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8 Commits

Author SHA1 Message Date
PoliEcho d24f097223 attampt at adding zoom 2025-02-19 16:48:08 +01:00
PoliEcho d3cb22a278 change debuging 2025-02-19 11:21:43 +01:00
PoliEcho efecc44a52 better angle precision 2025-02-19 11:20:48 +01:00
PoliEcho 4dd53284ca increase world size 2025-02-19 11:19:41 +01:00
PoliEcho 32dd6dfce7 FIX Central_position metod 2025-02-19 10:28:20 +01:00
PoliEcho 99e637fc8b removed trash 2025-02-18 20:21:35 +01:00
PoliEcho 73a7be3f43 add debug 2025-02-18 15:51:00 +01:00
PoliEcho 2dfcc72343 refactor & angle fix 2025-02-18 15:23:34 +01:00
12 changed files with 317 additions and 113 deletions
+5 -5
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@@ -1,11 +1,11 @@
{
"ships": [
{
"ship": {
"destroyer": {
"texture": "assets/entities/ships/destroyer.svg",
"width": 58,
"height": 512
"height": 512,
"speed": 250
}
}
]
}
}

Before

Width:  |  Height:  |  Size: 69 KiB

After

Width:  |  Height:  |  Size: 69 KiB

+22
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@@ -0,0 +1,22 @@
#ifndef RESET
#define RESET "\033[0m"
#define BLACK "\033[30m" /* Black */
#define RED "\033[31m" /* Red */
#define GREEN "\033[32m" /* Green */
#define YELLOW "\033[33m" /* Yellow */
#define BLUE "\033[34m" /* Blue */
#define MAGENTA "\033[35m" /* Magenta */
#define CYAN "\033[36m" /* Cyan */
#define WHITE "\033[37m" /* White */
#define BOLDBLACK "\033[1m\033[30m" /* Bold Black */
#define BOLDRED "\033[1m\033[31m" /* Bold Red */
#define BOLDGREEN "\033[1m\033[32m" /* Bold Green */
#define BOLDYELLOW "\033[1m\033[33m" /* Bold Yellow */
#define BOLDBLUE "\033[1m\033[34m" /* Bold Blue */
#define BOLDMAGENTA "\033[1m\033[35m" /* Bold Magenta */
#define BOLDCYAN "\033[1m\033[36m" /* Bold Cyan */
#define BOLDWHITE "\033[1m\033[37m" /* Bold White */
#endif
+10 -4
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@@ -1,7 +1,13 @@
#include <SDL3/SDL_stdinc.h>
constexpr int SCREEN_WIDTH = 800;
constexpr int SCREEN_HEIGHT = 600;
constexpr int WORLD_WIDTH = 1600;
constexpr int WORLD_HEIGHT = 1200;
#ifndef CONST_NS
#define CONST_NS
constexpr int SCREEN_WIDTH = 1600;
constexpr int SCREEN_HEIGHT = 1200;
constexpr int WORLD_WIDTH = 20000;
constexpr int WORLD_HEIGHT = 200000;
constexpr int TARGET_FPS = 60;
constexpr Uint64 TARGET_FRAME_TIME_NS = 1'000'000'000 / TARGET_FPS;
#endif
+63
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@@ -0,0 +1,63 @@
#include <errno.h>
#include <csignal>
#include "color.h"
#include <iostream>
#include "exitcleanup.hpp"
#include "types.hpp"
#include "main.hpp"
void SignalHandler(int code) {
switch (code) {
case SIGTERM:
std::cerr << "\nreceived SIGTERM exiting...\n";
break;
case SIGINT:
std::cerr << "\nreceived SIGINT exiting...\n";
break;
case SIGQUIT:
std::cerr << "\nreceived SIGQUIT exiting...\n";
break;
case SIGHUP:
std::cerr << "\nreceived SIGHUP exiting...\n";
break;
case SIGSEGV:
std::cerr << "\nreceived SIGSEGV(segmentaiton fault) exiting...\nIf this "
"repeats please report it as a bug\n";
break;
}
try {
GeneralCleanUp(code);
} catch(...) {
std::cerr << RED"[ERROR]" << RESET" general cleanup error\n";
exit(errno);
}
}
void GeneralCleanUp(int code) {
for(Entity *entity : loaded_entities) {
try {
SDL_DestroyTexture(entity->texture);
} catch(...) {
std::cerr << RED"[ERROR]" << RESET" failed to destroy texture of entity\nentity address:" << YELLOW << entity << RESET"\n";
}
}
try {
SDL_DestroyWindow(main_sdl_session.window);
} catch(...) {
std::cerr << RED"[ERROR]" << RESET" failed to destroy window\n";
}
try{
SDL_DestroyRenderer(main_sdl_session.renderer);
} catch(...) {
std::cerr << RED"[ERROR]" << RESET" failed to destroy renderer\n";
}
try {
SDL_Quit();
} catch (...) {
std::cerr << RED"[ERROR]" << RESET" failed to quit sdl\n";
}
exit(code);
}
+4
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@@ -0,0 +1,4 @@
#ifndef EC_NS
#define EC_NS
void GeneralCleanUp(int code = 0);
#endif
-23
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@@ -1,23 +0,0 @@
#include "types.hpp"
#include <fstream>
#include <nlohmann/json.hpp>
#include <string>
using json = nlohmann::json;
void load_entity(Entity &entity, std::string type, std::string name) {
try {
std::ifstream entitiesF("assets/entities.json");
json entities = json::parse(entitiesF);
} catch (const json::parse_error &e) {
std::cerr << "Parse error: " << e.what() << "\n";
exit(1);
} catch (const std::exception &e) {
std::cerr << "Error: " << e.what() << "\n";
exit(2);
}
}
+46
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@@ -0,0 +1,46 @@
#include "init.hpp"
#include "color.h"
#include "main.hpp"
#include <csignal>
#include <cstdlib>
#include <fstream>
#include <iostream>
#include <nlohmann/json.hpp>
#include <ostream>
#include <string>
using json = nlohmann::json;
void init_entity(Entity &entity, SDL_Renderer *renderer, std::string type,
std::string name) {
json entities;
try {
std::ifstream entitiesF("./assets/entities.json");
entities = json::parse(entitiesF);
} catch (const json::parse_error &e) {
std::cerr << "Parse error: " << e.what() << "\n";
exit(1);
} catch (const std::exception &e) {
std::cerr << "Error: " << e.what() << "\n";
exit(2);
}
loaded_entities.push_back(&entity);
std::clog << entities[type];
entity.texture = IMG_LoadTexture(
renderer, entities[type][name]["texture"].get<std::string>().c_str());
if (entity.texture == NULL) {
std::cerr << "\n" << RED "[ERROR]" << RESET " failed to load texture\n";
exit(ENOENT);
}
entity.srcRect = {0, 0, entities[type][name]["width"].get<int>(),
entities[type][name]["height"].get<int>()};
entity.speed = entities[type][name]["speed"].get<float>();
entity.gotoT = false;
}
+8
View File
@@ -0,0 +1,8 @@
#include "types.hpp"
#ifndef IN_NS
#define IN_NS
void init_entity(Entity &entity, SDL_Renderer *renderer,std::string type, std::string name);
#endif
+85 -44
View File
@@ -1,30 +1,37 @@
#include "exitcleanup.hpp"
#include "init.hpp"
#include "types.hpp"
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#include <cmath>
#include <csignal>
#include <iostream>
#include <vector>
#include <ctime>
#include <iomanip>
#define destroyer_width 58
#define destroyer_height 512
std::vector<Entity *> loaded_entities;
sdl_session main_sdl_session;
int main() {
SDL_Init(SDL_INIT_VIDEO);
SDL_Window *window =
main_sdl_session.window =
SDL_CreateWindow("Naval Swarm", SCREEN_WIDTH, SCREEN_HEIGHT, 0);
SDL_Renderer *renderer = SDL_CreateRenderer(window, "gpu,vulcan");
SDL_Renderer *renderer =
SDL_CreateRenderer(main_sdl_session.window, "gpu,vulcan");
// Load textures
SDL_Texture *spriteSheet = IMG_LoadTexture(renderer, "assets/destroyer.svg");
SDL_Texture *bgTexture = IMG_LoadTexture(renderer, "assets/background.png");
// Initialize player
Entity destroyer;
destroyer.texture = spriteSheet;
destroyer.set_offset(destroyer_width / 2, destroyer_height / 2);
destroyer.position() = {WORLD_WIDTH / 2.0f, WORLD_HEIGHT / 2.0f, 58.0f,
512.0f};
destroyer.srcRect = {0, 0, destroyer_width,
destroyer_height}; // Static source rectangle
destroyer.angle = 0;
init_entity(destroyer, renderer, "ship", "destroyer");
destroyer.position = {WORLD_WIDTH / 2.0f, WORLD_HEIGHT / 2.0f,
static_cast<float>(destroyer.srcRect.w),
static_cast<float>(destroyer.srcRect.h)};
// Initialize camera
Camera camera;
@@ -32,22 +39,40 @@ int main() {
Uint64 lastFrameTime = SDL_GetTicksNS();
float deltaTime = 0.0f;
time_t start_time = std::time(nullptr);
while (running) {
const Uint64 frameStart = SDL_GetTicksNS();
// Event handling
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_EVENT_QUIT)
if (event.type == SDL_EVENT_QUIT) {
running = false;
}
if (event.type == SDL_EVENT_MOUSE_WHEEL) {
float zoom_factor = (event.wheel.y > 0) ? 0.9f : 1.1f;
camera.view.w *= zoom_factor;
camera.view.h *= zoom_factor;
// Zoom towards mouse position
SDL_FPoint mouse_world_pos = {
camera.view.x + event.wheel.mouse_x,
camera.view.y + event.wheel.mouse_y
};
camera.view.x = mouse_world_pos.x - (event.wheel.mouse_x * zoom_factor);
camera.view.y = mouse_world_pos.y - (event.wheel.mouse_y * zoom_factor);
}
if (event.type == SDL_EVENT_MOUSE_BUTTON_DOWN) {
// Check specific button (e.g., left mouse button)
if (event.button.button == SDL_BUTTON_LEFT) {
printf("Left mouse clicked at (%.1f, %.1f)\nCamera position: (%.1f, "
"%.1f)\nTarget position: (%.1f, %.1f)\n",
event.button.x, event.button.y, camera.view.x, camera.view.y,
camera.view.x + event.button.x,
camera.view.y + event.button.y);
std::clog << "Left mouse clicked at ("
<< std::fixed << std::setprecision(1) << event.button.x << ", " << event.button.y << ")\n"
<< "Camera position: (" << camera.view.x << ", " << camera.view.y << ")\n"
<< "Target position: (" << (camera.view.x + event.button.x) << ", "
<< (camera.view.y + event.button.y) << ")\ntime since start: " << (std::time(nullptr) - start_time) << "\n";
destroyer.Tposition.x = camera.view.x + event.button.x;
destroyer.Tposition.y = camera.view.y + event.button.y;
destroyer.gotoT = true;
@@ -65,6 +90,16 @@ int main() {
lastToggle = SDL_GetTicks();
}
//DEBUG
if (keystate[SDL_SCANCODE_B] && (SDL_GetTicks() - lastToggle > 200)) {
std::clog << "x: " << destroyer.position.x << " y: " << destroyer.position.y << "\n";
}
if (keystate[SDL_SCANCODE_O] && (SDL_GetTicks() - lastToggle > 200)) {
destroyer.position.x = 0;
destroyer.position.y = 0;
}
// Player movement
int moveX = keystate[SDL_SCANCODE_RIGHT] - keystate[SDL_SCANCODE_LEFT];
int moveY = keystate[SDL_SCANCODE_DOWN] - keystate[SDL_SCANCODE_UP];
@@ -107,14 +142,16 @@ int main() {
}
float step = destroyer.speed * deltaTime;
destroyer.position().x += (float)moveX * step;
destroyer.position().y += (float)moveY * step;
destroyer.position.x += (float)moveX * step;
destroyer.position.y += (float)moveY * step;
if (destroyer.gotoT) {
float dx = destroyer.Tposition.x - destroyer.position().x;
float dy = destroyer.Tposition.y - destroyer.position().y;
float dx = destroyer.Tposition.x - destroyer.Central_position().x;
float dy = destroyer.Tposition.y - destroyer.Central_position().y;
destroyer.angle = std::atan2(dy, dx) * 180 / M_PI;
if(dx != 0 && dy != 0) {
destroyer.angle = std::atan2(dy, dx) * 180 / M_PI + 90;
}
float distance = std::sqrt(dx * dx + dy * dy);
if (distance > 0) {
@@ -122,11 +159,12 @@ int main() {
dy /= distance;
if (distance <= step) {
destroyer.position().x = destroyer.Tposition.x;
destroyer.position().y = destroyer.Tposition.y;
destroyer.Central_position(destroyer.Tposition.x,
destroyer.Tposition.y);
} else {
destroyer.position().x += dx * step;
destroyer.position().y += dy * step;
destroyer.position.x += dx * step;
destroyer.position.y += dy * step;
}
} else {
@@ -134,12 +172,15 @@ int main() {
}
}
// Camera movement
// Camera handling
camera.view.w = SCREEN_WIDTH / camera.zoom;
camera.view.h = SCREEN_HEIGHT / camera.zoom;
if (camera.followPlayer) {
float targetX = destroyer.position().x + destroyer.position().w / 2 -
camera.view.w / 2;
float targetY = destroyer.position().y + destroyer.position().h / 2 -
camera.view.h / 2;
float targetX =
destroyer.position.x + destroyer.position.w / 2 - camera.view.w / 2;
float targetY =
destroyer.position.y + destroyer.position.h / 2 - camera.view.h / 2;
camera.view.x += (targetX - camera.view.x) * camera.smoothness;
camera.view.y += (targetY - camera.view.y) * camera.smoothness;
} else {
@@ -150,13 +191,15 @@ int main() {
}
// World bounds
destroyer.position().x = SDL_clamp(destroyer.position().x, 0.0f,
WORLD_WIDTH - destroyer.position().w);
destroyer.position().y = SDL_clamp(destroyer.position().y, 0.0f,
WORLD_HEIGHT - destroyer.position().h);
destroyer.position.x = SDL_clamp(destroyer.position.x, 0.0f,
WORLD_WIDTH - destroyer.position.w);
destroyer.position.y = SDL_clamp(destroyer.position.y, 0.0f,
WORLD_HEIGHT - destroyer.position.h);
camera.view.w = SDL_clamp(camera.view.w, SCREEN_WIDTH * camera.zoom, SCREEN_WIDTH * 4.0f);
camera.view.h = SDL_clamp(camera.view.h,SCREEN_HEIGHT * camera.zoom,SCREEN_HEIGHT * 4.0f);
camera.view.x = SDL_clamp(camera.view.x, 0.0f, WORLD_WIDTH - camera.view.w);
camera.view.y =
SDL_clamp(camera.view.y, 0.0f, WORLD_HEIGHT - camera.view.h);
camera.view.y = SDL_clamp(camera.view.y, 0.0f, WORLD_HEIGHT - camera.view.h);
// ANIMATION HERE
@@ -174,9 +217,9 @@ int main() {
// Draw player (simplified without animation)
SDL_FRect srcFRect;
SDL_RectToFRect(&destroyer.srcRect, &srcFRect);
SDL_FRect destRect = {destroyer.position().x - camera.view.x,
destroyer.position().y - camera.view.y,
destroyer.position().w, destroyer.position().h};
SDL_FRect destRect = {destroyer.position.x - camera.view.x,
destroyer.position.y - camera.view.y,
destroyer.position.w, destroyer.position.h};
SDL_RenderTextureRotated(renderer, destroyer.texture, &srcFRect, &destRect,
destroyer.angle, nullptr, SDL_FLIP_NONE);
@@ -196,10 +239,8 @@ int main() {
}
// Cleanup
SDL_DestroyTexture(spriteSheet);
SDL_DestroyTexture(bgTexture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
GeneralCleanUp();
SDL_Quit();
return 0;
}
+10
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@@ -0,0 +1,10 @@
#include <vector>
#include "types.hpp"
#ifndef MAIN_NS
#define MAIN_NS
extern std::vector<Entity*> loaded_entities;
extern sdl_session main_sdl_session;
#endif
+57 -30
View File
@@ -2,36 +2,41 @@
#include <SDL3/SDL.h>
#include <SDL3_image/SDL_image.h>
#include <iostream>
#include <optional>
#include <cmath>
struct Angle360 {
#ifndef TYPES_NS
#define TYPES_NS
struct Angle {
private:
int value{0};
float value{0};
void normalize() {
value %= 360;
value = std::fmod(value, 360);
if (value < 0)
value += 360; // Handle negative values
}
public:
// Constructor
Angle360(int val = 0) : value(val) { normalize(); }
Angle(int val = 0) : value(val) { normalize(); }
// Assignment operator
Angle360 &operator=(int val) {
Angle &operator=(int val) {
value = val;
normalize();
return *this;
}
// Compound assignment
Angle360 &operator+=(int rhs) {
Angle &operator+=(int rhs) {
value += rhs;
normalize();
return *this;
}
Angle360 &operator-=(int rhs) {
Angle &operator-=(int rhs) {
value -= rhs;
normalize();
return *this;
@@ -41,42 +46,64 @@ public:
operator int() const { return value; }
// Stream output
friend std::ostream &operator<<(std::ostream &os, const Angle360 &a) {
friend std::ostream &operator<<(std::ostream &os, const Angle &a) {
return os << a.value;
}
};
struct basic_cords {
float x;
float y;
};
struct Entity {
private:
SDL_FRect m_position;
SDL_FPoint m_offset{0, 0}; // Default offset
public:
// Direct access reference with auto-sync
SDL_FRect &position() { return m_position; }
const SDL_FRect &position() const { return m_position; }
// Computed central position (always fresh)
SDL_FRect Central_position() const {
return {m_position.x + m_offset.x, m_position.y + m_offset.y, m_position.w,
m_position.h};
}
// Set offset values
void set_offset(float x, float y) { m_offset = {x, y}; }
// --- Existing members ---
SDL_FRect position;
SDL_FRect Tposition;
bool gotoT;
bool gotoT = false;
SDL_Texture *texture;
SDL_Rect srcRect;
float speed = 250.0f;
Angle360 angle;
float speed;
Angle angle = 0;
basic_cords Central_position(std::optional<float> x = std::nullopt,
std::optional<float> y = std::nullopt) {
if (x != std::nullopt) {
position.x = *x - position.w / 2;
}
if (y != std::nullopt) {
position.y = *y - position.h / 2;
}
return {position.x + position.w / 2, position.y + position.h / 2};
}
};
struct Camera {
SDL_FRect view = {0.0f, 0.0f, SCREEN_WIDTH, SCREEN_HEIGHT};
basic_cords Center_of_view(std::optional<float> x = std::nullopt,
std::optional<float> y = std::nullopt) {
if (x != std::nullopt) {
view.x = *x - view.w / 2;
}
if (y != std::nullopt) {
view.y = *y - view.h / 2;
}
return {view.x + view.w / 2, view.y + view.h / 2};
}
bool followPlayer = false;
float speed = 500.0f;
float smoothness = 0.1f;
float zoom = 1.0f;
float minZoom = 0.5f;
float maxZoom = 3.0f;
float zoomSpeed = 0.1f;
};
struct sdl_session {
SDL_Window *window;
SDL_Renderer *renderer;
};
#endif