const std = @import("std"); const mach = @import("mach"); const ecs = mach.ecs; const core = mach.core; const math = mach.math; const Renderer = @import("Renderer.zig"); const vec3 = math.vec3; const vec2 = math.vec2; const Vec2 = math.Vec2; const Vec3 = math.Vec3; timer: mach.Timer, player: ecs.EntityID, direction: Vec2 = vec2(0, 0), spawning: bool = false, spawn_timer: mach.Timer, pub const components = .{ .{ .name = .follower, .type = void }, }; pub const events = .{ .{ .global = .init, .handler = init }, .{ .global = .tick, .handler = tick }, }; // Each module must have a globally unique name declared, it is impossible to use two modules with // the same name in a program. To avoid name conflicts, we follow naming conventions: // // 1. `.mach` and the `.mach_foobar` namespace is reserved for Mach itself and the modules it // provides. // 2. Single-word names like `.renderer`, `.game`, etc. are reserved for the application itself. // 3. Libraries which provide modules MUST be prefixed with an "owner" name, e.g. `.ziglibs_imgui` // instead of `.imgui`. We encourage using e.g. your GitHub name, as these must be globally // unique. // pub const name = .game; pub const Mod = mach.Mod(@This()); // TODO(engine): remove need for returning an error here fn init( engine: *mach.Engine.Mod, renderer: *Renderer.Mod, game: *Mod, ) !void { // The Mach .core is where we set window options, etc. core.setTitle("Hello, ECS!"); // We can create entities, and set components on them. Note that components live in a module // namespace, e.g. the `.renderer` module could have a 3D `.location` component with a different // type than the `.physics2d` module's `.location` component if you desire. const player = try engine.newEntity(); try renderer.set(player, .location, vec3(0, 0, 0)); try renderer.set(player, .scale, 1.0); game.state = .{ .timer = try mach.Timer.start(), .spawn_timer = try mach.Timer.start(), .player = player, }; } // TODO(engine): remove need for returning an error here fn tick( engine: *mach.Engine.Mod, renderer: *Renderer.Mod, game: *Mod, ) !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; while (iter.next()) |event| { switch (event) { .key_press => |ev| { switch (ev.key) { .left => direction.v[0] -= 1, .right => direction.v[0] += 1, .up => direction.v[1] += 1, .down => direction.v[1] -= 1, .space => spawning = true, else => {}, } }, .key_release => |ev| { switch (ev.key) { .left => direction.v[0] += 1, .right => direction.v[0] -= 1, .up => direction.v[1] -= 1, .down => direction.v[1] += 1, .space => spawning = false, else => {}, } }, .close => engine.send(.exit, .{}), else => {}, } } game.state.direction = direction; game.state.spawning = spawning; var player_pos = renderer.get(game.state.player, .location).?; if (spawning and game.state.spawn_timer.read() > 1.0 / 60.0) { for (0..10) |_| { // Spawn a new follower entity _ = game.state.spawn_timer.lap(); const new_entity = try engine.newEntity(); try game.set(new_entity, .follower, {}); try renderer.set(new_entity, .location, player_pos); try renderer.set(new_entity, .scale, 1.0 / 6.0); } } // Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate. const delta_time = game.state.timer.lap(); // Move following entities closer to us. var archetypes_iter = engine.entities.query(.{ .all = &.{ .{ .game = &.{.follower} }, } }); while (archetypes_iter.next()) |archetype| { const ids = archetype.slice(.entity, .id); const locations = archetype.slice(.renderer, .location); for (ids, locations) |id, location| { // Avoid other follower entities by moving away from them if they are close to us. const close_dist = 1.0 / 15.0; var avoidance = Vec3.splat(0); var avoidance_div: f32 = 1.0; var archetypes_iter_2 = engine.entities.query(.{ .all = &.{ .{ .game = &.{.follower} }, } }); while (archetypes_iter_2.next()) |archetype_2| { const other_ids = archetype_2.slice(.entity, .id); const other_locations = archetype_2.slice(.renderer, .location); for (other_ids, other_locations) |other_id, other_location| { if (id == other_id) continue; if (location.dist(&other_location) < close_dist) { avoidance = avoidance.sub(&location.dir(&other_location, 0.0000001)); avoidance_div += 1.0; } } } // Avoid the player var avoid_player_multiplier: f32 = 1.0; if (location.dist(&player_pos) < close_dist * 6.0) { avoidance = avoidance.sub(&location.dir(&player_pos, 0.0000001)); avoidance_div += 1.0; avoid_player_multiplier = 4.0; } // Move away from things we want to avoid const move_speed = 1.0 * delta_time; var new_location = location.add(&avoidance.divScalar(avoidance_div).mulScalar(move_speed * avoid_player_multiplier)); // Move towards the center new_location = new_location.lerp(&vec3(0, 0, 0), move_speed / avoidance_div); try renderer.set(id, .location, new_location); } } // Calculate the player position, by moving in the direction the player wants to go // by the speed amount. const speed = 1.0; player_pos.v[0] += direction.x() * speed * delta_time; player_pos.v[1] += direction.y() * speed * delta_time; try renderer.set(game.state.player, .location, player_pos); }