const std = @import("std"); const mach = @import("mach"); const core = mach.core; const gpu = mach.gpu; const ecs = mach.ecs; const Sprite = mach.gfx.Sprite; const math = mach.math; const vec2 = math.vec2; const vec3 = math.vec3; const Vec2 = math.Vec2; const Vec3 = math.Vec3; const Mat3x3 = math.Mat3x3; const Mat4x4 = math.Mat4x4; const Text = @import("Text.zig"); timer: mach.Timer, player: mach.ecs.EntityID, direction: Vec2 = vec2(0, 0), spawning: bool = false, spawn_timer: mach.Timer, fps_timer: mach.Timer, frame_count: usize, sprites: usize, rand: std.rand.DefaultPrng, time: f32, const d0 = 0.000001; // 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 `.game` 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()); pub const global_events = .{ .init = .{ .handler = init }, .tick = .{ .handler = tick }, }; pub const Pipeline = enum(u32) { default, text, }; fn init( engine: *mach.Engine.Mod, sprite_mod: *Sprite.Mod, text_mod: *Text.Mod, game: *Mod, ) !void { // The Mach .core is where we set window options, etc. core.setTitle("gfx.Sprite example"); // Tell sprite_mod to use the texture const texture = text_mod.state.texture; sprite_mod.send(.init_pipeline, .{Sprite.PipelineOptions{ .pipeline = @intFromEnum(Pipeline.text), .texture = texture, }}); // We can create entities, and set components on them. Note that components live in a module // namespace, e.g. the `Sprite` module could have a 3D `.location` component with a different // 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 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))); try sprite_mod.set(player, .uv_transform, Mat3x3.translate(vec2(@floatFromInt(r.x), @floatFromInt(r.y)))); try sprite_mod.set(player, .pipeline, @intFromEnum(Pipeline.text)); sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)}); game.state = .{ .timer = try mach.Timer.start(), .spawn_timer = try mach.Timer.start(), .player = player, .fps_timer = try mach.Timer.start(), .frame_count = 0, .sprites = 0, .rand = std.rand.DefaultPrng.init(1337), .time = 0, }; } fn tick( engine: *mach.Engine.Mod, sprite_mod: *Sprite.Mod, text_mod: *Text.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_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) { // Spawn new entities _ = 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; 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; } } // Multiply by delta_time to ensure that movement is the same speed regardless of the frame rate. const delta_time = game.state.timer.lap(); // Animate entities var archetypes_iter = engine.entities.query(.{ .all = &.{ .{ .mach_gfx_sprite = &.{.transform} }, } }); while (archetypes_iter.next()) |archetype| { const ids = archetype.slice(.entity, .id); const transforms = archetype.slice(.mach_gfx_sprite, .transform); for (ids, transforms) |id, *old_transform| { 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; 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)))); // TODO: .set() API is substantially slower due to internals // try sprite_mod.set(id, .transform, transform); old_transform.* = transform; } } // Calculate the player position, by moving in the direction the player wants to go // by the speed amount. const speed = 200.0; player_pos.v[0] += direction.x() * speed * delta_time; player_pos.v[1] += direction.y() * speed * delta_time; player_transform = Mat4x4.translate(player_pos).mul( &Mat4x4.scale(Vec3.splat(1.0)), ); try sprite_mod.set(game.state.player, .transform, player_transform); sprite_mod.send(.updated, .{@intFromEnum(Pipeline.text)}); // Perform pre-render work sprite_mod.send(.pre_render, .{@intFromEnum(Pipeline.text)}); // Render a frame engine.send(.begin_pass, .{gpu.Color{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 }}); sprite_mod.send(.render, .{@intFromEnum(Pipeline.text)}); engine.send(.end_pass, .{}); 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; } game.state.frame_count += 1; game.state.time += delta_time; }