module: change state to avoid undefined, remove global allocator
Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
parent
5dbf9ece3b
commit
cf883f5544
11 changed files with 271 additions and 222 deletions
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@ -17,6 +17,8 @@ const Vec3 = math.Vec3;
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const Mat3x3 = math.Mat3x3;
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const Mat4x4 = math.Mat4x4;
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var gpa = std.heap.GeneralPurposeAllocator(.{}){};
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timer: mach.Timer,
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player: mach.ecs.EntityID,
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direction: Vec2 = vec2(0, 0),
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@ -28,6 +30,7 @@ texts: usize,
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rand: std.rand.DefaultPrng,
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time: f32,
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style1: mach.ecs.EntityID,
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allocator: std.mem.Allocator,
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const d0 = 0.000001;
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@ -101,7 +104,8 @@ fn init(
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// TODO: better storage mechanism for this
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// TODO: this is a leak
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const styles = try engine.allocator.alloc(mach.ecs.EntityID, 3);
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const allocator = gpa.allocator();
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const styles = try allocator.alloc(mach.ecs.EntityID, 3);
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styles[0] = style1;
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styles[1] = style2;
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styles[2] = style3;
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@ -113,7 +117,7 @@ fn init(
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}});
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engine.dispatchNoError(); // TODO: no dispatch in user code
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game.state = .{
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game.init(.{
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.timer = try mach.Timer.start(),
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.spawn_timer = try mach.Timer.start(),
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.player = player,
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@ -123,7 +127,8 @@ fn init(
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.rand = std.rand.DefaultPrng.init(1337),
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.time = 0,
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.style1 = style1,
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};
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.allocator = allocator,
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});
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}
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fn deinit(engine: *mach.Engine.Mod) !void {
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@ -137,8 +142,8 @@ fn tick(
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) !void {
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// TODO(engine): event polling should occur in mach.Engine module and get fired as ECS events.
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var iter = core.pollEvents();
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var direction = game.state.direction;
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var spawning = game.state.spawning;
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var direction = game.state().direction;
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var spawning = game.state().spawning;
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while (iter.next()) |event| {
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switch (event) {
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.key_press => |ev| {
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@ -165,18 +170,18 @@ fn tick(
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else => {},
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}
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}
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game.state.direction = direction;
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game.state.spawning = spawning;
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game.state().direction = direction;
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game.state().spawning = spawning;
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var player_transform = text_mod.get(game.state.player, .transform).?;
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var player_transform = text_mod.get(game.state().player, .transform).?;
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var player_pos = player_transform.translation().divScalar(upscale);
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if (spawning and game.state.spawn_timer.read() > 1.0 / 60.0) {
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if (spawning and game.state().spawn_timer.read() > 1.0 / 60.0) {
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// Spawn new entities
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_ = game.state.spawn_timer.lap();
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_ = game.state().spawn_timer.lap();
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for (0..1) |_| {
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var new_pos = player_pos;
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new_pos.v[0] += game.state.rand.random().floatNorm(f32) * 25;
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new_pos.v[1] += game.state.rand.random().floatNorm(f32) * 25;
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new_pos.v[0] += game.state().rand.random().floatNorm(f32) * 25;
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new_pos.v[1] += game.state().rand.random().floatNorm(f32) * 25;
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const new_entity = try engine.newEntity();
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try text_mod.set(new_entity, .pipeline, @intFromEnum(Pipeline.default));
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@ -184,17 +189,17 @@ fn tick(
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// TODO: better storage mechanism for this
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// TODO: this is a leak
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const styles = try engine.allocator.alloc(mach.ecs.EntityID, 1);
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styles[0] = game.state.style1;
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const styles = try game.state().allocator.alloc(mach.ecs.EntityID, 1);
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styles[0] = game.state().style1;
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try text_mod.set(new_entity, .text, text2);
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try text_mod.set(new_entity, .style, styles);
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game.state.texts += 1;
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game.state().texts += 1;
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}
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}
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// Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate.
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const delta_time = game.state.timer.lap();
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const delta_time = game.state().timer.lap();
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// Rotate entities
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var archetypes_iter = engine.entities.query(.{ .all = &.{
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@ -211,8 +216,8 @@ fn tick(
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// transform = transform.mul(&Mat4x4.translate(location));
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var transform = Mat4x4.ident;
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transform = transform.mul(&Mat4x4.translate(location));
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transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state.time));
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transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state.time / 2.0), 0.5)));
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transform = transform.mul(&Mat4x4.rotateZ(2 * math.pi * game.state().time));
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transform = transform.mul(&Mat4x4.scaleScalar(@min(math.cos(game.state().time / 2.0), 0.5)));
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// TODO: .set() API is substantially slower due to internals
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// try text_mod.set(id, .transform, transform);
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@ -225,7 +230,7 @@ fn tick(
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const speed = 200.0 / upscale;
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player_pos.v[0] += direction.x() * speed * delta_time;
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player_pos.v[1] += direction.y() * speed * delta_time;
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try text_mod.set(game.state.player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
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try text_mod.set(game.state().player, .transform, Mat4x4.scaleScalar(upscale).mul(&Mat4x4.translate(player_pos)));
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text_mod.send(.updated, .{@intFromEnum(Pipeline.default)});
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// Perform pre-render work
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@ -238,11 +243,11 @@ fn tick(
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engine.send(.present, .{}); // Present the frame
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// Every second, update the window title with the FPS
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if (game.state.fps_timer.read() >= 1.0) {
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try core.printTitle("gfx.Text example [ FPS: {d} ] [ Texts: {d} ]", .{ game.state.frame_count, game.state.texts });
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game.state.fps_timer.reset();
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game.state.frame_count = 0;
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if (game.state().fps_timer.read() >= 1.0) {
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try core.printTitle("gfx.Text example [ FPS: {d} ] [ Texts: {d} ]", .{ game.state().frame_count, game.state().texts });
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game.state().fps_timer.reset();
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game.state().frame_count = 0;
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}
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game.state.frame_count += 1;
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game.state.time += delta_time;
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game.state().frame_count += 1;
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game.state().time += delta_time;
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}
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