Merge branch 'main' of yibble.dev:bulmanator/ld58
This commit is contained in:
@@ -1,15 +1,36 @@
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#include "game/aabb.h"
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#include "core/types.h"
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#include <math.h>
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bool AABB_Collide(AABB a, AABB b) {
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bool AABB_Collide(AABB a, AABB b)
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{
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bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x;
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bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y;
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return collision_x && collision_y;
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}
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bool AABB_Point(AABB a, V2f v) {
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bool AABB_Point(AABB a, V2f v)
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{
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bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x;
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bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y;
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return collision_x && collision_y;
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}
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bool AABB_Slab(V2f origin, V2f point, AABB a)
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{
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V2f start = a.pos;
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V2f finish = {a.pos.x + a.size.x, a.pos.y + a.size.y};
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V2f invdirection = {1 / (origin.x - point.x), 1 / (origin.y - point.y)};
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// x
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F32 tLow = (start.x - origin.x) * invdirection.x;
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F32 tHigh = (finish.x - origin.x) * invdirection.x;
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F32 tMin = Min(tLow, tHigh);
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F32 tMax = Max(tLow, tHigh);
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// y
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tLow = (start.y - origin.y) * invdirection.y;
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tHigh = (finish.y - origin.y) * invdirection.y;
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tMin = Max(tMin, Min(tLow, tHigh));
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tMax = Min(tMax, Max(tLow, tHigh));
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return tMax >= tMin;
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}
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41
code/game/impl/bandit.c
Normal file
41
code/game/impl/bandit.c
Normal file
@@ -0,0 +1,41 @@
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#include "game/world.h"
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#include "game/bandit.h"
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void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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switch (bandit->mode) {
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case BANDIT_WAITING:
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bandit->waitTime+=delta;
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if(bandit->waitTime > bandit->maxWaitTime) {
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bandit->mode = BANDIT_WALKING;
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do {
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U32 randomChoice = Random_U32(&world->random, 0, bandit->poiCount);
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bandit->targetNavNode = bandit->pointsOfInterest[randomChoice];
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} while(bandit->targetNavNode == bandit->currentNavNode);
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bandit->path = Nav_Path(world->navMesh, bandit->currentNavNode, bandit->targetNavNode);
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bandit->walkTimer = 0;
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}
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break;
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case BANDIT_WALKING:
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bandit->walkTimer+=delta;
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if(bandit->walkTimer >= NPC_SPEED){
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bandit->walkTimer = 0;
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if(bandit->path.nodeCount == bandit->pathIndex+1){
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bandit->mode = BANDIT_WAITING;
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bandit->maxWaitTime = Random_F32(&world->random, 20, 140);
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bandit->waitTime = 0;
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bandit->currentNavNode = bandit->targetNavNode;
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bandit->pathIndex = 0;
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return;
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}
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bandit->currentNavNode = bandit->path.indexes[bandit->pathIndex];
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bandit->pathIndex+=1;
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}
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NavNode cNav = world->navMesh->nodes[bandit->currentNavNode];
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NavNode tNav = world->navMesh->nodes[bandit->path.indexes[bandit->pathIndex]];
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bandit->collision.pos.x = cNav.pos.x * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.x * bandit->walkTimer/NPC_SPEED;
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bandit->collision.pos.y = cNav.pos.y * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.y * bandit->walkTimer/NPC_SPEED;
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break;
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// TODO Shooting
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// TODO Running away
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}
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}
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@@ -6,45 +6,54 @@
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#define MAX_UNFINISHED 128
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typedef struct navSearchNodeState navSearchNodeState;
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struct navSearchNodeState{
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struct navSearchNodeState
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{
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bool visited;
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U64 distance;
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F64 distance;
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U32 shortest;
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bool addedToUnvisited;
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};
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typedef struct navSearchState navSearchState;
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struct navSearchState{
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struct navSearchState
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{
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navSearchNodeState nodeStates[NAV_MAX_NODES];
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};
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navSearchState initState(U32 start, U32 meshSize) {
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navSearchState state = {};
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for(U32 i = 0; i < meshSize; i++) {
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state.nodeStates[i].visited = false;
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navSearchState initState(U32 start, U32 meshSize)
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{
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navSearchState state;
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for (U32 i = 0; i < meshSize; i++)
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{
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state.nodeStates[i].visited = false;
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state.nodeStates[i].addedToUnvisited = false;
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state.nodeStates[i].distance = U64_MAX;
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state.nodeStates[i].shortest = 0;
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state.nodeStates[i].distance = F64_MAX;
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state.nodeStates[i].shortest = 0;
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}
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state.nodeStates[start].distance = 0;
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return state;
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}
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U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset) {
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U32 lowest = U32_MAX;
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U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset)
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{
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U32 lowest = U32_MAX;
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U32 lowestI = U32_MAX;
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bool startFound = false;
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for(U32 i = *offset; i < unfinishedCount; i++) {
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for (U32 i = *offset; i < unfinishedCount; i++)
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{
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navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]];
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if(checkNode.visited) {
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if(!startFound) {
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if (checkNode.visited)
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{
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if (!startFound)
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{
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*offset = i;
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}
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continue;
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}
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startFound = true;
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if (lowest > checkNode.distance) {
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lowest = cast(U32) checkNode.distance;
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if (lowest > checkNode.distance)
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{
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lowest = cast(U32) checkNode.distance;
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lowestI = unfinishedIndexes[i];
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}
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}
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@@ -53,6 +62,12 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
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// Generate a path to follow between the start and end node.
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NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
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// This is a stupid fix, since it's easier to work backwards
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// to generate a path, I'm swapping the start / end, to generate
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// it backwards
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U32 tmp = end;
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end = start;
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start = tmp;
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navSearchState state = initState(start, mesh->nodeCount);
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U32 unfinishedCount = 1;
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U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
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@@ -68,14 +83,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
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NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
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navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
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if(testNode->visited) {continue;}
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U32 distance = cast(U32) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
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distance += cast(U32) (mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
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distance += cast(U32) (mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y);
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F64 distance = cast(F64) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
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distance += cast(F64) Abs((mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x));
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distance += cast(F64) Abs((mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y));
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if(testNode->distance > distance) {
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testNode->distance = distance;
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testNode->shortest = lowestNodeIndex;
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}
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if(!testNode->addedToUnvisited) {
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if (!testNode->addedToUnvisited)
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{
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unfinishedIndexes[unfinishedCount] = connection->NodeIndex;
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unfinishedCount++;
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testNode->addedToUnvisited = true;
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@@ -83,13 +99,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
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}
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state.nodeStates[lowestNodeIndex].visited = true;
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lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset);
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if(lowestNodeIndex == end) {
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if (lowestNodeIndex == end)
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{
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found = true;
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}
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}
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NavPath res_path = {0};
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U32 index = end;
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while(index!=start) {
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while (index != start)
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{
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res_path.indexes[res_path.nodeCount] = index;
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res_path.nodeCount++;
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index = state.nodeStates[index].shortest;
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@@ -1,22 +1,22 @@
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#include "game/npc.h"
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#include "game/world.h"
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#include "core/types.h"
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#include "core/math.h"
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#include <stdio.h>
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void updateNPC(F32 delta, NPC *npc, World *world) {
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void UpdateNPC(F32 delta, NPC *npc, World *world) {
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switch (npc->mode) {
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case NPC_ACTION_WAITING:
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npc->waitTime+=delta;
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if(npc->waitTime > npc->maxWaitTime) {
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npc->mode = NPC_ACTION_WALKING;
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U32 next = npc->targetNavNode == 100 ? 20 : 100;
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npc->targetNavNode = next; // TODO RANDOM
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printf("Starting to nav path\n");
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// TODO change targets to poi's rather than just random nodes
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// TODO choose either global POI's or use NPC custom poi if
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// customPOI is true
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do {
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npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
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} while(npc->targetNavNode == npc->currentNavNode);
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npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
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printf("done\n");
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npc->walkTimer = 0;
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printf("%.*s started walking to %d\n", Sv(npc->name), npc->targetNavNode);
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}
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break;
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case NPC_ACTION_WALKING:
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@@ -24,18 +24,18 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
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if(npc->walkTimer >= NPC_SPEED){
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npc->walkTimer = 0;
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if(npc->path.nodeCount == npc->pathIndex+1){
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printf("Finished! so I'm waiting\n");
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npc->mode = NPC_ACTION_WAITING;
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npc->maxWaitTime = 20; // TODO RANDOM
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npc->maxWaitTime = Random_F32(&world->random, 20, 140);
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npc->waitTime = 0;
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npc->currentNavNode = npc->targetNavNode;
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npc->pathIndex = 0;
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return;
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}
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npc->pathIndex+=1;
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npc->currentNavNode = npc->path.indexes[npc->pathIndex];
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npc->pathIndex+=1;
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}
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NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
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NavNode tNav = world->navMesh->nodes[npc->pathIndex];
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NavNode tNav = world->navMesh->nodes[npc->path.indexes[npc->pathIndex]];
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npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
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npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
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break;
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@@ -1,26 +1,78 @@
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#include "../player.h"
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_keycode.h>
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#include <stdio.h>
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void PlayerUpdate(SDL_Event *event, Player *player)
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void PlayerInput(SDL_Event *event, Player *player)
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{
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SDL_KeyboardEvent key = event->key;
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switch(key.key) {
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case SDLK_W: {
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player->pos.y += 10;
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player->controls.shot = false;
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SDL_KeyboardEvent key = event->key;
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SDL_MouseButtonEvent mouseBtn = event->button;
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if(event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) {
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bool val = event->type == SDL_EVENT_KEY_DOWN;
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switch (key.key)
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{
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case SDLK_W:
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{
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player->controls.upDown = val;
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break;
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}
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case SDLK_A: {
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player->pos.x -= 10;
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case SDLK_A:
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{
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player->controls.leftDown = val;
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break;
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}
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case SDLK_D: {
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player->pos.x += 10;
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case SDLK_D:
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{
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player->controls.rightDown = val;
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break;
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}
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case SDLK_S: {
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player->pos.y -= 10;
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case SDLK_S:
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{
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player->controls.downDown = val;
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break;
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}
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}
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}
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if (
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event->type == SDL_EVENT_MOUSE_BUTTON_DOWN
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&& mouseBtn.button == SDL_BUTTON_LEFT
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) {
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if(player->bulletsLoaded > 0) {
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// shooting
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player->bulletsLoaded -= 1;
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player->controls.shot = true;
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player->shotPos = V2F(mouseBtn.x, mouseBtn.y);
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printf("shot %f %f\n", mouseBtn.x, mouseBtn.y);
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} else if(player->reloadTimer == 0) {
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player->reloadTimer = PLAYER_RELOAD_TIME;
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printf("reloading\n");
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};
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}
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}
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void PlayerUpdate(F32 delta, Player *player) {
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V2f dir = V2F(0, 0);
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if(player->controls.upDown) {
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dir.y -= 1;
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}
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if(player->controls.downDown) {
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dir.y += 1;
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}
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if(player->controls.leftDown) {
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dir.x -= 1;
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}
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if(player->controls.rightDown) {
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dir.x += 1;
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}
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if(player->reloadTimer > 0) {
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player->reloadTimer-=delta;
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if(player->reloadTimer <= 0) {
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player->bulletsLoaded = PLAYER_BULLET_COUNT;
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player->reloadTimer = 0;
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}
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}
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dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
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player->pos.x += dir.x;
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player->pos.y += dir.y;
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}
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@@ -3,18 +3,38 @@
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#include "../player.h"
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#include <SDL3/SDL_events.h>
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void UpdateWorld(F32 delta, World *world) {
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void UpdateWorld(F32 delta, World *world)
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{
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UpdateBandit(delta, &world->bandit, world);
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UpdateNPCs(delta, world);
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PlayerUpdate(delta, &world->player);
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}
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void UpdateNPCs(F32 delta, World *world) {
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for(U32 i = 0; i < world->npcCount; i++) {
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updateNPC(delta, &world->npcs[i], world);
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void UpdateNPCs(F32 delta, World *world)
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{
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for (U32 i = 0; i < world->npcCount; i++)
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{
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UpdateNPC(delta, &world->npcs[i], world);
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if(world->player.controls.shot && AABB_Point(world->npcs[i].collision, world->player.shotPos)) {
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// TODO we need to unproject the mouse location !!!
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printf("You shot %.*s\n", Sv(world->npcs[i].name));
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}
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}
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}
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void ProcessEvents(SDL_Event *event, World *world) {
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PlayerUpdate(event, &world->player);
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void ProcessEvents(SDL_Event *event, World *world)
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{
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PlayerInput(event, &world->player);
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}
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void RenderWorld(World *world, D_Context *draw) {
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for(U32 i = 0; i < world->npcCount; i++) {
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NPC npc = world->npcs[i];
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D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 1);
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D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 0, .dim = npc.collision.size);
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}
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D_Rect(draw, world->bandit.collision.pos.x, world->bandit.collision.pos.y, .texture = 9);
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D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
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}
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void G_WorldDraw(G_State *game, World *world) {
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Reference in New Issue
Block a user