Browse Source

Revise game states

master
C. J. Howard 3 years ago
parent
commit
62273786e6
18 changed files with 654 additions and 625 deletions
  1. +1
    -0
      CMakeLists.txt
  2. +51
    -8
      src/application.cpp
  3. +24
    -4
      src/application.hpp
  4. +3
    -4
      src/debug/console-commands.cpp
  5. +4
    -5
      src/debug/console-commands.hpp
  6. +41
    -35
      src/game/bootloader.cpp
  7. +9
    -4
      src/game/context.hpp
  8. +268
    -0
      src/game/states/loading.cpp
  9. +15
    -18
      src/game/states/loading.hpp
  10. +25
    -26
      src/game/states/nuptial-flight.cpp
  11. +20
    -19
      src/game/states/nuptial-flight.hpp
  12. +0
    -401
      src/game/states/play-state.cpp
  13. +100
    -0
      src/game/states/play.cpp
  14. +17
    -8
      src/game/states/play.hpp
  15. +26
    -30
      src/game/states/splash.cpp
  16. +39
    -0
      src/game/states/splash.hpp
  17. +11
    -8
      src/game/states/states.hpp
  18. +0
    -55
      src/game/states/title-state.cpp

+ 1
- 0
CMakeLists.txt View File

@ -1,5 +1,6 @@
cmake_minimum_required(VERSION 3.7)
option(VERSION_STRING "Project version string" "0.0.0")
project(antkeeper VERSION ${VERSION_STRING} LANGUAGES CXX)

+ 51
- 8
src/application.cpp View File

@ -39,7 +39,8 @@
application::application():
closed(false),
exit_status(EXIT_SUCCESS),
state({nullptr, nullptr}),
current_state{std::string(), nullptr, nullptr},
queued_state{std::string(), nullptr, nullptr},
update_callback(nullptr),
render_callback(nullptr),
fullscreen(true),
@ -277,27 +278,69 @@ int application::execute(bootloader_type bootloader)
}
// Exit current state
change_state({nullptr, nullptr});
change_state({std::string(), nullptr, nullptr});
return exit_status;
}
void application::change_state(const state_type& next_state)
void application::change_state(const application::state& next_state)
{
// Exit current state
if (state[1])
if (current_state.exit)
{
state[1]();
logger->push_task("Exiting application state \"" + current_state.name + "\"");
try
{
current_state.exit();
}
catch (...)
{
logger->pop_task(EXIT_FAILURE);
throw;
}
logger->pop_task(EXIT_SUCCESS);
}
current_state = next_state;
// Enter next state
state = next_state;
if (state[0])
if (current_state.enter)
{
state[0]();
logger->push_task("Entering application state \"" + current_state.name + "\"");
try
{
current_state.enter();
}
catch (...)
{
logger->pop_task(EXIT_FAILURE);
throw;
}
logger->pop_task(EXIT_SUCCESS);
}
// Enter queued state (if any)
if (queued_state.enter != nullptr || queued_state.exit != nullptr)
{
// Make a copy of the queued state
application::state queued_state_copy = queued_state;
// Clear the queued state
queued_state = {std::string(), nullptr, nullptr};
// Enter the queued state
change_state(queued_state_copy);
}
}
void application::queue_state(const application::state& next_state)
{
queued_state = next_state;
logger->log("Queued application state \"" + queued_state.name + "\"");
}
std::shared_ptr<image> application::capture_frame() const
{
int w = viewport_dimensions[0];

+ 24
- 4
src/application.hpp View File

@ -49,7 +49,19 @@ namespace debug
class application
{
public:
typedef std::array<std::function<void()>, 2> state_type;
/// Application state type.
struct state
{
/// Name of the state.
std::string name;
/// State enter function.
std::function<void()> enter;
/// State exit function.
std::function<void()> exit;
};
typedef std::function<int(application*)> bootloader_type;
typedef std::function<void(double, double)> update_callback_type;
typedef std::function<void(double)> render_callback_type;
@ -83,9 +95,16 @@ public:
/**
* Changes the applications state, resulting in the execution of the current state's exit function (if any), followed by the new state's enter function (if any).
*
* @param state A pair of enter and exit functions, respectively, which define the state.
* @param next_state Next application state.
*/
void change_state(const application::state& next_state);
/**
* Queues the next applications state. This may be called from within a state's enter function.
*
* @param next_state Next application state.
*/
void change_state(const state_type& state);
void queue_state(const application::state& next_state);
/**
* Captures a screenshot of the most recently rendered frame.
@ -206,7 +225,8 @@ private:
bool closed;
int exit_status;
state_type state;
application::state current_state;
application::state queued_state;
update_callback_type update_callback;
render_callback_type render_callback;
bool fullscreen;

+ 3
- 4
src/debug/console-commands.cpp View File

@ -20,7 +20,6 @@
#include "console-commands.hpp"
#include "application.hpp"
#include "animation/timeline.hpp"
#include "game/game-context.hpp"
#include "debug/cli.hpp"
namespace debug {
@ -31,19 +30,19 @@ std::string echo(std::string text)
return text;
}
std::string exit(game_context* ctx)
std::string exit(game::context* ctx)
{
ctx->app->close(EXIT_SUCCESS);
return std::string();
}
std::string scrot(game_context* ctx)
std::string scrot(game::context* ctx)
{
//ctx->app->take_screenshot();
return std::string("screenshot saved");
}
std::string cue(game_context* ctx, float t, std::string command)
std::string cue(game::context* ctx, float t, std::string command)
{
::timeline* timeline = ctx->timeline;
debug::cli* cli = ctx->cli;

+ 4
- 5
src/debug/console-commands.hpp View File

@ -20,10 +20,9 @@
#ifndef ANTKEEPER_DEBUG_CONSOLE_COMMANDS_HPP
#define ANTKEEPER_DEBUG_CONSOLE_COMMANDS_HPP
#include "game/context.hpp"
#include <string>
struct game_context;
namespace debug {
/// Console commands
@ -31,11 +30,11 @@ namespace cc {
std::string echo(std::string text);
std::string exit(game_context* ctx);
std::string exit(game::context* ctx);
std::string scrot(game_context* ctx);
std::string scrot(game::context* ctx);
std::string cue(game_context* ctx, float t, std::string command);
std::string cue(game::context* ctx, float t, std::string command);
} // namespace cc
} // namespace debug

+ 41
- 35
src/game/bootloader.cpp View File

@ -26,7 +26,7 @@
#include "debug/cli.hpp"
#include "debug/console-commands.hpp"
#include "debug/logger.hpp"
#include "game/game-context.hpp"
#include "game/context.hpp"
#include "gl/framebuffer.hpp"
#include "gl/pixel-format.hpp"
#include "gl/pixel-type.hpp"
@ -54,7 +54,7 @@
#include "resources/resource-manager.hpp"
#include "resources/resource-manager.hpp"
#include "scene/scene.hpp"
#include "game/states/game-states.hpp"
#include "game/states/loading.hpp"
#include "entity/systems/behavior.hpp"
#include "entity/systems/camera.hpp"
#include "entity/systems/collision.hpp"
@ -102,19 +102,19 @@
static constexpr double seconds_per_day = 24.0 * 60.0 * 60.0;
static void parse_options(game_context* ctx, int argc, char** argv);
static void setup_resources(game_context* ctx);
static void load_config(game_context* ctx);
static void load_strings(game_context* ctx);
static void setup_window(game_context* ctx);
static void setup_rendering(game_context* ctx);
static void setup_scenes(game_context* ctx);
static void setup_animation(game_context* ctx);
static void setup_entities(game_context* ctx);
static void setup_systems(game_context* ctx);
static void setup_controls(game_context* ctx);
static void setup_cli(game_context* ctx);
static void setup_callbacks(game_context* ctx);
static void parse_options(game::context* ctx, int argc, char** argv);
static void setup_resources(game::context* ctx);
static void load_config(game::context* ctx);
static void load_strings(game::context* ctx);
static void setup_window(game::context* ctx);
static void setup_rendering(game::context* ctx);
static void setup_scenes(game::context* ctx);
static void setup_animation(game::context* ctx);
static void setup_entities(game::context* ctx);
static void setup_systems(game::context* ctx);
static void setup_controls(game::context* ctx);
static void setup_cli(game::context* ctx);
static void setup_callbacks(game::context* ctx);
int bootloader(application* app, int argc, char** argv)
{
@ -124,7 +124,7 @@ int bootloader(application* app, int argc, char** argv)
logger->push_task("Running application bootloader");
// Allocate game context
game_context* ctx = new game_context();
game::context* ctx = new game::context();
ctx->app = app;
ctx->logger = logger;
@ -154,16 +154,19 @@ int bootloader(application* app, int argc, char** argv)
logger->pop_task(EXIT_SUCCESS);
// Change state
if (ctx->option_quick_start.has_value())
app->change_state({std::bind(play_state_enter, ctx), std::bind(play_state_exit, ctx)});
else
app->change_state({std::bind(splash_state_enter, ctx), std::bind(splash_state_exit, ctx)});
// Setup initial application state
application::state initial_state;
initial_state.name = "loading";
initial_state.enter = std::bind(game::state::loading::enter, ctx);
initial_state.exit = std::bind(game::state::loading::exit, ctx);
// Enter initial application state
app->change_state(initial_state);
return EXIT_SUCCESS;
}
void parse_options(game_context* ctx, int argc, char** argv)
void parse_options(game::context* ctx, int argc, char** argv)
{
debug::logger* logger = ctx->logger;
logger->push_task("Parsing command line options");
@ -229,7 +232,7 @@ void parse_options(game_context* ctx, int argc, char** argv)
logger->pop_task(EXIT_SUCCESS);
}
void setup_resources(game_context* ctx)
void setup_resources(game::context* ctx)
{
debug::logger* logger = ctx->logger;
@ -352,7 +355,7 @@ void setup_resources(game_context* ctx)
ctx->resource_manager->include("/");
}
void load_config(game_context* ctx)
void load_config(game::context* ctx)
{
debug::logger* logger = ctx->logger;
logger->push_task("Loading config");
@ -368,7 +371,7 @@ void load_config(game_context* ctx)
logger->pop_task(EXIT_SUCCESS);
}
void load_strings(game_context* ctx)
void load_strings(game::context* ctx)
{
debug::logger* logger = ctx->logger;
logger->push_task("Loading strings");
@ -392,7 +395,7 @@ void load_strings(game_context* ctx)
logger->pop_task(EXIT_SUCCESS);
}
void setup_window(game_context* ctx)
void setup_window(game::context* ctx)
{
debug::logger* logger = ctx->logger;
logger->push_task("Setting up window");
@ -439,7 +442,7 @@ void setup_window(game_context* ctx)
logger->pop_task(EXIT_SUCCESS);
}
void setup_rendering(game_context* ctx)
void setup_rendering(game::context* ctx)
{
debug::logger* logger = ctx->logger;
logger->push_task("Setting up rendering");
@ -505,7 +508,7 @@ void setup_rendering(game_context* ctx)
ctx->overworld_clear_pass->set_clear_depth(0.0f);
ctx->overworld_sky_pass = new sky_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
ctx->app->get_event_dispatcher()->subscribe<mouse_moved_event>(ctx->overworld_sky_pass);
ctx->overworld_sky_pass->set_enabled(false);
ctx->overworld_sky_pass->set_enabled(true);
ctx->overworld_material_pass = new material_pass(ctx->rasterizer, ctx->framebuffer_hdr, ctx->resource_manager);
ctx->overworld_material_pass->set_fallback_material(ctx->fallback_material);
ctx->overworld_material_pass->shadow_map_pass = ctx->overworld_shadow_map_pass;
@ -601,7 +604,7 @@ void setup_rendering(game_context* ctx)
logger->pop_task(EXIT_SUCCESS);
}
void setup_scenes(game_context* ctx)
void setup_scenes(game::context* ctx)
{
debug::logger* logger = ctx->logger;
logger->push_task("Setting up scenes");
@ -720,7 +723,7 @@ void setup_scenes(game_context* ctx)
logger->pop_task(EXIT_SUCCESS);
}
void setup_animation(game_context* ctx)
void setup_animation(game::context* ctx)
{
// Setup timeline system
ctx->timeline = new timeline();
@ -736,6 +739,8 @@ void setup_animation(game_context* ctx)
// Create fade transition
ctx->fade_transition = new screen_transition();
ctx->fade_transition->get_material()->set_shader_program(ctx->resource_manager->load<gl::shader_program>("fade-transition.glsl"));
ctx->fade_transition_color = ctx->fade_transition->get_material()->add_property<float3>("color");
ctx->fade_transition_color->set_value({0, 0, 0});
ctx->ui_scene->add_object(ctx->fade_transition->get_billboard());
ctx->animator->add_animation(ctx->fade_transition->get_animation());
@ -767,7 +772,7 @@ void setup_animation(game_context* ctx)
ctx->ui_material_pass->set_time_tween(ctx->time_tween);
}
void setup_entities(game_context* ctx)
void setup_entities(game::context* ctx)
{
// Create entity registry
ctx->entity_registry = new entt::registry();
@ -783,7 +788,7 @@ void setup_entities(game_context* ctx)
ctx->focal_point_entity = ctx->entity_registry->create();
}
void setup_systems(game_context* ctx)
void setup_systems(game::context* ctx)
{
event_dispatcher* event_dispatcher = ctx->app->get_event_dispatcher();
@ -878,6 +883,7 @@ void setup_systems(game_context* ctx)
// Setup astronomy system
ctx->astronomy_system = new entity::system::astronomy(*ctx->entity_registry);
ctx->astronomy_system->set_sky_pass(ctx->overworld_sky_pass);
// Setup proteome system
ctx->proteome_system = new entity::system::proteome(*ctx->entity_registry);
@ -923,7 +929,7 @@ void setup_systems(game_context* ctx)
event_dispatcher->subscribe<window_resized_event>(ctx->ui_system);
}
void setup_controls(game_context* ctx)
void setup_controls(game::context* ctx)
{
event_dispatcher* event_dispatcher = ctx->app->get_event_dispatcher();
@ -1227,7 +1233,7 @@ void setup_controls(game_context* ctx)
}
void setup_cli(game_context* ctx)
void setup_cli(game::context* ctx)
{
ctx->cli = new debug::cli();
ctx->cli->register_command("echo", debug::cc::echo);
@ -1239,7 +1245,7 @@ void setup_cli(game_context* ctx)
//logger->log(cli.interpret(cmd));
}
void setup_callbacks(game_context* ctx)
void setup_callbacks(game::context* ctx)
{
// Set update callback
ctx->app->set_update_callback

src/game/game-context.hpp → src/game/context.hpp View File

@ -41,6 +41,7 @@
#include <entt/entt.hpp>
#include <fstream>
#include <string>
#include <unordered_map>
// Forward declarations
class animator;
@ -103,10 +104,10 @@ namespace entity
}
}
/**
*
*/
struct game_context
namespace game {
/// Structure containing the state of a game.
struct context
{
application* app;
debug::logger* logger;
@ -205,6 +206,7 @@ struct game_context
animation<float>* radial_transition_in;
animation<float>* radial_transition_out;
screen_transition* fade_transition;
material_property<float3>* fade_transition_color;
screen_transition* radial_transition_inner;
screen_transition* radial_transition_outer;
animation<float>* equip_tool_animation;
@ -257,6 +259,7 @@ struct game_context
entity::system::astronomy* astronomy_system;
entity::system::orbit* orbit_system;
entity::system::proteome* proteome_system;
std::unordered_map<std::string, entity::id> named_entities;
// Game
biome* biome;
@ -268,4 +271,6 @@ struct game_context
pheromone_matrix* pheromones;
};
} // namespace game
#endif // ANTKEEPER_GAME_CONTEXT_HPP

+ 268
- 0
src/game/states/loading.cpp View File

@ -0,0 +1,268 @@
/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game/states/loading.hpp"
#include "game/states/play.hpp"
#include "game/states/splash.hpp"
#include "entity/components/celestial-body.hpp"
#include "entity/components/orbit.hpp"
#include "entity/components/blackbody.hpp"
#include "entity/components/terrain.hpp"
#include "entity/components/atmosphere.hpp"
#include "entity/components/transform.hpp"
#include "entity/systems/astronomy.hpp"
#include "entity/systems/orbit.hpp"
#include "scene/directional-light.hpp"
#include "scene/ambient-light.hpp"
#include "resources/resource-manager.hpp"
#include "application.hpp"
#include "renderer/passes/shadow-map-pass.hpp"
namespace game {
namespace state {
namespace loading {
/// Creates the universe and solar system.
static void cosmogenesis(game::context* ctx);
/// Creates a sun.
static void heliogenesis(game::context* ctx);
/// Creates a planet.
static void planetogenesis(game::context* ctx);
/// Creates a moon.
static void selenogenesis(game::context* ctx);
void enter(game::context* ctx)
{
// Create universe
ctx->logger->push_task("Creating the universe");
try
{
cosmogenesis(ctx);
}
catch (...)
{
ctx->logger->pop_task(EXIT_FAILURE);
throw;
}
ctx->logger->pop_task(EXIT_SUCCESS);
// Determine next game state
application::state next_state;
if (ctx->option_quick_start.has_value())
{
next_state.name = "play";
next_state.enter = std::bind(game::state::play::enter, ctx);
next_state.exit = std::bind(game::state::play::exit, ctx);
}
else
{
next_state.name = "splash";
next_state.enter = std::bind(game::state::splash::enter, ctx);
next_state.exit = std::bind(game::state::splash::exit, ctx);
}
// Queue next game state
ctx->app->queue_state(next_state);
}
void exit(game::context* ctx)
{}
void cosmogenesis(game::context* ctx)
{
// Init time
const double time = 0.0;
ctx->astronomy_system->set_universal_time(time);
ctx->orbit_system->set_universal_time(time);
// Create sun
ctx->logger->push_task("Creating the sun");
try
{
heliogenesis(ctx);
}
catch (...)
{
ctx->logger->pop_task(EXIT_FAILURE);
throw;
}
ctx->logger->pop_task(EXIT_SUCCESS);
// Create planet
ctx->logger->push_task("Creating the planet");
try
{
planetogenesis(ctx);
}
catch (...)
{
ctx->logger->pop_task(EXIT_FAILURE);
throw;
}
ctx->logger->pop_task(EXIT_SUCCESS);
// Create moon
ctx->logger->push_task("Creating the moon");
try
{
selenogenesis(ctx);
}
catch (...)
{
ctx->logger->pop_task(EXIT_FAILURE);
throw;
}
ctx->logger->pop_task(EXIT_SUCCESS);
}
void heliogenesis(game::context* ctx)
{
// Create solar entity
auto sun_eid = ctx->entity_registry->create();
// Name solar entity
ctx->named_entities["sun"] = sun_eid;
// Assign solar celestial body component
entity::component::celestial_body body;
body.radius = 6.957e+8;
body.axial_tilt = math::radians(0.0);
body.axial_rotation = math::radians(0.0);
body.angular_frequency = math::radians(0.0);
ctx->entity_registry->assign<entity::component::celestial_body>(sun_eid, body);
// Assign solar orbit component
entity::component::orbit orbit;
orbit.elements.a = 0.0;
orbit.elements.e = 0.0;
orbit.elements.i = math::radians(0.0);
orbit.elements.raan = math::radians(0.0);
orbit.elements.w = math::radians(0.0);
orbit.elements.ta = math::radians(0.0);
ctx->entity_registry->assign<entity::component::orbit>(sun_eid, orbit);
// Assign solar blackbody component
entity::component::blackbody blackbody;
blackbody.temperature = 5778.0;
ctx->entity_registry->assign<entity::component::blackbody>(sun_eid, blackbody);
// Assign solar transform component
entity::component::transform transform;
transform.local = math::identity_transform<float>;
transform.warp = true;
ctx->entity_registry->assign<entity::component::transform>(sun_eid, transform);
// Create direct sun light scene object
scene::directional_light* sun_direct = new scene::directional_light();
// Create ambient sun light scene object
scene::ambient_light* sun_ambient = new scene::ambient_light();
sun_ambient->set_color({1, 1, 1});
sun_ambient->set_intensity(0.0f);
sun_ambient->update_tweens();
// Add sun light scene objects to overworld scene
ctx->overworld_scene->add_object(sun_direct);
ctx->overworld_scene->add_object(sun_ambient);
// Pass direct sun light scene object to shadow map pass and astronomy system
ctx->overworld_shadow_map_pass->set_light(sun_direct);
ctx->astronomy_system->set_sun_light(sun_direct);
}
void planetogenesis(game::context* ctx)
{
// Create planetary entity
auto planet_eid = ctx->entity_registry->create();
// Name planetary entity
ctx->named_entities["planet"] = planet_eid;
// Assign planetary celestial body component
entity::component::celestial_body body;
body.radius = 6.3781e6;
body.axial_tilt = math::radians(23.4393);
body.axial_rotation = math::radians(280.46061837504);
body.angular_frequency = math::radians(360.9856122880876128);
ctx->entity_registry->assign<entity::component::celestial_body>(planet_eid, body);
// Assign planetary orbit component
entity::component::orbit orbit;
orbit.elements.a = 1.496e+11;
orbit.elements.e = 0.01671123;
orbit.elements.i = math::radians(-0.00001531);
orbit.elements.raan = math::radians(0.0);
const double longitude_periapsis = math::radians(102.93768193);
orbit.elements.w = longitude_periapsis - orbit.elements.raan;
orbit.elements.ta = math::radians(100.46457166) - longitude_periapsis;
ctx->entity_registry->assign<entity::component::orbit>(planet_eid, orbit);
// Assign planetary terrain component
entity::component::terrain terrain;
terrain.elevation = [](double, double) -> double
{
//return math::random<double>(0.0, 1.0);
return 0.0;
};
terrain.max_lod = 18;
terrain.patch_material = ctx->resource_manager->load<material>("desert-terrain.mtl");
ctx->entity_registry->assign<entity::component::terrain>(planet_eid, terrain);
// Assign planetary atmosphere component
entity::component::atmosphere atmosphere;
atmosphere.exosphere_altitude = 65e3;
atmosphere.index_of_refraction = 1.000293;
atmosphere.rayleigh_density = 2.545e25;
atmosphere.rayleigh_scale_height = 8000.0;
atmosphere.mie_density = 14.8875;
atmosphere.mie_scale_height = 1200.0;
atmosphere.mie_anisotropy = 0.8;
ctx->entity_registry->assign<entity::component::atmosphere>(planet_eid, atmosphere);
// Assign planetary transform component
entity::component::transform transform;
transform.local = math::identity_transform<float>;
transform.warp = true;
ctx->entity_registry->assign<entity::component::transform>(planet_eid, transform);
// Pass planet to astronomy system as reference body
ctx->astronomy_system->set_reference_body(planet_eid);
// Load sky model
ctx->overworld_sky_pass->set_sky_model(ctx->resource_manager->load<model>("sky-dome.mdl"));
}
void selenogenesis(game::context* ctx)
{
// Create lunar entity
auto moon_eid = ctx->entity_registry->create();
// Name lunar entity
ctx->named_entities["moon"] = moon_eid;
// Pass moon model to sky pass
ctx->overworld_sky_pass->set_moon_model(ctx->resource_manager->load<model>("moon.mdl"));
}
} // namespace loading
} // namespace state
} // namespace game

src/game/states/loading-state.cpp → src/game/states/loading.hpp View File

@ -17,26 +17,23 @@
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game/states/game-states.hpp"
#include "game/game-context.hpp"
#include "debug/logger.hpp"
#include "application.hpp"
#ifndef ANTKEEPER_GAME_STATE_LOADING_HPP
#define ANTKEEPER_GAME_STATE_LOADING_HPP
void loading_state_enter(game_context* ctx)
{
debug::logger* logger = ctx->logger;
logger->push_task("Entering loading state");
#include "game/context.hpp"
logger->pop_task(EXIT_SUCCESS);
ctx->app->change_state({std::bind(title_state_enter, ctx), std::bind(title_state_exit, ctx)});
}
namespace game {
namespace state {
void loading_state_exit(game_context* ctx)
{
debug::logger* logger = ctx->logger;
logger->push_task("Exiting loading state");
/// Loading game state functions.
namespace loading {
logger->pop_task(EXIT_SUCCESS);
}
void enter(game::context* ctx);
void exit(game::context* ctx);
} // namespace loading
} // namespace state
} // namespace game
#endif // ANTKEEPER_GAME_STATE_LOADING_HPP

src/game/states/map-state.cpp → src/game/states/nuptial-flight.cpp View File

@ -17,38 +17,37 @@
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "animation/ease.hpp"
#include "game/states/nuptial-flight.hpp"
#include "entity/systems/astronomy.hpp"
#include "entity/systems/orbit.hpp"
#include "renderer/material-property.hpp"
#include "animation/screen-transition.hpp"
#include "animation/timeline.hpp"
#include "application.hpp"
#include "debug/logger.hpp"
#include "game/game-context.hpp"
#include "input/listener.hpp"
#include "event/input-events.hpp"
#include "gl/rasterizer.hpp"
#include "game/states/game-states.hpp"
#include "renderer/passes/sky-pass.hpp"
#include "scene/billboard.hpp"
#include <functional>
#include "animation/ease.hpp"
#include "resources/config-file.hpp"
void map_state_enter(game_context* ctx)
namespace game {
namespace state {
namespace nuptial_flight {
void enter(game::context* ctx)
{
debug::logger* logger = ctx->logger;
logger->push_task("Entering map state");
// Disable sky pass
ctx->overworld_sky_pass->set_enabled(false);
// Pause motion of celestial objects
ctx->astronomy_system->set_time_scale(0.0);
ctx->orbit_system->set_time_scale(0.0);
// Start fade in
// Start fade in from white
ctx->fade_transition_color->set_value({1, 1, 1});
ctx->fade_transition->transition(1.0f, true, ease<float>::in_quad);
logger->pop_task(EXIT_SUCCESS);
}
void map_state_exit(game_context* ctx)
void exit(game::context* ctx)
{
debug::logger* logger = ctx->logger;
logger->push_task("Exiting map state");
logger->pop_task(EXIT_SUCCESS);
// Resume motion of celestial objects
const double time_scale = ctx->config->get<double>("time_scale");
ctx->astronomy_system->set_time_scale(time_scale);
ctx->orbit_system->set_time_scale(time_scale);
}
} // namespace nuptial_flight
} // namespace state
} // namespace game

src/game/states/game-states.hpp → src/game/states/nuptial-flight.hpp View File

@ -17,22 +17,23 @@
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_GAME_STATES_HPP
#define ANTKEEPER_GAME_STATES_HPP
struct game_context;
void loading_state_enter(game_context* ctx);
void loading_state_exit(game_context* ctx);
void language_select_state_enter(game_context* ctx);
void language_select_state_exit(game_context* ctx);
void splash_state_enter(game_context* ctx);
void splash_state_exit(game_context* ctx);
void title_state_enter(game_context* ctx);
void title_state_exit(game_context* ctx);
void play_state_enter(game_context* ctx);
void play_state_exit(game_context* ctx);
void pause_state_enter(game_context* ctx);
void pause_state_exit(game_context* ctx);
#endif // ANTKEEPER_GAME_STATES_HPP
#ifndef ANTKEEPER_GAME_STATE_NUPTIAL_FLIGHT_HPP
#define ANTKEEPER_GAME_STATE_NUPTIAL_FLIGHT_HPP
#include "game/context.hpp"
namespace game {
namespace state {
/// Nuptial flight game state functions.
namespace nuptial_flight {
void enter(game::context* ctx);
void exit(game::context* ctx);
} // namespace nuptial_flight
} // namespace state
} // namespace game
#endif // ANTKEEPER_GAME_STATE_NUPTIAL_FLIGHT_HPP

+ 0
- 401
src/game/states/play-state.cpp View File

@ -1,401 +0,0 @@
/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "animation/ease.hpp"
#include "animation/screen-transition.hpp"
#include "configuration.hpp"
#include "debug/logger.hpp"
#include "entity/archetype.hpp"
#include "entity/components/cavity.hpp"
#include "entity/components/copy-transform.hpp"
#include "entity/components/copy-translation.hpp"
#include "entity/components/model.hpp"
#include "entity/components/genome.hpp"
#include "entity/components/snap.hpp"
#include "entity/components/terrain.hpp"
#include "entity/components/tool.hpp"
#include "entity/components/transform.hpp"
#include "entity/components/camera-follow.hpp"
#include "entity/components/orbit.hpp"
#include "entity/components/blackbody.hpp"
#include "entity/components/celestial-body.hpp"
#include "entity/components/atmosphere.hpp"
#include "entity/components/light.hpp"
#include "entity/components/observer.hpp"
#include "entity/commands.hpp"
#include "game/game-context.hpp"
#include "game/states/game-states.hpp"
#include "math/math.hpp"
#include "nest.hpp"
#include "renderer/material.hpp"
#include "gl/texture-2d.hpp"
#include "gl/texture-filter.hpp"
#include "gl/texture-wrapping.hpp"
#include "renderer/model.hpp"
#include "renderer/passes/sky-pass.hpp"
#include "renderer/passes/shadow-map-pass.hpp"
#include "resources/resource-manager.hpp"
#include "scene/model-instance.hpp"
#include "scene/collection.hpp"
#include "scene/camera.hpp"
#include "scene/ambient-light.hpp"
#include "scene/directional-light.hpp"
#include "entity/systems/control.hpp"
#include "entity/systems/camera.hpp"
#include "entity/systems/render.hpp"
#include "entity/systems/tool.hpp"
#include "entity/systems/orbit.hpp"
#include "entity/systems/astronomy.hpp"
#include "game/biome.hpp"
#include "utility/fundamental-types.hpp"
#include "utility/bit-math.hpp"
#include "genetics/genetics.hpp"
#include "math/random.hpp"
#include <iostream>
#include <bitset>
#include <ctime>
void play_state_enter(game_context* ctx)
{
debug::logger* logger = ctx->logger;
logger->push_task("Entering play state");
resource_manager* resource_manager = ctx->resource_manager;
entt::registry& entity_registry = *ctx->entity_registry;
// Load biome
if (ctx->option_biome.has_value())
{
ctx->biome = resource_manager->load<biome>(ctx->option_biome.value() + ".bio");
}
else
{
ctx->biome = resource_manager->load<biome>("forest.bio");
}
// Apply biome parameters to scene
sky_pass* sky_pass = ctx->overworld_sky_pass;
sky_pass->set_enabled(true);
sky_pass->set_sky_model(ctx->resource_manager->load<model>("sky-dome.mdl"));
sky_pass->set_moon_model(ctx->resource_manager->load<model>("moon.mdl"));
// Create sun
auto sun_entity = entity_registry.create();
{
entity::component::celestial_body body;
body.radius = 6.957e+8;
body.axial_tilt = math::radians(0.0);
body.axial_rotation = math::radians(0.0);
body.angular_frequency = math::radians(0.0);
entity::component::orbit orbit;
orbit.elements.a = 0.0;
orbit.elements.e = 0.0;
orbit.elements.i = math::radians(0.0);
orbit.elements.raan = math::radians(0.0);
orbit.elements.w = math::radians(0.0);
orbit.elements.ta = math::radians(0.0);
entity::component::blackbody blackbody;
blackbody.temperature = 5778.0;
entity::component::transform transform;
transform.local = math::identity_transform<float>;
transform.warp = true;
entity_registry.assign<entity::component::celestial_body>(sun_entity, body);
entity_registry.assign<entity::component::orbit>(sun_entity, orbit);
entity_registry.assign<entity::component::blackbody>(sun_entity, blackbody);
entity_registry.assign<entity::component::transform>(sun_entity, transform);
}
// Create Earth
auto earth_entity = entity_registry.create();
{
entity::component::celestial_body body;
body.radius = 6.3781e6;
body.axial_tilt = math::radians(23.4393);
body.axial_rotation = math::radians(280.46061837504);
body.angular_frequency = math::radians(360.9856122880876128);
entity::component::orbit orbit;
orbit.elements.a = 1.496e+11;
orbit.elements.e = 0.01671123;
orbit.elements.i = math::radians(-0.00001531);
orbit.elements.raan = math::radians(0.0);
const double longitude_periapsis = math::radians(102.93768193);
orbit.elements.w = longitude_periapsis - orbit.elements.raan;
orbit.elements.ta = math::radians(100.46457166) - longitude_periapsis;
entity::component::terrain terrain;
terrain.elevation = [](double, double) -> double
{
//return math::random<double>(0.0, 1.0);
return 0.0;
};
terrain.max_lod = 18;
terrain.patch_material = resource_manager->load<material>("desert-terrain.mtl");
entity::component::atmosphere atmosphere;
atmosphere.exosphere_altitude = 65e3;
atmosphere.index_of_refraction = 1.000293;
atmosphere.rayleigh_density = 2.545e25;
atmosphere.rayleigh_scale_height = 8000.0;
atmosphere.mie_density = 14.8875;
atmosphere.mie_scale_height = 1200.0;
atmosphere.mie_anisotropy = 0.8;
entity::component::transform transform;
transform.local = math::identity_transform<float>;
transform.warp = true;
entity_registry.assign<entity::component::celestial_body>(earth_entity, body);
entity_registry.assign<entity::component::orbit>(earth_entity, orbit);
entity_registry.assign<entity::component::atmosphere>(earth_entity, atmosphere);
entity_registry.assign<entity::component::terrain>(earth_entity, terrain);
entity_registry.assign<entity::component::transform>(earth_entity, transform);
}
// Create observer
auto observer_eid = entity_registry.create();
{
entity::component::observer observer;
observer.reference_body_eid = earth_entity;
observer.elevation = 0.0;
observer.latitude = 0.0;
observer.longitude = 0.0;
observer.camera = ctx->overworld_camera;
entity_registry.assign<entity::component::observer>(observer_eid, observer);
}
scene::ambient_light* ambient = new scene::ambient_light();
ambient->set_color({1, 1, 1});
ambient->set_intensity(0.0f);
ambient->update_tweens();
ctx->overworld_scene->add_object(ambient);
scene::directional_light* sun = new scene::directional_light();
//sun->set_intensity(1000.0f);
//sun->set_light_texture(resource_manager->load<gl::texture_2d>("forest-gobo.tex"));
//sun->set_light_texture_scale({2000, 2000});
//sun->set_light_texture_opacity(0.925f);
//sun->look_at({2, 1, 0}, {0, 0, 0}, {0, 0, 1});
//sun->update_tweens();
ctx->overworld_scene->add_object(sun);
ctx->overworld_shadow_map_pass->set_light(sun);
// Set universal time
const double universal_time = 0.0;
ctx->astronomy_system->set_universal_time(universal_time);
ctx->orbit_system->set_universal_time(universal_time);
// Set astronomy system observation parameters
ctx->astronomy_system->set_reference_body(earth_entity);
ctx->astronomy_system->set_observer_location(double3{0.0, math::radians(0.0f), math::radians(0.0f)});
ctx->astronomy_system->set_sun_light(sun);
ctx->astronomy_system->set_sky_pass(ctx->overworld_sky_pass);
// Load entity archetypes
entity::archetype* ant_hill_archetype = resource_manager->load<entity::archetype>("ant-hill.ent");
entity::archetype* nest_archetype = resource_manager->load<entity::archetype>("harvester-nest.ent");
entity::archetype* redwood_archetype = resource_manager->load<entity::archetype>("redwood.ent");
entity::archetype* forceps_archetype = resource_manager->load<entity::archetype>("forceps.ent");
entity::archetype* lens_archetype = resource_manager->load<entity::archetype>("lens.ent");
entity::archetype* brush_archetype = resource_manager->load<entity::archetype>("brush.ent");
entity::archetype* marker_archetype = resource_manager->load<entity::archetype>("marker.ent");
entity::archetype* container_archetype = resource_manager->load<entity::archetype>("container.ent");
entity::archetype* twig_archetype = resource_manager->load<entity::archetype>("twig.ent");
entity::archetype* larva_archetype = resource_manager->load<entity::archetype>("ant-larva.ent");
entity::archetype* flashlight_archetype = resource_manager->load<entity::archetype>("flashlight.ent");
entity::archetype* flashlight_light_cone_archetype = resource_manager->load<entity::archetype>("flashlight-light-cone.ent");
entity::archetype* lens_light_cone_archetype = resource_manager->load<entity::archetype>("lens-light-cone.ent");
entity::archetype* cube_archetype = resource_manager->load<entity::archetype>("unit-cube.ent");
entity::archetype* color_checker_archetype = resource_manager->load<entity::archetype>("color-checker.ent");
// Create tools
/*
forceps_archetype->assign(entity_registry, ctx->forceps_entity);
lens_archetype->assign(entity_registry, ctx->lens_entity);
brush_archetype->assign(entity_registry, ctx->brush_entity);
marker_archetype->assign(entity_registry, ctx->marker_entity);
container_archetype->assign(entity_registry, ctx->container_entity);
twig_archetype->assign(entity_registry, ctx->twig_entity);
*/
// Create flashlight and light cone, set light cone parent to flashlight, and move both to underworld scene
/*
flashlight_archetype->assign(entity_registry, ctx->flashlight_entity);
auto flashlight_light_cone = flashlight_light_cone_archetype->create(entity_registry);
entity::command::parent(entity_registry, flashlight_light_cone, ctx->flashlight_entity);
entity::command::assign_render_layers(entity_registry, ctx->flashlight_entity, 2);
entity::command::assign_render_layers(entity_registry, flashlight_light_cone, 2);
*/
// Make lens tool's model instance unculled, so its shadow is always visible.
//scene::model_instance* lens_model_instance = ctx->render_system->get_model_instance(ctx->lens_entity);
//if (lens_model_instance)
//{
//lens_model_instance->set_culling_mask(&ctx->no_cull);
//}
// Create lens light cone and set its parent to lens
//auto lens_light_cone = lens_light_cone_archetype->create(entity_registry);
//entity::command::bind_transform(entity_registry, lens_light_cone, ctx->lens_entity);
//entity::command::parent(entity_registry, lens_light_cone, ctx->lens_entity);
// Hide inactive tools
/*
entity::command::assign_render_layers(entity_registry, ctx->forceps_entity, 0);
entity::command::assign_render_layers(entity_registry, ctx->brush_entity, 0);
entity::command::assign_render_layers(entity_registry, ctx->lens_entity, 0);
entity::command::assign_render_layers(entity_registry, ctx->marker_entity, 0);
entity::command::assign_render_layers(entity_registry, ctx->container_entity, 0);
entity::command::assign_render_layers(entity_registry, ctx->twig_entity, 0);
*/
// Activate brush tool
//ctx->tool_system->set_active_tool(ctx->brush_entity);
// Create ant-hill
//auto ant_hill_entity = ant_hill_archetype->create(entity_registry);
//entity::command::place(entity_registry, ant_hill_entity, earth_entity, 0.0, 0.0, 0.0);
// Create color checker
/*
auto color_checker = color_checker_archetype->create(entity_registry);
entity::command::place(entity_registry, color_checker, {-10, -10});
auto& cc_transform = entity_registry.get<entity::component::transform>(color_checker);
cc_transform.local.scale *= 10.0f;
cc_transform.local.rotation = math::angle_axis(math::radians(-90.0f), {1, 0, 0});
*/
// Setup camera focal point
entity::component::transform focal_point_transform;
focal_point_transform.local = math::identity_transform<float>;
//focal_point_transform.local.translation = {0, 6.3781e6, 0};
focal_point_transform.warp = true;
entity::component::camera_follow focal_point_follow;
entity::component::snap focal_point_snap;
focal_point_snap.ray = {float3{0, 10000, 0}, float3{0, -1, 0}};
focal_point_snap.warp = false;
focal_point_snap.relative = true;
focal_point_snap.autoremove = false;
entity_registry.assign_or_replace<entity::component::transform>(ctx->focal_point_entity, focal_point_transform);
entity_registry.assign_or_replace<entity::component::camera_follow>(ctx->focal_point_entity, focal_point_follow);
//entity_registry.assign_or_replace<entity::component::snap>(ctx->focal_point_entity, focal_point_snap);
// Setup camera
ctx->overworld_camera->look_at({0, 0, 1}, {0, 0, 0}, {0, 1, 0});
ctx->overworld_camera->set_exposure(-14.5f);
ctx->camera_system->set_camera(ctx->overworld_camera);
ctx->overworld_scene->update_tweens();
// Allocate a nest
nest* nest = new ::nest();
// Setup initial nest parameters
float tunnel_radius = 1.15f;
nest->set_tunnel_radius(tunnel_radius);
nest::shaft* central_shaft = nest->get_central_shaft();
central_shaft->chirality = 1.0f;
central_shaft->rotation = math::radians(0.0f);
central_shaft->depth = {0.0f, 200.0f};
central_shaft->radius = {15.0f, 15.0f};
central_shaft->pitch = {40.0f, 40.0f};
central_shaft->translation = {{{0.0f, 0.0f}, {0.0f, 0.0f}}};
central_shaft->current_depth = 0.0f;
for (std::size_t i = 0; i < 4; ++i)
{
nest::chamber chamber;
chamber.shaft = central_shaft;
chamber.depth = (i + 1) * 50.0f;
chamber.rotation = math::radians(0.0f);
chamber.inner_radius = 4.0f;
chamber.outer_radius = 10.0f;
central_shaft->chambers.push_back(chamber);
}
// Dig nest shafts
float shift = 0.1f;
for (int i = 0; i < 800; ++i)
{
entity::component::cavity cavity;
cavity.position = nest->extend_shaft(*nest->get_central_shaft());
cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)};
cavity.radius = tunnel_radius * math::random(1.0f, 1.1f);
entity_registry.assign<entity::component::cavity>(entity_registry.create(), cavity);
}
// Dig nest chambers
/*
for (int i = 0; i < central_shaft->chambers.size(); ++i)
{
for (int j = 0; j < 150; ++j)
{
entity::component::cavity cavity;
cavity.position = nest->expand_chamber(central_shaft->chambers[i]);
cavity.position += float3{math::random(-shift, shift), math::random(-shift, shift), math::random(-shift, shift)};
cavity.radius = tunnel_radius * math::random(1.0f, 1.1f);
entity_registry.assign<entity::component::cavity>(entity_registry.create(), cavity);
}
}
*/
// Place larva in chamber
{
auto larva_eid = larva_archetype->create(entity_registry);
entity::command::assign_render_layers(entity_registry, larva_eid, 1);
entity::command::warp_to(entity_registry, larva_eid, {50, 0.1935f, 0});
//auto& transform = entity_registry.get<entity::component::transform>(larva_entity);
//transform.transform = math::identity_transform<float>;
//transform.transform.translation = nest->get_shaft_position(*central_shaft, central_shaft->depth[1]);
//transform.transform.translation.y -= 1.0f;
// Construct larva genome
entity::component::genome genome;
genome.ploidy = 2;
const std::string antp = "ATGACCATGAGCACCAACAACTGCGAAAGCATGACCAGCTATTTTACCAACAGCTATATGGGCGCGGATATGCATCATGGCCATTATCCGGGCAACGGCGTGACCGATCTGGATGCGCAGCAGATGCATCATTATAGCCAGAACGCGAACCATCAGGGCAACATGCCGTATCCGCGCTTTCCGCCGTATGATCGCATGCCGTATTATAACGGCCAGGGCATGGATCAGCAGCAGCAGCATCAGGTGTATAGCCGCCCGGATAGCCCGAGCAGCCAGGTGGGCGGCGTGATGCCGCAGGCGCAGACCAACGGCCAGCTGGGCGTGCCGCAGCAGCAGCAGCAGCAGCAGCAGCAGCCGAGCCAGAACCAGCAGCAGCAGCAGGCGCAGCAGGCGCCGCAGCAGCTGCAGCAGCAGCTGCCGCAGGTGACCCAGCAGGTGACCCATCCGCAGCAGCAGCAGCAGCAGCCGGTGGTGTATGCGAGCTGCAAACTGCAGGCGGCGGTGGGCGGCCTGGGCATGGTGCCGGAAGGCGGCAGCCCGCCGCTGGTGGATCAGATGAGCGGCCATCATATGAACGCGCAGATGACCCTGCCGCATCATATGGGCCATCCGCAGGCGCAGGTGCATCAGAACCATCATAACATGGGCATGTATCAGCAGCAGAGCGGCGTGCCGCCGGTGGGCGCGCCGCCGCAGGGCATGATGCATCAGGGCCAGGGCCCGCCGCAGATGCATCAGGGCCATCCGGGCCAGCATACCCCGCCGAGCCAGAACCCGAACAGCCAGAGCAGCGGCATGCCGAGCCCGCTGTATCCGTGGATGCGCAGCCAGTTTGAACGCAAACGCGGCCGCCAGACCTATACCCGCTATCAGACCCTGGAACTGGAAAAAGAATTTCATTTTAACCGCTATCTGACCCGCCGCCGCCGCATTGAAATTGCGCATGCGCTGTGCCTGACCGAACGCCAGATTAAAATTTGGTTTCAGAACCGCCGCATGAAATGGAAAAAAGAAAACAAAACCAAAGGCGAACCGGGCAGCGGCGGCGAAGGCGATGAAATTACCCCGCCGAACAGCCCGCAGTAG";
genome.chromosomes.push_back(antp);
entity_registry.assign<entity::component::genome>(larva_eid, genome);
}
entity::system::control* control_system = ctx->control_system;
control_system->update(0.0, 0.0);
control_system->set_nest(nest);
// Start fade in
ctx->fade_transition->transition(1.0f, true, ease<float>::in_quad);
logger->pop_task(EXIT_SUCCESS);
std::string biome_name = (*ctx->strings)[ctx->biome->name];
logger->log("Entered biome \"" + biome_name + "\"");
}
void play_state_exit(game_context* ctx)
{
debug::logger* logger = ctx->logger;
logger->push_task("Exiting play state");
logger->pop_task(EXIT_SUCCESS);
}

+ 100
- 0
src/game/states/play.cpp View File

@ -0,0 +1,100 @@
/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game/states/play.hpp"
#include "entity/archetype.hpp"
#include "entity/commands.hpp"
#include "entity/components/observer.hpp"
#include "entity/components/camera-follow.hpp"
#include "entity/components/transform.hpp"
#include "entity/systems/astronomy.hpp"
#include "entity/systems/control.hpp"
#include "entity/systems/camera.hpp"
#include "animation/screen-transition.hpp"
#include "animation/ease.hpp"
#include "resources/resource-manager.hpp"
namespace game {
namespace state {
namespace play {
void enter(game::context* ctx)
{
// Find planet EID by name
entity::id planet_eid = entt::null;
if (auto it = ctx->named_entities.find("planet"); it != ctx->named_entities.end())
{
planet_eid = it->second;
}
// Create observer
auto observer_eid = ctx->entity_registry->create();
{
entity::component::observer observer;
observer.reference_body_eid = planet_eid;
observer.elevation = 0.0;
observer.latitude = 0.0;
observer.longitude = 0.0;
observer.camera = ctx->overworld_camera;
ctx->entity_registry->assign<entity::component::observer>(observer_eid, observer);
// Set reference location of astronomy system
ctx->astronomy_system->set_reference_body(planet_eid);
ctx->astronomy_system->set_observer_location(double3{0.0, math::radians(0.0), math::radians(0.0)});
}
// Create camera focal point
{
entity::component::transform focal_point_transform;
focal_point_transform.local = math::identity_transform<float>;
focal_point_transform.warp = true;
ctx->entity_registry->assign_or_replace<entity::component::transform>(ctx->focal_point_entity, focal_point_transform);
entity::component::camera_follow focal_point_follow;
ctx->entity_registry->assign_or_replace<entity::component::camera_follow>(ctx->focal_point_entity, focal_point_follow);
}
// Setup camera
ctx->overworld_camera->look_at({0, 0, 1}, {0, 0, 0}, {0, 1, 0});
ctx->overworld_camera->set_exposure(-14.5f);
ctx->camera_system->set_camera(ctx->overworld_camera);
entity::system::control* control_system = ctx->control_system;
control_system->update(0.0, 0.0);
control_system->set_nest(nullptr);
// Create larva
{
entity::archetype* larva_archetype = ctx->resource_manager->load<entity::archetype>("ant-larva.ent");
auto larva_eid = larva_archetype->create(*ctx->entity_registry);
entity::command::warp_to(*ctx->entity_registry, larva_eid, {50, 0.1935f, 0});
}
ctx->overworld_scene->update_tweens();
// Start fade in
ctx->fade_transition->transition(1.0f, true, ease<float>::in_quad);
}
void exit(game::context* ctx)
{}
} // namespace play
} // namespace state
} // namespace game

src/game/states/language-select-state.cpp → src/game/states/play.hpp View File

@ -17,14 +17,23 @@
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game/states/game-states.hpp"
#include "game/game-context.hpp"
#ifndef ANTKEEPER_GAME_STATE_PLAY_HPP
#define ANTKEEPER_GAME_STATE_PLAY_HPP
void language_select_state_enter(game_context* ctx)
{
}
#include "game/context.hpp"
void language_select_state_exit(game_context* ctx)
{
}
namespace game {
namespace state {
/// Play game state functions.
namespace play {
void enter(game::context* ctx);
void exit(game::context* ctx);
} // namespace play
} // namespace state
} // namespace game
#endif // ANTKEEPER_GAME_STATE_PLAY_HPP

src/game/states/splash-state.cpp → src/game/states/splash.cpp View File

@ -17,31 +17,19 @@
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "animation/ease.hpp"
#include "game/states/splash.hpp"
#include "game/states/play.hpp"
#include "animation/screen-transition.hpp"
#include "animation/ease.hpp"
#include "animation/timeline.hpp"
#include "application.hpp"
#include "debug/logger.hpp"
#include "game/game-context.hpp"
#include "input/listener.hpp"
#include "event/input-events.hpp"
#include "gl/rasterizer.hpp"
#include "game/states/game-states.hpp"
#include "renderer/passes/sky-pass.hpp"
#include "scene/billboard.hpp"
#include "scene/collection.hpp"
#include <functional>
void splash_state_enter(game_context* ctx)
namespace game {
namespace state {
namespace splash {
void enter(game::context* ctx)
{
debug::logger* logger = ctx->logger;
logger->push_task("Entering splash state");
//ctx->app->set_window_opacity(0.5f);
// Disable sky pass
ctx->overworld_sky_pass->set_enabled(false);
// Add splash billboard to UI scene
ctx->ui_scene->add_object(ctx->splash_billboard);
@ -62,7 +50,12 @@ void splash_state_enter(game_context* ctx)
// Create change state function
auto change_state = [ctx]()
{
ctx->app->change_state({std::bind(play_state_enter, ctx), std::bind(play_state_exit, ctx)});
application::state next_state;
next_state.name = "play";
next_state.enter = std::bind(game::state::play::enter, ctx);
next_state.exit = std::bind(game::state::play::exit, ctx);
ctx->app->change_state(next_state);
};
// Schedule fade out and change state events
@ -88,26 +81,29 @@ void splash_state_enter(game_context* ctx)
ctx->rasterizer->set_clear_color(0.0f, 0.0f, 0.0f, 1.0f);
ctx->rasterizer->clear_framebuffer(true, false, false);
ctx->app->swap_buffers();
ctx->app->change_state({std::bind(play_state_enter, ctx), std::bind(play_state_exit, ctx)});
application::state next_state;
next_state.name = "play";
next_state.enter = std::bind(game::state::play::enter, ctx);
next_state.exit = std::bind(game::state::play::exit, ctx);
ctx->app->change_state(next_state);
}
}
);
ctx->input_listener->set_enabled(true);
logger->pop_task(EXIT_SUCCESS);
}
void splash_state_exit(game_context* ctx)
void exit(game::context* ctx)
{
debug::logger* logger = ctx->logger;
logger->push_task("Exiting splash state");
// Disable splash skipper
ctx->input_listener->set_enabled(false);
ctx->input_listener->set_callback(nullptr);
// Remove splash billboard from UI scene
ctx->ui_scene->remove_object(ctx->splash_billboard);
logger->pop_task(EXIT_SUCCESS);
}
} // namespace splash
} // namespace state
} // namespace game

+ 39
- 0
src/game/states/splash.hpp View File

@ -0,0 +1,39 @@
/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef ANTKEEPER_GAME_STATE_SPLASH_HPP
#define ANTKEEPER_GAME_STATE_SPLASH_HPP
#include "game/context.hpp"
namespace game {
namespace state {
/// Splash screen game state functions.
namespace splash {
void enter(game::context* ctx);
void exit(game::context* ctx);
} // namespace splash
} // namespace state
} // namespace game
#endif // ANTKEEPER_GAME_STATE_SPLASH_HPP

src/game/states/pause-state.cpp → src/game/states/states.hpp View File

@ -17,14 +17,17 @@
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game/states/game-states.hpp"
#include "game/game-context.hpp"
#ifndef ANTKEEPER_GAME_STATES_HPP
#define ANTKEEPER_GAME_STATES_HPP
void pause_state_enter(game_context* ctx)
{
}
namespace game {
void pause_state_exit(game_context* ctx)
{
}
/// Game state functions.
namespace state {}
} // namespace game
#include "game/states/loading.hpp"
#include "game/states/splash.hpp"
#endif // ANTKEEPER_GAME_STATES_HPP

+ 0
- 55
src/game/states/title-state.cpp View File

@ -1,55 +0,0 @@
/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "game/states/game-states.hpp"
#include "game/game-context.hpp"
#include "debug/logger.hpp"
#include "animation/timeline.hpp"
void title_state_enter(game_context* ctx)
{
debug::logger* logger = ctx->logger;
logger->push_task("Entering title state");
// Get timeline
timeline* timeline = ctx->timeline;
// Create title sequence
float t = timeline->get_position();
timeline::sequence title_sequence =
{
{t + 0.0f, [logger](){ logger->log("cue sound fade-in\n"); }},
{t + 3.0f, [logger](){ logger->log("cue scene fade-in from black\n"); }},
{t + 8.0f, [logger](){ logger->log("cue title fade-in\n"); }},
{t + 10.0f, [logger](){ logger->log("cue menu fade-in\n"); }}
};
// Add title sequence to timeline
timeline->add_sequence(title_sequence);
logger->pop_task(EXIT_SUCCESS);
}
void title_state_exit(game_context* ctx)
{
debug::logger* logger = ctx->logger;
logger->push_task("Exiting title state");
logger->pop_task(EXIT_SUCCESS);
}

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