Spawn + shoot asteroids
* Add AsteroidSpawningSystem which adds asteroids to the game at a regular interval up to a set limit. * Add EventFactory for generating entity-specific Collision events * Detect asteroids being shot with BulletAsteroidCollisionEvent * Add DEBUG output to creating entities * New getPointAlongPolygon utils function
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parent
e6356e4210
commit
042282646b
@ -3,6 +3,7 @@ package com.me.asteroids;
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import com.badlogic.gdx.math.Polygon;
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import com.badlogic.gdx.math.Vector2;
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import com.me.asteroids.components.AccelerationComponent;
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import com.me.asteroids.components.AsteroidComponent;
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import com.me.asteroids.components.BulletComponent;
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import com.me.asteroids.components.ModelComponent;
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import com.me.asteroids.components.PlayerComponent;
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@ -11,8 +12,20 @@ import com.me.asteroids.components.VelocityComponent;
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import com.me.common.ecs.Engine;
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import com.me.common.ecs.Entity;
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import static com.me.asteroids.Constants.rand;
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public class EntityFactory {
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private static final Vector2 tmp = new Vector2();
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private static Entity createEntity(Engine engine) {
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Entity entity = engine.createEntity();
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if (Constants.DEBUG) {
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System.out.println("Spawned entity: " + entity);
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}
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return entity;
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}
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public static Entity createPlayer(Engine engine) {
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PositionComponent position = new PositionComponent();
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position.position = new Vector2(Constants.HALF_WIDTH, Constants.HALF_HEIGHT);
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@ -35,7 +48,7 @@ public class EntityFactory {
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AccelerationComponent accel = new AccelerationComponent();
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accel.acceleration = new Vector2(0,1f);
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Entity player = engine.createEntity();
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Entity player = createEntity(engine);
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player.addComponent(position);
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player.addComponent(velocity);
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player.addComponent(model);
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@ -45,26 +58,30 @@ public class EntityFactory {
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}
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public static Entity createBullet(Engine engine, Entity player) {
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PositionComponent position = new PositionComponent();
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float[] modelVertices = player.getComponent(ModelComponent.class).model.getTransformedVertices();
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position.position = new Vector2(modelVertices[0], modelVertices[1]);
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position.rotation = player.getComponent(PositionComponent.class).rotation;
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float rotation = player.getComponent(PositionComponent.class).rotation;
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Vector2 direction = Utils.setUnitVectorAngle(tmp, rotation);
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VelocityComponent velocity = new VelocityComponent();
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velocity.velocity = Utils.setUnitVectorAngle(new Vector2(), position.rotation).scl(500);
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velocity.velocity = new Vector2(direction).scl(500);
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PositionComponent position = new PositionComponent();
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position.position = new Vector2(modelVertices[0], modelVertices[1]).add(direction.scl(4));
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position.rotation = rotation;
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ModelComponent model = new ModelComponent();
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model.model = new Polygon(new float[] {
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-1f, 2f,
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1f, 2f,
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1f, -2f,
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-1f, -2f,
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1f, 0f,
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-1f, 0f,
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-1f, -4f,
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1f, -4f,
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});
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model.model.setRotation(position.rotation);
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model.model.setPosition(position.position.x, position.position.x);
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model.model.setPosition(position.position.x, position.position.y);
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Entity bullet = engine.createEntity();
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Entity bullet = createEntity(engine);
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bullet.addComponent(position);
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bullet.addComponent(velocity);
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bullet.addComponent(model);
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@ -72,4 +89,27 @@ public class EntityFactory {
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return bullet;
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}
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public static Entity createAsteroid(Engine engine) {
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// Creates an asteroid entity with position and velocity unset - the AsteroidSpawningSystem
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// is responsible for setting its position and velocity
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PositionComponent position = new PositionComponent();
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VelocityComponent velocity = new VelocityComponent();
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ModelComponent model = new ModelComponent();
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int size = rand.nextInt(30, 60);
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model.model = new AsteroidFactory()
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.setVertexCount(rand.nextInt(16, 24))
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.setSize(size)
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.setSizeVariation(size * 0.7f)
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.generate();
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model.aabb = model.model.getBoundingRectangle();
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Entity asteroid = createEntity(engine);
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asteroid.addComponent(position);
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asteroid.addComponent(velocity);
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asteroid.addComponent(model);
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asteroid.addComponent(new AsteroidComponent());
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return asteroid;
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}
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}
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36
core/src/com/me/asteroids/EventFactory.java
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36
core/src/com/me/asteroids/EventFactory.java
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@ -0,0 +1,36 @@
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package com.me.asteroids;
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import com.me.asteroids.components.AsteroidComponent;
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import com.me.asteroids.components.BulletComponent;
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import com.me.asteroids.components.PlayerComponent;
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import com.me.asteroids.events.BulletAsteroidCollisionEvent;
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import com.me.asteroids.events.CollisionEvent;
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import com.me.asteroids.events.PlayerASteroidCollisionEvent;
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import com.me.common.ecs.Entity;
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public class EventFactory {
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public static CollisionEvent getNewCollisionEvent(Entity a, Entity b) {
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boolean isEntityAPlayer = a.hasComponent(PlayerComponent.class);
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boolean isEntityBPlayer = b.hasComponent(PlayerComponent.class);
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boolean isEntityABullet = !isEntityAPlayer && a.hasComponent(BulletComponent.class);
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boolean isEntityBBullet = !isEntityBPlayer && b.hasComponent(BulletComponent.class);
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boolean isEntityAAsteroid = !isEntityAPlayer && !isEntityABullet && a.hasComponent(AsteroidComponent.class);
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boolean isEntityBAsteroid = !isEntityBPlayer && !isEntityBBullet && b.hasComponent(AsteroidComponent.class);
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if (isEntityAAsteroid || isEntityBAsteroid) {
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if (isEntityAPlayer && isEntityBAsteroid) {
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return new PlayerASteroidCollisionEvent(a, b);
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} else if (isEntityBPlayer && isEntityAAsteroid) {
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return new PlayerASteroidCollisionEvent(b, a);
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} else if (isEntityABullet && isEntityBAsteroid) {
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return new BulletAsteroidCollisionEvent(a, b);
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} else if (isEntityBBullet && isEntityAAsteroid) {
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return new BulletAsteroidCollisionEvent(b, a);
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}
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}
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return new CollisionEvent(a, b);
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}
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}
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@ -7,6 +7,8 @@ import java.lang.Math;
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public final class Utils {
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private static final Vector2 tmp = new Vector2();
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public static float rotate(float rotation, float degrees) {
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rotation += degrees;
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if (rotation < 0) {
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@ -25,4 +27,21 @@ public final class Utils {
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return vector.set((float) Math.cos(radians), (float) Math.sin(radians));
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}
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public static Vector2 getPointAlongPolygon(Vector2[] vertices, float distanceAlongPerimeter) {
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for (int i = 0, n = vertices.length; i < n; i++) {
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Vector2 a = vertices[i];
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Vector2 b = vertices[i + 1 == n ? 0 : i + 1];
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tmp.set(a).sub(b);
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float len = tmp.len();
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if (len < distanceAlongPerimeter) {
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distanceAlongPerimeter -= len;
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continue;
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}
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return a.add(tmp.set(tmp.x / len, tmp.y / len).scl(distanceAlongPerimeter));
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}
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return null;
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}
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}
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@ -0,0 +1,7 @@
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package com.me.asteroids.components;
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import com.me.common.ecs.Component;
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public class AsteroidComponent implements Component {
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// TODO: See PlayerComponent's TODO
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}
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@ -0,0 +1,19 @@
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package com.me.asteroids.events;
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import com.me.common.ecs.Entity;
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public class BulletAsteroidCollisionEvent extends CollisionEvent {
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public BulletAsteroidCollisionEvent(Entity bullet, Entity asteroid) {
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super(bullet, asteroid);
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}
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public Entity getBullet() {
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return entityA;
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}
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public Entity getAsteroid() {
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return entityB;
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}
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}
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@ -0,0 +1,19 @@
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package com.me.asteroids.events;
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import com.me.common.ecs.Entity;
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public class PlayerASteroidCollisionEvent extends CollisionEvent {
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public PlayerASteroidCollisionEvent(Entity player, Entity asteroid) {
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super(player, asteroid);
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}
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public Entity getPlayer() {
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return entityA;
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}
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public Entity getAsteroid() {
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return entityB;
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}
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}
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@ -4,22 +4,28 @@ import com.badlogic.gdx.Gdx;
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import com.badlogic.gdx.graphics.Color;
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import com.badlogic.gdx.graphics.g2d.BitmapFont;
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import com.badlogic.gdx.graphics.g2d.SpriteBatch;
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import com.badlogic.gdx.math.Polygon;
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import com.badlogic.gdx.math.Vector2;
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import com.me.asteroids.Constants;
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import com.me.asteroids.EntityFactory;
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import com.me.asteroids.Graphics;
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import com.me.asteroids.components.AccelerationComponent;
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import com.me.asteroids.components.AsteroidComponent;
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import com.me.asteroids.components.BulletComponent;
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import com.me.asteroids.components.ModelComponent;
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import com.me.asteroids.components.PlayerComponent;
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import com.me.asteroids.components.PositionComponent;
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import com.me.asteroids.components.VelocityComponent;
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import com.me.asteroids.events.BulletAsteroidCollisionEvent;
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import com.me.asteroids.events.ScreenWrapEvent;
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import com.me.asteroids.systems.AsteroidSpawningSystem;
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import com.me.asteroids.systems.CollisionSystem;
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import com.me.asteroids.systems.ModelRenderSystem;
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import com.me.asteroids.systems.MovementSystem;
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import com.me.asteroids.systems.PlayerInputSystem;
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import com.me.asteroids.systems.ScreenWrapSystem;
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import com.me.common.Screen;
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import com.me.common.ecs.ComponentMapper;
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import com.me.common.ecs.Engine;
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import com.me.common.ecs.Entity;
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import com.me.common.ecs.event.EventHandler;
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@ -48,18 +54,20 @@ public class GameScreen extends Screen implements Listener {
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engine.registerComponentClass(PlayerComponent.class);
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engine.registerComponentClass(BulletComponent.class);
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engine.registerComponentClass(AsteroidComponent.class);
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engine.registerComponentClass(PositionComponent.class);
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engine.registerComponentClass(VelocityComponent.class);
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engine.registerComponentClass(AccelerationComponent.class);
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engine.registerComponentClass(ModelComponent.class);
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engine.registerSystem(new PlayerInputSystem(engine));
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engine.registerSystem(new AsteroidSpawningSystem(engine));
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engine.registerSystem(new MovementSystem(engine));
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engine.registerSystem(new CollisionSystem(engine));
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engine.registerSystem(new ScreenWrapSystem(engine));
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engine.registerSystem(new ModelRenderSystem(engine, graphics));
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engine.registerListener(this);
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engine.registerListener(this.new EventListener(engine));
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engine.ready();
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@ -84,13 +92,40 @@ public class GameScreen extends Screen implements Listener {
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}
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@EventHandler
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public void onScreenWrap(ScreenWrapEvent event) {
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if (event.entity.hasComponent(BulletComponent.class)) {
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// Remove bullets when they leave the screen
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event.setCancelled(true);
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event.entity.remove();
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private class EventListener implements Listener {
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ComponentMapper<PositionComponent> positionMapper;
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ComponentMapper<ModelComponent> modelMapper;
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ComponentMapper<BulletComponent> bulletMapper;
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EventListener(Engine engine) {
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this.positionMapper = engine.getComponentMapper(PositionComponent.class);
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this.modelMapper = engine.getComponentMapper(ModelComponent.class);
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this.bulletMapper = engine.getComponentMapper(BulletComponent.class);
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}
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@EventHandler
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public void onScreenWrap(ScreenWrapEvent event) {
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if (bulletMapper.has(event.entity)) {
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// Remove bullets when they leave the screen
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//event.setCancelled(true);
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event.entity.remove();
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}
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}
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@EventHandler
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public void onBulletAsteroidCollision(BulletAsteroidCollisionEvent event) {
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Vector2 bulletPosition = positionMapper.get(event.getBullet()).position;
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Polygon asteroidModel = modelMapper.get(event.getAsteroid()).model;
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if (asteroidModel.contains(bulletPosition)) {
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// AABBs intersect but let's only consider it a hit if the bullet's position
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// is actually inside the asteroid
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event.getBullet().remove();
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event.getAsteroid().remove();
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}
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}
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}
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@ -0,0 +1,88 @@
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package com.me.asteroids.systems;
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import com.badlogic.gdx.math.Vector2;
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import com.badlogic.gdx.utils.Array;
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import com.me.asteroids.Constants;
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import com.me.asteroids.EntityFactory;
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import com.me.asteroids.Utils;
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import com.me.asteroids.components.AsteroidComponent;
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import com.me.asteroids.components.ModelComponent;
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import com.me.asteroids.components.PositionComponent;
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import com.me.asteroids.components.VelocityComponent;
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import com.me.common.ecs.BaseSystem;
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import com.me.common.ecs.ComponentMapper;
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import com.me.common.ecs.Engine;
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import com.me.common.ecs.Entity;
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import static com.me.asteroids.Constants.rand;
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public class AsteroidSpawningSystem extends BaseSystem {
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private ComponentMapper<AsteroidComponent> asteroidMapper;
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private ComponentMapper<PositionComponent> positionMapper;
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private ComponentMapper<VelocityComponent> velocityMapper;
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private ComponentMapper<ModelComponent> modelMapper;
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private float asteroidSpawnDelay = 0f;
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public AsteroidSpawningSystem(Engine engine) {
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super(engine);
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asteroidMapper = engine.getComponentMapper(AsteroidComponent.class);
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positionMapper = engine.getComponentMapper(PositionComponent.class);
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velocityMapper = engine.getComponentMapper(VelocityComponent.class);
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modelMapper = engine.getComponentMapper(ModelComponent.class);
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}
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private Vector2 getRandomSpawnLocation(float asteroidWidth, float asteroidHeight) {
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float halfWidth = asteroidWidth / 2;
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float halfHeight = asteroidHeight / 2;
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Vector2[] spawnPerimeter = new Vector2[]{
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new Vector2(-halfWidth, -halfHeight),
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new Vector2(-halfWidth, Constants.HEIGHT + halfHeight),
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new Vector2(Constants.WIDTH + halfWidth, Constants.HEIGHT + halfHeight),
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new Vector2(Constants.WIDTH + halfWidth, -halfHeight),
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};
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float perimeterLength = (Constants.WIDTH + Constants.HEIGHT + asteroidWidth + asteroidHeight) * 2;
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float positionAlongPerimeter = rand.nextFloat(0, perimeterLength);
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return Utils.getPointAlongPolygon(spawnPerimeter, positionAlongPerimeter);
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}
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private void spawnAsteroid() {
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Entity asteroid = EntityFactory.createAsteroid(engine);
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ModelComponent model = modelMapper.get(asteroid);
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Vector2 position
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= positionMapper.get(asteroid).position
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= getRandomSpawnLocation(model.aabb.getWidth(), model.aabb.getHeight());
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model.model.setPosition(position.x, position.y);
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model.aabb = model.model.getBoundingRectangle();
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VelocityComponent velocityComponent = velocityMapper.get(asteroid);
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velocityComponent.velocity = new Vector2().setToRandomDirection().scl(rand.nextFloat(125, 175));
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asteroid.activate();
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}
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@Override
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public void process(float dt) {
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Array<Entity> entities = engine.getEntities();
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int asteroidCount = 0;
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for (Entity entity : entities) {
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// It's rather inefficient to have to check our entire entity list every frame
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// to count how many entities have a specific component. Maybe we should keep a count of
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// how many entites a given component?
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if (asteroidMapper.has(entity)) {
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asteroidCount++;
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}
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}
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if (asteroidCount++ < 6 && (asteroidSpawnDelay -= dt) <= 0) {
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spawnAsteroid();
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asteroidSpawnDelay = Constants.ASTEROID_SPAWN_DELAY;
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}
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}
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}
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@ -1,6 +1,7 @@
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package com.me.asteroids.systems;
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import com.badlogic.gdx.math.Rectangle;
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import com.me.asteroids.EventFactory;
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import com.me.asteroids.components.ModelComponent;
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import com.me.asteroids.events.CollisionEvent;
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import com.me.common.ecs.ComponentMapper;
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@ -29,8 +30,7 @@ public class CollisionSystem extends EntitySystem {
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Rectangle aabbB = modelMapper.get(entityB).aabb;
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if (aabbA.overlaps(aabbB)) {
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CollisionEvent event = new CollisionEvent(entityA, entityB);
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engine.callEvent(event);
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engine.callEvent(EventFactory.getNewCollisionEvent(entityA, entityB));
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}
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}
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}
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