feat: Added portals
This commit is contained in:
94
code/first.c
94
code/first.c
@@ -88,7 +88,7 @@ int main(int argc, char **argv)
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camera->x = V3F(1, 0, 0);
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camera->y = V3F(0, 1, 0);
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camera->z = V3F(0, 0, 1);
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camera->p = V3F(0, 0, 16);
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camera->p = V3F(0, 0, 48);
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camera->fov = 60.0f;
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@@ -112,7 +112,7 @@ int main(int argc, char **argv)
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npc1->mode = NPC_ACTION_WAITING;
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npc1->currentArea = WORLD_AREA_OUTSIDE;
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npc1->waitTime = 0;
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npc1->maxWaitTime = 5;
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npc1->maxWaitTime = 1;
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npc1->currentNavNode = 0;
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}
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@@ -174,9 +174,9 @@ int main(int argc, char **argv)
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world->propTypes = M_ArenaPush(arena, World_PropType, .count=WORLD_PROP_TYPE_MAX);
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world->propTypes[0].tag=S("rug0");
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world->propTypes[0].scale=1;
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world->propTypes[0].scale=3;
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world->propTypes[1].tag=S("rug1");
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world->propTypes[1].scale=1;
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world->propTypes[1].scale=3;
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world->propTypes[2].tag=S("skull");
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world->propTypes[2].scale=1;
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world->propTypes[3].tag = S("table");
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@@ -184,17 +184,17 @@ int main(int argc, char **argv)
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world->propTypes[4].tag = S("barrel");
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world->propTypes[4].scale=1;
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world->propTypes[5].tag = S("can");
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world->propTypes[5].scale=1;
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world->propTypes[5].scale=0.5;
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world->propTypes[6].tag = S("candle");
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world->propTypes[6].scale=1;
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world->propTypes[6].scale=0.5;
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world->propTypes[7].tag = S("clock");
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world->propTypes[7].scale=1;
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world->propTypes[7].scale=1.5;
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world->propTypes[8].tag = S("log_pile");
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world->propTypes[8].scale=1;
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world->propTypes[9].tag = S("nightstand");
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world->propTypes[9].scale=1;
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world->propTypes[10].tag = S("pool_table");
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world->propTypes[10].scale=2;
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world->propTypes[10].scale=3;
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world->propTypes[11].tag = S("saloon_ext");
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world->propTypes[11].scale=6.875f;
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world->propTypes[12].tag = S("saloon_int");
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@@ -220,11 +220,14 @@ int main(int argc, char **argv)
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world->propCount = 0;
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world->props = M_ArenaPush(arena, World_Prop, .count=WORLD_PROP_MAX);
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world->hitboxes = M_ArenaPush(arena, AABB, .count=WORLD_HITBOX_MAX);
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world->portals = M_ArenaPush(arena, World_Portal, .count=64);
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world->portalCount=0;
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GenerateNavMesh(arena, world);
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}
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game->editor.enabled = false;
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game->editor.enabled = true;
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game->editor.mode = G_EDITOR_MODE_TILE;
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game->editor.currentLevel = WORLD_AREA_OUTSIDE;
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game->editor.selectedNode = 0;
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bool running = true;
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@@ -274,11 +277,12 @@ int main(int argc, char **argv)
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break;
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}
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case G_EDITOR_MODE_HITBOX: {
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case G_EDITOR_MODE_PORTAL: {
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game->editor.dragStart = game->editor.cursor;
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break;
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}
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}
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} else if(e.type==SDL_EVENT_MOUSE_BUTTON_UP && e.button.button == SDL_BUTTON_LEFT && game->editor.mode == G_EDITOR_MODE_HITBOX) {
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}} else if(e.type==SDL_EVENT_MOUSE_BUTTON_UP && e.button.button == SDL_BUTTON_LEFT && game->editor.mode == G_EDITOR_MODE_HITBOX) {
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// Add hitbox
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V2f topLeft = V2F(Min(game->editor.cursor.x, game->editor.dragStart.x), Min(game->editor.cursor.y, game->editor.dragStart.y));
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game->world->hitboxes[game->world->hitboxCount].pos = topLeft;
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@@ -288,6 +292,17 @@ int main(int argc, char **argv)
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);
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game->world->hitboxCount++;
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GenerateNavMesh(game->arena, game->world);
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} else if(e.type==SDL_EVENT_MOUSE_BUTTON_UP && e.button.button == SDL_BUTTON_LEFT && game->editor.mode == G_EDITOR_MODE_PORTAL) {
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// Add portal
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V2f topLeft = V2F(Min(game->editor.cursor.x, game->editor.dragStart.x), Min(game->editor.cursor.y, game->editor.dragStart.y));
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game->world->portals[game->world->portalCount].box.pos = topLeft;
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game->world->portals[game->world->portalCount].box.size = V2F(
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Abs(game->editor.cursor.x-game->editor.dragStart.x),
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Abs(game->editor.cursor.y-game->editor.dragStart.y)
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);
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game->world->portals[game->world->portalCount].area = game->editor.currentAsset;
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game->world->portalCount++;
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GenerateNavMesh(game->arena, game->world);
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}
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}
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@@ -299,10 +314,12 @@ int main(int argc, char **argv)
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}
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case SDLK_RIGHT: {
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game->editor.currentAsset = Min(game->editor.currentAsset+1, 64);
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printf("editing with %d\n", game->editor.currentAsset);
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break;
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}
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case SDLK_LEFT: {
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game->editor.currentAsset = Max(game->editor.currentAsset-1, 0);
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printf("editing with %d\n", game->editor.currentAsset);
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break;
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}
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case SDLK_A: {
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@@ -331,6 +348,16 @@ int main(int argc, char **argv)
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game->world->player.currentArea--;
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break;
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}
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case SDLK_E: {
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game->editor.selectedNode++;
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printf("selected %d\n", game->editor.selectedNode);
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break;
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}
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case SDLK_Q: {
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game->editor.selectedNode--;
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printf("selected %d\n", game->editor.selectedNode);
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break;
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}
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case SDLK_SPACE: {
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game->editor.mode = (game->editor.mode + 1) % 4;
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printf("EDITOR MODE %d\n", game->editor.mode);
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@@ -398,6 +425,39 @@ int main(int argc, char **argv)
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G_Editor editor = game->editor;
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F32 tilex = cast(F32) floor(editor.cursor.x+TILE_SIZE/2);
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F32 tiley = cast(F32) floor(editor.cursor.y+TILE_SIZE/2);
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for (int i = 0; i < game->world->navMesh->nodeCount; i++) {
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NavNode n = game->world->navMesh->nodes[i];
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D_Rect(
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&game->draw,
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n.pos.x,
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n.pos.y,
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.texture = 0,
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.scale = 0.2f,
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);
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}
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for (int i = 0; i < game->world->navMesh->nodeCount; i++) {
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NavNode n = game->world->navMesh->nodes[i];
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if(i == editor.selectedNode) {
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D_Rect(
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&game->draw,
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n.pos.x,
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n.pos.y,
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.texture = 0,
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.scale = 0.2f,
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.c = V4F(100, 255, 0, 100),
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);
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for(int j = 0; j < n.connectionCount; j++) {
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D_Rect(
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&game->draw,
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game->world->navMesh->nodes[n.connections[j].NodeIndex].pos.x,
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game->world->navMesh->nodes[n.connections[j].NodeIndex].pos.y,
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.texture = 0,
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.scale = 0.2f,
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.c = V4F(0, 100, 0, 100),
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);
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}
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}
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}
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switch(game->editor.mode) {
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case G_EDITOR_MODE_TILE: {
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World_Tile asset = game->world->tileTypes[editor.currentAsset];
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@@ -424,7 +484,19 @@ int main(int argc, char **argv)
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}
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break;
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}
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case G_EDITOR_MODE_POI: {
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case G_EDITOR_MODE_PORTAL: {
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for(U32 i = 0; i < game->world->portalCount; i++) {
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V2f centre = AABB_Centre(game->world->portals[i].box);
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D_Rect(
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&game->draw,
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centre.x,
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centre.y,
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.texture=0,
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.dim=game->world->portals[i].box.size,
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.flags=D_RECT_IGNORE_ASPECT,
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.c=V4F(0,0,100,0.7),
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);
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}
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break;
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}
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}
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@@ -21,7 +21,7 @@ enum G_EDITOR_MODE {
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G_EDITOR_MODE_TILE,
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G_EDITOR_MODE_PROP,
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G_EDITOR_MODE_HITBOX,
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G_EDITOR_MODE_POI,
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G_EDITOR_MODE_PORTAL,
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};
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typedef struct G_Editor G_Editor;
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@@ -32,6 +32,7 @@ struct G_Editor {
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G_EDITOR_MODE mode;
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V2f cursor;
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V2f dragStart;
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U32 selectedNode;
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};
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typedef struct G_State G_State;
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@@ -11,7 +11,7 @@ bool AABB_Collide(AABB a, AABB b)
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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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bool collision_y = a.pos.y + 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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@@ -45,4 +45,4 @@ bool AABB_Circle(F32 rad, V2f radOrigin, AABB a)
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F32 xSq = (Abs(aCentre.x) - Abs(radOrigin.x)) * (Abs(aCentre.x) - Abs(radOrigin.x));
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F32 ySq = (Abs(aCentre.y) - Abs(radOrigin.y)) * (Abs(aCentre.y) - Abs(radOrigin.y));
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return SDL_sqrt(xSq + ySq) < rad;
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}
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}
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@@ -10,6 +10,11 @@ V2f shootTowards(Bandit *bandit, V2f target, Random* r)
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}
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void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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for(int i = 0; i < world->portalCount; i++) {
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if(AABB_Collide(world->portals[0].box, bandit->collision)) {
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bandit->currentArea = world->portals[0].area;
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}
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}
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if (
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world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
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{
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@@ -4,6 +4,11 @@
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#include "core/math.h"
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void UpdateNPC(F32 delta, NPC *npc, World *world) {
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for(int i = 0; i < world->portalCount; i++) {
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if(AABB_Collide(world->portals[0].box, npc->collision)) {
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npc->currentArea = world->portals[0].area;
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}
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}
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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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@@ -165,6 +165,11 @@ void PlayerUpdate(F32 delta, Player *player) {
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dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
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player->collision.pos.x += dir.x;
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player->collision.pos.y += dir.y;
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for(int i = 0; i < player->world->portalCount; i++) {
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if(AABB_Collide(player->world->portals[0].box, player->collision)) {
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player->currentArea = player->world->portals[0].area;
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}
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}
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}
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void PlayerDraw(D_Context *draw, Player *player) {
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@@ -64,16 +64,6 @@ void RenderWorld(World *world, D_Context *draw) {
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);
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}
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}
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for (int i = 0; i < world->navMesh->nodeCount; i++) {
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NavNode n = world->navMesh->nodes[i];
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D_Rect(
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draw,
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n.pos.x,
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n.pos.y,
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.texture = 0,
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.scale = 0.2f,
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);
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}
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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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if(npc.currentArea == world->player.currentArea) {
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@@ -127,6 +117,11 @@ void SaveWorld(M_Arena *arena, World *world) {
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FS_FileWrite(file, world->map, sizeof(U32)*WORLD_MAP_MAX, offset);
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offset += sizeof(U32)*WORLD_MAP_MAX;
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FS_FileWrite(file, &world->portalCount, sizeof(U32), offset);
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offset += sizeof(U32);
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FS_FileWrite(file, world->hitboxes, sizeof(World_Portal)*WORLD_PORTAL_MAX, offset);
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FS_FileClose(file);
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printf("Saved world :)\n");
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}
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@@ -175,6 +170,12 @@ void LoadWorld(M_Arena *arena, World *world) {
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FS_FileRead(file, world->map, sizeof(U32)*WORLD_MAP_MAX, offset);
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offset += sizeof(U32)*WORLD_MAP_MAX;
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FS_FileRead(file, &world->portalCount, sizeof(U32), offset);
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offset += sizeof(U32);
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world->portals = M_ArenaPush(arena, World_Portal, .count=WORLD_PORTAL_MAX);
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FS_FileRead(file, world->hitboxes, sizeof(World_Portal)*WORLD_PORTAL_MAX, offset);
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FS_FileClose(file);
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printf("loaded world\n");
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}
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@@ -195,14 +196,10 @@ void GenerateNavMesh(M_Arena *arena, World *world) {
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if(skip) {continue;}
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world->navMesh->nodes[world->navMesh->nodeCount].pos.x = x;
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world->navMesh->nodes[world->navMesh->nodeCount].pos.y = y;
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U32 cost = 20;
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if(Str8_Equal(world->tileTypes[world->map[i]].tag, S("path_middle"), STR8_EQUAL_IGNORE_CASE)) {
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cost = 10;
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}
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world->navMesh->nodes[world->navMesh->nodeCount].connectionCount = 0;
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for(int nx = -1; nx < 2; nx++){
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for(int ny = -1; ny < 2; ny++){
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if((nx==ny) && nx==0) {continue;}
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if(nx==0 && ny==0) {continue;}
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if(x+nx < 0 || x+nx > 95) {
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continue;
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}
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@@ -216,14 +213,42 @@ void GenerateNavMesh(M_Arena *arena, World *world) {
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break;
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}
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}
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if(skip) {continue;}
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U32 index = x+nx + (y+ny)*96;
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U32 nCount = world->navMesh->nodeCount;
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S32 index = -1;
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for(int ohgod = 0; ohgod < nCount; ohgod++) {
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if(world->navMesh->nodes[ohgod].pos.x == nx+x&& world->navMesh->nodes[ohgod].pos.y == y+ny) {
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index=ohgod;
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break;
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}
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}
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F32 cost = 20;
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if(ny+nx == 2) {
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cost = 40;
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};
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if(Str8_Equal(world->tileTypes[world->map[i]].tag, S("path_middle"), STR8_EQUAL_IGNORE_CASE)) {
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cost = 1;
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if(Abs(ny+nx) == 2) {
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cost = 4;
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};
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}
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if(index < 0) {continue;}
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skip |= index > nCount;
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if(skip) {continue;}
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world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].NodeIndex = index;
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world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].Cost = cost;
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world->navMesh->nodes[index].connections[world->navMesh->nodes[index].connectionCount].NodeIndex = nCount;
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world->navMesh->nodes[index].connections[world->navMesh->nodes[index].connectionCount].Cost = cost;
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world->navMesh->nodes[nCount].connectionCount++;
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world->navMesh->nodes[index].connectionCount++;
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}
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}
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world->navMesh->nodeCount++;
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}
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for(int i = 0; i < world->npcCount; i++) {
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world->npcs[i].mode = NPC_ACTION_WAITING;
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world->npcs[i].maxWaitTime = Random_F32(&world->random, 20, 140);
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world->npcs[i].waitTime = 0;
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world->npcs[i].currentNavNode=0;
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world->npcs[i].pathIndex = 0;
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}
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}
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@@ -2,19 +2,21 @@
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#define LD_GAME_WORLD_H_
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#include "../core/math.h"
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#include "./aabb.h"
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#define WORLD_HITBOX_MAX 4096
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#define WORLD_PROP_MAX 2048
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#define WORLD_PROP_TYPE_MAX 64
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#define WORLD_TILE_TYPE_MAX 64
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#define WORLD_MAP_MAX 4800
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#define WORLD_PORTAL_MAX 64
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// Areas are which
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typedef U32 World_Area;
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enum World_Area
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{
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WORLD_AREA_OUTSIDE = (1 << 0),
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WORLD_AREA_SALOON = (1 << 1),
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WORLD_AREA_OUTSIDE = 1,
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WORLD_AREA_SALOON = 2,
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};
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typedef struct World_Tile World_Tile;
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@@ -37,6 +39,13 @@ struct World_Prop
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V2f pos;
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};
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typedef struct World_Portal World_Portal;
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struct World_Portal
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{
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AABB box;
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World_Area area;
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};
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typedef struct World World;
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#include "player.h"
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#include "npc.h"
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@@ -54,11 +63,14 @@ struct World {
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World_PropType *propTypes;
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World_Prop *props;
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AABB *hitboxes;
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World_Portal *portals;
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U32 *map;
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U32 propCount;
|
||||
U32 portalCount;
|
||||
U32 hitboxCount;
|
||||
|
||||
|
||||
//// Player
|
||||
Player player;
|
||||
|
||||
|
||||
BIN
code/world.sgdat
BIN
code/world.sgdat
Binary file not shown.
Reference in New Issue
Block a user