#include "engine/engine.h"
#include <alias/random.h>
enum Binding {
Binding_Back,
Binding_Forward,
Binding_Pause,
Binding_LeftClick,
Binding_RightClick,
Binding_MouseX,
Binding_MouseY,
Binding_PlayerLeft,
Binding_PlayerRight,
Binding_PlayerUp,
Binding_PlayerDown,
};
struct engine_input_BackendPair main_input_backend[] = {
{engine_input_Device_keyboardEnter, Binding_Forward},
{engine_input_Device_keyboardEscape, Binding_Back},
{engine_input_Device_keyboardP, Binding_Pause},
{engine_input_Device_mouseLeftButton, Binding_LeftClick},
{engine_input_Device_mouseRightButton, Binding_RightClick},
{engine_input_Device_mousePositionX, Binding_MouseX},
{engine_input_Device_mousePositionY, Binding_MouseY},
{engine_input_Device_keyboardLeft, Binding_PlayerLeft},
{engine_input_Device_keyboardRight, Binding_PlayerRight},
{engine_input_Device_keyboardUp, Binding_PlayerUp},
{engine_input_Device_keyboardDown, Binding_PlayerDown},
{engine_input_Device_keyboardA, Binding_PlayerLeft},
{engine_input_Device_keyboardD, Binding_PlayerRight},
{engine_input_Device_keyboardW, Binding_PlayerUp},
{engine_input_Device_keyboardS, Binding_PlayerDown},
};
struct MainInputs {
struct engine_input_Signal menu_up;
struct engine_input_Signal menu_down;
struct engine_input_Signal menu_left;
struct engine_input_Signal menu_right;
struct engine_input_Signal menu_back;
struct engine_input_Signal menu_forward;
struct engine_input_Signal mouse_position;
struct engine_input_Signal mouse_left_click;
};
struct MainInputs main_inputs = {.menu_up = ENGINE_INPUT_SIGNAL_UP(Binding_PlayerUp),
.menu_down = ENGINE_INPUT_SIGNAL_UP(Binding_PlayerDown),
.menu_left = ENGINE_INPUT_SIGNAL_UP(Binding_PlayerLeft),
.menu_right = ENGINE_INPUT_SIGNAL_UP(Binding_PlayerRight),
.menu_back = ENGINE_INPUT_SIGNAL_UP(Binding_Back),
.menu_forward = ENGINE_INPUT_SIGNAL_UP(Binding_Forward),
.mouse_position = ENGINE_INPUT_SIGNAL_POINT(Binding_MouseX, Binding_MouseY),
.mouse_left_click = ENGINE_INPUT_SIGNAL_DOWN(Binding_LeftClick)};
#include "component-movement.inc"
#include "component-player_control_movement.inc"
#include "system-movement.inc"
#include "system-player_control_movement.inc"
#include "prefab-main_camera.inc"
#include "prefab-player_target.inc"
#include "prefab-player.inc"
#include "prefab-simple_grass.inc"
struct GameplayState {
alias_ecs_LayerHandle layer;
alias_ecs_EntityHandle player;
alias_ecs_EntityHandle player_target;
alias_ecs_EntityHandle camera;
} _gameplay_state;
static void _gameplay_playing_begin(void *ud) {
struct GameplayState *state = (struct GameplayState *)ud;
ENGINE_ECS(create_layer, engine_ecs(), &(struct alias_ecs_LayerCreateInfo){.max_entities = 0}, &state->layer);
state->player_target = _spawn_player_target(state->layer);
state->player = _spawn_player(state->layer, alias_pga2d_point(0, 0), state->player_target);
state->camera = _spawn_main_camera(state->layer, state->player);
PlayerControlMovement_write(state->player)->inputs->mouse_position.click_camera = state->camera;
for(uint32_t i = 0; i < 1000; i++) {
alias_R x = alias_random_f32_snorm() * 100;
alias_R y = alias_random_f32_snorm() * 100;
_spawn_simple_grass(state->layer, alias_pga2d_point(x, y));
}
}
static void _gameplay_playing_frame(void *ud) {
_player_control_movement_system();
_movement_system();
}
static void _gameplay_playing_ui(void *ud) {
engine_ui_top();
engine_ui_fontColor(alias_Color_BLACK);
engine_ui_text("version 1");
}
static void _gameplay_playing_pause(void *ud) {
}
static void _gameplay_playing_unpause(void *ud) {
}
static void _gameplay_playing_end(void *ud) {
struct GameplayState *state = (struct GameplayState *)ud;
ENGINE_ECS(destroy_layer, engine_ecs(), state->layer, ALIAS_ECS_LAYER_DESTROY_REMOVE_ENTITIES);
}
static struct engine_State _gameplay_playing_state = {
.begin = _gameplay_playing_begin,
.frame = _gameplay_playing_frame,
.ui = _gameplay_playing_ui,
.pause = _gameplay_playing_pause,
.unpause = _gameplay_playing_unpause,
.end = _gameplay_playing_end,
.ud = &_gameplay_state
};
static void _gameplay_open_level(const char *filename) {
engine_state_push(&_gameplay_playing_state);
}
static void _main_menu_play(void) {
engine_state_pop();
_gameplay_open_level("");
}
static void _main_menu_quit(void) { engine_state_pop(); }
struct {
const char *text;
void (*f)(void);
} _main_menu_items[] = {{"play", _main_menu_play}, {"quit", _main_menu_quit}};
static uint32_t _main_menu_index = 0;
#define MAIN_MENU_NUM_ITEMS (sizeof(_main_menu_items) / sizeof(_main_menu_items[0]))
static void _main_menu_ui(void *ud) {
(void)ud;
engine_ui_center();
engine_ui_fontColor(alias_Color_GRAY);
engine_ui_vertical();
engine_ui_fontSize(40);
engine_ui_text("Alias Town");
engine_ui_fontSize(20);
for(uint32_t i = 0; i < MAIN_MENU_NUM_ITEMS; i++) {
engine_ui_text("%s %s", i == _main_menu_index ? ">" : " ", _main_menu_items[i].text);
}
engine_ui_end();
engine_ui_top();
engine_ui_fontColor(alias_Color_BLACK);
engine_ui_text("version 1");
}
static void _main_menu_frame(void *ud) {
if(main_inputs.menu_up.boolean) {
_main_menu_index = (_main_menu_index == 0 ? MAIN_MENU_NUM_ITEMS : _main_menu_index) - 1;
}
if(main_inputs.menu_down.boolean) {
_main_menu_index = (_main_menu_index + 1) % MAIN_MENU_NUM_ITEMS;
}
if(main_inputs.menu_forward.boolean) {
_main_menu_items[_main_menu_index].f();
}
}
static struct engine_State _main_menu_state = {.ui = _main_menu_ui, .frame = _main_menu_frame};
static struct engine_Image _intro_title_image = {.path = "images/intro_title.png"};
static int _intro_l = 0;
static char *_unicat_names[] = {"Sarah", "Chloe", "Frank", "Anna", "Willa", "Melonie"};
static void _intro_ui(void *ud) {
(void)ud;
engine_ui_center();
engine_ui_image(&_intro_title_image);
engine_ui_center();
engine_ui_fontColor(alias_Color_GRAY);
engine_ui_vertical();
engine_ui_fontSize(40);
engine_ui_text("Alias Town");
engine_ui_fontSize(20);
engine_ui_text("A game by %s | Unicat",
_unicat_names[(_intro_l++ >> 5) % (sizeof(_unicat_names) / sizeof(_unicat_names[0]))]);
engine_ui_end();
engine_ui_top();
engine_ui_fontColor(alias_Color_BLACK);
engine_ui_text("version 1");
}
static void _intro_frame(void *ud) {
(void)ud;
if(main_inputs.menu_back.boolean) {
engine_state_pop();
return;
}
if(main_inputs.menu_forward.boolean) {
engine_state_pop();
engine_state_push(&_main_menu_state);
return;
}
}
static struct engine_State _intro_state = {.ui = _intro_ui, .frame = _intro_frame};
struct engine_State *engine_application_entryPoint(void) {
engine_input_setPlayerBackend(0, main_input_backend, sizeof(main_input_backend) / sizeof(main_input_backend[0]));
engine_input_addFrontend(0, &main_inputs.menu_up, 8);
return &_intro_state;
}