Wire engine services into game skeleton
This commit is contained in:
@@ -0,0 +1,10 @@
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# stage_01.map
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#
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# 当前文件先作为地图资源链占位:Asset 可以读取它,后续 StageMapLoader 会把
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# world/camera/player/layers/collision/battle_zones 等字段解析成 LevelDefinition。
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# 现阶段 WhiteboxScene 仍使用 C++ fallback 白盒地图,避免未完成 parser 影响构建。
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map stage_01
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world 3200 720
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camera 0 0 3200 720
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player_spawn 160 380
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@@ -11,6 +11,7 @@
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- `controls.md`:玩家操作、平台输入映射和开发调试快捷键。
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- `engine_capability_audit.md`:引擎已有能力复盘,以及游戏层应优先复用的系统。
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- `game_skeleton.md`:当前游戏骨架如何接入引擎基础能力。
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- `scene_acceptance.md`:第一关场景骨架验收流程和最近一次验收结果。
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## Naming
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@@ -8,6 +8,8 @@
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最重要的调整是:**场景地图不要继续在 C++ 里手写 `Rect`,下一步应接入 `.map` 文件加载,并优先通过引擎 `Asset` / `PvfArchive` / `ScriptParser` 读取和解析。**
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当前第一轮骨架接入已完成:游戏启动时通过 `GameServices` 探测/初始化 `AudioSystem`、`PvfArchive`、`NpkArchive`、`SoundPackArchive`、`AudioDatabase` 和 `SaveSystem` 状态,并通过 `StageMapResource` 接入 `.map` 资源读取入口。详细状态见 `game_skeleton.md`。
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推荐方向:
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```text
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@@ -0,0 +1,79 @@
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# Game Skeleton
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本文档记录当前游戏骨架如何优先复用 Frostbite2D 引擎能力。目标是让游戏层只负责游戏语义,不重复实现引擎已经提供的资源、归档、音频、存档、场景和渲染基础设施。
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## 当前接入状态
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### Application 基础服务
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由引擎 `Application::init()` 负责:
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- `Asset` 工作目录和资源路径解析。
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- `SaveSystem` 初始化。
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- SDL video/events/controller 初始化。
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- Window / Renderer / Camera 初始化。
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- PixelArt2D 渲染风格和虚拟分辨率。
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- `TaskSystem` 初始化。
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由引擎 `Application::shutdown()` 负责:
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- `SceneManager` 清理。
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- `Renderer` 清理。
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- `AudioSystem` 清理。
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- `NpkArchive` / `PvfArchive` / `SoundPackArchive` 清理。
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- 平台资源清理。
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### GameServices
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游戏层新增 `GameServices`,只做游戏项目需要的引擎服务接入和状态记录:
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- 初始化 `AudioSystem`。
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- 探测并打开可选 `Script.pvf`。
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- 初始化 `NpkArchive`。
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- 初始化 `SoundPackArchive`。
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- 探测并加载可选 `AudioDatabase`。
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- 记录 `SaveSystem` 是否已由引擎初始化。
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这些服务是可选能力。缺少 `Script.pvf`、`ImagePacks2`、`SoundPacks` 或 `audio.xml` 时,游戏仍然使用当前 PNG/白盒 fallback 启动。
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## 地图资源入口
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新增 `StageMapResource`:
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```text
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LoadStageMapResource("map/stage_01.map")
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```
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读取优先级:
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1. `Asset` 普通文本资源:`map/stage_01.map`
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2. `Asset` fallback:`assets/map/stage_01.map`
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3. `PvfArchive` 二进制脚本:`map/stage_01.map`
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4. `PvfArchive` 文本内容:`map/stage_01.map`
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当前状态:
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- 已新增 `game/assets/map/stage_01.map` 占位文件。
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- `CreateWhiteboxLevel()` 会读取地图资源并记录来源。
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- 地图内容尚未接管 `LevelDefinition`,当前仍使用 C++ 白盒数据作为 fallback。
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下一步:
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- 实现 `StageMapLoader`,把 `.map` 转成 `LevelDefinition`。
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- 将 `whitebox_level.cpp` 中的硬编码平台、props、battle zone 迁移到 `.map`。
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- 失败时保留 `CreateFallbackWhiteboxLevel()`。
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## 仍待迁移的能力
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- 玩家动画:从手写 spritesheet 帧切换迁移到引擎 `Animation` / PVF ANI。
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- 场景视觉资源:如果素材进入 NPK,迁移到 `NpkArchive` / `Sprite::createFromNpk`。
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- 音频:使用 `AudioSystem`、`Sound`、`Music`、`AudioDatabase`。
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- 地图:完成 `.map` parser,不再用 C++ 手写地图。
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- 输入配置:通过 `Asset` 或 PVF 读取 `InputConfig`。
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## 原则
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- 优先使用引擎能力。
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- 游戏层只做数据转换和玩法语义。
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- 外部资源统一走 `Asset` / `PvfArchive`。
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- C++ 白盒数据只保留为 fallback。
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@@ -271,6 +271,8 @@ game/assets/stage/stage_01/
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下一步地图框架调整:优先复用引擎 `Asset`、`PvfArchive` 和 `ScriptParser` 能力,把地图从 C++ 硬编码迁移到 `.map` 外部资源文件。详细复盘见 `../engine_capability_audit.md`。
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第一轮引擎能力接入已完成:`GameServices` 统一接入音频、PVF、NPK、SoundPack、AudioDB、SaveSystem 状态;`StageMapResource` 已能读取 `map/stage_01.map`,当前仍使用白盒 C++ 地图作为 fallback。完整骨架说明见 `../game_skeleton.md`。
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### Debug 快捷键
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场景 debug 快捷键统一记录在 `../controls.md`。
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@@ -0,0 +1,112 @@
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#include "game_services.h"
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#include <frostbite2D/audio/audio_system.h>
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#include <frostbite2D/resource/asset.h>
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#include <frostbite2D/resource/audio_database.h>
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#include <frostbite2D/resource/npk_archive.h>
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#include <frostbite2D/resource/pvf_archive.h>
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#include <frostbite2D/resource/save_system.h>
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#include <frostbite2D/resource/sound_pack_archive.h>
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#include <SDL2/SDL.h>
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namespace ns_game {
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namespace {
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bool assetExists(const char* path) {
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return frostbite2D::Asset::get().exists(path);
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}
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const char* firstExistingPath(const char* primary, const char* fallback) {
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if (assetExists(primary)) {
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return primary;
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}
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if (fallback && assetExists(fallback)) {
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return fallback;
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}
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return nullptr;
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}
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} // namespace
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GameServices& GameServices::Get() {
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static GameServices services;
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return services;
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}
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void GameServices::Initialize() {
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if (initialized_) {
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return;
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}
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status_.saveInitialized = frostbite2D::SaveSystem::get().listSlots().size() > 0;
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initializeAudio();
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initializePvfArchive();
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initializeNpkArchive();
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initializeSoundPackArchive();
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initializeAudioDatabase();
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SDL_Log("GameServices: audio=%d save=%d pvf=%d npk=%d soundpack=%d audiodb=%d",
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status_.audioInitialized ? 1 : 0,
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status_.saveInitialized ? 1 : 0,
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status_.pvfArchiveOpen ? 1 : 0,
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status_.npkArchiveOpen ? 1 : 0,
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status_.soundPackOpen ? 1 : 0,
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status_.audioDatabaseLoaded ? 1 : 0);
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initialized_ = true;
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}
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void GameServices::initializeAudio() {
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frostbite2D::AudioConfig config;
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status_.audioInitialized = frostbite2D::AudioSystem::get().init(config);
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}
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void GameServices::initializePvfArchive() {
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const char* pvfPath = firstExistingPath("Script.pvf", "assets/Script.pvf");
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if (!pvfPath) {
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SDL_Log("GameServices: optional Script.pvf not found");
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return;
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}
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auto& pvf = frostbite2D::PvfArchive::get();
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if (pvf.open(pvfPath)) {
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pvf.init();
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status_.pvfArchiveOpen = pvf.isOpen();
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}
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}
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void GameServices::initializeNpkArchive() {
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auto& asset = frostbite2D::Asset::get();
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auto& npk = frostbite2D::NpkArchive::get();
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if (asset.isDirectory("assets/ImagePacks2")) {
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npk.setImagePackDirectory("assets/ImagePacks2");
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}
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npk.init();
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status_.npkArchiveOpen = npk.isOpen();
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}
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void GameServices::initializeSoundPackArchive() {
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auto& asset = frostbite2D::Asset::get();
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auto& soundPack = frostbite2D::SoundPackArchive::get();
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if (asset.isDirectory("assets/SoundPacks")) {
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soundPack.setSoundPackDirectory("assets/SoundPacks");
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}
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soundPack.init();
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status_.soundPackOpen = soundPack.isOpen();
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}
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void GameServices::initializeAudioDatabase() {
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const char* audioDbPath =
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firstExistingPath("assets/audio/audio.xml", "assets/audio.xml");
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if (!audioDbPath) {
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SDL_Log("GameServices: optional audio database not found");
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return;
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}
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status_.audioDatabaseLoaded =
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frostbite2D::AudioDatabase::get().loadFromFile(audioDbPath);
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}
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} // namespace ns_game
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@@ -0,0 +1,37 @@
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#pragma once
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namespace ns_game {
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struct GameServiceStatus {
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bool audioInitialized = false;
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bool saveInitialized = false;
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bool pvfArchiveOpen = false;
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bool npkArchiveOpen = false;
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bool soundPackOpen = false;
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bool audioDatabaseLoaded = false;
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};
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class GameServices {
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public:
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static GameServices& Get();
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GameServices(const GameServices&) = delete;
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GameServices& operator=(const GameServices&) = delete;
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void Initialize();
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const GameServiceStatus& Status() const { return status_; }
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private:
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GameServices() = default;
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void initializeAudio();
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void initializePvfArchive();
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void initializeNpkArchive();
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void initializeSoundPackArchive();
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void initializeAudioDatabase();
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GameServiceStatus status_;
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bool initialized_ = false;
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};
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} // namespace ns_game
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@@ -0,0 +1,93 @@
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#include "stage_map_resource.h"
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#include <frostbite2D/resource/asset.h>
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#include <frostbite2D/resource/pvf_archive.h>
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#include <frostbite2D/resource/script_parser.h>
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#include <SDL2/SDL.h>
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namespace ns_game {
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namespace {
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std::string assetFallbackPath(const std::string& path) {
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if (path.rfind("assets/", 0) == 0) {
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return path;
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}
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return "assets/" + path;
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}
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bool isLikelyPvfScript(const frostbite2D::RawData& rawData) {
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if (!rawData.data || rawData.size < 7) {
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return false;
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}
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const auto opcode = static_cast<unsigned char>(rawData.data[2]);
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switch (static_cast<frostbite2D::ScriptOpcode>(opcode)) {
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case frostbite2D::ScriptOpcode::Integer:
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case frostbite2D::ScriptOpcode::Float:
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case frostbite2D::ScriptOpcode::StringRef5:
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case frostbite2D::ScriptOpcode::StringRef6:
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case frostbite2D::ScriptOpcode::StringRef7:
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case frostbite2D::ScriptOpcode::StringRef8:
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case frostbite2D::ScriptOpcode::ExtendedString9:
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case frostbite2D::ScriptOpcode::ExtendedString10:
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return true;
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default:
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return false;
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}
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}
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} // namespace
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std::optional<StageMapResource> LoadStageMapResource(const std::string& path) {
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frostbite2D::Asset& asset = frostbite2D::Asset::get();
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if (auto content = asset.readFileToString(path)) {
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StageMapResource resource;
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resource.source = StageMapResourceSource::AssetText;
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resource.path = path;
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resource.text = *content;
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return resource;
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}
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const std::string fallbackPath = assetFallbackPath(path);
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if (fallbackPath != path) {
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if (auto content = asset.readFileToString(fallbackPath)) {
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StageMapResource resource;
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resource.source = StageMapResourceSource::AssetText;
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resource.path = fallbackPath;
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resource.text = *content;
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return resource;
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}
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}
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frostbite2D::PvfArchive& pvf = frostbite2D::PvfArchive::get();
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if (pvf.isOpen()) {
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if (auto rawData = pvf.getFileRawData(path);
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rawData && isLikelyPvfScript(*rawData)) {
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frostbite2D::ScriptParser parser(*rawData, path);
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if (parser.isValid()) {
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StageMapResource resource;
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resource.source = StageMapResourceSource::PvfBinaryScript;
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resource.path = path;
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for (const frostbite2D::ScriptValue& value : parser.parseAll()) {
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resource.scriptValues.push_back(value.toString());
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}
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return resource;
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}
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}
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if (auto content = pvf.getFileContent(path)) {
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StageMapResource resource;
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resource.source = StageMapResourceSource::PvfText;
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resource.path = path;
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resource.text = *content;
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return resource;
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}
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}
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SDL_Log("StageMapResource: map not found: %s", path.c_str());
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return std::nullopt;
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}
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} // namespace ns_game
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@@ -0,0 +1,29 @@
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#pragma once
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#include <optional>
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#include <string>
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#include <vector>
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namespace ns_game {
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enum class StageMapResourceSource {
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None,
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AssetText,
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PvfText,
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PvfBinaryScript
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};
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struct StageMapResource {
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StageMapResourceSource source = StageMapResourceSource::None;
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std::string path;
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std::string text;
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std::vector<std::string> scriptValues;
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bool hasContent() const {
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return !text.empty() || !scriptValues.empty();
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}
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};
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std::optional<StageMapResource> LoadStageMapResource(const std::string& path);
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} // namespace ns_game
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@@ -1,8 +1,21 @@
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#include "level_definition.h"
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#include "stage_map_resource.h"
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#include <SDL2/SDL.h>
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namespace ns_game {
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LevelDefinition CreateWhiteboxLevel() {
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if (auto mapResource = LoadStageMapResource("map/stage_01.map")) {
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SDL_Log("CreateWhiteboxLevel: loaded %s map resource: %s",
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mapResource->source == StageMapResourceSource::AssetText ? "asset"
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: mapResource->source == StageMapResourceSource::PvfText ? "pvf-text"
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: mapResource->source == StageMapResourceSource::PvfBinaryScript
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? "pvf-script"
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: "unknown",
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mapResource->path.c_str());
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}
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LevelDefinition level;
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level.worldWidth = 3200.0f;
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level.worldHeight = 720.0f;
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@@ -1,5 +1,6 @@
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#include "scene/whitebox_scene.h"
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#include "core/game_config.h"
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#include "core/game_services.h"
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#include <cstdio>
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@@ -80,6 +81,8 @@ int main(int argc, char** argv) {
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return 1;
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}
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ns_game::GameServices::Get().Initialize();
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app.run([]() {
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frostbite2D::SceneManager::get().ReplaceScene(
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frostbite2D::MakePtr<ns_game::WhiteboxScene>());
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Reference in New Issue
Block a user