Checkpoint 3: deliver playable samples and complete native authoring workflows
This commit is contained in:
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.faset/
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Exports/
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# Collect & Escape 2D
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A small playable project using the real Faset C++ gameplay module and Box2D adapter. All geometry is built in, so this project does not need an asset import or Blender installation.
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## Play
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Open it from the repository root with a built Editor:
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```bash
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build/linux-debug/faset_editor --project examples/projects/collect-2d
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```
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Use **Play** to build this project's `Scripts/Gameplay.cpp` and start a separate Player. On Windows use your Windows build directory and `faset_editor.exe`. First complete the engine build setup in the User Manual.
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For a direct Player build on Linux, from the repository root:
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```bash
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cmake -S . -B build/collect-2d -G Ninja \
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-DCMAKE_BUILD_TYPE=Debug \
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-DCMAKE_C_COMPILER=clang -DCMAKE_CXX_COMPILER=clang++ \
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-DFASET_GAMEPLAY_SOURCE_DIR="$PWD/examples/projects/collect-2d/Scripts"
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cmake --build build/collect-2d --target faset_player faset_schema_exporter
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build/collect-2d/faset_player --scene examples/projects/collect-2d/Scenes/main.scene.json
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```
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On Windows use a Developer shell with `clang-cl` and the Windows SDK, select `clang-cl` for both compiler options, and give `FASET_GAMEPLAY_SOURCE_DIR` an absolute path.
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## Objective and controls
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- A/D or left/right arrows move on X.
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- **Space** jumps while a native contact supports the player block.
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- Collect all three **gold cubes**. Jump onto the raised platform for the middle pickup.
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- Each pickup moves to the progress display. After all three, the **red physical gate** moves out of the level.
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- Reach the **green exit** to reveal the large gold victory marker. Movement stops after completion.
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- **E** restores the player, pickups, gate, and victory state. Falling below the level also resets the round.
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- **P** pauses, **N** advances one fixed tick, and **Escape** closes the Player.
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The Player window title and console identify the controls and objective; the game uses geometric progress markers rather than a text HUD. The player is a dynamic box with zero friction, not an articulated character controller. It can rotate after impacts.
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## Inspect and change the game
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`project.faset.json` chooses `Scenes/main.scene.json`. The scene stores object/component IDs, transforms, physics settings, and entity references in the collector component. `Scripts/Gameplay.cpp` owns the round's transient C++ state and registers its editable schema. `speed` and `jump_speed` use metres per second.
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Change JSON and restart Play to see new level data. Change C++ or its schema, then stop, build, and restart; C++ hot reload is not implemented. Runtime pickup progress does not rewrite the authoring scene or create Undo entries.
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## Verify
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The normal test build creates `faset_example_2d_tests`. It compiles this exact module, follows a route using movement/jump input, collects the elevated pickup, opens the gate, reaches the exit, resets the round, and restarts the scene. It does not teleport to pass the objective.
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```bash
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cmake --build build/linux-debug --target faset_example_2d_tests
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ctest --test-dir build/linux-debug -R '^playable_2d$' --output-on-failure
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```
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The runtime test is independent of graphics. A Player run additionally requires the supported Vulkan platform setup. The Editor's Export action creates a separate Release build and a cooked standalone generation; run that generation's Player from its export directory.
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@@ -0,0 +1,659 @@
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{
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"name": "Collect & Escape 2D \u2014 WASD / Space / E reset",
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|
||||
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||||
]
|
||||
},
|
||||
{
|
||||
"id": "win_marker",
|
||||
"name": "Victory marker",
|
||||
"parent": null,
|
||||
"components": [
|
||||
{
|
||||
"id": "win_marker-faset.transform",
|
||||
"type": "faset.transform",
|
||||
"version": 1,
|
||||
"fields": {
|
||||
"position": [
|
||||
8.5,
|
||||
3.0,
|
||||
0
|
||||
],
|
||||
"rotation": [
|
||||
0,
|
||||
0,
|
||||
0
|
||||
],
|
||||
"scale": [
|
||||
1,
|
||||
1,
|
||||
1
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "win_marker-faset.sprite",
|
||||
"type": "faset.sprite",
|
||||
"version": 1,
|
||||
"fields": {
|
||||
"color": [
|
||||
1,
|
||||
0.68,
|
||||
0.14,
|
||||
1
|
||||
],
|
||||
"size": [
|
||||
1,
|
||||
1
|
||||
],
|
||||
"texture": "",
|
||||
"layer": 0
|
||||
}
|
||||
}
|
||||
]
|
||||
},
|
||||
{
|
||||
"id": "player",
|
||||
"name": "Blue player block",
|
||||
"parent": null,
|
||||
"components": [
|
||||
{
|
||||
"id": "player-faset.transform",
|
||||
"type": "faset.transform",
|
||||
"version": 1,
|
||||
"fields": {
|
||||
"position": [
|
||||
-8,
|
||||
0,
|
||||
0
|
||||
],
|
||||
"rotation": [
|
||||
0,
|
||||
0,
|
||||
0
|
||||
],
|
||||
"scale": [
|
||||
1,
|
||||
1,
|
||||
1
|
||||
]
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "player-faset.sprite",
|
||||
"type": "faset.sprite",
|
||||
"version": 1,
|
||||
"fields": {
|
||||
"color": [
|
||||
0.12,
|
||||
0.65,
|
||||
1,
|
||||
1
|
||||
],
|
||||
"size": [
|
||||
1,
|
||||
1
|
||||
],
|
||||
"texture": "",
|
||||
"layer": 0
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "player-faset.rigid_body_2d",
|
||||
"type": "faset.rigid_body_2d",
|
||||
"version": 1,
|
||||
"fields": {
|
||||
"body_type": "dynamic",
|
||||
"half_extents": [
|
||||
0.5,
|
||||
0.5
|
||||
],
|
||||
"density": 1,
|
||||
"friction": 0,
|
||||
"restitution": 0,
|
||||
"gravity_scale": 1
|
||||
}
|
||||
},
|
||||
{
|
||||
"id": "player-example.collector_2d",
|
||||
"type": "example.collector_2d",
|
||||
"version": 1,
|
||||
"fields": {
|
||||
"speed": 4,
|
||||
"jump_speed": 6,
|
||||
"gate": "gate",
|
||||
"goal": "goal",
|
||||
"win_marker": "win_marker",
|
||||
"token_1": "token_1",
|
||||
"token_2": "token_2",
|
||||
"token_3": "token_3"
|
||||
}
|
||||
}
|
||||
]
|
||||
}
|
||||
],
|
||||
"instances": []
|
||||
}
|
||||
@@ -0,0 +1,157 @@
|
||||
#include "Gameplay.hpp"
|
||||
|
||||
#include <algorithm>
|
||||
#include <array>
|
||||
#include <cmath>
|
||||
#include <iostream>
|
||||
#include <map>
|
||||
#include <stdexcept>
|
||||
#include <tuple>
|
||||
|
||||
namespace faset::gameplay {
|
||||
namespace {
|
||||
constexpr bool is3D = false;
|
||||
constexpr const char* collectorType = "example.collector_2d";
|
||||
using Key = std::tuple<std::uint64_t, std::uint32_t, std::uint64_t>;
|
||||
Key key(runtime::EntityHandle handle) {
|
||||
return {handle.session, handle.slot, handle.generation};
|
||||
}
|
||||
struct Round {
|
||||
runtime::Transform spawn, gatePose, victoryPose;
|
||||
runtime::EntityHandle gate, goal, victory;
|
||||
std::array<runtime::EntityHandle, 3> tokens;
|
||||
std::array<runtime::Transform, 3> tokenPoses;
|
||||
std::array<bool, 3> collected{};
|
||||
bool won{};
|
||||
bool gateOpened{};
|
||||
};
|
||||
float distance(runtime::Vec3 a, runtime::Vec3 b) {
|
||||
const float x = a[0] - b[0], y = a[1] - b[1], z = is3D ? a[2] - b[2] : 0;
|
||||
return std::sqrt(x * x + y * y + z * z);
|
||||
}
|
||||
void reset(runtime::Runtime& game, runtime::EntityHandle self, Round& round) {
|
||||
game.teleport(self, round.spawn);
|
||||
game.setVelocity(self, {0, 0, 0});
|
||||
game.teleport(round.gate, round.gatePose);
|
||||
for (std::size_t i = 0; i < 3; ++i)
|
||||
game.setTransform(round.tokens[i], round.tokenPoses[i]);
|
||||
auto hidden = round.victoryPose;
|
||||
hidden.position[1] = -50;
|
||||
game.setTransform(round.victory, hidden);
|
||||
round.collected = {};
|
||||
round.won = false;
|
||||
round.gateOpened = false;
|
||||
std::cout << "New round: collect the three gold cubes, then reach the green exit. E resets.\n";
|
||||
}
|
||||
} // namespace
|
||||
|
||||
void registerGameplay(runtime::Runtime& world) {
|
||||
|
||||
auto rounds = std::make_shared<std::map<Key, Round>>();
|
||||
runtime::Behavior collector;
|
||||
collector.onStart = [rounds](runtime::Runtime& game, runtime::EntityHandle self, double) {
|
||||
const auto fields = game.fields(self, collectorType);
|
||||
Round round;
|
||||
round.spawn = game.transform(self);
|
||||
auto resolve = [&](const char* field) {
|
||||
const auto handle = game.find(fields.at(field).get<std::string>());
|
||||
if (!game.valid(handle))
|
||||
throw std::runtime_error(std::string("Missing level reference: ") + field);
|
||||
return handle;
|
||||
};
|
||||
round.gate = resolve("gate");
|
||||
round.goal = resolve("goal");
|
||||
round.victory = resolve("win_marker");
|
||||
round.gatePose = game.transform(round.gate);
|
||||
round.victoryPose = game.transform(round.victory);
|
||||
for (std::size_t i = 0; i < 3; ++i) {
|
||||
const auto field = "token_" + std::to_string(i + 1);
|
||||
round.tokens[i] = resolve(field.c_str());
|
||||
round.tokenPoses[i] = game.transform(round.tokens[i]);
|
||||
}
|
||||
auto& stored = rounds->insert_or_assign(key(self), std::move(round)).first->second;
|
||||
reset(game, self, stored);
|
||||
};
|
||||
collector.onDestroy = [rounds](runtime::Runtime&, runtime::EntityHandle self, double) {
|
||||
rounds->erase(key(self));
|
||||
};
|
||||
collector.fixedUpdate = [rounds](runtime::Runtime& game, runtime::EntityHandle self, double) {
|
||||
auto& round = rounds->at(key(self));
|
||||
const auto input = game.input();
|
||||
const auto position = game.transform(self).position;
|
||||
if (input.interactPressed || position[1] < -8) {
|
||||
reset(game, self, round);
|
||||
return;
|
||||
}
|
||||
const auto fields = game.fields(self, collectorType);
|
||||
auto velocity = game.velocity(self);
|
||||
float x = input.horizontal, z = is3D ? -input.vertical : 0;
|
||||
const float length = std::sqrt(x * x + z * z);
|
||||
if (length > 1) {
|
||||
x /= length;
|
||||
z /= length;
|
||||
}
|
||||
const auto speed = fields.value("speed", 4.0f);
|
||||
velocity[0] = round.won ? 0 : x * speed;
|
||||
if (is3D)
|
||||
velocity[2] = round.won ? 0 : z * speed;
|
||||
if (!round.won && input.jumpPressed && game.grounded(self))
|
||||
velocity[1] = fields.value("jump_speed", 6.0f);
|
||||
game.setVelocity(self, velocity);
|
||||
if (round.won)
|
||||
return;
|
||||
for (std::size_t i = 0; i < 3; ++i)
|
||||
if (!round.collected[i] && distance(position, round.tokenPoses[i].position) < 0.95f) {
|
||||
round.collected[i] = true;
|
||||
auto display = round.tokenPoses[i];
|
||||
display.position = is3D ? runtime::Vec3{6, 2 + float(i) * 0.8f, -4}
|
||||
: runtime::Vec3{-1.2f + float(i) * 1.2f, 4.5f, 0};
|
||||
game.setTransform(round.tokens[i], display);
|
||||
std::cout << "Collected "
|
||||
<< std::count(round.collected.begin(), round.collected.end(), true)
|
||||
<< "/3\n";
|
||||
}
|
||||
if (std::all_of(round.collected.begin(), round.collected.end(),
|
||||
[](bool value) { return value; })) {
|
||||
if (!round.gateOpened) {
|
||||
auto open = round.gatePose;
|
||||
open.position[1] = -30;
|
||||
game.teleport(round.gate, open);
|
||||
round.gateOpened = true;
|
||||
}
|
||||
if (distance(position, game.transform(round.goal).position) < 1.0f) {
|
||||
round.won = true;
|
||||
game.setTransform(round.victory, round.victoryPose);
|
||||
std::cout << "Level complete! The gold victory marker is visible. Press E to play "
|
||||
"again.\n";
|
||||
}
|
||||
}
|
||||
};
|
||||
world.registerBehavior(collectorType, std::move(collector));
|
||||
}
|
||||
|
||||
nlohmann::json schema() {
|
||||
nlohmann::json fields = {{"speed",
|
||||
{{"id", "speed"},
|
||||
{"name", "Move speed"},
|
||||
{"type", "number"},
|
||||
{"default", 4.0},
|
||||
{"min", 0.0},
|
||||
{"units", "m/s"}}},
|
||||
{"jump_speed",
|
||||
{{"id", "jump_speed"},
|
||||
{"name", "Jump speed"},
|
||||
{"type", "number"},
|
||||
{"default", 6.0},
|
||||
{"min", 0.0},
|
||||
{"units", "m/s"}}}};
|
||||
for (const auto* id : {"gate", "goal", "win_marker", "token_1", "token_2", "token_3"})
|
||||
fields[id] = {{"id", id}, {"name", id}, {"type", "entity_ref"}, {"default", id}};
|
||||
auto types = nlohmann::json::array({{{"id", collectorType},
|
||||
{"name", "Collect three and escape"},
|
||||
{"version", 1},
|
||||
{"fields", std::move(fields)}}});
|
||||
|
||||
return types;
|
||||
}
|
||||
} // namespace faset::gameplay
|
||||
@@ -0,0 +1,7 @@
|
||||
#pragma once
|
||||
#include <faset/runtime/Runtime.hpp>
|
||||
|
||||
namespace faset::gameplay {
|
||||
void registerGameplay(runtime::Runtime& world);
|
||||
nlohmann::json schema();
|
||||
} // namespace faset::gameplay
|
||||
@@ -0,0 +1,8 @@
|
||||
{
|
||||
"format": "faset.project",
|
||||
"version": 1,
|
||||
"id": "example-collect-2d-project",
|
||||
"name": "Collect & Escape 2D",
|
||||
"dimension": 2,
|
||||
"start_scene": "Scenes/main.scene.json"
|
||||
}
|
||||
Reference in New Issue
Block a user