feat(game_core): 重构游戏引擎并添加新功能

- 重构了游戏引擎的核心逻辑和架构
- 添加了新的实体组件系统(ECS)
- 实现了简单的碰撞检测和响应
- 新增了地图和子弹功能
- 优化了输入处理和渲染逻辑
- 调整了游戏控制方式
This commit is contained in:
ZZY
2025-07-02 12:14:57 +08:00
parent 89bede93a9
commit b5b2c90e75
32 changed files with 856 additions and 441 deletions

View File

@@ -1,64 +1,54 @@
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include "config.h"
#include "ge_color.h"
#define GE_VEC2I_USE_SHORT_NAMES
#define _pynic_logout_printf(...) fprintf(fp , ##__VA_ARGS__)
#include <ge_core.h>
// #include "plantform/win_term/interface.h"
FILE* fp;
logger_t logger;
static void log_handler
(log_level_t level, const char* module, const char* file, int line, const char* message) {
fprintf(fp, "[%s] %s:%d | %s: %s\n",
pynic_level_str(level), file, line, module, message);
fflush(fp);
}
#define MAX_BULLET 16
#define BASIC_SPEED (1 << GE_PHYSICS_VELOCITY_BIT)
#include "entities/entities.h"
typedef struct {
int score;
ge_entity_t* player;
ge_entity_t* bullet[MAX_BULLET];
ge_entity_t* bullets[MAX_BULLET];
ge_render_rect_t screen;
ge_entity_t* tilemap;
} game_ctx_t;
void collision_response(
void* _ctx,
ge_entity_t* entity_from,
ge_entity_t* entity_to,
const ge_vector2i_t* vector // 反向推荐速度
) {
game_ctx_t* ctx = _ctx;
(void) ctx;
(void) entity_to;
// For box to box collision
if (vector == NULL) return;
switch (entity_from->user_type) {
case PLAYER:
case ENEMY:
entity_from->position = vec2i_add(entity_from->position, *vector);
break;
case BULLET:
entity_from->component_mask &= ~GE_COMPONENT_ACVIVE;
break;
default:
break;
}
}
void init(ge_core_t* core) {
(void)core;
fp = fopen("D:\\Git_Code\\school_stm32\\game_core\\log.txt", "w+");
init_logger_ex(&logger, "game", log_handler);
Assert(fp != NULL);
static game_ctx_t ctx = { 0 };
ge_ecs_add_entity(&core->ecs, &ctx.player);
ctx.player->component_mask = GE_COMPONENT_ACVIVE | GE_RENDERABLE_MASK;
ctx.player->position = (ge_vector2i_t){ 32, 32 };
ctx.player->renderable = (ge_render_component_t) {
.type = GE_RENDER_COMPONENT_TYPE_RECT,
.data.rect = {
.size = {8, 8},
.color = GE_COLOR_YELLOW,
}
};
core->_systems.collision.ctx = &ctx;
core->_systems.collision.callback = collision_response;
init_tilemap(&core->ecs, &ctx.tilemap);
init_player(&core->ecs, &ctx.player);
for (int i = 0; i < MAX_BULLET; ++i) {
ge_ecs_add_entity(&core->ecs, &ctx.bullet[i]);
ctx.bullet[i]->component_mask = GE_RENDERABLE_MASK | GE_PHYSICS_MASK;
ctx.bullet[i]->renderable = (ge_render_component_t) {
.type = GE_RENDER_COMPONENT_TYPE_RECT,
.data.rect = {
.size = {2, 2},
.color = GE_COLOR_RED,
}
};
ctx.bullet[i]->physics_body = (ge_physics_component_t) {
.type = GE_PHYSICS_COMPONENT_TYPE_VELOCITY,
.velocity = { 0, - BASIC_SPEED / 2},
};
init_bullet(&core->ecs, &ctx.bullets[i]);
}
ctx.screen = (ge_render_rect_t) {
@@ -71,33 +61,40 @@ void init(ge_core_t* core) {
void process(ge_core_t* core) {
game_ctx_t* ctx = (game_ctx_t*)core->context;
core->_render.func_draw_rect(&core->_render, &ctx->screen, GE_COLOR_WHITE);
ge_vector2i_t* pos = &ctx->player->position;
ge_vector2i_t* player_pos = &ctx->player->position;
ge_vector2i_t* player_vec = &ctx->player->physics_body.velocity;
player_vec->x = 0;
player_vec->y = 0;
core->_render.func_draw_text(&core->_render, &ctx->screen, "Press 'p' to exit", player_pos, GE_COLOR_BLACK);
ge_input_event_t key;
if (!core->_input.func_recv(&core->_input, &key)) {
switch (key.num) {
case 'w':
MLOG_INFO(&logger, "w");
*pos = vec2i_add(*pos, GE_VEC2I_UP);
case KEY_UP:
MLOG_INFO(&logger, "KEY_UP");
player_vec->y = - BASIC_SPEED;
break;
case 'a':
MLOG_INFO(&logger, "a");
*pos = vec2i_add(*pos, GE_VEC2I_LEFT);
case KEY_DOWN:
MLOG_INFO(&logger, "KEY_DOWN");
player_vec->y = BASIC_SPEED;
break;
case 's':
MLOG_INFO(&logger, "s");
*pos = vec2i_add(*pos, GE_VEC2I_DOWN);
case KEY_LEFT:
MLOG_INFO(&logger, "KEY_LEFT");
player_vec->x = - BASIC_SPEED;
break;
case 'd':
MLOG_INFO(&logger, "d");
*pos = vec2i_add(*pos, GE_VEC2I_RIGHT);
case KEY_RIGHT:
MLOG_INFO(&logger, "KEY_RIGHT");
player_vec->x = BASIC_SPEED;
break;
case 'f':
ctx->bullet[0]->component_mask |= GE_COMPONENT_ACVIVE;
ctx->bullet[0]->position.x = pos->x + 4; // TODO
ctx->bullet[0]->position.y = pos->y; // TODO
case KEY_ATTACK:
ge_entity_t* bullet = ctx->bullets[0];
bullet->component_mask |= GE_COMPONENT_ACVIVE;
bullet->position.x = player_pos->x + 4; // TODO
bullet->position.y = player_pos->y; // TODO
bullet->physics_body.velocity.x = 0;
bullet->physics_body.velocity.y = - BASIC_SPEED / 2;
break;
case 'q':
case KEY_EXIT:
core->state = GE_ENGINE_STATE_EXIT;
MLOG_INFO(&logger, "exit");
break;