diff --git a/code/core/math.h b/code/core/math.h index 7ac915d..7c916a6 100644 --- a/code/core/math.h +++ b/code/core/math.h @@ -4,6 +4,8 @@ #define PI_F32 (3.14159265358979323846264338f) #define TAU_F32 (2.0f * PI_F32) +#define Abs(x) (((x) < 0 ? -(x) : (x))) + typedef struct Random Random; struct Random { U64 state; diff --git a/code/first.c b/code/first.c index 4a2bd06..6491283 100644 --- a/code/first.c +++ b/code/first.c @@ -1,6 +1,7 @@ #include #include #include +#include #define STB_IMAGE_IMPLEMENTATION 1 #include @@ -61,24 +62,27 @@ int main(int argc, char **argv) { camera->farp = 1000.0f; game->draw.camera = camera; + game->camera.p.z = 200; World *world = M_ArenaPush(arena, World); game->world = world; world->random = Random_Seed(29237489723847); - world->npcCount = 2; - NPC *npc1 = &world->npcs[0]; - npc1->collision.pos.x = 15; - npc1->collision.pos.y = 15; - npc1->collision.size.x = 10; - npc1->collision.size.y = 10; - npc1->name = S("Matt"); - npc1->mode = NPC_ACTION_WAITING; - npc1->waitTime = 0; - npc1->maxWaitTime = 5; - npc1->currentNavNode = 87; - npc1->collision.pos.x = 15; - npc1->collision.pos.y = 15; - npc1->collision.size.x = 10; - npc1->collision.size.y = 10; + world->npcCount = 100; + for(int i = 0; i < 100; i++) { + NPC *npc1 = &world->npcs[i]; + npc1->collision.pos.x = 15; + npc1->collision.pos.y = 15; + npc1->collision.size.x = 10; + npc1->collision.size.y = 10; + npc1->name = S("Matt"); + npc1->mode = NPC_ACTION_WAITING; + npc1->waitTime = 0; + npc1->maxWaitTime = 5; + npc1->currentNavNode = 0; + npc1->collision.pos.x = 15; + npc1->collision.pos.y = 15; + npc1->collision.size.x = 10; + npc1->collision.size.y = 10; + } NPC *npc2 = &world->npcs[1]; npc2->collision.pos.x = 15; @@ -110,6 +114,20 @@ int main(int argc, char **argv) { { running = false; } + if (e.type == SDL_EVENT_KEY_DOWN) { + if(e.key.key == SDLK_DOWN) { + game->camera.p.y += 5; + } + if(e.key.key == SDLK_UP) { + game->camera.p.y -= 5; + } + if(e.key.key == SDLK_RIGHT) { + game->camera.p.x += 5; + } + if(e.key.key == SDLK_LEFT) { + game->camera.p.x -= 5; + } + } ProcessEvents(&e, game->world); } UpdateWorld(1.0/60.0, game->world); @@ -150,6 +168,7 @@ int main(int argc, char **argv) { D_Begin(&game->draw, frame, D_MAX_RECTS); + RenderWorld(game->world, &game->draw); D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1); D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f); D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3); diff --git a/code/game/impl/nav.c b/code/game/impl/nav.c index a6e7fe9..0e6c416 100644 --- a/code/game/impl/nav.c +++ b/code/game/impl/nav.c @@ -8,7 +8,7 @@ typedef struct navSearchNodeState navSearchNodeState; struct navSearchNodeState{ bool visited; - U64 distance; + F64 distance; U32 shortest; bool addedToUnvisited; }; @@ -53,6 +53,12 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta // Generate a path to follow between the start and end node. NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) { + // This is a stupid fix, since it's easier to work backwards + // to generate a path, I'm swapping the start / end, to generate + // it backwards + U32 tmp = end; + end = start; + start = tmp; navSearchState state = initState(start, mesh->nodeCount); U32 unfinishedCount = 1; U32 unfinishedIndexes[NAV_MAX_NODES] = {start}; @@ -68,9 +74,9 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) { NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI]; navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex]; if(testNode->visited) {continue;} - U32 distance = cast(U32) (state.nodeStates[lowestNodeIndex].distance + connection->Cost); - distance += cast(U32) (mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x); - distance += cast(U32) (mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y); + F64 distance = cast(F64) (state.nodeStates[lowestNodeIndex].distance + connection->Cost); + distance += cast(F64) Abs((mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x)); + distance += cast(F64) Abs((mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y)); if(testNode->distance > distance) { testNode->distance = distance; testNode->shortest = lowestNodeIndex; diff --git a/code/game/impl/npc.c b/code/game/impl/npc.c index bc7358e..bcc54fe 100644 --- a/code/game/impl/npc.c +++ b/code/game/impl/npc.c @@ -13,7 +13,7 @@ void updateNPC(F32 delta, NPC *npc, World *world) { npc->mode = NPC_ACTION_WALKING; // TODO change targets to poi's rather than just random nodes npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount); - printf("Starting to nav path\n"); + printf("Starting to nav path from %d to %d\n", npc->currentNavNode, npc->targetNavNode); npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode); printf("done\n"); npc->walkTimer = 0; @@ -29,14 +29,15 @@ void updateNPC(F32 delta, NPC *npc, World *world) { npc->mode = NPC_ACTION_WAITING; npc->maxWaitTime = Random_F32(&world->random, 10, 40); npc->waitTime = 0; + npc->currentNavNode = npc->targetNavNode; npc->pathIndex = 0; return; } - npc->pathIndex+=1; npc->currentNavNode = npc->path.indexes[npc->pathIndex]; + npc->pathIndex+=1; } NavNode cNav = world->navMesh->nodes[npc->currentNavNode]; - NavNode tNav = world->navMesh->nodes[npc->pathIndex]; + NavNode tNav = world->navMesh->nodes[npc->path.indexes[npc->pathIndex]]; npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED; npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED; break; diff --git a/code/game/impl/world.c b/code/game/impl/world.c index 405601f..f168744 100644 --- a/code/game/impl/world.c +++ b/code/game/impl/world.c @@ -16,3 +16,9 @@ void UpdateNPCs(F32 delta, World *world) { void ProcessEvents(SDL_Event *event, World *world) { PlayerUpdate(event, &world->player); } + +void RenderWorld(World *world, D_Context *draw) { + for(int i = 0; i < world->npcCount; i++) { + D_Rect(draw, world->npcs[i].collision.pos.x, world->npcs[i].collision.pos.y, .texture = 1); + } +} diff --git a/code/game/npc.h b/code/game/npc.h index ad66f50..b0f77aa 100644 --- a/code/game/npc.h +++ b/code/game/npc.h @@ -5,7 +5,7 @@ #include "npc_look.h" #include "../core/types.h" -#define NPC_SPEED 0.2f +#define NPC_SPEED 1.0f typedef enum NPC_ACTION NPC_ACTION; enum NPC_ACTION { diff --git a/code/game/world.h b/code/game/world.h index d237538..b8f1763 100644 --- a/code/game/world.h +++ b/code/game/world.h @@ -35,6 +35,7 @@ struct World { }; function void UpdateWorld(F32 delta, World *world); +function void RenderWorld(World *world, D_Context *drawContext ); function void ProcessEvents(SDL_Event *event, World *world); function void UpdateNPCs(F32 delta, World *world); function void updateNPC(F32 delta, NPC *npc, World *world);