Spawn different objects withing level

This commit is contained in:
DanielProl1xy 2024-01-30 23:44:07 +03:00
parent 7434cb66e8
commit 4a4b80bef3
9 changed files with 85 additions and 18 deletions

View File

@ -4,12 +4,11 @@
#include <memory>
#include "../coders/json.h"
class Serializable
{
class Serializable {
public:
virtual ~Serializable() { }
virtual std::unique_ptr<dynamic::Map> serialize() const = 0;
virtual void deserialize(dynamic::Map* src) = 0;
};
#endif
#endif /* SERIALIZABLE_H */

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@ -6,6 +6,7 @@
#include "ChunksController.h"
#include "scripting/scripting.h"
#include "../objects/Object.h"
LevelController::LevelController(EngineSettings& settings, Level* level)
: settings(settings), level(level) {
@ -24,6 +25,19 @@ void LevelController::update(float delta, bool input, bool pause) {
level->update();
chunks->update(settings.chunks.loadSpeed);
blocks->update(delta);
// erease null pointers
level->objects.remove_if([](Object* obj) { return obj == nullptr; });
// update all objects that needed
for(Object *obj : level->objects)
{
if(obj) {
if(obj->shouldUpdate) {
obj->update(delta);
}
}
}
}
void LevelController::onWorldSave() {

View File

@ -202,7 +202,7 @@ void PlayerController::resetKeyboard() {
}
void PlayerController::updateControls(float delta){
player->update(level, input, delta);
player->updateInput(level, input, delta);
}
void PlayerController::updateInteraction(){

30
src/objects/Object.h Normal file
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@ -0,0 +1,30 @@
#ifndef OBJECT_H
#define OBJECT_H
#include "stdlib.h"
#include <iostream>
class Level;
class Object {
private:
Level* level;
public:
int64_t objectUID;
bool shouldUpdate = true;
public:
virtual ~Object() { destroyed(); }
public:
virtual void spawned() { }
virtual void update(float delta) { }
virtual void destroyed() { }
public:
Level* getLevel() { return level; }
void setLevel(Level* lvl) { level = lvl; }
};
#endif /* OBJECT_H */

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@ -33,7 +33,7 @@ Player::Player(glm::vec3 position, float speed) :
Player::~Player() {
}
void Player::update(
void Player::updateInput(
Level* level,
PlayerInput& input,
float delta) {

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@ -8,6 +8,7 @@
#include "../voxels/voxel.h"
#include "../settings.h"
#include "../interfaces/Serializable.h"
#include "../objects/Object.h"
class Camera;
class Hitbox;
@ -32,7 +33,7 @@ struct PlayerInput {
bool flight;
};
class Player : Serializable {
class Player : Object, Serializable {
float speed;
int chosenSlot;
glm::vec3 spawnpoint {};
@ -52,7 +53,7 @@ public:
~Player();
void teleport(glm::vec3 position);
void update(Level* level, PlayerInput& input, float delta);
void updateInput(Level* level, PlayerInput& input, float delta);
void attemptToFindSpawnpoint(Level* level);

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@ -8,17 +8,24 @@
#include "../voxels/ChunksStorage.h"
#include "../physics/Hitbox.h"
#include "../physics/PhysicsSolver.h"
#include "../objects/Object.h"
#include "../objects/Player.h"
Level::Level(World* world, const Content* content, Player* player, EngineSettings& settings)
const float DEF_PLAYER_Y = 100.0f;
const float DEF_PLAYER_SPEED = 4.0f;
Level::Level(World* world, const Content* content, EngineSettings& settings)
: world(world),
content(content),
player(player),
chunksStorage(new ChunksStorage(this)),
events(new LevelEvents()) ,
settings(settings) {
physics = new PhysicsSolver(glm::vec3(0, -22.6f, 0));
player = spawnObjectOfClass<Player>(glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED);
uint matrixSize = (settings.chunks.loadDistance+
settings.chunks.padding) * 2;
chunks = new Chunks(matrixSize, matrixSize, 0, 0,
@ -53,3 +60,19 @@ void Level::update() {
World* Level::getWorld() {
return world.get();
}
// Spawns object of class T and returns pointer to it.
// @param T class that derives the Object class
// @param args pass arguments needed for T class constructor
template<class T, typename... Args>
T* Level::spawnObjectOfClass(Args&&... args)
{
static_assert(std::is_base_of<Object, T>::value, "T must be a derived of Object class");
T* tObj = new T(args...);
Object* obj = reinterpret_cast<Object*>(tObj);
objects.push_back(obj);
obj->objectUID = std::rand();
obj->setLevel(this);
obj->spawned();
return tObj;
}

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@ -5,10 +5,12 @@
#include "../typedefs.h"
#include "../settings.h"
#include <list>
class Content;
class World;
class Player;
class Object;
class Chunks;
class LevelEvents;
class Lighting;
@ -19,6 +21,7 @@ class Level {
public:
std::unique_ptr<World> world;
const Content* const content;
std::list<Object*> objects;
Player* player;
Chunks* chunks;
ChunksStorage* chunksStorage;
@ -31,13 +34,15 @@ public:
Level(World* world,
const Content* content,
Player* player,
EngineSettings& settings);
~Level();
void update();
World* getWorld();
template<class T, typename... Args>
T* spawnObjectOfClass(Args&&... args);
};
#endif /* WORLD_LEVEL_H_ */

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@ -62,9 +62,6 @@ void World::write(Level* level) {
wfile->writePlayer(level->player);
}
const float DEF_PLAYER_Y = 100.0f;
const float DEF_PLAYER_SPEED = 4.0f;
Level* World::create(std::string name,
fs::path directory,
uint64_t seed,
@ -72,8 +69,7 @@ Level* World::create(std::string name,
const Content* content,
const std::vector<ContentPack>& packs) {
World* world = new World(name, directory, seed, settings, content, packs);
Player* player = new Player(glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED);
return new Level(world, content, player, settings);
return new Level(world, content, settings);
}
ContentLUT* World::checkIndices(const fs::path& directory,
@ -98,9 +94,8 @@ Level* World::load(fs::path directory,
throw world_load_error("could not to find world.json");
}
Player* player = new Player(glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED);
Level* level = new Level(world.get(), content, player, settings);
wfile->readPlayer(player);
Level* level = new Level(world.get(), content, settings);
wfile->readPlayer(level->player);
world.release();
return level;