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

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@@ -0,0 +1,38 @@
#include "win_interface.h"
DECLARE_GE_KFIFO(ge_input_fifo, ge_input_event_t, 16, ge_input_fifo_t);
static int ge_input_send (ge_input_t* ctx, ge_input_event_t event) {
struct ge_input_fifo_t* fifo = (struct ge_input_fifo_t*)ctx->context;
if (ge_kfifo_is_full(fifo)) {
return -1;
}
ge_kfifo_put(fifo, event);
return 0;
}
static int ge_input_peek (ge_input_t* ctx, ge_input_event_t* event) {
struct ge_input_fifo_t* fifo = (struct ge_input_fifo_t*)ctx->context;
if (ge_kfifo_is_empty(fifo)) {
return -1;
}
ge_kfifo_peek(fifo, event);
return 0;
}
static int ge_input_recv (ge_input_t* ctx, ge_input_event_t* event) {
struct ge_input_fifo_t* fifo = (struct ge_input_fifo_t*)ctx->context;
if (ge_kfifo_is_empty(fifo)) {
return -1;
}
ge_kfifo_get(fifo, event);
return 0;
}
void win_init_input(ge_core_t* core) {
INIT_GE_KFIFO(&ge_input_fifo);
core->_input.context = &ge_input_fifo;
core->_input.func_send = ge_input_send;
core->_input.func_peek = ge_input_peek;
core->_input.func_recv = ge_input_recv;
}

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@@ -1,10 +1,25 @@
#ifndef __WIN_INTERFACE_H__
#define __WIN_INTERFACE_H__
#include <ge_common.h>
#include <windows.h>
#include <ge_core.h>
// 自定义渲染上下文结构体(包含双缓冲资源)
typedef struct {
HWND hwnd; // 窗口句柄
HDC hdc_front; // 前台设备上下文
HDC hdc_back; // 后台缓冲区设备上下文
HBITMAP hbm_back; // 后台位图
HBITMAP hbm_old; // 保存原始位图(用于恢复)
RECT client_rect; // 窗口客户区大小
} win_render_context_t;
void win_sleep_us(ge_u32_t us);
ge_u32_t win_get_us(void);
#define WIN_HEIGHT 128
#define WIN_WIDTH 128
#define WIN_SCARE 4
void win_init_input(ge_core_t* core);
void win_init_timer(ge_core_t* core);
void win_init_render(ge_core_t* core, win_render_context_t* wctx);
#endif // __WIN_INTERFACE_H__

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@@ -1,76 +1,4 @@
#include <windows.h>
#include "win_interface.h"
#include <ge_core.h>
// 自定义渲染上下文结构体(包含双缓冲资源)
typedef struct {
HWND hwnd; // 窗口句柄
HDC hdc_front; // 前台设备上下文
HDC hdc_back; // 后台缓冲区设备上下文
HBITMAP hbm_back; // 后台位图
HBITMAP hbm_old; // 保存原始位图(用于恢复)
RECT client_rect; // 窗口客户区大小
} win_render_context_t;
// 双缓冲初始化函数
static void win_render_init(ge_render_t* ctx, const ge_render_pos2_t* init_screen_size) {
(void) init_screen_size;
win_render_context_t* wctx = (win_render_context_t*)ctx->context;
HDC hdc = GetDC(wctx->hwnd);
// 获取窗口尺寸
GetClientRect(wctx->hwnd, &wctx->client_rect);
int width = wctx->client_rect.right - wctx->client_rect.left;
int height = wctx->client_rect.bottom - wctx->client_rect.top;
// 创建双缓冲资源
wctx->hdc_front = hdc;
wctx->hdc_back = CreateCompatibleDC(hdc);
wctx->hbm_back = CreateCompatibleBitmap(hdc, width, height);
wctx->hbm_old = (HBITMAP)SelectObject(wctx->hdc_back, wctx->hbm_back);
// 保存屏幕尺寸到渲染上下文
ctx->screen_size.x = width;
ctx->screen_size.y = height;
}
// 清空后台缓冲区
static void win_render_draw_rect(ge_render_t* ctx, const ge_render_rect_t* rect, ge_render_color_t color) {
win_render_context_t* wctx = (win_render_context_t*)ctx->context;
RECT win_rect = {
.top = rect->pos.y,
.bottom = rect->pos.y + rect->size.y,
.left = rect->pos.x,
.right = rect->pos.x + rect->size.x,
};
win_rect.bottom *= 4;
win_rect.right *= 4;
win_rect.left *= 4;
win_rect.top *= 4;
HBRUSH brush = CreateSolidBrush(color); // WHITE background
FillRect(wctx->hdc_back, &win_rect, brush);
DeleteObject(brush);
}
// 将后台缓冲区复制到屏幕(双缓冲交换)
static void win_render_flush(ge_render_t* ctx) {
win_render_context_t* wctx = (win_render_context_t*)ctx->context;
BitBlt(wctx->hdc_front,
0, 0,
wctx->client_rect.right,
wctx->client_rect.bottom,
wctx->hdc_back,
0, 0,
SRCCOPY);
}
static void win_render_draw_text(ge_render_t* ctx, const ge_render_pos2_t* pos, const char* text) {
win_render_context_t* wctx = (win_render_context_t*)ctx->context;
// 使用GDI函数在 wctx->hdc_back 上绘制
TextOut(wctx->hdc_back, pos->x, pos->y, text, strlen(text));
}
// 键盘事件处理函数(将按键转换为字符)
static char win_key_to_char(WPARAM wParam, LPARAM lParam) {
@@ -121,26 +49,6 @@ LRESULT CALLBACK WindowProc(HWND hwnd, UINT uMsg, WPARAM wParam, LPARAM lParam)
}
}
static void win_render_getsize(ge_render_t* ctx, ge_vector2i_t* size) {
win_render_context_t* wctx = (win_render_context_t*)ctx->context;
GetClientRect(wctx->hwnd, &wctx->client_rect);
ctx->screen_size.x = wctx->client_rect.right - wctx->client_rect.left;
ctx->screen_size.y = wctx->client_rect.bottom - wctx->client_rect.top;
size->x = ctx->screen_size.x;
size->x = ctx->screen_size.y;
}
// Windows计时函数
static ge_u32_t win_get_ms(void* ctx) {
return GetTickCount();
}
static void win_sleep_ms(void* ctx, ge_u32_t ms) {
Sleep(ms);
}
static void win_run_at_frame(ge_core_t* core) {
static MSG msg;
const win_render_context_t* xctx = (win_render_context_t*)core->_inner_context;
@@ -152,92 +60,42 @@ static void win_run_at_frame(ge_core_t* core) {
}
}
static void win_render_drawex(ge_render_t* ctx, ge_vector2i_t pos, const char* data, const void* propety) {
win_render_context_t* wctx = (win_render_context_t*)ctx->context;
// 将 data 转换为 HBITMAP (假设传入的是位图句柄)
HBITMAP hBitmap = (HBITMAP)data;
// 创建兼容的内存设备上下文
HDC hdcMem = CreateCompatibleDC(wctx->hdc_back);
// 将位图选入内存设备上下文
HBITMAP hOldBitmap = (HBITMAP)SelectObject(hdcMem, hBitmap);
// 获取位图尺寸
BITMAP bitmap;
GetObject(hBitmap, sizeof(BITMAP), &bitmap);
// 绘制位图到后台缓冲区
BitBlt(
wctx->hdc_back, // 目标设备上下文
pos.x, // 目标左上角X
pos.y, // 目标左上角Y
bitmap.bmWidth, // 位图宽度
bitmap.bmHeight, // 位图高度
hdcMem, // 源设备上下文
0, // 源左上角X
0, // 源左上角Y
SRCCOPY // 光栅操作码
);
// 清理资源
SelectObject(hdcMem, hOldBitmap);
DeleteDC(hdcMem);
}
// 主游戏逻辑函数
int ge_main(ge_core_t* core);
DECLARE_GE_KFIFO(ge_input_fifo, ge_input_event_t, 16, ge_input_fifo_t);
static int ge_input_send (ge_input_t* ctx, ge_input_event_t event) {
struct ge_input_fifo_t* fifo = (struct ge_input_fifo_t*)ctx->context;
if (ge_kfifo_is_full(fifo)) {
return -1;
}
ge_kfifo_put(fifo, event);
return 0;
}
static int ge_input_peek (ge_input_t* ctx, ge_input_event_t* event) {
struct ge_input_fifo_t* fifo = (struct ge_input_fifo_t*)ctx->context;
if (ge_kfifo_is_empty(fifo)) {
return -1;
}
ge_kfifo_peek(fifo, event);
return 0;
}
static int ge_input_recv (ge_input_t* ctx, ge_input_event_t* event) {
struct ge_input_fifo_t* fifo = (struct ge_input_fifo_t*)ctx->context;
if (ge_kfifo_is_empty(fifo)) {
return -1;
}
ge_kfifo_get(fifo, event);
return 0;
}
// Windows入口点
int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine, int nCmdShow) {
(void) hPrevInstance;
(void) lpCmdLine;
// 创建窗口
wchar_t CLASS_NAME[] = L"GameWindow";
WNDCLASS wc = {0};
wc.lpfnWndProc = WindowProc;
wc.hInstance = hInstance;
wc.lpszClassName = CLASS_NAME;
wc.lpszClassName = TEXT("GameWindow");
RegisterClass(&wc);
// 计算正确的窗口尺寸 =====================================
RECT clientRect = {0};
clientRect.right = WIN_WIDTH * WIN_SCARE; // 期望的客户区宽度
clientRect.bottom = WIN_HEIGHT * WIN_SCARE; // 期望的客户区高度
// 使用 AdjustWindowRectEx 计算窗口尺寸(遵循微软建议)
DWORD dwExStyle = 0; // 无扩展样式
DWORD dwStyle = WS_OVERLAPPEDWINDOW;
AdjustWindowRectEx(&clientRect, dwStyle, FALSE, dwExStyle);
int windowWidth = clientRect.right - clientRect.left;
int windowHeight = clientRect.bottom - clientRect.top;
// ======================================================
HWND hwnd = CreateWindowEx(
0,
CLASS_NAME,
"Game Engine",
WS_OVERLAPPEDWINDOW,
CW_USEDEFAULT, CW_USEDEFAULT, 128 * 4, 128 * 4,
dwExStyle, // 使用计算时的扩展样式
wc.lpszClassName,
TEXT("Game Engine"),
dwStyle,
CW_USEDEFAULT, CW_USEDEFAULT,
windowWidth, windowHeight, // 使用计算出的窗口尺寸
NULL, NULL, hInstance, NULL
);
@@ -250,33 +108,15 @@ int WINAPI WinMain(HINSTANCE hInstance, HINSTANCE hPrevInstance, LPSTR lpCmdLine
// 创建双缓冲上下文
win_render_context_t* wctx = (win_render_context_t*)malloc(sizeof(win_render_context_t));
wctx->hwnd = hwnd;
// 配置渲染器
core._render.context = wctx;
core._render.init_func = (ge_render_init_func_t)win_render_init;
core._render.func_flush = (ge_render_flush_func_t)win_render_flush;
core._render.func_draw_text = (ge_render_draw_text_func_t)win_render_draw_text;
core._render.func_draw_rect = (ge_render_draw_rect_func_t)win_render_draw_rect;
// // 初始化渲染器
// if (core->render.init) core->render.init(&core->render);
// 配置计时器
core._timer.func_getms = (ge_timer_getms_func_t)win_get_ms;
core._timer.func_sleepms = (ge_timer_sleepms_func_t)win_sleep_ms;
win_init_render(&core, wctx);
win_init_timer(&core);
win_init_input(&core);
core._inner_run = win_run_at_frame;
core._inner_context = wctx;
INIT_GE_KFIFO(&ge_input_fifo);
core._input.context = &ge_input_fifo;
core._input.func_send = ge_input_send;
core._input.func_peek = ge_input_peek;
core._input.func_recv = ge_input_recv;
core._inner_context = (void*)wctx;
// 将core指针关联到窗口
SetWindowLongPtr(hwnd, GWLP_USERDATA, (LONG_PTR)&core);
ShowWindow(hwnd, nCmdShow);
UpdateWindow(hwnd);
// 运行主游戏逻辑

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@@ -0,0 +1,126 @@
#include "win_interface.h"
// 双缓冲初始化函数
static int win_render_init(ge_render_t* ctx, const ge_render_pos2_t* init_screen_size) {
(void) init_screen_size;
win_render_context_t* wctx = (win_render_context_t*)ctx->context;
HDC hdc = GetDC(wctx->hwnd);
// 获取窗口尺寸
GetClientRect(wctx->hwnd, &wctx->client_rect);
int width = wctx->client_rect.right - wctx->client_rect.left;
int height = wctx->client_rect.bottom - wctx->client_rect.top;
// 创建双缓冲资源
wctx->hdc_front = hdc;
wctx->hdc_back = CreateCompatibleDC(hdc);
wctx->hbm_back = CreateCompatibleBitmap(hdc, width, height);
wctx->hbm_old = (HBITMAP)SelectObject(wctx->hdc_back, wctx->hbm_back);
// 保存屏幕尺寸到渲染上下文
ctx->screen_size.x = width;
ctx->screen_size.y = height;
return 0;
}
// 清空后台缓冲区
static int win_render_draw_rect(ge_render_t* ctx, const ge_render_rect_t* rect, ge_render_color_t color) {
win_render_context_t* wctx = (win_render_context_t*)ctx->context;
RECT win_rect = {
.top = rect->pos.y,
.bottom = rect->pos.y + rect->size.y,
.left = rect->pos.x,
.right = rect->pos.x + rect->size.x,
};
win_rect.bottom *= WIN_SCARE;
win_rect.right *= WIN_SCARE;
win_rect.left *= WIN_SCARE;
win_rect.top *= WIN_SCARE;
HBRUSH brush = CreateSolidBrush(color); // WHITE background
FillRect(wctx->hdc_back, &win_rect, brush);
DeleteObject(brush);
return 0;
}
// 将后台缓冲区复制到屏幕(双缓冲交换)
static int win_render_flush(ge_render_t* ctx) {
win_render_context_t* wctx = (win_render_context_t*)ctx->context;
BitBlt(wctx->hdc_front,
0, 0,
wctx->client_rect.right,
wctx->client_rect.bottom,
wctx->hdc_back,
0, 0,
SRCCOPY);
return 0;
}
static int win_render_draw_text (
ge_render_t* ctx,
const ge_render_pos2_t* pos,
ge_render_unit_t font_size,
ge_render_color_t font_color,
const char* text)
{
win_render_context_t* wctx = (win_render_context_t*)ctx->context;
// 使用GDI函数在 wctx->hdc_back 上绘制
TextOut(wctx->hdc_back, pos->x, pos->y, text, strlen(text));
return 0;
}
void win_init_render(ge_core_t* core, win_render_context_t* wctx) {
core->_render.context = wctx;
core->_render.init_func = win_render_init;
core->_render.func_flush = win_render_flush;
core->_render.func_draw_text = win_render_draw_text;
core->_render.func_draw_rect = win_render_draw_rect;
}
__attribute__ ((__unused__))
static void win_render_drawex(ge_render_t* ctx, ge_vector2i_t pos, const char* data, const void* propety) {
(void) propety;
win_render_context_t* wctx = (win_render_context_t*)ctx->context;
// 将 data 转换为 HBITMAP (假设传入的是位图句柄)
HBITMAP hBitmap = (HBITMAP)data;
// 创建兼容的内存设备上下文
HDC hdcMem = CreateCompatibleDC(wctx->hdc_back);
// 将位图选入内存设备上下文
HBITMAP hOldBitmap = (HBITMAP)SelectObject(hdcMem, hBitmap);
// 获取位图尺寸
BITMAP bitmap;
GetObject(hBitmap, sizeof(BITMAP), &bitmap);
// 绘制位图到后台缓冲区
BitBlt(
wctx->hdc_back, // 目标设备上下文
pos.x, // 目标左上角X
pos.y, // 目标左上角Y
bitmap.bmWidth, // 位图宽度
bitmap.bmHeight, // 位图高度
hdcMem, // 源设备上下文
0, // 源左上角X
0, // 源左上角Y
SRCCOPY // 光栅操作码
);
// 清理资源
SelectObject(hdcMem, hOldBitmap);
DeleteDC(hdcMem);
}
__attribute__ ((__unused__))
static void win_render_getsize(ge_render_t* ctx, ge_vector2i_t* size) {
win_render_context_t* wctx = (win_render_context_t*)ctx->context;
GetClientRect(wctx->hwnd, &wctx->client_rect);
ctx->screen_size.x = wctx->client_rect.right - wctx->client_rect.left;
ctx->screen_size.y = wctx->client_rect.bottom - wctx->client_rect.top;
size->x = ctx->screen_size.x;
size->x = ctx->screen_size.y;
}

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@@ -1,5 +1,15 @@
#include <windows.h>
#include <ge_common.h>
#include "win_interface.h"
// Windows计时函数
#include <stdint.h>
static ge_time_t win_get_ms(ge_timer_t* ctx) {
(void) ctx;
return GetTickCount();
}
static void win_sleep_ms(const ge_timer_t* ctx, ge_time_t ms) {
(void) ctx;
Sleep(ms);
}
// 获取当前时间(微秒)
ge_u32_t win_get_us(void) {
@@ -28,4 +38,13 @@ void win_sleep_us(ge_u32_t us) {
// 长时间使用Sleep
Sleep(us / 1000);
}
}
}
void win_init_timer(ge_core_t* core) {
core->_timer.time = 0;
core->_timer.func_sleepms = win_sleep_ms;
core->_timer.func_getms = win_get_ms;
core->_timer.func_sleepus = NULL;
core->_timer.func_getus = NULL;
}