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main.cpp
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724 lines (582 loc) · 22.4 KB
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#ifdef _WIN32
#define WIN32_LEAN_AND_MEAN
#include <windows.h>
#endif
#include <GLFW/glfw3.h>
#ifdef __EMSCRIPTEN__
#include <GLES/gl.h>
#elif defined(__APPLE__)
#include <OpenGL/gl.h>
#include <OpenGL/glu.h>
#else
#include <GL/gl.h>
#include <GL/glu.h>
#endif
#include <vector>
#include <cstdlib>
#include <ctime>
#include <cmath>
#include <string>
#include <functional>
#include "game/player.hpp"
#include "game/character.hpp"
#include "game/camera.hpp"
#ifdef __EMSCRIPTEN__
class MultiplayerClient {
public:
void setServer(const std::string&, int) {}
void setPlayerName(const std::string&) {}
bool initOrJoin(const std::string&) { return false; }
void shutdown() {}
void sync(const vec2&) {}
void drawRemotePlayers(GLuint) {}
std::string getStatusText() const { return "multiplayer unavailable on web build"; }
};
#else
#include "game/multiplayer.hpp"
#endif
#include "game/tile.hpp"
#include "game/task.hpp"
#include "core/manager.hpp"
#include "core/essentials.hpp"
#include "core/collision.hpp"
#include "core/images/image.hpp"
#include "core/images/stb_image.h"
#include "core/text.hpp"
#include "core/file.hpp"
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
static std::function<void()>* gWebFrame = nullptr;
static void WebFrameTrampoline() {
if (gWebFrame != nullptr) {
(*gWebFrame)();
}
}
#endif
// Game Assets
Player player;
Camera camera;
std::vector<Character> characters;
std::vector<Task> objectives;
struct Door {
vec2 hubPos = vec2(0.0f);
vec2 roomPos = vec2(0.0f);
vec2 dim = vec2(32.0f, 64.0f);
int roomId = 0;
};
std::vector<std::string> loadTileLibrary() {
std::vector<std::string> files = grabFiles("dist/assets/tiles");
std::vector<std::string> townFiles = grabFiles("dist/assets/town");
files.insert(files.end(), townFiles.begin(), townFiles.end());
if (!files.empty()) {
return files;
}
files = grabFiles("assets/tiles");
townFiles = grabFiles("assets/town");
files.insert(files.end(), townFiles.begin(), townFiles.end());
return files;
}
std::vector<std::string> loadAssetFiles(const std::string& relativePath) {
std::vector<std::string> files = grabFiles("dist/assets/" + relativePath);
if (!files.empty()) {
return files;
}
return grabFiles("assets/" + relativePath);
}
std::vector<std::string> tileTex = loadTileLibrary();
std::vector<std::string> itemTex = loadAssetFiles("items");
std::vector<std::string> heartTex = loadAssetFiles("stats/health");
// Game Control Variables
std::string server = "localhost";
int tick = 1;
bool editor = false;
int mode = 0;
int selectMode = 0;
int selected = 0;
int tile = 0;
bool editorNextRoomHeld = false;
bool editorPrevRoomHeld = false;
const std::string fixedDoorTexturePath = "assets/door.png";
const vec2 fixedDoorPosition = vec2(128.0f, 32.0f);
const vec2 fixedDoorSize = vec2(32.0f, 64.0f);
const float doorSpacing = 112.0f;
float zoom = 2.0;
int running = 1;
bool inMainMenu = true;
bool multiplayerStarted = false;
std::string getEnvOrDefault(const char* key, const std::string& fallback) {
const char* value = std::getenv(key);
if (value == nullptr || value[0] == '\0') {
return fallback;
}
return std::string(value);
}
int getEnvIntOrDefault(const char* key, int fallback) {
const char* value = std::getenv(key);
if (value == nullptr || value[0] == '\0') {
return fallback;
}
try {
return std::stoi(value);
} catch (...) {
return fallback;
}
}
std::string getRandomUsername() {
const std::vector<std::string> adjectives = {
"brisk", "calm", "clever", "fuzzy", "gentle", "lucky", "mellow", "nimble", "quiet", "rapid", "sunny", "zesty"
};
const std::vector<std::string> nouns = {
"otter", "fox", "raven", "koala", "panda", "sparrow", "beaver", "lynx", "wolf", "badger", "falcon", "gecko"
};
int adjectiveIndex = randInt(0, static_cast<int>(adjectives.size()) - 1);
int nounIndex = randInt(0, static_cast<int>(nouns.size()) - 1);
int suffix = randInt(100, 999);
return adjectives[adjectiveIndex] + "-" + nouns[nounIndex] + std::to_string(suffix);
}
std::vector<std::string> getCharacterTasks() {
return {"wash dishes", "take out trash", "do laundry"};
}
Character makeCharacterForRoom(int roomId, int stageIndex) {
Character c;
c.room = roomId;
c.pos = vec2(300.0f + (stageIndex * 96.0f), 0.0f);
c.target = c.pos;
c.roamCenter = c.pos;
c.name = "Character " + std::to_string(stageIndex + 1);
c.level = 0;
c.isRoaming = false;
c.tasksGiven = 0;
c.tasksCompleted = 0;
c.nextStageSpawned = false;
c.tasks = getCharacterTasks();
return c;
}
Door makeDoorForRoom(int roomId) {
Door door;
door.roomId = roomId;
door.hubPos = fixedDoorPosition + vec2(doorSpacing * static_cast<float>(roomId - 1), 0.0f);
door.roomPos = fixedDoorPosition;
door.dim = fixedDoorSize;
return door;
}
Character* getCharacterForRoom(std::vector<Character>& chars, int roomId) {
for (Character& c : chars) {
if (c.room == roomId) {
return &c;
}
}
return nullptr;
}
void spawnNextStage(std::vector<Character>& chars, std::vector<Door>& doors, int& nextRoomId, Character& completedCharacter) {
if (completedCharacter.nextStageSpawned) {
return;
}
const int roomId = nextRoomId;
nextRoomId += 1;
doors.push_back(makeDoorForRoom(roomId));
chars.push_back(makeCharacterForRoom(roomId, roomId - 1));
chars.back().texture = Image::Load("assets/npcs/character.png");
completedCharacter.nextStageSpawned = true;
}
std::vector<Tile> genWorld(vec2 dim) {
std::vector<Tile> ts; // Nora shhhhh
Tile t;
for (int x = 0; x < dim.x; ++x) {
for (int y = 0; y < dim.y; ++y) {
if (randInt(0, 1) == 0) {
t.id = 1;
} else {
t.id = randInt(2, 3);
}
t.pos = snap(vec2((x - dim.x/2.0)*64, (y - dim.y/2.0)*64), 64.0);
ts.push_back(t);
}
}
return ts;
}
vec2 GetMouseWorld(GLFWwindow* window) {
vec2 world;
int windowWidth, windowHeight;
glfwGetWindowSize(window, &windowWidth, &windowHeight);
float mouseNDC_X = (float)Mouse::X() / windowWidth;
float mouseNDC_Y = (float)Mouse::Y() / windowHeight;
world.x = (mouseNDC_X * 2.0f - 1.0f) * screen.x / zoom + camera.pos.x;
world.y = (1.0f - mouseNDC_Y * 2.0f) * screen.y / zoom + camera.pos.y;
return world;
}
vec2 GetMouseUI(GLFWwindow* window) {
vec2 ui;
int windowWidth, windowHeight;
glfwGetWindowSize(window, &windowWidth, &windowHeight);
float mouseNDC_X = static_cast<float>(Mouse::X()) / static_cast<float>(windowWidth);
float mouseNDC_Y = static_cast<float>(Mouse::Y()) / static_cast<float>(windowHeight);
ui.x = (mouseNDC_X * 2.0f - 1.0f) * screen.x / zoom;
ui.y = (1.0f - mouseNDC_Y * 2.0f) * screen.y / zoom;
return ui;
}
void windowResizeCallback(GLFWwindow* window, int width, int height) {
// Update the screen variable with new dimensions
screen = vec2(width, height);
// Update the OpenGL viewport
glViewport(0, 0, width, height);
// Update the projection matrix with new dimensions
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-screen.x / zoom, screen.x / zoom, -screen.y / zoom, screen.y / zoom, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
}
bool addTaskForCharacter(Character& character, Player& localPlayer) {
if (character.tasksGiven >= static_cast<int>(character.tasks.size())) {
return false;
}
int taskId = character.tasksGiven;
Task task;
task.id = taskId;
task.pos = GetTaskSpawnPosition(character.tasks[taskId], taskId);
task.room = character.room;
objectives.push_back(task);
localPlayer.tasks.push_back(character.tasks[taskId]);
character.tasksGiven += 1;
return true;
}
int main()
{
srand((unsigned int)time(nullptr));
std::vector<Tile> tiles;
tiles = genWorld(vec2(120,100));
if (!isEmpty("game/data/map.dat")) {
std::vector<Tile> lst = load("game/data/map.dat");
tiles.insert(tiles.end(), lst.begin(), lst.end());
}
if (!glfwInit())
return -1;
GLFWwindow* window = glfwCreateWindow(screen.x, screen.y, "Community", nullptr, nullptr);
if (!window)
{
glfwTerminate();
return -1;
}
// Load and set window icon
int iconWidth, iconHeight, iconChannels;
unsigned char* iconPixels = stbi_load("assets/icon.png", &iconWidth, &iconHeight, &iconChannels, 4);
if (iconPixels) {
GLFWimage icon;
icon.width = iconWidth;
icon.height = iconHeight;
icon.pixels = iconPixels;
glfwSetWindowIcon(window, 1, &icon);
stbi_image_free(iconPixels);
}
glfwMakeContextCurrent(window);
glfwSwapInterval(1);
// Register window resize callback
glfwSetWindowSizeCallback(window, windowResizeCallback);
// Initialize screen variable with actual window size
int windowWidth, windowHeight;
glfwGetWindowSize(window, &windowWidth, &windowHeight);
screen = vec2(windowWidth, windowHeight);
Manager::Init(window);
Image::Init();
if (!Text::Init()) {
std::cout << "Failed to initialize text glyph textures." << std::endl;
}
std::vector<GLuint> tileTextures = loadTextures(tileTex);
std::vector<GLuint> itemTextures = loadTextures(itemTex);
std::vector<GLuint> heartTextures = loadTextures(heartTex);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(-screen.x / zoom, screen.x / zoom, -screen.y / zoom, screen.y / zoom, -1.0, 1.0);
glMatrixMode(GL_MODELVIEW);
player.texture = Image::Load("assets/agent-bullet.png");
characters.push_back(makeCharacterForRoom(1, 0));
characters[0].texture = Image::Load("assets/npcs/character.png");
std::vector<Door> doors;
doors.push_back(makeDoorForRoom(1));
int nextRoomId = 2;
GLuint taskTex = Image::Load("assets/box.png");
GLuint pause = Image::Load("assets/pause-improved.png");
GLuint deleteTex = Image::Load("assets/delete.png");
GLuint selectTex = Image::Load("assets/interact-select.png");
GLuint fixedDoorTex = Image::Load(fixedDoorTexturePath.c_str());
// Main Menu
GLuint playButton = Image::Load("assets/menu/play-button.png");
MultiplayerClient multiplayer;
multiplayer.setServer(getEnvOrDefault("COMMUNITY_BACKEND_HOST", server.c_str()), getEnvIntOrDefault("COMMUNITY_BACKEND_PORT", 8080));
multiplayer.setPlayerName(getEnvOrDefault("COMMUNITY_PLAYER_NAME", getRandomUsername()));
std::string requestedRoomCode = getEnvOrDefault("COMMUNITY_ROOM_CODE", "");
float menuScale = 1.0;
auto frame = [&]() {
if (glfwWindowShouldClose(window)) {
#ifndef __EMSCRIPTEN__
return;
#else
emscripten_cancel_main_loop();
return;
#endif
}
glfwPollEvents();
glClearColor(0.8f, 0.8f, 0.8f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
timer += 0.01;
if (inMainMenu) {
vec2 mouseUI = GetMouseUI(window);
vec2 playCenter = vec2(0.0f, -80.0f + 10.0*sin(timer * 0.1));
vec2 playHalfSize = vec2(220.0f, 70.0f);
bool hoveringPlay = BoxCollide(playCenter, playHalfSize, mouseUI, vec2(0.0f));
Image::DrawRect(vec2(0.0f, 0.0f), vec2(screen.x / zoom, screen.y / zoom), 0.94f, 0.97f, 0.92f);
if (hoveringPlay) {
menuScale += 0.05 * (1.2 - menuScale);
} else {
menuScale += 0.05 * (1.0 - menuScale);
}
Image::Draw(playButton, playCenter, vec2(140.0, 70.0) * menuScale);
Text::DrawStringCentered("welcome to your community", vec2(0.0f, 180.0f), 42.0f / zoom, 1.35f);
Text::DrawStringCentered("play", playCenter, 28.0f * menuScale / zoom, 1.3f);
Text::DrawStringCentered("click play to start", vec2(0.0f, -220.0f), 18.0f / zoom, 1.3f);
Text::DrawStringCentered("idiot", vec2(0.0f, -240.0f), 9.0f / zoom, 1.3f);
if (hoveringPlay && Mouse::IsPressed(0)) {
inMainMenu = false;
if (!multiplayerStarted) {
multiplayer.initOrJoin(requestedRoomCode);
multiplayerStarted = true;
}
}
Manager::Update();
glfwSwapBuffers(window);
return;
}
glTranslatef(-camera.pos.x, -camera.pos.y, 0);
vec2 mouse = GetMouseWorld(window);
int i = 0;
selected = -1;
for (const Tile& t : tiles) {
if (t.room != player.room) {
++i;
continue;
}
if (abs(t.pos.x - camera.pos.x) < (screen.x + 64.0) / zoom) {
if (abs(t.pos.y - camera.pos.y) < (screen.y + 64.0) / zoom) {
Image::Draw(tileTextures[t.id], t.pos, 32, 0.0);
if (BoxCollide(mouse, vec2(0.0), t.pos, vec2(32.0))) {
selected = i;
}
}
}
++i;
}
if (fixedDoorTex != 0) {
for (const Door& door : doors) {
if (player.room == 0) {
Image::Draw(fixedDoorTex, door.hubPos, door.dim);
} else if (player.room == door.roomId) {
Image::Draw(fixedDoorTex, door.roomPos, door.dim);
}
}
}
if (running) {
tick += 1;
if(Input::IsPressed("0")) {
mode = 1 - mode;
}
if (mode) {
camera.controls();
bool nextRoomDown = Input::IsPressed("e");
bool prevRoomDown = Input::IsPressed("q");
if (nextRoomDown) {
player.room += 1;
}
if (prevRoomDown) {
player.room = std::max(0, player.room - 1);
}
if (Input::IsPressed("1")) {
selectMode = 0;
}
if (Input::IsPressed("2")) {
selectMode = 1;
}
Tile t;
t.pos = snap(mouse + 32, 64.0);
t.room = player.room;
int tileCount = static_cast<int>(tileTextures.size());
if (Input::IsPressed("x")) {
tile += 1;
}
if (Input::IsPressed("z")) {
tile -= 1;
}
if (Mouse::ScrollY() > 0.0) {
tile += 1;
} else if (Mouse::ScrollY() < 0.0) {
tile -= 1;
}
if (tileCount > 0) {
if (tile < 0) {
tile = tileCount - 1;
} else if (tile >= tileCount) {
tile = 0;
}
} else {
tile = 0;
}
t.id = tile;
if (selectMode == 0 && tileCount > 0) {
Image::Draw(tileTextures[tile], t.pos, 32);
} else {
Image::Draw(deleteTex, t.pos, 32);
}
if (Mouse::IsPressed(0)) {
if (selectMode == 0) {
tiles.push_back(t);
} else {
if (selected != -1) {
tiles.erase(tiles.begin() + selected);
}
}
save(tiles, "game/data/map.dat");
} else if (Mouse::IsDown(1)) {
if (selectMode == 0) {
tiles.push_back(t);
} else {
if (selected != -1) {
tiles.erase(tiles.begin() + selected);
}
}
save(tiles, "game/data/map.dat");
}
} else {
camera.target = player.pos;
camera.follow();
player.controls();
player.pos = player.pos + player.vel;
multiplayer.sync(player.pos);
Character* currentCharacter = getCharacterForRoom(characters, player.room);
if (currentCharacter != nullptr && BoxCollide(player.pos, player.dim, currentCharacter->pos, currentCharacter->dim) && Input::IsPressed("e")) {
if (currentCharacter->isRoaming) {
std::cout << "This character is dancing. Door opened for the next room." << std::endl;
} else if (addTaskForCharacter(*currentCharacter, player)) {
std::cout << "Task added: " << player.tasks.back() << std::endl;
} else {
std::cout << "All tasks completed. No more tasks available." << std::endl;
}
}
for (const Door& door : doors) {
vec2 doorPos = vec2(-999999.0f);
if (player.room == 0) {
doorPos = door.hubPos;
} else if (player.room == door.roomId) {
doorPos = door.roomPos;
}
if (doorPos.x > -999998.0f && BoxCollide(player.pos, player.dim, doorPos, door.dim)) {
if (Input::IsPressed("e")) {
player.room = (player.room == 0) ? door.roomId : 0;
break;
}
}
}
if (currentCharacter != nullptr && currentCharacter->isRoaming) {
currentCharacter->roam();
}
Image::Draw(selectTex, snap(mouse + 32, 64.0), 32);
}
player.health = clamp(0.0, 100.0, player.health);
} else {
// Game Paused
//Image::Draw(pause, camera.pos, 1500);
}
int id = 0;
for (const Task& t : objectives) {
if (t.room != player.room) {
++id;
continue;
}
if (BoxCollide(player.pos, player.dim, t.pos, t.dim)) {
if (Input::IsPressed("e")) {
Character* completedCharacter = getCharacterForRoom(characters, t.room);
std::string completedTaskName;
if (completedCharacter != nullptr && t.id >= 0 && t.id < static_cast<int>(completedCharacter->tasks.size())) {
completedTaskName = completedCharacter->tasks[t.id];
}
objectives.erase(objectives.begin() + id);
if (!completedTaskName.empty()) {
auto taskIt = std::find(player.tasks.begin(), player.tasks.end(), completedTaskName);
if (taskIt != player.tasks.end()) {
player.tasks.erase(taskIt);
}
}
if (completedCharacter != nullptr) {
completedCharacter->tasksCompleted = std::min(completedCharacter->tasksCompleted + 1, static_cast<int>(completedCharacter->tasks.size()));
completedCharacter->level = completedCharacter->tasksCompleted * 30;
if (completedCharacter->tasksCompleted >= static_cast<int>(completedCharacter->tasks.size())) {
completedCharacter->isRoaming = true;
spawnNextStage(characters, doors, nextRoomId, *completedCharacter);
}
}
}
}
++id;
Image::Draw(taskTex, t.pos, 45.0);
}
Image::Draw(player.texture, player.pos, 150);
multiplayer.drawRemotePlayers(player.texture);
for (const Character& c : characters) {
if (c.room == player.room) {
Image::Draw(c.texture, c.pos, 150);
}
}
// UI
glLoadIdentity();
Character* uiCharacter = getCharacterForRoom(characters, player.room);
int uiLevel = (uiCharacter != nullptr) ? uiCharacter->level : 0;
for (int i = 0; i < 9; ++i) {
float perc = (uiLevel / 90.0f) - (i * 0.1f);
GLuint tex;
if (perc >= 0.1) {
tex = heartTextures[1];
} else if (perc >= 0.05) {
tex = heartTextures[2];
} else {
tex = heartTextures[0];
}
Image::Draw(tex, vec2(-screen.x + 64*i + 48, screen.y - 48) / zoom, 16);
}
std::string levelText = "level " + std::to_string(uiLevel);
Text::DrawString(levelText, vec2(-screen.x + 40, screen.y - 130) / zoom, 24.0f / zoom, 1.5f);
std::string taskText = "objectives " + std::to_string(player.tasks.size());
Text::DrawString(taskText, vec2(screen.x - 600, screen.y - 48) / zoom, 24.0f / zoom, 1.5f);
std::string roomText = "room " + std::to_string(player.room);
Text::DrawString(roomText, vec2(-screen.x + 40, screen.y - 230) / zoom, 20.0f / zoom, 1.5f);
if (mode) {
std::string editorTileText = "editor tile " + std::to_string(tile + 1) + "/" + std::to_string(tileTextures.size()) + " (x/z or wheel)";
Text::DrawString(editorTileText, vec2(-screen.x + 40, screen.y - 280) / zoom, 18.0f / zoom, 1.5f);
}
Text::DrawString(multiplayer.getStatusText(), vec2(-screen.x + 40, screen.y - 180) / zoom, 20.0f / zoom, 1.5f);
float y = 112.0;
for (const std::string& t : player.tasks) {
taskText = "- " + t;
Text::DrawString(taskText, vec2(screen.x - 600, screen.y - y) / zoom, 24.0f / zoom, 1.5f);
y += 64.0;
}
if (!running) {
Text::DrawStringCentered("paused", vec2(0.0f, screen.y - 90.0f) / zoom, 40.0f / zoom, 1.5f);
}
if(Input::IsPressed("escape")) {
running = 1 - running;
}
Manager::Update();
glfwSwapBuffers(window);
};
#ifdef __EMSCRIPTEN__
std::function<void()> frameFn = frame;
gWebFrame = &frameFn;
emscripten_set_main_loop(WebFrameTrampoline, 0, 1);
#else
while (!glfwWindowShouldClose(window)) {
frame();
}
multiplayer.shutdown();
glfwTerminate();
return 0;
#endif
}