {}; // [0, 9999] occupyWeight_t occupyWeight {0}; //- 抢占权重。 [0,15] //- 数值越高,此 ecosys 越强势,能占据更多fields //- [just mem] ecoSysPlanId_t ecoSysPlanId {}; EcoSysPlanType ecoSysPlanType {EcoSysPlanType::Forest}; colorTableId_t colorTableId {}; // same with ecoPlan.colorTableId //-- 本 ecoObj mpos 在 世界坐标中的 奇偶性 -- // 得到的值将会是 {0,0}; {1,0}; {0,1}; {1,1} 中的一种 IntVec2 oddEven {}; const std::vector<double> *densityDivideValsPtr {}; //- 6 ents, each_ent: [-100.0, 100.0] //-- 独立数据 -- const std::map<Density, std::unique_ptr<DensityPool>> *densityPoolsPtr {nullptr}; // 暂时没有确定,是否重分配 densitypools 数据 // ... // 目前就是直接借用 ecoplan 里的原版数据 double densitySeaLvlOff {0.0}; //----- blueprint datas -----// std::unordered_map<mapEntKey_t, std::unique_ptr<GoDataForCreate>> majorGoDatasForCreate {};// key 绝对值 std::unordered_map<mapEntKey_t, std::unique_ptr<GoDataForCreate>> floorGoDatasForCreate {};// key 绝对值 // 表示 哪些 field 已经存在蓝图数据了(不用生成 nature go 了) std::unordered_set<fieldKey_t> artifactFieldKeys {}; // key 绝对值 blueprint::villageBlueprintId_t villageBlueprintId {}; //-- nature_floorYard --// blueprint::yardBlueprintId_t natureFloorYardId {}; const std::set<Density> *natureFloorDensitysPtr {nullptr}; const EcoObjBorder *ecoObjBorderPtr {nullptr}; }; #endif
turesnake/tprPixelGames
src/Engine/resource/esrc_jobQue.h
/* * ========================= esrc_jobQue.h ========================== * -- tpr -- * CREATE -- 2019.04.24 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ESRC_JOB_QUE_H #define TPR_ESRC_JOB_QUE_H //-------------------- CPP --------------------// #include <memory> //-------------------- Engine --------------------// #include "Job.h" namespace esrc {//------------------ namespace: esrc -------------------------// void atom_exitJobThreadsFlag_store( bool _val ); bool atom_exitJobThreadsFlag_load(); void atom_push_back_2_jobQue( std::shared_ptr<Job> jobSPtr_ ); bool atom_is_jobQue_empty(); std::shared_ptr<Job> atom_pop_from_jobQue(); }//---------------------- namespace: esrc -------------------------// #endif
turesnake/tprPixelGames
src/Engine/ecoSys/GoSpecData.h
<reponame>turesnake/tprPixelGames<gh_stars>100-1000 /* * ========================= GoSpecData.h ======================= * -- tpr -- * CREATE -- 2019.09.13 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_GO_SPEC_DATA_H #define TPR_GO_SPEC_DATA_H //-------------------- CPP --------------------// #include <vector> //------------------- Engine --------------------// #include "GameObjType.h" #include "GoAssemblePlan.h" //--------------- Script ------------------// //-- 仅用于 ecoObj -> create a go // 这个名字太糟糕了,应该被修改 // 在未来,它可能跟随 整个旧版 mp-go 分配系统 被取消 class GoSpecData{ public: GoSpecData( goSpeciesId_t rootGoSpeciesId_, const std::string &afsName_, goLabelId_t goLabelId_): rootGoSpeciesId(rootGoSpeciesId_), afsName(afsName_), goLabelId(goLabelId_) {} //----- get -----// inline goSpeciesId_t get_rootGoSpeciesId()const noexcept{ return this->rootGoSpeciesId; } inline const std::string &get_afsName()const noexcept{ return this->afsName; } inline const std::string &get_animLabel()const noexcept{ return this->animLabel; } inline goLabelId_t get_goLabelId()const noexcept{ return this->goLabelId; } private: goSpeciesId_t rootGoSpeciesId {}; std::string afsName {}; std::string animLabel {}; goLabelId_t goLabelId {}; }; #endif
turesnake/tprPixelGames
src/Engine/input/JoystickButton_2_GameKey_map.h
/* * ================= JoystickButton_2_GameKey_map.h ========================== * -- tpr -- * CREATE -- 2020.01.29 * MODIFY -- * ---------------------------------------------------------- * only include by input.cpp * --- */ #ifndef TPR_JOYSTICK_BUTTON_2_GAMEKEY_MAP_H #define TPR_JOYSTICK_BUTTON_2_GAMEKEY_MAP_H #include <unordered_map> #include "Joystick.h" #include "GameKey.h" // 按键映射表 // 键值完全一致的表 inline std::unordered_map<Joystick::Button, GameKey> JoystickButton_2_GameKey_map{ {Joystick::Button::A, GameKey::A}, {Joystick::Button::B, GameKey::B}, {Joystick::Button::X, GameKey::X}, {Joystick::Button::Y, GameKey::Y}, {Joystick::Button::LB, GameKey::LB}, {Joystick::Button::RB, GameKey::RB}, {Joystick::Button::Back, GameKey::Back}, {Joystick::Button::Start, GameKey::Start}, {Joystick::Button::Guide, GameKey::Guide}, {Joystick::Button::LeftThumb, GameKey::LeftThumb}, {Joystick::Button::RightThumb, GameKey::RightThumb}, {Joystick::Button::Hat_Up, GameKey::Hat_Up}, {Joystick::Button::Hat_Right, GameKey::Hat_Right}, {Joystick::Button::Hat_Down, GameKey::Hat_Down}, {Joystick::Button::Hat_Left, GameKey::Hat_Left} }; #endif
turesnake/tprPixelGames
src/Engine/random/GameSeed.h
/* * ====================== GameSeed.h ======================= * -- tpr -- * CREATE -- 2019.02.23 * MODIFY -- * ---------------------------------------------------------- * game seed for random * ---------------------------- */ #ifndef TPR_GameSeed_H #define TPR_GameSeed_H //--- glm - 0.9.9.5 --- #include "glm_no_warnings.h" //------------------- CPP --------------------// #include <cstdint> // uint8_t //-------------------- Engine --------------------// #include "random.h" #include "IntVec.h" //- singleton -- // 一个存档只有一个 gameSeed 实例 -- // 具体的 随机引擎和分布器,则由各模块自行包含 (tmp) class GameSeed{ public: GameSeed()=default; void init( uint32_t baseSeed_ ); inline std::default_random_engine &getnc_realRandEngine()noexcept{ return this->realRandEngine; } inline const glm::dvec2 &get_altiSeed_pposOffSeaLvl() const noexcept{ return this->altiSeed_pposOffSeaLvl; } inline const glm::dvec2 &get_altiSeed_pposOffBig() const noexcept{ return this->altiSeed_pposOffBig; } inline const glm::dvec2 &get_altiSeed_pposOffMid() const noexcept{ return this->altiSeed_pposOffMid; } inline const glm::dvec2 &get_altiSeed_pposOffSml() const noexcept{ return this->altiSeed_pposOffSml; } inline const glm::dvec2 &get_densitySeed_pposOff() const noexcept{ return this->densitySeed_pposOff; } inline const glm::dvec2 &get_field_dposOff() const noexcept{ return this->field_dposOff; } inline const glm::dvec2 &get_chunk_dposOff() const noexcept{ return this->chunk_dposOff; } inline const glm::dvec2 &get_ecoObjWeight_dposOff() const noexcept{ return this->ecoObjWeight_dposOff; } inline std::default_random_engine &getnc_shuffleEngine()noexcept{ this->shuffleEngine.seed( GameSeed::fixedShuffleSeed ); // every time return this->shuffleEngine; } //======== static ========// static uint32_t apply_new_baseSeed()noexcept{ return get_new_seed(); } private: //======== vals ========// uint32_t baseSeed {}; //-- 最基础的那颗种子,其它种子由它生成。 //- [-1000, 1000] 之间的 随机数 glm::dvec2 altiSeed_pposOffSeaLvl {}; glm::dvec2 altiSeed_pposOffBig {}; glm::dvec2 altiSeed_pposOffMid {}; glm::dvec2 altiSeed_pposOffSml {}; //- [-1000, 1000] 之间的 随机数 -- glm::dvec2 densitySeed_pposOff {}; //- [-1000.0, 1000.0] 之间的 随机数 -- glm::dvec2 field_dposOff {}; glm::dvec2 chunk_dposOff {}; glm::dvec2 ecoObjWeight_dposOff {}; //======== randEngine ========// std::default_random_engine randEngine; //-通用 伪随机数引擎实例 std::default_random_engine realRandEngine; //-通用 真随机数引擎实例 //- 主用于 “无关静态世界” 的随机事件。比如 螃蟹刷怪笼 的分布。 // 每次生成都可以不一样 // 这个引擎会被外部 以任何次序和方式调用,所以它的值是彻底混乱的 std::default_random_engine shuffleEngine; //- 全局统一的 shuffle 用引擎 //======== flags ========// bool is_all_seed_init {false}; void init_glm_vec2s(); //======== static ========// static constexpr uint_fast32_t fixedShuffleSeed { 131 }; // shuffle 用引擎 使用全局统一 seed,每次用前都要初始化 // 素数,全局固定 }; #endif
turesnake/tprPixelGames
src/Engine/map/MapTexture.h
<reponame>turesnake/tprPixelGames /* * ====================== MapTexture.h ======================= * -- tpr -- * CREATE -- 2019.01.06 * MODIFY -- * ---------------------------------------------------------- * texture for map sys * ---------------------------- */ #ifndef TPR_MAP_TEXTURE_H #define TPR_MAP_TEXTURE_H //=== *** glad FIRST, glfw SECEND *** === // Don't include glfw3.h ALONE!!! #include <glad/glad.h> //-------------------- CPP --------------------// #include <vector> #include <functional> //------------------- Engine --------------------// #include "IntVec.h" #include "config.h" #include "RGBA.h" //-1- bind MapTexture::mapBuilder //-2- create MapTexture instance: mapTex //-3- call mapTex.init(); class MapTexture{ public: void creat_texName(); inline void delete_texture()noexcept{ glDeleteTextures( 1, &texName ); } inline GLuint get_texName()const noexcept{ return texName; } //- texBuf 数据 是在 job线程中生成的,传递到 主线程后,只需 swap 到此处 -- inline void swap_texBuf_from( std::vector<RGBA> &src_ )noexcept{ this->texBuf.swap(src_); } private: GLuint texName {0}; //- texture textel_name std::vector<RGBA> texBuf {}; //- 本模块的重心,一张合成的 texture // 在生成 texName 之后,此数据可以被释放 // 若不选择释放,则存储在 本实例中,直到实例被销毁 }; #endif
turesnake/tprPixelGames
src/Engine/gameObj/PubBinaryValType.h
/* * ==================== PubBinaryValType.h ===================== * -- tpr -- * CREATE -- 2019.02.03 * MODIFY -- * ---------------------------------------------------------- * * ---------------------------- */ #ifndef TPR_PUB_BINARY_VAL_TYPE_H #define TPR_PUB_BINARY_VAL_TYPE_H //-------------------- CPP --------------------// #include <map> #include <cstdint> // uint8_t //- go.pubBinary 中 存储的变量 的类型 // 千万不能 自定义 元素的值。应该让元素的值按照持续,被自动分配(从0开始增长) // 元素值将被转换为 idx,用来访问 bitMap enum class PubBinaryValType : uint32_t{ HP, //- int MP //- int }; std::map<uint32_t, uint32_t> &get_PubBinaryValSizes(); #endif
turesnake/tprPixelGames
src/Engine/input/GameKey.h
<reponame>turesnake/tprPixelGames /* * ========================= GameKey.h ========================== * -- tpr -- * CREATE -- 2019.02.13 * MODIFY -- * ---------------------------------------------------------- * 游戏按键 * ---------------------------- */ #ifndef TPR_GAME_KEY_H #define TPR_GAME_KEY_H // 游戏程序内部,对 input按键的 类型识别 // 数据存储在 InputINS 实例中 // --- // 完全参照 joystick 按键顺序排布 // 或者是,标准 joystick 支持哪些按键,本游戏就支持哪些按键 enum class GameKey : int { A = 0, B, X, Y, LB, RB, Back, Start, Guide, LeftThumb, RightThumb, Hat_Up, Hat_Right, Hat_Down, Hat_Left, }; #endif
turesnake/tprPixelGames
src/Engine/gameObj/goDataForCreate/assemble_go.h
/* * ======================= assemble_go.h ===================== * -- tpr -- * CREATE -- 2020.02.21 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ASSEMBLE_GO_H #define TPR_ASSEMBLE_GO_H //-------------------- Engine --------------------// //... // need class GameObj; class DyParam; class GoDataForCreate; const GoDataForCreate *assemble_regularGo( GameObj &goRef_,const DyParam &dyParams_ ); const GoDataForCreate *assemble_regularGo( GameObj &goRef_, const GoDataForCreate *goDataPtr_ ); #endif
turesnake/tprPixelGames
src/Engine/collision/signInMapEnts/SignInMapEnts_Square.h
<gh_stars>100-1000 /* * ====================== SignInMapEnts_Square.h ========================== * -- tpr -- * CREATE -- 2020.02.19 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_SIGN_IN_MAP_ENTS_SQUARE_H #define TPR_SIGN_IN_MAP_ENTS_SQUARE_H #include "pch.h" //--------------- Engine ------------------// #include "SignInMapEnts_Square_Type.h" class SignInMapEnts_Square{ public: inline const std::vector<IntVec2> &get_all_mapEntOffs()const noexcept{ return this->mapEntOffs; } inline const glm::dvec2 &get_rootMapEntMid_2_rootAnchor_dposOff()const noexcept{ return this->rootMapEntMid_2_rootAnchor_dposOff; } static inline const SignInMapEnts_Square &get_signInMapEnts_square_ref( SignInMapEnts_Square_Type type_ )noexcept{ tprAssert( SignInMapEnts_Square::dataUPtrs.find(type_) != SignInMapEnts_Square::dataUPtrs.end() ); return *SignInMapEnts_Square::dataUPtrs.at(type_); } static void init_for_static()noexcept; // MUST CALL IN MAIN !!! private: SignInMapEnts_Square()=default; static inline SignInMapEnts_Square &insert_new_signInMapEnts_square( SignInMapEnts_Square_Type type_ )noexcept{ std::unique_ptr<SignInMapEnts_Square> uptr ( new SignInMapEnts_Square() ); // can't use std::make_unique auto [insertIt, insertBool] = SignInMapEnts_Square::dataUPtrs.emplace( type_, std::move(uptr) ); tprAssert( insertBool ); return *(insertIt->second); } //-------- vals --------// std::vector<IntVec2> mapEntOffs {}; // 每个 squGo,恒定拥有一个 rootMP (off={0,0} // 以及 0~n 个 weakMP glm::dvec2 rootMapEntMid_2_rootAnchor_dposOff {}; // 加上 rootMPMidDPos, 可以计算出 go rootAnchor 所在点。(也就是 goDPos 位置) // --- // rootMP 往往不能成为 整组 multiMP 的正中心位置(偏向右上角) //======= static =======// static std::unordered_map<SignInMapEnts_Square_Type, std::unique_ptr<SignInMapEnts_Square>> dataUPtrs; }; #endif
turesnake/tprPixelGames
src/Engine/input/input.h
/* * ========================= input.h ========================== * -- tpr -- * CREATE -- 2019.01.05 * MODIFY -- * ---------------------------------------------------------- * 键盘,鼠标,joystick 等输入设备 管理文件 * ---------------------------- */ #ifndef TPR_INPUT_H #define TPR_INPUT_H //=== *** glad FIRST, glfw SECEND *** === // Don't include glfw3.h ALONE!!! #include<glad/glad.h> #include<GLFW/glfw3.h> //-------------------- CPP --------------------// #include <functional> //-------------------- Engine --------------------// #include "IntVec.h" #include "InputINS.h" namespace input{//------------- namespace input -------------------- using F_InputINS_Handle = std::function< void(const InputINS&) >; //-- 外部通过这个函数,来绑定需要的 inputINS 处理函数 -- void bind_inputINS_handleFunc( const F_InputINS_Handle &_func ); void InputInit_for_begin(); // 仅适用于 scene:begin void processInput( GLFWwindow *windowPtr_ ); IntVec2 get_mouse_pos(); }//----------------- namespace input: end ------------------- #endif
turesnake/tprPixelGames
src/Engine/collision/Collision.h
/* * ======================= Collision.h ========================== * -- tpr -- * CREATE -- 2019.09.01 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_COLLISION_2_H #define TPR_COLLISION_2_H #include "pch.h" //-------------------- CPP --------------------// #include <utility> //pair #include <variant> //-------------------- Engine --------------------// #include "ColliderType.h" #include "GameObjPos.h" #include "GameObjType.h" #include "SignInMapEnts_Circle.h" #include "NineDirection.h" #include "SignInMapEnts_Square_Type.h" #include "mapEntKey.h" //--- need ---// class GameObj; //-- 存在两种碰撞检测: // --1-- 移动碰撞检测 // --2-- 技能碰撞检测 // 这两种 相互独立。并行存在 // 这意味着,go并不需要停下来才能 释放技能。 // 当然,由于 动画制作的问题,大部分技能在施展期间,还是会强制停下 go 的移动 class Collision{ using F_get_colliPointDPosOffsRef = std::function<const std::vector<glm::dvec2> &()>; using F_is_extraPassableDogoSpeciesId = std::function<bool(goSpeciesId_t)>; // param: dogoSpeciesId public: explicit Collision( GameObj &goRef_ ): goRef(goRef_) {} glm::dvec2 detect_moveCollide( const glm::dvec2 &moveVec_ ); // tmp //-- only call in go init -- inline void init_signInMapEnts_circle( const glm::dvec2 &newGoDPos_, F_get_colliPointDPosOffsRef func_1_ )noexcept{ this->signInMapEnts_cir_uptr = std::make_unique<SignInMapEnts_Circle>( newGoDPos_, func_1_ ); } inline void set_isDoPass( bool val_ )noexcept{ this->isDoPass = val_; } inline void set_isBePass( bool val_ )noexcept{ this->isBePass = val_; } inline bool get_isDoPass()const noexcept{ return this->isDoPass; } // bego pass 检测其实存在 2步: // isBePass == true: 允许一切 dogo 穿过 // isBePass == false: 若 dogo 为少数登记类型,也可以穿过 // 剩余的 dogo 才会被禁止穿过 inline bool get_isBePass( goSpeciesId_t dogoSpeciesId_ )const noexcept{ if( this->isBePass ){ return true; } return (this->Is_extraPassableDogoSpeciesId != nullptr) ? this->Is_extraPassableDogoSpeciesId(dogoSpeciesId_) : false; } inline void set_functor_Is_extraPassableDogoSpeciesId( F_is_extraPassableDogoSpeciesId functor_ )noexcept{ this->Is_extraPassableDogoSpeciesId = functor_; } inline const std::set<IntVec2> &get_current_signINMapEnts_circle_ref()const noexcept{ return this->signInMapEnts_cir_uptr->get_currentSignINMapEntsRef(); } static void init_for_static()noexcept; // MUST CALL IN MAIN !!! private: std::pair<bool, glm::dvec2> collect_AdjacentBegos_and_deflect_moveVec( const glm::dvec2 &moveVec_ ); std::pair<bool, glm::dvec2> collect_IntersectBegos_and_truncate_moveVec( const glm::dvec2 &moveVec_ ); void reSignUp_dogo_to_chunk_and_mapents( const glm::dvec2 &moveVec_ )noexcept; //======== vals ========// GameObj &goRef; // 仅被 cir-dogo 使用 std::unique_ptr<SignInMapEnts_Circle> signInMapEnts_cir_uptr {nullptr}; //======== flags ========// bool isDoPass {false};//- 当自己为 主动go 时,是否穿过 被动go; // 如果本go 是 “穿透箭”。可将此值设置为 true // 此时,本go 将无视 被动go 的状态,移动穿过一切 被动go bool isBePass {false};//- 当自己为 被动go 时,是否允许 主动go 穿过自己; // 如果本go 是 “草”/“腐蚀液”,可将此值 设置为 true // 此时,本go 将允许任何 go 从自己身上 穿过 F_is_extraPassableDogoSpeciesId Is_extraPassableDogoSpeciesId {nullptr}; // 当 bego.isBePass == false 时, // 将额外允许一组特殊的 dogo 穿过自己 // 比如,只有 “鸡”,可以穿过 “鸡笼” // 推荐用法: //-- 对于 草这种允许被dogo穿过,自己又无法移动的。 isBePass=true, isDoPass 随意(无效) //-- 对于 常规生物,2值都设置为 false //-- 对于 允许别人穿过自己,但自己无法穿透任意墙壁的 dogo,类似 mc中的羊,isDoPass=false, isBePass=true // 一些小动物,npc 特别适合这种 //-- 对于 带穿透属性的 箭矢,isDoPass=true, isBePass 随意(无效) //===== static =====// static void build_a_scanBody( const glm::dvec2 &moveVec_, const glm::dvec2 &dogoDPos_ ); static std::vector<glm::dvec2> obstructNormalVecs; // moveCollide 第一阶段,在 dogo起始位置,所有与之 相邻 的bego, // 对 dogo 施与的 阻挡法向量集(墙壁法向量集) // 用来修正 moveVec static std::set<NineDirection> confirmedAdjacentMapEnts; // 确认会发生 碰撞的 相邻 mapents [0,2] static std::unordered_map<goid_t, glm::dvec2> adjacentCirBeGos; // 相邻关系的 cir_begos // --1-- begoid // --2-- obstructNormalVec // 相邻go 是触发 ”滑动式位移“ 的唯一途径 static std::unordered_set<goid_t> begoids_circular; static std::unordered_set<goid_t> begoids; //- 从 signInMapEnts 中收集的 半有效 begoids static std::vector<IntVec2> mapEnts_in_scanBody; // 用于 squ_begos 碰撞检测 // 与 粗略扫掠体 相交的 mapents static std::multiset<double> tVals; //- 确认发生碰撞的 begos,将被收集起来,按照 t 值排序 }; #endif
turesnake/tprPixelGames
src/Engine/sys/global.h
/* * ========================= global.h ========================== * -- tpr -- * CREATE -- 2018.11.21 * MODIFY -- * ---------------------------------------------------------- * 全局变量 * 使用 cpp 特有的 inline 关键词来 一步到位地 声明+初始化 * ---------------------------- */ #ifndef TPR_GLOBAL_H #define TPR_GLOBAL_H //-------------------- CPP --------------------// #include <string> //inline bool is_fst_run {}; //-- 本次运行,是否为 本进程编译后的 首次运行 //-- 每次运行时,由函数 check_fst_run() 设置 //-- 若为 true, 是 首次运行 //-- 若为 false, 不是 首次运行 //----------------------------------------------------// // file //----------------------------------------------------// extern int fd_cwd; //-- 项目 主目录 fd extern std::string path_cwd; //-- exe 所在目录的 path extern std::string path_dataBase; //-- .../build/publish/dataBase/ extern std::string path_shaders; //-- .../build/publish/shaders/ //extern std::string path_textures; //-- .../build/publish/textures/ // 暂未被使用 ... extern std::string path_jsons; //-- .../build/publish/jsons/ extern std::string path_tprLog; //-- .../build/publish/tprLog/ extern std::string path_blueprintDatas; //-- .../build/publish/blueprintDatas/ extern std::string path_gameObjDatas; //-- .../build/publish/gameObjDatas/ //----------------------------------------------------// // OS //----------------------------------------------------// //-- 当前身处什么 操作系统 --// #define OS_NULL 0 #define OS_APPLE 1 #define OS_UNIX 2 #define OS_WIN32 3 extern int current_OS; #endif
turesnake/tprPixelGames
src/Engine/resource/esrc_camera.h
/* * ========================= esrc_camera.h ========================== * -- tpr -- * CREATE -- 2019.04.19 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ESRC_CAMERA_H #define TPR_ESRC_CAMERA_H //-------------------- Engine --------------------// #include "Camera.h" namespace esrc {//------------------ namespace: esrc -------------------------// void init_camera(); Camera &get_camera(); }//---------------------- namespace: esrc -------------------------// #endif
turesnake/tprPixelGames
src/Engine/mesh/GameObjMeshSet.h
/* * ===================== GameObjMeshSet.h ========================== * -- tpr -- * CREATE -- 2020.03.07 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_GAME_OBJ_MESH_SET_H #define TPR_GAME_OBJ_MESH_SET_H //-------------------- Engine --------------------// #include "GameObjMesh.h" #include "ShaderType.h" class GameObjMeshSet{ public: using F_callback = std::function<void(GameObjMesh&)>; class Data{ public: Data( std::unique_ptr<GameObjMesh> uptr_ ): goMesh(std::move(uptr_)), callback_inLastFrame(nullptr), callback_everyFrame(nullptr), goMeshPvtDataPtr( this->goMesh->get_animActionPvtDataPtr() ) {} //------------// std::unique_ptr<GameObjMesh> goMesh; F_callback callback_inLastFrame; F_callback callback_everyFrame; const AnimAction::PvtData *goMeshPvtDataPtr; }; GameObjMeshSet( GameObj &goRef_ ): goRef(goRef_) {} GameObjMesh &creat_new_goMesh( const std::string &name_, animSubspeciesId_t subspeciesId_, AnimActionEName actionEName_, RenderLayerType layerType_, ShaderType shaderType_, const glm::vec2 pposOff_ = glm::vec2{0.0,0.0}, double zOff_ = 0.0, size_t uWeight = 1051, // 素数 bool isVisible_ = true ); // 暂时仅支持 特定位置的 callback inline void bind_goMesh_callback_inLastFrame( const std::string &name_, F_callback callback_ )noexcept{ tprAssert( this->goMeshs.find(name_) != this->goMeshs.end() ); this->goMeshs.at(name_)->callback_inLastFrame = callback_; } inline void bind_goMesh_callback_everyFrame( const std::string &name_, F_callback callback_ )noexcept{ tprAssert( this->goMeshs.find(name_) != this->goMeshs.end() ); this->goMeshs.at(name_)->callback_everyFrame = callback_; } inline void render_all_goMeshs_with_callback()noexcept{ auto it = this->goMeshs.begin(); while( it != this->goMeshs.end() ){ auto &[name, dataUPtr] = *it; // 需要被删除的 gomesh,会在前一帧被设置 flag, // 并且在后一帧(本帧)查询 并正式删除 if( dataUPtr->goMesh->get_isNeedToBeErase() ){ it = this->goMeshs.erase( it ); // saft way continue; // MUST } if( dataUPtr->callback_everyFrame ){ dataUPtr->callback_everyFrame( *(dataUPtr->goMesh) ); } if(dataUPtr->goMeshPvtDataPtr->isLastFrame){ if( dataUPtr->callback_inLastFrame ){ dataUPtr->callback_inLastFrame( *(dataUPtr->goMesh) ); } } dataUPtr->goMesh->RenderUpdate_auto(); //===// it++; // MUST } } // 即便设置了 callback. 也不会被执行 // 也不执行自动 erase inline void render_all_goMeshs_without_callback()noexcept{ for( auto &[name, dataUPtr] : this->goMeshs ){ dataUPtr->goMesh->RenderUpdate_auto(); } } inline void render_all_groundGoMesh()noexcept{ for( auto &[name, dataUPtr] : this->goMeshs ){ dataUPtr->goMesh->RenderUpdate_in_fast_way(); } } inline void render_all_floorGoMesh()noexcept{ for( auto &[name, dataUPtr] : this->goMeshs ){ dataUPtr->goMesh->RenderUpdate_in_fast_way(); } } inline GameObjMesh &get_goMeshRef( const std::string &name_ )noexcept{ tprAssert( this->goMeshs.find(name_) != this->goMeshs.end() ); return *(this->goMeshs.at(name_)->goMesh); } inline std::unordered_map<std::string, std::unique_ptr<GameObjMeshSet::Data>> &get_goMeshs()noexcept{ return this->goMeshs; } private: GameObj &goRef; // - rootGoMesh -- name = “root”; 核心goMesh; // - childGoMesh -- 剩下的goMesh,名字随意 std::unordered_map<std::string, std::unique_ptr<GameObjMeshSet::Data>> goMeshs {}; //- go实例 与 GoMesh实例 强关联 // 大部分go不会卸载/增加自己的 GoMesh实例 //- 在一个 具象go类实例 的创建过程中,会把特定的 GoMesh实例 存入此容器 //- 只存储在 mem态。 在go实例存入 硬盘时,GoMesh实例会被丢弃 //- 等再次从section 加载时,再根据 具象go类型,生成新的 GoMesh实例。 }; #endif
turesnake/tprPixelGames
src/Engine/camera/RenderLayerType.h
<gh_stars>100-1000 /* * ========================= RenderLayerType.h ========================== * -- tpr -- * CREATE -- 2019.01.22 * MODIFY -- * ---------------------------------------------------------- * render layer * ---------------------------- */ #ifndef TPR_RENDER_LAYER_H #define TPR_RENDER_LAYER_H #include <string> // from zFar -> zNear enum class RenderLayerType{ Ground, GroundGo, Floor, BioSoup, // 深度区间 和 MajorGoes 一样大 GoShadows, Debug, MajorGoes, AboveMajorGoes, //.... UIs }; std::string renderLayerType_2_str( RenderLayerType dir_ )noexcept; RenderLayerType str_2_renderLayerType( const std::string &str_ )noexcept; #endif
turesnake/tprPixelGames
src/Engine/animFrameSet/AnimFrameSet.h
<gh_stars>100-1000 /* * =================== AnimFrameSet.h ========================== * -- tpr -- * CREATE -- 2018.11.23 * MODIFY -- * ---------------------------------------------------------- * 存储一个 动画动作 的所有 帧text names * 以及每一帧 的 投影单位集 * 本游戏只支持 png 图片格式。 * ----------------- * 一个完整的 动画动作, 会被存储为 3 种 png 图片。 * 图片名字格式为: * dog_ack_01.P.png (画面) * dog_ack_01.J.png (投影) * dog_ack_01.S.png (阴影) * 格式拆分如下: * dog_ack_01 --- 真正的名字,记录到 name 中 * P / J / S --- P==画面, J==投影, S==阴影 * ----------------- * texture 管理: * gl中,texture资源的唯一限制在于 显存大小。 * 所以,在目前版本中,假定显存无限大, * 将游戏的所有 texture资源 一股脑存入 显存中 * (等正式爆发 显存危机了,再做调整...) * --- * 随着 tex动态生成器的 引入,texture 的数量将呈爆炸态 * 此时就有必要进入 更为完善的 tex显存管理(到时再说) * ---------------------------- */ #ifndef TPR_ANIM_FRAME_SET_H #define TPR_ANIM_FRAME_SET_H //=== *** glad FIRST, glfw SECEND *** === // Don't include glfw3.h ALONE!!! #include <glad/glad.h> #include "pch.h" //-------------------- Engine --------------------// #include "RGBA.h" #include "AnimActionPos.h" #include "AnimAction.h" #include "AnimSubspecies.h" using afsId_t = uint32_t; //- animFrameSet id type class AnimFrameSet{ public: explicit AnimFrameSet( const std::string &name_ ): name(name_) {} void insert_a_png( const std::string &path_pic_, IntVec2 frameNum_, size_t totalFrameNum_, bool isHaveShadow_, bool isPjtSingleFrame_, bool isShadowSingleFrame_, const std::vector<std::shared_ptr<AnimActionParam>> &animActionParams_ ); inline const std::vector<GLuint> *get_texNames_pic_ptr() const noexcept{ return &(this->texNames_pic); } inline const std::vector<GLuint> *get_texNames_shadow_ptr() const noexcept{ return &(this->texNames_shadow); } inline animSubspeciesId_t apply_a_random_animSubspeciesId(const std::string &label_, size_t uWeight_ )noexcept{ return this->subGroup.apply_a_random_animSubspeciesId( label_, uWeight_ ); } private: void handle_pjt( const std::vector<std::shared_ptr<AnimActionParam>> &animActionParams_ ); void handle_shadow(); //======== vals ========// //-- 通常为 图元所属的 obj name -- std::string name; //-- 目前来看 用处不大 //- 动画中的每一帧图都会被 存储为 一个 texture实例。 //- 具体数据存储在 gl内。 此处存储其 textel names //- 帧排序 符合 左上坐标系(也就是我们排列动画帧的坐标系) -- std::vector<GLuint> texNames_pic {}; std::vector<GLuint> texNames_shadow {}; //- 就算没有 shadow数据,也要填写0 来占位 //-- each animaction -- std::unordered_map<animActionPosId_t, std::unique_ptr<AnimActionPos>> animActionPosUPtrs {}; AnimSubspeciesGroup subGroup {}; //======== flags ========// bool isPJTSingleFrame {false}; //- Jpng 是否只有一帧 //- 若为 true,本afs实例下属的所有 animAction, // 都直接绑定这唯一的一份 AnimActionPos 数据 bool isShadowSingleFrame {false}; //- Spng 是否只有一帧 }; namespace json{//------------- namespace json ---------------- void parse_animFrameSetJsonFile(); // go 相关的 afs数据,应该被 各个 go 独立管理, // 不再由此函数 统一加载 void parse_single_animFrameSetJsonFile( const std::string &path_file_, std::unordered_set<std::string> *out_afsNamesPtr_=nullptr ); }//------------- namespace json: end ----------------s #endif
turesnake/tprPixelGames
src/Script/gameObjs/majorGos/chicken/Chicken.h
<gh_stars>100-1000 /* * ========================= Chicken.h ========================== * -- tpr -- * CREATE -- 2020.01.07 * MODIFY -- * ---------------------------------------------------------- * * ---------------------------- */ #ifndef TPR_GO_CHICKEN_H #define TPR_GO_CHICKEN_H //-------------------- Engine --------------------// #include "GameObj.h" #include "DyParam.h" namespace gameObjs{//------------- namespace gameObjs ---------------- class Chicken{ public: //--- 延迟init ---// static void init(GameObj &goRef_, const DyParam &dyParams_ ); private: static void bind( GameObj &goRef_ ); static void rebind( GameObj &goRef_ ); //--- callback ---// static void OnRenderUpdate( GameObj &goRef_ ); static void OnLogicUpdate( GameObj &goRef_ ); static void OnActionSwitch( GameObj &goRef_, ActionSwitchType type_ ); //--- oth ---// static void moveState_manage( GameObj &goRef_, GameObjMesh &goMeshRef_ )noexcept; static void move_AnimAction_switch( GameObj &goRef_ ); }; }//------------- namespace gameObjs: end ---------------- #endif
turesnake/tprPixelGames
src/Engine/resource/esrc_coordinate.h
<filename>src/Engine/resource/esrc_coordinate.h /* * ========================= esrc_coordinate.h ========================== * -- tpr -- * CREATE -- 2019.11.15 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_ESRC_COORDINATE_H #define TPR_ESRC_COORDINATE_H //-------------------- Engine --------------------// #include "Coordinate.h" namespace esrc {//------------------ namespace: esrc -------------------------// void init_coordinate(); const Coordinate &get_worldCoordRef()noexcept; }//---------------------- namespace: esrc -------------------------// #endif
turesnake/tprPixelGames
src/Engine/tools/RGBA.h
/* * ========================= RGBA.h ========================== * -- tpr -- * CREATE -- 2018.12.26 * MODIFY -- * ---------------------------------------------------------- * png pix color: RGBA * ---------------------------- */ #ifndef TPR_RGBA_H #define TPR_RGBA_H #include "pch.h" enum class RGBA_ChannelType : uint8_t { R = 1, G, B, A }; //-- 1个 png 像素 的 data 结构 -- class RGBA{ public: //---- constructor -----// constexpr RGBA() = default; constexpr RGBA( uint8_t r_, uint8_t g_, uint8_t b_, uint8_t a_ ): r(r_), g(g_), b(b_), a(a_) {} inline bool is_near( const RGBA &a_, uint8_t off_ )const noexcept { int rr = static_cast<int>(this->r) - static_cast<int>(a_.r); int gg = static_cast<int>(this->g) - static_cast<int>(a_.g); int bb = static_cast<int>(this->b) - static_cast<int>(a_.b); int aa = static_cast<int>(this->a) - static_cast<int>(a_.a); return ( (std::abs(rr) <= static_cast<int>(off_)) && (std::abs(gg) <= static_cast<int>(off_)) && (std::abs(bb) <= static_cast<int>(off_)) && (std::abs(aa) <= static_cast<int>(off_)) ); } //-- 支持更复杂的数据 累加 -- inline RGBA add( int r_, int g_, int b_, int a_ )const noexcept { int rr = static_cast<int>(this->r) + r_; int gg = static_cast<int>(this->g) + g_; int bb = static_cast<int>(this->b) + b_; int aa = static_cast<int>(this->a) + a_; tprAssert( (rr>=0) && (rr<256) && (gg>=0) && (gg<256) && (bb>=0) && (bb<256) ); return RGBA { static_cast<uint8_t>(rr), static_cast<uint8_t>(gg), static_cast<uint8_t>(bb), static_cast<uint8_t>(aa) }; } inline std::string to_string()const noexcept{ // for debug return fmt::format( "RGBA:{0},{1},{2},{3};", this->r, this->g, this->b, this->a ); } //======== vals ========// uint8_t r {0}; uint8_t g {0}; uint8_t b {0}; uint8_t a {255}; }; /* =========================================================== * operator ==, != * ----------------------------------------------------------- */ inline constexpr bool operator==( const RGBA &a_, const RGBA &b_ ) noexcept { return ( (a_.r==b_.r) && (a_.g==b_.g) && (a_.b==b_.b) && (a_.a==b_.a) ); } inline constexpr bool operator!=( const RGBA &a_, const RGBA &b_ ) noexcept { return ( (a_.r!=b_.r) || (a_.g!=b_.g) || (a_.b!=b_.b) || (a_.a!=b_.a) ); } /* =========================================================== * operator + * ----------------------------------------------------------- */ inline constexpr RGBA operator + ( const RGBA &a_, const RGBA &b_ ) noexcept { int rr = static_cast<int>(a_.r) + static_cast<int>(b_.r); int gg = static_cast<int>(a_.g) + static_cast<int>(b_.g); int bb = static_cast<int>(a_.b) + static_cast<int>(b_.b); int aa = static_cast<int>(a_.a) + static_cast<int>(b_.a); tprAssert( (rr<256) && (gg<256) && (bb<256) && (aa<256) ); return RGBA { static_cast<uint8_t>(rr), static_cast<uint8_t>(gg), static_cast<uint8_t>(bb), static_cast<uint8_t>(aa) }; } class HSV{ public: double h {}; // [0.0,360.0] degree double s {}; // [0.0,1.0] pct double v {}; // [0.0,1.0] pct }; /* 计算结果精度有限: * -- h 存在 +- 2.0 以内的误差,当明度较低时,误差会变大 * -- s/v 存在 +- 0.2 以内的误差 */ inline HSV rgb_2_hsv( RGBA in_){ double ir = static_cast<double>(in_.r) / 255.0; // [0.0, 1.0] double ig = static_cast<double>(in_.g) / 255.0; // [0.0, 1.0] double ib = static_cast<double>(in_.b) / 255.0; // [0.0, 1.0] // ignore alpha HSV out {}; double min {}; double max {}; double delta {}; //--- min = ir < ig ? ir : ig; min = min < ib ? min : ib; max = ir > ig ? ir : ig; max = max > ib ? max : ib; out.v = max; // v delta = max - min; if (delta < 0.00001) { out.s = 0.0; out.h = 0.0; // undefined, maybe nan? return out; } if( max > 0.0 ) { // NOTE: if Max is == 0, this divide would cause a crash out.s = (delta / max); // s } else { // if max is 0, then r = g = b = 0 // s = 0, h is undefined out.s = 0.0; out.h = static_cast<double>(NAN); // its now undefined return out; } if( ir >= max ) // > is bogus, just keeps compilor happy out.h = ( ig - ib ) / delta; // between yellow & magenta else if( ig >= max ) out.h = 2.0 + ( ib - ir ) / delta; // between cyan & yellow else out.h = 4.0 + ( ir - ig ) / delta; // between magenta & cyan out.h *= 60.0; // degrees if( out.h < 0.0 ) out.h += 360.0; return out; } namespace rgba {//-------- namespace: rgba --------------// //-- 只要两个 RGBA 值 足够接近,就算命中 [-常用-] -- inline bool is_rgba_near( const RGBA &a_, const RGBA &b_, uint8_t off_ ) noexcept { int rr = static_cast<int>(a_.r) - static_cast<int>(b_.r); int gg = static_cast<int>(a_.g) - static_cast<int>(b_.g); int bb = static_cast<int>(a_.b) - static_cast<int>(b_.b); int aa = static_cast<int>(a_.a) - static_cast<int>(b_.a); return ( (std::abs(rr) <= static_cast<int>(off_)) && (std::abs(gg) <= static_cast<int>(off_)) && (std::abs(bb) <= static_cast<int>(off_)) && (std::abs(aa) <= static_cast<int>(off_)) ); } /* =========================================================== * linear_blend * ----------------------------------------------------------- * 将两个颜色 线性混合 * param: aPercent_ -- 颜色 a_ 占了多少百分比 [0.0, 1.0] */ inline RGBA linear_blend( const RGBA &a_, const RGBA &b_, double aPercent_ ) noexcept { tprAssert( (aPercent_>=0.0) && (aPercent_<=1.0) ); double bPercent = 1.0 - aPercent_; double r = static_cast<double>(a_.r)*aPercent_ + static_cast<double>(b_.r)*bPercent; double g = static_cast<double>(a_.g)*aPercent_ + static_cast<double>(b_.g)*bPercent; double b = static_cast<double>(a_.b)*aPercent_ + static_cast<double>(b_.b)*bPercent; //-- 默认不处理 RGBA.a -- return RGBA { static_cast<uint8_t>(r), static_cast<uint8_t>(g), static_cast<uint8_t>(b), 255 }; } /* 简易版 正片叠底 * 假设 a_.a 永远等于 255, 通过 参数 _bPercent,来调节 正片叠底 程度 * param: bPercent_ -- 正片叠底 的 程度 [0.0, 1.0] */ inline RGBA multiply( const RGBA &a_, const RGBA &b_, double bPercent_ ) noexcept { tprAssert( (bPercent_>=0.0) && (bPercent_<=1.0) ); double r = static_cast<double>(a_.r) * static_cast<double>(b_.r) / 255.0; double g = static_cast<double>(a_.g) * static_cast<double>(b_.g) / 255.0; double b = static_cast<double>(a_.b) * static_cast<double>(b_.b) / 255.0; return rgba::linear_blend( a_, RGBA { static_cast<uint8_t>(r), static_cast<uint8_t>(g), static_cast<uint8_t>(b), 255 }, (1.0-bPercent_) ); } }//------------- namespace: rgba end --------------// #endif
turesnake/tprPixelGames
src/Engine/random/random.h
/* * ========================= random.h ========================== * -- tpr -- * CREATE -- 2018.11.29 * MODIFY -- * ---------------------------------------------------------- * 随机数 模块 * ---------------------------- */ #ifndef TPR_RANDOM_H #define TPR_RANDOM_H //------------------- CPP --------------------// #include <random> //------------------- Engine --------------------// #include "tprCast.h" #include "tprAssert.h" #include "IntVec.h" std::default_random_engine &get_dRandEng(); uint32_t get_new_seed(); // perlinNoise 往往不够均匀,更容易分布在中线周围 // 执行一次 取模运算,生成一组更均匀的 随机数 //-- param: // noise_: [-1.0, 1.0] // scale_: [0.0, 100000.0] // modBase: some prime number [0, 10000] inline size_t blender_the_perlinNoise( double noise_, double scale_, size_t modBase_ ){ tprAssert( (noise_>=-1.0) && (noise_<=1.0) && (scale_>0.0) && (scale_ > static_cast<double>(modBase_) * 2.0) ); double weight = (noise_+1.0) * scale_ + 76123.79; // [0.0, scale_*2.0] size_t neo = cast_2_size_t(floor(weight)) % modBase_; return neo; // [0, modBase_] } size_t calc_simple_mapent_uWeight( IntVec2 mpos_ )noexcept; #endif
turesnake/tprPixelGames
src/Engine/map/Chunk.h
/* * ========================== Chunk.h ======================= * -- tpr -- * CREATE -- 2018.12.09 * MODIFY -- * ---------------------------------------------------------- * Chunk 64*64_mapents, [left-bottom] * ---------------------------- */ #ifndef TPR_CHUNK_H #define TPR_CHUNK_H #include "pch.h" //-------------------- Engine --------------------// #include "MapEnt.h" #include "GameObjType.h" #include "fieldKey.h" #include "chunkKey.h" #include "MapCoord.h" #include "sectionKey.h" //-- 64*64 个 mapEnt, 组成一张 chunk [mem] -- // chunk 作为一个整体被存储到硬盘,就像 mc 中的 Field class Chunk{ public: explicit Chunk( chunkKey_t chunkKey_ ): chunkKey(chunkKey_), mpos(chunkKey_2_mpos(chunkKey_)) { this->init(); } inline void insert_2_goIds( goid_t id_ )noexcept{ this->goIds.insert(id_); } inline size_t erase_from_goIds( goid_t id_ )noexcept{ return this->goIds.erase(id_); } inline void insert_2_edgeGoIds( goid_t id_ )noexcept{ this->edgeGoIds.insert(id_); } inline size_t erase_from_edgeGoIds( goid_t id_ )noexcept{ return this->edgeGoIds.erase(id_); } //------- get -------// inline IntVec2 get_mpos() const noexcept{ return this->mpos; } inline chunkKey_t get_key() const noexcept{ return this->chunkKey; } inline const std::set<goid_t> &get_goIds() const noexcept{ return this->goIds; } inline const std::set<goid_t> &get_edgeGoIds() const noexcept{ return this->edgeGoIds; } //-- 确保 参数为 基于chunk左下ent 的 相对mpos inline MemMapEnt *getnc_mapEntPtr( const IntVec2 &lMPosOff_ )noexcept{ tprAssert( (lMPosOff_.x>=0) && (lMPosOff_.y>=0) ); size_t idx = cast_2_size_t( lMPosOff_.y * ENTS_PER_CHUNK<> + lMPosOff_.x ); tprAssert( idx < this->memMapEnts.size() ); //- tmp return this->memMapEnts.at(idx).get(); } private: void init(); //========== vals ==========// chunkKey_t chunkKey; IntVec2 mpos; // [left-bottom] size_t uWeight {}; // [0, 9999] //--------------// std::vector<std::unique_ptr<MemMapEnt>> memMapEnts {}; std::set<goid_t> goIds {}; //- 动态存储 本chunk 拥有的所有 go id。 // 部分元素会与 edgeGoIds 重合 // 添加和 释放工作要做干净。 std::set<goid_t> edgeGoIds {}; //- "临界go"/“边缘go” 容器 // 有些 go 位于 chunk边缘,其 collients 可能在隔壁 chunk // 这种go 在 创建/销毁 阶段往往很麻烦 // 使用一个容器来 动态保管它们。 //======== flags ========// bool is_dirty {false};//- 如果目标chunk上的 伪随机go数据,发生变化 //- 则被释放为 dirty. // 下次生成此chunk时,不能直接使用 伪随机数, // 还要参考 改动表 中的数据 // 此部分功能未实现 }; #endif
turesnake/tprPixelGames
src/Script/gameObjs/bioSoup/BioSoupColor.h
/* * ====================== BioSoupColor.h ========================== * -- tpr -- * CREATE -- 2020.03.10 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_BIO_SOUP_COLOR_H #define TPR_BIO_SOUP_COLOR_H #include "pch.h" #include <utility> //-------------------- Engine --------------------// #include "FloatVec.h" namespace gameObjs::bioSoup {//------------- namespace gameObjs::bioSoup ---------------- class Color { public: constexpr Color()=default; constexpr Color( const FloatVec3 &light_, const FloatVec3 &mid_, const FloatVec3 &dark_ ): light(light_), mid(mid_), dark(dark_) {} // param: pct_ (0, 1.0) // return: // true - do close // false - already close enough, do nothing inline bool close_to( const Color &target_, float pct_ )noexcept{ FloatVec3 lOff = target_.light - this->light; FloatVec3 mOff = target_.mid - this->mid; FloatVec3 dOff = target_.dark - this->dark; constexpr FloatVec3 zero { 0.0f, 0.0f, 0.0f }; //-- if( is_closeEnough( lOff, zero, 0.01f ) && is_closeEnough( mOff, zero, 0.01f ) && is_closeEnough( dOff, zero, 0.01f ) ){ return false; // close enough } // do close this->light += lOff * pct_; this->mid += mOff * pct_; this->dark += dOff * pct_; return true; } //===// FloatVec3 light; FloatVec3 mid; FloatVec3 dark; }; class ColorNode { public: const Color *colorPtr {}; float closePct {}; // 从任何颜色,接近本 node color 的接近率 (0.0f, 1.0f) }; // 一组循环流动的 颜色信息, // 当 diosoup 进入一种 chain 实例,就会停留在里面,循环播放这些颜色 class ColorNodeChain{ public: static void init_for_state()noexcept; // 切换不同的 chain inline static void bind_a_chain( const std::string &chainName_ )noexcept{ tprAssert( ColorNodeChain::chains.find(chainName_) != ColorNodeChain::chains.end() ); ColorNodeChain::currentChainPtr = ColorNodeChain::chains.at(chainName_).get(); //-- ColorNodeChain::nodeIdx = 0; } // 自动计算 本帧的 颜色 static const Color &calc_next_baseColor()noexcept{ const ColorNode &node = ColorNodeChain::currentChainPtr->get_node( ColorNodeChain::nodeIdx ); bool ret = ColorNodeChain::currentColor.close_to( *node.colorPtr , node.closePct ); if( !ret ){ ColorNodeChain::nodeIdx++; if( ColorNodeChain::nodeIdx >= ColorNodeChain::currentChainPtr->nodes.size() ){ ColorNodeChain::nodeIdx = 0; } } //=== return ColorNodeChain::currentColor; } private: // 在构造语句中,直接创建 nodes explicit ColorNodeChain( std::vector<ColorNode> &&nodes_ ): nodes( std::move(nodes_) ) {} const ColorNode &get_node( size_t idx_ )const noexcept{ tprAssert( this->nodes.size() > idx_ ); return this->nodes.at(idx_); } const std::vector<ColorNode> nodes; // 在 init 就被创建的 固定不变的数据 //------------ all chains --------------// static std::unordered_map<std::string, std::unique_ptr<ColorNodeChain>> chains; //------------- user data -------------// static const ColorNodeChain *currentChainPtr; static size_t nodeIdx; // 指向 currentChain 中的 targetNode static Color currentColor; // 调和色,返回给用户 }; }//------------- namespace gameObjs::bioSoup: end ---------------- #endif
turesnake/tprPixelGames
src/Engine/tools/History.h
/* * ========================= History.h ========================== * -- tpr -- * CREATE -- 2018.11.24 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_HISTORY_H #define TPR_HISTORY_H // 如果 某个变量 需要暂存旧状态,使用此装置来管理 template< typename T > class History{ public: explicit History( const T &val_ ): oldVal(val_), newVal(val_), isDirty(false) {} inline void reset( const T &val_ )noexcept{ this->oldVal = val_; this->newVal = val_; this->isDirty = false; } // 更新 new 值,和 flag // 若 T 没有 != 运算符,编译阶段会直接报错 inline void set_newVal( const T &newVal_ )noexcept{ if( this->newVal != newVal_ ){ this->newVal = newVal_; this->isDirty = true; } } inline const T &get_oldVal()const noexcept{ return this->oldVal; } inline const T &get_newVal()const noexcept{ return this->newVal; } // 每一渲染帧 起始处调用,检测 上一帧的操作 是否被同步 // 如果未同步,说明流程不干净,外部应该直接报错 inline bool get_isDirty()const noexcept{ return this->isDirty; } // 同步数据,清空 old 槽 inline void sync()noexcept{ if( this->isDirty ){ this->isDirty = false; this->oldVal = this->newVal; } } private: T oldVal; // last T newVal; // current bool isDirty; }; #endif
turesnake/tprPixelGames
src/Engine/map/chunkCreateRelease/ChunkCreateReleaseZone.h
<reponame>turesnake/tprPixelGames /* * ================= ChunkCreateReleaseZone.h ======================= * -- tpr -- * CREATE -- 2019.07.09 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_CHUNK_CREATE_ZONE_H #define TPR_CHUNK_CREATE_ZONE_H #include "pch.h" //-------------------- Engine --------------------// #include "Chunk.h" #include "NineDirection.h" // only two instances in esrc: // -- chunkCreateZone // -- chunkReleaseZone class ChunkZone{ public: explicit ChunkZone( int sideLen_ ): //- based on chunk sideLen(sideLen_), offLen(sideLen_/2), offLenMPos(offLen*ENTS_PER_CHUNK<>), chunkNums( cast_2_size_t(sideLen_*sideLen_) ) { tprAssert( (sideLen_>0) && (sideLen_%2 != 0) ); } inline int get_offLenMPos() const noexcept{ return this->offLenMPos; } inline int get_offLen() const noexcept{ return this->offLen; } inline size_t get_chunkNums() const noexcept{ return this->chunkNums; } private: //===== vals =====// int sideLen {}; //- alin to chunks int offLen {}; //- alin to chunks int offLenMPos {}; //- 半边长, alin to chunk-mpos size_t chunkNums {}; }; class ChunkCreateReleaseZone{ public: ChunkCreateReleaseZone( int sideLen_create_, int sideLen_release_ ): //- based on chunk createZone( sideLen_create_), releaseZone(sideLen_release_), LimitOff( std::abs(createZone.get_offLenMPos() - releaseZone.get_offLenMPos()) ) { tprAssert( sideLen_create_ == 3 ); //- tmp this->init_createZoneOffMPosesSets(); this->init_releaseZoneOffMPoses(); } void init( IntVec2 playerMPos_ ); inline const std::vector<IntVec2> &get_createZoneOffMPoses( NineDirection dir_ ) const noexcept{ tprAssert( dir_ != NineDirection::Center ); return this->createZoneOffMPosesSets.at(dir_); } inline const std::vector<IntVec2> &get_releaseZoneOffMPoses() const noexcept{ return this->releaseZoneOffMPoses; } void refresh_and_collect_chunks_need_to_be_release( IntVec2 playerMPos_ ); // major-func private: void init_createZoneOffMPosesSets(); void init_releaseZoneOffMPoses(); //===== vals =====// ChunkZone createZone; ChunkZone releaseZone; int LimitOff; //- 释放圈 比 新建圈 大出的 半边长,alin to chunk-mpos // 当 两圈center间距离,大于此值,说明新建圈越界,要推动 释放圈了 IntVec2 releaseZoneCenterChunkMCPos {}; //-- 轮流扮演 old/new 容器,容纳 释放圈覆盖的所有 chunkkeys -- std::unordered_set<chunkKey_t> releaseChunkKeys_A {}; std::unordered_set<chunkKey_t> releaseChunkKeys_B {}; //- 根据 player 的运动方向,来选择不同的 新建chunks次序。 // 确保优先创建 运动方向前方的 chunks // key 仅为 player 运动方向 // --- // 目前版本 固定 3*3 激活圈 std::unordered_map<NineDirection, std::vector<IntVec2>> createZoneOffMPosesSets {}; //- 释放圈 所有 chunk.offMPos // 尺寸基于 releaseZone.sideLen std::vector<IntVec2> releaseZoneOffMPoses {}; //===== flags =====// bool is_currentOld_in_A {}; }; #endif
turesnake/tprPixelGames
src/Engine/camera/Camera.h
/* * ========================= Camera.h ========================== * -- tpr -- * CREATE -- 2018.11.24 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_CAMERA_H #define TPR_CAMERA_H //=== *** glad FIRST, glfw SECEND *** === // Don't include glfw3.h ALONE!!! #include<glad/glad.h> #include<GLFW/glfw3.h> #include "pch.h" //-------------------- Engine --------------------// #include "ViewingBox.h" #include "FloatVec.h" class Camera{ public: Camera(): targetDPos(glm::dvec2(0.0, 0.0)), currentDPos(glm::dvec2(0.0, 0.0)), renderDPos(glm::dvec3(0.0, 0.0, ViewingBox::halfZ )) { this->init(); } void RenderUpdate(); bool is_in_renderScope( const glm::dvec2 &dpos_ )const noexcept; glm::mat4 &update_mat4_view(); inline glm::mat4 &update_mat4_projection(){ if( !this->isProjectionSet ){ this->isProjectionSet = true; // only once } //-- 在未来,WORK_WIDTH/WORK_HEIGHT 会成为变量(随窗口尺寸而改变) // 所以不推荐,将 ow/oh 写成定值 float ow = 0.5f * static_cast<float>(ViewingBox::gameSZ.x); //- 横向边界半径(像素) float oh = 0.5f * static_cast<float>(ViewingBox::gameSZ.y); //- 纵向边界半径(像素) //------ relative: zNear / zFar -------- // 基于 currentDPos, 沿着 cameraFront 方向,推进 zNear_relative,此为近平面 // 基于 currentDPos, 沿着 cameraFront 方向,推进 zFar_relative, 此为远平面 // 两者都是 定值(无需每帧变化) float zNear_relative = 0.0f; //- 负数也接受 float zFar_relative = static_cast<float>(ViewingBox::z); this->mat4_projection = glm::ortho( -ow, //-- 左边界 ow, //-- 右边界 -oh, //-- 下边界 oh, //-- 上边界 zNear_relative, //-- 近平面 zFar_relative ); //-- 远平面 return this->mat4_projection; } //-- 瞬移到 某位置 -- // 目前仅用于 sceneWorld 的 perpare 阶段 inline void set_allDPos( const glm::dvec2 &tpos_ )noexcept{ this->currentDPos.x = tpos_.x; this->currentDPos.y = tpos_.y + 25.0; //- 不是完全对齐,而是留了段小距离来运动 this->targetDPos = tpos_; this->isMoving = true; } //- 外部代码控制 camera运动 的唯一方式 inline void set_targetDPos( const glm::dvec2 &tpos_, double approachPercent_=0.1 )noexcept{ if( tpos_ == this->targetDPos ){ return; } this->targetDPos = tpos_; this->isMoving = true; this->approachPercent = approachPercent_; } inline glm::dvec2 get_currentDPos() const noexcept{ return this->currentDPos; } //--- used for render DEEP_Z -- //-- 注意,此处的 zNear/zFar 是相对世界坐标的 绝对值 inline double get_zNear()const noexcept{ return this->renderDPos.z; } inline double get_zFar()const noexcept{ return (this->renderDPos.z - ViewingBox::z); } inline bool get_isMoving()const noexcept{ return this->isMoving; } inline bool get_isProjectionSet()const noexcept{ return this->isProjectionSet; } //-- only return true in first frame -- inline bool get_isFirstFrame()noexcept{ if( this->isFirstFrame ){ this->isFirstFrame = false; return true; } return false; } inline glm::vec2 calc_canvasFPos()const noexcept{ float w = static_cast<float>(this->currentDPos.x) - (0.5f * static_cast<float>(ViewingBox::gameSZ.x)); float h = static_cast<float>(this->currentDPos.y) - (0.5f * static_cast<float>(ViewingBox::gameSZ.y)); return glm::vec2{ w, h }; } //-- canvas.chunk_fpos [left-bottom] FloatVec2 calc_canvasCFPos()const noexcept; private: void init()noexcept; //------ 观察/投影 矩阵 ----- glm::mat4 mat4_view = glm::mat4(1.0); //-- 观察矩阵,默认初始化为 单位矩阵 glm::mat4 mat4_projection = glm::mat4(1.0); //-- 投影矩阵,默认初始化为 单位矩阵 //------ 坐标向量 ------- //- in worldCoord - glm::dvec2 targetDPos; glm::dvec2 currentDPos; //- in renderCoord/windowCoord - glm::dvec3 renderDPos; double approachPercent {0.1}; //- camera运动的 “接近比率” //------ 方向向量 ------- //-- 以下3个向量 都是 单位向量 //-- 二维游戏的 摄像机视角是固定的,不需要每帧运算 -- glm::vec3 cameraFront { glm::vec3(0.0f, 0.0f, -1.0f) }; //-- 摄像机 观察的方向 //glm::vec3 cameraRight { glm::vec3(1.0f, 0.0f, 0.0f) }; //-- 摄像机 右手 指向的方向。 未被使用... glm::vec3 cameraUp { glm::vec3(0.0f, 1.0f, 0.0f) }; //-- 摄像机 头顶向上 指向的方向。 //glm::vec3 worldUp { glm::vec3(0.0f, 1.0f, 0.0f) }; //-- 世界轴的 Up方向,和 cameraUp 有区别。 未被使用... //===== flags =====// bool isMoving {true}; //- 是否在移动 bool isFirstFrame {true}; //- 游戏第一帧 bool isProjectionSet {false}; //- 目前游戏中,mat4_projection 只需要被传入gl一次 ... }; #endif
turesnake/tprPixelGames
src/Engine/map/chunkKey.h
/* * ====================== chunkKey.h ======================= * -- tpr -- * CREATE -- 2019.01.07 * MODIFY -- * ---------------------------------------------------------- * Chunk "id": (int)w + (int)h * ---------------------------- */ #ifndef TPR_CHUNK_KEY_H #define TPR_CHUNK_KEY_H //--- glm - 0.9.9.5 --- #include "glm_no_warnings.h" //-------------------- CPP --------------------// #include <vector> //-------------------- Engine --------------------// #include "tprAssert.h" #include "config.h" #include "IntVec.h" #include "MapCoord.h" using chunkKey_t = uint64_t; chunkKey_t chunkMPos_2_key_inn( IntVec2 chunkMPos_ )noexcept; //- 不推荐外部代码使用 IntVec2 chunkKey_2_mpos( chunkKey_t key_ )noexcept; IntVec2 anyMPos_2_chunkMPos( IntVec2 mpos_ )noexcept; IntVec2 get_chunk_lMPosOff( IntVec2 anyMPos_ )noexcept; chunkKey_t anyMPos_2_chunkKey( IntVec2 anyMPos_ )noexcept; chunkKey_t chunkMPos_2_chunkKey( IntVec2 chunkMPos_ )noexcept; size_t get_chunkIdx_in_section( IntVec2 anyMPos_ )noexcept; IntVec2 chunkMPos_2_chunkCPos( IntVec2 chunkMPos_ )noexcept; /* =========================================================== * chunkMPos_2_key_inn [内部使用] * ----------------------------------------------------------- * -- 传入 chunk左下角mpos,获得 chunk key(u64) */ inline chunkKey_t chunkMPos_2_key_inn( IntVec2 chunkMPos_ )noexcept{ chunkKey_t key {}; int *ptr = (int*)(&key); //- 此处不能使用 static_casts *ptr = chunkMPos_.x; ptr++; *ptr = chunkMPos_.y; //-------- return key; } /* =========================================================== * chunkKey_2_mpos * ----------------------------------------------------------- * -- 传入某个key,生成其 chunk 的 mpos */ inline IntVec2 chunkKey_2_mpos( chunkKey_t key_ )noexcept{ IntVec2 mpos {}; int *ptr = (int*)&key_; //--- mpos.x = *ptr; ptr++; mpos.y = *ptr; //--- return mpos; } /* =========================================================== * anyMPos_2_chunkMPos * ----------------------------------------------------------- * -- 传入 任意 mapent 的 mpos,获得其 所在 chunk 的 mpos(chunk左下角) */ inline IntVec2 anyMPos_2_chunkMPos( IntVec2 anyMPos_ )noexcept{ return ( floorDiv(anyMPos_, ENTS_PER_CHUNK_D) * ENTS_PER_CHUNK<> ); } /* =========================================================== * is_a_chunkMPos * ----------------------------------------------------------- * -- 检测 目标参数, 是否为 chunk mpos (多用于 tprAssert ) */ inline bool is_a_chunkMPos( IntVec2 anyMPos_ )noexcept{ return ( anyMPos_2_chunkMPos(anyMPos_) == anyMPos_ ); //- 不需要考虑性能 } /* =========================================================== * get_chunk_lMPosOff * ----------------------------------------------------------- * -- 获得 目标mapent.mpos 在其 chunk 中的 相对mpos偏移 */ inline IntVec2 get_chunk_lMPosOff( IntVec2 anyMPos_ )noexcept{ return ( anyMPos_ - anyMPos_2_chunkMPos(anyMPos_) ); } /* =========================================================== * anyMPos_2_chunkKey * ----------------------------------------------------------- * -- 当需要通过 mpos 计算出它的 key,又不需要 正式制作一个 ChunkKey实例时, * 推荐使用本函数。 * -- 这个函数会使得调用者代码 隐藏一些bug。 * 在明确自己传入的参数就是 chunkMPos 时,推荐使用 chunkMPos_2_chunkKey() * param: anyMPos_ -- 任意 mapent 的 mpos */ inline chunkKey_t anyMPos_2_chunkKey( IntVec2 anyMPos_ )noexcept{ IntVec2 chunkMPos = anyMPos_2_chunkMPos( anyMPos_ ); return chunkMPos_2_key_inn( chunkMPos ); } inline chunkKey_t anyDPos_2_chunkKey( const glm::dvec2 &anyDPos_ )noexcept{ IntVec2 chunkMPos = anyMPos_2_chunkMPos( dpos_2_mpos(anyDPos_) ); //-- 未来做优化 return chunkMPos_2_key_inn( chunkMPos ); } /* =========================================================== * chunkMPos_2_chunkKey * ----------------------------------------------------------- * -- 当使用者 确定自己传入的参数就是 chunkMPos, 使用此函数 * 如果参数不为 chunkMPos,直接报错。 */ inline chunkKey_t chunkMPos_2_chunkKey( IntVec2 chunkMPos_ )noexcept{ tprAssert( anyMPos_2_chunkMPos(chunkMPos_) == chunkMPos_ ); //- tmp return chunkMPos_2_key_inn( chunkMPos_ ); } /* =========================================================== * chunkMPos_2_chunkCPos * ----------------------------------------------------------- * -- 当使用者 确定自己传入的参数就是 chunkMPos, 使用此函数 * 如果参数不为 chunkMPos,直接报错。 */ inline IntVec2 chunkMPos_2_chunkCPos( IntVec2 chunkMPos_ )noexcept{ tprAssert( anyMPos_2_chunkMPos(chunkMPos_) == chunkMPos_ ); //- tmp return floorDiv( chunkMPos_, ENTS_PER_CHUNK_D ); } #endif
turesnake/tprPixelGames
src/Engine/renderPool/RenderPool.h
/* * ======================= RenderPool.h ========================== * -- tpr -- * CREATE -- 2019.09.22 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_RENDER_POOL_H #define TPR_RENDER_POOL_H //-------------------- CPP --------------------// #include <vector> #include <map> #include <unordered_set> //-------------------- Engine --------------------// #include "ChildMesh.h" #include "Mesh.h" enum class RenderPoolType{ Nil, Opaque, // above biosoup Translucent, // above biosoup Shadow // tmp }; class RenderPool{ public: explicit RenderPool( bool isOpaque_ ): isOpaque(isOpaque_) {} inline void insert( float zOff_, ChildMesh *meshPtr_ )noexcept{ this->pool.insert({ zOff_, meshPtr_ });// multi } inline void clear()noexcept{ this->pool.clear(); } inline void draw()noexcept{ if( this->isOpaque ){ //- true: 先渲染 pos.z 值大的(近处优先) for( auto it = this->pool.rbegin(); it != this->pool.rend(); it++ ){ it->second->draw(); } }else{//- false: 先渲染 pos.z 值小的(远处优先) for( auto &pair : this->pool ){ pair.second->draw(); } } } inline size_t get_poolSize()const noexcept{ return this->pool.size(); } private: std::multimap<float, ChildMesh*> pool {}; bool isOpaque; //- true: 先渲染 pos.z 值大的(近处优先) //- false: 先渲染 pos.z 值小的(远处优先) }; #endif
turesnake/tprPixelGames
src/Engine/map/Density.h
/* * ====================== Density.h ======================= * -- tpr -- * CREATE -- 2019.03.23 * MODIFY -- * ---------------------------------------------------------- * 密度 一个 世界区域划分规则。 * 密度将游戏空间划分为 数段等高线(>=0 为 高地,<0 为低地) * 只有 field 才需要记录自己的 density 值 * ---------------------------- */ #ifndef TPR_DENSITY_H #define TPR_DENSITY_H //------------------- CPP --------------------// #include <vector> //------------------- Engine --------------------// #include "tprAssert.h" #include "IntVec.h" class EcoObj; //--- [mem] --- class Density{ public: Density() = default; //-- 手动指定 lvl值,仅用于特殊场合 -- explicit Density( int lvl_ ): lvl(lvl_) { tprAssert( (lvl_>=Density::minLvl) && (lvl_<=Density::maxLvl) ); } Density(IntVec2 fieldMPos_, double ecoObj_densitySeaLvlOff_, const std::vector<double> *ecoObj_densityDivideValsPtr_ ) { this->init( fieldMPos_, ecoObj_densitySeaLvlOff_, ecoObj_densityDivideValsPtr_ ); } inline constexpr int get_lvl() const noexcept{ return this->lvl; } //-- 主要用于 遍历一些容器 -- inline size_t get_idx() const noexcept{ switch( this->lvl ){ case -3: return 0; case -2: return 1; case -1: return 2; case 0: return 3; case 1: return 4; case 2: return 5; case 3: return 6; default: tprAssert(0); return 0; //- never reach } } static size_t get_idxNum()noexcept{ return 7; //- 一共7档 } static int get_minLvl()noexcept{ return Density::minLvl; } static int get_maxLvl()noexcept{ return Density::maxLvl; } static size_t lvl_2_idx( int lvl_ )noexcept{ switch( lvl_ ){ case -3: return 0; case -2: return 1; case -1: return 2; case 0: return 3; case 1: return 4; case 2: return 5; case 3: return 6; default: tprAssert(0); return 0; //- never reach } } private: void init( IntVec2 fieldMPos_, double ecoObj_densitySeaLvlOff_, const std::vector<double> *ecoObj_densityDivideValsPtr_ ); //===== vals =====// int lvl {0}; // [-3, 3] 共7档 //===== static =====// static int minLvl; // -3 static int maxLvl; // 3 }; inline constexpr bool operator < ( Density a_, Density b_ ) noexcept { return (a_.get_lvl() < b_.get_lvl()); } inline constexpr bool operator == ( Density a_, Density b_ ) noexcept { return (a_.get_lvl() == b_.get_lvl()); } inline constexpr bool operator != ( Density a_, Density b_ ) noexcept { return (a_.get_lvl() != b_.get_lvl()); } #endif
turesnake/tprPixelGames
src/Engine/tools/tprMath.h
/* * ======================== tprMath.h ========================== * -- tpr -- * CREATE -- 2019.08.21 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_MATH_H #define TPR_MATH_H //--- glm - 0.9.9.5 --- #include "glm_no_warnings.h" //-------------------- CPP --------------------// #include <cmath> //-------------------- Engine --------------------// #include "tprAssert.h" #ifndef TPR_PI #define TPR_PI 3.14159 #endif #ifndef TPR_2PI #define TPR_2PI 6.28319 #endif template< typename T > inline T tprMin( T a_, T b_ )noexcept{ return ((a_ <= b_) ? a_ : b_); } template< typename T > inline T tprMax( T a_, T b_ )noexcept{ return ((a_ >= b_) ? a_ : b_); } //-- just need overload "<" -- template< typename T > inline bool is_closeEnough( T a_, T b_, T threshold_ )noexcept{ return ((a_ < b_) ? ((b_-a_) < threshold_) : ((a_-b_) < threshold_)); } inline bool is_closeEnough( const glm::dvec2 &a_, const glm::dvec2 &b_, double step_=0.01 )noexcept{ return ( (std::abs(a_.x - b_.x) <= step_) && (std::abs(a_.y - b_.y) <= step_) ); } /* =========================================================== * rotate_vec * ----------------------------------------------------------- * 将向量 beVec_ 沿0点旋转一个角度, 角度就是 rotateVec_ 与 x轴正方向的夹角 * 返回旋转后的 向量 */ /* inline glm::dvec2 rotate_vec( const glm::dvec2 &beVec_, const glm::dvec2 &rotateVec_ ) noexcept { tprAssert( !((rotateVec_.x==0.0) && (rotateVec_.y==0.0)) ); glm::dvec2 n = glm::normalize( rotateVec_ ); const glm::dvec2 &t = beVec_; //- mutex return glm::dvec2 { (n.x * t.x) - (n.y * t.y), (n.y * t.x) + (n.x * t.y) }; } */ /* =========================================================== * calc_innVec * ----------------------------------------------------------- * 计算 目标向量 beVec_ 在 基向量 baseVec_ 体内的 向量值 * 旋转 基向量,使其躺平到 x轴,对齐与 0 点 * 返回新坐标系中的 目标向量值(向量长度不变) */ inline glm::dvec2 calc_innVec( const glm::dvec2 &baseVec_, const glm::dvec2 &beVec_ ) noexcept { tprAssert( !((baseVec_.x==0.0) && (baseVec_.y==0.0)) ); glm::dvec2 n = glm::normalize( baseVec_ ); const glm::dvec2 &t = beVec_; //- mutex return glm::dvec2 { (n.x * t.x) + (n.y * t.y), -(n.y * t.x) + (n.x * t.y) }; //- 注意,要使用反向角度的 矩阵 } //- 四舍五入 inline double tprRound( double num_ ){ return (num_>0.0) ? floor( num_ + 0.5 ) : ceil( num_ - 0.5 ); } inline float tprRound( float num_ ){ return (num_>0.0f) ? floor( num_ + 0.5f ) : ceil( num_ - 0.5f ); } inline glm::dvec2 tprRound( const glm::dvec2 &v_ ){ return glm::dvec2{ tprRound(v_.x), tprRound(v_.y) }; } // 基于 uWeight,生成一个 (0.0, 1.0) 的小数随机数 inline double calc_uWeight_fractValue( size_t uWeight ){ double rd = static_cast<double>(uWeight) / 3.173; double integer {}; // 不会被使用 double fract = modf(rd, &integer); // (0.0, 0.1) return fract; } #endif
turesnake/tprPixelGames
src/Engine/resource/esrc_all.h
/* * ========================= esrc_all.h ========================== * -- tpr -- * CREATE -- 2019.04.19 * MODIFY -- * ---------------------------------------------------------- * 全部 esrc_xxx.h 文件 * 目前仅用于 main.cpp 文件 * ---------------------------- */ #ifndef TPR_ESRC_ALL_H #define TPR_ESRC_ALL_H //-------------------- Engine --------------------// #include "esrc_animFrameSet.h" #include "esrc_behaviour.h" #include "esrc_camera.h" #include "esrc_canvas.h" #include "esrc_chunk.h" #include "esrc_coordinate.h" #include "esrc_job_chunk.h" #include "esrc_job_ecoObj.h" #include "esrc_colorTableSet.h" #include "esrc_ecoSysPlan.h" #include "esrc_ecoObj.h" #include "esrc_ecoObjMemState.h" #include "esrc_field.h" #include "esrc_gameArchive.h" #include "esrc_gameObj.h" #include "esrc_gameSeed.h" #include "esrc_jobQue.h" #include "esrc_player.h" #include "esrc_renderPool.h" #include "esrc_shader.h" #include "esrc_thread.h" #include "esrc_time.h" #include "esrc_uniformBlockObj.h" #include "esrc_VAOVBO.h" #include "esrc_window.h" #endif
turesnake/tprPixelGames
src/Engine/sys/prepare.h
<filename>src/Engine/sys/prepare.h /* * ========================= prepare.h ========================== * -- tpr -- * CREATE -- 2019.05.23 * MODIFY -- * ---------------------------------------------------------- * main 函数 的前期 准备工作 * ---------------------------- */ #ifndef TPR_PREPARE_H #define TPR_PREPARE_H void prepare( char *exeDirPath_ ); #endif
turesnake/tprPixelGames
src/Engine/color/colorTableId.h
/* * ======================= colorTableId.h ========================== * -- tpr -- * CREATE -- 2019.09.023 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_COLOR_TABLE_ID_H #define TPR_COLOR_TABLE_ID_H //------------------- CPP --------------------// #include <cstdint> // uint8_t #include <string> using colorTableId_t = uint32_t; // 暂不适合用 hash 来生成id // 此id 肩负 vector idx 的职责 extern const colorTableId_t NilColorTableId; //-- never reach #endif
turesnake/tprPixelGames
src/Engine/random/PerlinNoise1D.h
/* * ========================= PerlinNoise1D.h ========================== * -- tpr -- * CREATE -- 2018.12.03 * MODIFY -- * ---------------------------------------------------------- * Perlin Noise 2D 简易版 * Perlin Noise Next * ---------------------------- */ #ifndef TPR_PERLIN_NOISE_1D_H #define TPR_PERLIN_NOISE_1D_H #include "random.h" //--- glm - 0.9.9.5 --- #include "glm_no_warnings.h" //------------------- CPP --------------------// #include <cstdint> // uint8_t //------------------- Engine --------------------// #include "tprAssert.h" //-- 一个 二维版的 perlin noise 曲线 -- // 用法: // PerlinNoise1D perlin { freq_, ampl_ }; // perlin.init( seed_ ); // int y = perlin.get_y( x_ ); //- 通过x获得对应的y值。 class PerlinNoise1D{ public: PerlinNoise1D( float freq_ = 1.0f, float ampl_ = 1.0f ): freq(freq_), ampl(ampl_), isInit( false ) {} inline void init()noexcept{ //- use auto seed seed = get_new_seed(); isInit = true; } inline void init( uint32_t seed_ )noexcept{ //- use param seed seed = seed_; isInit = true; } //-- 主功能,传入 perlin曲线的 x值,获得对应的 y值 -- inline float get_y( float x_ )noexcept{ tprAssert( isInit == true );//- 确保 调用者执行 init 函数 x_ *= freq; float i = glm::floor( x_ ); //- 取 x_ 的整数部分 float f = glm::fract( x_ ); //- 取 x_ 的小数部分 float u = f * f * ( 3.0 - 2.0 * f ); //- 三次多项式 取代 glm::smoothstep() float y = glm::mix( pseudo_rand( i ), pseudo_rand( i + 1 ), u ); y *= ampl; //------ return y; } //-- 手动 更新 seed -- inline void set_seed( uint32_t seed_ )noexcept{ seed = seed_; } //-- 自动分配 新seed 值 -- inline void set_seed_auto()noexcept{ seed = get_new_seed(); } //-- 手动更新 频率 和 振幅 -- inline void set_freq( float freq_ )noexcept{ freq = freq_; } //-- 手动更新 频率 和 振幅 -- inline void set_ampl( float ampl_ )noexcept{ ampl = ampl_; } private: //-- 一个恒定不变的 伪随机数 序列 -- //- 通过不同的 整形x //- 访问这个 序列上的 不同 y值 [ 0.0f, 1.0f ] inline float pseudo_rand( int intX_ )noexcept{ engine.seed( seed ); engine.discard( intX_ ); //- 前进n个状态 return di(engine); } //======== vals ========// uint32_t seed {}; //- 一个 perlin 实例, 需要一个稳定不变的种子。 std::default_random_engine engine; //- 随机数引擎,默认初始状态 std::uniform_real_distribution<float> di { 0.0f, 1.0f }; //- 分布器 float freq {}; //- 频率 float ampl {}; //- 振幅 bool isInit {}; //- 检查 是否执行 init }; //-- 针对 perlin noise 曲线 的一种 "特殊但常用" 的方法 -- // 本class 将 perlin 的访问自动化 // 本class 自己维护一个 时快时慢的 x, // 并自动将 下一个位置的 x 对应的 y 返回给调用者。 class PerlinNoise1DNext{ public: PerlinNoise1DNext( float freq_, float ampl_ ) { pn_main.set_freq( freq_ ); pn_main.set_ampl( ampl_ ); } inline void init()noexcept{ pn_step.init(); pn_main.init(); } //-- 主功能 -- // 按照一个 时快时慢的速度访问 perlin 曲线上的值 // 进而获得一个 更加随机的 曲线 y值 inline float next()noexcept{ xstep += 1.0f; x += pn_step.get_y( xstep ); return pn_main.get_y( x ); } private: PerlinNoise1D pn_step { 0.03f, 1.0f }; PerlinNoise1D pn_main {}; //- 主perlin float x {0.0f}; //- 遍历 pn_main 的光标。 float xstep {0.0f}; //- 遍历 pn_step 的光标 }; #endif
turesnake/tprPixelGames
src/Engine/animFrameSet/load_and_divide_png.h
<filename>src/Engine/animFrameSet/load_and_divide_png.h<gh_stars>100-1000 /* * =================== load_and_divide_png.h ================= * -- tpr -- * CREATE -- 2019.05.06 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_LOAD_AND_DIVIDE_PNG_H #define TPR_LOAD_AND_DIVIDE_PNG_H #include "pch.h" //------------------- Engine --------------------// #include "RGBA.h" IntVec2 load_and_divide_png(const std::string &path_, IntVec2 frameNum_, size_t totalFrameNum_, std::vector< std::vector<RGBA>> &frame_data_ary_ ); #endif
turesnake/tprPixelGames
src/Engine/tools/NineDirection.h
<filename>src/Engine/tools/NineDirection.h /* * ===================== NineDirection.h ========================== * -- tpr -- * CREATE -- 2018.12.26 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_NINE_DIRECTION_H #define TPR_NINE_DIRECTION_H //--- glm - 0.9.9.5 --- #include "glm_no_warnings.h" //-------------------- CPP --------------------// #include <string> //-------------------- Engine --------------------// #include "tprAssert.h" #include "tprCast.h" #include "IntVec.h" enum class NineDirection{ Center = 0, //- same as No_Direction Left = 1, LeftTop = 2, Top = 3, RightTop = 4, Right = 5, RightBottom = 6, Bottom = 7, LeftBottom = 8 }; extern size_t nineDirectionSize; inline NineDirection intVec2_2_nineDirection( IntVec2 v_ ) noexcept { if( v_.y < 0 ){ if( v_.x<0 ){ return NineDirection::LeftBottom; }else if( v_.x==0 ){ return NineDirection::Bottom; }else{ return NineDirection::RightBottom; } }else if( v_.y == 0 ){ if( v_.x<0 ){ return NineDirection::Left; }else if( v_.x==0 ){ return NineDirection::Center; }else{ return NineDirection::Right; } }else{ if( v_.x<0 ){ return NineDirection::LeftTop; }else if( v_.x==0 ){ return NineDirection::Top; }else{ return NineDirection::RightTop; } } } inline NineDirection dpos_2_nineDirection( const glm::dvec2 &v_ ) noexcept { if( v_.y < 0.0 ){ if( v_.x<0.0 ){ return NineDirection::LeftBottom; }else if( v_.x==0.0 ){ return NineDirection::Bottom; }else{ return NineDirection::RightBottom; } }else if( v_.y == 0.0 ){ if( v_.x<0.0 ){ return NineDirection::Left; }else if( v_.x==0.0 ){ return NineDirection::Center; }else{ return NineDirection::Right; } }else{ if( v_.x<0.0 ){ return NineDirection::LeftTop; }else if( v_.x==0.0 ){ return NineDirection::Top; }else{ return NineDirection::RightTop; } } } inline NineDirection idx_2_nineDirection( size_t idx_ )noexcept{ switch (idx_){ case 0: return NineDirection::Center; case 1: return NineDirection::Left; case 2: return NineDirection::LeftTop; case 3: return NineDirection::Top; case 4: return NineDirection::RightTop; case 5: return NineDirection::Right; case 6: return NineDirection::RightBottom; case 7: return NineDirection::Bottom; case 8: return NineDirection::LeftBottom; default: tprAssert(0); return NineDirection::Center; // never reach } } //-- 不包含 Center -- // param: randUVal_ [0, 9999] inline NineDirection apply_a_random_direction_without_mid( size_t randUVal_ )noexcept{ size_t idx = (randUVal_ + 590179) % (nineDirectionSize-1); idx++; // 不含 0 return idx_2_nineDirection(idx); } //---- only used for debug ----// std::string nineDirection_2_str( NineDirection dir_ )noexcept; NineDirection str_2_nineDirection( const std::string &str_ )noexcept; inline IntVec2 nineDirection_2_mposOff( NineDirection dir_ )noexcept{ switch (dir_){ case NineDirection::Center: return IntVec2{ 0, 0 }; case NineDirection::Left: return IntVec2{ -1, 0 }; case NineDirection::LeftTop: return IntVec2{ -1, 1 }; case NineDirection::Top: return IntVec2{ 0, 1 }; case NineDirection::RightTop: return IntVec2{ 1, 1 }; case NineDirection::Right: return IntVec2{ 1, 0 }; case NineDirection::RightBottom: return IntVec2{ 1, -1 }; case NineDirection::Bottom: return IntVec2{ 0, -1 }; case NineDirection::LeftBottom: return IntVec2{ -1, -1 }; default: tprAssert(0); return IntVec2{}; // never reach } } //-返回的 dvec2 仅仅表达一个 方向,并不是 单位向量 inline glm::dvec2 nineDirection_2_dVec2( NineDirection dir_ )noexcept{ switch (dir_){ case NineDirection::Center: return glm::dvec2{ 0.0, 0.0 }; case NineDirection::Left: return glm::dvec2{ -1.0, 0.0 }; case NineDirection::LeftTop: return glm::dvec2{ -1.0, 1.0 }; case NineDirection::Top: return glm::dvec2{ 0.0, 1.0 }; case NineDirection::RightTop: return glm::dvec2{ 1.0, 1.0 }; case NineDirection::Right: return glm::dvec2{ 1.0, 0.0 }; case NineDirection::RightBottom: return glm::dvec2{ 1.0, -1.0 }; case NineDirection::Bottom: return glm::dvec2{ 0.0, -1.0 }; case NineDirection::LeftBottom: return glm::dvec2{ -1.0, -1.0 }; default: tprAssert(0); return glm::dvec2{ 0.0, 0.0 }; // never reach } } //- 是否为 斜向 方向 inline bool is_diagonalDir( NineDirection dir_ )noexcept{ switch (dir_){ case NineDirection::LeftTop: case NineDirection::RightTop: case NineDirection::RightBottom: case NineDirection::LeftBottom: return true; case NineDirection::Center: case NineDirection::Left: case NineDirection::Right: case NineDirection::Top: case NineDirection::Bottom: return false; default: tprAssert(0); return false; // never reach } } #endif
turesnake/tprPixelGames
src/Engine/shaderProgram/ShaderType.h
/* * ========================= ShaderType.h ========================== * -- tpr -- * CREATE -- 2019.09.23 * MODIFY -- * ---------------------------------------------------------- */ #ifndef TPR_SHADER_TYPE_H #define TPR_SHADER_TYPE_H #include <string> enum class ShaderType{ Shadow, //--- Ground, BioSoupBase, BioSoupParticle, //--- OriginColor, UnifiedColor, GroundColor, //--- PlayerGoCircle, //-- gos -- }; std::string shaderType_2_str( ShaderType type_ )noexcept; ShaderType str_2_shaderType( const std::string &str_ )noexcept; #endif
turesnake/tprPixelGames
src/Engine/UI/UIAnchor.h
/* * ======================= UIAnchor.h ======================== * -- tpr -- * 创建 -- 2019.08.28 * 修改 -- * ---------------------------------------------------------- * based on ViewingBox::gameSZ * a point used in UI sys * --------- */ #ifndef TPR_UI_ANCHOR_H #define TPR_UI_ANCHOR_H //--- glm - 0.9.9.5 --- #include "glm_no_warnings.h" //-------------------- Engine --------------------// #include "ViewingBox.h" #include "tprAssert.h" class UIAnchor{ public: //- often used in GameObj class. init() will be delay UIAnchor() = default; //- often used to create a single instance. UIAnchor( const glm::dvec2 &basePointProportion_, // [-1.0,1.0] const glm::dvec2 &offDPos_ ): basePointProportion(basePointProportion_), offDPos(offDPos_) { this->check_basePointProportion( basePointProportion_ ); this->init( basePointProportion_, offDPos_ ); } //--- 基于一个 基点,做一个偏移,计算出 本点的 currentDPos //- param_1: window 上的 比例点[-1.0,1.0],此为偏移 基点 //- param_2: 绝对偏移值,可写零 void init( const glm::dvec2 &basePointProportion_, // [-1.0,1.0] const glm::dvec2 &offDPos_ )noexcept{ this->check_basePointProportion( basePointProportion_ ); glm::dvec2 basePointDPos { static_cast<double>(ViewingBox::gameSZ.x) * 0.5 * basePointProportion_.x, static_cast<double>(ViewingBox::gameSZ.y) * 0.5 * basePointProportion_.y }; this->currentDPos = basePointDPos + offDPos_; } //----- set -----// inline void set_alti( double alti_ )noexcept{ this->alti = alti_; } inline void accum_dpos( const glm::dvec2 &addDPos_ )noexcept{ this->currentDPos += addDPos_; } //----- get -----// inline const glm::dvec2 &get_dpos() const noexcept{ return this->currentDPos; } inline double get_alti()const noexcept{ return this->alti; } inline const glm::dvec2 &get_basePointProportion() const noexcept{ return this->basePointProportion; } inline const glm::dvec2 &get_offDPos() const noexcept{ return this->offDPos; } private: inline void check_basePointProportion( const glm::dvec2 &basePointProportion_ )noexcept{ tprAssert( (basePointProportion_.x>=-1.0) && (basePointProportion_.x<=1.0) && (basePointProportion_.y>=-1.0) && (basePointProportion_.y<=1.0) ); } //---- vals -----// glm::dvec2 currentDPos {}; //- base on window_center. double alti {}; //- 腾空高度。 //-- glm::dvec2 basePointProportion {}; // 将 window 看成一张 [-1.0,1.0] 的坐标图 // 想要定位一个 uigo,就要先确定一个 basePoint (基于以上坐标系的一个值) // 最常用的有 中心点,四角点 和 四边中点 glm::dvec2 offDPos {}; // 在 basePointProportion 基础上, // 再累加一个 像素偏移值 // 以此获得,最终的 uigo 坐标值 }; #endif
turesnake/tprPixelGames
src/Engine/actionSwitch/ActionSwitchType.h
/* * ========================= ActionSwitchType.h ========================== * -- tpr -- * CREATE -- 2019.02.01 * MODIFY -- * ---------------------------------------------------------- * 这个文件 应该放到 script 层 * ---------------------------- */ #ifndef TPR_ACTION_SWITCH_TYPE_H #define TPR_ACTION_SWITCH_TYPE_H //------------------- CPP --------------------// #include <cstdint> // uint8_t //-- 如果 元素数量超过 64个,就需要修改 相关内容 // 千万不能 自定义 元素的值。应该让元素的值按照持续,被自动分配(从0开始增长) // 元素值将被转换为 idx,用来访问 bitMap enum class ActionSwitchType : uint32_t{ //--- move ----// Idle=0, //- 移动中途 停留 时的动画(树木的待机也算) Move=1, //- 泛指移动,其实有很多种类: walk, run, fly // 留给 具象go类 自己去分配 //BeCollide_From_Left, //- 受到来自左侧的碰撞后,播放的动画 //BeCollide_From_Right, //- 受到来自右侧的碰撞后,播放的动画 //... Burn, // fire selfRotate, //- 仅被 PlayerGoCircle 使用 tmp ButtonState_1, //- tmp ButtonState_2, //- tmp }; #endif
turesnake/tprPixelGames
src/Engine/resource/esrc_ecoObjMemState.h
<filename>src/Engine/resource/esrc_ecoObjMemState.h /* * ================== esrc_ecoObjMemState.h ========================== * -- tpr -- * CREATE -- 2019.11.29 * MODIFY -- * ---------------------------------------------------------- * only included by esrc_ecoObj.h */ #ifndef TPR_ESRC_ECO_OBJ_MEM_STATE_H #define TPR_ESRC_ECO_OBJ_MEM_STATE_H //-------------------- CPP --------------------// #include <utility> //-------------------- Engine --------------------// #include "sectionKey.h" #include "IntVec.h" #include "EcoObjMemState.h" namespace esrc {//------------------ namespace: esrc -------------------------// void init_ecoObjMemStates()noexcept; EcoObjMemState get_ecoObjMemState( sectionKey_t ecoObjKey_ )noexcept; void insert_ecoObjKey_2_onCreating( sectionKey_t ecoObjKey_ )noexcept; void move_ecoObjKey_from_onCreating_2_active( sectionKey_t ecoObjKey_ )noexcept; void move_ecoObjKey_from_active_2_onReleasing( sectionKey_t ecoObjKey_ )noexcept; void erase_ecoObjKey_from_onReleasing( sectionKey_t ecoObjKey_ )noexcept; }//---------------------- namespace: esrc -------------------------// #endif
turesnake/tprPixelGames
src/Engine/move/SpeedLevel.h
<reponame>turesnake/tprPixelGames<gh_stars>100-1000 /* * ========================= SpeedLevel.h ========================== * -- tpr -- * CREATE -- 2019.01.13 * MODIFY -- * ---------------------------------------------------------- * only for GameObj::move * ---------------------------- */ #ifndef TPR_SPEED_LEVEL_H #define TPR_SPEED_LEVEL_H //--- glm - 0.9.9.5 --- #include "glm_no_warnings.h" //------------------- CPP --------------------// #include <vector> //------------------- Engine --------------------// #include "tprAssert.h" #include "config.h" //-- 18 level -- enum class SpeedLevel : int { LV_0 = 0, //- no speed LV_1, //- low LV_2, LV_3, LV_4, LV_5, LV_6, LV_7, LV_8, LV_9, LV_10, LV_11, LV_12, LV_13, LV_14, LV_15, LV_16, LV_17, LV_18, LV_19 //- highest speed for crawl mode,can't faster than 1mapEnt/1frame }; inline size_t speedLevel_2_size_t( SpeedLevel lvl_ )noexcept{ return static_cast<size_t>(lvl_); } //-- 60HZ 时,一帧的 fpos 速度 extern const std::vector<double> speedTable; inline SpeedLevel int_2_SpeedLevel( int num_ )noexcept{ switch(num_){ case 0: return SpeedLevel::LV_0; case 1: return SpeedLevel::LV_1; case 2: return SpeedLevel::LV_2; case 3: return SpeedLevel::LV_3; case 4: return SpeedLevel::LV_4; case 5: return SpeedLevel::LV_5; case 6: return SpeedLevel::LV_6; case 7: return SpeedLevel::LV_7; case 8: return SpeedLevel::LV_8; case 9: return SpeedLevel::LV_9; case 10: return SpeedLevel::LV_10; case 11: return SpeedLevel::LV_11; case 12: return SpeedLevel::LV_12; case 13: return SpeedLevel::LV_13; case 14: return SpeedLevel::LV_14; case 15: return SpeedLevel::LV_15; case 16: return SpeedLevel::LV_16; case 17: return SpeedLevel::LV_17; case 18: return SpeedLevel::LV_18; case 19: return SpeedLevel::LV_19; default: tprAssert(0); return SpeedLevel::LV_0; //- never reach } } inline double SpeedLevel_2_val( SpeedLevel lvl_ )noexcept{ return speedTable.at( speedLevel_2_size_t(lvl_) ); } inline SpeedLevel calc_higher_speedLvl( SpeedLevel lvl_ )noexcept{ switch (lvl_){ case SpeedLevel::LV_0: return SpeedLevel::LV_1; case SpeedLevel::LV_1: return SpeedLevel::LV_2; case SpeedLevel::LV_2: return SpeedLevel::LV_3; case SpeedLevel::LV_3: return SpeedLevel::LV_4; case SpeedLevel::LV_4: return SpeedLevel::LV_5; case SpeedLevel::LV_5: return SpeedLevel::LV_6; case SpeedLevel::LV_6: return SpeedLevel::LV_7; case SpeedLevel::LV_7: return SpeedLevel::LV_8; case SpeedLevel::LV_8: return SpeedLevel::LV_9; case SpeedLevel::LV_9: return SpeedLevel::LV_10; case SpeedLevel::LV_10: return SpeedLevel::LV_11; case SpeedLevel::LV_11: return SpeedLevel::LV_12; case SpeedLevel::LV_12: return SpeedLevel::LV_13; case SpeedLevel::LV_13: return SpeedLevel::LV_14; case SpeedLevel::LV_14: return SpeedLevel::LV_15; case SpeedLevel::LV_15: return SpeedLevel::LV_16; case SpeedLevel::LV_16: return SpeedLevel::LV_17; case SpeedLevel::LV_17: return SpeedLevel::LV_18; case SpeedLevel::LV_18: return SpeedLevel::LV_19; case SpeedLevel::LV_19: return SpeedLevel::LV_19; // no change default: tprAssert(0); return SpeedLevel::LV_0; //- never reach } } inline SpeedLevel calc_lower_speedLvl( SpeedLevel lvl_ )noexcept{ switch (lvl_){ case SpeedLevel::LV_0: return SpeedLevel::LV_0; // no change case SpeedLevel::LV_1: return SpeedLevel::LV_0; case SpeedLevel::LV_2: return SpeedLevel::LV_1; case SpeedLevel::LV_3: return SpeedLevel::LV_2; case SpeedLevel::LV_4: return SpeedLevel::LV_3; case SpeedLevel::LV_5: return SpeedLevel::LV_4; case SpeedLevel::LV_6: return SpeedLevel::LV_5; case SpeedLevel::LV_7: return SpeedLevel::LV_6; case SpeedLevel::LV_8: return SpeedLevel::LV_7; case SpeedLevel::LV_9: return SpeedLevel::LV_8; case SpeedLevel::LV_10: return SpeedLevel::LV_9; case SpeedLevel::LV_11: return SpeedLevel::LV_10; case SpeedLevel::LV_12: return SpeedLevel::LV_11; case SpeedLevel::LV_13: return SpeedLevel::LV_12; case SpeedLevel::LV_14: return SpeedLevel::LV_13; case SpeedLevel::LV_15: return SpeedLevel::LV_14; case SpeedLevel::LV_16: return SpeedLevel::LV_15; case SpeedLevel::LV_17: return SpeedLevel::LV_16; case SpeedLevel::LV_18: return SpeedLevel::LV_17; case SpeedLevel::LV_19: return SpeedLevel::LV_18; default: tprAssert(0); return SpeedLevel::LV_0; //- never reach } } inline glm::dvec2 limit_moveSpeed( const glm::dvec2 &speedV_ )noexcept{ // Avoid Radical Sign / 避免开根号 -- double moveLen = speedV_.x*speedV_.x + speedV_.y*speedV_.y; if( moveLen < PIXES_PER_MAPENT_D * PIXES_PER_MAPENT_D ){ return speedV_; } //-- max legal speed vec -- return glm::normalize(speedV_) * SpeedLevel_2_val(SpeedLevel::LV_19); } #endif