Getting started with xygine - Part 2

Recap

In the first part of the tutorial we created a basic menu using the MyFirstState project template. Continuing on from that we'll add a new state, GameState, to host the game play logic, before taking a look at xygine's Sprite component and the CommandSystem class. The source for the tutorial can be downloaded here.

The Game State

Recalling the last tutorial you should be familiar with the concept of the StateStack which lives within the Game class. The stack is used to control the active state of the game, but before we can do that we need to create and register a new GameState class. All states inherit xy::State but for simplicity's sake rather than look at the specific State interface (which can be seen in detail in the documentation at https://github.com/fallahn/xygine/wiki) let's start by duplicating MyFirstState.hpp and MyFirstState.cpp and renaming them to GameState.hpp and GameState.cpp. In GameState.hpp remove the include line for sf::Font, and remove the m_font member as we won't be using it. Then rename m_scene to m_gameScene - this is important because later on there'll be another scene added to contain the user interface. Rename the class from MyFirstState to GameState. In GameState.cpp the process is similar: rename all m_scene references to m_gameScene and all MyFirstState references to GameState. This includes changing the name of the included header file "MyFirstState.hpp" to "GameState.hpp" at the top of the file. There's no need to include the headers for the Text component or TextSystem either, but leave the remaining includes as they will be used later on. The contents of createScene() can be removed too, although you can leave the lines where the RenderSystem is added, as that'll be used when drawing the game. The line

m_scene.getSystem<xy::UISystem>().handleEvent(evt);
 
needs to be removed from GameState::handleEvent() as there is no UISystem in use in the GameState.

A little book keeping is required if you're using the CMake files to build the tutorial. In the include directory edit the CMakeLists.txt file and add a new line referencing GameState.hpp. In the src directory repeat the edit for GameState.cpp.

To register the state with the game the GameState needs a unique ID to return from the function GameState::stateID(). Open the States.hpp file and add a new member to the State enum called GameState. Modify the GameState::stateID() function to return States::GameState. This is important because the StateStack needs to be able to identify individual states. With this done open Game.cpp and below the include line for "MyFirstState.hpp" add an include directive for "GameState.hpp". Then in the function body of Game::registerStates() add

m_stateStack.registerState<GameState>(States::GameState);
 
This will associate the specific state type (GameState) with its enum value. This way requesting a new state on the stack can be done with a single ID. Finally, to launch this new state, we need to modify MyFirstState.

Open MyFirstState.cpp and go to the definition of createScene(). The process of adding a new callback is the same as adding the quit button callback, only this time it should be added to the entity with the text component that says 'Play'. The lambda expression used in the callback needs to be modified, however, else clicking Play will close the game! The callback should look like this:

auto callbackID = 
m_scene.getSystem<xy::UISystem>().addMouseButtonCallback(
    [&](xy::Entity, sf::Uint64 flags)
    {
        if(flags & xy::UISystem::LeftMouse)
        {
            requestStackClear();
            requestStackPush(States::GameState);
        }
    });
 
Note that there are two stack request functions here. requestStackClear() will remove ALL active states from the state stack. There is a similar function requestStackPop() which will remove only the topmost state from the stack that would also work here as there is only one state currently active, but requesting that the stack be cleared better displays intent. The next line requestStackPush() takes a stateID as a parameter, so that the StateStack knows which state is being requested of it. If you're wondering why the function names are prefixed with 'request' this is because state operations are delayed - they are 'requested' and the StateStack will only perform these requests at the beginning of the next frame if it is safe to do so.

With this done the new GameState should be ready to use. Build and run the source and when the menu is displayed click 'Play'. The menu should disappear and be replaced with a blank screen. This is because we've not yet added anything to the GameState - but if you want some confirmation of the state change, edit the constructor of GameState and add

xy::Logger::log("Open game state!", xy::Logger::Type::Info);
 
Build and run the game again, this time when Play is clicked and the blank screen appears the "Open game state!" message should appear in the system console. If you don't have a console window open press F1 to open the xygine console, where the timestamped message will be displayed.


Scene Setup

Now that the GameState is created we have an arena to finally start implementing the game. Firstly, to ensure a consistent experience, the camera needs to be fixed to a set size across all states, and at all window resolutions. xygine uses a default size of 1920x1080 world units, which is automatically applied to a view inside the StateStack when the window is resized. This way the same view is automatically letterboxed and mapped to the window. To apply the calculated view on startup, navigate to Game::initialise() in Game.cpp, and below the line which says

getRenderWindow()->setKeyRepeatEnabled(false);
 
add

getRenderWindow()->setView(m_stateStack.updateView());
 
This line will force the stack to calculate an up-to-date view and immediately apply it to the RenderWindow when the game is initialised.

xygine also has a Camera component, used by a Scene to dictate what should be rendered to the screen. By default this component is initialised to the window size as it makes no assumptions as for what it shall be used (for instance a Camera may only show a small area in a Scene used to create a mini-map) so for our two states we'll need to initialise it to the StateStack's calculated view. Handily this view is passed as one of the properties of the Context struct which is given to the constructor of every state. In the constructor of both MyFirstState and GameState, below the call to createScene(), update the state's Scene with the view stored in the context:

m_scene.getActiveCamera().getComponent<xy::Camera>().setView(ctx.defaultView.getSize());
m_scene.getActiveCamera().getComponent<xy::Camera>().setViewport(ctx.defaultView.getViewport());

adjusting the Scene variable name accordingly for each state.

Adding a Paddle

Now that the camera is set up it's time to start on our paddle entity. Creating the entity will be very similar to creating the Text entities in MyFirstState, only the Text component will be replaced with a Sprite component. At the top of the file add two includes for the Sprite component and the SpriteSystem

xyginext/ecs/components/Sprite.hpp
xyginect/ecs/systems/SpriteSystem.hpp
 
The Drawable component and RenderSystem headers should already be there, but if not add those too

xyginext/ecs/components/Drawable.hpp
xyginext/ecs/systems/RenderSystem.hpp
 
In createScene() an instance of the SpriteSystem needs to be added to the Scene one line before the RenderSystem is added

m_gameScene.addSystem<xy::SpriteSystem>(messageBus);
 
The rest of the createScene() function follows the same pattern as MyFirstState. As we're using a Sprite instead of a Text, however, the font from MyFirstState is replaced with an sf::Texture. Add a new member to the GameState class sf::Texture m_paddleTexture. This will eventually be replaced with a resource holder, but for now it will do. Back in the definition of createScene() load the paddle image into the texture

m_paddleTexture.loadFromFile("assets/images/paddle.png");
 
The image is included in the tutorial repository, but you will need to make sure the path is set correctly relative to your working directory, depending on your development environment.
Assuming the texture is now loaded correctly we can create a single entity to act as the paddle.

auto entity = m_gameScene.createEntity();
entity.addComponent<xy::Transform>().setPosition(xy::DefaultSceneSize.x / 2.f, xy::DefaultSceneSize.y - 40.f);
entity.addComponent<xy::Sprite>(m_texture);
entity.addComponent<xy::Drawable>();
 
This looks very similar to creating a text entity in MyFirstState, with the difference that the Text component / font combo is replaced with a Sprite component and texture. The paddle is positioned based on a built-in constant xy::DefaultSceneSize. This is the same size as the StateStack's calculated view, so we can be sure that the paddle will be aligned relative to the bottom centre of the screen as we expect, regardless of the size or resolution of the window.
To neaten up the layout of the paddle we can take the Sprite's texture bounds and use it to align the origin to the centre of the Sprite

auto paddleBounds = entity.getComponent<xy::Sprite>().getTextureBounds();
entity.getComponent<xy::Transform>().setOrigin(paddleBounds.width / 2.f, paddleBounds.height / 2.f);

The Sprite function getTextureBounds() differs from getTextureRect() in the fact that it returns the resulting size of the Sprite based on the current texture bounds, without the offset coordinates into the texture itself. In other words it is the same size as the current texture bounds, but the left and top properties are always zero.

Build and run the tutorial, then click Play on the menu. At the bottom centre of the screen you'll see our newly created paddle!


Player Input

To make the paddle respond to mouse input we can use xygine's CommandTarget component with a CommandSystem added to the Scene. The CommandTarget merely holds an integer ID used to identify which entities should be responding to specific commands. Add a new header file to the include directory and name it CommandIDs.hpp. Inside create a new namespace CommandID and add an anonymous enum. This enum will contain all the command IDs which we'll eventually create - to start with add a member named Paddle and give it the value 0x1. Each time a new member is added its value should double that of the previous member. This is so that multiple IDs can be OR'd together as flags. For more information on this see the CommandTarget documentation on the xygine wiki. When you have done this include the file at the top of GameState.cpp. If you're using the CMake files to build the project don't forget to add the CommandIDs.hpp entry to the CMakeLists.txt in the include directory.

To assign the ID to our paddle include the header for the CommandTarget component

xyginext/ecs/components/CommandTarget.hpp
 
and add the component to the paddle entity in createScene(). Because addComponent() returns a reference to the newly created component we can also assign the command ID immediately

entity.addComponent<xy::CommandTarget>().ID = CommandID::Paddle;
 
To be able to process the commands we're going to send we also need an instance of the CommandSystem in the Scene. Include the CommandSystem header

xyginext/ecs/systems/CommandSystem.hpp
 
and add it to the Scene before the SpriteSystem in createScene()

m_gameScene.addSystem<xy::CommandSystem>(messageBus);
 
Now we're ready to start sending commands!

The GameState class has a function named handleEvents() in which we can pick up any mouse movement events passed down from the Game class. To identify events first include the SFML event header

SFML/Window/Event.hpp
 
before moving to handleEvent(). At the top of the handleEvent() function add

if(evt.type == sf::Event::MouseMoved)
{
    auto worldMousePosition = xy::App::getRenderWindow()->mapPixelToCoords({evt.mouseMove.x, evt.mouseMove.y});
    xy::Command cmd;
    cmd.targetFlags = CommandID::Paddle;
    cmd.action = [worldMousePosition](xy::Entity entity, float)
    {
        //clamp the X position in the screen area minus the sprite width
        float posX = worldMousePosition.x;
        auto spriteWidth = entity.getComponent<xy::Sprite>().getTextureBounds().width / 2.f;
        posX = std::max(spriteWidth, worldMousePosition.x);
        posX = std::min(posX, xy::DefaultSceneSize.x - spriteWidth);

        auto& tx = entity.getComponent<xy::Transform>();
        auto currentPosition = tx.getPosition();
        currentPosition.x = posX;
        tx.setPosition(currentPosition);
    };
    m_gameScene.getSystem<xy::CommandSystem>().sendCommand(cmd);
}
 
This is simpler than it looks once we break it down:
First the event type is checked to make sure that it's a MouseMoved event. If it is, grab the mouse position contained in the event, which is in window coordinates. These are then converted to world coordinates using the sf::RenderWindow function mapPixelToCoords(). For more information on what this does see the SFML documentation, however for our purposes it converts the mouse coordinates into values which are relative to our Scene coordinates.
With the coordinates in hand we can now create our command

xy::Command cmd;
 
and tell it to target our paddle entity by setting the target flags to the CommandID we gave the paddle.

cmd.targetFlags = CommandID::Paddle;
 
The important part of the command is the lambda expression assigned to cmd.action. The signature takes an entity and a float as a parameter. When this command is executed the target entity, in this case the paddle, is passed in, along with the elapsed or delta time of the current frame. In this instance the delta time is not used so the parameter is omitted.
The mouse position is also copy-captured as it is needed to set the position of the paddle. In the body of the lambda the size of the paddle sprite is obtained and used to clamp the x position of the mouse coords. This prevents the paddle from leaving the screen area. Then the current paddle position is read, the x position updated, and the new position applied.
Once the lambda has been defined the command can be sent.

m_gameScene.getSystem<xy::CommandSystem>().sendCommand(cmd);
 
Here it should be noted that commands are not executed immediately, rather they are placed in a queue, ready for the next frame. At the beginning of the next frame the entire queue is parsed and all the commands are executed sequentially. This is important when creating a lambda expression for the action, should it capture any variables by reference - the lambda is not executed in the same scope as it is written!!

If you build and run the tutorial now you'll find that when you move the mouse left or right the paddle will follow it. As a final touch we can hide the mouse cursor in the GameState. In the GameState constructor add a line after initialising the camera

ctx.appInstance.setMouseCursorVisible(false);
 
That's it! In the next part of the tutorial we'll be looking at creating custom components and systems to add a ball entity, and resource management for fonts and textures.

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