-
Notifications
You must be signed in to change notification settings - Fork 0
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Develop #1
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
- Fetch the SFML library from github, build it and link it against the exectuable.
- Apply suggested fixes.
- clang-tidy - cppcheck - IWYU
> make clangformat
- spdlog for logging - Catch2 for testing - docopt for CLI - fmtlib for python-like printing
A file globing was used while the files where not yet downloaded.
- Add .cmake-format config file
Provide convertions for key pressed and window closed events.
The game is currently updated as fast as possible. Implement logging behaviour for the exposed events.
Define a simple controller which logs the received actions.
- Define tiles with the Tile::ID enumeration - Expose the parsed tiles - Encapsulate the Rect class
Push views to the window so it renders them every frame
- Load the entities - Load the views
Make the game loop FPS based for the moment
- Implement the angle object providing deg to rad convertions - Implement the kinematic component for angular and linear velocity
- Split actions between movement and rotation actions.
It is in charge of handling interface events and translating them into actions. Action states are recorded to be able to process multiple actions during a frame.
- Inject it into requireing components - Expose action to key and key to action getters
The view allows to remap keys to actions
- Use targets as external dependencies
- Loads shapes (multi-polygons, polygon, disk) and expose the corresponding playrho shape type.
Load the bounding boxes into the shapeConfManager to make them available to the collision system
Pixels are used by the interface while the application uses meters
- Provide a constructor to Angle allowing a unit vector (computes the angle using atan2)
Draws the bounding boxes of collideable entities
- Step the world at a fixed timestep of 60 ticks / second
- Draw bounding boxes of all components
Drawing sprite by sprite is inefficient, the FPS has trippled using vertex arrays
This allows to draws all tiles in the layer at once, thus improving the randering performance.
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Clean build system following Jason Turner's advice
Input support and abstraction
Simple game rendering using SFML
Map support (tmx), updatable using Tiled (https://www.mapeditor.org/)
Basic physic using Playrho (https://github.com/louis-langholtz/PlayRho)