movey boy
This commit is contained in:
45
code/first.c
45
code/first.c
@@ -8,17 +8,22 @@
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#include "vulkan/core.h"
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int main(int argc, char **argv) {
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(void) argc;
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(void) argv;
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#include "game/impl/player.c"
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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int main(int argc, char **argv)
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{
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(void)argc;
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(void)argv;
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if (!SDL_Init(SDL_INIT_VIDEO))
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{
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printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError());
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return 1;
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}
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SDL_Window *window = SDL_CreateWindow("Ludum", 1280, 720, SDL_WINDOW_HIGH_PIXEL_DENSITY);
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if (!window) {
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if (!window)
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{
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printf("[Error] :: Failed to create window (%s)\n", SDL_GetError());
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return 1;
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}
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@@ -26,10 +31,19 @@ int main(int argc, char **argv) {
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Vk_Setup(window);
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bool running = true;
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while (running) {
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Player player;
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player.pos.x = 0;
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player.pos.y = 0;
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while (running)
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{
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SDL_Event e;
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while (SDL_PollEvent(&e)) {
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if (e.type == SDL_EVENT_QUIT) { running = false; }
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while (SDL_PollEvent(&e))
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{
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PlayerUpdate(&e, &player);
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if (e.type == SDL_EVENT_QUIT)
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{
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running = false;
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}
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}
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int w, h;
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@@ -37,8 +51,7 @@ int main(int argc, char **argv) {
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Vk_Frame *frame = Vk_FrameBegin(window);
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VkCommandBuffer cmd = frame->cmd;
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VkImageMemoryBarrier2 colour_optimal = { 0 };
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VkImageMemoryBarrier2 colour_optimal = {0};
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colour_optimal.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
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colour_optimal.srcStageMask = VK_PIPELINE_STAGE_2_NONE;
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colour_optimal.srcAccessMask = VK_ACCESS_2_NONE;
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@@ -52,7 +65,7 @@ int main(int argc, char **argv) {
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colour_optimal.subresourceRange.layerCount = 1;
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colour_optimal.subresourceRange.levelCount = 1;
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VkDependencyInfo colour_barrier = { 0 };
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VkDependencyInfo colour_barrier = {0};
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colour_barrier.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
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colour_barrier.imageMemoryBarrierCount = 1;
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colour_barrier.pImageMemoryBarriers = &colour_optimal;
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@@ -65,7 +78,7 @@ int main(int argc, char **argv) {
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clear_colour.color.float32[2] = 0.0f;
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clear_colour.color.float32[3] = 1.0f;
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VkRenderingAttachmentInfo colour_attachment = { 0 };
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VkRenderingAttachmentInfo colour_attachment = {0};
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colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
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colour_attachment.imageView = vk.swapchain.views[frame->image];
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colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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@@ -73,9 +86,9 @@ int main(int argc, char **argv) {
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colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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colour_attachment.clearValue = clear_colour;
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VkRenderingInfo rendering_info = { 0 };
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VkRenderingInfo rendering_info = {0};
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rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
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rendering_info.renderArea = (VkRect2D) { 0, 0, w, h };
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rendering_info.renderArea = (VkRect2D){0, 0, w, h};
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rendering_info.layerCount = 1;
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rendering_info.colorAttachmentCount = 1;
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rendering_info.pColorAttachments = &colour_attachment;
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@@ -84,7 +97,7 @@ int main(int argc, char **argv) {
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vk.CmdEndRendering(cmd);
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VkImageMemoryBarrier2 present_src = { 0 };
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VkImageMemoryBarrier2 present_src = {0};
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present_src.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
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present_src.srcStageMask = VK_PIPELINE_STAGE_2_COLOR_ATTACHMENT_OUTPUT_BIT;
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present_src.srcAccessMask = VK_ACCESS_2_COLOR_ATTACHMENT_WRITE_BIT;
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@@ -98,7 +111,7 @@ int main(int argc, char **argv) {
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present_src.subresourceRange.layerCount = 1;
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present_src.subresourceRange.levelCount = 1;
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VkDependencyInfo to_present = { 0 };
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VkDependencyInfo to_present = {0};
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to_present.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
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to_present.imageMemoryBarrierCount = 1;
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to_present.pImageMemoryBarriers = &present_src;
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22
code/game/impl/player.c
Normal file
22
code/game/impl/player.c
Normal file
@@ -0,0 +1,22 @@
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#include "../player.h"
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void PlayerUpdate(SDL_Event *event, Player *player)
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{
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SDL_KeyboardEvent key = event->key;
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if (key.key == SDLK_W)
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{
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player->pos.y += 10;
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}
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if (key.key == SDLK_A)
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{
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player->pos.x -= 10;
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}
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if (key.key == SDLK_D)
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{
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player->pos.x += 10;
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}
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if (key.key == SDLK_S)
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{
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player->pos.y -= 10;
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}
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}
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11
code/game/player.h
Normal file
11
code/game/player.h
Normal file
@@ -0,0 +1,11 @@
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#include "core/types.h"
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#include <SDL3/SDL_events.h>
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#include "../core/macros.h"
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typedef struct Player Player;
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struct Player
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{
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V2f pos;
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};
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function void PlayerUpdate(SDL_Event *event, Player *player);
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