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cb9508a4b6
Author | SHA1 | Date |
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cb9508a4b6 | |
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10d48c1d70 | |
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8645bbd963 | |
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add592afd2 |
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@ -4,3 +4,4 @@ release/
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web/
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compile_commands.json
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.gdb_history
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heaptrack.*
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@ -34,10 +34,9 @@ add_executable(${PROJECT_NAME}
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main.c
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)
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if (NOT EMSCRIPTEN)
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target_compile_options(${PROJECT_NAME} PRIVATE -fsanitize=address -gdwarf-4)
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target_link_options(${PROJECT_NAME} PRIVATE -fsanitize=address -gdwarf-4)
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endif ()
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# Use Heaptrack to profile the main application
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# Do not compile in ASAN
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target_include_directories(${PROJECT_NAME}
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PRIVATE
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${CMAKE_CURRENT_LIST_DIR}
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18
README.md
18
README.md
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@ -11,13 +11,13 @@ The goal of the project is to make a game similar to Hannah and The Pirate Caves
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## Implementation Notes
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As mentioned, this is mostly a learning experience, so certain things are implemented for the sake of learning. However, there are certain things that I didn't bother with because dealing with them will open up another can of worms. Either that or I find it too large of a feature to implement on my own without hating my existance. For these, I will use libraries.
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As this point of time (23/11/2023), these are the things I won't bother for now:
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As this point of time (24/08/2024), these are the things I won't bother for now:
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- Game rendering: I remember dealing with OpenGL for a little bit and it being a not-so-pleasant experience. This is also a large topic on its own too.
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- Camera System: This is an interesting one. I would really like to implement this. However, this is sort of tied to game rendering, so no.
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- Windows and raw input handling: Not keen on this.
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- GUI: I'm not about to roll my own GUI library for this.
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- GUI: I'm not about to roll my own GUI library for this. I'll do a lite version, but that's about it.
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- Data structures: Will only do it for specific reasons. Otherwise, use a library.
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- Level editor: ... no. This is more towards GUI design which I'm not currently keen on.
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- Level editor: ... maybe. I already have a sandbox, so maybe I can turn that into an editor lite??? Won't think too much about it for now.
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Libraries/Tools used:
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- _raylib_ \[[link](https://github.com/raysan5/raylib)\] + _raygui_ \[[link](https://github.com/raysan5/raygui)\]: MVP of this project. Basically the backbone of the game. I've use it for some past projects and it's always a pleasant experience. Can recommend!
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@ -29,14 +29,16 @@ Libraries/Tools used:
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- _LDtk_ \[[link](https://ldtk.io/)\]: A nice level editor. I haven't use it to its fullest extent, but definitely having a good experience so far.
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- _Aseprite_ \[[link](https://www.aseprite.org/)\]: Used it to create sprites. Good tool!
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- _Emscripten_ \[[link](https://emscripten.org/)\]: For web build. It's really a marvel of technology!
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- _heaptrack_ \[[link](https://github.com/KDE/heaptrack)\]: For heap profiling. Simple and straightforward to use.
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## Progress
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The engine features:
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- An Entity-Component framework with an Entity Manager + memory pool that is specific for this project
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- AABB collision system + Grid-based Broad phase collision detection
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- Scene management and transition
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- Scene tree management and transition
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- Assets management and sprite transition
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- Simple level loading
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- Simple Particle effects management
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Current progress:
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- Simple main menu + sandbox scene
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@ -47,7 +49,6 @@ Current progress:
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- Chest and Level Ending
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- Arrows and dynamites
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- Water filling
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- Simple Particle Effects
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- Sound Effects
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- Simple Camera Update System
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- Demo level pack loading
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@ -68,5 +69,12 @@ You may also turn off `BUILD_TESTING` to avoid building the tests.
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There are also other binaries generated for testing purposes. Feel free to try them out if you manage to build them.
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## Debugging && Profiling
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All binaries except the _main_ one are built with ASAN, which helps to detect memory leakage.
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_Heaptrack_ is used to do so for the main program to keep for memory leakage + heap usage. From my experience, it doesn't work with ASAN.
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I'm looking for runtime profiler. Current candidates are: _Orbit_ and _tracey_. For small-ish gameplay, the program still runs fine.
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## Note on assets
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This repository will not contain the assets used in the game, such as fonts, art, and sfx. However, the program should still run without those. Assets are placed in the _res/_ directory.
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@ -150,13 +150,20 @@ void update_sfx_list(GameEngine_t* engine)
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engine->sfx_list.played_sfx = 0;
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}
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void init_scene(Scene_t* scene, action_func_t action_func)
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void init_scene(Scene_t* scene, action_func_t action_func, uint32_t subsystem_init)
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{
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sc_map_init_64(&scene->action_map, 32, 0);
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sc_array_init(&scene->systems);
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init_entity_manager(&scene->ent_manager);
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init_particle_system(&scene->part_sys);
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if (subsystem_init & ENABLE_ENTITY_MANAGEMENT_SYSTEM)
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{
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init_entity_manager(&scene->ent_manager);
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}
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if (subsystem_init & ENABLE_PARTICLE_SYSTEM)
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{
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init_particle_system(&scene->part_sys);
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}
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scene->subsystem_init = subsystem_init;
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//scene->scene_type = scene_type;
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scene->layers.n_layers = 0;
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scene->bg_colour = WHITE;
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@ -184,8 +191,16 @@ void free_scene(Scene_t* scene)
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{
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UnloadRenderTexture(scene->layers.render_layers[i].layer_tex);
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}
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free_entity_manager(&scene->ent_manager);
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deinit_particle_system(&scene->part_sys);
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if (scene->subsystem_init & ENABLE_ENTITY_MANAGEMENT_SYSTEM)
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{
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free_entity_manager(&scene->ent_manager);
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}
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if (scene->subsystem_init & ENABLE_PARTICLE_SYSTEM)
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{
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deinit_particle_system(&scene->part_sys);
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}
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}
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inline void update_scene(Scene_t* scene, float delta_time)
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@ -198,7 +213,10 @@ inline void update_scene(Scene_t* scene, float delta_time)
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{
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sys(scene);
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}
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update_particle_system(&scene->part_sys, scene->delta_time);
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if (scene->subsystem_init & ENABLE_PARTICLE_SYSTEM)
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{
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update_particle_system(&scene->part_sys, scene->delta_time);
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}
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}
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static void _internal_render_scene(Scene_t* scene)
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@ -60,6 +60,7 @@ typedef struct SceneRenderLayers {
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struct Scene {
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// Not all scene needs an entity manager
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// but too late to change this
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uint32_t subsystem_init;
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EntityManager_t ent_manager;
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Scene_t* parent_scene;
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struct sc_map_64 action_map; // key -> actions
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@ -99,7 +100,10 @@ extern void update_scene(Scene_t* scene, float delta_time);
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extern void render_scene(Scene_t* scene);
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extern void do_action(Scene_t* scene, ActionType_t action, bool pressed);
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void init_scene(Scene_t* scene, action_func_t action_func);
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//void init_scene(Scene_t* scene, action_func_t action_func);
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#define ENABLE_ENTITY_MANAGEMENT_SYSTEM (1)
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#define ENABLE_PARTICLE_SYSTEM (1 << 1)
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void init_scene(Scene_t* scene, action_func_t action_func, uint32_t subsystem_init);
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bool add_scene_layer(Scene_t* scene, int width, int height, Rectangle render_area);
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void free_scene(Scene_t* scene);
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void add_child_scene(GameEngine_t* engine, unsigned int child_idx, unsigned int parent_idx);
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@ -109,7 +109,7 @@ int main(void)
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for (uint8_t i = 0; i < 6; ++i)
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{
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scenes[i] = &dummy_scenes[i].scene;
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init_scene(&dummy_scenes[i].scene, &level_do_action);
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init_scene(&dummy_scenes[i].scene, &level_do_action, 0);
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dummy_scenes[i].scene.engine = &engine;
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dummy_scenes[i].number = i;
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add_scene_layer(
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@ -1146,7 +1146,7 @@ static void at_level_complete(Scene_t* scene)
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void init_sandbox_scene(LevelScene_t* scene)
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{
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init_scene(&scene->scene, &level_do_action);
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init_scene(&scene->scene, &level_do_action, ENABLE_ENTITY_MANAGEMENT_SYSTEM | ENABLE_PARTICLE_SYSTEM);
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init_entity_tag_map(&scene->scene.ent_manager, PLAYER_ENT_TAG, 4);
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init_entity_tag_map(&scene->scene.ent_manager, BOULDER_ENT_TAG, MAX_COMP_POOL_SIZE);
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init_entity_tag_map(&scene->scene.ent_manager, LEVEL_END_TAG, 16);
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@ -478,7 +478,7 @@ static void at_level_complete(Scene_t* scene)
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void init_game_scene(LevelScene_t* scene)
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{
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init_scene(&scene->scene, &level_do_action);
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init_scene(&scene->scene, &level_do_action, ENABLE_ENTITY_MANAGEMENT_SYSTEM | ENABLE_PARTICLE_SYSTEM);
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init_entity_tag_map(&scene->scene.ent_manager, PLAYER_ENT_TAG, 4);
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init_entity_tag_map(&scene->scene.ent_manager, BOULDER_ENT_TAG, MAX_COMP_POOL_SIZE);
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init_entity_tag_map(&scene->scene.ent_manager, LEVEL_END_TAG, 16);
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@ -1,8 +1,12 @@
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#include "game_systems.h"
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#include "particle_sys.h"
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#include "scene_impl.h"
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#include "ent_impl.h"
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#include "particle_sys.h"
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#include "AABB.h"
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#include "EC.h"
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#include "constants.h"
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#include <stdio.h>
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@ -48,8 +52,8 @@ static inline void destroy_tile(LevelSceneData_t* lvl_data, unsigned int tile_id
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.spr = spr,
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.config = get_emitter_conf(&scene->engine->assets, "pe_burst"),
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.position = {
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.x = tile_idx % tilemap.width * tilemap.tile_size + tilemap.tile_size / 2,
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.y = tile_idx / tilemap.width * tilemap.tile_size + tilemap.tile_size / 2,
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.x = tile_idx % tilemap.width * tilemap.tile_size + (tilemap.tile_size >> 1),
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.y = tile_idx / tilemap.width * tilemap.tile_size + (tilemap.tile_size >> 1),
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},
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.n_particles = 5,
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.user_data = CONTAINER_OF(lvl_data, LevelScene_t, data),
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@ -71,6 +75,7 @@ static bool check_collision_and_move(
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SolidType_t other_solid
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)
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{
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// TODO: Need some NULL checks to be more robust
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CTransform_t* p_ct = get_component(ent, CTRANSFORM_COMP_T);
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CBBox_t* p_bbox = get_component(ent, CBBOX_COMP_T);
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Vector2 overlap = {0,0};
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@ -149,24 +154,14 @@ collision_end:
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return overlap_mode > 0;
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}
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void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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static void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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{
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/* Use the helper function to remove any entity
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* This is because some components may have deinit steps
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* This function will also take care of the tilemap collision handling
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* */
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Vector2 half_size = {0,0};
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CBBox_t* p_bbox = get_component(p_ent, CBBOX_COMP_T);
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if (p_bbox != NULL)
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{
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half_size = p_bbox->half_size;
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}
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CEmitter_t* p_emitter = get_component(p_ent, CEMITTER_T);
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if (p_emitter != NULL)
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{
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unload_emitter_handle(&scene->part_sys, p_emitter->handle);
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}
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if (p_ent->m_tag == BOULDER_ENT_TAG)
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{
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@ -236,7 +231,7 @@ void destroy_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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play_sfx(scene->engine, ARROW_DESTROY_SFX);
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}
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remove_entity_from_tilemap(&scene->ent_manager, tilemap, p_ent);
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clear_an_entity(scene, tilemap, p_ent);
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}
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void check_player_dead_system(Scene_t* scene)
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@ -564,7 +559,6 @@ void player_crushing_system(Scene_t* scene)
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Entity_t* p_player;
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sc_map_foreach_value(&scene->ent_manager.entities_map[PLAYER_ENT_TAG], p_player)
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{
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// TODO: Use BBox for crushing check only if not noclip
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CBBox_t* p_bbox = get_component(p_player, CBBOX_COMP_T);
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uint8_t edges = check_bbox_edges(
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@ -104,7 +104,7 @@ static void level_select_do_action(Scene_t* scene, ActionType_t action, bool pre
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#define SCROLL_TOTAL_HEIGHT 800
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void init_level_select_scene(LevelSelectScene_t* scene)
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{
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init_scene(&scene->scene, &level_select_do_action);
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init_scene(&scene->scene, &level_select_do_action, 0);
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add_scene_layer(
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&scene->scene, 400, 800,
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(Rectangle){START_X, START_Y, 400, 800}
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@ -138,7 +138,7 @@ static void gui_loop(Scene_t* scene)
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void init_menu_scene(MenuScene_t* scene)
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{
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init_scene(&scene->scene, &menu_do_action);
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init_scene(&scene->scene, &menu_do_action, 0);
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sc_array_add(&scene->scene.systems, &gui_loop);
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sc_array_add(&scene->scene.systems, &menu_scene_render_func);
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@ -94,6 +94,7 @@ void free_game_scene(LevelScene_t* scene);
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void init_sandbox_scene(LevelScene_t* scene);
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void free_sandbox_scene(LevelScene_t* scene);
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void init_level_scene_data(LevelSceneData_t* data, uint32_t max_tiles, Tile_t* tiles, Rectangle view_zone);
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void clear_an_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent);
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void clear_all_game_entities(LevelScene_t* scene);
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void term_level_scene_data(LevelSceneData_t* data);
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void reload_level_tilemap(LevelScene_t* scene);
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@ -53,22 +53,37 @@ void term_level_scene_data(LevelSceneData_t* data)
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}
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}
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void clear_an_entity(Scene_t* scene, TileGrid_t* tilemap, Entity_t* p_ent)
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{
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/* Use the helper function to remove any entity
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* This is because some components may have deinit steps
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* This function will also take care of the tilemap collision handling
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* */
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CEmitter_t* p_emitter = get_component(p_ent, CEMITTER_T);
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if (p_emitter != NULL)
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{
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unload_emitter_handle(&scene->part_sys, p_emitter->handle);
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}
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if (get_component(p_ent, CWATERRUNNER_T)!= NULL)
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{
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free_water_runner(p_ent, &scene->ent_manager);
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}
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remove_entity_from_tilemap(&scene->ent_manager, tilemap, p_ent);
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}
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void clear_all_game_entities(LevelScene_t* scene)
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{
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Entity_t* ent;
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sc_map_foreach_value(&scene->scene.ent_manager.entities, ent)
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{
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CWaterRunner_t* p_crunner = get_component(ent, CWATERRUNNER_T);
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if (p_crunner != NULL)
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{
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free_water_runner(ent, &scene->scene.ent_manager);
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}
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CEmitter_t* p_emitter = get_component(ent, CEMITTER_T);
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if (p_emitter != NULL)
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{
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unload_emitter_handle(&scene->scene.part_sys, p_emitter->handle);
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}
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clear_an_entity(&scene->scene, &scene->data.tilemap, ent);
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}
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// This is unnecessary as the first pass should clear everything
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// For now, leave it in. This is not expected to call all the time
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// so not too bad
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clear_entity_manager(&scene->scene.ent_manager);
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for (size_t i = 0; i < scene->data.tilemap.n_tiles;i++)
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{
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|
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@ -400,7 +400,7 @@ int main(void)
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LevelScene_t scene;
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scene.scene.engine = &engine;
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init_scene(&scene.scene, &level_do_action);
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init_scene(&scene.scene, &level_do_action, ENABLE_ENTITY_MANAGEMENT_SYSTEM);
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init_entity_tag_map(&scene.scene.ent_manager, PLAYER_ENT_TAG, 4);
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init_entity_tag_map(&scene.scene.ent_manager, DYNMEM_ENT_TAG, 16);
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init_level_scene_data(
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|
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Reference in New Issue