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6 Commits

Author SHA1 Message Date
108de25eb5 add ignore 2025-10-05 16:07:55 +01:00
beccaf8465 raycast fin 2025-10-05 16:05:57 +01:00
fd7162259b raycast start 2025-10-05 15:09:05 +01:00
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
13 changed files with 348 additions and 111 deletions

1
.gitignore vendored
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@@ -1,3 +1,4 @@
build/ build/
code/compile_commands.json code/compile_commands.json
code/.cache code/.cache
.vscode

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@@ -15,13 +15,14 @@
#include "game/core.h" #include "game/core.h"
#include "game/world.h" #include "game/impl/world.c"
#include "game/impl/npc.c" #include "game/impl/npc.c"
#include "game/testnavmesh.h" #include "game/testnavmesh.h"
int main(int argc, char **argv) { int main(int argc, char **argv)
(void) argc; {
(void) argv; (void)argc;
(void)argv;
if (!SDL_Init(SDL_INIT_VIDEO)) if (!SDL_Init(SDL_INIT_VIDEO))
{ {
@@ -58,44 +59,37 @@ int main(int argc, char **argv) {
camera->fov = 60.0f; camera->fov = 60.0f;
camera->nearp = 0.01f; camera->nearp = 0.01f;
camera->farp = 1000.0f; camera->farp = 1000.0f;
game->draw.camera = camera; game->draw.camera = camera;
} }
Vk_Buffer rbo = { 0 }; Vk_Buffer rbo = {0};
rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT; rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
rbo.size = KB(4); rbo.size = KB(4);
rbo.host_visible = true; rbo.host_visible = true;
Vk_BufferCreate(&rbo); Vk_BufferCreate(&rbo);
bool running = true; bool running = true;
Player player; World world = {
player.pos.x = 0; .npcCount = 2,
player.pos.y = 0; .npcs = {
World world = { {.collision = {{10, 10}, {10, 10}},
.npcCount = 2, .name = S("Matt"),
.npcs = { .mode = NPC_ACTION_WAITING,
{ .waitTime = 0,
.collision = {{10, 10}, {10, 10}}, .maxWaitTime = 5,
.name = S("Matt"), .currentNavNode = 87},
.mode = NPC_ACTION_WAITING, {.collision = {{15, 15}, {10, 10}},
.waitTime = 0, .name = S("James"),
.maxWaitTime = 5, .mode = NPC_ACTION_WAITING,
.currentNavNode = 87 .waitTime = 0,
},{ .maxWaitTime = 10,
.collision = {{15, 15}, {10, 10}}, .currentNavNode = 0}},
.name = S("James"), .navMesh = &TestNavMesh,
.mode = NPC_ACTION_WAITING, .npcPOI = {100},
.waitTime = 0, .player = {.pos = {0, 0}}};
.maxWaitTime = 10,
.currentNavNode = 0
}
},
.navMesh = &TestNavMesh,
.npcPOI = {100}
};
printf("%zu size in bytes\n", sizeof(TestNavMesh)); printf("%zu size in bytes\n", sizeof(TestNavMesh));
@@ -104,22 +98,21 @@ int main(int argc, char **argv) {
SDL_Event e; SDL_Event e;
while (SDL_PollEvent(&e)) while (SDL_PollEvent(&e))
{ {
PlayerUpdate(&e, &player);
if (e.type == SDL_EVENT_QUIT) if (e.type == SDL_EVENT_QUIT)
{ {
running = false; running = false;
} }
ProcessEvents(&e, &world);
} }
UpdateWorld(1.0 / 60.0, &world);
updateNPCs(1.0f / 60.0f, &world);
int w, h; int w, h;
SDL_GetWindowSizeInPixels(window, &w, &h); SDL_GetWindowSizeInPixels(window, &w, &h);
game->draw.window_width = w; game->draw.window_width = w;
game->draw.window_height = h; 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); Vk_Frame *frame = Vk_FrameBegin(window);
VkCommandBuffer cmd = frame->cmd; VkCommandBuffer cmd = frame->cmd;
@@ -131,27 +124,27 @@ int main(int argc, char **argv) {
clear_colour.color.float32[3] = 1.0f; clear_colour.color.float32[3] = 1.0f;
VkRenderingAttachmentInfo colour_attachment = {0}; VkRenderingAttachmentInfo colour_attachment = {0};
colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO; colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
colour_attachment.imageView = vk.swapchain.views[frame->image]; colour_attachment.imageView = vk.swapchain.views[frame->image];
colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
colour_attachment.clearValue = clear_colour; colour_attachment.clearValue = clear_colour;
VkRenderingInfo rendering_info = {0}; VkRenderingInfo rendering_info = {0};
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO; rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
rendering_info.renderArea = (VkRect2D) { 0, 0, w, h }; rendering_info.renderArea = (VkRect2D){0, 0, w, h};
rendering_info.layerCount = 1; rendering_info.layerCount = 1;
rendering_info.colorAttachmentCount = 1; rendering_info.colorAttachmentCount = 1;
rendering_info.pColorAttachments = &colour_attachment; rendering_info.pColorAttachments = &colour_attachment;
vk.CmdBeginRendering(cmd, &rendering_info); vk.CmdBeginRendering(cmd, &rendering_info);
D_Begin(&game->draw, frame, D_MAX_RECTS); 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, -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); D_End(&game->draw, frame);

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@@ -3,15 +3,15 @@
#include "../core/types.h" #include "../core/types.h"
#include "../core/macros.h" #include "../core/macros.h"
typedef struct AABB AABB; typedef struct AABB AABB;
struct AABB { struct AABB
{
V2f pos; V2f pos;
V2f size; V2f size;
}; };
function bool AABB_Collide(AABB a, AABB b); function bool AABB_Collide(AABB a, AABB b);
function bool AABB_Point(AABB a, V2f v); function bool AABB_Point(AABB a, V2f v);
function bool AABB_Slab(V2f origin, V2f point, AABB a);
#endif // LD_GAME_AABB_H_ #endif // LD_GAME_AABB_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_

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@@ -1,15 +1,36 @@
#include "game/aabb.h" #include "game/aabb.h"
#include "core/types.h" #include <math.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_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; 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; 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_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; bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y;
return collision_x && collision_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 invdirection = {1 / (origin.x - point.x), 1 / (origin.y - point.y)};
// x
F32 tLow = (start.x - origin.x) * invdirection.x;
F32 tHigh = (finish.x - origin.x) * invdirection.x;
F32 tMin = min(tLow, tHigh);
F32 tMax = max(tLow, tHigh);
// y
tLow = (start.y - origin.y) * invdirection.y;
tHigh = (finish.y - origin.y) * invdirection.y;
tMin = max(tMin, min(tLow, tHigh));
tMax = min(tMax, max(tLow, tHigh));
return tMax >= tMin;
}

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@@ -6,7 +6,8 @@
#define MAX_UNFINISHED 128 #define MAX_UNFINISHED 128
typedef struct navSearchNodeState navSearchNodeState; typedef struct navSearchNodeState navSearchNodeState;
struct navSearchNodeState{ struct navSearchNodeState
{
bool visited; bool visited;
U64 distance; U64 distance;
U32 shortest; U32 shortest;
@@ -14,37 +15,45 @@ struct navSearchNodeState{
}; };
typedef struct navSearchState navSearchState; typedef struct navSearchState navSearchState;
struct navSearchState{ struct navSearchState
{
navSearchNodeState nodeStates[NAV_MAX_NODES]; navSearchNodeState nodeStates[NAV_MAX_NODES];
}; };
navSearchState initState(U32 start, U32 meshSize) { navSearchState initState(U32 start, U32 meshSize)
navSearchState state = {}; {
for(U32 i = 0; i < meshSize; i++) { navSearchState state;
state.nodeStates[i].visited = false; for (U32 i = 0; i < meshSize; i++)
{
state.nodeStates[i].visited = false;
state.nodeStates[i].addedToUnvisited = false; state.nodeStates[i].addedToUnvisited = false;
state.nodeStates[i].distance = U64_MAX; state.nodeStates[i].distance = U64_MAX;
state.nodeStates[i].shortest = 0; state.nodeStates[i].shortest = 0;
} }
state.nodeStates[start].distance = 0; state.nodeStates[start].distance = 0;
return state; return state;
} }
U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset) { U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset)
U32 lowest = U32_MAX; {
U32 lowest = U32_MAX;
U32 lowestI = U32_MAX; U32 lowestI = U32_MAX;
bool startFound = false; bool startFound = false;
for(U32 i = *offset; i < unfinishedCount; i++) { for (U32 i = *offset; i < unfinishedCount; i++)
{
navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]]; navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]];
if(checkNode.visited) { if (checkNode.visited)
if(!startFound) { {
if (!startFound)
{
*offset = i; *offset = i;
} }
continue; continue;
} }
startFound = true; startFound = true;
if (lowest > checkNode.distance) { if (lowest > checkNode.distance)
lowest = cast(U32) checkNode.distance; {
lowest = cast(U32) checkNode.distance;
lowestI = unfinishedIndexes[i]; lowestI = unfinishedIndexes[i];
} }
} }
@@ -52,7 +61,8 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
} }
// Generate a path to follow between the start and end node. // Generate a path to follow between the start and end node.
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) { NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
{
navSearchState state = initState(start, mesh->nodeCount); navSearchState state = initState(start, mesh->nodeCount);
U32 unfinishedCount = 1; U32 unfinishedCount = 1;
U32 unfinishedIndexes[NAV_MAX_NODES] = {start}; U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
@@ -63,19 +73,26 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
U32 unfinishedOffset = 0; U32 unfinishedOffset = 0;
U32 lowestNodeIndex = start; U32 lowestNodeIndex = start;
bool found = false; bool found = false;
while(!found) { while (!found)
for(int connectionI = 0 ; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++) { {
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI]; for (int connectionI = 0; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++)
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex]; {
if(testNode->visited) {continue;} NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
U32 distance = cast(U32) (state.nodeStates[lowestNodeIndex].distance + connection->Cost); navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
distance += cast(U32) (mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x); if (testNode->visited)
distance += cast(U32) (mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y); {
if(testNode->distance > distance) { continue;
}
U32 distance = cast(U32)(state.nodeStates[lowestNodeIndex].distance + connection->Cost);
distance += cast(U32)(mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
distance += cast(U32)(mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y);
if (testNode->distance > distance)
{
testNode->distance = distance; testNode->distance = distance;
testNode->shortest = lowestNodeIndex; testNode->shortest = lowestNodeIndex;
} }
if(!testNode->addedToUnvisited) { if (!testNode->addedToUnvisited)
{
unfinishedIndexes[unfinishedCount] = connection->NodeIndex; unfinishedIndexes[unfinishedCount] = connection->NodeIndex;
unfinishedCount++; unfinishedCount++;
testNode->addedToUnvisited = true; testNode->addedToUnvisited = true;
@@ -83,13 +100,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
} }
state.nodeStates[lowestNodeIndex].visited = true; state.nodeStates[lowestNodeIndex].visited = true;
lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset); lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset);
if(lowestNodeIndex == end) { if (lowestNodeIndex == end)
{
found = true; found = true;
} }
} }
NavPath res_path = {0}; NavPath res_path = {0};
U32 index = end; U32 index = end;
while(index!=start) { while (index != start)
{
res_path.indexes[res_path.nodeCount] = index; res_path.indexes[res_path.nodeCount] = index;
res_path.nodeCount++; res_path.nodeCount++;
index = state.nodeStates[index].shortest; index = state.nodeStates[index].shortest;

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

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@@ -1,22 +1,37 @@
#include "../player.h" #include "../player.h"
#include <SDL3/SDL_keycode.h>
#include <stdio.h>
void PlayerUpdate(SDL_Event *event, Player *player) void PlayerUpdate(SDL_Event *event, Player *player)
{ {
SDL_KeyboardEvent key = event->key; SDL_KeyboardEvent key = event->key;
if (key.key == SDLK_W) SDL_MouseButtonEvent mouseBtn = event->button;
{ switch (key.key)
player->pos.y += 10; {
} case SDLK_W:
if (key.key == SDLK_A) {
{ player->pos.y += 10;
player->pos.x -= 10; break;
} }
if (key.key == SDLK_D) case SDLK_A:
{ {
player->pos.x += 10; player->pos.x -= 10;
} break;
if (key.key == SDLK_S) }
{ case SDLK_D:
player->pos.y -= 10; {
} player->pos.x += 10;
break;
}
case SDLK_S:
{
player->pos.y -= 10;
break;
}
}
if (mouseBtn.clicks == 1)
{
// shooting
player->bulletsLoaded -= 1;
}
} }

22
code/game/impl/world.c Normal file
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@@ -0,0 +1,22 @@
#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);
}

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

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@@ -10,6 +10,7 @@ typedef struct Player Player;
struct Player struct Player
{ {
V2f pos; V2f pos;
U32 bulletsLoaded;
}; };
function void PlayerUpdate(SDL_Event *event, Player *player); function void PlayerUpdate(SDL_Event *event, Player *player);

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