diff --git a/code/first.c b/code/first.c index b6fd869..711369d 100644 --- a/code/first.c +++ b/code/first.c @@ -19,9 +19,10 @@ #include "game/impl/npc.c" #include "game/testnavmesh.h" -int main(int argc, char **argv) { - (void) argc; - (void) argv; +int main(int argc, char **argv) +{ + (void)argc; + (void)argv; if (!SDL_Init(SDL_INIT_VIDEO)) { @@ -58,42 +59,37 @@ int main(int argc, char **argv) { camera->fov = 60.0f; camera->nearp = 0.01f; - camera->farp = 1000.0f; + camera->farp = 1000.0f; game->draw.camera = camera; } - Vk_Buffer rbo = { 0 }; - rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT; - rbo.size = KB(4); + Vk_Buffer rbo = {0}; + rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT; + rbo.size = KB(4); rbo.host_visible = true; Vk_BufferCreate(&rbo); bool running = true; - World world = { - .npcCount = 2, - .npcs = { - { - .collision = {{10, 10}, {10, 10}}, - .name = S("Matt"), - .mode = NPC_ACTION_WAITING, - .waitTime = 0, - .maxWaitTime = 5, - .currentNavNode = 87 - },{ - .collision = {{15, 15}, {10, 10}}, - .name = S("James"), - .mode = NPC_ACTION_WAITING, - .waitTime = 0, - .maxWaitTime = 10, - .currentNavNode = 0 - } - }, - .navMesh = &TestNavMesh, - .npcPOI = {100}, - .player = {.pos = {0,0}} - }; + World world = { + .npcCount = 2, + .npcs = { + {.collision = {{10, 10}, {10, 10}}, + .name = S("Matt"), + .mode = NPC_ACTION_WAITING, + .waitTime = 0, + .maxWaitTime = 5, + .currentNavNode = 87}, + {.collision = {{15, 15}, {10, 10}}, + .name = S("James"), + .mode = NPC_ACTION_WAITING, + .waitTime = 0, + .maxWaitTime = 10, + .currentNavNode = 0}}, + .navMesh = &TestNavMesh, + .npcPOI = {100}, + .player = {.pos = {0, 0}}}; printf("%zu size in bytes\n", sizeof(TestNavMesh)); @@ -106,17 +102,17 @@ int main(int argc, char **argv) { { running = false; } - ProcessEvents(&e, &world); + ProcessEvents(&e, &world); } - UpdateWorld(1.0/60.0, &world); + UpdateWorld(1.0 / 60.0, &world); int w, h; SDL_GetWindowSizeInPixels(window, &w, &h); - game->draw.window_width = w; + game->draw.window_width = w; game->draw.window_height = h; - G_CalulateCamera(&game->camera, (F32) w / (F32) h); + G_CalulateCamera(&game->camera, (F32)w / (F32)h); Vk_Frame *frame = Vk_FrameBegin(window); VkCommandBuffer cmd = frame->cmd; @@ -128,27 +124,27 @@ int main(int argc, char **argv) { clear_colour.color.float32[3] = 1.0f; VkRenderingAttachmentInfo colour_attachment = {0}; - colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO; - colour_attachment.imageView = vk.swapchain.views[frame->image]; + colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO; + colour_attachment.imageView = vk.swapchain.views[frame->image]; colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; - colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; - colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; - colour_attachment.clearValue = clear_colour; + colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; + colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; + colour_attachment.clearValue = clear_colour; VkRenderingInfo rendering_info = {0}; - rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO; - rendering_info.renderArea = (VkRect2D) { 0, 0, w, h }; - rendering_info.layerCount = 1; + rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO; + rendering_info.renderArea = (VkRect2D){0, 0, w, h}; + rendering_info.layerCount = 1; rendering_info.colorAttachmentCount = 1; - rendering_info.pColorAttachments = &colour_attachment; + rendering_info.pColorAttachments = &colour_attachment; vk.CmdBeginRendering(cmd, &rendering_info); D_Begin(&game->draw, frame, D_MAX_RECTS); - D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1); + D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1); D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f); - D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3); + D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3); D_End(&game->draw, frame); diff --git a/code/game/aabb.h b/code/game/aabb.h index e61ba60..ca7f2f4 100644 --- a/code/game/aabb.h +++ b/code/game/aabb.h @@ -3,15 +3,14 @@ #include "../core/types.h" #include "../core/macros.h" - typedef struct AABB AABB; -struct AABB { +struct AABB +{ V2f pos; V2f size; }; - function bool AABB_Collide(AABB a, AABB b); function bool AABB_Point(AABB a, V2f v); -#endif // LD_GAME_AABB_H_ +#endif // LD_GAME_AABB_H_ diff --git a/code/game/impl/aabb.c b/code/game/impl/aabb.c index c1d1fba..a6a6360 100644 --- a/code/game/impl/aabb.c +++ b/code/game/impl/aabb.c @@ -1,15 +1,35 @@ #include "game/aabb.h" #include "core/types.h" -bool AABB_Collide(AABB a, AABB b) { +bool AABB_Collide(AABB a, AABB b) +{ bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x; bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y; return collision_x && collision_y; } -bool AABB_Point(AABB a, V2f v) { +bool AABB_Point(AABB a, V2f v) +{ bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x; bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y; return collision_x && collision_y; } +bool AABB_Slab(V2f origin, V2f point, AABB a) +{ + V2f start = a.pos; + V2f finish = {a.pos.x + a.size.x, a.pos.y + a.size.y}; + V2f direction = {origin.x - point.x, origin.y - point.y}; + // x + F32 tLow = (start.x - origin.x) / direction.x; + F32 tHigh = (finish.x - origin.x) / direction.x; + F32 tMin = min(tLow, tHigh); + F32 tMax = max(tLow, tHigh); + // y + tLow = (start.x - origin.x) / direction.x; + tHigh = (finish.x - origin.x) / direction.x; + + tMin = max(tMin, min(tLow, tHigh)); + tMax = min(tMax, max(tLow, tHigh)); + return tMax >= max(0.0, tMin); +} \ No newline at end of file diff --git a/code/game/impl/player.c b/code/game/impl/player.c index ae8ded7..043a729 100644 --- a/code/game/impl/player.c +++ b/code/game/impl/player.c @@ -4,23 +4,34 @@ void PlayerUpdate(SDL_Event *event, Player *player) { - SDL_KeyboardEvent key = event->key; - switch(key.key) { - case SDLK_W: { - player->pos.y += 10; - break; - } - case SDLK_A: { - player->pos.x -= 10; - break; - } - case SDLK_D: { - player->pos.x += 10; - break; - } - case SDLK_S: { - player->pos.y -= 10; - break; - } - } + SDL_KeyboardEvent key = event->key; + SDL_MouseButtonEvent mouseBtn = event->button; + switch (key.key) + { + case SDLK_W: + { + player->pos.y += 10; + break; + } + case SDLK_A: + { + player->pos.x -= 10; + break; + } + case SDLK_D: + { + player->pos.x += 10; + break; + } + case SDLK_S: + { + player->pos.y -= 10; + break; + } + } + if (mouseBtn.clicks == 1) + { + // shooting + player->bulletsLoaded -= 1; + } } diff --git a/code/game/player.h b/code/game/player.h index 8067026..fddf014 100644 --- a/code/game/player.h +++ b/code/game/player.h @@ -10,6 +10,7 @@ typedef struct Player Player; struct Player { V2f pos; + U32 bulletsLoaded; }; function void PlayerUpdate(SDL_Event *event, Player *player);