Compare commits

11 Commits

Author SHA1 Message Date
d9957eead1 feat: Nav mesh generation 2025-10-06 18:23:47 +01:00
c4cf8f532b feat: World loading that's broken 2025-10-06 16:35:22 +01:00
8a360df98a feat: Hitbox drawing 2025-10-06 14:50:32 +01:00
3a84947750 feat: Basic level editing 2025-10-06 14:26:00 +01:00
3e527f473b feat: Fix loading 2025-10-06 11:31:35 +01:00
ab8301f475 feat (BROKEN): Save world code 2025-10-06 01:49:10 +01:00
08cbfaeb71 Merge remote-tracking branch 'origin' 2025-10-06 01:12:08 +01:00
2f52bb3097 feat: save world written 2025-10-06 01:10:44 +01:00
a9612b2d57 Fixed some warnings
Moved global width/height
2025-10-06 01:01:28 +01:00
139b14ed71 Merge branch 'main' of yibble.dev:bulmanator/ld58 2025-10-06 00:57:13 +01:00
c721839dfa Added animations
Added new assets for the player
Added lookups for assets
Initial sound testing
Re-enabled temp world drawing
2025-10-06 00:52:16 +01:00
49 changed files with 648 additions and 35090 deletions

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@@ -29,6 +29,20 @@ Str8 Str8_WrapZ(U8 *data) {
return result;
}
#define FNV_OFFSET_BIAS ((U64) 0xCBF29CE484222325)
#define FNV_PRIME ((U64) 0x100000001B3)
U64 Str8_Hash(Str8 v) {
U64 result = FNV_OFFSET_BIAS;
for (S64 it = 0; it < v.count; ++it) {
result ^= v.data[it];
result *= FNV_PRIME;
}
return result;
}
Str8 Str8_Copy(M_Arena *arena, Str8 s) {
Str8 result;
result.count = s.count;

View File

@@ -36,6 +36,11 @@
#define SLL_PopN(h, next) (((h) != 0) ? (h) = (h)->next : 0)
#define SLL_Enqueue(h, t, n) SLL_EnqueueN(h, t, n, next)
#define SLL_EnqueueFront(h, t, n) SLL_EnqueueFrontN(h, t, n, next)
#define SLL_Dequeue(h, t) SLL_DequeueN(h, t, next)
#define SLL_Push(h, n) SLL_PushN(h, n, next)
#define SLL_Pop(h) (((h) != 0) ? (h) = (h)->next : 0)
#define function static
#define internal static

View File

@@ -11,6 +11,8 @@ function Str8 Str8_Wrap(S64 count, U8 *data);
function Str8 Str8_WrapRange(U8 *start, U8 *end);
function Str8 Str8_WrapZ(U8 *data);
function U64 Str8_Hash(Str8 v);
function Str8 Str8_Copy(M_Arena *arena, Str8 s);
function Str8 Str8_Format(M_Arena *arena, const char *format, ...);

View File

@@ -1,3 +1,59 @@
U32 D_ImageHandle(D_Context *draw, Str8 name) {
U32 result = 0;
U64 hash = Str8_Hash(name);
U64 index = hash & (D_ASSET_HASH_COUNT - 1);
D_AssetHash *lookup = draw->lookup[index];
while (lookup != 0) {
if (lookup->hash == hash && Str8_Equal(lookup->value, name, 0)) {
result = lookup->id;
break;
}
lookup = lookup->next;
}
return result;
}
void D_AnimationInit(D_Animation *a, U32 id, U32 rows, U32 cols, F32 time) {
a->id = id;
a->rows = rows;
a->cols = cols;
a->time = 0;
a->frame_time = time;
a->frame = V2F(1.0f / (F32) cols, 1.0f / (F32) rows);
a->index = 0;
}
R2f D_AnimationFrame(D_Animation *a) {
R2f result = { 0 };
U32 row = a->index / a->cols;
U32 col = a->index % a->cols;
result.min = V2F(a->frame.w * col, a->frame.h * row);
result.max = V2F(result.min.x + a->frame.w, result.min.y + a->frame.h);
return result;
}
void D_AnimationUpdate(D_Animation *a, F32 dt) {
a->time += dt;
if (a->time >= a->frame_time) {
a->time = 0;
a->index += 1;
if (a->index >= (a->rows * a->cols)) { a->index = 0; }
}
}
void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects) {
Vk_Buffer *rbo = &frame->rbo;
@@ -127,14 +183,19 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
else {
Vk_Image *image = &draw->images[opts->texture].image;
if (image->width > image->height) {
rect->w = opts->scale * ((F32) image->width / (F32) image->height);
rect->h = opts->scale;
}
else {
rect->w = opts->scale;
rect->h = opts->scale * ((F32) image->height / (F32) image->width);
F32 width = cast(F32) image->width;
F32 height = cast(F32) image->height;
if (opts->flags & D_RECT_UV_ASPECT) {
width *= (opts->uv.max.x - opts->uv.min.x);
height *= (opts->uv.max.y - opts->uv.min.y);
}
F32 aspect_w = (width > height) ? (width / height) : 1.0f;
F32 aspect_h = (width > height) ? 1.0f : (height / width);
rect->w = opts->scale * aspect_w;
rect->h = opts->scale * aspect_h;
}
draw->n_rects += 1;

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@@ -48,8 +48,33 @@ struct D_Rect {
StaticAssert(sizeof(D_Rect) == 64);
typedef struct D_Animation D_Animation;
struct D_Animation {
U32 id;
U32 rows;
U32 cols;
F32 frame_time;
F32 time;
V2f frame; // size of one frame
U32 index;
};
struct G_Camera;
#define D_ASSET_HASH_COUNT 128
typedef struct D_AssetHash D_AssetHash;
struct D_AssetHash {
D_AssetHash *next;
Str8 value;
U64 hash;
U32 id; // texture id
};
typedef struct D_Context D_Context;
struct D_Context {
Vk_Buffer *rbo;
@@ -73,6 +98,8 @@ struct D_Context {
U32 window_width;
U32 window_height;
D_AssetHash *lookup[D_ASSET_HASH_COUNT];
struct G_Camera *camera;
};
@@ -80,6 +107,7 @@ typedef U32 D_RectFlags;
enum D_RectFlags {
D_RECT_IGNORE_ASPECT = (1 << 0), // by default only width is used as a "dimension"
D_RECT_PER_VERTEX_COLOUR = (1 << 1), // split colours per vertex
D_RECT_UV_ASPECT = (1 << 2), // get the aspect from the uv rect rather than the full image
};
typedef struct D_RectOpts D_RectOpts;
@@ -111,6 +139,12 @@ struct D_RectOpts {
};
};
function U32 D_ImageHandle(D_Context *draw, Str8 name);
function void D_AnimationInit(D_Animation *a, U32 id, U32 rows, U32 cols, F32 time);
function R2f D_AnimationFrame(D_Animation *a);
function void D_AnimationUpdate(D_Animation *a, F32 dt);
function void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects);
function void D_End(D_Context *draw, Vk_Frame *frame);

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@@ -24,17 +24,13 @@
#include "game/impl/world.c"
#include "game/impl/npc.c"
#include "game/impl/bandit.c"
#include "game/testnavmesh.h"
const int width = 1280;
const int height = 720;
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 | SDL_INIT_AUDIO))
{
printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError());
return 1;
@@ -47,6 +43,30 @@ int main(int argc, char **argv)
return 1;
}
SDL_AudioStream *austream;
Str8 audio_data;
M_TempScope(0, 0) {
SDL_AudioSpec spec;
spec.format = SDL_AUDIO_S16LE;
spec.channels = 2;
spec.freq = 44100;
austream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, 0, 0);
if (!austream) {
printf("Failed to open audio stream (%s)\n", SDL_GetError());
}
Str8 exec = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets/outside_ambience.wav", Sv(exec));
SDL_AudioSpec wav_spec;
U32 count;
SDL_LoadWAV((const char *) path.data, &wav_spec, &audio_data.data, &count);
audio_data.count = count;
}
Vk_Setup(window);
G_State *game = 0;
@@ -54,11 +74,12 @@ int main(int argc, char **argv)
M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4));
game = M_ArenaPush(arena, G_State);
game->arena = arena;
game->arena = arena;
game->draw.arena = arena;
G_ImagesLoad(game);
G_PipelinesLoad(game);
G_AudioLoad(game);
G_Camera *camera = &game->camera;
@@ -74,18 +95,21 @@ int main(int argc, char **argv)
game->draw.camera = camera;
World *world = M_ArenaPush(arena, World);
//LoadWorld(arena, world);
game->world = world;
world->arena = arena;
//world->navMesh = &TestNavMesh;
world->random = Random_Seed(29237489723847);
world->npcCount = 2;
world->npcCount = 127;
for(U32 i = 0; i < world->npcCount; i++) {
NPC *npc1 = &world->npcs[i];
npc1->collision.pos.x = 15;
npc1->collision.pos.y = 15;
NPC *npc1 = &world->npcs[i];
npc1->collision.pos.x = 0;
npc1->collision.pos.y = 0;
npc1->collision.size.x = 1;
npc1->collision.size.y = 2;
npc1->name = S("Matt");
npc1->mode = NPC_ACTION_WAITING;
npc1->currentArea = i;
npc1->currentArea = WORLD_AREA_OUTSIDE;
npc1->waitTime = 0;
npc1->maxWaitTime = 5;
npc1->currentNavNode = 0;
@@ -104,19 +128,112 @@ int main(int argc, char **argv)
badman->pointsOfInterest[0] = 937;
badman->pointsOfInterest[1] = 12;
world->navMesh = &TestNavMesh;
world->npcPOI[0] = 100;
world->player.world = world;
world->player.pos.x = 0;
world->player.pos.y = 0;
world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
world->player.reloadTimer = 0;
world->player.currentArea = 0;
world->player.currentArea = WORLD_AREA_OUTSIDE;
world->map = map;
world->tileTypes = M_ArenaPush(arena, World_Tile, .count=WORLD_TILE_TYPE_MAX);
world->tileTypes[0].rotation=0;
world->tileTypes[0].tag=S("tile_dirt_0");
world->tileTypes[1].rotation=0,
world->tileTypes[1].tag=S("path_middle");
world->tileTypes[2].rotation=0;
world->tileTypes[2].tag=S("path_middle_edge");
world->tileTypes[3].rotation=PI_F32/2;
world->tileTypes[3].tag=S("path_middle_edge");
world->tileTypes[4].rotation=PI_F32;
world->tileTypes[4].tag=S("path_middle_edge");
world->tileTypes[5].rotation=-PI_F32/2;
world->tileTypes[5].tag=S("path_middle_edge");
world->tileTypes[6].rotation=0;
world->tileTypes[6].tag=S("path_middle");
world->tileTypes[7].rotation=PI_F32/2;
world->tileTypes[7].tag=S("path_middle");
world->tileTypes[8].rotation=-PI_F32;
world->tileTypes[8].tag=S("path_middle");
world->tileTypes[9].rotation=-PI_F32/2;
world->tileTypes[9].tag=S("path_middle");
world->tileTypes[10].rotation=0;
world->tileTypes[10].tag=S("path_corner");
world->tileTypes[11].rotation=PI_F32/2;
world->tileTypes[11].tag=S("path_corner");
world->tileTypes[12].rotation=-PI_F32/2;
world->tileTypes[12].tag=S("path_corner");
world->tileTypes[13].rotation=PI_F32;
world->tileTypes[13].tag=S("path_corner");
world->tileTypes[14].rotation=0;
world->tileTypes[14].tag=S("tile_dirt_1");
world->propTypes = M_ArenaPush(arena, World_PropType, .count=WORLD_PROP_TYPE_MAX);
world->propTypes[0].tag=S("rug0");
world->propTypes[0].scale=1;
world->propTypes[1].tag=S("rug1");
world->propTypes[1].scale=1;
world->propTypes[2].tag=S("skull");
world->propTypes[2].scale=1;
world->propTypes[3].tag = S("table");
world->propTypes[3].scale=2;
world->propTypes[4].tag = S("barrel");
world->propTypes[4].scale=1;
world->propTypes[5].tag = S("can");
world->propTypes[5].scale=1;
world->propTypes[6].tag = S("candle");
world->propTypes[6].scale=1;
world->propTypes[7].tag = S("clock");
world->propTypes[7].scale=1;
world->propTypes[8].tag = S("log_pile");
world->propTypes[8].scale=1;
world->propTypes[9].tag = S("nightstand");
world->propTypes[9].scale=1;
world->propTypes[10].tag = S("pool_table");
world->propTypes[10].scale=2;
world->propTypes[11].tag = S("saloon_ext");
world->propTypes[11].scale=6.875f;
world->propTypes[12].tag = S("saloon_int");
world->propTypes[12].scale=2*6.875f;
world->propTypes[13].tag = S("house");
world->propTypes[13].scale=6.875f;
world->propTypes[14].tag = S("house_int");
world->propTypes[14].scale=6.875f;
world->propTypes[15].tag=S("tile_detail_0");
world->propTypes[15].scale=1;
world->propTypes[16].tag = S("tile_detail_1");
world->propTypes[16].scale=1;
world->propTypes[17].tag = S("tile_detail_2");
world->propTypes[17].scale=1;
world->propTypes[18].tag= S("tile_detail_3");
world->propTypes[18].scale=1;
world->propTypes[19].tag= S("tile_detail_4");
world->propTypes[19].scale=1;
world->propTypes[20].tag=S("tile_detail_5");
world->propTypes[20].scale=1;
world->propTypes[21].tag=S("tile_detail_6");
world->propTypes[21].scale=1;
world->propCount = 0;
world->props = M_ArenaPush(arena, World_Prop, .count=WORLD_PROP_MAX);
world->hitboxes = M_ArenaPush(arena, AABB, .count=WORLD_HITBOX_MAX);
GenerateNavMesh(arena, world);
}
game->editor.enabled = false;
game->editor.mode = G_EDITOR_MODE_TILE;
game->editor.currentLevel = WORLD_AREA_OUTSIDE;
D_Animation animation;
{
U32 id = D_ImageHandle(&game->draw, S("npc_front_base_white"));
D_AnimationInit(&animation, id, 1, 4, 1.0f / 20.0f);
}
bool running = true;
printf("%zu size in bytes\n", sizeof(TestNavMesh));
const int width = 1280;
const int height = 720;
while (running)
{
@@ -129,15 +246,109 @@ int main(int argc, char **argv)
}
V3f projection = G_CameraUnproject(&game->camera, V2f_Clip(
V2F(e.button.x, e.button.y),
V2F(width, height)
V2F((F32) width, (F32) height)
));
game->world->mouseProjected = V2F(projection.x, projection.y);
ProcessEvents(&e, game->world);
if(e.type==SDL_EVENT_MOUSE_MOTION) {
game->editor.cursor = V2F(projection.x, projection.y);
}
if (!game->editor.enabled) {
ProcessEvents(&e, game->world);
} else {
if(e.type==SDL_EVENT_MOUSE_BUTTON_DOWN && e.button.button == SDL_BUTTON_LEFT) {
switch(game->editor.mode){
case G_EDITOR_MODE_TILE: {
F32 tilex = (S32)(game->editor.cursor.x+TILE_SIZE/2);
F32 tiley = (S32)(game->editor.cursor.y+TILE_SIZE/2);
game->world->map[(S32)tilex + (S32)tiley * 96] = game->editor.currentAsset;
break;
}
case G_EDITOR_MODE_PROP: {
game->world->props[game->world->propCount].propType = game->editor.currentAsset;
game->world->props[game->world->propCount].area = game->editor.currentLevel;
game->world->props[game->world->propCount].pos = game->editor.cursor;
game->world->propCount++;
break;
}
case G_EDITOR_MODE_HITBOX: {
game->editor.dragStart = game->editor.cursor;
break;
}
}
} else if(e.type==SDL_EVENT_MOUSE_BUTTON_UP && e.button.button == SDL_BUTTON_LEFT && game->editor.mode == G_EDITOR_MODE_HITBOX) {
// Add hitbox
V2f topLeft = V2F(Min(game->editor.cursor.x, game->editor.dragStart.x), Min(game->editor.cursor.y, game->editor.dragStart.y));
game->world->hitboxes[game->world->hitboxCount].pos = topLeft;
game->world->hitboxes[game->world->hitboxCount].size = V2F(
Abs(game->editor.cursor.x-game->editor.dragStart.x),
Abs(game->editor.cursor.y-game->editor.dragStart.y)
);
game->world->hitboxCount++;
}
}
if (e.type == SDL_EVENT_KEY_DOWN) {
switch(e.key.key) {
case SDLK_F10: {
game->editor.enabled = !game->editor.enabled;
break;
}
case SDLK_RIGHT: {
game->editor.currentAsset = Min(game->editor.currentAsset+1, 64);
break;
}
case SDLK_LEFT: {
game->editor.currentAsset = Max(game->editor.currentAsset-1, 0);
break;
}
case SDLK_A: {
game->camera.p.x -= 5;
break;
}
case SDLK_D: {
game->camera.p.x += 5;
break;
}
case SDLK_W: {
game->camera.p.y -= 5;
break;
}
case SDLK_S: {
game->camera.p.y += 5;
break;
}
case SDLK_UP: {
game->editor.currentLevel++;
game->world->player.currentArea++;
break;
}
case SDLK_DOWN: {
game->editor.currentLevel--;
game->world->player.currentArea--;
break;
}
case SDLK_SPACE: {
game->editor.mode = (game->editor.mode + 1) % 4;
printf("EDITOR MODE %d\n", game->editor.mode);
break;
}
case SDLK_U: {
switch(game->editor.mode) {
case G_EDITOR_MODE_PROP: {game->world->propCount--;}
case G_EDITOR_MODE_HITBOX: {game->world->hitboxCount--;}
}
break;
}
}
}
}
UpdateWorld(1.0f / 60.0f, game->world);
game->camera.p.x = game->world->player.pos.x;
game->camera.p.y = game->world->player.pos.y;
if(!game->editor.enabled) {
UpdateWorld(1.0f / 60.0f, game->world);
game->camera.p.x = game->world->player.pos.x;
game->camera.p.y = game->world->player.pos.y;
}
D_AnimationUpdate(&animation, 1.0f / 250.0f);
int w, h;
SDL_GetWindowSizeInPixels(window, &w, &h);
@@ -151,7 +362,7 @@ int main(int argc, char **argv)
VkCommandBuffer cmd = frame->cmd;
VkClearValue clear_colour;
clear_colour.color.float32[0] = 1.0f;
clear_colour.color.float32[0] = 0.0f;
clear_colour.color.float32[1] = 0.0f;
clear_colour.color.float32[2] = 0.0f;
clear_colour.color.float32[3] = 1.0f;
@@ -176,10 +387,45 @@ int main(int argc, char **argv)
D_Begin(&game->draw, frame, D_MAX_RECTS);
RenderWorld(game->world, &game->draw);
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);
R2f aframe = D_AnimationFrame(&animation);
D_Rect(&game->draw, 0, 0, .texture = animation.id, .uv = aframe, .flags = D_RECT_UV_ASPECT);
if(game->editor.enabled) {
G_Editor editor = game->editor;
F32 tilex = floor(editor.cursor.x+TILE_SIZE/2);
F32 tiley = floor(editor.cursor.y+TILE_SIZE/2);
switch(game->editor.mode) {
case G_EDITOR_MODE_TILE: {
World_Tile asset = game->world->tileTypes[editor.currentAsset];
D_Rect(&game->draw, tilex, tiley, .texture=D_ImageHandle(&game->draw, asset.tag), .angle=asset.rotation);
break;
}
case G_EDITOR_MODE_PROP: {
World_PropType prop = game->world->propTypes[editor.currentAsset];
D_Rect(&game->draw, editor.cursor.x, editor.cursor.y, .texture=D_ImageHandle(&game->draw, prop.tag), .scale=prop.scale);
break;
}
case G_EDITOR_MODE_HITBOX: {
for(int i = 0; i < game->world->hitboxCount; i++) {
V2f centre = AABB_Centre(game->world->hitboxes[i]);
D_Rect(
&game->draw,
centre.x,
centre.y,
.texture=0,
.dim=game->world->hitboxes[i].size,
.flags=D_RECT_IGNORE_ASPECT,
.c=V4F(100,0,0,0.7),
);
}
break;
}
case G_EDITOR_MODE_POI: {
break;
}
}
}
D_End(&game->draw, frame);
vk.CmdEndRendering(cmd);

View File

@@ -1,5 +1,18 @@
// @Todo: These should move to draw/core.c
//
internal void G_AssetNameHash(D_Context *draw, Str8 name, U32 id) {
D_AssetHash *result = M_ArenaPush(draw->arena, D_AssetHash);
U64 hash = Str8_Hash(name);
U64 index = hash & (D_ASSET_HASH_COUNT - 1);
result->value = name;
result->hash = hash;
result->id = id;
SLL_Push(draw->lookup[index], result);
}
void G_ImagesLoad(G_State *game) {
M_TempScope(0, 0) {
D_Context *draw = &game->draw;
@@ -59,6 +72,9 @@ void G_ImagesLoad(G_State *game) {
white->name = S("_WHITE");
// This doesn't _really_ need one because its just zero and always will be zero
G_AssetNameHash(draw, white->name, 0);
white->image.width = 2;
white->image.height = 2;
white->image.format = VK_FORMAT_R8G8B8A8_SRGB;
@@ -71,7 +87,7 @@ void G_ImagesLoad(G_State *game) {
// and submitting them in one go. It doesn't really matter for now
//
VkImageMemoryBarrier2 transfer = { 0 };
VkImageMemoryBarrier2 transfer = { 0 };
VkImageMemoryBarrier2 shader_read = { 0 };
transfer.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
@@ -147,10 +163,11 @@ void G_ImagesLoad(G_State *game) {
Assert(offset <= staging->size);
draw->n_images += 1;
image->name = Str8_Copy(game->arena, Str8_RemoveAfterLast(it->basename, '.'));
G_AssetNameHash(draw, image->name, draw->n_images);
draw->n_images += 1;
printf("[Info] :: Loaded %.*s from %.*s\n", Sv(image->name), Sv(it->basename));
image->image.width = w;
@@ -290,6 +307,22 @@ void G_PipelinesLoad(G_State *game) {
Vk_PipelineCreate(basic);
}
void G_AudioLoad(G_State *game) {
(void) game;
M_TempScope(0, 0) {
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
Str8 path = Sf(temp.arena, "%.*s/assets", Sv(exe_path));
FS_List assets = FS_PathList(temp.arena, path);
// @Incomplete: finish this
for (FS_Entry *it = assets.first; it != 0; it = it->next) {
}
}
}
void G_CalculateCamera(G_Camera *camera, F32 aspect) {
Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);

View File

@@ -13,6 +13,26 @@ struct G_Camera {
Mat4x4FInv proj;
};
#define TILE_SIZE 1.0
typedef enum G_EDITOR_MODE G_EDITOR_MODE;
enum G_EDITOR_MODE {
G_EDITOR_MODE_TILE,
G_EDITOR_MODE_PROP,
G_EDITOR_MODE_HITBOX,
G_EDITOR_MODE_POI,
};
typedef struct G_Editor G_Editor;
struct G_Editor {
bool enabled;
U32 currentLevel;
S32 currentAsset;
G_EDITOR_MODE mode;
V2f cursor;
V2f dragStart;
};
typedef struct G_State G_State;
struct G_State {
M_Arena *arena;
@@ -20,11 +40,13 @@ struct G_State {
D_Context draw;
G_Camera camera;
G_Editor editor;
World *world;
};
function void G_ImagesLoad(G_State *game);
function void G_PipelinesLoad(G_State *game);
function void G_AudioLoad(G_State *game);
function void G_CalculateCamera(G_Camera *camera, F32 aspect);

View File

@@ -3,6 +3,8 @@
#include "../player.h"
#include "../aabb.h"
#include <SDL3/SDL_events.h>
#include <SDL3/SDL_keycode.h>
#include <SDL3/SDL_oldnames.h>
#include "../map.h"
void UpdateWorld(F32 delta, World *world)
@@ -29,47 +31,180 @@ void UpdateNPCs(F32 delta, World *world)
void ProcessEvents(SDL_Event *event, World *world)
{
PlayerInput(event, &world->player);
if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F5){
SaveWorld(world->arena, world);
}
if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F6){
LoadWorld(world->arena, world);
}
}
void RenderWorld(World *world, D_Context *draw) {
World_Tile tileTypes[] = {dirt, middlePath, middlePathEdgeTop, middlePathEdgeRight, middlePathEdgeBottom, middlePathEdgeLeft, middlePathCornerTopLeft, middlePathCornerTopRight, middlePathCornerBottomRight, middlePathCornerTurnBottomLeft};
for (int i = 0; i < 4800; i++)
{
D_Rect(draw, (i % 96), __floor(i / 96), .texture = tileTypes[map[i]].tile, .angle = tileTypes[map[i]].rotation);
if(world->player.currentArea == WORLD_AREA_OUTSIDE) {
for (int i = 0; i < 4800; i++) {
D_Rect(
draw,
(F32) (i % 96), (F32) (i / 96),
.texture = D_ImageHandle(draw,world->tileTypes[world->map[i]].tag),
.angle = (F32) world->tileTypes[world->map[i]].rotation,
);
}
}
for (int i = 0; i < world->propCount; i++) {
if(world->props[i].area == world->player.currentArea) {
D_Rect(
draw,
world->props[i].pos.x,
world->props[i].pos.y,
.texture = D_ImageHandle(draw,world->propTypes[world->props[i].propType].tag),
.scale = world->propTypes[world->props[i].propType].scale,
);
}
}
for (int i = 0; i < world->navMesh->nodeCount; i++) {
NavNode n = world->navMesh->nodes[i];
D_Rect(
draw,
n.pos.x,
n.pos.y,
.texture = 0,
.scale = 0.2f,
);
}
for(U32 i = 0; i < world->npcCount; i++) {
NPC npc = world->npcs[i];
if(npc.currentArea == world->player.currentArea) {
V2f drawPos = AABB_Centre(npc.collision);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 1);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 0, .dim = npc.collision.size, .flags = D_RECT_IGNORE_ASPECT);
}
}
if(world->bandit.currentArea == world->player.currentArea) {
V2f drawPos = AABB_Centre(world->bandit.collision);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 9);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 0, .dim = world->bandit.collision.size, .flags = D_RECT_IGNORE_ASPECT);
}
D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
}
void G_WorldDraw(G_State *game, World *world) {
D_Context *draw = &game->draw;
void SaveWorld(M_Arena *arena, World *world) {
printf("Saving world\n");
OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_WRITE);
U32 offset = 0;
for(int i = 0; i < WORLD_TILE_TYPE_MAX; i++) {
FS_FileWrite(file, &world->tileTypes[i].tag.count, sizeof(S64), offset);
offset += sizeof(S64);
FS_FileWrite(file, world->tileTypes[i].tag.data, world->tileTypes[i].tag.count, offset);
offset += sizeof(U8) * world->tileTypes[i].tag.count;
FS_FileWrite(file, &world->tileTypes[i].rotation, sizeof(F32), offset);
offset += sizeof(F32);
}
for(int i = 0; i < WORLD_PROP_TYPE_MAX; i++) {
FS_FileWrite(file, &world->propTypes[i].tag.count, sizeof(S64), offset);
offset += sizeof(S64);
FS_FileWrite(file, world->propTypes[i].tag.data, world->propTypes[i].tag.count, offset);
offset += sizeof(U8) * world->propTypes[i].tag.count;
FS_FileWrite(file, &world->propTypes[i].scale, sizeof(F32), offset);
offset += sizeof(F32);
}
(void) world;
FS_FileWrite(file, world->propTypes, sizeof(World_PropType)*WORLD_PROP_TYPE_MAX, offset);
offset += sizeof(World_PropType)*WORLD_PROP_TYPE_MAX;
for (F32 y = -128; y < 128; y += 1.1f) {
for (F32 x = -128; x < 128; x += 1.1f) {
FS_FileWrite(file, &world->propCount, sizeof(U32), offset);
offset += sizeof(U32);
U32 ux = (U32) x;
U32 uy = (U32) y;
FS_FileWrite(file, world->props, sizeof(World_Prop)*WORLD_PROP_MAX, offset);
offset += sizeof(World_Prop)*WORLD_PROP_MAX;
U32 tid = 15;
if ((ux % 11) == 0 || ((uy % 7) == 0)) {
tid = 16;
}
FS_FileWrite(file, &world->hitboxCount, sizeof(U32), offset);
offset += sizeof(U32);
D_Rect(draw, x, y, .texture = tid);
}
}
FS_FileWrite(file, world->hitboxes, sizeof(AABB)*WORLD_HITBOX_MAX, offset);
offset += sizeof(AABB)*WORLD_HITBOX_MAX;
FS_FileWrite(file, world->map, sizeof(U32)*WORLD_MAP_MAX, offset);
offset += sizeof(U32)*WORLD_MAP_MAX;
FS_FileClose(file);
printf("Saved world :)\n");
}
void LoadWorld(M_Arena *arena, World *world) {
printf("loading world\n");
OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_READ);
U32 offset = 0;
world->tileTypes = M_ArenaPush(arena, World_Tile, .count=WORLD_TILE_TYPE_MAX);
for(int i = 0; i < WORLD_TILE_TYPE_MAX; i++) {
FS_FileRead(file, &world->tileTypes[i].tag.count, sizeof(S64), offset);
offset += sizeof(S64);
world->tileTypes[i].tag.data = M_ArenaPush(arena, U8, .count=world->tileTypes[i].tag.count);
FS_FileRead(file, world->tileTypes[i].tag.data, world->tileTypes[i].tag.count, offset);
offset += sizeof(U8) * world->tileTypes[i].tag.count;
FS_FileRead(file, &world->tileTypes[i].rotation, sizeof(F32), offset);
offset += sizeof(F32);
}
world->propTypes = M_ArenaPush(arena, World_PropType, .count=WORLD_PROP_TYPE_MAX);
for(int i = 0; i < WORLD_PROP_TYPE_MAX; i++) {
FS_FileRead(file, &world->propTypes[i].tag.count, sizeof(S64), offset);
offset += sizeof(S64);
world->propTypes[i].tag.data = M_ArenaPush(arena, U8, .count=world->propTypes[i].tag.count);
FS_FileRead(file, world->propTypes[i].tag.data, world->propTypes[i].tag.count, offset);
offset += sizeof(U8) * world->propTypes[i].tag.count;
FS_FileRead(file, &world->propTypes[i].scale, sizeof(F32), offset);
offset += sizeof(F32);
}
FS_FileRead(file, &world->propCount, sizeof(U32), offset);
offset += sizeof(U32);
world->props = M_ArenaPush(arena, World_Prop, .count=WORLD_PROP_MAX);
FS_FileRead(file, world->props, sizeof(World_Prop)*WORLD_PROP_MAX, offset);
offset += sizeof(World_Prop)*world->propCount;
FS_FileRead(file, &world->hitboxCount, sizeof(U32), offset);
offset += sizeof(U32);
world->hitboxes = M_ArenaPush(arena, AABB, .count=WORLD_HITBOX_MAX);
FS_FileRead(file, world->hitboxes, sizeof(AABB)*WORLD_HITBOX_MAX, offset);
offset += sizeof(AABB)*world->hitboxCount;
world->map = M_ArenaPush(arena, U32, .count=WORLD_MAP_MAX);
FS_FileRead(file, world->map, sizeof(U32)*WORLD_MAP_MAX, offset);
offset += sizeof(U32)*WORLD_MAP_MAX;
FS_FileClose(file);
printf("loaded world\n");
}
void GenerateNavMesh(M_Arena *arena, World *world) {
world->navMesh = M_ArenaPush(arena, NavMesh);
world->navMesh->nodeCount = 0;
for(int i = 0; i < WORLD_MAP_MAX; i++) {
U32 x = (i % 96);
U32 y = (i / 96);
world->navMesh->nodes[world->navMesh->nodeCount].pos.x = x;
world->navMesh->nodes[world->navMesh->nodeCount].pos.y = y;
U32 cost = 20;
if(Str8_Equal(world->tileTypes[world->map[i]].tag, S("path_middle"), STR8_EQUAL_IGNORE_CASE)) {
cost = 10;
}
world->navMesh->nodes[world->navMesh->nodeCount].connectionCount = 0;
for(int nx = -1; nx < 2; nx++){
for(int ny = -1; ny < 2; ny++){
if((nx==ny) && nx==0) {continue;}
if(x+nx < 0 || x+nx > 95) {
continue;
}
if(y+ny < 0 || y+ny > 49) {
continue;
}
U32 index = x+nx + (y+ny)*96;
U32 nCount = world->navMesh->nodeCount;
world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].NodeIndex = index;
world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].Cost = cost;
world->navMesh->nodes[nCount].connectionCount++;
}
}
world->navMesh->nodeCount++;
}
}

View File

@@ -1,17 +1,6 @@
#include "world.h"
World_Tile dirt = {.rotation=0,.collision=false,.tile=16};//0
World_Tile middlePath = {.rotation=0,.collision=false,.tile=6};//1
World_Tile middlePathEdgeTop = {.rotation=0,.collision=false,.tile=7};//2
World_Tile middlePathEdgeRight = {.rotation=PI_F32/2,.collision=false,.tile=7};//3
World_Tile middlePathEdgeBottom = {.rotation=PI_F32,.collision=false,.tile=7};//4
World_Tile middlePathEdgeLeft = {.rotation=-PI_F32/2,.collision=false,.tile=7};//5
World_Tile middlePathCornerTopLeft = {.rotation=0,.collision=false,.tile=5};//6
World_Tile middlePathCornerTopRight = {.rotation=PI_F32/2,.collision=false,.tile=5};//7
World_Tile middlePathCornerBottomRight = {.rotation=-PI_F32,.collision=false,.tile=5};//8
World_Tile middlePathCornerTurnBottomLeft = {.rotation=-PI_F32/2,.collision=false,.tile=5};//9
int map[] = {
U32 map[] = {
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
@@ -62,4 +51,4 @@ int map[] = {
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
};
};

View File

@@ -6,7 +6,7 @@
#define NAV_MAX_PATH 1024
#define NAV_MAX_CONNECTIONS 8
#define NAV_MAX_NODES 4096
#define NAV_MAX_NODES 4800
typedef struct NavNode NavNode;

File diff suppressed because it is too large Load Diff

View File

@@ -3,24 +3,38 @@
#include "../core/math.h"
#define WORLD_HITBOX_MAX 4096
#define WORLD_PROP_MAX 2048
#define WORLD_PROP_TYPE_MAX 64
#define WORLD_TILE_TYPE_MAX 64
#define WORLD_MAP_MAX 4800
// Areas are which
typedef U32 World_Area;
enum World_Area
{
WORLD_AREA_OUTSIDE = (1 << 0),
WORLD_AREA_SALOON = (1 << 1),
WORLD_PATH_MIDDLE_EDGE = (1 << 2),
WORLD_PATH_MIDDLE = (1 << 3),
WORLD_PATH_CORNER = (1 << 4),
WORLD_PATH_CORNER_EDGE = (1 << 5),
};
typedef struct World_Tile World_Tile;
struct World_Tile
struct World_Tile {
Str8 tag;
F32 rotation;
};
typedef struct World_PropType World_PropType;
struct World_PropType {
Str8 tag;
F32 scale;
};
typedef struct World_Prop World_Prop;
struct World_Prop
{
World_Area tile;
double rotation;
bool collision;
U32 propType;
World_Area area;
V2f pos;
};
typedef struct World World;
@@ -29,10 +43,21 @@ typedef struct World World;
#include "bandit.h"
struct World {
//// Utils
M_Arena *arena;
//// Static stuff
NavMesh *navMesh;
Random random;
V2f mouseProjected;
//// Loaded from world file
World_Tile *tileTypes;
World_PropType *propTypes;
World_Prop *props;
AABB *hitboxes;
U32 *map;
U32 propCount;
U32 hitboxCount;
//// Player
Player player;
@@ -56,4 +81,8 @@ function void UpdateNPCs(F32 delta, World *world);
function void UpdateNPC(F32 delta, NPC *npc, World *world);
function void UpdateBandit(F32 delta, Bandit *bandit, World *world);
#endif // LD_GAME_WORLD_H_
function void LoadWorld(M_Arena *arena, World *world);
function void SaveWorld(M_Arena *arena, World *world);
function void GenerateNavMesh(M_Arena *arena, World *world);
#endif // LD_GAME_WORLD_H_

BIN
code/world.sgdat Normal file

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