raycast start
This commit is contained in:
101
code/first.c
101
code/first.c
@@ -19,9 +19,10 @@
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#include "game/impl/npc.c"
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#include "game/testnavmesh.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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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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@@ -58,43 +59,43 @@ int main(int argc, char **argv) {
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camera->fov = 60.0f;
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camera->nearp = 0.01f;
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camera->farp = 1000.0f;
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camera->farp = 1000.0f;
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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 = 2;
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NPC *npc1 = &world->npcs[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;
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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 = 87;
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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;
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game->world = world;
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world->random = Random_Seed(29237489723847);
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world->npcCount = 2;
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NPC *npc1 = &world->npcs[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;
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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 = 87;
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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;
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NPC *npc2 = &world->npcs[1];
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npc2->collision.pos.x = 15;
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npc2->collision.pos.y = 15;
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npc2->collision.size.x = 10;
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npc2->collision.size.y = 10;
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npc2->name = S("James");
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npc2->mode = NPC_ACTION_WAITING;
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npc2->waitTime = 0;
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npc2->maxWaitTime = 10;
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npc2->currentNavNode = 0;
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NPC *npc2 = &world->npcs[1];
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npc2->collision.pos.x = 15;
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npc2->collision.pos.y = 15;
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npc2->collision.size.x = 10;
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npc2->collision.size.y = 10;
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npc2->name = S("James");
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npc2->mode = NPC_ACTION_WAITING;
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npc2->waitTime = 0;
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npc2->maxWaitTime = 10;
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npc2->currentNavNode = 0;
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world->navMesh = &TestNavMesh;
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world->npcPOI[0] = 100;
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world->player.pos.x = 0;
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world->player.pos.y = 0;
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world->navMesh = &TestNavMesh;
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world->npcPOI[0] = 100;
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world->player.pos.x = 0;
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world->player.pos.y = 0;
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}
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bool running = true;
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@@ -110,17 +111,17 @@ int main(int argc, char **argv) {
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{
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running = false;
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}
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ProcessEvents(&e, game->world);
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ProcessEvents(&e, game->world);
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}
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UpdateWorld(1.0/60.0, game->world);
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UpdateWorld(1.0 / 60.0, game->world);
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int w, h;
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SDL_GetWindowSizeInPixels(window, &w, &h);
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game->draw.window_width = w;
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game->draw.window_width = w;
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game->draw.window_height = h;
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G_CalculateCamera(&game->camera, (F32) w / (F32) h);
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G_CalculateCamera(&game->camera, (F32)w / (F32)h);
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Vk_Frame *frame = Vk_FrameBegin(window);
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VkCommandBuffer cmd = frame->cmd;
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@@ -132,27 +133,27 @@ int main(int argc, char **argv) {
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clear_colour.color.float32[3] = 1.0f;
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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.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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colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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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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colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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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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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.layerCount = 1;
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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.layerCount = 1;
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rendering_info.colorAttachmentCount = 1;
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rendering_info.pColorAttachments = &colour_attachment;
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rendering_info.pColorAttachments = &colour_attachment;
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vk.CmdBeginRendering(cmd, &rendering_info);
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D_Begin(&game->draw, frame, D_MAX_RECTS);
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D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
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D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
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D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
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D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
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D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
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D_End(&game->draw, frame);
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@@ -3,15 +3,14 @@
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#include "../core/types.h"
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#include "../core/macros.h"
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typedef struct AABB AABB;
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struct AABB {
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struct AABB
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{
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V2f pos;
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V2f size;
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};
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function bool AABB_Collide(AABB a, AABB b);
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function bool AABB_Point(AABB a, V2f v);
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#endif // LD_GAME_AABB_H_
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#endif // LD_GAME_AABB_H_
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@@ -1,15 +1,35 @@
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#include "game/aabb.h"
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#include "core/types.h"
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bool AABB_Collide(AABB a, AABB b) {
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bool AABB_Collide(AABB a, AABB b)
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{
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bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x;
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bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y;
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return collision_x && collision_y;
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}
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bool AABB_Point(AABB a, V2f v) {
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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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return collision_x && collision_y;
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}
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bool AABB_Slab(V2f origin, V2f point, AABB a)
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{
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V2f start = a.pos;
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V2f finish = {a.pos.x + a.size.x, a.pos.y + a.size.y};
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V2f direction = {origin.x - point.x, origin.y - point.y};
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// x
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F32 tLow = (start.x - origin.x) / direction.x;
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F32 tHigh = (finish.x - origin.x) / direction.x;
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F32 tMin = min(tLow, tHigh);
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F32 tMax = max(tLow, tHigh);
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// y
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tLow = (start.x - origin.x) / direction.x;
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tHigh = (finish.x - origin.x) / direction.x;
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tMin = max(tMin, min(tLow, tHigh));
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tMax = min(tMax, max(tLow, tHigh));
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return tMax >= max(0.0, tMin);
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}
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@@ -4,23 +4,34 @@
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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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switch(key.key) {
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case SDLK_W: {
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player->pos.y += 10;
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break;
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}
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case SDLK_A: {
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player->pos.x -= 10;
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break;
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}
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case SDLK_D: {
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player->pos.x += 10;
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break;
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}
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case SDLK_S: {
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player->pos.y -= 10;
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break;
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}
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}
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SDL_KeyboardEvent key = event->key;
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SDL_MouseButtonEvent mouseBtn = event->button;
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switch (key.key)
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{
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case SDLK_W:
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{
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player->pos.y += 10;
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break;
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}
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case SDLK_A:
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{
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player->pos.x -= 10;
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break;
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}
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case SDLK_D:
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{
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player->pos.x += 10;
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break;
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}
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case SDLK_S:
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{
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player->pos.y -= 10;
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break;
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}
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}
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if (mouseBtn.clicks == 1)
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{
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// shooting
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player->bulletsLoaded -= 1;
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}
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}
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@@ -10,6 +10,7 @@ typedef struct Player Player;
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struct Player
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{
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V2f pos;
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U32 bulletsLoaded;
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};
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function void PlayerUpdate(SDL_Event *event, Player *player);
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