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Develop #1

Merged
merged 62 commits into from
Jun 2, 2021
Merged

Develop #1

merged 62 commits into from
Jun 2, 2021

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Tastyep
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@Tastyep Tastyep commented Jun 2, 2021

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)

Tastyep added 30 commits March 3, 2021 11:36
- 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
Tastyep added 27 commits March 12, 2021 13:49
  - 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
@Tastyep Tastyep merged commit 08ca5d0 into main Jun 2, 2021
Tastyep added 2 commits June 2, 2021 09:20
This allows to draws all tiles in the layer at once, thus improving the randering performance.
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