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3 Commits

Author SHA1 Message Date
1d70f3ae20 feat: Add player breaks 2025-10-05 14:47:54 +01:00
5d48ed9c19 Merge remote-tracking branch 'origin' 2025-10-05 14:46:04 +01:00
1f97d81133 feat: initial bandit and more npc tweaks 2025-10-05 14:42:19 +01:00
8 changed files with 213 additions and 29 deletions

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@@ -15,7 +15,7 @@
#include "game/core.h"
#include "game/world.h"
#include "game/impl/world.c"
#include "game/impl/npc.c"
#include "game/testnavmesh.h"
@@ -71,9 +71,6 @@ int main(int argc, char **argv) {
Vk_BufferCreate(&rbo);
bool running = true;
Player player;
player.pos.x = 0;
player.pos.y = 0;
World world = {
.npcCount = 2,
.npcs = {
@@ -94,7 +91,8 @@ int main(int argc, char **argv) {
}
},
.navMesh = &TestNavMesh,
.npcPOI = {100}
.npcPOI = {100},
.player = {.pos = {0,0}}
};
printf("%zu size in bytes\n", sizeof(TestNavMesh));
@@ -104,14 +102,13 @@ int main(int argc, char **argv) {
SDL_Event e;
while (SDL_PollEvent(&e))
{
PlayerUpdate(&e, &player);
if (e.type == SDL_EVENT_QUIT)
{
running = false;
}
ProcessEvents(&e, &world);
}
updateNPCs(1.0f / 60.0f, &world);
UpdateWorld(1.0/60.0, &world);
int w, h;
SDL_GetWindowSizeInPixels(window, &w, &h);

59
code/game/bandit.h Normal file
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@@ -0,0 +1,59 @@
#if !defined(LD_GAME_BANDIT_H_)
#define LD_GAME_BANDIT_H_
typedef enum BANDIT_ACTION BANDIT_ACTION;
enum BANDIT_ACTION {
BANDIT_WAITING,
BANDIT_WALKING,
BANDIT_RUNNING,
BANDIT_SHOOTOUT,
};
typedef struct Bandit Bandit;
struct Bandit {
//// Personal
AABB collision;
Str8 name;
//// Actions
BANDIT_ACTION mode;
// How long they've been waiting.
F32 waitTime;
// How long they will wait in this location.
F32 maxWaitTime;
// Places the bandit walks to / from
// E.g. hide outs, home, saloon
U32 pointsOfInterest[12];
//// Navigation
// The bandits's current path
NavPath path;
// Which node the bandit is on in the path
U32 currentNavNode;
// The current index of the bandit's current node
U32 pathIndex;
// Target navNode index the bandit is walking to
U32 targetNavNode;
// How long the bandit has been walking to the next index
F32 walkTimer;
// How many shots they can take.
U32 health;
// How paranoid they are about being hunted,
// this will make them more trigger happy.
F32 paranoidLevel;
// Max 6?
U8 bullets;
// How long it its between shots.
F32 shootDelay;
// After each shot this is set to shootDelay;
F32 shootCooldownTimer;
// How long it takes them to reload.
F32 reloadTime;
// 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;
};
#endif // LD_GAME_BANDIT_H_

View File

@@ -41,10 +41,3 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
break;
}
}
void updateNPCs(F32 delta, World *world) {
for(U32 i = 0; i < world->npcCount; i++) {
updateNPC(delta, &world->npcs[i], world);
}
}

View File

@@ -1,22 +1,26 @@
#include "../player.h"
#include <SDL3/SDL_keycode.h>
#include <stdio.h>
void PlayerUpdate(SDL_Event *event, Player *player)
{
SDL_KeyboardEvent key = event->key;
if (key.key == SDLK_W)
{
switch(key.key) {
case SDLK_W: {
player->pos.y += 10;
break;
}
if (key.key == SDLK_A)
{
case SDLK_A: {
player->pos.x -= 10;
break;
}
if (key.key == SDLK_D)
{
case SDLK_D: {
player->pos.x += 10;
break;
}
if (key.key == SDLK_S)
{
case SDLK_S: {
player->pos.y -= 10;
break;
}
}
}

18
code/game/impl/world.c Normal file
View File

@@ -0,0 +1,18 @@
#include "../world.h"
#include "../npc.h"
#include "../player.h"
#include <SDL3/SDL_events.h>
void UpdateWorld(F32 delta, World *world) {
UpdateNPCs(delta, world);
}
void UpdateNPCs(F32 delta, World *world) {
for(int i = 0; i < world->npcCount; i++) {
updateNPC(delta, &world->npcs[i], world);
}
}
void ProcessEvents(SDL_Event *event, World *world) {
PlayerUpdate(event, &world->player);
}

View File

@@ -2,6 +2,7 @@
#define LD_GAME_NPC_H_
#include "aabb.h"
#include "nav.h"
#include "npc_look.h"
#include "../core/types.h"
#define NPC_SPEED 0.2f
@@ -14,18 +15,36 @@ enum NPC_ACTION {
NPC_ACTION_WALKING,
};
typedef struct NPC NPC;
struct NPC {
//// Personal
AABB collision;
Str8 name;
NPC_LOOK look;
//// Actions
NPC_ACTION mode;
// How long they've been waiting
F32 waitTime;
// How long they will wait until changing action
F32 maxWaitTime;
//// Navigation
// The NPC's current path
NavPath path;
// Which node the NPC is on in the path
U32 currentNavNode;
// The current index of the NPC's current node
U32 pathIndex;
// Target navNode index the npc is walking to
U32 targetNavNode;
// How long the npc has been walking to the next index
F32 walkTimer;
//// Knowledge
// What the NPC knows about the bandit.
NPC_LOOK banditKnowledge;
};
#endif // LD_GAME_NPC_H_

82
code/game/npc_look.h Normal file
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@@ -0,0 +1,82 @@
#if !defined(LD_GAME_NPC_LOOK_H_)
#define LD_GAME_NPC_LOOK_H_
typedef struct NPC_LOOK NPC_LOOK;
typedef enum NPC_HAIR_COLOUR NPC_HAIR_COLOUR;
typedef enum NPC_JACKET_COLOUR NPC_JACKET_COLOUR;
typedef enum NPC_JEANS_COLOUR NPC_JEANS_COLOUR;
typedef enum NPC_EYE_COLOUR NPC_EYE_COLOUR;
typedef enum NPC_SKIN_TONE NPC_SKIN_TONE;
typedef enum NPC_HAT NPC_HAT;
typedef enum NPC_FACIAL_FEATURE NPC_FACIAL_FEATURE;
enum NPC_HAIR_COLOUR {
NPC_HAIR_COLOUR_UNKNOWN,
NPC_HAIR_COLOUR_BLONDE,
NPC_HAIR_COLOUR_BLACK,
NPC_HAIR_COLOUR_BRUNETTE,
NPC_HAIR_COLOUR_GIGNER,
};
enum NPC_JACKET_COLOUR {
NPC_JACKET_COLOUR_UNKNOWN,
NPC_JACKET_COLOUR_TAN,
NPC_JACKET_COLOUR_BLUE,
NPC_JACKET_COLOUR_WHITE,
};
enum NPC_JEANS_COLOUR {
NPC_JEANS_COLOUR_UNKNOWN,
NPC_JEANS_COLOUR_TAN,
NPC_JEANS_COLOUR_BLACK,
NPC_JEANS_COLOUR_BLUE,
NPC_JEANS_COLOUR_WHITE,
};
enum NPC_EYE_COLOUR {
NPC_EYE_COLOUR_UNKNOWN,
NPC_EYE_COLOUR_GREEN,
NPC_EYE_COLOUR_BLUE,
NPC_EYE_COLOUR_BROWN,
};
enum NPC_SHOE_COLOUR {
NPC_SHOE_COLOUR_UNKNOWN,
NPC_SHOE_COLOUR_BLACK,
NPC_SHOE_COLOUR_BROWN,
NPC_SHOE_COLOUR_WHITE,
NPC_SHOE_COLOUR_NAVY,
};
enum NPC_SKIN_TONE {
NPC_SKIN_TONE_UNKNOWN,
NPC_SKIN_TONE_WHITE,
NPC_SKIN_TONE_BLACK,
};
enum NPC_FACIAL_FEATURE {
NPC_FACIAL_FEATURE_UNKNOWN,
NPC_FACIAL_FEATURE_BEARD,
NPC_FACIAL_FEATURE_MUSTACHE,
NPC_FACIAL_FEATURE_GLASSES,
};
enum NPC_HAT {
NPC_HAT_UNKNOWN,
NPC_HAT_TEN_GALLON,
NPC_TOP_HAT,
NPC_FLAT_CAP,
NPC_NONE,
};
struct NPC_LOOK {
NPC_HAIR_COLOUR hair;
NPC_JACKET_COLOUR jacket;
NPC_JEANS_COLOUR jeans;
NPC_EYE_COLOUR eyes;
NPC_SKIN_TONE skinTone;
NPC_HAT hat;
NPC_FACIAL_FEATURE facialFeature;
};
#endif // LD_GAME_NPC_LOOK_H_

View File

@@ -3,6 +3,7 @@
#include "player.h"
#include "npc.h"
#include "bandit.h"
// Areas are which
typedef U32 World_Area;
@@ -13,16 +14,27 @@ enum World_Area {
typedef struct World World;
struct World {
//// Static stuff
NavMesh *navMesh;
//// Player
Player player;
//// NPCs
U32 npcCount;
NPC npcs[128];
NavMesh *navMesh;
////Bandit
// The bandit the player is after.
Bandit bandit;
// NPC points of interest, places to walk to.
U32 npcPOI[256];
};
function void updateWorld(F32 delta, World *world);
function void updateNPCs(F32 delta, World *world);
function void UpdateWorld(F32 delta, World *world);
function void ProcessEvents(SDL_Event *event, World *world);
function void UpdateNPCs(F32 delta, World *world);
function void updateNPC(F32 delta, NPC *npc, World *world);
#endif // LD_GAME_WORLD_H_