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3 Commits
635e7b1c1e
...
raycast
| Author | SHA1 | Date | |
|---|---|---|---|
| 108de25eb5 | |||
| beccaf8465 | |||
| fd7162259b |
@@ -1,22 +1,8 @@
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#include <math.h>
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V2f V2F(F32 x, F32 y) {
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V2f result = { x, y };
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return result;
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}
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function V2f V2f_Scale(V2f x, F32 scale) {
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return V2F(x.x * scale, x.y * scale);
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}
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V2f NormaliseV2F(V2f x) {
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F32 magnitude = sqrtf((x.x * x.x) + (x.y * x.y));
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if(magnitude > 0.0){
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F32 inverse = 1.0f/magnitude;
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return V2F(x.x*inverse, x.y*inverse);
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}
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return x;
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}
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V3f V3F(F32 x, F32 y, F32 z) {
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V3f result = { x, y, z };
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return result;
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@@ -174,46 +160,4 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
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return result;
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}
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// Random
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Random Random_Seed(U64 seed) {
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Random result = { seed };
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return result;
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}
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U64 Random_Next(Random *rnd) {
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U64 result = rnd->state;
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result ^= (result << 13);
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result ^= (result >> 7);
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result ^= (result << 17);
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rnd->state = result;
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return result;
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}
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F32 Random_F32(Random *rnd, F32 min, F32 max) {
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F32 result = min + (Random_Unilateral(rnd) * (max - min));
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return result;
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}
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F64 Random_F64(Random *rnd, F64 min, F64 max) {
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F64 result = min + (Random_Unilateral(rnd) * (max - min));
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return result;
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}
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U32 Random_U32(Random *rnd, U32 min, U32 max) {
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U32 result = min + (U32) (Random_Unilateral(rnd) * (max - min));
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return result;
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}
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F32 Random_Unilateral(Random *rnd) {
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F32 result = Random_Next(rnd) / (F32) U64_MAX;
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return result;
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}
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F32 Random_Bilateral(Random *rnd) {
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F32 result = -1.0f + (2.0f * Random_Unilateral(rnd));
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return result;
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}
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@@ -4,13 +4,6 @@
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#define PI_F32 (3.14159265358979323846264338f)
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#define TAU_F32 (2.0f * PI_F32)
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#define Abs(x) (((x) < 0 ? -(x) : (x)))
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typedef struct Random Random;
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struct Random {
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U64 state;
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};
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typedef union V2f V2f;
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union V2f {
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struct {
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@@ -121,21 +114,4 @@ function V3f M4x4F_VMul3(Mat4x4F m, V3f v);
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function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
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function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
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function V2f NormaliseV2F(V2f x);
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function V2f V2f_Scale(V2f x, F32 scale);
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// Random
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function Random Random_Seed(U64 seed);
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function U64 Random_Next(Random *rnd);
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function F32 Random_F32(Random *rnd, F32 min, F32 max);
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function F64 Random_F64(Random *rnd, F64 min, F64 max);
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function U32 Random_U32(Random *rnd, U32 min, U32 max);
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function F32 Random_Unilateral(Random *rnd);
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function F32 Random_Bilateral(Random *rnd);
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#endif // LD_CORE_MATH_H_
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@@ -1,7 +1,7 @@
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#if !defined(LD_DRAW_CORE_H_)
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#define LD_DRAW_CORE_H_
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#define D_MAX_RECTS (262144)
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#define D_MAX_RECTS 1024
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typedef struct D_Image D_Image;
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struct D_Image {
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76
code/first.c
76
code/first.c
@@ -1,7 +1,6 @@
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#include <stdio.h>
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#include <stdbool.h>
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_keycode.h>
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#define STB_IMAGE_IMPLEMENTATION 1
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#include <stb_image.h>
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@@ -18,7 +17,6 @@
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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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int main(int argc, char **argv)
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@@ -64,49 +62,34 @@ int main(int argc, char **argv)
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camera->farp = 1000.0f;
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game->draw.camera = camera;
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World *world = M_ArenaPush(arena, World);
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game->world = world;
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world->random = Random_Seed(29237489723847);
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world->npcCount = 1;
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for(int i = 0; i < world->npcCount; i++) {
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NPC *npc1 = &world->npcs[i];
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npc1->collision.pos.x = 15;
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npc1->collision.pos.y = 15;
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npc1->collision.size.x = 1;
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npc1->collision.size.y = 1;
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npc1->name = S("Matt");
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npc1->mode = NPC_ACTION_WAITING;
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npc1->waitTime = 0;
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npc1->maxWaitTime = 5;
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npc1->currentNavNode = 0;
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npc1->collision.pos.x = 15;
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npc1->collision.pos.y = 15;
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npc1->collision.size.x = 10;
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npc1->collision.size.y = 10;
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}
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Bandit *badman = &world->bandit;
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badman->collision.pos.x = 15;
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badman->collision.pos.y = 15;
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badman->collision.size.x = 10;
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badman->collision.size.y = 10;
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badman->name = S("Leroy Brown");
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badman->mode = BANDIT_WAITING;
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badman->waitTime = 0;
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badman->maxWaitTime = 2;
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badman->poiCount = 2;
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badman->pointsOfInterest[0] = 937;
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badman->pointsOfInterest[1] = 12;
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world->navMesh = &TestNavMesh;
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world->npcPOI[0] = 100;
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world->player.pos.x = 0;
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world->player.pos.y = 0;
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world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
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world->player.reloadTimer = 0;
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}
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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.size = KB(4);
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rbo.host_visible = true;
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Vk_BufferCreate(&rbo);
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bool running = true;
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World world = {
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.npcCount = 2,
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.npcs = {
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{.collision = {{10, 10}, {10, 10}},
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.name = S("Matt"),
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.mode = NPC_ACTION_WAITING,
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.waitTime = 0,
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.maxWaitTime = 5,
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.currentNavNode = 87},
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{.collision = {{15, 15}, {10, 10}},
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.name = S("James"),
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.mode = NPC_ACTION_WAITING,
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.waitTime = 0,
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.maxWaitTime = 10,
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.currentNavNode = 0}},
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.navMesh = &TestNavMesh,
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.npcPOI = {100},
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.player = {.pos = {0, 0}}};
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printf("%zu size in bytes\n", sizeof(TestNavMesh));
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@@ -119,11 +102,9 @@ int main(int argc, char **argv)
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{
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running = false;
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}
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ProcessEvents(&e, game->world);
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ProcessEvents(&e, &world);
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}
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UpdateWorld(1.0 / 60.0, game->world);
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game->camera.p.x = game->world->player.pos.x;
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game->camera.p.y = game->world->player.pos.y;
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UpdateWorld(1.0 / 60.0, &world);
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int w, h;
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SDL_GetWindowSizeInPixels(window, &w, &h);
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@@ -131,7 +112,7 @@ int main(int argc, char **argv)
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game->draw.window_width = w;
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game->draw.window_height = h;
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G_CalculateCamera(&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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VkCommandBuffer cmd = frame->cmd;
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@@ -161,7 +142,6 @@ int main(int argc, char **argv)
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D_Begin(&game->draw, frame, D_MAX_RECTS);
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RenderWorld(game->world, &game->draw);
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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, 6.0f, 0.0f, .texture = 3);
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@@ -6,7 +6,7 @@ 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_SHOOTING,
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BANDIT_SHOOTOUT,
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};
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typedef struct Bandit Bandit;
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@@ -22,7 +22,6 @@ struct Bandit {
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// How long they will wait in this location.
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F32 maxWaitTime;
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U32 poiCount;
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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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@@ -290,7 +290,7 @@ void G_PipelinesLoad(G_State *game) {
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Vk_PipelineCreate(basic);
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}
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void G_CalculateCamera(G_Camera *camera, F32 aspect) {
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void G_CalulateCamera(G_Camera *camera, F32 aspect) {
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Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
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Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);
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@@ -1,6 +1,5 @@
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#if !defined(LD_GAME_CORE_H_)
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#define LD_GAME_CORE_H_
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#include "world.h"
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typedef struct G_Camera G_Camera;
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struct G_Camera {
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@@ -19,18 +18,17 @@ struct G_State {
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D_Context draw;
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G_Camera camera;
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World *world;
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};
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function void G_ImagesLoad(G_State *game);
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function void G_PipelinesLoad(G_State *game);
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function void G_CalculateCamera(G_Camera *camera, F32 aspect);
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function void G_CalulateCamera(G_Camera *camera, F32 aspect);
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#include "aabb.h"
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#include "player.h"
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#include "nav.h"
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#include "npc.h"
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#include "world.h"
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#endif // LD_GAME_CORE_H_
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@@ -23,14 +23,14 @@ bool AABB_Slab(V2f origin, V2f point, AABB a)
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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;
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F32 tMin = Min(tLow, tHigh);
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F32 tMax = Max(tLow, tHigh);
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F32 tMin = min(tLow, tHigh);
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F32 tMax = max(tLow, tHigh);
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// y
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tLow = (start.y - origin.y) * invdirection.y;
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tHigh = (finish.y - origin.y) * invdirection.y;
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tMin = Max(tMin, Min(tLow, tHigh));
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tMax = Min(tMax, Max(tLow, tHigh));
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tMin = max(tMin, min(tLow, tHigh));
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tMax = min(tMax, max(tLow, tHigh));
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return tMax >= tMin;
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}
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}
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@@ -1,41 +0,0 @@
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#include "game/world.h"
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#include "game/bandit.h"
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void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
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switch (bandit->mode) {
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case BANDIT_WAITING:
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bandit->waitTime+=delta;
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if(bandit->waitTime > bandit->maxWaitTime) {
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bandit->mode = BANDIT_WALKING;
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do {
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U32 randomChoice = Random_U32(&world->random, 0, bandit->poiCount);
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bandit->targetNavNode = bandit->pointsOfInterest[randomChoice];
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} while(bandit->targetNavNode == bandit->currentNavNode);
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bandit->path = Nav_Path(world->navMesh, bandit->currentNavNode, bandit->targetNavNode);
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bandit->walkTimer = 0;
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}
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break;
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case BANDIT_WALKING:
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bandit->walkTimer+=delta;
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if(bandit->walkTimer >= NPC_SPEED){
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bandit->walkTimer = 0;
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if(bandit->path.nodeCount == bandit->pathIndex+1){
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bandit->mode = BANDIT_WAITING;
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bandit->maxWaitTime = Random_F32(&world->random, 20, 140);
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bandit->waitTime = 0;
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bandit->currentNavNode = bandit->targetNavNode;
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bandit->pathIndex = 0;
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return;
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}
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bandit->currentNavNode = bandit->path.indexes[bandit->pathIndex];
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bandit->pathIndex+=1;
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}
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NavNode cNav = world->navMesh->nodes[bandit->currentNavNode];
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NavNode tNav = world->navMesh->nodes[bandit->path.indexes[bandit->pathIndex]];
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bandit->collision.pos.x = cNav.pos.x * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.x * bandit->walkTimer/NPC_SPEED;
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bandit->collision.pos.y = cNav.pos.y * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.y * bandit->walkTimer/NPC_SPEED;
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break;
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// TODO Shooting
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// TODO Running away
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}
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}
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@@ -9,7 +9,7 @@ typedef struct navSearchNodeState navSearchNodeState;
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struct navSearchNodeState
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{
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bool visited;
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F64 distance;
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U64 distance;
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U32 shortest;
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bool addedToUnvisited;
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};
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@@ -61,13 +61,8 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
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}
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// Generate a path to follow between the start and end node.
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NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
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// This is a stupid fix, since it's easier to work backwards
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// to generate a path, I'm swapping the start / end, to generate
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// it backwards
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U32 tmp = end;
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end = start;
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start = tmp;
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NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
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{
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navSearchState state = initState(start, mesh->nodeCount);
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U32 unfinishedCount = 1;
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U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
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@@ -78,15 +73,21 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
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U32 unfinishedOffset = 0;
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U32 lowestNodeIndex = start;
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bool found = false;
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while(!found) {
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for(int connectionI = 0 ; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++) {
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NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
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navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
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if(testNode->visited) {continue;}
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F64 distance = cast(F64) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
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distance += cast(F64) Abs((mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x));
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distance += cast(F64) Abs((mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y));
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if(testNode->distance > distance) {
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while (!found)
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{
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for (int connectionI = 0; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++)
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{
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NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
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navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
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if (testNode->visited)
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{
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continue;
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}
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U32 distance = cast(U32)(state.nodeStates[lowestNodeIndex].distance + connection->Cost);
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distance += cast(U32)(mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
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distance += cast(U32)(mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y);
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if (testNode->distance > distance)
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{
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testNode->distance = distance;
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testNode->shortest = lowestNodeIndex;
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}
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@@ -1,22 +1,22 @@
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#include "game/npc.h"
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#include "game/world.h"
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#include "core/types.h"
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#include "core/math.h"
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void UpdateNPC(F32 delta, NPC *npc, World *world) {
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#include <stdio.h>
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void updateNPC(F32 delta, NPC *npc, World *world) {
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switch (npc->mode) {
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case NPC_ACTION_WAITING:
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npc->waitTime+=delta;
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if(npc->waitTime > npc->maxWaitTime) {
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npc->mode = NPC_ACTION_WALKING;
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// TODO change targets to poi's rather than just random nodes
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// TODO choose either global POI's or use NPC custom poi if
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// customPOI is true
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do {
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npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
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} while(npc->targetNavNode == npc->currentNavNode);
|
||||
U32 next = npc->targetNavNode == 100 ? 20 : 100;
|
||||
npc->targetNavNode = next; // TODO RANDOM
|
||||
printf("Starting to nav path\n");
|
||||
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
|
||||
printf("done\n");
|
||||
npc->walkTimer = 0;
|
||||
printf("%.*s started walking to %d\n", Sv(npc->name), npc->targetNavNode);
|
||||
}
|
||||
break;
|
||||
case NPC_ACTION_WALKING:
|
||||
@@ -24,18 +24,18 @@ void UpdateNPC(F32 delta, NPC *npc, World *world) {
|
||||
if(npc->walkTimer >= NPC_SPEED){
|
||||
npc->walkTimer = 0;
|
||||
if(npc->path.nodeCount == npc->pathIndex+1){
|
||||
printf("Finished! so I'm waiting\n");
|
||||
npc->mode = NPC_ACTION_WAITING;
|
||||
npc->maxWaitTime = Random_F32(&world->random, 20, 140);
|
||||
npc->maxWaitTime = 20; // TODO RANDOM
|
||||
npc->waitTime = 0;
|
||||
npc->currentNavNode = npc->targetNavNode;
|
||||
npc->pathIndex = 0;
|
||||
return;
|
||||
}
|
||||
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
|
||||
npc->pathIndex+=1;
|
||||
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
|
||||
}
|
||||
NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
|
||||
NavNode tNav = world->navMesh->nodes[npc->path.indexes[npc->pathIndex]];
|
||||
NavNode tNav = world->navMesh->nodes[npc->pathIndex];
|
||||
npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
|
||||
npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
|
||||
break;
|
||||
|
||||
@@ -1,78 +1,37 @@
|
||||
#include "../player.h"
|
||||
#include <SDL3/SDL_events.h>
|
||||
#include <SDL3/SDL_keycode.h>
|
||||
#include <stdio.h>
|
||||
|
||||
void PlayerInput(SDL_Event *event, Player *player)
|
||||
void PlayerUpdate(SDL_Event *event, Player *player)
|
||||
{
|
||||
player->controls.shot = false;
|
||||
SDL_KeyboardEvent key = event->key;
|
||||
SDL_MouseButtonEvent mouseBtn = event->button;
|
||||
if(event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) {
|
||||
bool val = event->type == SDL_EVENT_KEY_DOWN;
|
||||
switch (key.key)
|
||||
{
|
||||
case SDLK_W:
|
||||
{
|
||||
player->controls.upDown = val;
|
||||
break;
|
||||
}
|
||||
case SDLK_A:
|
||||
{
|
||||
player->controls.leftDown = val;
|
||||
break;
|
||||
}
|
||||
case SDLK_D:
|
||||
{
|
||||
player->controls.rightDown = val;
|
||||
break;
|
||||
}
|
||||
case SDLK_S:
|
||||
{
|
||||
player->controls.downDown = val;
|
||||
break;
|
||||
}
|
||||
}
|
||||
switch (key.key)
|
||||
{
|
||||
case SDLK_W:
|
||||
{
|
||||
player->pos.y += 10;
|
||||
break;
|
||||
}
|
||||
case SDLK_A:
|
||||
{
|
||||
player->pos.x -= 10;
|
||||
break;
|
||||
}
|
||||
case SDLK_D:
|
||||
{
|
||||
player->pos.x += 10;
|
||||
break;
|
||||
}
|
||||
case SDLK_S:
|
||||
{
|
||||
player->pos.y -= 10;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (mouseBtn.clicks == 1)
|
||||
{
|
||||
// shooting
|
||||
player->bulletsLoaded -= 1;
|
||||
}
|
||||
if (
|
||||
event->type == SDL_EVENT_MOUSE_BUTTON_DOWN
|
||||
&& mouseBtn.button == SDL_BUTTON_LEFT
|
||||
) {
|
||||
if(player->bulletsLoaded > 0) {
|
||||
// shooting
|
||||
player->bulletsLoaded -= 1;
|
||||
player->controls.shot = true;
|
||||
player->shotPos = V2F(mouseBtn.x, mouseBtn.y);
|
||||
printf("shot %f %f\n", mouseBtn.x, mouseBtn.y);
|
||||
} else if(player->reloadTimer == 0) {
|
||||
player->reloadTimer = PLAYER_RELOAD_TIME;
|
||||
printf("reloading\n");
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerUpdate(F32 delta, Player *player) {
|
||||
V2f dir = V2F(0, 0);
|
||||
if(player->controls.upDown) {
|
||||
dir.y -= 1;
|
||||
}
|
||||
if(player->controls.downDown) {
|
||||
dir.y += 1;
|
||||
}
|
||||
if(player->controls.leftDown) {
|
||||
dir.x -= 1;
|
||||
}
|
||||
if(player->controls.rightDown) {
|
||||
dir.x += 1;
|
||||
}
|
||||
if(player->reloadTimer > 0) {
|
||||
player->reloadTimer-=delta;
|
||||
if(player->reloadTimer <= 0) {
|
||||
player->bulletsLoaded = PLAYER_BULLET_COUNT;
|
||||
player->reloadTimer = 0;
|
||||
}
|
||||
}
|
||||
dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
|
||||
player->pos.x += dir.x;
|
||||
player->pos.y += dir.y;
|
||||
}
|
||||
|
||||
@@ -5,34 +5,18 @@
|
||||
|
||||
void UpdateWorld(F32 delta, World *world)
|
||||
{
|
||||
UpdateBandit(delta, &world->bandit, world);
|
||||
UpdateNPCs(delta, world);
|
||||
PlayerUpdate(delta, &world->player);
|
||||
// UpdateNPCs(delta, world);
|
||||
}
|
||||
|
||||
void UpdateNPCs(F32 delta, World *world)
|
||||
{
|
||||
for (U32 i = 0; i < world->npcCount; i++)
|
||||
for (int i = 0; i < world->npcCount; i++)
|
||||
{
|
||||
UpdateNPC(delta, &world->npcs[i], world);
|
||||
if(world->player.controls.shot && AABB_Point(world->npcs[i].collision, world->player.shotPos)) {
|
||||
// TODO we need to unproject the mouse location !!!
|
||||
printf("You shot %.*s\n", Sv(world->npcs[i].name));
|
||||
}
|
||||
updateNPC(delta, &world->npcs[i], world);
|
||||
}
|
||||
}
|
||||
|
||||
void ProcessEvents(SDL_Event *event, World *world)
|
||||
{
|
||||
PlayerInput(event, &world->player);
|
||||
}
|
||||
|
||||
void RenderWorld(World *world, D_Context *draw) {
|
||||
for(int i = 0; i < world->npcCount; i++) {
|
||||
NPC npc = world->npcs[i];
|
||||
D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 1);
|
||||
D_Rect(draw, npc.collision.pos.x, npc.collision.pos.y, .texture = 0, .dim = npc.collision.size);
|
||||
}
|
||||
D_Rect(draw, world->bandit.collision.pos.x, world->bandit.collision.pos.y, .texture = 9);
|
||||
D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
|
||||
PlayerUpdate(event, &world->player);
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
#include "npc_look.h"
|
||||
#include "../core/types.h"
|
||||
|
||||
#define NPC_SPEED 1.0f
|
||||
#define NPC_SPEED 0.2f
|
||||
|
||||
typedef enum NPC_ACTION NPC_ACTION;
|
||||
enum NPC_ACTION {
|
||||
@@ -23,10 +23,6 @@ struct NPC {
|
||||
Str8 name;
|
||||
NPC_LOOK look;
|
||||
|
||||
bool customPOI;
|
||||
U32 customPOICount;
|
||||
U32 npcPOI[16];
|
||||
|
||||
//// Actions
|
||||
NPC_ACTION mode;
|
||||
// How long they've been waiting
|
||||
|
||||
@@ -6,31 +6,13 @@
|
||||
|
||||
#include <SDL3/SDL_events.h>
|
||||
|
||||
#define PLAYER_SPEED 10.0f
|
||||
#define PLAYER_RELOAD_TIME 1.5f
|
||||
#define PLAYER_BULLET_COUNT 6
|
||||
|
||||
typedef struct ControlState ControlState;
|
||||
struct ControlState {
|
||||
bool rightDown;
|
||||
bool leftDown;
|
||||
bool upDown;
|
||||
bool downDown;
|
||||
bool shot;
|
||||
};
|
||||
|
||||
typedef struct Player Player;
|
||||
struct Player
|
||||
{
|
||||
V2f pos;
|
||||
U32 bulletsLoaded;
|
||||
ControlState controls;
|
||||
V2f shotPos;
|
||||
|
||||
F32 reloadTimer;
|
||||
};
|
||||
|
||||
function void PlayerInput(SDL_Event *event, Player *player);
|
||||
function void PlayerUpdate(F32 delta, Player *player);
|
||||
function void PlayerUpdate(SDL_Event *event, Player *player);
|
||||
|
||||
#endif // LD_GAME_PLAYER_H_
|
||||
|
||||
@@ -4,7 +4,6 @@
|
||||
#include "player.h"
|
||||
#include "npc.h"
|
||||
#include "bandit.h"
|
||||
#include "../core/math.h"
|
||||
|
||||
// Areas are which
|
||||
typedef U32 World_Area;
|
||||
@@ -17,7 +16,6 @@ typedef struct World World;
|
||||
struct World {
|
||||
//// Static stuff
|
||||
NavMesh *navMesh;
|
||||
Random random;
|
||||
|
||||
//// Player
|
||||
Player player;
|
||||
@@ -27,7 +25,7 @@ struct World {
|
||||
NPC npcs[128];
|
||||
|
||||
////Bandit
|
||||
// The bandit the player is after.
|
||||
// The bandit the player is after.
|
||||
Bandit bandit;
|
||||
|
||||
// NPC points of interest, places to walk to.
|
||||
@@ -35,10 +33,8 @@ struct World {
|
||||
};
|
||||
|
||||
function void UpdateWorld(F32 delta, World *world);
|
||||
function void RenderWorld(World *world, D_Context *drawContext );
|
||||
function void ProcessEvents(SDL_Event *event, World *world);
|
||||
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);
|
||||
function void updateNPC(F32 delta, NPC *npc, World *world);
|
||||
|
||||
#endif // LD_GAME_WORLD_H_
|
||||
|
||||
Reference in New Issue
Block a user