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NBGF: No-Bullshit Game Framework

An opinionated C++ framework to make games in minutes.

Compiles to Windows, Mac, Linux and HTML for the web browser (emscripten).

Requisites

Windows

  • VisualStudio 2022
  • All the dependencies are bundled, the project does just build :)

Linux and Mac

  • SDL 2.0.12+
  • SDL_ttf 2.0.15+
  • SDL_mixer 2.0.4+
  • SDL_image 2.0.5+
  • glew
  • Build with make

HTML

  • You will need a working Emscripten SDK setup
  • Build with emmake make, it will fetch all the dependencies for you

Developer's reference

Loading assets

Place your assets in bin/data/. Your game is small enough for all your assets to fit in RAM. For this reason, we are going to load all the assets at once and keep them loaded until your game exits.

Your assets should be defined in code in src/assets.h as global objects inside the Assets namespace, and should be loaded in src/assets.cpp inside the Assets::LoadAll() function.

The following are all the supported assets types and how to load and store them:

Images: GPU_Texture*

All your images must be in PNG format. Use LoadImage("<path>") to load them into a GPU_Texture* that you will use to draw later.

Sound effects: Sound

All your sounds must be either OGG or WAV. Define your sound effects as static inline instances of the Sound class and use its sound.Load("<path>") method to load them.

There's also a MultiSound class that takes an array of paths and each time will play one of them at random.

Music: Mix_Music*

All your music files must be in OGG format. Use LoadMusic("<path>") to load them into a Mix_Music*.

Fonts: TTF_Font*

TTF fonts can be used to render strings of text. Use LoadFont("<path>", <size>) and LoadFontOutline("data/PressStart2P.ttf", <size>, <outline_size>) to load them into a TTF_Font*.

Caveats:

  • You will need to store one TTF_Font* per font size you want to render text at.
  • You will need two TTF_Font* to draw a font with outline. LoadFontOutline() loads the outline only so you still need to use LoadFont() on the same font path and size and store both TTF_Font*.

Shaders: Shader

Define your shaders as static inline instances of the Shader class and use its shader.Load("<vertex_path>", "<geometry_path>", "<fragment_path>") method to load, compile and link together up to a vertex, geometry and frament shaders.

Don't include #version or precision directives in your shaders, depending on where your game runs we will pick these for you (and hope it compiles).

If any path is nullptr, a default shader will be loaded in its place.

Drawing on screen: part one (the basics)

Drawing images

To draw an asset you have loaded somewhere in the world, call Window::Draw(Assets::<my_asset>, <position>) and optionally chain any transformations you want. Eg:

vec position = vec(0,0);
Window::Draw(Assets::mySprite, position)
	.withRotationDegs(45)
	.withScale(4);

Find all the supported transformations in the definition of Window::Draw in engine/window_draw.h file.

Spritesheets and animated sprites

It is possible to draw only a portion of an image, which lets you use spritesheets. The follow code will draw a rectangle of 16*16 pixels starting at (32,32) from Assets::mySprite on the top left corner of the screen:

Window::Draw(Assets::mySprite, vec(0,0))
	.withRect(32,32,16,16);

A common use for spritesheets are sprite animations. You can use the Animation class to play them.

First, create an array of AnimationFrame, with the spritesheet coordinates and the duration of each frame (in seconds):

constexpr AnimationFrame EnemyWalkingFrames[] = {
	{ {  0, 0, 32, 32 }, 0.1f },
	{ { 32, 0, 32, 32 }, 0.1f },
	{ { 64, 0, 32, 32 }, 0.1f },
	{ { 96, 0, 32, 32 }, 0.3f },
};

Then create an Animation object:

Animation animation(EnemyWalkingFrames);

You must update the animation each frame:

animation.Update(dt);

And finally use it to find the current frame to draw:

Window::Draw(Assets::mySprite, vec(0,0))
	.withRect(animation.CurrentFrameRect());

You can also change the animation that is playing without any additional changes to your Draw function, by using anim.Set(newAnimFrames) or anim.Ensure(newAnimFrames). Check the engine/animation.h header for everything Animation can do.

Rendering text

Use the TTF_Font* from Assets to instantiate the Text class, set the string you want to draw and then draw it the same way as an image:

Text myText(Assets::myAwesomeFont);
myText.SetFillColor(255,128,128);
myText.SetString("my cool string");
Window::Draw(myText, <position>);

Keep your Text instances in scope instead of recreating them each frame, since rendering a string is expensive.

If you want to render a string with an outline, you will have to pass two TTF_Font* to the Text constructor.

You can use SetFillColor(...) and SetOutlineColor(...) to change the color of your text.

You can also draw strings containing newlines. Use SetMultilineAlignment(...), SetMultilineSpacing(...) and SetEmptyLinesMultilineSpacing(...) to tweak how they are rendered.

Clearing the window

Unless you are going to draw to every single pixel in you scene's Draw method, you probably want to clear the previous image with a solid background color before drawing the new one. Use Window::Clear(r,g,b) as defined in engine/window.h.

The camera

The default camera has the top left corner at (0,0).

To move it arround, use the Camera::SetCenter() and Camera::SetTopLeft() functions, defined in engine/camera.h.

The Camera class also provides functions to zoom in and out, rotate the camera, as well as getting the current position, zoom and rotation.

Camera for GUIs

It's common to have GUI elements on screen that shouldn't be affected by the camera movement, zoom or rotation. You can draw without applying any camera transformations by placing your Window::Draw calls between Camera::InScreenCoords::Begin() and Camera::InScreenCoords::End().

Scenes

The Scene class

Games are split in scenes. All scenes should inherit from the Scene class and implement these methods:

  • Update(float dt) will be called once per frame, so you can move your things around. dt is the time in seconds since the last frame (capped if too high) so you can make movement time-dependent and not framerate-dependent.
  • Draw() const will be called after Update() and is where you should put your calls to Window::Draw (see "Drawing Images" below).
  • EnterScene() and ExitScene() will be called before/after the Update and Draw functions first start/stop being called, respectively. This is different that the constructor given that you could have more than one Scene instantiated, but only one running.

EntryPointScene

When the game starts, it will load the EntryPointScene you have defined in src/scene_entrypoint.h. EntryPointScene is meant to be a typedef to your actual scene class (unless you want to name your scene EntryPointScene).

Changing scenes: SceneManager

Use SceneManager::ChangeScene(new MyAwesomeScene()) to change to a new scene and SceneManager::RestartScene() to re-enter the current one.

Note the constructor of the new scene runs right away, while the current scene is still active. Because of this, don't put your scene initialization logic in the scene constructor (use EnterScene for that), and specifically don't instantiate any self-registering (see below) entities there, since they would show up from your current scene.

Entities and SelfRegister

You can organize your game code however you like but, if I were you, I would define classes for my different game entities (enemies, powerups, bullets, player...) and make them extend Entity and SelfRegister.

Inheriting MyClass from SelfRegister<MyClass>, will give you a MyClass::GetAll() method that will return all the instances of MyClass you have created (and not destroyed yet). Use it as follows:

new Enemy(1);
new Enemy(2); // No need to store these anywhere

for (Enemy* e : Enemy::GetAll()) {
	e->Update(dt);
}

SelfRegister<MyClass> also provides the MyClass::DeleteAll() and MyClass::DeleteNotAlive() methods, meant to be used on ExitScene and at the end of each frame, respectively. To use DeleteNotAlive your class must contain an alive boolean, and will destroy your objects if it is true. Waiting to delete your entities until the end of the frame can help you avoid use-after-free bugs: just make sure to let go any pointers to entities where alive is false.

Inheriting from Entity already gives you an alive boolean in your class, as well as two vectors pos and vel (which you probably want to have on all objects). It's a good idea to edit this class to add any other properties in common to all your game entities.

Points and vectors: the vec struct

You will be using lots of (x,y) pairs when making your game. If you are lazy like me, you will appreciate this struct is only 3 letters long.

The vec struct has all the goodies you might want: +, -, / and * operators, methods to rotate, normalize, get the lenght... See the definitions in the engine/vec.h header.

When your functions take vec as arguments, pass them by value.

Bounding boxes and collisions

The collision primitives are rectangles (BoxBounds) and circles (CircleBounds), both defined in engine/bounds.h.

  • BoxBounds are defined by a position (from their top-left) and a size. Use BoxBounds::FromCenter(center, size) to specify the center point instead of the top-left when creating it.
  • CircleBounds are defined by a center position and a radius.

BoxEntity and CircleEntity

BoxEntity and CircleEntity (defined in engine/entity.h) are subclasses of the Entity class which provide a Bounds() method that returns a BoxBounds or CircleBounds respectively, centered on the position of the Entity. This is useful so you don't have to keep in sync the position of an Entity and its bounds.

Collisions

Use the Collide(a,b) function defined in engine/collide.h to check if two bounds or two BoxEntity/CircleEntity collide. See this example, which makes use of SelfRegister class to check if any Enemy collides with any Bullet:

for (Bullet* bullet, Bullet::GetAll())
{
	for (Enemy* enemy, Enemy::GetAll())
	{
		if (Collide(bullet, enemy))
		{
			enemy->HitByBullet(bullet);
		}
	}
}

If you are into the brevity thing, a more compact way to achieve the same result is using the CollideWithCallback(...) method which takes both sets of objects as returned by GetAll() and a lambda:

CollideWithCallback(Bullet::GetAll(), Enemy::GetAll(), [](Bullet* bullet, Enemy* enemy)
{
	enemy->HitByBullet(bullet);
});

Collisions within entities of the same class

When checking collisions between objects of the same class, use CollideSelf(...) like this:

CollideSelf(Enemy::GetAll(), [](Enemy* enemy_a, Enemy* enemy_b)
{
	enemy_a->HitOtherEnemy(enemy_b);
	enemy_b->HitOtherEnemy(enemy_a);
});

This skips checking both Collide(a,b) and Collide(b,a) for the same pair of objects, which is faster.

Input

Actions-based input

The Input class is an abstraction over the different input methods which uses actions (eg: "jump", "move left") as your input events. Each action can then be mapped to keys on a gamepad, keyboard and/or mouse for each player.

Define your game actions in the GameKeys enum in src/input_conf.h and initialize the mapping in MapGameKeys in src/input_conf.cpp. The mapping consists of an array of std::functions indexed by GameKeys, where each function should return true if the given action key/button is pressed. See the next sections about how to query each separate input method.

Eg:

action_mapping[(int)GameKeys::JUMP] = [](int p) // p is the player number, 0-based
{
	// Gamepad: jump with X or joystick up
	if (GamePad::IsButtonPressed(p, SDL_CONTROLLER_BUTTON_X) ||
		GamePad::AnalogStick::Left.get(p).y < -50.0f) {
			return true;
	}
	if (p == 0) {
		// Player 1 keyboard: jump with W
		return Keyboard::IsKeyPressed(SDL_SCANCODE_W);
	} else {
		// Player 2 keyboard: jump with arrow up
		return Keyboard::IsKeyPressed(SDL_SCANCODE_UP);
	}
};

To query if an action is being pressed, use the Input class defined in engine/input.h:

if (Input::IsJustPressed(player, GameKeys::Jump)) {
	// ...
}

Check the engine/input.h header for everything Input can do.

Keyboard input

The Keyboard struct is defined in engine/raw_input.h. It contains the IsKeyPressed, IsKeyJustPressed, IsKeyReleased and IsKeyJustReleased static functions, which take an SDL_Scancode and return a bool.

Mouse input

The Mouse struct is defined in engine/raw_input.h. It contains functions to access the buttons, scrollwheel and cursor position. The position can be queried both in world coordinates (affected by the camera position and zoom) or in window coordinates (in virtual, scaled pixels, between 0,0 and GAME_WIDTH,GAME_HEIGHT).

GamePad input

The GamePad struct is defined in engine/raw_input.h. It contains functions to access the buttons (given as SDL_GameControllerButton) as well as the position of analog joytsticks (as GamePad::AnalogStick::Left and GamePad::AnalogStick::Right) and triggers (as GamePad::Trigger::Left and GamePad::Trigger::Right).

Random

The Rand and GoodRand namespaces defined in in engine/rand.h provide a source of RNG for your speedruners to hate.

Rand is faster but "less random" than GoodRand: use the second if making something serious like a poker game where people play with real money.

The Rand::OnceEvery(n) and Rand::PercentChance(percentage) functions are very expresive and awesome, use them. You also have Rand::VecInRange and Rand::DirInCircle functions which return a vec.

Playing sounds and music

To play a sound just call Assets::mySound.Play(). Sounds also have a SetVolume(<0-1>) method you can use. See engine/sound.h.

You can also use PlayInLoop() to play something forever and play positional audio with Play(vec source, vec listener, float silenceDistance).

The family of Play functions all return a channel id. Store that id to then call Sound::Stop(channel) and Sound::Playing(channel).

By default SDL_Mixer allocates 8 channels, which means that up to 8 sounds can play simultaneously.

To play a music track, use MusicPlayer::Play(Assets::myMusic). Note only one music track can play at a time. The current track can be controlled with MusicPlayer::Pause(), MusicPlayer::Resume() and MusicPlayer::Stop() and the volume adjusted with MusicPlayer::SetVolume(<0-1>). See engine/musicplayer.h.

Drawing on screen: part two (the advanced stuff)

Particle systems

The PartSys class implements a simple particle system.

The constructor PartSys(GPU_Image* texture) takes a spritesheet that should contain all the particles. The specific positions of the particle sprites withing the spritesheet are indicated with AddSprite(const GPU_Rect& rect).

Particles can be spawned based on a timer using partSys.Spawn(float dt) and partSys.SpawnWithExternalTimer(float& timer, float dt) or manually using AddParticle() and AddParticles(int n).

The PartSys class contains a bunch of public fields that let you configure the range of velocities, accelerations, scales, etc that particles will be spawned with. You should set these fields directly after instantiating the class.

Finally, you should partSys.Draw() your particle system. PartSys is a SelfRegister class, so you can use PartSys::GetAll() to iterate through your particle systems.

To test different values without having to rebuild you game after each change, you can use partSys.DrawImGUI() to draw an interactive ImGUI window which lets you change all the parameters at runtime (but doesn't store them, you still need to set them by code).

DeferredDraw

Use Window::DeferredDraw instead of Windows::Draw to get yourself an object you can draw at a later moment in time. This is useful, for example, to simulate perspective by sorting all your draw calls by their Y coordinate before actually drawing them, so things that are closer to the camera are drawn on top. DeferredDraw has the same interface as Draw but won't actually draw anything on screen until you manually call its .Draw() method.

auto a = Window::DeferredDraw(...);
auto b = Window::DeferredDraw(...);
b.Draw();
a.Draw();

Tile maps

TODO

Using shaders

To activate a shader call Assets::myShader.Activate().

You can pass uniforms to the active shader with Assets::myShader.SetUniform(...). See engine/shader.h.

Only one shader can be active at a time. You can go back to the default shader by calling Shader::Deactivate().

Render to texture and fullscreen shaders

To apply a fullscreen shader, render the whole scene as a render-to-texture, then render the resulting texture applying the shader.

The following examples assume you want your render-to-texture texture be the size of the game window (like you would to apply a fullscreen shader), but you can do a render-to-texture of any size.

  • Use GPU_Texture* myTexture = Window::CreateTexture(Window::GAME_WIDTH, Window::GAME_HEIGHT) to create a new empty texture.
  • Set the texture you created as the render target with Window::BeginRenderToTexture(myTexture).
  • Use Window::Draw calls as normal. They will be rendered to myTexture.
  • When done, use Window::EndRenderToTexture() to resume drawing to the screen.
  • Finally, draw your generated texture normally like Window::Draw(myTexture, Camera::TopLeft()).

Note: Since Window::CreateTexture takes sizes in virtual pixels, you should recreate your base texture everytime Window::GetViewportScale() changes. Remember to free the previous texture with Window::DestroyTexture(myTexture) when creating a new one.

Screenshake

While there's no ready-made screenshake function, the Camera namespace contains a screenshake_offset variable that you can update and gets added to your camera each time you set its position, without affecting the returned camera position when you get it. This should make implementing a screenshake effect easy.

If you are not setting the camera position each frame, make sure to add a call like Camera::SetCenter(Camera::Center()); to make sure the offset is applied after you set it.

Drawing primitives

The Window::DrawPrimitive namespace in engine/window_drawprimitive.h contains functions to draw simple geometric shapes:

  • Window::DrawPrimitive::Pixel(...)
  • Window::DrawPrimitive::Rectangle(...)
  • Window::DrawPrimitive::Line(...)
  • Window::DrawPrimitive::Circle(...)
  • Window::DrawPrimitive::Arc(...)

Drawing raw quads

If you like it hard, you can submit vertex and texture coordinates directly for them to be drawn in batch.

Do so with the following pairs of batch and flush functions, defined in Window::DrawRaw in engine/window_drawraw.h:

  • Window::DrawRaw::BatchTexturedQuad(GPU_Image* image, float x, float y, float w, float h, GPU_Rect& texture_coords) and Window::DrawRaw::FlushTexturedQuads(GPU_Image* image) for textured quads.
  • Window::DrawRaw::BatchColoredTexturedQuad(...) and Window::DrawRaw::FlushColoredTexturedQuads(...). for quads textured & colored .
  • Window::DrawRaw::BatchRGBQuad(...) and Window::DrawRaw::FlushRGBQuads() for untextured quads.

Save games

The SaveState class lets you write your game state to persistent storage.

You can get a SaveState instance by calling SaveStance(const char* game_name, int state_num). This will load any existing data from it.

Each SaveState contains several entries and an abritary number of values per entry. Each entry is meant to store the state of on entity in your game.

Values on an entry can be written and read using stream operators. For example, to write three variables (which could have different types) to an entry called player_1 you would call:

saveState.StreamPut("player_1") << player_level << player_health << player_name;

Reading the same variables is then possible by doing:

saveState.StreamGet("player_1") >> player_level >> player_health >> player_name;

As usual in C++ streams, if the player_1 entry is empty, trying to read from it won't overwrite the output variables. This means you can set default values before loading a state and they will be preserved if there's no saved data.

If you hate streams, you can also read and write entries as string key-value pairs by using saveState.Put(std::string key, std::string value) and saveState.Get(std::string key).

After you have modified a SaveState instance, you can persist the changes to disk by calling saveState.Save().

Note: if you open the same save state twice (ie: passing the same name and number values to SaveState()), data written to one instance won't be synced to the other!

Window properties

Game window size

The size in virtual pixels of the window is defined in src/window_conf.h. Those are virtual, in-game pixels, but the actual window size will be upscaled (preserving the aspect ratio) to the biggest multiple that fits the screen.

Fullscreen mode

Pressing Alt+Enter will toggle between windowed and fullscreen. You can also do this in code using Window::SetFullScreen(bool b) defined in engine/window.h.

Window title

The title can be set in src/window_conf.h.

Hide the mouse cursor

Call Window::SetShowCursor(bool b) defined in engine/window.h to show and hide the mouse pointer.

Debug features

Frame-by-frame

Press F1 to toggle frame-by-frame mode on and off. In this mode, your scene's Update() function is not called (but Draw() is).

Pressing E while in this mode will cause a single Update() to run, so you can advance your game logic one frame at a time. This is also useful to set breakpoints in your Update() code, just in the exact frame you want to debug.

Another way to trigger this mode is by manually setting the global Debug::FrameByFrame to true. This is useful to enter frame-to-frame mode when a certain event happens in your code.

Note that in Release builds Debug::FrameByFrame is always false and it can't be changed (it's const), so don't try to write to it unless the define _DEBUG is set.

Debug draw mode and DebugDraw functions

Press F2 to toggle the global Debug::Draw boolean on and off.

Add visuals for bounding boxes, invisible triggers, limits, etc. to be only drawn when Debug::Draw is true, so that you can show and hide them at runtime.

Note that in Release builds, Debug::Draw is always false and it can't be changed (it's const). This allows the compiler to optimize out any code you guard in an if (Debug::Draw) from Release builds.

The classes vec, BoxBounds and CircleBounds (defined in engine/bounds.h) all have a DebugDraw() method. Calling DebugDraw() will draw an outline of the bounds/vec, only when in Debug::Draw mode and after everything else is drawn (so always on top).

In addition, the vec class has DebugDrawAsArrow() which takes another vec and draws an arrow between the two (useful for directions, forces...).

Note that since DebugDraw() calls are queued and drawn at the end of the frame, it doesn't matter where you call them from (eg: you can call DebugDraw() from your Update() logic). It's also useful to call them from temporary objects, eg: CircleBounds(pos, triggerRadius).DebugDraw().

Both DebugDraw() and DebugDrawAsArrow() receive an optional color argument to be drawn in.

Reload assets

Press F4 to call the LoadAssets() function before the next frame. The LoadAssets() function is meant to read your asset files during the game initialization, but can also be used for hot-reloading asset updates. This allows you to see changes to your art, shaders and other assets without restarting the game.

This does leak memory, but it is only used in debug, so who cares.

Free camera movement

When both debug draw mode and frame-by-frame mode are enabled, you can move your camera freely with the keyboard arrows , zoom in and out with numpad + and -, and even rotate it with PgUp and PgDn.

Fast forward

Hold F10 to run the game 3x faster than usual (dt is multiplied by 3).

Imgui

Dear Imgui is included. The best library ever made to create tooling and debug UIs. Use it.

The ParticleSys class has a DrawImGUI() function that shows an ImGUI window with all the parameters of the particle system, so you can tweak them and see how it looks in-game, before writing them in your code.

Printing text

Use the Debug::out stream to print to stdout, like you would with std::cout but without having to end with std::endl (a newline is added automatically).

The classes vec, BoxBounds, CircleBounds and GPU_Rect all can be streamed to Debug::out and have a text representation.

On Windows, the Debug build of the game will also open a terminal window so you can see the stdout output.

Importers

Python scripts are provided to generate C++ code from Tiled and TexturePacker projects. By using code generation, you compiler can ensure that all the resources you reference exist (avoiding runtime-only errors), and your IDE can provide code completion for them.

Tiled importer

TODO

TexturePacker importer

TODO

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