feat: Added basic shooting
This commit is contained in:
@@ -222,3 +222,12 @@ F32 Random_Bilateral(Random *rnd) {
|
|||||||
F32 result = -1.0f + (2.0f * Random_Unilateral(rnd));
|
F32 result = -1.0f + (2.0f * Random_Unilateral(rnd));
|
||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
V2f V2f_Clip(V2f screen_xy, V2f screen_size) {
|
||||||
|
V2f result;
|
||||||
|
result.x = ((screen_xy.x / screen_size.w) * 2.0f) - 1.0f;
|
||||||
|
result.y = ((screen_xy.y / screen_size.h) * 2.0f) - 1.0f;
|
||||||
|
|
||||||
|
return result;
|
||||||
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -147,4 +147,6 @@ function U32 Random_U32(Random *rnd, U32 min, U32 max);
|
|||||||
function F32 Random_Unilateral(Random *rnd);
|
function F32 Random_Unilateral(Random *rnd);
|
||||||
function F32 Random_Bilateral(Random *rnd);
|
function F32 Random_Bilateral(Random *rnd);
|
||||||
|
|
||||||
|
V2f V2f_Clip(V2f screen_xy, V2f screen_size);
|
||||||
|
|
||||||
#endif // LD_CORE_MATH_H_
|
#endif // LD_CORE_MATH_H_
|
||||||
|
|||||||
18
code/first.c
18
code/first.c
@@ -27,6 +27,9 @@
|
|||||||
#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;
|
||||||
@@ -80,16 +83,12 @@ int main(int argc, char **argv)
|
|||||||
npc1->collision.pos.x = 15;
|
npc1->collision.pos.x = 15;
|
||||||
npc1->collision.pos.y = 15;
|
npc1->collision.pos.y = 15;
|
||||||
npc1->collision.size.x = 1;
|
npc1->collision.size.x = 1;
|
||||||
npc1->collision.size.y = 1;
|
npc1->collision.size.y = 2;
|
||||||
npc1->name = S("Matt");
|
npc1->name = S("Matt");
|
||||||
npc1->mode = NPC_ACTION_WAITING;
|
npc1->mode = NPC_ACTION_WAITING;
|
||||||
npc1->waitTime = 0;
|
npc1->waitTime = 0;
|
||||||
npc1->maxWaitTime = 5;
|
npc1->maxWaitTime = 5000;
|
||||||
npc1->currentNavNode = 0;
|
npc1->currentNavNode = 0;
|
||||||
npc1->collision.pos.x = 15;
|
|
||||||
npc1->collision.pos.y = 15;
|
|
||||||
npc1->collision.size.x = 10;
|
|
||||||
npc1->collision.size.y = 10;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
Bandit *badman = &world->bandit;
|
Bandit *badman = &world->bandit;
|
||||||
@@ -107,6 +106,7 @@ int main(int argc, char **argv)
|
|||||||
|
|
||||||
world->navMesh = &TestNavMesh;
|
world->navMesh = &TestNavMesh;
|
||||||
world->npcPOI[0] = 100;
|
world->npcPOI[0] = 100;
|
||||||
|
world->player.world = world;
|
||||||
world->player.pos.x = 0;
|
world->player.pos.x = 0;
|
||||||
world->player.pos.y = 0;
|
world->player.pos.y = 0;
|
||||||
world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
|
world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
|
||||||
@@ -126,7 +126,11 @@ int main(int argc, char **argv)
|
|||||||
{
|
{
|
||||||
running = false;
|
running = false;
|
||||||
}
|
}
|
||||||
|
V3f projection = G_CameraUnproject(&game->camera, V2f_Clip(
|
||||||
|
V2F(e.button.x, e.button.y),
|
||||||
|
V2F(width, height)
|
||||||
|
));
|
||||||
|
game->world->mouseProjected = V2F(projection.x, projection.y);
|
||||||
ProcessEvents(&e, game->world);
|
ProcessEvents(&e, game->world);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
@@ -13,5 +13,6 @@ struct AABB
|
|||||||
function bool AABB_Collide(AABB a, AABB b);
|
function bool AABB_Collide(AABB a, AABB b);
|
||||||
function bool AABB_Point(AABB a, V2f v);
|
function bool AABB_Point(AABB a, V2f v);
|
||||||
function bool AABB_Slab(V2f origin, V2f point, AABB a);
|
function bool AABB_Slab(V2f origin, V2f point, AABB a);
|
||||||
|
function V2f AABB_Centre(AABB a);
|
||||||
|
|
||||||
#endif // LD_GAME_AABB_H_
|
#endif // LD_GAME_AABB_H_
|
||||||
|
|||||||
@@ -34,3 +34,7 @@ bool AABB_Slab(V2f origin, V2f point, AABB a)
|
|||||||
|
|
||||||
return tMax >= tMin;
|
return tMax >= tMin;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
V2f AABB_Centre(AABB a) {
|
||||||
|
return V2F(a.pos.x + a.size.x/2, a.pos.y + a.size.y/2);
|
||||||
|
}
|
||||||
|
|||||||
@@ -42,8 +42,8 @@ void PlayerInput(SDL_Event *event, Player *player)
|
|||||||
// shooting
|
// shooting
|
||||||
player->bulletsLoaded -= 1;
|
player->bulletsLoaded -= 1;
|
||||||
player->controls.shot = true;
|
player->controls.shot = true;
|
||||||
player->shotPos = V2F(mouseBtn.x, mouseBtn.y);
|
player->shotPos = player->world->mouseProjected;
|
||||||
printf("shot %f %f\n", mouseBtn.x, mouseBtn.y);
|
printf("shot %f %f\n", player->shotPos.x, player->shotPos.y);
|
||||||
} else if(player->reloadTimer == 0) {
|
} else if(player->reloadTimer == 0) {
|
||||||
player->reloadTimer = PLAYER_RELOAD_TIME;
|
player->reloadTimer = PLAYER_RELOAD_TIME;
|
||||||
printf("reloading\n");
|
printf("reloading\n");
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
#include "../world.h"
|
#include "../world.h"
|
||||||
#include "../npc.h"
|
#include "../npc.h"
|
||||||
#include "../player.h"
|
#include "../player.h"
|
||||||
|
#include "../aabb.h"
|
||||||
#include <SDL3/SDL_events.h>
|
#include <SDL3/SDL_events.h>
|
||||||
|
|
||||||
void UpdateWorld(F32 delta, World *world)
|
void UpdateWorld(F32 delta, World *world)
|
||||||
@@ -30,8 +31,9 @@ void ProcessEvents(SDL_Event *event, World *world)
|
|||||||
void RenderWorld(World *world, D_Context *draw) {
|
void RenderWorld(World *world, D_Context *draw) {
|
||||||
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];
|
||||||
D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 1);
|
V2f drawPos = AABB_Centre(npc.collision);
|
||||||
D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 0, .dim = npc.collision.size);
|
D_Rect(draw, drawPos.x, drawPos.y, .texture = 1);
|
||||||
|
D_Rect(draw, drawPos.x, drawPos.y, .texture = 0, .dim = npc.collision.size, .flags = D_RECT_IGNORE_ASPECT);
|
||||||
}
|
}
|
||||||
D_Rect(draw, world->bandit.collision.pos.x, world->bandit.collision.pos.y, .texture = 9);
|
D_Rect(draw, world->bandit.collision.pos.x, world->bandit.collision.pos.y, .texture = 9);
|
||||||
D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
|
D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
|
||||||
|
|||||||
@@ -22,7 +22,9 @@ struct ControlState {
|
|||||||
typedef struct Player Player;
|
typedef struct Player Player;
|
||||||
struct Player
|
struct Player
|
||||||
{
|
{
|
||||||
|
World *world;
|
||||||
V2f pos;
|
V2f pos;
|
||||||
|
World_Area currentArea;
|
||||||
U32 bulletsLoaded;
|
U32 bulletsLoaded;
|
||||||
ControlState controls;
|
ControlState controls;
|
||||||
V2f shotPos;
|
V2f shotPos;
|
||||||
|
|||||||
@@ -1,7 +1,6 @@
|
|||||||
#if !defined(LD_GAME_WORLD_H_)
|
#if !defined(LD_GAME_WORLD_H_)
|
||||||
#define LD_GAME_WORLD_H_
|
#define LD_GAME_WORLD_H_
|
||||||
|
|
||||||
#include "player.h"
|
|
||||||
#include "npc.h"
|
#include "npc.h"
|
||||||
#include "bandit.h"
|
#include "bandit.h"
|
||||||
#include "../core/math.h"
|
#include "../core/math.h"
|
||||||
@@ -14,10 +13,13 @@ enum World_Area {
|
|||||||
};
|
};
|
||||||
|
|
||||||
typedef struct World World;
|
typedef struct World World;
|
||||||
|
#include "player.h"
|
||||||
|
|
||||||
struct World {
|
struct World {
|
||||||
//// Static stuff
|
//// Static stuff
|
||||||
NavMesh *navMesh;
|
NavMesh *navMesh;
|
||||||
Random random;
|
Random random;
|
||||||
|
V2f mouseProjected;
|
||||||
|
|
||||||
//// Player
|
//// Player
|
||||||
Player player;
|
Player player;
|
||||||
|
|||||||
2
linux
2
linux
@@ -57,7 +57,7 @@ glslangValidator -o "assets/shaders/basic.frag.spv" --target-env "vulkan1.3" "..
|
|||||||
|
|
||||||
echo "[Building source]"
|
echo "[Building source]"
|
||||||
|
|
||||||
COMPILER_OPTS="-Wall -Wno-missing-braces -Wno-unused-function -Ideps/stb -I../code"
|
COMPILER_OPTS="-Wall -Wno-override-init-side-effects -Wno-missing-braces -Wno-unused-function -Ideps/stb -I../code"
|
||||||
LINKER_OPTS="-lSDL3 -lm"
|
LINKER_OPTS="-lSDL3 -lm"
|
||||||
|
|
||||||
if [[ $release == 1 ]]
|
if [[ $release == 1 ]]
|
||||||
|
|||||||
Reference in New Issue
Block a user