feat: refactoring && walls

This commit is contained in:
2024-04-18 16:04:53 +07:00
parent 6333d80fd4
commit 36af656e0d
20 changed files with 202 additions and 93 deletions

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@@ -1,6 +0,0 @@
using Scellecs.Morpeh;
public struct CanCollideComponent : IComponent
{
public bool CanCollide;
}

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@@ -1,6 +1,8 @@
using Raylib_cs;
using Scellecs.Morpeh;
namespace BakeryGame.Components.Common;
public struct ColorComponent : IComponent
{
public Color Color { get; set; }

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@@ -1,6 +1,8 @@
using System.Numerics;
using Scellecs.Morpeh;
namespace BakeryGame.Components.Common;
public struct PositionComponent : IComponent
{
public Vector3 Position;

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@@ -1,7 +1,8 @@
using System.Numerics;
using Raylib_cs;
using Scellecs.Morpeh;
namespace BakeryGame.Components.Environment;
public struct BlockComponent : IComponent
{
public Vector3 Size;

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@@ -1,7 +1,9 @@
using Raylib_cs;
using Scellecs.Morpeh;
namespace BakeryGame.Components.Player;
public struct CameraComponent : IComponent
{
public Camera2D Camera;
public Camera3D Camera;
}

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@@ -1,5 +1,7 @@
using Scellecs.Morpeh;
namespace BakeryGame.Components.Player;
public struct HealthComponent : IComponent
{
public int HealthPoints;

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@@ -1,6 +1,8 @@
using BakeryGame.Models;
using Scellecs.Morpeh;
namespace BakeryGame.Components.Player;
public struct MovementComponent : IComponent
{
public Direction Direction;

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@@ -1,7 +1,8 @@
using System.Numerics;
using Raylib_cs;
using Scellecs.Morpeh;
namespace BakeryGame.Components.Player;
public struct PlayerComponent : IComponent
{
public Vector3 Size;

46
Entities/BlockFactory.cs Normal file
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@@ -0,0 +1,46 @@
using System.Numerics;
using BakeryGame.Components.Common;
using BakeryGame.Components.Environment;
using Raylib_cs;
using Scellecs.Morpeh;
namespace BakeryGame.Entities;
public class BlockFactory
{
private readonly World _world;
public BlockFactory(World world)
{
_world = world;
}
public Entity CreateBlock(float x, float z)
{
var position = new Vector3(x, 1.0f, z);
var size = new Vector3(BlockSize, BlockSize, BlockSize);
var block = _world.CreateEntity();
block.SetComponent(new BlockComponent { Size = size });
block.SetComponent(new ColorComponent { Color = Color.Gray });
block.SetComponent(new PositionComponent(){ Position = position });
return block;
}
public IEnumerable<Entity> GenerateMapOfBlocks()
{
for (int x = -16 / 2; x <= 16 / 2; x++) {
for (int z = -16 / 2; z <= 16 / 2; z++) {
if (x == -16 / 2 || x == 16 / 2 || z == -16 / 2 || z == 16 / 2)
{
yield return CreateBlock(x, z);
}
}
}
}
public const float BlockSize = 1;
}

38
Entities/PlayerFactory.cs Normal file
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@@ -0,0 +1,38 @@
using System.Numerics;
using BakeryGame.Components.Common;
using BakeryGame.Components.Player;
using Raylib_cs;
using Scellecs.Morpeh;
namespace BakeryGame.Entities;
public class PlayerFactory
{
private readonly World _world;
public PlayerFactory(World world)
{
_world = world;
}
public Entity CreatePlayer(out CameraComponent camera)
{
var player = _world.CreateEntity();
player.SetComponent(new HealthComponent { HealthPoints = 100 });
player.SetComponent(new PositionComponent { Position = new Vector3(0.0f, 1.0f, 2.0f) });
player.SetComponent(new MovementComponent() { Speed = 0.1f });
camera = new CameraComponent()
{
Camera = new Camera3D(new(0.0f, 10.0f, 10.0f), new(0.0f, 0.0f, 0.0f), new(0.0f, 1.0f, 0.0f), 45.0f, 0)
};
player.SetComponent(camera);
player.SetComponent(new PlayerComponent
{
Size = new Vector3(1.0f, 2.0f, 1.0f ),
});
return player;
}
}

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@@ -1,5 +1,7 @@
using Raylib_cs;
namespace BakeryGame.Models;
public struct EnvItem
{
public EnvItem(Rectangle rect, Color color, bool canCollide)

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@@ -1,10 +1,20 @@
// See https://aka.ms/new-console-template for more information
using System.Numerics;
using BakeryGame.Components.Common;
using BakeryGame.Components.Environment;
using BakeryGame.Components.Player;
using BakeryGame.Entities;
using BakeryGame.Models;
using BakeryGame.Systems;
using BakeryGame.Systems.Common;
using BakeryGame.Systems.Player;
using BakeryGame.Systems.Rendering;
using Raylib_cs;
using Scellecs.Morpeh;
namespace BakeryGame;
internal class Program
{
private static World _world;
@@ -18,92 +28,30 @@ internal class Program
new EnvItem(new Rectangle(650, 300, 100, 10), Color.Gray, true)
};
private static Entity CreateBlock()
{
var position = new Vector3( -4.0f, 1.0f, 2.0f );
var size = new Vector3( 2.0f, 2.0f, 2.0f );
var block = _world.CreateEntity();
block.SetComponent(new BlockComponent { Size = size });
block.SetComponent(new ColorComponent { Color = Color.Gray });
block.SetComponent(new PositionComponent(){ Position = position });
return block;
}
private static Entity CreatePlayer()
{
var player = _world.CreateEntity();
player.SetComponent(new HealthComponent { HealthPoints = 100 });
player.SetComponent(new PositionComponent { Position = new Vector3(0.0f, 1.0f, 2.0f) });
player.SetComponent(new MovementComponent() { Speed = 0.1f });
// ball.SetComponent(new CameraComponent
// {
// Camera = new Cam2qera2D
// {
// Target = new Vector2(800 / 2 + 10.0f, 480 / 2 + 10.0f),
// Offset = new Vector2(800 / 2, 480 / 2),
// Rotation = 0.0f,
// Zoom = 1.0f
// }
// });
player.SetComponent(new PlayerComponent
{
Size = new Vector3(1.0f, 2.0f, 1.0f ),
});
return player;
}
private static void Main(string[] args)
{
_world = World.Create();
var playerFactory = new PlayerFactory(_world);
var blockFactory = new BlockFactory(_world);
Raylib.InitWindow(800, 480, "Hello World");
var player = CreatePlayer();
var block = CreateBlock();
var camera = new Camera3D(new ( 0.0f, 10.0f, 10.0f ), new( 0.0f, 0.0f, 0.0f ), new ( 0.0f, 1.0f, 0.0f ), 45.0f, 0);
var player = playerFactory.CreatePlayer(out var camera);
var block = blockFactory.GenerateMapOfBlocks().ToList();
var healthSystem = new HealthSystem { World = _world };
var movementSystem = new MovementSystem { World = _world };
var collisionSystem = new CollisionSystem(_world);
var systemsGroup = _world.CreateSystemsGroup();
systemsGroup.AddSystem(healthSystem);
systemsGroup.AddSystem(movementSystem);
systemsGroup.AddSystem(collisionSystem);
systemsGroup.EnableSystem(movementSystem);
systemsGroup.EnableSystem(healthSystem);
systemsGroup.EnableSystem(collisionSystem);
_world.AddSystemsGroup(0, systemsGroup);
var renderSystemsGroup = _world.CreateSystemsGroup();
var hpRenreSystem = new HPRenderSystem { World = _world };
var ballRenderSystem = new BallRenderSystem { World = _world };
//var cameraSystem = new CameraSystem(_world);
var blockRenderSystem = new BlockRenderSystem(_world);
renderSystemsGroup.AddSystem(blockRenderSystem);
renderSystemsGroup.AddSystem(ballRenderSystem);
renderSystemsGroup.AddSystem(hpRenreSystem);
//renderSystemsGroup.AddSystem(cameraSystem);
renderSystemsGroup.EnableSystem(blockRenderSystem);
renderSystemsGroup.EnableSystem(ballRenderSystem);
renderSystemsGroup.EnableSystem(hpRenreSystem);
//renderSystemsGroup.EnableSystem(cameraSystem);
_world.AddSystemsGroup(1, renderSystemsGroup);
SystemRegistrations.RegisterLogicGroup(_world);
SystemRegistrations.RegisterGraphicsGroup(_world);
Raylib.SetTargetFPS(60);
while (!Raylib.WindowShouldClose())
{
var deltaTime = Raylib.GetFrameTime();
//Raylib.UpdateCamera(ref camera.Camera, CameraMode.Free);
Raylib.BeginDrawing();
Raylib.ClearBackground(Color.White);
Raylib.BeginMode3D(camera);
Raylib.BeginMode3D(camera.Camera);
_world.Update(deltaTime);
Raylib.DrawGrid(10, 1.0f);
_world.CleanupUpdate(deltaTime);

46
SystemRegistrations.cs Normal file
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@@ -0,0 +1,46 @@
using BakeryGame.Systems.Common;
using BakeryGame.Systems.Player;
using BakeryGame.Systems.Rendering;
using Scellecs.Morpeh;
namespace BakeryGame;
public static class SystemRegistrations
{
public static void RegisterLogicGroup(World world)
{
var healthSystem = new HealthSystem { World = world };
var movementSystem = new MovementSystem { World = world };
var collisionSystem = new CollisionSystem(world);
var systemsGroup = world.CreateSystemsGroup();
systemsGroup.AddSystem(healthSystem);
systemsGroup.AddSystem(movementSystem);
systemsGroup.AddSystem(collisionSystem);
systemsGroup.EnableSystem(movementSystem);
systemsGroup.EnableSystem(healthSystem);
systemsGroup.EnableSystem(collisionSystem);
world.AddSystemsGroup(0, systemsGroup);
}
public static void RegisterGraphicsGroup(World world)
{
var renderSystemsGroup = world.CreateSystemsGroup();
var hpRenreSystem = new HPRenderSystem { World = world };
var ballRenderSystem = new PlayerRenderSystem { World = world };
var cameraSystem = new CameraSystem(world);
var blockRenderSystem = new BlockRenderSystem(world);
renderSystemsGroup.AddSystem(blockRenderSystem);
renderSystemsGroup.AddSystem(ballRenderSystem);
renderSystemsGroup.AddSystem(hpRenreSystem);
renderSystemsGroup.AddSystem(cameraSystem);
renderSystemsGroup.EnableSystem(blockRenderSystem);
renderSystemsGroup.EnableSystem(ballRenderSystem);
renderSystemsGroup.EnableSystem(hpRenreSystem);
renderSystemsGroup.EnableSystem(cameraSystem);
world.AddSystemsGroup(1, renderSystemsGroup);
}
}

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@@ -1,9 +1,12 @@
using System.Numerics;
using BakeryGame.Components.Common;
using BakeryGame.Components.Environment;
using BakeryGame.Components.Player;
using BakeryGame.Models;
using Raylib_cs;
using Scellecs.Morpeh;
namespace BakeryGame.Systems;
namespace BakeryGame.Systems.Common;
public class CollisionSystem: ISystem
{

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@@ -1,7 +1,9 @@
using System.Numerics;
using Raylib_cs;
using BakeryGame.Components.Common;
using BakeryGame.Components.Player;
using Scellecs.Morpeh;
namespace BakeryGame.Systems.Player;
public class CameraSystem : ISystem
{
private Filter _filter;
@@ -28,21 +30,22 @@ public class CameraSystem : ISystem
ref var camera = ref cameraComponent.Camera;
// Camera target follows player
camera.Target = new Vector2(position.X + 20, position.Y + 20);
//camera.Target.X = position.X;
//camera.Target.Z = position.Z;
// // Camera rotation controls
// if (IsKeyDown(KEY_A)) camera.rotation--;
// else if (IsKeyDown(KEY_S)) camera.rotation++;
// Limit camera rotation to 80 degrees (-40 to 40)
if (camera.Rotation > 40) camera.Rotation = 40;
else if (camera.Rotation < -40) camera.Rotation = -40;
// if (camera.Rotation > 40) camera.Rotation = 40;
// else if (camera.Rotation < -40) camera.Rotation = -40;
// Camera zoom controls
camera.Zoom += Raylib.GetMouseWheelMove() * 0.05f;
if (camera.Zoom > 3.0f) camera.Zoom = 3.0f;
else if (camera.Zoom < 0.1f) camera.Zoom = 0.1f;
// camera.Zoom += Raylib.GetMouseWheelMove() * 0.05f;
//
// if (camera.Zoom > 3.0f) camera.Zoom = 3.0f;
// else if (camera.Zoom < 0.1f) camera.Zoom = 0.1f;
// // Camera reset (zoom and rotation)
// if (IsKeyPressed(KEY_R))

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@@ -1,6 +1,9 @@
using BakeryGame.Components.Player;
using Raylib_cs;
using Scellecs.Morpeh;
namespace BakeryGame.Systems.Player;
public sealed class HealthSystem : ISystem
{
private Filter filter;

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@@ -1,7 +1,11 @@
using BakeryGame.Components.Common;
using BakeryGame.Components.Player;
using BakeryGame.Models;
using Raylib_cs;
using Scellecs.Morpeh;
namespace BakeryGame.Systems.Player;
public sealed class MovementSystem : ISystem
{
private Filter _filter;

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@@ -1,8 +1,11 @@
using System.Numerics;
using BakeryGame.Components.Common;
using BakeryGame.Components.Player;
using Raylib_cs;
using Scellecs.Morpeh;
public class BallRenderSystem : ISystem
namespace BakeryGame.Systems.Player;
public class PlayerRenderSystem : ISystem
{
private Filter _filter;
public World World { get; set; }

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@@ -1,6 +1,10 @@
using BakeryGame.Components.Common;
using BakeryGame.Components.Environment;
using Raylib_cs;
using Scellecs.Morpeh;
namespace BakeryGame.Systems.Rendering;
public class BlockRenderSystem : ISystem
{
private Filter _filter;

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@@ -1,6 +1,9 @@
using BakeryGame.Components.Player;
using Raylib_cs;
using Scellecs.Morpeh;
namespace BakeryGame.Systems.Rendering;
public class HPRenderSystem : ILateSystem
{
private Filter _filter;