Merge branch 'main' into main

This commit is contained in:
Onran
2024-02-21 22:41:44 +09:00
committed by GitHub
26 changed files with 191 additions and 116 deletions
+31 -3
View File
@@ -8,19 +8,27 @@
#include "../voxels/ChunksStorage.h"
#include "../physics/Hitbox.h"
#include "../physics/PhysicsSolver.h"
#include "../interfaces/Object.h"
#include "../objects/Player.h"
#include "../items/Inventory.h"
#include "../items/Inventories.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;
const int DEF_PLAYER_INVENTORY_SIZE = 40;
Level::Level(World* world, const Content* content, EngineSettings& settings)
: world(world),
content(content),
player(player),
chunksStorage(new ChunksStorage(this)),
events(new LevelEvents()) ,
settings(settings)
{
objCounter = 0;
physics = new PhysicsSolver(glm::vec3(0, -22.6f, 0));
auto inv = std::make_shared<Inventory>(world->getNextInventoryId(), DEF_PLAYER_INVENTORY_SIZE);
player = spawnObject<Player>(glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED, inv);
uint matrixSize = (settings.chunks.loadDistance+
settings.chunks.padding) * 2;
@@ -33,15 +41,20 @@ Level::Level(World* world, const Content* content, Player* player, EngineSetting
});
inventories = std::make_unique<Inventories>(*this);
inventories->store(player->getInventory());
}
Level::~Level(){
delete chunks;
delete events;
delete physics;
delete player;
delete lighting;
delete chunksStorage;
for(auto obj : objects)
{
obj.reset();
}
}
void Level::update() {
@@ -58,3 +71,18 @@ void Level::update() {
World* Level::getWorld() {
return world.get();
}
template<class T, typename... Args>
std::shared_ptr<T> Level::spawnObject(Args&&... args)
{
static_assert(std::is_base_of<Object, T>::value, "T must be a derived of Object class");
std::shared_ptr<T> tObj = std::make_shared<T>(args...);
std::shared_ptr<Object> obj = std::dynamic_pointer_cast<Object, T>(tObj);
objects.push_back(obj);
obj->objectUID = objCounter;
obj->spawned();
objCounter += 1;
return tObj;
}
+14 -2
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@@ -5,10 +5,14 @@
#include "../typedefs.h"
#include "../settings.h"
#include <list>
#include <vector>
#include <chrono>
class Content;
class World;
class Player;
class Object;
class Chunks;
class Inventory;
class Inventories;
@@ -18,10 +22,13 @@ class PhysicsSolver;
class ChunksStorage;
class Level {
private:
int objCounter;
public:
std::unique_ptr<World> world;
const Content* const content;
Player* player;
std::list<std::shared_ptr<Object>> objects;
std::shared_ptr<Player> player;
Chunks* chunks;
ChunksStorage* chunksStorage;
std::unique_ptr<Inventories> inventories;
@@ -34,13 +41,18 @@ public:
Level(World* world,
const Content* content,
Player* player,
EngineSettings& settings);
~Level();
void update();
World* getWorld();
// 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>
std::shared_ptr<T> spawnObject(Args&&... args);
};
#endif /* WORLD_LEVEL_H_ */
+4 -17
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@@ -82,10 +82,6 @@ void World::write(Level* level) {
wfile->writePlayer(level->player);
}
const float DEF_PLAYER_Y = 100.0f;
const float DEF_PLAYER_SPEED = 4.0f;
const int DEF_PLAYER_INVENTORY_SIZE = 40;
Level* World::create(std::string name,
std::string type,
fs::path directory,
@@ -94,12 +90,8 @@ Level* World::create(std::string name,
const Content* content,
const std::vector<ContentPack>& packs) {
auto world = new World(name, type, directory, seed, settings, content, packs);
auto inv = std::make_shared<Inventory>(world->getNextInventoryId(), DEF_PLAYER_INVENTORY_SIZE);
auto player = new Player(
glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED, inv
);
auto level = new Level(world, content, player, settings);
level->inventories->store(player->getInventory());
auto level = new Level(world, content, settings);
return level;
}
@@ -116,13 +108,8 @@ Level* World::load(fs::path directory,
throw world_load_error("could not to find world.json");
}
auto inv = std::make_shared<Inventory>(0, DEF_PLAYER_INVENTORY_SIZE);
auto player = new Player(
glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED, inv
);
auto level = new Level(world.get(), content, player, settings);
wfile->readPlayer(player);
level->inventories->store(player->getInventory());
auto level = new Level(world.get(), content, settings);
wfile->readPlayer(level->player);
world.release();
return level;
}
+1 -1
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@@ -26,7 +26,7 @@ public:
world_load_error(std::string message);
};
class World : Serializable {
class World : public Serializable {
std::string name;
std::string type;
uint64_t seed;