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6 Commits
1757fc4b96
...
raycast
| Author | SHA1 | Date | |
|---|---|---|---|
| 108de25eb5 | |||
| beccaf8465 | |||
| fd7162259b | |||
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1d70f3ae20
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5d48ed9c19
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1f97d81133
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1
.gitignore
vendored
1
.gitignore
vendored
@@ -1,3 +1,4 @@
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build/
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build/
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code/compile_commands.json
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code/compile_commands.json
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code/.cache
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code/.cache
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.vscode
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91
code/first.c
91
code/first.c
@@ -15,13 +15,14 @@
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#include "game/core.h"
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#include "game/core.h"
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#include "game/world.h"
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#include "game/impl/world.c"
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#include "game/impl/npc.c"
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#include "game/impl/npc.c"
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#include "game/testnavmesh.h"
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#include "game/testnavmesh.h"
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int main(int argc, char **argv) {
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int main(int argc, char **argv)
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(void) argc;
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{
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(void) argv;
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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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if (!SDL_Init(SDL_INIT_VIDEO))
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{
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{
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@@ -58,44 +59,37 @@ int main(int argc, char **argv) {
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camera->fov = 60.0f;
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camera->fov = 60.0f;
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camera->nearp = 0.01f;
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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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game->draw.camera = camera;
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}
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}
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Vk_Buffer rbo = { 0 };
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Vk_Buffer rbo = {0};
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rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
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rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
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rbo.size = KB(4);
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rbo.size = KB(4);
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rbo.host_visible = true;
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rbo.host_visible = true;
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Vk_BufferCreate(&rbo);
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Vk_BufferCreate(&rbo);
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bool running = true;
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bool running = true;
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Player player;
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World world = {
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player.pos.x = 0;
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.npcCount = 2,
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player.pos.y = 0;
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.npcs = {
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World world = {
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{.collision = {{10, 10}, {10, 10}},
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.npcCount = 2,
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.name = S("Matt"),
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.npcs = {
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.mode = NPC_ACTION_WAITING,
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{
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.waitTime = 0,
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.collision = {{10, 10}, {10, 10}},
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.maxWaitTime = 5,
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.name = S("Matt"),
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.currentNavNode = 87},
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.mode = NPC_ACTION_WAITING,
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{.collision = {{15, 15}, {10, 10}},
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.waitTime = 0,
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.name = S("James"),
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.maxWaitTime = 5,
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.mode = NPC_ACTION_WAITING,
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.currentNavNode = 87
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.waitTime = 0,
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},{
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.maxWaitTime = 10,
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.collision = {{15, 15}, {10, 10}},
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.currentNavNode = 0}},
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.name = S("James"),
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.navMesh = &TestNavMesh,
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.mode = NPC_ACTION_WAITING,
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.npcPOI = {100},
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.waitTime = 0,
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.player = {.pos = {0, 0}}};
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.maxWaitTime = 10,
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.currentNavNode = 0
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}
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},
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.navMesh = &TestNavMesh,
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.npcPOI = {100}
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};
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printf("%zu size in bytes\n", sizeof(TestNavMesh));
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printf("%zu size in bytes\n", sizeof(TestNavMesh));
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@@ -104,22 +98,21 @@ int main(int argc, char **argv) {
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SDL_Event e;
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SDL_Event e;
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while (SDL_PollEvent(&e))
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while (SDL_PollEvent(&e))
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{
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{
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PlayerUpdate(&e, &player);
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if (e.type == SDL_EVENT_QUIT)
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if (e.type == SDL_EVENT_QUIT)
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{
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{
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running = false;
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running = false;
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}
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}
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ProcessEvents(&e, &world);
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}
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}
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UpdateWorld(1.0 / 60.0, &world);
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updateNPCs(1.0f / 60.0f, &world);
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int w, h;
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int w, h;
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SDL_GetWindowSizeInPixels(window, &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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game->draw.window_height = h;
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G_CalulateCamera(&game->camera, (F32) w / (F32) h);
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G_CalulateCamera(&game->camera, (F32)w / (F32)h);
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Vk_Frame *frame = Vk_FrameBegin(window);
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Vk_Frame *frame = Vk_FrameBegin(window);
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VkCommandBuffer cmd = frame->cmd;
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VkCommandBuffer cmd = frame->cmd;
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@@ -131,27 +124,27 @@ int main(int argc, char **argv) {
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clear_colour.color.float32[3] = 1.0f;
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clear_colour.color.float32[3] = 1.0f;
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VkRenderingAttachmentInfo colour_attachment = {0};
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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.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.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.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.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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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.clearValue = clear_colour;
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VkRenderingInfo rendering_info = {0};
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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.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
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rendering_info.renderArea = (VkRect2D) { 0, 0, w, h };
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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.layerCount = 1;
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rendering_info.colorAttachmentCount = 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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vk.CmdBeginRendering(cmd, &rendering_info);
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D_Begin(&game->draw, frame, D_MAX_RECTS);
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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, -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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D_End(&game->draw, frame);
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@@ -3,15 +3,15 @@
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#include "../core/types.h"
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#include "../core/types.h"
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#include "../core/macros.h"
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#include "../core/macros.h"
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typedef struct AABB AABB;
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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 pos;
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V2f size;
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V2f size;
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};
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};
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function bool AABB_Collide(AABB a, AABB b);
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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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function bool AABB_Point(AABB a, V2f v);
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function bool AABB_Slab(V2f origin, V2f point, AABB a);
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#endif // LD_GAME_AABB_H_
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#endif // LD_GAME_AABB_H_
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59
code/game/bandit.h
Normal file
59
code/game/bandit.h
Normal file
@@ -0,0 +1,59 @@
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#if !defined(LD_GAME_BANDIT_H_)
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#define LD_GAME_BANDIT_H_
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typedef enum BANDIT_ACTION BANDIT_ACTION;
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enum BANDIT_ACTION {
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BANDIT_WAITING,
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BANDIT_WALKING,
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BANDIT_RUNNING,
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BANDIT_SHOOTOUT,
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};
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typedef struct Bandit Bandit;
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struct Bandit {
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//// Personal
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AABB collision;
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Str8 name;
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//// Actions
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BANDIT_ACTION mode;
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// How long they've been waiting.
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F32 waitTime;
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// How long they will wait in this location.
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F32 maxWaitTime;
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// Places the bandit walks to / from
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// E.g. hide outs, home, saloon
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U32 pointsOfInterest[12];
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//// Navigation
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// The bandits's current path
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NavPath path;
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// Which node the bandit is on in the path
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U32 currentNavNode;
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// The current index of the bandit's current node
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U32 pathIndex;
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// Target navNode index the bandit is walking to
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U32 targetNavNode;
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// How long the bandit has been walking to the next index
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F32 walkTimer;
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// How many shots they can take.
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U32 health;
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// How paranoid they are about being hunted,
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// this will make them more trigger happy.
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F32 paranoidLevel;
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// Max 6?
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U8 bullets;
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// How long it its between shots.
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F32 shootDelay;
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// After each shot this is set to shootDelay;
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F32 shootCooldownTimer;
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// How long it takes them to reload.
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F32 reloadTime;
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// Accuracy, their shots can vary between this angle either side (rads)
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F32 accuracyRange;
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// A the circle around the bandit where they will trigger the quicktime reaction scene
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F32 agroRadius;
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};
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#endif // LD_GAME_BANDIT_H_
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@@ -1,15 +1,36 @@
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#include "game/aabb.h"
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#include "game/aabb.h"
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#include "core/types.h"
|
#include <math.h>
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|
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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;
|
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;
|
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;
|
return collision_x && collision_y;
|
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}
|
}
|
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|
|
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bool AABB_Point(AABB a, V2f v) {
|
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;
|
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;
|
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;
|
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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 invdirection = {1 / (origin.x - point.x), 1 / (origin.y - point.y)};
|
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|
// x
|
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|
F32 tLow = (start.x - origin.x) * invdirection.x;
|
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|
F32 tHigh = (finish.x - origin.x) * invdirection.x;
|
||||||
|
F32 tMin = min(tLow, tHigh);
|
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|
F32 tMax = max(tLow, tHigh);
|
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|
// 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;
|
||||||
|
}
|
||||||
@@ -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;
|
||||||
|
|||||||
@@ -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);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
|||||||
@@ -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
22
code/game/impl/world.c
Normal file
@@ -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);
|
||||||
|
}
|
||||||
@@ -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
82
code/game/npc_look.h
Normal file
@@ -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_
|
||||||
@@ -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);
|
||||||
|
|||||||
@@ -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_
|
||||||
|
|||||||
Reference in New Issue
Block a user