Merge branch 'main' of yibble.dev:bulmanator/ld58
This commit is contained in:
1
.gitignore
vendored
1
.gitignore
vendored
@@ -1,3 +1,4 @@
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|||||||
build/
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build/
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||||||
code/compile_commands.json
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code/compile_commands.json
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||||||
code/.cache
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code/.cache
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||||||
|
.vscode
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||||||
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|||||||
@@ -1,8 +1,22 @@
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|||||||
|
#include <math.h>
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||||||
V2f V2F(F32 x, F32 y) {
|
V2f V2F(F32 x, F32 y) {
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||||||
V2f result = { x, y };
|
V2f result = { x, y };
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||||||
return result;
|
return result;
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||||||
}
|
}
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||||||
|
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||||||
|
function V2f V2f_Scale(V2f x, F32 scale) {
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|
return V2F(x.x * scale, x.y * scale);
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||||||
|
}
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||||||
|
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||||||
|
V2f NormaliseV2F(V2f x) {
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||||||
|
F32 magnitude = sqrtf((x.x * x.x) + (x.y * x.y));
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|
if(magnitude > 0.0){
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|
F32 inverse = 1.0f/magnitude;
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|
return V2F(x.x*inverse, x.y*inverse);
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|
}
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|
return x;
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|
}
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|
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||||||
V3f V3F(F32 x, F32 y, F32 z) {
|
V3f V3F(F32 x, F32 y, F32 z) {
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||||||
V3f result = { x, y, z };
|
V3f result = { x, y, z };
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||||||
return result;
|
return result;
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@@ -18,11 +32,6 @@ R2f R2F(V2f min, V2f max) {
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return result;
|
return result;
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}
|
}
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|
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V2f V2f_Scale(V2f x, F32 s) {
|
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V2f result = { x.x * s, x.y * s };
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return result;
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|
||||||
}
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|
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||||||
V3f V3f_Neg(V3f x) {
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V3f V3f_Neg(V3f x) {
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V3f result = { -x.x, -x.y, -x.z };
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V3f result = { -x.x, -x.y, -x.z };
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return result;
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return result;
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@@ -4,6 +4,8 @@
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#define PI_F32 (3.14159265358979323846264338f)
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#define PI_F32 (3.14159265358979323846264338f)
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#define TAU_F32 (2.0f * PI_F32)
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#define TAU_F32 (2.0f * PI_F32)
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|
#define Abs(x) (((x) < 0 ? -(x) : (x)))
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|
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typedef struct Random Random;
|
typedef struct Random Random;
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struct Random {
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struct Random {
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U64 state;
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U64 state;
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@@ -128,6 +130,9 @@ function V3f M4x4F_VMul3(Mat4x4F m, V3f v);
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function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
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function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
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function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
|
function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
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|
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||||||
|
function V2f NormaliseV2F(V2f x);
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|
function V2f V2f_Scale(V2f x, F32 scale);
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|
|
||||||
// Random
|
// Random
|
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|
|
||||||
function Random Random_Seed(U64 seed);
|
function Random Random_Seed(U64 seed);
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@@ -34,4 +34,7 @@ struct Str8 {
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|||||||
#define U32_MAX ((U32) -1)
|
#define U32_MAX ((U32) -1)
|
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#define U64_MAX ((U64) -1)
|
#define U64_MAX ((U64) -1)
|
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|
|
||||||
|
#define F32_MAX ((F32) 3.40282346638528859811704183484516925e+038F)
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|
#define F64_MAX ((F64) 1.79769313486231570814527423731704357e+308L)
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|
|
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#endif // LD_CORE_TYPES_H_
|
#endif // LD_CORE_TYPES_H_
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124
code/first.c
124
code/first.c
@@ -1,6 +1,7 @@
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#include <stdio.h>
|
#include <stdio.h>
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#include <stdbool.h>
|
#include <stdbool.h>
|
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#include <SDL3/SDL.h>
|
#include <SDL3/SDL.h>
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|
#include <SDL3/SDL_keycode.h>
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|
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#define STB_IMAGE_IMPLEMENTATION 1
|
#define STB_IMAGE_IMPLEMENTATION 1
|
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#include <stb_image.h>
|
#include <stb_image.h>
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@@ -23,11 +24,13 @@
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|
|
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#include "game/impl/world.c"
|
#include "game/impl/world.c"
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#include "game/impl/npc.c"
|
#include "game/impl/npc.c"
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|
#include "game/impl/bandit.c"
|
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#include "game/testnavmesh.h"
|
#include "game/testnavmesh.h"
|
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|
|
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int main(int argc, char **argv) {
|
int main(int argc, char **argv)
|
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(void) argc;
|
{
|
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(void) argv;
|
(void)argc;
|
||||||
|
(void)argv;
|
||||||
|
|
||||||
if (!SDL_Init(SDL_INIT_VIDEO))
|
if (!SDL_Init(SDL_INIT_VIDEO))
|
||||||
{
|
{
|
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@@ -65,35 +68,52 @@ int main(int argc, char **argv) {
|
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camera->fov = 60.0f;
|
camera->fov = 60.0f;
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|
|
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camera->nearp = 0.01f;
|
camera->nearp = 0.01f;
|
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camera->farp = 1000.0f;
|
camera->farp = 1000.0f;
|
||||||
|
|
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game->draw.camera = camera;
|
game->draw.camera = camera;
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|
World *world = M_ArenaPush(arena, World);
|
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|
game->world = world;
|
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|
world->random = Random_Seed(29237489723847);
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|
world->npcCount = 1;
|
||||||
|
for(U32 i = 0; i < world->npcCount; i++) {
|
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|
NPC *npc1 = &world->npcs[i];
|
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|
npc1->collision.pos.x = 15;
|
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|
npc1->collision.pos.y = 15;
|
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|
npc1->collision.size.x = 1;
|
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|
npc1->collision.size.y = 1;
|
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|
npc1->name = S("Matt");
|
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|
npc1->mode = NPC_ACTION_WAITING;
|
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|
npc1->waitTime = 0;
|
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|
npc1->maxWaitTime = 5;
|
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|
npc1->currentNavNode = 0;
|
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|
npc1->collision.pos.x = 15;
|
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|
npc1->collision.pos.y = 15;
|
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|
npc1->collision.size.x = 10;
|
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|
npc1->collision.size.y = 10;
|
||||||
|
}
|
||||||
|
|
||||||
|
Bandit *badman = &world->bandit;
|
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|
badman->collision.pos.x = 15;
|
||||||
|
badman->collision.pos.y = 15;
|
||||||
|
badman->collision.size.x = 10;
|
||||||
|
badman->collision.size.y = 10;
|
||||||
|
badman->name = S("Leroy Brown");
|
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|
badman->mode = BANDIT_WAITING;
|
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|
badman->waitTime = 0;
|
||||||
|
badman->maxWaitTime = 2;
|
||||||
|
badman->poiCount = 2;
|
||||||
|
badman->pointsOfInterest[0] = 937;
|
||||||
|
badman->pointsOfInterest[1] = 12;
|
||||||
|
|
||||||
|
world->navMesh = &TestNavMesh;
|
||||||
|
world->npcPOI[0] = 100;
|
||||||
|
world->player.pos.x = 0;
|
||||||
|
world->player.pos.y = 0;
|
||||||
|
world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
|
||||||
|
world->player.reloadTimer = 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool running = true;
|
bool running = true;
|
||||||
World world = {
|
|
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.npcCount = 2,
|
|
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.npcs = {
|
|
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{
|
|
||||||
.collision = {{10, 10}, {10, 10}},
|
|
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.name = S("Matt"),
|
|
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.mode = NPC_ACTION_WAITING,
|
|
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.waitTime = 0,
|
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.maxWaitTime = 5,
|
|
||||||
.currentNavNode = 87
|
|
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},{
|
|
||||||
.collision = {{15, 15}, {10, 10}},
|
|
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.name = S("James"),
|
|
||||||
.mode = NPC_ACTION_WAITING,
|
|
||||||
.waitTime = 0,
|
|
||||||
.maxWaitTime = 10,
|
|
||||||
.currentNavNode = 0
|
|
||||||
}
|
|
||||||
},
|
|
||||||
.navMesh = &TestNavMesh,
|
|
||||||
.npcPOI = {100},
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|
||||||
.player = {.pos = {0,0}}
|
|
||||||
};
|
|
||||||
|
|
||||||
printf("%zu size in bytes\n", sizeof(TestNavMesh));
|
printf("%zu size in bytes\n", sizeof(TestNavMesh));
|
||||||
|
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@@ -106,36 +126,21 @@ int main(int argc, char **argv) {
|
|||||||
{
|
{
|
||||||
running = false;
|
running = false;
|
||||||
}
|
}
|
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else if (e.type == SDL_EVENT_KEY_DOWN) {
|
|
||||||
if (e.key.key == SDLK_W) {
|
|
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game->camera.p.y -= 0.2f;
|
|
||||||
}
|
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|
|
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if (e.key.key == SDLK_S) {
|
ProcessEvents(&e, game->world);
|
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game->camera.p.y += 0.2f;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (e.key.key == SDLK_A) {
|
|
||||||
game->camera.p.x -= 0.2f;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (e.key.key == SDLK_D) {
|
|
||||||
game->camera.p.x += 0.2f;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
ProcessEvents(&e, &world);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
UpdateWorld(1.0f / 60.0f, &world);
|
UpdateWorld(1.0f / 60.0f, game->world);
|
||||||
|
game->camera.p.x = game->world->player.pos.x;
|
||||||
|
game->camera.p.y = game->world->player.pos.y;
|
||||||
|
|
||||||
int w, h;
|
int w, h;
|
||||||
SDL_GetWindowSizeInPixels(window, &w, &h);
|
SDL_GetWindowSizeInPixels(window, &w, &h);
|
||||||
|
|
||||||
game->draw.window_width = w;
|
game->draw.window_width = w;
|
||||||
game->draw.window_height = h;
|
game->draw.window_height = h;
|
||||||
|
|
||||||
G_CalculateCamera(&game->camera, (F32) w / (F32) h);
|
G_CalculateCamera(&game->camera, (F32)w / (F32)h);
|
||||||
|
|
||||||
Vk_Frame *frame = Vk_FrameBegin(window);
|
Vk_Frame *frame = Vk_FrameBegin(window);
|
||||||
VkCommandBuffer cmd = frame->cmd;
|
VkCommandBuffer cmd = frame->cmd;
|
||||||
@@ -147,24 +152,29 @@ int main(int argc, char **argv) {
|
|||||||
clear_colour.color.float32[3] = 1.0f;
|
clear_colour.color.float32[3] = 1.0f;
|
||||||
|
|
||||||
VkRenderingAttachmentInfo colour_attachment = {0};
|
VkRenderingAttachmentInfo colour_attachment = {0};
|
||||||
colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
|
colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
|
||||||
colour_attachment.imageView = vk.swapchain.views[frame->image];
|
colour_attachment.imageView = vk.swapchain.views[frame->image];
|
||||||
colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
|
||||||
colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
|
||||||
colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
|
||||||
colour_attachment.clearValue = clear_colour;
|
colour_attachment.clearValue = clear_colour;
|
||||||
|
|
||||||
VkRenderingInfo rendering_info = {0};
|
VkRenderingInfo rendering_info = {0};
|
||||||
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
|
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
|
||||||
rendering_info.renderArea = (VkRect2D) { 0, 0, w, h };
|
rendering_info.renderArea = (VkRect2D){0, 0, w, h};
|
||||||
rendering_info.layerCount = 1;
|
rendering_info.layerCount = 1;
|
||||||
rendering_info.colorAttachmentCount = 1;
|
rendering_info.colorAttachmentCount = 1;
|
||||||
rendering_info.pColorAttachments = &colour_attachment;
|
rendering_info.pColorAttachments = &colour_attachment;
|
||||||
|
|
||||||
vk.CmdBeginRendering(cmd, &rendering_info);
|
vk.CmdBeginRendering(cmd, &rendering_info);
|
||||||
|
|
||||||
D_Begin(&game->draw, frame, D_MAX_RECTS);
|
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);
|
||||||
|
|
||||||
D_End(&game->draw, frame);
|
D_End(&game->draw, frame);
|
||||||
|
|
||||||
vk.CmdEndRendering(cmd);
|
vk.CmdEndRendering(cmd);
|
||||||
|
|||||||
@@ -3,15 +3,15 @@
|
|||||||
#include "../core/types.h"
|
#include "../core/types.h"
|
||||||
#include "../core/macros.h"
|
#include "../core/macros.h"
|
||||||
|
|
||||||
|
|
||||||
typedef struct AABB AABB;
|
typedef struct AABB AABB;
|
||||||
struct AABB {
|
struct AABB
|
||||||
|
{
|
||||||
V2f pos;
|
V2f pos;
|
||||||
V2f size;
|
V2f size;
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
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);
|
||||||
|
|
||||||
#endif // LD_GAME_AABB_H_
|
#endif // LD_GAME_AABB_H_
|
||||||
|
|||||||
@@ -6,7 +6,7 @@ enum BANDIT_ACTION {
|
|||||||
BANDIT_WAITING,
|
BANDIT_WAITING,
|
||||||
BANDIT_WALKING,
|
BANDIT_WALKING,
|
||||||
BANDIT_RUNNING,
|
BANDIT_RUNNING,
|
||||||
BANDIT_SHOOTOUT,
|
BANDIT_SHOOTING,
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef struct Bandit Bandit;
|
typedef struct Bandit Bandit;
|
||||||
@@ -22,6 +22,7 @@ struct Bandit {
|
|||||||
// How long they will wait in this location.
|
// How long they will wait in this location.
|
||||||
F32 maxWaitTime;
|
F32 maxWaitTime;
|
||||||
|
|
||||||
|
U32 poiCount;
|
||||||
// Places the bandit walks to / from
|
// Places the bandit walks to / from
|
||||||
// E.g. hide outs, home, saloon
|
// E.g. hide outs, home, saloon
|
||||||
U32 pointsOfInterest[12];
|
U32 pointsOfInterest[12];
|
||||||
|
|||||||
@@ -1,5 +1,6 @@
|
|||||||
#if !defined(LD_GAME_CORE_H_)
|
#if !defined(LD_GAME_CORE_H_)
|
||||||
#define LD_GAME_CORE_H_
|
#define LD_GAME_CORE_H_
|
||||||
|
#include "world.h"
|
||||||
|
|
||||||
typedef struct G_Camera G_Camera;
|
typedef struct G_Camera G_Camera;
|
||||||
struct G_Camera {
|
struct G_Camera {
|
||||||
@@ -18,6 +19,8 @@ struct G_State {
|
|||||||
|
|
||||||
D_Context draw;
|
D_Context draw;
|
||||||
G_Camera camera;
|
G_Camera camera;
|
||||||
|
|
||||||
|
World *world;
|
||||||
};
|
};
|
||||||
|
|
||||||
function void G_ImagesLoad(G_State *game);
|
function void G_ImagesLoad(G_State *game);
|
||||||
@@ -35,6 +38,5 @@ function R3f G_CameraBounds(G_Camera *camera);
|
|||||||
#include "player.h"
|
#include "player.h"
|
||||||
#include "nav.h"
|
#include "nav.h"
|
||||||
#include "npc.h"
|
#include "npc.h"
|
||||||
#include "world.h"
|
|
||||||
|
|
||||||
#endif // LD_GAME_CORE_H_
|
#endif // LD_GAME_CORE_H_
|
||||||
|
|||||||
@@ -1,15 +1,36 @@
|
|||||||
#include "game/aabb.h"
|
#include "game/aabb.h"
|
||||||
#include "core/types.h"
|
#include <math.h>
|
||||||
|
|
||||||
bool AABB_Collide(AABB a, AABB b) {
|
bool AABB_Collide(AABB a, AABB b)
|
||||||
|
{
|
||||||
bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x;
|
bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x;
|
||||||
bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y;
|
bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y;
|
||||||
return collision_x && collision_y;
|
return collision_x && collision_y;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool AABB_Point(AABB a, V2f v) {
|
bool AABB_Point(AABB a, V2f v)
|
||||||
|
{
|
||||||
bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x;
|
bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x;
|
||||||
bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y;
|
bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y;
|
||||||
return collision_x && collision_y;
|
return collision_x && collision_y;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool AABB_Slab(V2f origin, V2f point, AABB a)
|
||||||
|
{
|
||||||
|
V2f start = a.pos;
|
||||||
|
V2f finish = {a.pos.x + a.size.x, a.pos.y + a.size.y};
|
||||||
|
V2f invdirection = {1 / (origin.x - point.x), 1 / (origin.y - point.y)};
|
||||||
|
// x
|
||||||
|
F32 tLow = (start.x - origin.x) * invdirection.x;
|
||||||
|
F32 tHigh = (finish.x - origin.x) * invdirection.x;
|
||||||
|
F32 tMin = Min(tLow, tHigh);
|
||||||
|
F32 tMax = Max(tLow, tHigh);
|
||||||
|
// y
|
||||||
|
tLow = (start.y - origin.y) * invdirection.y;
|
||||||
|
tHigh = (finish.y - origin.y) * invdirection.y;
|
||||||
|
|
||||||
|
tMin = Max(tMin, Min(tLow, tHigh));
|
||||||
|
tMax = Min(tMax, Max(tLow, tHigh));
|
||||||
|
|
||||||
|
return tMax >= tMin;
|
||||||
|
}
|
||||||
|
|||||||
41
code/game/impl/bandit.c
Normal file
41
code/game/impl/bandit.c
Normal file
@@ -0,0 +1,41 @@
|
|||||||
|
#include "game/world.h"
|
||||||
|
#include "game/bandit.h"
|
||||||
|
|
||||||
|
void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
|
||||||
|
switch (bandit->mode) {
|
||||||
|
case BANDIT_WAITING:
|
||||||
|
bandit->waitTime+=delta;
|
||||||
|
if(bandit->waitTime > bandit->maxWaitTime) {
|
||||||
|
bandit->mode = BANDIT_WALKING;
|
||||||
|
do {
|
||||||
|
U32 randomChoice = Random_U32(&world->random, 0, bandit->poiCount);
|
||||||
|
bandit->targetNavNode = bandit->pointsOfInterest[randomChoice];
|
||||||
|
} while(bandit->targetNavNode == bandit->currentNavNode);
|
||||||
|
bandit->path = Nav_Path(world->navMesh, bandit->currentNavNode, bandit->targetNavNode);
|
||||||
|
bandit->walkTimer = 0;
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case BANDIT_WALKING:
|
||||||
|
bandit->walkTimer+=delta;
|
||||||
|
if(bandit->walkTimer >= NPC_SPEED){
|
||||||
|
bandit->walkTimer = 0;
|
||||||
|
if(bandit->path.nodeCount == bandit->pathIndex+1){
|
||||||
|
bandit->mode = BANDIT_WAITING;
|
||||||
|
bandit->maxWaitTime = Random_F32(&world->random, 20, 140);
|
||||||
|
bandit->waitTime = 0;
|
||||||
|
bandit->currentNavNode = bandit->targetNavNode;
|
||||||
|
bandit->pathIndex = 0;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
bandit->currentNavNode = bandit->path.indexes[bandit->pathIndex];
|
||||||
|
bandit->pathIndex+=1;
|
||||||
|
}
|
||||||
|
NavNode cNav = world->navMesh->nodes[bandit->currentNavNode];
|
||||||
|
NavNode tNav = world->navMesh->nodes[bandit->path.indexes[bandit->pathIndex]];
|
||||||
|
bandit->collision.pos.x = cNav.pos.x * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.x * bandit->walkTimer/NPC_SPEED;
|
||||||
|
bandit->collision.pos.y = cNav.pos.y * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.y * bandit->walkTimer/NPC_SPEED;
|
||||||
|
break;
|
||||||
|
// TODO Shooting
|
||||||
|
// TODO Running away
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -6,45 +6,54 @@
|
|||||||
#define MAX_UNFINISHED 128
|
#define MAX_UNFINISHED 128
|
||||||
|
|
||||||
typedef struct navSearchNodeState navSearchNodeState;
|
typedef struct navSearchNodeState navSearchNodeState;
|
||||||
struct navSearchNodeState{
|
struct navSearchNodeState
|
||||||
|
{
|
||||||
bool visited;
|
bool visited;
|
||||||
U64 distance;
|
F64 distance;
|
||||||
U32 shortest;
|
U32 shortest;
|
||||||
bool addedToUnvisited;
|
bool addedToUnvisited;
|
||||||
};
|
};
|
||||||
|
|
||||||
typedef struct navSearchState navSearchState;
|
typedef struct navSearchState navSearchState;
|
||||||
struct navSearchState{
|
struct navSearchState
|
||||||
|
{
|
||||||
navSearchNodeState nodeStates[NAV_MAX_NODES];
|
navSearchNodeState nodeStates[NAV_MAX_NODES];
|
||||||
};
|
};
|
||||||
|
|
||||||
navSearchState initState(U32 start, U32 meshSize) {
|
navSearchState initState(U32 start, U32 meshSize)
|
||||||
navSearchState state = {};
|
{
|
||||||
for(U32 i = 0; i < meshSize; i++) {
|
navSearchState state;
|
||||||
state.nodeStates[i].visited = false;
|
for (U32 i = 0; i < meshSize; i++)
|
||||||
|
{
|
||||||
|
state.nodeStates[i].visited = false;
|
||||||
state.nodeStates[i].addedToUnvisited = false;
|
state.nodeStates[i].addedToUnvisited = false;
|
||||||
state.nodeStates[i].distance = U64_MAX;
|
state.nodeStates[i].distance = F64_MAX;
|
||||||
state.nodeStates[i].shortest = 0;
|
state.nodeStates[i].shortest = 0;
|
||||||
}
|
}
|
||||||
state.nodeStates[start].distance = 0;
|
state.nodeStates[start].distance = 0;
|
||||||
return state;
|
return state;
|
||||||
}
|
}
|
||||||
|
|
||||||
U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset) {
|
U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset)
|
||||||
U32 lowest = U32_MAX;
|
{
|
||||||
|
U32 lowest = U32_MAX;
|
||||||
U32 lowestI = U32_MAX;
|
U32 lowestI = U32_MAX;
|
||||||
bool startFound = false;
|
bool startFound = false;
|
||||||
for(U32 i = *offset; i < unfinishedCount; i++) {
|
for (U32 i = *offset; i < unfinishedCount; i++)
|
||||||
|
{
|
||||||
navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]];
|
navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]];
|
||||||
if(checkNode.visited) {
|
if (checkNode.visited)
|
||||||
if(!startFound) {
|
{
|
||||||
|
if (!startFound)
|
||||||
|
{
|
||||||
*offset = i;
|
*offset = i;
|
||||||
}
|
}
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
startFound = true;
|
startFound = true;
|
||||||
if (lowest > checkNode.distance) {
|
if (lowest > checkNode.distance)
|
||||||
lowest = cast(U32) checkNode.distance;
|
{
|
||||||
|
lowest = cast(U32) checkNode.distance;
|
||||||
lowestI = unfinishedIndexes[i];
|
lowestI = unfinishedIndexes[i];
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -53,6 +62,12 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
|
|||||||
|
|
||||||
// Generate a path to follow between the start and end node.
|
// Generate a path to follow between the start and end node.
|
||||||
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
|
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);
|
navSearchState state = initState(start, mesh->nodeCount);
|
||||||
U32 unfinishedCount = 1;
|
U32 unfinishedCount = 1;
|
||||||
U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
|
U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
|
||||||
@@ -68,14 +83,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
|
|||||||
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
|
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
|
||||||
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
|
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
|
||||||
if(testNode->visited) {continue;}
|
if(testNode->visited) {continue;}
|
||||||
U32 distance = cast(U32) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
|
F64 distance = cast(F64) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
|
||||||
distance += cast(U32) (mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
|
distance += cast(F64) Abs((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);
|
distance += cast(F64) Abs((mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y));
|
||||||
if(testNode->distance > distance) {
|
if(testNode->distance > distance) {
|
||||||
testNode->distance = distance;
|
testNode->distance = distance;
|
||||||
testNode->shortest = lowestNodeIndex;
|
testNode->shortest = lowestNodeIndex;
|
||||||
}
|
}
|
||||||
if(!testNode->addedToUnvisited) {
|
if (!testNode->addedToUnvisited)
|
||||||
|
{
|
||||||
unfinishedIndexes[unfinishedCount] = connection->NodeIndex;
|
unfinishedIndexes[unfinishedCount] = connection->NodeIndex;
|
||||||
unfinishedCount++;
|
unfinishedCount++;
|
||||||
testNode->addedToUnvisited = true;
|
testNode->addedToUnvisited = true;
|
||||||
@@ -83,13 +99,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
|
|||||||
}
|
}
|
||||||
state.nodeStates[lowestNodeIndex].visited = true;
|
state.nodeStates[lowestNodeIndex].visited = true;
|
||||||
lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset);
|
lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset);
|
||||||
if(lowestNodeIndex == end) {
|
if (lowestNodeIndex == end)
|
||||||
|
{
|
||||||
found = true;
|
found = true;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
NavPath res_path = {0};
|
NavPath res_path = {0};
|
||||||
U32 index = end;
|
U32 index = end;
|
||||||
while(index!=start) {
|
while (index != start)
|
||||||
|
{
|
||||||
res_path.indexes[res_path.nodeCount] = index;
|
res_path.indexes[res_path.nodeCount] = index;
|
||||||
res_path.nodeCount++;
|
res_path.nodeCount++;
|
||||||
index = state.nodeStates[index].shortest;
|
index = state.nodeStates[index].shortest;
|
||||||
|
|||||||
@@ -1,22 +1,22 @@
|
|||||||
#include "game/npc.h"
|
#include "game/npc.h"
|
||||||
#include "game/world.h"
|
#include "game/world.h"
|
||||||
#include "core/types.h"
|
#include "core/types.h"
|
||||||
|
#include "core/math.h"
|
||||||
|
|
||||||
#include <stdio.h>
|
void UpdateNPC(F32 delta, NPC *npc, World *world) {
|
||||||
|
|
||||||
void updateNPC(F32 delta, NPC *npc, World *world) {
|
|
||||||
switch (npc->mode) {
|
switch (npc->mode) {
|
||||||
case NPC_ACTION_WAITING:
|
case NPC_ACTION_WAITING:
|
||||||
npc->waitTime+=delta;
|
npc->waitTime+=delta;
|
||||||
if(npc->waitTime > npc->maxWaitTime) {
|
if(npc->waitTime > npc->maxWaitTime) {
|
||||||
npc->mode = NPC_ACTION_WALKING;
|
npc->mode = NPC_ACTION_WALKING;
|
||||||
U32 next = npc->targetNavNode == 100 ? 20 : 100;
|
// TODO change targets to poi's rather than just random nodes
|
||||||
npc->targetNavNode = next; // TODO RANDOM
|
// TODO choose either global POI's or use NPC custom poi if
|
||||||
printf("Starting to nav path\n");
|
// customPOI is true
|
||||||
|
do {
|
||||||
|
npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
|
||||||
|
} while(npc->targetNavNode == npc->currentNavNode);
|
||||||
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
|
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
|
||||||
printf("done\n");
|
|
||||||
npc->walkTimer = 0;
|
npc->walkTimer = 0;
|
||||||
printf("%.*s started walking to %d\n", Sv(npc->name), npc->targetNavNode);
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
case NPC_ACTION_WALKING:
|
case NPC_ACTION_WALKING:
|
||||||
@@ -24,18 +24,18 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
|
|||||||
if(npc->walkTimer >= NPC_SPEED){
|
if(npc->walkTimer >= NPC_SPEED){
|
||||||
npc->walkTimer = 0;
|
npc->walkTimer = 0;
|
||||||
if(npc->path.nodeCount == npc->pathIndex+1){
|
if(npc->path.nodeCount == npc->pathIndex+1){
|
||||||
printf("Finished! so I'm waiting\n");
|
|
||||||
npc->mode = NPC_ACTION_WAITING;
|
npc->mode = NPC_ACTION_WAITING;
|
||||||
npc->maxWaitTime = 20; // TODO RANDOM
|
npc->maxWaitTime = Random_F32(&world->random, 20, 140);
|
||||||
npc->waitTime = 0;
|
npc->waitTime = 0;
|
||||||
|
npc->currentNavNode = npc->targetNavNode;
|
||||||
npc->pathIndex = 0;
|
npc->pathIndex = 0;
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
npc->pathIndex+=1;
|
|
||||||
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
|
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
|
||||||
|
npc->pathIndex+=1;
|
||||||
}
|
}
|
||||||
NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
|
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.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;
|
npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
|
||||||
break;
|
break;
|
||||||
|
|||||||
@@ -1,26 +1,78 @@
|
|||||||
#include "../player.h"
|
#include "../player.h"
|
||||||
|
#include <SDL3/SDL_events.h>
|
||||||
#include <SDL3/SDL_keycode.h>
|
#include <SDL3/SDL_keycode.h>
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
|
|
||||||
void PlayerUpdate(SDL_Event *event, Player *player)
|
void PlayerInput(SDL_Event *event, Player *player)
|
||||||
{
|
{
|
||||||
SDL_KeyboardEvent key = event->key;
|
player->controls.shot = false;
|
||||||
switch(key.key) {
|
SDL_KeyboardEvent key = event->key;
|
||||||
case SDLK_W: {
|
SDL_MouseButtonEvent mouseBtn = event->button;
|
||||||
player->pos.y += 10;
|
if(event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) {
|
||||||
|
bool val = event->type == SDL_EVENT_KEY_DOWN;
|
||||||
|
switch (key.key)
|
||||||
|
{
|
||||||
|
case SDLK_W:
|
||||||
|
{
|
||||||
|
player->controls.upDown = val;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case SDLK_A: {
|
case SDLK_A:
|
||||||
player->pos.x -= 10;
|
{
|
||||||
|
player->controls.leftDown = val;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case SDLK_D: {
|
case SDLK_D:
|
||||||
player->pos.x += 10;
|
{
|
||||||
|
player->controls.rightDown = val;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case SDLK_S: {
|
case SDLK_S:
|
||||||
player->pos.y -= 10;
|
{
|
||||||
|
player->controls.downDown = val;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
if (
|
||||||
|
event->type == SDL_EVENT_MOUSE_BUTTON_DOWN
|
||||||
|
&& mouseBtn.button == SDL_BUTTON_LEFT
|
||||||
|
) {
|
||||||
|
if(player->bulletsLoaded > 0) {
|
||||||
|
// shooting
|
||||||
|
player->bulletsLoaded -= 1;
|
||||||
|
player->controls.shot = true;
|
||||||
|
player->shotPos = V2F(mouseBtn.x, mouseBtn.y);
|
||||||
|
printf("shot %f %f\n", mouseBtn.x, mouseBtn.y);
|
||||||
|
} else if(player->reloadTimer == 0) {
|
||||||
|
player->reloadTimer = PLAYER_RELOAD_TIME;
|
||||||
|
printf("reloading\n");
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
void PlayerUpdate(F32 delta, Player *player) {
|
||||||
|
V2f dir = V2F(0, 0);
|
||||||
|
if(player->controls.upDown) {
|
||||||
|
dir.y -= 1;
|
||||||
|
}
|
||||||
|
if(player->controls.downDown) {
|
||||||
|
dir.y += 1;
|
||||||
|
}
|
||||||
|
if(player->controls.leftDown) {
|
||||||
|
dir.x -= 1;
|
||||||
|
}
|
||||||
|
if(player->controls.rightDown) {
|
||||||
|
dir.x += 1;
|
||||||
|
}
|
||||||
|
if(player->reloadTimer > 0) {
|
||||||
|
player->reloadTimer-=delta;
|
||||||
|
if(player->reloadTimer <= 0) {
|
||||||
|
player->bulletsLoaded = PLAYER_BULLET_COUNT;
|
||||||
|
player->reloadTimer = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
|
||||||
|
player->pos.x += dir.x;
|
||||||
|
player->pos.y += dir.y;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,18 +3,38 @@
|
|||||||
#include "../player.h"
|
#include "../player.h"
|
||||||
#include <SDL3/SDL_events.h>
|
#include <SDL3/SDL_events.h>
|
||||||
|
|
||||||
void UpdateWorld(F32 delta, World *world) {
|
void UpdateWorld(F32 delta, World *world)
|
||||||
|
{
|
||||||
|
UpdateBandit(delta, &world->bandit, world);
|
||||||
UpdateNPCs(delta, world);
|
UpdateNPCs(delta, world);
|
||||||
|
PlayerUpdate(delta, &world->player);
|
||||||
}
|
}
|
||||||
|
|
||||||
void UpdateNPCs(F32 delta, World *world) {
|
void UpdateNPCs(F32 delta, World *world)
|
||||||
for(U32 i = 0; i < world->npcCount; i++) {
|
{
|
||||||
updateNPC(delta, &world->npcs[i], world);
|
for (U32 i = 0; i < world->npcCount; i++)
|
||||||
|
{
|
||||||
|
UpdateNPC(delta, &world->npcs[i], world);
|
||||||
|
if(world->player.controls.shot && AABB_Point(world->npcs[i].collision, world->player.shotPos)) {
|
||||||
|
// TODO we need to unproject the mouse location !!!
|
||||||
|
printf("You shot %.*s\n", Sv(world->npcs[i].name));
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void ProcessEvents(SDL_Event *event, World *world) {
|
void ProcessEvents(SDL_Event *event, World *world)
|
||||||
PlayerUpdate(event, &world->player);
|
{
|
||||||
|
PlayerInput(event, &world->player);
|
||||||
|
}
|
||||||
|
|
||||||
|
void RenderWorld(World *world, D_Context *draw) {
|
||||||
|
for(U32 i = 0; i < world->npcCount; i++) {
|
||||||
|
NPC npc = world->npcs[i];
|
||||||
|
D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 1);
|
||||||
|
D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 0, .dim = npc.collision.size);
|
||||||
|
}
|
||||||
|
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);
|
||||||
}
|
}
|
||||||
|
|
||||||
void G_WorldDraw(G_State *game, World *world) {
|
void G_WorldDraw(G_State *game, World *world) {
|
||||||
|
|||||||
@@ -5,7 +5,7 @@
|
|||||||
#include "npc_look.h"
|
#include "npc_look.h"
|
||||||
#include "../core/types.h"
|
#include "../core/types.h"
|
||||||
|
|
||||||
#define NPC_SPEED 0.2f
|
#define NPC_SPEED 1.0f
|
||||||
|
|
||||||
typedef enum NPC_ACTION NPC_ACTION;
|
typedef enum NPC_ACTION NPC_ACTION;
|
||||||
enum NPC_ACTION {
|
enum NPC_ACTION {
|
||||||
@@ -23,6 +23,10 @@ struct NPC {
|
|||||||
Str8 name;
|
Str8 name;
|
||||||
NPC_LOOK look;
|
NPC_LOOK look;
|
||||||
|
|
||||||
|
bool customPOI;
|
||||||
|
U32 customPOICount;
|
||||||
|
U32 npcPOI[16];
|
||||||
|
|
||||||
//// Actions
|
//// Actions
|
||||||
NPC_ACTION mode;
|
NPC_ACTION mode;
|
||||||
// How long they've been waiting
|
// How long they've been waiting
|
||||||
|
|||||||
@@ -6,12 +6,31 @@
|
|||||||
|
|
||||||
#include <SDL3/SDL_events.h>
|
#include <SDL3/SDL_events.h>
|
||||||
|
|
||||||
|
#define PLAYER_SPEED 10.0f
|
||||||
|
#define PLAYER_RELOAD_TIME 1.5f
|
||||||
|
#define PLAYER_BULLET_COUNT 6
|
||||||
|
|
||||||
|
typedef struct ControlState ControlState;
|
||||||
|
struct ControlState {
|
||||||
|
bool rightDown;
|
||||||
|
bool leftDown;
|
||||||
|
bool upDown;
|
||||||
|
bool downDown;
|
||||||
|
bool shot;
|
||||||
|
};
|
||||||
|
|
||||||
typedef struct Player Player;
|
typedef struct Player Player;
|
||||||
struct Player
|
struct Player
|
||||||
{
|
{
|
||||||
V2f pos;
|
V2f pos;
|
||||||
|
U32 bulletsLoaded;
|
||||||
|
ControlState controls;
|
||||||
|
V2f shotPos;
|
||||||
|
|
||||||
|
F32 reloadTimer;
|
||||||
};
|
};
|
||||||
|
|
||||||
function void PlayerUpdate(SDL_Event *event, Player *player);
|
function void PlayerInput(SDL_Event *event, Player *player);
|
||||||
|
function void PlayerUpdate(F32 delta, Player *player);
|
||||||
|
|
||||||
#endif // LD_GAME_PLAYER_H_
|
#endif // LD_GAME_PLAYER_H_
|
||||||
|
|||||||
@@ -4,6 +4,7 @@
|
|||||||
#include "player.h"
|
#include "player.h"
|
||||||
#include "npc.h"
|
#include "npc.h"
|
||||||
#include "bandit.h"
|
#include "bandit.h"
|
||||||
|
#include "../core/math.h"
|
||||||
|
|
||||||
// Areas are which
|
// Areas are which
|
||||||
typedef U32 World_Area;
|
typedef U32 World_Area;
|
||||||
@@ -16,6 +17,7 @@ typedef struct World World;
|
|||||||
struct World {
|
struct World {
|
||||||
//// Static stuff
|
//// Static stuff
|
||||||
NavMesh *navMesh;
|
NavMesh *navMesh;
|
||||||
|
Random random;
|
||||||
|
|
||||||
//// Player
|
//// Player
|
||||||
Player player;
|
Player player;
|
||||||
@@ -33,10 +35,10 @@ 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 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);
|
||||||
|
function void UpdateBandit(F32 delta, Bandit *bandit, World *world);
|
||||||
function void G_WorldDraw(G_State *game, World *world);
|
|
||||||
|
|
||||||
#endif // LD_GAME_WORLD_H_
|
#endif // LD_GAME_WORLD_H_
|
||||||
|
|||||||
Reference in New Issue
Block a user