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