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Diffstat (limited to 'composeApp/src/commonMain/kotlin/coffee/liz/abstractionengine/game')
-rw-r--r--composeApp/src/commonMain/kotlin/coffee/liz/abstractionengine/game/Game.kt77
-rw-r--r--composeApp/src/commonMain/kotlin/coffee/liz/abstractionengine/game/ImageCache.kt23
-rw-r--r--composeApp/src/commonMain/kotlin/coffee/liz/abstractionengine/game/RenderSystem.kt70
3 files changed, 170 insertions, 0 deletions
diff --git a/composeApp/src/commonMain/kotlin/coffee/liz/abstractionengine/game/Game.kt b/composeApp/src/commonMain/kotlin/coffee/liz/abstractionengine/game/Game.kt
new file mode 100644
index 0000000..9490f83
--- /dev/null
+++ b/composeApp/src/commonMain/kotlin/coffee/liz/abstractionengine/game/Game.kt
@@ -0,0 +1,77 @@
+package coffee.liz.abstractionengine.game
+
+import androidx.compose.foundation.Canvas
+import androidx.compose.runtime.*
+import androidx.compose.ui.Modifier
+import androidx.compose.ui.graphics.Color
+import coffee.liz.ecs.World
+import kotlinx.coroutines.isActive
+
+/**
+ * Manages the game loop for an ECS world.
+ * Syncs with Compose's frame rate (like requestAnimationFrame) and provides
+ * the world to child content for custom rendering/UI.
+ *
+ * @param world The ECS world containing entities and systems
+ * @param content Composable content that can use the world for rendering
+ */
+@Composable
+fun Game(
+ world: World,
+ content: @Composable () -> Unit
+) {
+ // Trigger recomposition when we need to redraw
+ var frameCount by remember { mutableStateOf(0) }
+
+ // Game loop - syncs with Compose's frame rate like requestAnimationFrame
+ LaunchedEffect(world) {
+ var lastFrameTimeNanos = 0L
+
+ while (isActive) {
+ // Wait for next frame (like requestAnimationFrame)
+ withFrameNanos { frameTimeNanos ->
+ val deltaTime = if (lastFrameTimeNanos != 0L) {
+ (frameTimeNanos - lastFrameTimeNanos) / 1_000_000_000f
+ } else {
+ 0f
+ }
+ lastFrameTimeNanos = frameTimeNanos
+
+ // Update ECS world (runs all systems)
+ if (deltaTime > 0f) {
+ world.update(deltaTime)
+ }
+
+ // Trigger recomposition to redraw
+ frameCount++
+ }
+ }
+ }
+
+ // Render content
+ content()
+}
+
+/**
+ * A Canvas that renders sprites from an ECS world using a RenderSystem.
+ *
+ * @param world The ECS world containing entities to render
+ * @param renderSystem The system responsible for rendering sprites
+ * @param backgroundColor Background color for the canvas
+ * @param modifier Modifier for the Canvas
+ */
+@Composable
+fun GameCanvas(
+ world: World,
+ renderSystem: RenderSystem,
+ backgroundColor: Color = Color.Transparent,
+ modifier: Modifier = Modifier
+) {
+ Canvas(modifier = modifier) {
+ // Clear background
+ drawRect(backgroundColor)
+
+ // Render all sprites
+ renderSystem.render(world, this)
+ }
+}
diff --git a/composeApp/src/commonMain/kotlin/coffee/liz/abstractionengine/game/ImageCache.kt b/composeApp/src/commonMain/kotlin/coffee/liz/abstractionengine/game/ImageCache.kt
new file mode 100644
index 0000000..0722535
--- /dev/null
+++ b/composeApp/src/commonMain/kotlin/coffee/liz/abstractionengine/game/ImageCache.kt
@@ -0,0 +1,23 @@
+package coffee.liz.abstractionengine.game
+
+import androidx.compose.ui.graphics.ImageBitmap
+
+/**
+ * Simple cache for loaded images.
+ * In a real game, you'd want more sophisticated resource management.
+ */
+class ImageCache {
+ private val images = mutableMapOf<String, ImageBitmap>()
+
+ fun loadImage(path: String, image: ImageBitmap) {
+ images[path] = image
+ }
+
+ fun getImage(path: String): ImageBitmap? {
+ return images[path]
+ }
+
+ fun clear() {
+ images.clear()
+ }
+}
diff --git a/composeApp/src/commonMain/kotlin/coffee/liz/abstractionengine/game/RenderSystem.kt b/composeApp/src/commonMain/kotlin/coffee/liz/abstractionengine/game/RenderSystem.kt
new file mode 100644
index 0000000..1d22ae6
--- /dev/null
+++ b/composeApp/src/commonMain/kotlin/coffee/liz/abstractionengine/game/RenderSystem.kt
@@ -0,0 +1,70 @@
+package coffee.liz.abstractionengine.game
+
+import androidx.compose.ui.geometry.Offset
+import androidx.compose.ui.geometry.Size
+import androidx.compose.ui.graphics.drawscope.DrawScope
+import androidx.compose.ui.unit.IntOffset
+import androidx.compose.ui.unit.IntSize
+import coffee.liz.ecs.System
+import coffee.liz.ecs.World
+import coffee.liz.ecs.animation.AnimationSystem
+import coffee.liz.ecs.animation.Animator
+import coffee.liz.ecs.animation.Position
+import coffee.liz.ecs.animation.SpriteSheet
+import kotlin.reflect.KClass
+
+/**
+ * System that renders sprites to a DrawScope.
+ *
+ * This system queries all entities with Position, SpriteSheet, and Animator components,
+ * then draws their current animation frame to the provided DrawScope.
+ *
+ * Depends on AnimationSystem to ensure animations are updated before rendering.
+ */
+class RenderSystem(
+ private val imageCache: ImageCache
+) : System {
+
+ override val dependencies: Set<KClass<out System>> = setOf(AnimationSystem::class)
+
+ /**
+ * The update method is required by the System interface, but rendering
+ * happens synchronously during Compose's draw phase via the render() method.
+ */
+ override fun update(world: World, deltaTime: Float) {
+ // Rendering happens in render() method, not here
+ }
+
+ /**
+ * Renders all entities with sprites to the given DrawScope.
+ * This should be called from a Compose Canvas during the draw phase.
+ */
+ fun render(world: World, drawScope: DrawScope) {
+ // Query all entities that can be rendered
+ world.query(Position::class, SpriteSheet::class, Animator::class).forEach { entity ->
+ val position = entity.get(Position::class) ?: return@forEach
+ val spriteSheet = entity.get(SpriteSheet::class) ?: return@forEach
+ val animator = entity.get(Animator::class) ?: return@forEach
+
+ // Get the current frame name from the animator
+ val frameName = animator.getCurrentFrameName() ?: return@forEach
+
+ // Look up the frame rectangle in the sprite sheet
+ val frameRect = spriteSheet.frames[frameName] ?: return@forEach
+
+ // Get the image from cache
+ val image = imageCache.getImage(spriteSheet.imagePath) ?: return@forEach
+
+ // Draw the sprite
+ with(drawScope) {
+ drawImage(
+ image = image,
+ srcOffset = IntOffset(frameRect.x, frameRect.y),
+ srcSize = IntSize(frameRect.width, frameRect.height),
+ dstOffset = IntOffset(position.x.toInt(), position.y.toInt()),
+ dstSize = IntSize(frameRect.width, frameRect.height)
+ )
+ }
+ }
+ }
+}