Merge remote-tracking branch 'origin'

This commit is contained in:
2025-10-06 01:12:08 +01:00
33 changed files with 310 additions and 40 deletions

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assets/outside_ambience.wav Normal file

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@@ -29,6 +29,20 @@ Str8 Str8_WrapZ(U8 *data) {
return result; return result;
} }
#define FNV_OFFSET_BIAS ((U64) 0xCBF29CE484222325)
#define FNV_PRIME ((U64) 0x100000001B3)
U64 Str8_Hash(Str8 v) {
U64 result = FNV_OFFSET_BIAS;
for (S64 it = 0; it < v.count; ++it) {
result ^= v.data[it];
result *= FNV_PRIME;
}
return result;
}
Str8 Str8_Copy(M_Arena *arena, Str8 s) { Str8 Str8_Copy(M_Arena *arena, Str8 s) {
Str8 result; Str8 result;
result.count = s.count; result.count = s.count;

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@@ -36,6 +36,11 @@
#define SLL_PopN(h, next) (((h) != 0) ? (h) = (h)->next : 0) #define SLL_PopN(h, next) (((h) != 0) ? (h) = (h)->next : 0)
#define SLL_Enqueue(h, t, n) SLL_EnqueueN(h, t, n, next) #define SLL_Enqueue(h, t, n) SLL_EnqueueN(h, t, n, next)
#define SLL_EnqueueFront(h, t, n) SLL_EnqueueFrontN(h, t, n, next)
#define SLL_Dequeue(h, t) SLL_DequeueN(h, t, next)
#define SLL_Push(h, n) SLL_PushN(h, n, next)
#define SLL_Pop(h) (((h) != 0) ? (h) = (h)->next : 0)
#define function static #define function static
#define internal static #define internal static

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@@ -11,6 +11,8 @@ function Str8 Str8_Wrap(S64 count, U8 *data);
function Str8 Str8_WrapRange(U8 *start, U8 *end); function Str8 Str8_WrapRange(U8 *start, U8 *end);
function Str8 Str8_WrapZ(U8 *data); function Str8 Str8_WrapZ(U8 *data);
function U64 Str8_Hash(Str8 v);
function Str8 Str8_Copy(M_Arena *arena, Str8 s); function Str8 Str8_Copy(M_Arena *arena, Str8 s);
function Str8 Str8_Format(M_Arena *arena, const char *format, ...); function Str8 Str8_Format(M_Arena *arena, const char *format, ...);

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@@ -1,3 +1,59 @@
U32 D_ImageHandle(D_Context *draw, Str8 name) {
U32 result = 0;
U64 hash = Str8_Hash(name);
U64 index = hash & (D_ASSET_HASH_COUNT - 1);
D_AssetHash *lookup = draw->lookup[index];
while (lookup != 0) {
if (lookup->hash == hash && Str8_Equal(lookup->value, name, 0)) {
result = lookup->id;
break;
}
lookup = lookup->next;
}
return result;
}
void D_AnimationInit(D_Animation *a, U32 id, U32 rows, U32 cols, F32 time) {
a->id = id;
a->rows = rows;
a->cols = cols;
a->time = 0;
a->frame_time = time;
a->frame = V2F(1.0f / (F32) cols, 1.0f / (F32) rows);
a->index = 0;
}
R2f D_AnimationFrame(D_Animation *a) {
R2f result = { 0 };
U32 row = a->index / a->cols;
U32 col = a->index % a->cols;
result.min = V2F(a->frame.w * col, a->frame.h * row);
result.max = V2F(result.min.x + a->frame.w, result.min.y + a->frame.h);
return result;
}
void D_AnimationUpdate(D_Animation *a, F32 dt) {
a->time += dt;
if (a->time >= a->frame_time) {
a->time = 0;
a->index += 1;
if (a->index >= (a->rows * a->cols)) { a->index = 0; }
}
}
void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects) { void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects) {
Vk_Buffer *rbo = &frame->rbo; Vk_Buffer *rbo = &frame->rbo;
@@ -127,14 +183,19 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
else { else {
Vk_Image *image = &draw->images[opts->texture].image; Vk_Image *image = &draw->images[opts->texture].image;
if (image->width > image->height) { F32 width = cast(F32) image->width;
rect->w = opts->scale * ((F32) image->width / (F32) image->height); F32 height = cast(F32) image->height;
rect->h = opts->scale;
} if (opts->flags & D_RECT_UV_ASPECT) {
else { width *= (opts->uv.max.x - opts->uv.min.x);
rect->w = opts->scale; height *= (opts->uv.max.y - opts->uv.min.y);
rect->h = opts->scale * ((F32) image->height / (F32) image->width);
} }
F32 aspect_w = (width > height) ? (width / height) : 1.0f;
F32 aspect_h = (width > height) ? 1.0f : (height / width);
rect->w = opts->scale * aspect_w;
rect->h = opts->scale * aspect_h;
} }
draw->n_rects += 1; draw->n_rects += 1;

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@@ -48,8 +48,33 @@ struct D_Rect {
StaticAssert(sizeof(D_Rect) == 64); StaticAssert(sizeof(D_Rect) == 64);
typedef struct D_Animation D_Animation;
struct D_Animation {
U32 id;
U32 rows;
U32 cols;
F32 frame_time;
F32 time;
V2f frame; // size of one frame
U32 index;
};
struct G_Camera; struct G_Camera;
#define D_ASSET_HASH_COUNT 128
typedef struct D_AssetHash D_AssetHash;
struct D_AssetHash {
D_AssetHash *next;
Str8 value;
U64 hash;
U32 id; // texture id
};
typedef struct D_Context D_Context; typedef struct D_Context D_Context;
struct D_Context { struct D_Context {
Vk_Buffer *rbo; Vk_Buffer *rbo;
@@ -73,6 +98,8 @@ struct D_Context {
U32 window_width; U32 window_width;
U32 window_height; U32 window_height;
D_AssetHash *lookup[D_ASSET_HASH_COUNT];
struct G_Camera *camera; struct G_Camera *camera;
}; };
@@ -80,6 +107,7 @@ typedef U32 D_RectFlags;
enum D_RectFlags { enum D_RectFlags {
D_RECT_IGNORE_ASPECT = (1 << 0), // by default only width is used as a "dimension" D_RECT_IGNORE_ASPECT = (1 << 0), // by default only width is used as a "dimension"
D_RECT_PER_VERTEX_COLOUR = (1 << 1), // split colours per vertex D_RECT_PER_VERTEX_COLOUR = (1 << 1), // split colours per vertex
D_RECT_UV_ASPECT = (1 << 2), // get the aspect from the uv rect rather than the full image
}; };
typedef struct D_RectOpts D_RectOpts; typedef struct D_RectOpts D_RectOpts;
@@ -111,6 +139,12 @@ struct D_RectOpts {
}; };
}; };
function U32 D_ImageHandle(D_Context *draw, Str8 name);
function void D_AnimationInit(D_Animation *a, U32 id, U32 rows, U32 cols, F32 time);
function R2f D_AnimationFrame(D_Animation *a);
function void D_AnimationUpdate(D_Animation *a, F32 dt);
function void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects); function void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects);
function void D_End(D_Context *draw, Vk_Frame *frame); function void D_End(D_Context *draw, Vk_Frame *frame);

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@@ -26,15 +26,12 @@
#include "game/impl/bandit.c" #include "game/impl/bandit.c"
#include "game/testnavmesh.h" #include "game/testnavmesh.h"
const int width = 1280;
const int height = 720;
int main(int argc, char **argv) int main(int argc, char **argv)
{ {
(void)argc; (void) argc;
(void)argv; (void) argv;
if (!SDL_Init(SDL_INIT_VIDEO)) if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO))
{ {
printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError()); printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError());
return 1; return 1;
@@ -47,6 +44,30 @@ int main(int argc, char **argv)
return 1; 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); Vk_Setup(window);
G_State *game = 0; G_State *game = 0;
@@ -54,11 +75,12 @@ int main(int argc, char **argv)
M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4)); M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4));
game = M_ArenaPush(arena, G_State); game = M_ArenaPush(arena, G_State);
game->arena = arena; game->arena = arena;
game->draw.arena = arena; game->draw.arena = arena;
G_ImagesLoad(game); G_ImagesLoad(game);
G_PipelinesLoad(game); G_PipelinesLoad(game);
G_AudioLoad(game);
G_Camera *camera = &game->camera; G_Camera *camera = &game->camera;
@@ -115,10 +137,20 @@ int main(int argc, char **argv)
world->player.currentArea = 0; world->player.currentArea = 0;
} }
D_Animation animation;
{
U32 id = D_ImageHandle(&game->draw, S("npc_front_base_white"));
D_AnimationInit(&animation, id, 1, 4, 1.0f / 20.0f);
}
bool running = true; bool running = true;
printf("%zu size in bytes\n", sizeof(TestNavMesh)); printf("%zu size in bytes\n", sizeof(TestNavMesh));
const int width = 1280;
const int height = 720;
while (running) while (running)
{ {
SDL_Event e; SDL_Event e;
@@ -130,13 +162,14 @@ int main(int argc, char **argv)
} }
V3f projection = G_CameraUnproject(&game->camera, V2f_Clip( V3f projection = G_CameraUnproject(&game->camera, V2f_Clip(
V2F(e.button.x, e.button.y), V2F(e.button.x, e.button.y),
V2F(width, height) V2F((F32) width, (F32) height)
)); ));
game->world->mouseProjected = V2F(projection.x, projection.y); game->world->mouseProjected = V2F(projection.x, projection.y);
ProcessEvents(&e, game->world); ProcessEvents(&e, game->world);
} }
UpdateWorld(1.0f / 60.0f, game->world); UpdateWorld(1.0f / 60.0f, game->world);
D_AnimationUpdate(&animation, 1.0f / 250.0f);
game->camera.p.x = game->world->player.pos.x; game->camera.p.x = game->world->player.pos.x;
game->camera.p.y = game->world->player.pos.y; game->camera.p.y = game->world->player.pos.y;
@@ -176,10 +209,15 @@ int main(int argc, char **argv)
D_Begin(&game->draw, frame, D_MAX_RECTS); D_Begin(&game->draw, frame, D_MAX_RECTS);
RenderWorld(game->world, &game->draw); //RenderWorld(game->world, &game->draw);
D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1); // D_Rect(&game->draw, 0.0f, 0.0f, .texture = D_ImageHandle(&game->draw, S("saloon_ext")), .scale = 4.0f);
D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f); // D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3); // D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
G_WorldDraw(game, game->world);
R2f aframe = D_AnimationFrame(&animation);
D_Rect(&game->draw, 0, 0, .texture = animation.id, .uv = aframe, .flags = D_RECT_UV_ASPECT);
D_End(&game->draw, frame); D_End(&game->draw, frame);

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@@ -1,5 +1,18 @@
// @Todo: These should move to draw/core.c // @Todo: These should move to draw/core.c
// //
internal void G_AssetNameHash(D_Context *draw, Str8 name, U32 id) {
D_AssetHash *result = M_ArenaPush(draw->arena, D_AssetHash);
U64 hash = Str8_Hash(name);
U64 index = hash & (D_ASSET_HASH_COUNT - 1);
result->value = name;
result->hash = hash;
result->id = id;
SLL_Push(draw->lookup[index], result);
}
void G_ImagesLoad(G_State *game) { void G_ImagesLoad(G_State *game) {
M_TempScope(0, 0) { M_TempScope(0, 0) {
D_Context *draw = &game->draw; D_Context *draw = &game->draw;
@@ -59,6 +72,9 @@ void G_ImagesLoad(G_State *game) {
white->name = S("_WHITE"); white->name = S("_WHITE");
// This doesn't _really_ need one because its just zero and always will be zero
G_AssetNameHash(draw, white->name, 0);
white->image.width = 2; white->image.width = 2;
white->image.height = 2; white->image.height = 2;
white->image.format = VK_FORMAT_R8G8B8A8_SRGB; white->image.format = VK_FORMAT_R8G8B8A8_SRGB;
@@ -71,7 +87,7 @@ void G_ImagesLoad(G_State *game) {
// and submitting them in one go. It doesn't really matter for now // and submitting them in one go. It doesn't really matter for now
// //
VkImageMemoryBarrier2 transfer = { 0 }; VkImageMemoryBarrier2 transfer = { 0 };
VkImageMemoryBarrier2 shader_read = { 0 }; VkImageMemoryBarrier2 shader_read = { 0 };
transfer.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2; transfer.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
@@ -147,10 +163,11 @@ void G_ImagesLoad(G_State *game) {
Assert(offset <= staging->size); Assert(offset <= staging->size);
draw->n_images += 1;
image->name = Str8_Copy(game->arena, Str8_RemoveAfterLast(it->basename, '.')); image->name = Str8_Copy(game->arena, Str8_RemoveAfterLast(it->basename, '.'));
G_AssetNameHash(draw, image->name, draw->n_images);
draw->n_images += 1;
printf("[Info] :: Loaded %.*s from %.*s\n", Sv(image->name), Sv(it->basename)); printf("[Info] :: Loaded %.*s from %.*s\n", Sv(image->name), Sv(it->basename));
image->image.width = w; image->image.width = w;
@@ -290,6 +307,22 @@ void G_PipelinesLoad(G_State *game) {
Vk_PipelineCreate(basic); Vk_PipelineCreate(basic);
} }
void G_AudioLoad(G_State *game) {
(void) game;
M_TempScope(0, 0) {
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets", Sv(exe_path));
FS_List assets = FS_PathList(temp.arena, path);
// @Incomplete: finish this
for (FS_Entry *it = assets.first; it != 0; it = it->next) {
}
}
}
void G_CalculateCamera(G_Camera *camera, F32 aspect) { void G_CalculateCamera(G_Camera *camera, F32 aspect) {
Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp); Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p); Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);

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@@ -25,6 +25,7 @@ struct G_State {
function void G_ImagesLoad(G_State *game); function void G_ImagesLoad(G_State *game);
function void G_PipelinesLoad(G_State *game); function void G_PipelinesLoad(G_State *game);
function void G_AudioLoad(G_State *game);
function void G_CalculateCamera(G_Camera *camera, F32 aspect); function void G_CalculateCamera(G_Camera *camera, F32 aspect);

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@@ -2,11 +2,9 @@
#include "game/bandit.h" #include "game/bandit.h"
void UpdateBandit(F32 delta, Bandit *bandit, World *world) { void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
if( if (
world->player.controls.shot world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
&& AABB_Point(bandit->collision, world->player.shotPos) {
&& bandit->currentArea == world->player.currentArea
) {
printf("You shot the bandit %*.s\n", Sv(bandit->name)); printf("You shot the bandit %*.s\n", Sv(bandit->name));
bandit->health--; bandit->health--;
} }

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@@ -5,6 +5,7 @@
#include <SDL3/SDL_events.h> #include <SDL3/SDL_events.h>
#include <SDL3/SDL_keycode.h> #include <SDL3/SDL_keycode.h>
#include <SDL3/SDL_oldnames.h> #include <SDL3/SDL_oldnames.h>
#include "../map.h"
void UpdateWorld(F32 delta, World *world) void UpdateWorld(F32 delta, World *world)
{ {
@@ -19,11 +20,9 @@ void UpdateNPCs(F32 delta, World *world)
{ {
NPC *npc = &world->npcs[i]; NPC *npc = &world->npcs[i];
UpdateNPC(delta, npc, world); UpdateNPC(delta, npc, world);
if( if (
world->player.controls.shot world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, npc->collision) && npc->currentArea == world->player.currentArea)
&& AABB_Point(npc->collision, world->player.shotPos) {
&& npc->currentArea == world->player.currentArea
) {
printf("You shot %*.s\n", Sv(world->npcs[i].name)); printf("You shot %*.s\n", Sv(world->npcs[i].name));
} }
} }
@@ -38,6 +37,11 @@ void ProcessEvents(SDL_Event *event, World *world)
} }
void RenderWorld(World *world, D_Context *draw) { void RenderWorld(World *world, D_Context *draw) {
World_Tile tileTypes[] = {dirt, middlePath, middlePathEdgeTop, middlePathEdgeRight, middlePathEdgeBottom, middlePathEdgeLeft, middlePathCornerTopLeft, middlePathCornerTopRight, middlePathCornerBottomRight, middlePathCornerTurnBottomLeft};
for (int i = 0; i < 4800; i++)
{
D_Rect(draw, (F32) (i % 96), (F32) (i / 96), .texture = tileTypes[map[i]].tile, .angle = (F32) tileTypes[map[i]].rotation);
}
for(U32 i = 0; i < world->npcCount; i++) { for(U32 i = 0; i < world->npcCount; i++) {
NPC npc = world->npcs[i]; NPC npc = world->npcs[i];
if(npc.currentArea == world->player.currentArea) { if(npc.currentArea == world->player.currentArea) {
@@ -59,15 +63,17 @@ void G_WorldDraw(G_State *game, World *world) {
(void) world; (void) world;
for (F32 y = -128; y < 128; y += 1.1f) { U32 id = D_ImageHandle(&game->draw, S("tile_dirt_0"));
for (F32 x = -128; x < 128; x += 1.1f) { U32 alt_id = D_ImageHandle(&game->draw, S("tile_dirt_1"));
for (F32 y = -128; y < 128; y += 1.0f) {
for (F32 x = -128; x < 128; x += 1.0f) {
U32 ux = (U32) x; U32 ux = (U32) x;
U32 uy = (U32) y; U32 uy = (U32) y;
U32 tid = 15; U32 tid = id;
if ((ux % 11) == 0 || ((uy % 7) == 0)) { if ((ux % 11) == 0 || ((uy % 7) == 0)) {
tid = 16; tid = alt_id;
} }
D_Rect(draw, x, y, .texture = tid); D_Rect(draw, x, y, .texture = tid);

65
code/game/map.h Normal file
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@@ -0,0 +1,65 @@
#include "world.h"
World_Tile dirt = {.rotation=0,.collision=false,.tile=16};//0
World_Tile middlePath = {.rotation=0,.collision=false,.tile=6};//1
World_Tile middlePathEdgeTop = {.rotation=0,.collision=false,.tile=7};//2
World_Tile middlePathEdgeRight = {.rotation=PI_F32/2,.collision=false,.tile=7};//3
World_Tile middlePathEdgeBottom = {.rotation=PI_F32,.collision=false,.tile=7};//4
World_Tile middlePathEdgeLeft = {.rotation=-PI_F32/2,.collision=false,.tile=7};//5
World_Tile middlePathCornerTopLeft = {.rotation=0,.collision=false,.tile=5};//6
World_Tile middlePathCornerTopRight = {.rotation=PI_F32/2,.collision=false,.tile=5};//7
World_Tile middlePathCornerBottomRight = {.rotation=-PI_F32,.collision=false,.tile=5};//8
World_Tile middlePathCornerTurnBottomLeft = {.rotation=-PI_F32/2,.collision=false,.tile=5};//9
int map[] = {
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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};

View File

@@ -5,9 +5,22 @@
// Areas are which // Areas are which
typedef U32 World_Area; typedef U32 World_Area;
enum World_Area { enum World_Area
{
WORLD_AREA_OUTSIDE = (1 << 0), WORLD_AREA_OUTSIDE = (1 << 0),
WORLD_AREA_SALOON = (1 << 1), WORLD_AREA_SALOON = (1 << 1),
WORLD_PATH_MIDDLE_EDGE = (1 << 2),
WORLD_PATH_MIDDLE = (1 << 3),
WORLD_PATH_CORNER = (1 << 4),
WORLD_PATH_CORNER_EDGE = (1 << 5),
};
typedef struct World_Tile World_Tile;
struct World_Tile
{
World_Area tile;
double rotation;
bool collision;
}; };
typedef struct World World; typedef struct World World;
@@ -24,7 +37,7 @@ struct World {
V2f mouseProjected; V2f mouseProjected;
//// Player //// Player
Player player; Player player;
//// NPCs //// NPCs
U32 npcCount; U32 npcCount;
@@ -39,7 +52,7 @@ struct World {
}; };
function void UpdateWorld(F32 delta, World *world); function void UpdateWorld(F32 delta, World *world);
function void RenderWorld(World *world, D_Context *drawContext ); function void RenderWorld(World *world, D_Context *drawContext);
function void ProcessEvents(SDL_Event *event, World *world); function void ProcessEvents(SDL_Event *event, World *world);
function void UpdateNPCs(F32 delta, World *world); function void UpdateNPCs(F32 delta, World *world);
function void UpdateNPC(F32 delta, NPC *npc, World *world); function void UpdateNPC(F32 delta, NPC *npc, World *world);