Merge remote-tracking branch 'origin'

This commit is contained in:
2025-10-06 19:32:12 +01:00
65 changed files with 316 additions and 84 deletions

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@@ -14,5 +14,6 @@ function bool AABB_Collide(AABB a, AABB b);
function bool AABB_Point(AABB a, V2f v);
function bool AABB_Slab(V2f origin, V2f point, AABB a);
function V2f AABB_Centre(AABB a);
function bool AABB_Circle(F32 rad, V2f radOrigin, AABB a);
#endif // LD_GAME_AABB_H_

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@@ -2,11 +2,13 @@
#define LD_GAME_BANDIT_H_
typedef enum BANDIT_ACTION BANDIT_ACTION;
enum BANDIT_ACTION {
enum BANDIT_ACTION
{
BANDIT_WAITING,
BANDIT_WALKING,
BANDIT_RUNNING,
BANDIT_SHOOTING,
BANDIT_SHOOTOUT,
};
typedef struct Bandit Bandit;
@@ -50,12 +52,18 @@ struct Bandit {
F32 shootDelay;
// After each shot this is set to shootDelay;
F32 shootCooldownTimer;
// Countdown to shootout
F32 shootoutTimer;
// How long it takes them to reload.
F32 reloadTime;
// When gun is empty this is set to reloadTime.
F32 reloadTimer;
// Accuracy, their shots can vary between this angle either side (rads)
F32 accuracyRange;
// A the circle around the bandit where they will trigger the quicktime reaction scene
F32 agroRadius;
};
function V2f shootTowards(Bandit* bandit, V2f target, Random* r);
#endif // LD_GAME_BANDIT_H_

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@@ -1,6 +1,7 @@
#if !defined(LD_GAME_CORE_H_)
#define LD_GAME_CORE_H_
#include "world.h"
typedef struct World World;
typedef struct G_Camera G_Camera;
struct G_Camera {
@@ -44,6 +45,48 @@ struct G_State {
World *world;
};
typedef U32 G_OutfitDirection;
enum {
G_OUTFIT_DIR_FRONT = 0,
G_OUTFIT_DIR_SIDE,
G_OUTFIT_DIR_BACK,
G_OUTFIT_DIR_FLIPPED = (1 << 16)
};
typedef union G_OutfitSet G_OutfitSet;
union G_OutfitSet {
struct {
U32 base;
U32 eyes;
U32 face;
U32 hair;
U32 hat;
U32 shirt;
U32 shoes;
U32 trousers;
};
U32 e[8];
};
typedef struct G_Outfit G_Outfit;
struct G_Outfit {
D_Animation state; // .id in here isn't used for drawing
G_OutfitDirection dir;
union {
struct {
G_OutfitSet front;
G_OutfitSet side;
G_OutfitSet back;
};
G_OutfitSet e[3];
};
};
function void G_ImagesLoad(G_State *game);
function void G_PipelinesLoad(G_State *game);
function void G_AudioLoad(G_State *game);
@@ -56,6 +99,7 @@ function V3f G_CameraUnproject(G_Camera *camera, V2f clip);
function R3f G_CameraBounds(G_Camera *camera);
#include "world.h"
#include "aabb.h"
#include "player.h"
#include "nav.h"

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@@ -38,3 +38,11 @@ bool AABB_Slab(V2f origin, V2f point, AABB a)
V2f AABB_Centre(AABB a) {
return V2F(a.pos.x + a.size.x/2, a.pos.y + a.size.y/2);
}
bool AABB_Circle(F32 rad, V2f radOrigin, AABB a)
{
V2f aCentre = AABB_Centre(a);
F32 xSq = (Abs(aCentre.x) - Abs(radOrigin.x)) * (Abs(aCentre.x) - Abs(radOrigin.x));
F32 ySq = (Abs(aCentre.y) - Abs(radOrigin.y)) * (Abs(aCentre.y) - Abs(radOrigin.y));
return SDL_sqrt(xSq + ySq) < rad;
}

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@@ -1,13 +1,27 @@
#include "game/world.h"
#include "game/bandit.h"
V2f shootTowards(Bandit *bandit, V2f target, Random* r)
{
V2f shooterV2 = bandit->collision.pos;
F32 randX = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange);
F32 randY = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange);
return V2F(shooterV2.x + (target.x - shooterV2.x) * (1 + randX), shooterV2.x + (target.y - shooterV2.y) * (1 + randY));
}
void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
if (
world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
{
printf("You shot the bandit %*.s\n", Sv(bandit->name));
bandit->health--;
}
if (AABB_Circle(bandit->agroRadius, AABB_Centre(bandit->collision), world->player.collision) && !(bandit->mode == BANDIT_SHOOTING || bandit->mode == BANDIT_SHOOTOUT))
{
printf("begin shootout");
// shootout time o.o
bandit->mode = BANDIT_SHOOTOUT;
}
switch (bandit->mode) {
case BANDIT_WAITING:
bandit->waitTime+=delta;
@@ -41,7 +55,33 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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
case BANDIT_SHOOTOUT:
bandit->shootoutTimer-=delta;
if(bandit->shootoutTimer < 0){
bandit->mode=BANDIT_SHOOTING;
}
break;
case BANDIT_SHOOTING:
bandit->shootCooldownTimer -= delta;
bandit->reloadTimer -= delta;
if (bandit->shootCooldownTimer < 0 && bandit->reloadTimer < 0)
{
printf("shoot at player");
bandit->bullets--;
bandit->shootCooldownTimer = bandit->shootDelay;
V2f banditShot = shootTowards(bandit, world->player.collision.pos, &world->random);
if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){
// gets shot lmao
printf("hit");
world->player.health--;
}
if(bandit->bullets == 0){
printf("enemy reload");
bandit->bullets = 6;
bandit->reloadTimer = bandit->reloadTime;
}
}
break;
// TODO Running away
}
}

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@@ -3,6 +3,80 @@
#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;
player->bulletsLoaded = PLAYER_BULLET_COUNT;
player->currentArea = WORLD_AREA_OUTSIDE;
player->health = 3;
player->collision.size.x = 1;
player->collision.size.x = 2;
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 +108,7 @@ 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) {
@@ -47,24 +121,40 @@ void PlayerInput(SDL_Event *event, Player *player)
player->reloadTimer = PLAYER_RELOAD_TIME;
printf("reloading\n");
};
}
}
}
void PlayerUpdate(F32 delta, Player *player) {
player->controls.shot = false;
V2f dir = V2F(0, 0);
if(player->health == 0){
printf("dead :(");
player->health = 3;
}
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) {
@@ -73,6 +163,23 @@ void PlayerUpdate(F32 delta, Player *player) {
}
}
dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
player->pos.x += dir.x;
player->pos.y += dir.y;
player->collision.pos.x += dir.x;
player->collision.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->collision.pos.x, player->collision.pos.y, .texture = tid, .uv = pframe, .flags = flags);
}
}
}

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@@ -9,6 +9,9 @@
void UpdateWorld(F32 delta, World *world)
{
if(world->bandit.mode == BANDIT_SHOOTOUT){
delta = delta/4;
}
UpdateBandit(delta, &world->bandit, world);
UpdateNPCs(delta, world);
PlayerUpdate(delta, &world->player);
@@ -21,7 +24,7 @@ void UpdateNPCs(F32 delta, World *world)
NPC *npc = &world->npcs[i];
UpdateNPC(delta, npc, world);
if (
world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, npc->collision) && npc->currentArea == world->player.currentArea)
world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, npc->collision) && npc->currentArea == world->player.currentArea)
{
printf("You shot %*.s\n", Sv(world->npcs[i].name));
}
@@ -50,7 +53,7 @@ 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,
@@ -82,10 +85,13 @@ 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);
U32 offset = 0;

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@@ -5,6 +5,7 @@
#include "../core/macros.h"
#include <SDL3/SDL_events.h>
#include "aabb.h"
#define PLAYER_SPEED 10.0f
#define PLAYER_RELOAD_TIME 1.5f
@@ -23,15 +24,21 @@ typedef struct Player Player;
struct Player
{
World *world;
V2f pos;
AABB collision;
World_Area currentArea;
U32 bulletsLoaded;
ControlState controls;
V2f shotPos;
G_Outfit outfit;
U32 health;
F32 reloadTimer;
};
function void PlayerInit(G_State *game, Player *player);
function void PlayerDraw(D_Context *draw, Player *player);
function void PlayerInput(SDL_Event *event, Player *player);
function void PlayerUpdate(F32 delta, Player *player);