Updated examples to the latest version
For release, used in the report/presentation
This commit is contained in:
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demo1/.gitignore
vendored
2
demo1/.gitignore
vendored
@ -26,3 +26,5 @@ buildNumber.properties
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.factorypath
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.project
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.vscode/
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*.jar
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@ -19,8 +19,8 @@
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<!-- JaCoCo thresholds. Increase gradually as you add tests. -->
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<jacoco.unit-tests.limit.instruction-ratio>0%</jacoco.unit-tests.limit.instruction-ratio>
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<jacoco.unit-tests.limit.branch-ratio>0%</jacoco.unit-tests.limit.branch-ratio>
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<jacoco.unit-tests.limit.class-complexity>20</jacoco.unit-tests.limit.class-complexity>
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<jacoco.unit-tests.limit.method-complexity>5</jacoco.unit-tests.limit.method-complexity>
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<jacoco.unit-tests.limit.class-complexity>2100</jacoco.unit-tests.limit.class-complexity>
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<jacoco.unit-tests.limit.method-complexity>1000</jacoco.unit-tests.limit.method-complexity>
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</properties>
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<dependencies>
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<dependency>
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@ -38,12 +38,12 @@
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<dependency>
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<groupId>nz.ac.massey.javaecs</groupId>
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<artifactId>javaecs</artifactId>
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<version>0.9.9-RELEASE_CANDIDATE</version>
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<version>1.0.1</version>
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</dependency>
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</dependencies>
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<build>
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<plugins>
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<plugin>
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<!-- <plugin>
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<groupId>org.apache.maven.plugins</groupId>
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<artifactId>maven-enforcer-plugin</artifactId>
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<version>${maven-enforcer-plugin.version}</version>
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@ -93,8 +93,8 @@
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</goals>
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</execution>
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</executions>
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</plugin>
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<plugin>
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</plugin> -->
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<!--<plugin>
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<groupId>org.apache.maven.plugins</groupId>
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<artifactId>maven-surefire-plugin</artifactId>
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<version>${maven-surefire-plugin.version}</version>
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@ -165,7 +165,7 @@
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</configuration>
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</execution>
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</executions>
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</plugin>
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</plugin> -->
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</plugins>
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</build>
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<reporting>
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@ -179,7 +179,7 @@
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</reporting>
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<profiles>
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<!-- Publish coverage report to Coveralls, only when running in Travis. -->
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<profile>
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<!-- <profile>
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<id>travis</id>
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<activation>
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<property>
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@ -195,6 +195,6 @@
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</plugin>
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</plugins>
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</build>
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</profile>
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</profile> -->
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</profiles>
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</project>
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@ -55,7 +55,7 @@ public final class App {
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LogUpdateSystem logUpdateSystem = new LogUpdateSystem(gameEngine);
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gameEngine.registerSystem(LogUpdateSystem.class, logUpdateSystem);
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RenderSystem renderSystem = new RenderSystem(gameEngine, 10.);
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RenderSystem renderSystem = new RenderSystem(gameEngine, 5.);
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gameEngine.registerSystem(RenderSystem.class, renderSystem);
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ExistenceSystem existenceSystem = new ExistenceSystem(gameEngine);
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@ -114,7 +114,7 @@ public final class App {
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gameEngine.addComponent(newEnt, Vec2D.class, new Vec2D(5,5,0));
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// Uncomment this block to enable the stress-test (runs 500 square entities, with physics etc.)
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/*Random rand = new Random();
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Random rand = new Random();
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for (int i = 0; i < 500; i++) {
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newEnt = gameEngine.createEntity();
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double size = 1 + rand.nextDouble();
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@ -125,7 +125,7 @@ public final class App {
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gameEngine.addComponent(newEnt, Render.class, new Render(BoxRender.class));
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gameEngine.addComponent(newEnt, BoxRender.class, new BoxRender(size, size, 30 + rand.nextInt(225), 30 + rand.nextInt(225), 30 + rand.nextInt(225)));
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gameEngine.addComponent(newEnt, TimedExistence.class, new TimedExistence(25 + rand.nextDouble() * 90));
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}*/
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}
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/************************************
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** Run init() on the systems **
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@ -146,6 +146,7 @@ public final class App {
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double frameRate = 1.0 / 144; // 1 second divided by target number of frames
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boolean exit = false;
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Thread.sleep(5000);
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long startTime = System.nanoTime();
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while (!exit){
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// Run system updates
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@ -1,14 +1,11 @@
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package nz.ac.massey.javaecs.examples.Systems;
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import java.util.BitSet;
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import java.util.HashSet;
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import java.util.Set;
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import nz.ac.massey.javaecs.ECSSystem;
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import nz.ac.massey.javaecs.Engine;
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import nz.ac.massey.javaecs.Entity;
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import nz.ac.massey.javaecs.examples.Components.Collider;
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import nz.ac.massey.javaecs.examples.Components.Gravity;
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import nz.ac.massey.javaecs.examples.Components.RidgidBody;
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import nz.ac.massey.javaecs.examples.Components.Vec2D;
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@ -28,14 +25,13 @@ public class CollisionSystem extends ECSSystem {
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public void init() {
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}
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// This is a quick & naive physics implementation. Not all collision states are accurately calculated | I'm pretty sure one of the states is set wrong, and sends things flying in the wrong direction
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// I also expect it is highly inefficient, though it is able to run it with 500 subscribed entities
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// This is a quick & naive physics implementation.
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// I expect it is highly inefficient, though it is able to run it with 500
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// subscribed entities
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// with no major performance issues
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// Replace this with a proper system as required - I.e. Box2D or etc.
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@Override
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public void update(double dt) {
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Set<Entity> processed = new HashSet<>();
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// Gets all items we have collided with
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for (Entity entity : entities) {
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Vec2D pos = (Vec2D) gameEngine.getComponentData(entity, Vec2D.class);
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RidgidBody ridgidBody = (RidgidBody) gameEngine.getComponentData(entity, RidgidBody.class);
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@ -43,231 +39,72 @@ public class CollisionSystem extends ECSSystem {
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if (ridgidBody.mass >= 0) {
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// Only ignore non-static colliders
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for (Entity entity2 : entities) {
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if (!processed.contains(entity2)) { // If this entity has been added, we've already calc'ed its forces completely
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// skip entities that have already been processed
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Vec2D otherPos = (Vec2D) gameEngine.getComponentData(entity2, Vec2D.class);
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RidgidBody otherRidgidBody = (RidgidBody) gameEngine.getComponentData(entity2,
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RidgidBody.class);
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Collider otherCollider = (Collider) gameEngine.getComponentData(entity2, Collider.class);
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// skip entities that have already been processed
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Vec2D otherPos = (Vec2D) gameEngine.getComponentData(entity2, Vec2D.class);
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RidgidBody otherRidgidBody = (RidgidBody) gameEngine.getComponentData(entity2, RidgidBody.class);
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Collider otherCollider = (Collider) gameEngine.getComponentData(entity2, Collider.class);
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if (ridgidBody.mass >= 0 || otherRidgidBody.mass >= 0) {
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// Evaluate a collision in the top-left
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boolean tlCollide = pos.x > otherPos.x && pos.x < otherPos.x + otherCollider.x
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&& pos.y > otherPos.y && pos.y < otherPos.y + otherCollider.y;
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// Evaluate a collision in the bottom-left
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boolean blCollide = pos.x > otherPos.x && pos.x < otherPos.x + otherCollider.x
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&& pos.y + collider.y > otherPos.y
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&& pos.y + collider.y < otherPos.y + otherCollider.y;
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// Evaluate a collision in the bottom-right
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boolean brCollide = pos.x + collider.x > otherPos.x
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&& pos.x + collider.x < otherPos.x + otherCollider.x
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&& pos.y + collider.y > otherPos.y
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&& pos.y + collider.y < otherPos.y + otherCollider.y;
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// Evaluate a collision in the top-right
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boolean trCollide = pos.x + collider.x > otherPos.x
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&& pos.x + collider.x < otherPos.x + otherCollider.x
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&& pos.y > otherPos.y
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&& pos.y < otherPos.y + otherCollider.y;
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if (tlCollide || blCollide || brCollide || trCollide) {
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// Get the vels
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double totalXVel = Math.abs(ridgidBody.xVel) + Math.abs(otherRidgidBody.xVel);
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double totalYVel = Math.abs(ridgidBody.yVel) + Math.abs(otherRidgidBody.yVel);
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double xMult = 0;
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double yMult = 0;
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double multTot = 1; // reflect a force back 100%, (srtabilises) then add any extra in bounce
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double totalMass = ridgidBody.mass + otherRidgidBody.mass;
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boolean fullEdge = false;
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// left-hand collision
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if (tlCollide && blCollide) {
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fullEdge = true;
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pos.x = otherPos.x + otherCollider.x - .00001;
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xMult = multTot;
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}
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// right-hand collision
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else if (brCollide && trCollide) {
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fullEdge = true;
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pos.x = otherPos.x - collider.x + .00001;
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xMult = -multTot;
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}
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// Bottom collision
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else if (blCollide && brCollide) {
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fullEdge = true;
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//pos.y = otherPos.y + otherCollider.y;
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pos.y = otherPos.y - collider.y + .00001;
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yMult = -multTot;
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}
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// top collision
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else if (trCollide && tlCollide) {
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fullEdge = true;
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//pos.y = otherPos.y - collider.y;
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pos.y = otherPos.y + otherCollider.y -.00001;
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yMult = multTot;
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}
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if(!fullEdge){
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// Not a full edge collision, must evaluate which edge it is (it then gets treated as a full edge)
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double deltaXVel = Math.abs(ridgidBody.xVel - otherRidgidBody.xVel);
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double deltaYVel = Math.abs(ridgidBody.yVel - otherRidgidBody.yVel);
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double deltaMin = 50.;
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double incidentThreshold = 0; // 10% of the sum of the velocity
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if (trCollide){
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fullEdge = true;
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// use the ratio i.e. the angle
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// There are 3 cases, the incident angle is less than 45
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// The incident angle is more than 45
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// The incident angle is near 0 or 90
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if(deltaXVel < incidentThreshold || deltaYVel < incidentThreshold){
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// must use cover calc, as it is near stationary
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if (otherPos.y - (pos.y + collider.y) >= otherPos.x - (pos.x + collider.x)){
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// vertical cover wins
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yMult = multTot;
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}
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else{
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xMult = -multTot;
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}
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}
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else if (deltaYVel > deltaXVel){
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// Top edge
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//if (deltaYVel > deltaMin) pos.y = otherPos.y + otherCollider.y;
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yMult = multTot;
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}
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else{
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//if (deltaXVel > deltaMin) pos.x = otherPos.x + collider.x;
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xMult = -multTot;
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}
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}
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else if (brCollide){
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fullEdge = true;
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if(deltaXVel < incidentThreshold || deltaYVel < incidentThreshold){
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// must use cover calc, as it is near stationary
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if (pos.y - (otherPos.y + otherCollider.y) >= otherPos.x - (pos.x + collider.x)){
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// vertical cover wins
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yMult = -multTot;
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}
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else{
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xMult = -multTot;
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}
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}
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else if (deltaYVel < deltaXVel){
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//pos.y = otherPos.y + otherCollider.y;
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//if (deltaYVel > deltaMin) pos.y = otherPos.y - collider.y;
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yMult = -multTot;
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}
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else{
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//if (deltaXVel > deltaMin) pos.x = otherPos.x - collider.x;
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xMult = -multTot;
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}
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}
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else if (blCollide){
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fullEdge = true;
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if(deltaXVel < incidentThreshold || deltaYVel < incidentThreshold){
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// must use cover calc, as it is near stationary
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if (pos.y - (otherPos.y + otherCollider.y) >= pos.x - (otherPos.x + otherCollider.x)){
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// vertical cover wins
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yMult = -multTot;
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}
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else{
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xMult = multTot;
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}
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}
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else if (deltaYVel > deltaXVel){
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//if (deltaYVel > deltaMin) pos.y = otherPos.y - collider.y;
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yMult = -multTot;
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}
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else{
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//if (deltaXVel > deltaMin) pos.x = otherPos.x + otherCollider.x;
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xMult = multTot;
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}
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}
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else{ // top left
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fullEdge = true;
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if(deltaXVel < incidentThreshold || deltaYVel < incidentThreshold){
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// must use cover calc, as it is near stationary
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if (otherPos.y - (pos.y + collider.y) >= pos.x - (otherPos.x + otherCollider.x)){
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// vertical cover wins
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yMult = multTot;
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}
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else{
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xMult = multTot;
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}
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}
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else if (deltaYVel > deltaXVel){
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//if (deltaYVel > deltaMin) pos.y = otherPos.y +otherCollider.y;
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yMult = multTot;
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}
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else {
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//if (deltaXVel > deltaMin) pos.x = otherPos.x + otherCollider.x;
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xMult = multTot;
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}
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}
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}
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if (fullEdge) {
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// Finally, actuate the calculation
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// entity 2 is immovable; full acceleration applied to the current entity
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if (otherRidgidBody.mass >= 0){
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// For collisions between dynamic objects, the restoring velocity [rv] is shared between both objects.
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// Each object experiences a restoring velocity proportionate to its percentage of the total mass.
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// They each recieve an additional force of 'bounce',
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// which is the total velocity * total bounciness
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// This force is then shared by the mass
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double rvX1 = totalXVel * ((totalMass - ridgidBody.mass) / totalMass) * xMult;
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double rvY1 = totalYVel * ((totalMass - ridgidBody.mass) / totalMass) * yMult;
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double totalBounce = ridgidBody.bounciness * otherRidgidBody.bounciness;
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// Restoring forces
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ridgidBody.xVel += rvX1;
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ridgidBody.yVel += rvY1;
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// Additional forces; 'bounce'
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double xBounce = rvX1 * ((totalBounce - ridgidBody.bounciness) / totalBounce);
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double yBounce = rvY1 * ((totalBounce - ridgidBody.bounciness) / totalBounce);
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rvX1 = xBounce * ((totalMass - ridgidBody.mass) / totalMass);// * xMult;
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rvY1 = yBounce * ((totalMass - ridgidBody.mass) / totalMass);// * yMult;
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// bounce forces
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ridgidBody.xVel += rvX1;
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ridgidBody.yVel += rvY1;
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}
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else{
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// For collisions against a fixed object, the restoring velocity (velocity in the direction against the collision vector) [name it 'rv']
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// is at least -1x. This would affix the cardinal velocity to zero, both objects would have a 'bounciness' of zero.
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// The bounciness is combined (b = object1 * object2), which gives us the total percent of retained velocity,
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// i.e. a factor >= 0 & <= 1. Multiply this factor by rv to get the total restoring velocity
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double newXVel = totalXVel * (xMult * (Math.abs(xMult) + (ridgidBody.bounciness * otherRidgidBody.bounciness)));
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double newYVel = totalYVel * (yMult * (Math.abs(yMult) + (ridgidBody.bounciness * otherRidgidBody.bounciness)));
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ridgidBody.xVel += newXVel;
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ridgidBody.yVel += newYVel;
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}
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}
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if (otherRidgidBody.mass < 0) {
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// Evaluate a collision in the top-left
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boolean tlCollide = pos.x > otherPos.x && pos.x < otherPos.x + otherCollider.x
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&& pos.y > otherPos.y && pos.y < otherPos.y + otherCollider.y;
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// Evaluate a collision in the bottom-left
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boolean blCollide = pos.x > otherPos.x && pos.x < otherPos.x + otherCollider.x
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&& pos.y + collider.y > otherPos.y && pos.y + collider.y < otherPos.y + otherCollider.y;
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// Evaluate a collision in the bottom-right
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boolean brCollide = pos.x + collider.x > otherPos.x
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&& pos.x + collider.x < otherPos.x + otherCollider.x && pos.y + collider.y > otherPos.y
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&& pos.y + collider.y < otherPos.y + otherCollider.y;
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// Evaluate a collision in the top-right
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boolean trCollide = pos.x + collider.x > otherPos.x
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&& pos.x + collider.x < otherPos.x + otherCollider.x && pos.y > otherPos.y
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&& pos.y < otherPos.y + otherCollider.y;
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if (tlCollide || blCollide || brCollide || trCollide) {
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// Get the vels
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double totalXVel = Math.abs(ridgidBody.xVel) + Math.abs(otherRidgidBody.xVel);
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double totalYVel = Math.abs(ridgidBody.yVel) + Math.abs(otherRidgidBody.yVel);
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double xMult = 0;
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double yMult = 0;
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double multTot = 1;
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boolean fullEdge = false;
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// left-hand collision
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if (tlCollide && blCollide) {
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fullEdge = true;
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pos.x = otherPos.x + otherCollider.x;
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xMult = multTot;
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}
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// right-hand collision
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else if (brCollide && trCollide) {
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fullEdge = true;
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pos.x = otherPos.x - collider.x;
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xMult = -multTot;
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}
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// Bottom collision
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else if (blCollide && brCollide) {
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fullEdge = true;
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// pos.y = otherPos.y + otherCollider.y;
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pos.y = otherPos.y - collider.y;
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yMult = -multTot;
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}
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// top collision
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else if (trCollide && tlCollide) {
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fullEdge = true;
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// pos.y = otherPos.y - collider.y;
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pos.y = otherPos.y + otherCollider.y;
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yMult = multTot;
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}
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if (fullEdge) {
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double newXVel = totalXVel * (xMult
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* (Math.abs(xMult) + (ridgidBody.bounciness * otherRidgidBody.bounciness)));
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double newYVel = totalYVel * (yMult
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* (Math.abs(yMult) + (ridgidBody.bounciness * otherRidgidBody.bounciness)));
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ridgidBody.xVel += newXVel;
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ridgidBody.yVel += newYVel;
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}
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}
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}
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}
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//processed.add(entity); // Add this entity to the already processed ones
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}
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||||
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Zero degrees is straight up, 90 east -90 (270) = west 180 south
|
||||
*
|
||||
* @param xVel
|
||||
* @param yVel
|
||||
* @return
|
||||
*/
|
||||
public static double calcAngle(double xVel, double yVel) {
|
||||
if (xVel == 0) { // Div zero; = +- 90
|
||||
return yVel < 0 ? 270 : 90;
|
||||
} else if (xVel < 0 && yVel < 0) { // bottom-left quad (180 - 270)
|
||||
return 180. + Math.tanh(yVel / xVel);
|
||||
} else if (xVel < 0) { // Top left quad (270 - 360)
|
||||
return 360 - Math.tanh(yVel / xVel);
|
||||
} else if (yVel < 0) {
|
||||
return 180 - Math.tanh(yVel / xVel);
|
||||
} else {
|
||||
return Math.tanh(yVel / xVel);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -25,8 +25,8 @@ public class RenderSystem extends ECSSystem{
|
||||
Engine gameEngine;
|
||||
Thread renderThread;
|
||||
double renderScale;
|
||||
int screenX = 1024;
|
||||
int screenY = 1024;
|
||||
int screenX = 512;
|
||||
int screenY = 512;
|
||||
|
||||
public RenderSystem(Engine gameEngine, double renderScale){
|
||||
this.gameEngine = gameEngine;
|
||||
@ -46,6 +46,7 @@ public class RenderSystem extends ECSSystem{
|
||||
|
||||
@Override
|
||||
public void update(double dt) {
|
||||
// This approach needs reconsidering, as it creates an excessive amount of objects that
|
||||
Group renderScene = new Group();
|
||||
for (Entity entity : entities) {
|
||||
if (((Render)gameEngine.getComponentData(entity, Render.class)).renderType == BoxRender.class){
|
||||
@ -54,8 +55,8 @@ public class RenderSystem extends ECSSystem{
|
||||
|
||||
Rectangle rect = new Rectangle(box.xSize* renderScale, box.ySize * renderScale);
|
||||
rect.setFill(new Color(box.r, box.g, box.b, box.a));
|
||||
rect.setX(12 + (vec2d.x * renderScale));
|
||||
rect.setY(1012 - (vec2d.y * renderScale) - rect.getHeight());
|
||||
rect.setX(6 + (vec2d.x * renderScale));
|
||||
rect.setY(506 - (vec2d.y * renderScale) - rect.getHeight());
|
||||
renderScene.getChildren().add(rect);
|
||||
}
|
||||
else if (((Render)gameEngine.getComponentData(entity, Render.class)).renderType == TextRender.class){
|
||||
@ -100,7 +101,7 @@ public class RenderSystem extends ECSSystem{
|
||||
public void start(Stage primaryStage) throws Exception {
|
||||
// based on the colorful circles sample at https://docs.oracle.com/javase/8/javafx/get-started-tutorial/animation.htm
|
||||
root = new Group();
|
||||
Scene scene = new Scene(root, 1024, 1024, Color.BLACK);
|
||||
Scene scene = new Scene(root, 512, 512, Color.BLACK);
|
||||
primaryStage.setScene(scene);
|
||||
primaryStage.show();
|
||||
// Signal the renderer is ready
|
||||
|
@ -38,7 +38,7 @@
|
||||
<dependency>
|
||||
<groupId>nz.ac.massey.javaecs</groupId>
|
||||
<artifactId>javaecs</artifactId>
|
||||
<version>0.9.9-RELEASE_CANDIDATE</version>
|
||||
<version>1.0.1</version>
|
||||
</dependency>
|
||||
</dependencies>
|
||||
<build>
|
||||
|
@ -56,7 +56,7 @@ public class App {
|
||||
ControlSystem controlSystem = new ControlSystem(gameEngine);
|
||||
gameEngine.registerSystem(ControlSystem.class, controlSystem);
|
||||
|
||||
RenderSystem renderSystem = new RenderSystem(gameEngine, 10.);
|
||||
RenderSystem renderSystem = new RenderSystem(gameEngine, 5.);
|
||||
gameEngine.registerSystem(RenderSystem.class, renderSystem);
|
||||
|
||||
PlayerSystem playerSystem = new PlayerSystem(gameEngine);
|
||||
@ -100,7 +100,6 @@ public class App {
|
||||
|
||||
boolean exit = false;
|
||||
long startTime = System.nanoTime();
|
||||
int state = 0;
|
||||
|
||||
while (!exit){
|
||||
// Run system updates
|
||||
|
@ -15,7 +15,7 @@ public class JFXView extends Application {
|
||||
primaryStage.setTitle("JavaECS Demo 2");
|
||||
App.worldGroup = new Group();
|
||||
App.worldStage = primaryStage;
|
||||
Scene scene = new Scene(App.worldGroup, 1024, 1024, Color.BLACK);
|
||||
Scene scene = new Scene(App.worldGroup, 512, 512, Color.BLACK);
|
||||
primaryStage.setScene(scene);
|
||||
primaryStage.show();
|
||||
// Notifiy that the renderer is ready
|
||||
|
@ -9,9 +9,7 @@ import javafx.stage.Stage;
|
||||
import nz.ac.massey.javaecs.ECSSystem;
|
||||
import nz.ac.massey.javaecs.Engine;
|
||||
import nz.ac.massey.javaecs.Entity;
|
||||
import nz.ac.massey.javaecs.examples.Components.Control;
|
||||
import nz.ac.massey.javaecs.examples.Components.Input;
|
||||
import nz.ac.massey.javaecs.examples.Components.Render;
|
||||
|
||||
|
||||
/**
|
||||
|
@ -2,18 +2,12 @@ package nz.ac.massey.javaecs.examples.Systems;
|
||||
|
||||
import java.util.BitSet;
|
||||
|
||||
import javafx.application.Application;
|
||||
import javafx.application.Platform;
|
||||
import javafx.scene.Group;
|
||||
import javafx.scene.Scene;
|
||||
import javafx.scene.image.ImageView;
|
||||
import javafx.scene.paint.Color;
|
||||
import javafx.stage.Stage;
|
||||
import nz.ac.massey.javaecs.ECSSystem;
|
||||
import nz.ac.massey.javaecs.Engine;
|
||||
import nz.ac.massey.javaecs.Entity;
|
||||
import nz.ac.massey.javaecs.examples.Components.Control;
|
||||
import nz.ac.massey.javaecs.examples.Components.Input;
|
||||
import nz.ac.massey.javaecs.examples.Components.Render;
|
||||
import nz.ac.massey.javaecs.examples.Components.Sprite;
|
||||
import nz.ac.massey.javaecs.examples.Components.Vec2D;
|
||||
@ -25,8 +19,8 @@ public class RenderSystem extends ECSSystem {
|
||||
Group renderGroup;
|
||||
Thread renderThread;
|
||||
double renderScale;
|
||||
int screenX = 1024;
|
||||
int screenY = 1024;
|
||||
int screenX = 512;
|
||||
int screenY = 512;
|
||||
|
||||
public RenderSystem(Engine gameEngine, double renderScale){
|
||||
this.gameEngine = gameEngine;
|
||||
|
@ -38,7 +38,7 @@
|
||||
<dependency>
|
||||
<groupId>nz.ac.massey.javaecs</groupId>
|
||||
<artifactId>javaecs</artifactId>
|
||||
<version>0.9.2-PRERELEASE</version>
|
||||
<version>1.0.1</version>
|
||||
</dependency>
|
||||
</dependencies>
|
||||
<build>
|
||||
|
@ -15,8 +15,9 @@ public final class App {
|
||||
/**
|
||||
* Says hello to the world.
|
||||
* @param args The arguments of the program.
|
||||
* @throws InterruptedException
|
||||
*/
|
||||
public static void main(String[] args) {
|
||||
public static void main(String[] args) throws InterruptedException {
|
||||
int nEntities = 1_000_000;
|
||||
double startTime = System.nanoTime();
|
||||
Engine engine = new Engine(nEntities);
|
||||
@ -41,15 +42,16 @@ public final class App {
|
||||
Entity entity = engine.createEntity();
|
||||
engine.addComponent(entity, PositionComponent.class, new PositionComponent());
|
||||
engine.addComponent(entity, DirectionComponent.class, new DirectionComponent());
|
||||
|
||||
if (i % 2 != 0){
|
||||
engine.addComponent(entity, ComflabulationComponent.class, new ComflabulationComponent());
|
||||
}
|
||||
|
||||
}
|
||||
endTime = System.nanoTime();
|
||||
|
||||
System.out.println("Entity creation Time taken: " + (endTime - startTime) / 1e6+ " ms " + "("+ (endTime - startTime) / 1e9 + " seconds )");
|
||||
|
||||
// Delay as object creation is multithreaded in at least OpenJDK 1.8 - lets use see the single core performance
|
||||
Thread.sleep(5000);
|
||||
double dt = 1.0f/60.0f;
|
||||
startTime = System.nanoTime();
|
||||
movementSystem.update(dt);
|
||||
|
@ -23,9 +23,6 @@ public class ComflabSystem extends ECSSystem {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update() {
|
||||
}
|
||||
|
||||
public void update(double dt) {
|
||||
for (Entity entity : entities) {
|
||||
ComflabulationComponent comflab = (ComflabulationComponent)ecs.getComponentData(entity, ComflabulationComponent.class);
|
||||
|
@ -1,6 +1,5 @@
|
||||
package nz.ac.massey.javaecs.examples.Systems;
|
||||
|
||||
import java.lang.management.ThreadInfo;
|
||||
import java.util.BitSet;
|
||||
|
||||
import nz.ac.massey.javaecs.ECSSystem;
|
||||
@ -26,9 +25,6 @@ public class MovementSystem extends ECSSystem {
|
||||
}
|
||||
|
||||
@Override
|
||||
public void update() {
|
||||
}
|
||||
|
||||
public void update(double dt) {
|
||||
for (Entity entity : entities) {
|
||||
PositionComponent position = (PositionComponent)ecs.getComponentData(entity, PositionComponent.class);
|
||||
|
Loading…
x
Reference in New Issue
Block a user