feat(engine): 重构游戏引擎核心逻辑
- 重新设计了引擎的初始化和运行流程 - 引入了实体组件系统(ECS)和物理系统 - 优化了渲染系统和输入系统 - 移除了不必要的资源管理系统 - 调整了日志系统的实现
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127
game_core/main.c
127
game_core/main.c
@@ -1,12 +1,13 @@
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdbool.h>
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#include "ge_color.h"
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#define GE_VEC2I_USE_SHORT_NAMES
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#define _pynic_logout_printf(...) fprintf(fp , ##__VA_ARGS__)
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#include <ge_core.h>
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#include "plantform/win_term/interface.h"
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// #include "plantform/win_term/interface.h"
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FILE* fp;
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logger_t logger;
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@@ -17,56 +18,96 @@ static void log_handler
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fflush(fp);
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}
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#define MAX_BULLET 16
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#define BASIC_SPEED (1 << GE_PHYSICS_VELOCITY_BIT)
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typedef struct {
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ge_entity_t* player;
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ge_entity_t* bullet[MAX_BULLET];
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ge_render_rect_t screen;
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} game_ctx_t;
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void init(ge_core_t* core) {
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register_win_term(core);
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register_win_timer(core);
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fp = fopen("./log.txt", "w+");
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(void)core;
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fp = fopen("D:\\Git_Code\\school_stm32\\game_core\\log.txt", "w+");
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init_logger_ex(&logger, "game", log_handler);
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Assert(fp != NULL);
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static game_ctx_t ctx = { 0 };
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ge_ecs_add_entity(&core->ecs, &ctx.player);
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ctx.player->component_mask = GE_COMPONENT_ACVIVE | GE_RENDERABLE_MASK;
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ctx.player->position = (ge_vector2i_t){ 32, 32 };
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ctx.player->renderable = (ge_render_component_t) {
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.type = GE_RENDER_COMPONENT_TYPE_RECT,
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.data.rect = {
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.size = {8, 8},
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.color = GE_COLOR_YELLOW,
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}
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};
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for (int i = 0; i < MAX_BULLET; ++i) {
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ge_ecs_add_entity(&core->ecs, &ctx.bullet[i]);
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ctx.bullet[i]->component_mask = GE_RENDERABLE_MASK | GE_PHYSICS_MASK;
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ctx.bullet[i]->renderable = (ge_render_component_t) {
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.type = GE_RENDER_COMPONENT_TYPE_RECT,
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.data.rect = {
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.size = {2, 2},
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.color = GE_COLOR_RED,
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}
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};
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ctx.bullet[i]->physics_body = (ge_physics_component_t) {
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.type = GE_PHYSICS_COMPONENT_TYPE_VELOCITY,
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.velocity = { 0, - BASIC_SPEED / 2},
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};
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}
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ctx.screen = (ge_render_rect_t) {
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.pos = {0, 0},
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.size = core->_render.screen_size,
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};
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core->context = &ctx;
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}
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void run(ge_core_t* core) {
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static ge_vector2i_t pos = vec2i(0, 0);
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// LOG_INFO("vec2: %d, %d", a.x, a.y);
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void process(ge_core_t* core) {
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game_ctx_t* ctx = (game_ctx_t*)core->context;
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core->_render.func_draw_rect(&core->_render, &ctx->screen, GE_COLOR_WHITE);
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ge_vector2i_t* pos = &ctx->player->position;
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int key = terminal_get_key((win_term_t*)core->render.content);
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switch (key) {
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case 'w':
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MLOG_INFO(&logger, "w");
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core->render.clear(&core->render);
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pos = vec2i_add(pos, GE_VEC2I_UP);
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core->render.draw(&core->render, pos, "@");
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break;
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case 'a':
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MLOG_INFO(&logger, "a");
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core->render.clear(&core->render);
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pos = vec2i_add(pos, GE_VEC2I_LEFT);
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core->render.draw(&core->render, pos, "@");
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break;
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case 's':
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MLOG_INFO(&logger, "s");
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core->render.clear(&core->render);
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pos = vec2i_add(pos, GE_VEC2I_DOWN);
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core->render.draw(&core->render, pos, "@");
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break;
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case 'd':
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MLOG_INFO(&logger, "d");
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core->render.clear(&core->render);
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pos = vec2i_add(pos, GE_VEC2I_RIGHT);
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core->render.draw(&core->render, pos, "@");
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break;
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case 'q':
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core->state = GE_ENGINE_STATE_EXIT;
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MLOG_INFO(&logger, "exit");
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break;
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ge_input_event_t key;
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if (!core->_input.func_recv(&core->_input, &key)) {
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switch (key.num) {
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case 'w':
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MLOG_INFO(&logger, "w");
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*pos = vec2i_add(*pos, GE_VEC2I_UP);
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break;
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case 'a':
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MLOG_INFO(&logger, "a");
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*pos = vec2i_add(*pos, GE_VEC2I_LEFT);
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break;
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case 's':
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MLOG_INFO(&logger, "s");
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*pos = vec2i_add(*pos, GE_VEC2I_DOWN);
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break;
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case 'd':
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MLOG_INFO(&logger, "d");
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*pos = vec2i_add(*pos, GE_VEC2I_RIGHT);
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break;
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case 'f':
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ctx->bullet[0]->component_mask |= GE_COMPONENT_ACVIVE;
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ctx->bullet[0]->position.x = pos->x + 4; // TODO
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ctx->bullet[0]->position.y = pos->y; // TODO
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break;
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case 'q':
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core->state = GE_ENGINE_STATE_EXIT;
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MLOG_INFO(&logger, "exit");
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break;
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}
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}
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}
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int main(void) {
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ge_core_t core;
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ge_engine_init(&core);
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core.callbacks.init = init;
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core.callbacks.run = run;
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ge_engine_run(&core);
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int ge_main(ge_core_t* core) {
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core->callbacks.init = init;
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core->callbacks.process = process;
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ge_engine_run(core);
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return 0;
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}
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