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ld58/code/first.c

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17 KiB
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#include <stdio.h>
#include <stdbool.h>
#include <SDL3/SDL.h>
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#include <SDL3/SDL_keycode.h>
#define STB_IMAGE_IMPLEMENTATION 1
#include <stb_image.h>
#define STB_RECT_PACK_IMPLEMENTATION 1
#include <stb_rect_pack.h>
#define STB_TRUETYPE_IMPLEMENTATION 1
#include <stb_truetype.h>
#include "core/core.h"
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#include "core/types.h"
#include "os/core.h"
#include "vulkan/core.h"
#include "draw/core.h"
#include "game/core.h"
#include "game/impl/world.c"
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#include "game/impl/npc.c"
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#include "game/impl/bandit.c"
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int main(int argc, char **argv)
{
(void) argc;
(void) argv;
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO))
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{
printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError());
return 1;
}
SDL_Window *window = SDL_CreateWindow("Ludum", 1280, 720, SDL_WINDOW_HIGH_PIXEL_DENSITY);
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if (!window)
{
printf("[Error] :: Failed to create window (%s)\n", SDL_GetError());
return 1;
}
SDL_AudioStream *austream;
Str8 audio_data;
M_TempScope(0, 0) {
SDL_AudioSpec spec;
spec.format = SDL_AUDIO_S16LE;
spec.channels = 2;
spec.freq = 44100;
austream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, 0, 0);
if (!austream) {
printf("Failed to open audio stream (%s)\n", SDL_GetError());
}
Str8 exec = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets/outside_ambience.wav", Sv(exec));
SDL_AudioSpec wav_spec;
U32 count;
SDL_LoadWAV((const char *) path.data, &wav_spec, &audio_data.data, &count);
audio_data.count = count;
}
Vk_Setup(window);
G_State *game = 0;
{
M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4));
game = M_ArenaPush(arena, G_State);
game->arena = arena;
game->draw.arena = arena;
G_ImagesLoad(game);
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//D_FontLoad(&game->draw, S("ubuntu"), 60);
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G_PipelinesLoad(game);
G_AudioLoad(game);
G_Camera *camera = &game->camera;
camera->x = V3F(1, 0, 0);
camera->y = V3F(0, 1, 0);
camera->z = V3F(0, 0, 1);
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camera->p = V3F(0, 0, 48);
camera->fov = 60.0f;
camera->nearp = 0.01f;
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camera->farp = 1000.0f;
game->draw.camera = camera;
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World *world = M_ArenaPush(arena, World);
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LoadWorld(arena, world);
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game->world = world;
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world->arena = arena;
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world->random = Random_Seed(29237489723847);
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world->npcCount = 127;
for(U32 i = 0; i < world->npcCount; i++) {
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NPC *npc1 = &world->npcs[i];
npc1->collision.pos.x = 0;
npc1->collision.pos.y = 0;
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npc1->collision.size.x = 1;
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npc1->collision.size.y = 2;
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npc1->name = S("Matt");
npc1->mode = NPC_ACTION_WAITING;
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npc1->currentArea = WORLD_AREA_OUTSIDE;
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npc1->waitTime = 0;
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npc1->maxWaitTime = 1;
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npc1->currentNavNode = 0;
}
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Bandit *badman = &world->bandit;
badman->collision.pos.x = 15;
badman->collision.pos.y = 15;
badman->collision.size.x = 1;
badman->collision.size.y = 2;
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badman->name = S("Leroy Brown");
badman->mode = BANDIT_WAITING;
badman->waitTime = 0;
badman->maxWaitTime = 2;
badman->poiCount = 2;
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badman->shootoutTimer = 1.5;
badman->agroRadius = 600.0;
badman->bullets = 6;
badman->shootDelay = 1;
badman->accuracyRange = 0.25;
badman->reloadTime = 2.5;
badman->reloadTimer = 0;
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badman->pointsOfInterest[0] = 937;
badman->pointsOfInterest[1] = 12;
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world->npcPOI[0] = 100;
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PlayerInit(game, &world->player);
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world->tileTypes = M_ArenaPush(arena, World_Tile, .count=WORLD_TILE_TYPE_MAX);
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world->tileTypes[0].rotation=0;
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world->tileTypes[0].tag=S("tile_dirt_0");
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world->tileTypes[1].rotation=0,
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world->tileTypes[1].tag=S("path_middle");
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world->tileTypes[2].rotation=0;
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world->tileTypes[2].tag=S("path_middle_edge");
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world->tileTypes[3].rotation=PI_F32/2;
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world->tileTypes[3].tag=S("path_middle_edge");
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world->tileTypes[4].rotation=PI_F32;
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world->tileTypes[4].tag=S("path_middle_edge");
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world->tileTypes[5].rotation=-PI_F32/2;
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world->tileTypes[5].tag=S("path_middle_edge");
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world->tileTypes[6].rotation=0;
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world->tileTypes[6].tag=S("path_middle");
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world->tileTypes[7].rotation=PI_F32/2;
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world->tileTypes[7].tag=S("path_middle");
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world->tileTypes[8].rotation=-PI_F32;
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world->tileTypes[8].tag=S("path_middle");
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world->tileTypes[9].rotation=-PI_F32/2;
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world->tileTypes[9].tag=S("path_middle");
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world->tileTypes[10].rotation=0;
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world->tileTypes[10].tag=S("path_corner");
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world->tileTypes[11].rotation=PI_F32/2;
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world->tileTypes[11].tag=S("path_corner");
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world->tileTypes[12].rotation=-PI_F32/2;
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world->tileTypes[12].tag=S("path_corner");
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world->tileTypes[13].rotation=PI_F32;
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world->tileTypes[13].tag=S("path_corner");
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world->tileTypes[14].rotation=0;
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world->tileTypes[14].tag=S("tile_dirt_1");
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world->propTypes = M_ArenaPush(arena, World_PropType, .count=WORLD_PROP_TYPE_MAX);
world->propTypes[0].tag=S("rug0");
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world->propTypes[0].scale=3;
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world->propTypes[1].tag=S("rug1");
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world->propTypes[1].scale=3;
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world->propTypes[2].tag=S("skull");
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world->propTypes[2].scale=1;
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world->propTypes[3].tag = S("table");
world->propTypes[3].scale=2;
world->propTypes[4].tag = S("barrel");
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world->propTypes[4].scale=1;
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world->propTypes[5].tag = S("can");
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world->propTypes[5].scale=0.5;
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world->propTypes[6].tag = S("candle");
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world->propTypes[6].scale=0.5;
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world->propTypes[7].tag = S("clock");
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world->propTypes[7].scale=1.5;
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world->propTypes[8].tag = S("log_pile");
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world->propTypes[8].scale=1;
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world->propTypes[9].tag = S("nightstand");
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world->propTypes[9].scale=1;
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world->propTypes[10].tag = S("pool_table");
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world->propTypes[10].scale=3;
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world->propTypes[11].tag = S("saloon_ext");
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world->propTypes[11].scale=6.875f;
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world->propTypes[12].tag = S("saloon_int");
world->propTypes[12].scale=2*6.875f;
world->propTypes[13].tag = S("house");
world->propTypes[13].scale=6.875f;
world->propTypes[14].tag = S("house_int");
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world->propTypes[14].scale=12.875f;
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world->propTypes[15].tag=S("tile_detail_0");
world->propTypes[15].scale=1;
world->propTypes[16].tag = S("tile_detail_1");
world->propTypes[16].scale=1;
world->propTypes[17].tag = S("tile_detail_2");
world->propTypes[17].scale=1;
world->propTypes[18].tag= S("tile_detail_3");
world->propTypes[18].scale=1;
world->propTypes[19].tag= S("tile_detail_4");
world->propTypes[19].scale=1;
world->propTypes[20].tag=S("tile_detail_5");
world->propTypes[20].scale=1;
world->propTypes[21].tag=S("tile_detail_6");
world->propTypes[21].scale=1;
world->propCount = 0;
world->props = M_ArenaPush(arena, World_Prop, .count=WORLD_PROP_MAX);
world->hitboxes = M_ArenaPush(arena, AABB, .count=WORLD_HITBOX_MAX);
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world->portals = M_ArenaPush(arena, World_Portal, .count=64);
world->portalCount=0;
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GenerateNavMesh(arena, world);
}
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game->editor.enabled = true;
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game->editor.mode = G_EDITOR_MODE_TILE;
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game->editor.currentLevel = WORLD_AREA_OUTSIDE;
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game->editor.selectedNode = 0;
bool running = true;
const int width = 1280;
const int height = 720;
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while (running)
{
SDL_Event e;
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while (SDL_PollEvent(&e))
{
if (e.type == SDL_EVENT_QUIT)
{
running = false;
}
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else if (e.type == SDL_EVENT_KEY_DOWN) {
Player *player = &game->world->player;
switch (e.key.key) {
case SDLK_R: { PlayerInit(game, player); } break;
}
}
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V3f projection = G_CameraUnproject(&game->camera, V2f_Clip(
V2F(e.button.x, e.button.y),
V2F((F32) width, (F32) height)
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));
game->world->mouseProjected = V2F(projection.x, projection.y);
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if(e.type==SDL_EVENT_MOUSE_MOTION) {
game->editor.cursor = V2F(projection.x, projection.y);
}
if (!game->editor.enabled) {
ProcessEvents(&e, game->world);
} else {
if(e.type==SDL_EVENT_MOUSE_BUTTON_DOWN && e.button.button == SDL_BUTTON_LEFT) {
switch(game->editor.mode){
case G_EDITOR_MODE_TILE: {
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F32 tilex = (F32) (S32)(game->editor.cursor.x+TILE_SIZE/2);
F32 tiley = (F32) (S32)(game->editor.cursor.y+TILE_SIZE/2);
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game->world->map[(S32)tilex + (S32)tiley * 96] = game->editor.currentAsset;
break;
}
case G_EDITOR_MODE_PROP: {
game->world->props[game->world->propCount].propType = game->editor.currentAsset;
game->world->props[game->world->propCount].area = game->editor.currentLevel;
game->world->props[game->world->propCount].pos = game->editor.cursor;
game->world->propCount++;
break;
}
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case G_EDITOR_MODE_HITBOX: {
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case G_EDITOR_MODE_PORTAL: {
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game->editor.dragStart = game->editor.cursor;
break;
}
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}
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}} else if(e.type==SDL_EVENT_MOUSE_BUTTON_UP && e.button.button == SDL_BUTTON_LEFT && game->editor.mode == G_EDITOR_MODE_HITBOX) {
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// Add hitbox
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V2f topLeft = V2F(Min(game->editor.cursor.x, game->editor.dragStart.x), Min(game->editor.cursor.y, game->editor.dragStart.y));
game->world->hitboxes[game->world->hitboxCount].pos = topLeft;
game->world->hitboxes[game->world->hitboxCount].size = V2F(
Abs(game->editor.cursor.x-game->editor.dragStart.x),
Abs(game->editor.cursor.y-game->editor.dragStart.y)
);
game->world->hitboxCount++;
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GenerateNavMesh(game->arena, game->world);
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} else if(e.type==SDL_EVENT_MOUSE_BUTTON_UP && e.button.button == SDL_BUTTON_LEFT && game->editor.mode == G_EDITOR_MODE_PORTAL) {
// Add portal
V2f topLeft = V2F(Min(game->editor.cursor.x, game->editor.dragStart.x), Min(game->editor.cursor.y, game->editor.dragStart.y));
game->world->portals[game->world->portalCount].box.pos = topLeft;
game->world->portals[game->world->portalCount].box.size = V2F(
Abs(game->editor.cursor.x-game->editor.dragStart.x),
Abs(game->editor.cursor.y-game->editor.dragStart.y)
);
game->world->portals[game->world->portalCount].area = game->editor.currentAsset;
game->world->portalCount++;
GenerateNavMesh(game->arena, game->world);
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}
}
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if (e.type == SDL_EVENT_KEY_DOWN) {
switch(e.key.key) {
case SDLK_F10: {
game->editor.enabled = !game->editor.enabled;
break;
}
case SDLK_RIGHT: {
game->editor.currentAsset = Min(game->editor.currentAsset+1, 64);
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printf("editing with %d\n", game->editor.currentAsset);
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break;
}
case SDLK_LEFT: {
game->editor.currentAsset = Max(game->editor.currentAsset-1, 0);
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printf("editing with %d\n", game->editor.currentAsset);
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break;
}
case SDLK_A: {
game->camera.p.x -= 5;
break;
}
case SDLK_D: {
game->camera.p.x += 5;
break;
}
case SDLK_W: {
game->camera.p.y -= 5;
break;
}
case SDLK_S: {
game->camera.p.y += 5;
break;
}
case SDLK_UP: {
game->editor.currentLevel++;
game->world->player.currentArea++;
break;
}
case SDLK_DOWN: {
game->editor.currentLevel--;
game->world->player.currentArea--;
break;
}
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case SDLK_E: {
game->editor.selectedNode++;
printf("selected %d\n", game->editor.selectedNode);
break;
}
case SDLK_Q: {
game->editor.selectedNode--;
printf("selected %d\n", game->editor.selectedNode);
break;
}
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case SDLK_SPACE: {
game->editor.mode = (game->editor.mode + 1) % 4;
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printf("EDITOR MODE %d\n", game->editor.mode);
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break;
}
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case SDLK_U: {
switch(game->editor.mode) {
case G_EDITOR_MODE_PROP: {game->world->propCount--;}
case G_EDITOR_MODE_HITBOX: {game->world->hitboxCount--;}
}
break;
}
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}
}
}
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if(!game->editor.enabled) {
UpdateWorld(1.0f / 60.0f, game->world);
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game->camera.p.x = game->world->player.collision.pos.x;
game->camera.p.y = game->world->player.collision.pos.y;
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}
int w, h;
SDL_GetWindowSizeInPixels(window, &w, &h);
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game->draw.window_width = w;
game->draw.window_height = h;
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G_CalculateCamera(&game->camera, (F32)w / (F32)h);
Vk_Frame *frame = Vk_FrameBegin(window);
VkCommandBuffer cmd = frame->cmd;
VkClearValue clear_colour;
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clear_colour.color.float32[0] = 0.0f;
clear_colour.color.float32[1] = 0.0f;
clear_colour.color.float32[2] = 0.0f;
clear_colour.color.float32[3] = 1.0f;
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VkRenderingAttachmentInfo colour_attachment = {0};
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colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
colour_attachment.imageView = vk.swapchain.views[frame->image];
colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colour_attachment.clearValue = clear_colour;
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VkRenderingInfo rendering_info = {0};
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rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
rendering_info.renderArea = (VkRect2D){0, 0, w, h};
rendering_info.layerCount = 1;
rendering_info.colorAttachmentCount = 1;
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rendering_info.pColorAttachments = &colour_attachment;
vk.CmdBeginRendering(cmd, &rendering_info);
D_Begin(&game->draw, frame, D_MAX_RECTS);
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RenderWorld(game->world, &game->draw);
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//D_Text(&game->draw, game->draw.fonts, S("Small Test"), 0, 0);
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if(game->editor.enabled) {
G_Editor editor = game->editor;
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F32 tilex = cast(F32) floor(editor.cursor.x+TILE_SIZE/2);
F32 tiley = cast(F32) floor(editor.cursor.y+TILE_SIZE/2);
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for (int i = 0; i < game->world->navMesh->nodeCount; i++) {
NavNode n = game->world->navMesh->nodes[i];
D_Rect(
&game->draw,
n.pos.x,
n.pos.y,
.texture = 0,
.scale = 0.2f,
);
}
for (int i = 0; i < game->world->navMesh->nodeCount; i++) {
NavNode n = game->world->navMesh->nodes[i];
if(i == editor.selectedNode) {
D_Rect(
&game->draw,
n.pos.x,
n.pos.y,
.texture = 0,
.scale = 0.2f,
.c = V4F(100, 255, 0, 100),
);
for(int j = 0; j < n.connectionCount; j++) {
D_Rect(
&game->draw,
game->world->navMesh->nodes[n.connections[j].NodeIndex].pos.x,
game->world->navMesh->nodes[n.connections[j].NodeIndex].pos.y,
.texture = 0,
.scale = 0.2f,
.c = V4F(0, 100, 0, 100),
);
}
}
}
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switch(game->editor.mode) {
case G_EDITOR_MODE_TILE: {
World_Tile asset = game->world->tileTypes[editor.currentAsset];
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D_Rect(&game->draw, tilex, tiley, .texture=D_ImageHandle(&game->draw, asset.tag), .angle=asset.rotation);
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break;
}
case G_EDITOR_MODE_PROP: {
World_PropType prop = game->world->propTypes[editor.currentAsset];
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D_Rect(&game->draw, editor.cursor.x, editor.cursor.y, .texture=D_ImageHandle(&game->draw, prop.tag), .scale=prop.scale);
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break;
}
case G_EDITOR_MODE_HITBOX: {
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for(U32 i = 0; i < game->world->hitboxCount; i++) {
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V2f centre = AABB_Centre(game->world->hitboxes[i]);
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D_Rect(
&game->draw,
centre.x,
centre.y,
.texture=0,
.dim=game->world->hitboxes[i].size,
.flags=D_RECT_IGNORE_ASPECT,
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.c=V4F(100,0,0,0.7f),
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);
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}
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break;
}
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case G_EDITOR_MODE_PORTAL: {
for(U32 i = 0; i < game->world->portalCount; i++) {
V2f centre = AABB_Centre(game->world->portals[i].box);
D_Rect(
&game->draw,
centre.x,
centre.y,
.texture=0,
.dim=game->world->portals[i].box.size,
.flags=D_RECT_IGNORE_ASPECT,
.c=V4F(0,0,100,0.7),
);
}
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break;
}
}
}
D_End(&game->draw, frame);
vk.CmdEndRendering(cmd);
Vk_FrameEnd();
}
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
#include "core/core.c"
#include "os/core.c"
#include "vulkan/core.c"
#include "draw/core.c"
#include "game/core.c"