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11 Commits
24e9b472c3
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debug/worl
| Author | SHA1 | Date | |
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d9957eead1
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c4cf8f532b
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8a360df98a
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3a84947750
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3e527f473b
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ab8301f475
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08cbfaeb71
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2f52bb3097
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a9612b2d57
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| 139b14ed71 | |||
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c721839dfa
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BIN
assets/barrel.png
Normal file
|
After Width: | Height: | Size: 590 B |
BIN
assets/can.png
Normal file
|
After Width: | Height: | Size: 168 B |
BIN
assets/candle.png
Normal file
|
After Width: | Height: | Size: 176 B |
BIN
assets/clock.png
Normal file
|
After Width: | Height: | Size: 584 B |
BIN
assets/house.png
Normal file
|
After Width: | Height: | Size: 3.3 KiB |
BIN
assets/house_int.png
Normal file
|
After Width: | Height: | Size: 3.7 KiB |
BIN
assets/log_pile.png
Normal file
|
After Width: | Height: | Size: 519 B |
BIN
assets/nightstand.png
Normal file
|
After Width: | Height: | Size: 244 B |
BIN
assets/npc_front_base_black.png
Normal file
|
After Width: | Height: | Size: 732 B |
BIN
assets/npc_front_base_white.png
Normal file
|
After Width: | Height: | Size: 737 B |
BIN
assets/npc_front_eyes_blue.png
Normal file
|
After Width: | Height: | Size: 232 B |
BIN
assets/npc_front_eyes_brown.png
Normal file
|
After Width: | Height: | Size: 207 B |
BIN
assets/npc_front_eyes_closed.png
Normal file
|
After Width: | Height: | Size: 127 B |
BIN
assets/npc_front_eyes_green.png
Normal file
|
After Width: | Height: | Size: 217 B |
BIN
assets/npc_front_face_glasses.png
Normal file
|
After Width: | Height: | Size: 157 B |
BIN
assets/npc_front_face_moustache.png
Normal file
|
After Width: | Height: | Size: 191 B |
BIN
assets/npc_front_face_redMask.png
Normal file
|
After Width: | Height: | Size: 227 B |
BIN
assets/npc_front_face_whiteMask.png
Normal file
|
After Width: | Height: | Size: 186 B |
BIN
assets/npc_front_hair_blonde.png
Normal file
|
After Width: | Height: | Size: 393 B |
BIN
assets/npc_front_hair_brown.png
Normal file
|
After Width: | Height: | Size: 334 B |
BIN
assets/npc_front_hair_grey.png
Normal file
|
After Width: | Height: | Size: 191 B |
BIN
assets/npc_front_hat_brown.png
Normal file
|
After Width: | Height: | Size: 326 B |
BIN
assets/npc_front_hat_white.png
Normal file
|
After Width: | Height: | Size: 300 B |
BIN
assets/npc_front_shirt_brown.png
Normal file
|
After Width: | Height: | Size: 528 B |
BIN
assets/npc_front_shirt_white.png
Normal file
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After Width: | Height: | Size: 479 B |
BIN
assets/npc_front_shoes_brown.png
Normal file
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After Width: | Height: | Size: 273 B |
BIN
assets/npc_front_trousers_blue.png
Normal file
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After Width: | Height: | Size: 361 B |
BIN
assets/npc_front_trousers_white.png
Normal file
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After Width: | Height: | Size: 354 B |
BIN
assets/outside_ambience.wav
Normal file
BIN
assets/pool_table.png
Normal file
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After Width: | Height: | Size: 846 B |
BIN
assets/rug0.png
Normal file
|
After Width: | Height: | Size: 634 B |
BIN
assets/rug1.png
Normal file
|
After Width: | Height: | Size: 1.1 KiB |
BIN
assets/saloon_int.png
Normal file
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After Width: | Height: | Size: 8.2 KiB |
BIN
assets/skull.png
Normal file
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After Width: | Height: | Size: 555 B |
BIN
assets/table.png
Normal file
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After Width: | Height: | Size: 1012 B |
@@ -29,6 +29,20 @@ Str8 Str8_WrapZ(U8 *data) {
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return result;
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||||
}
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#define FNV_OFFSET_BIAS ((U64) 0xCBF29CE484222325)
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#define FNV_PRIME ((U64) 0x100000001B3)
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|
||||
U64 Str8_Hash(Str8 v) {
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||||
U64 result = FNV_OFFSET_BIAS;
|
||||
|
||||
for (S64 it = 0; it < v.count; ++it) {
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result ^= v.data[it];
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result *= FNV_PRIME;
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}
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||||
|
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return result;
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||||
}
|
||||
|
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Str8 Str8_Copy(M_Arena *arena, Str8 s) {
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||||
Str8 result;
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||||
result.count = s.count;
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||||
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||||
@@ -36,6 +36,11 @@
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||||
#define SLL_PopN(h, next) (((h) != 0) ? (h) = (h)->next : 0)
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|
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#define SLL_Enqueue(h, t, n) SLL_EnqueueN(h, t, n, next)
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#define SLL_EnqueueFront(h, t, n) SLL_EnqueueFrontN(h, t, n, next)
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#define SLL_Dequeue(h, t) SLL_DequeueN(h, t, next)
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||||
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||||
#define SLL_Push(h, n) SLL_PushN(h, n, next)
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||||
#define SLL_Pop(h) (((h) != 0) ? (h) = (h)->next : 0)
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||||
|
||||
#define function static
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#define internal static
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|
||||
@@ -11,6 +11,8 @@ function Str8 Str8_Wrap(S64 count, U8 *data);
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||||
function Str8 Str8_WrapRange(U8 *start, U8 *end);
|
||||
function Str8 Str8_WrapZ(U8 *data);
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||||
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function U64 Str8_Hash(Str8 v);
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function Str8 Str8_Copy(M_Arena *arena, Str8 s);
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function Str8 Str8_Format(M_Arena *arena, const char *format, ...);
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@@ -1,3 +1,59 @@
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U32 D_ImageHandle(D_Context *draw, Str8 name) {
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U32 result = 0;
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U64 hash = Str8_Hash(name);
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U64 index = hash & (D_ASSET_HASH_COUNT - 1);
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D_AssetHash *lookup = draw->lookup[index];
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while (lookup != 0) {
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if (lookup->hash == hash && Str8_Equal(lookup->value, name, 0)) {
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result = lookup->id;
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break;
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}
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lookup = lookup->next;
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}
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return result;
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}
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void D_AnimationInit(D_Animation *a, U32 id, U32 rows, U32 cols, F32 time) {
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a->id = id;
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a->rows = rows;
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a->cols = cols;
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a->time = 0;
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a->frame_time = time;
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a->frame = V2F(1.0f / (F32) cols, 1.0f / (F32) rows);
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a->index = 0;
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}
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R2f D_AnimationFrame(D_Animation *a) {
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R2f result = { 0 };
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U32 row = a->index / a->cols;
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U32 col = a->index % a->cols;
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||||
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result.min = V2F(a->frame.w * col, a->frame.h * row);
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result.max = V2F(result.min.x + a->frame.w, result.min.y + a->frame.h);
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return result;
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}
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||||
void D_AnimationUpdate(D_Animation *a, F32 dt) {
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a->time += dt;
|
||||
if (a->time >= a->frame_time) {
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a->time = 0;
|
||||
a->index += 1;
|
||||
|
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if (a->index >= (a->rows * a->cols)) { a->index = 0; }
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||||
}
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||||
}
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||||
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||||
void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects) {
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||||
Vk_Buffer *rbo = &frame->rbo;
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||||
|
||||
@@ -127,14 +183,19 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
|
||||
else {
|
||||
Vk_Image *image = &draw->images[opts->texture].image;
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||||
|
||||
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) {
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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;
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||||
F32 aspect_h = (width > height) ? 1.0f : (height / width);
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||||
|
||||
rect->w = opts->scale * aspect_w;
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||||
rect->h = opts->scale * aspect_h;
|
||||
}
|
||||
|
||||
draw->n_rects += 1;
|
||||
|
||||
@@ -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;
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||||
|
||||
#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;
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||||
struct D_Context {
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||||
Vk_Buffer *rbo;
|
||||
@@ -73,6 +98,8 @@ struct D_Context {
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||||
U32 window_width;
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||||
U32 window_height;
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||||
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||||
D_AssetHash *lookup[D_ASSET_HASH_COUNT];
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||||
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||||
struct G_Camera *camera;
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||||
};
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
296
code/first.c
@@ -24,17 +24,13 @@
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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/bandit.c"
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#include "game/testnavmesh.h"
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const int width = 1280;
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const int height = 720;
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int main(int argc, char **argv)
|
||||
{
|
||||
(void)argc;
|
||||
(void)argv;
|
||||
(void) argc;
|
||||
(void) argv;
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO))
|
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if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO))
|
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{
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||||
printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError());
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||||
return 1;
|
||||
@@ -47,6 +43,30 @@ int main(int argc, char **argv)
|
||||
return 1;
|
||||
}
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||||
|
||||
SDL_AudioStream *austream;
|
||||
Str8 audio_data;
|
||||
M_TempScope(0, 0) {
|
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SDL_AudioSpec spec;
|
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spec.format = SDL_AUDIO_S16LE;
|
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spec.channels = 2;
|
||||
spec.freq = 44100;
|
||||
|
||||
austream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, 0, 0);
|
||||
|
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if (!austream) {
|
||||
printf("Failed to open audio stream (%s)\n", SDL_GetError());
|
||||
}
|
||||
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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;
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||||
U32 count;
|
||||
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||||
SDL_LoadWAV((const char *) path.data, &wav_spec, &audio_data.data, &count);
|
||||
audio_data.count = count;
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}
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Vk_Setup(window);
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G_State *game = 0;
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@@ -54,11 +74,12 @@ int main(int argc, char **argv)
|
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M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4));
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game = M_ArenaPush(arena, G_State);
|
||||
|
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game->arena = arena;
|
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game->arena = arena;
|
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game->draw.arena = arena;
|
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|
||||
G_ImagesLoad(game);
|
||||
G_PipelinesLoad(game);
|
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G_AudioLoad(game);
|
||||
|
||||
G_Camera *camera = &game->camera;
|
||||
|
||||
@@ -74,18 +95,21 @@ int main(int argc, char **argv)
|
||||
|
||||
game->draw.camera = camera;
|
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World *world = M_ArenaPush(arena, World);
|
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//LoadWorld(arena, world);
|
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game->world = world;
|
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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);
|
||||
|
||||
@@ -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);
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -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++;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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,
|
||||
};
|
||||
};
|
||||
|
||||
@@ -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;
|
||||
|
||||
|
||||
35012
code/game/testnavmesh.h
@@ -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_
|
||||
|
||||