Fixed ???

Some files have been renamed
This commit is contained in:
2025-10-06 17:49:08 +01:00
parent 8a360df98a
commit a6577f520b
61 changed files with 229 additions and 75 deletions

View File

@@ -3,6 +3,75 @@
#include <SDL3/SDL_keycode.h>
#include <stdio.h>
// @Todo: move/extern these so the npc/bandit can use them
//
#define G_OUTFIT_COMPONENT_COUNT 8
global_var Str8 __outfit_names[] = {
Sl("npc_%s_base_%d"),
Sl("npc_%s_eyes_%d"),
Sl("npc_%s_face_%d"),
Sl("npc_%s_hair_%d"),
Sl("npc_%s_hat_%d"),
Sl("npc_%s_shirt_%d"),
Sl("npc_%s_shoes_%d"),
Sl("npc_%s_trousers_%d")
};
global_var U32 __outfit_counts[] = {
2, // base
3, // eyes
5, // face
4, // hair
3, // hat
2, // shirt
1, // shoes
2 // trousers
};
global_var U32 __outfit_back_counts[] = {
2, // base
0, // eyes
3, // face
4, // hair
3, // hat
2, // shirt
1, // shoes
2 // trousers
};
StaticAssert(ArraySize(__outfit_names) == ArraySize(__outfit_counts));
#define OUTFIT_IMG(dir, n) D_ImageHandle(&game->draw, Sf(temp.arena, (const char *) __outfit_names[it].data, #dir, n))
void PlayerInit(G_State *game, Player *player) {
World *world = game->world;
player->world = world;
world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
world->player.currentArea = WORLD_AREA_OUTSIDE;
G_Outfit *outfit = &player->outfit;
D_AnimationInit(&outfit->state, 0, 1, 4, 1.0f / 6.0f);
M_TempScope(0, 0) {
for (U32 it = 0; it < G_OUTFIT_COMPONENT_COUNT; ++it) {
U32 idx = Random_Next(&world->random) % __outfit_counts[it];
// We just allow face, hair and hat to default to 0 meaning the player doesn't have one
if (idx != 0 || it < 2 || it > 4) {
outfit->front.e[it] = OUTFIT_IMG(front, idx);
outfit->side.e[it] = OUTFIT_IMG(side, idx);
if ((idx + 1) <= __outfit_counts[it]) {
outfit->back.e[it] = OUTFIT_IMG(back, idx);
}
}
}
}
}
void PlayerInput(SDL_Event *event, Player *player)
{
SDL_KeyboardEvent key = event->key;
@@ -34,7 +103,7 @@ void PlayerInput(SDL_Event *event, Player *player)
}
}
if (
event->type == SDL_EVENT_MOUSE_BUTTON_DOWN
event->type == SDL_EVENT_MOUSE_BUTTON_DOWN
&& mouseBtn.button == SDL_BUTTON_LEFT
) {
if(player->bulletsLoaded > 0) {
@@ -47,7 +116,7 @@ void PlayerInput(SDL_Event *event, Player *player)
player->reloadTimer = PLAYER_RELOAD_TIME;
printf("reloading\n");
};
}
}
}
void PlayerUpdate(F32 delta, Player *player) {
@@ -55,16 +124,28 @@ void PlayerUpdate(F32 delta, Player *player) {
V2f dir = V2F(0, 0);
if(player->controls.upDown) {
dir.y -= 1;
player->outfit.dir = G_OUTFIT_DIR_BACK;
}
if(player->controls.downDown) {
dir.y += 1;
player->outfit.dir = G_OUTFIT_DIR_FRONT;
}
if(player->controls.leftDown) {
dir.x -= 1;
player->outfit.dir = G_OUTFIT_DIR_SIDE | G_OUTFIT_DIR_FLIPPED;
}
if(player->controls.rightDown) {
dir.x += 1;
player->outfit.dir = G_OUTFIT_DIR_SIDE;
}
if (dir.x != 0 || dir.y != 0) {
D_AnimationUpdate(&player->outfit.state, delta);
}
else {
player->outfit.state.index = 0;
}
if(player->reloadTimer > 0) {
player->reloadTimer-=delta;
if(player->reloadTimer <= 0) {
@@ -76,3 +157,20 @@ void PlayerUpdate(F32 delta, Player *player) {
player->pos.x += dir.x;
player->pos.y += dir.y;
}
void PlayerDraw(D_Context *draw, Player *player) {
G_Outfit *outfit = &player->outfit;
R2f pframe = D_AnimationFrame(&outfit->state);
for (U32 it = 0; it < G_OUTFIT_COMPONENT_COUNT; ++it) {
U32 flipped = (outfit->dir & G_OUTFIT_DIR_FLIPPED) != 0;
U32 dir = (outfit->dir & ~G_OUTFIT_DIR_FLIPPED);
U32 tid = outfit->e[dir].e[it];
if (tid != 0) {
U32 flags = D_RECT_UV_ASPECT | (flipped ? D_RECT_FLIP_X : 0);
D_Rect(draw, player->pos.x, player->pos.y, .texture = tid, .uv = pframe, .flags = flags);
}
}
}

View File

@@ -47,7 +47,7 @@ void RenderWorld(World *world, D_Context *draw) {
);
}
}
for (int i = 0; i < world->propCount; i++) {
for (U32 i = 0; i < world->propCount; i++) {
if(world->props[i].area == world->player.currentArea) {
D_Rect(
draw,
@@ -69,10 +69,13 @@ void RenderWorld(World *world, D_Context *draw) {
V2f drawPos = AABB_Centre(world->bandit.collision);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 9);
}
D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
PlayerDraw(draw, &world->player);
}
void SaveWorld(M_Arena *arena, World *world) {
(void) arena;
printf("Saving world\n");
OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_WRITE);
FS_FileWrite(file, world, sizeof(World)+sizeof(NavMesh), 0);