module: change state to avoid undefined, remove global allocator

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-04-05 17:05:48 -07:00 committed by Stephen Gutekanst
parent 5dbf9ece3b
commit cf883f5544
11 changed files with 271 additions and 222 deletions

View file

@ -60,7 +60,7 @@ fn init(
core.setTitle("gfx.Sprite example");
// Tell sprite_mod to use the texture
const texture = text_mod.state.texture;
const texture = text_mod.state().texture;
sprite_mod.send(.init_pipeline, .{Sprite.PipelineOptions{
.pipeline = @intFromEnum(Pipeline.text),
.texture = texture,
@ -71,7 +71,7 @@ fn init(
// type than the `.physics2d` module's `.location` component if you desire.
engine.dispatchNoError(); // TODO: no dispatch in user code
const r = text_mod.state.regions.get('?').?;
const r = text_mod.state().regions.get('?').?;
const player = try engine.newEntity();
try sprite_mod.set(player, .transform, Mat4x4.translate(vec3(-0.02, 0, 0)));
try sprite_mod.set(player, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
@ -79,7 +79,7 @@ fn init(
try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.text));
sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)});
game.state = .{
game.init(.{
.timer = try mach.Timer.start(),
.spawn_timer = try mach.Timer.start(),
.player = player,
@ -88,7 +88,7 @@ fn init(
.sprites = 0,
.rand = std.rand.DefaultPrng.init(1337),
.time = 0,
};
});
}
fn tick(
@ -99,8 +99,8 @@ fn tick(
) !void {
// TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events.
var iter = core.pollEvents();
var direction = game.state.direction;
var spawning = game.state.spawning;
var direction = game.state().direction;
var spawning = game.state().spawning;
while (iter.next()) |event| {
switch (event) {
.key_press => |ev| {
@ -127,33 +127,33 @@ fn tick(
else => {},
}
}
game.state.direction = direction;
game.state.spawning = spawning;
game.state().direction = direction;
game.state().spawning = spawning;
var player_transform = sprite_mod.get(game.state.player, .transform).?;
var player_transform = sprite_mod.get(game.state().player, .transform).?;
var player_pos = player_transform.translation();
if (!spawning and game.state.spawn_timer.read() > 1.0 / 60.0) {
if (!spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
// Spawn new entities
_ = game.state.spawn_timer.lap();
_ = game.state().spawn_timer.lap();
for (0..50) |_| {
var new_pos = player_pos;
new_pos.v[0] += game.state.rand.random().floatNorm(f32) * 25;
new_pos.v[1] += game.state.rand.random().floatNorm(f32) * 25;
new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 25;
new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
const rand_index = game.state.rand.random().intRangeAtMost(usize, 0, text_mod.state.regions.count() - 1);
const r = text_mod.state.regions.entries.get(rand_index).value;
const rand_index = game.state().rand.random().intRangeAtMost(usize, 0, text_mod.state().regions.count() - 1);
const r = text_mod.state().regions.entries.get(rand_index).value;
const new_entity = try engine.newEntity();
try sprite_mod.set(new_entity, .transform, Mat4x4.translate(new_pos).mul(&Mat4x4.scaleScalar(0.3)));
try sprite_mod.set(new_entity, .size, vec2(@floatFromInt(r.width), @floatFromInt(r.height)));
try sprite_mod.set(new_entity, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y))));
try sprite_mod.set(new_entity, .pipeline, @intFromEnum(Pipeline.text));
game.state.sprites += 1;
game.state().sprites += 1;
}
}
// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
const delta_time = game.state.timer.lap();
const delta_time = game.state().timer.lap();
// Animate entities
var archetypes_iter = engine.entities.query(.{ .all = &.{
@ -166,15 +166,15 @@ fn tick(
var location = old_transform.translation();
if (location.x() < -@as(f32, @floatFromInt(core.size().width)) / 1.5 or location.x() > @as(f32, @floatFromInt(core.size().width)) / 1.5 or location.y() < -@as(f32, @floatFromInt(core.size().height)) / 1.5 or location.y() > @as(f32, @floatFromInt(core.size().height)) / 1.5) {
try engine.entities.remove(id);
game.state.sprites -= 1;
game.state().sprites -= 1;
continue;
}
var transform = Mat4x4.ident;
transform = transform.mul(&Mat4x4.scale(Vec3.splat(1.0 + (0.2 * delta_time))));
transform = transform.mul(&Mat4x4.translate(location));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state.time));
transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(game.state.time / 2.0), 0.2))));
transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state().time));
transform = transform.mul(&Mat4x4.scale(Vec3.splat(@max(math.cos(game.state().time / 2.0), 0.2))));
// TODO: .set() API is substantially slower due to internals
// try sprite_mod.set(id, .transform, transform);
@ -190,7 +190,7 @@ fn tick(
player_transform = Mat4x4.translate(player_pos).mul(
&Mat4x4.scale(Vec3.splat(1.0)),
);
try sprite_mod.set(game.state.player, .transform, player_transform);
try sprite_mod.set(game.state().player, .transform, player_transform);
sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)});
@ -204,11 +204,11 @@ fn tick(
engine.send(.present, .{}); // Present the frame
// Every second, update the window title with the FPS
if (game.state.fps_timer.read() >= 1.0) {
try core.printTitle("gfx.Sprite example [ FPS: {d} ] [ Sprites: {d} ]", .{ game.state.frame_count, game.state.sprites });
game.state.fps_timer.reset();
game.state.frame_count = 0;
if (game.state().fps_timer.read() >= 1.0) {
try core.printTitle("gfx.Sprite example [ FPS: {d} ] [ Sprites: {d} ]", .{ game.state().frame_count, game.state().sprites });
game.state().fps_timer.reset();
game.state().frame_count = 0;
}
game.state.frame_count += 1;
game.state.time += delta_time;
game.state().frame_count += 1;
game.state().time += delta_time;
}