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8 Commits
a9612b2d57
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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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BIN
assets/barrel.png
Normal file
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After Width: | Height: | Size: 590 B |
BIN
assets/can.png
Normal file
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After Width: | Height: | Size: 168 B |
BIN
assets/candle.png
Normal file
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After Width: | Height: | Size: 176 B |
BIN
assets/clock.png
Normal file
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After Width: | Height: | Size: 584 B |
BIN
assets/house.png
Normal file
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After Width: | Height: | Size: 3.3 KiB |
BIN
assets/house_int.png
Normal file
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After Width: | Height: | Size: 3.7 KiB |
BIN
assets/log_pile.png
Normal file
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After Width: | Height: | Size: 519 B |
BIN
assets/nightstand.png
Normal file
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After Width: | Height: | Size: 244 B |
BIN
assets/pool_table.png
Normal file
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After Width: | Height: | Size: 846 B |
BIN
assets/rug0.png
Normal file
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After Width: | Height: | Size: 634 B |
BIN
assets/rug1.png
Normal file
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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 |
242
code/first.c
@@ -24,7 +24,6 @@
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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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{
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@@ -96,18 +95,21 @@ int main(int argc, char **argv)
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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;
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//world->navMesh = &TestNavMesh;
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world->random = Random_Seed(29237489723847);
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world->npcCount = 2;
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world->npcCount = 127;
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for(U32 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.pos.x = 0;
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npc1->collision.pos.y = 0;
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npc1->collision.size.x = 1;
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npc1->collision.size.y = 2;
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npc1->name = S("Matt");
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npc1->mode = NPC_ACTION_WAITING;
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npc1->currentArea = i;
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npc1->currentArea = WORLD_AREA_OUTSIDE;
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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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@@ -126,15 +128,100 @@ int main(int argc, char **argv)
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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.world = world;
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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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world->player.currentArea = 0;
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world->player.currentArea = WORLD_AREA_OUTSIDE;
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world->map = map;
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world->tileTypes = M_ArenaPush(arena, World_Tile, .count=WORLD_TILE_TYPE_MAX);
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world->tileTypes[0].rotation=0;
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world->tileTypes[0].tag=S("tile_dirt_0");
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world->tileTypes[1].rotation=0,
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world->tileTypes[1].tag=S("path_middle");
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world->tileTypes[2].rotation=0;
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world->tileTypes[2].tag=S("path_middle_edge");
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world->tileTypes[3].rotation=PI_F32/2;
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world->tileTypes[3].tag=S("path_middle_edge");
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world->tileTypes[4].rotation=PI_F32;
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world->tileTypes[4].tag=S("path_middle_edge");
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world->tileTypes[5].rotation=-PI_F32/2;
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world->tileTypes[5].tag=S("path_middle_edge");
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world->tileTypes[6].rotation=0;
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world->tileTypes[6].tag=S("path_middle");
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world->tileTypes[7].rotation=PI_F32/2;
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world->tileTypes[7].tag=S("path_middle");
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world->tileTypes[8].rotation=-PI_F32;
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world->tileTypes[8].tag=S("path_middle");
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world->tileTypes[9].rotation=-PI_F32/2;
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world->tileTypes[9].tag=S("path_middle");
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world->tileTypes[10].rotation=0;
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world->tileTypes[10].tag=S("path_corner");
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world->tileTypes[11].rotation=PI_F32/2;
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world->tileTypes[11].tag=S("path_corner");
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world->tileTypes[12].rotation=-PI_F32/2;
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world->tileTypes[12].tag=S("path_corner");
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world->tileTypes[13].rotation=PI_F32;
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world->tileTypes[13].tag=S("path_corner");
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world->tileTypes[14].rotation=0;
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world->tileTypes[14].tag=S("tile_dirt_1");
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world->propTypes = M_ArenaPush(arena, World_PropType, .count=WORLD_PROP_TYPE_MAX);
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world->propTypes[0].tag=S("rug0");
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world->propTypes[0].scale=1;
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world->propTypes[1].tag=S("rug1");
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world->propTypes[1].scale=1;
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world->propTypes[2].tag=S("skull");
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world->propTypes[2].scale=1;
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world->propTypes[3].tag = S("table");
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world->propTypes[3].scale=2;
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world->propTypes[4].tag = S("barrel");
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world->propTypes[4].scale=1;
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world->propTypes[5].tag = S("can");
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world->propTypes[5].scale=1;
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world->propTypes[6].tag = S("candle");
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world->propTypes[6].scale=1;
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world->propTypes[7].tag = S("clock");
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world->propTypes[7].scale=1;
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world->propTypes[8].tag = S("log_pile");
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world->propTypes[8].scale=1;
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world->propTypes[9].tag = S("nightstand");
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world->propTypes[9].scale=1;
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world->propTypes[10].tag = S("pool_table");
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world->propTypes[10].scale=2;
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world->propTypes[11].tag = S("saloon_ext");
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world->propTypes[11].scale=6.875f;
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world->propTypes[12].tag = S("saloon_int");
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world->propTypes[12].scale=2*6.875f;
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world->propTypes[13].tag = S("house");
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world->propTypes[13].scale=6.875f;
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world->propTypes[14].tag = S("house_int");
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world->propTypes[14].scale=6.875f;
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world->propTypes[15].tag=S("tile_detail_0");
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world->propTypes[15].scale=1;
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world->propTypes[16].tag = S("tile_detail_1");
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world->propTypes[16].scale=1;
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world->propTypes[17].tag = S("tile_detail_2");
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world->propTypes[17].scale=1;
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world->propTypes[18].tag= S("tile_detail_3");
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world->propTypes[18].scale=1;
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world->propTypes[19].tag= S("tile_detail_4");
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world->propTypes[19].scale=1;
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world->propTypes[20].tag=S("tile_detail_5");
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world->propTypes[20].scale=1;
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world->propTypes[21].tag=S("tile_detail_6");
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world->propTypes[21].scale=1;
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world->propCount = 0;
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world->props = M_ArenaPush(arena, World_Prop, .count=WORLD_PROP_MAX);
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world->hitboxes = M_ArenaPush(arena, AABB, .count=WORLD_HITBOX_MAX);
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GenerateNavMesh(arena, world);
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}
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game->editor.enabled = false;
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game->editor.mode = G_EDITOR_MODE_TILE;
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game->editor.currentLevel = WORLD_AREA_OUTSIDE;
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D_Animation animation;
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@@ -145,8 +232,6 @@ int main(int argc, char **argv)
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bool running = true;
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printf("%zu size in bytes\n", sizeof(TestNavMesh));
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const int width = 1280;
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const int height = 720;
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@@ -164,13 +249,106 @@ int main(int argc, char **argv)
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V2F((F32) width, (F32) height)
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));
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game->world->mouseProjected = V2F(projection.x, projection.y);
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if(e.type==SDL_EVENT_MOUSE_MOTION) {
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game->editor.cursor = V2F(projection.x, projection.y);
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}
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if (!game->editor.enabled) {
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ProcessEvents(&e, game->world);
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} else {
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if(e.type==SDL_EVENT_MOUSE_BUTTON_DOWN && e.button.button == SDL_BUTTON_LEFT) {
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switch(game->editor.mode){
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case G_EDITOR_MODE_TILE: {
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F32 tilex = (S32)(game->editor.cursor.x+TILE_SIZE/2);
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F32 tiley = (S32)(game->editor.cursor.y+TILE_SIZE/2);
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game->world->map[(S32)tilex + (S32)tiley * 96] = game->editor.currentAsset;
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break;
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}
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case G_EDITOR_MODE_PROP: {
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game->world->props[game->world->propCount].propType = game->editor.currentAsset;
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game->world->props[game->world->propCount].area = game->editor.currentLevel;
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game->world->props[game->world->propCount].pos = game->editor.cursor;
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game->world->propCount++;
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break;
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}
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case G_EDITOR_MODE_HITBOX: {
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game->editor.dragStart = game->editor.cursor;
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break;
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}
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}
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} else if(e.type==SDL_EVENT_MOUSE_BUTTON_UP && e.button.button == SDL_BUTTON_LEFT && game->editor.mode == G_EDITOR_MODE_HITBOX) {
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// Add hitbox
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V2f topLeft = V2F(Min(game->editor.cursor.x, game->editor.dragStart.x), Min(game->editor.cursor.y, game->editor.dragStart.y));
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game->world->hitboxes[game->world->hitboxCount].pos = topLeft;
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game->world->hitboxes[game->world->hitboxCount].size = V2F(
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Abs(game->editor.cursor.x-game->editor.dragStart.x),
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Abs(game->editor.cursor.y-game->editor.dragStart.y)
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);
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game->world->hitboxCount++;
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}
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}
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if (e.type == SDL_EVENT_KEY_DOWN) {
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switch(e.key.key) {
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case SDLK_F10: {
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game->editor.enabled = !game->editor.enabled;
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break;
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}
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case SDLK_RIGHT: {
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game->editor.currentAsset = Min(game->editor.currentAsset+1, 64);
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break;
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}
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case SDLK_LEFT: {
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game->editor.currentAsset = Max(game->editor.currentAsset-1, 0);
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break;
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}
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case SDLK_A: {
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game->camera.p.x -= 5;
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break;
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}
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case SDLK_D: {
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game->camera.p.x += 5;
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break;
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}
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case SDLK_W: {
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game->camera.p.y -= 5;
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break;
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}
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case SDLK_S: {
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game->camera.p.y += 5;
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break;
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}
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case SDLK_UP: {
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game->editor.currentLevel++;
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game->world->player.currentArea++;
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break;
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}
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case SDLK_DOWN: {
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game->editor.currentLevel--;
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game->world->player.currentArea--;
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break;
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}
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case SDLK_SPACE: {
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game->editor.mode = (game->editor.mode + 1) % 4;
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printf("EDITOR MODE %d\n", game->editor.mode);
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break;
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}
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case SDLK_U: {
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switch(game->editor.mode) {
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case G_EDITOR_MODE_PROP: {game->world->propCount--;}
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case G_EDITOR_MODE_HITBOX: {game->world->hitboxCount--;}
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}
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break;
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}
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}
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}
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}
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if(!game->editor.enabled) {
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UpdateWorld(1.0f / 60.0f, game->world);
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D_AnimationUpdate(&animation, 1.0f / 250.0f);
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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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}
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D_AnimationUpdate(&animation, 1.0f / 250.0f);
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int w, h;
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SDL_GetWindowSizeInPixels(window, &w, &h);
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@@ -184,7 +362,7 @@ int main(int argc, char **argv)
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VkCommandBuffer cmd = frame->cmd;
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VkClearValue clear_colour;
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clear_colour.color.float32[0] = 1.0f;
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clear_colour.color.float32[0] = 0.0f;
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clear_colour.color.float32[1] = 0.0f;
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clear_colour.color.float32[2] = 0.0f;
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clear_colour.color.float32[3] = 1.0f;
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@@ -208,16 +386,46 @@ 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 = D_ImageHandle(&game->draw, S("saloon_ext")), .scale = 4.0f);
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// D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
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// D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
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G_WorldDraw(game, game->world);
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RenderWorld(game->world, &game->draw);
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R2f aframe = D_AnimationFrame(&animation);
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D_Rect(&game->draw, 0, 0, .texture = animation.id, .uv = aframe, .flags = D_RECT_UV_ASPECT);
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if(game->editor.enabled) {
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G_Editor editor = game->editor;
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F32 tilex = floor(editor.cursor.x+TILE_SIZE/2);
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F32 tiley = floor(editor.cursor.y+TILE_SIZE/2);
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switch(game->editor.mode) {
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case G_EDITOR_MODE_TILE: {
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World_Tile asset = game->world->tileTypes[editor.currentAsset];
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D_Rect(&game->draw, tilex, tiley, .texture=D_ImageHandle(&game->draw, asset.tag), .angle=asset.rotation);
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break;
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}
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case G_EDITOR_MODE_PROP: {
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World_PropType prop = game->world->propTypes[editor.currentAsset];
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D_Rect(&game->draw, editor.cursor.x, editor.cursor.y, .texture=D_ImageHandle(&game->draw, prop.tag), .scale=prop.scale);
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break;
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}
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case G_EDITOR_MODE_HITBOX: {
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for(int i = 0; i < game->world->hitboxCount; i++) {
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V2f centre = AABB_Centre(game->world->hitboxes[i]);
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D_Rect(
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&game->draw,
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centre.x,
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centre.y,
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.texture=0,
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.dim=game->world->hitboxes[i].size,
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.flags=D_RECT_IGNORE_ASPECT,
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.c=V4F(100,0,0,0.7),
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);
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}
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break;
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}
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case G_EDITOR_MODE_POI: {
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break;
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}
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}
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}
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D_End(&game->draw, frame);
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vk.CmdEndRendering(cmd);
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@@ -13,6 +13,26 @@ struct G_Camera {
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Mat4x4FInv proj;
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};
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#define TILE_SIZE 1.0
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typedef enum G_EDITOR_MODE G_EDITOR_MODE;
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enum G_EDITOR_MODE {
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G_EDITOR_MODE_TILE,
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G_EDITOR_MODE_PROP,
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G_EDITOR_MODE_HITBOX,
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G_EDITOR_MODE_POI,
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};
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typedef struct G_Editor G_Editor;
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struct G_Editor {
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bool enabled;
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U32 currentLevel;
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S32 currentAsset;
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G_EDITOR_MODE mode;
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V2f cursor;
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V2f dragStart;
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};
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typedef struct G_State G_State;
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struct G_State {
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M_Arena *arena;
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@@ -20,6 +40,7 @@ struct G_State {
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D_Context draw;
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G_Camera camera;
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|
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G_Editor editor;
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World *world;
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};
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|
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@@ -3,6 +3,8 @@
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#include "../player.h"
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#include "../aabb.h"
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#include <SDL3/SDL_events.h>
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#include <SDL3/SDL_keycode.h>
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#include <SDL3/SDL_oldnames.h>
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#include "../map.h"
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void UpdateWorld(F32 delta, World *world)
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@@ -29,49 +31,180 @@ void UpdateNPCs(F32 delta, World *world)
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void ProcessEvents(SDL_Event *event, World *world)
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{
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PlayerInput(event, &world->player);
|
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if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F5){
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SaveWorld(world->arena, world);
|
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}
|
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if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F6){
|
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LoadWorld(world->arena, world);
|
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}
|
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}
|
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|
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void RenderWorld(World *world, D_Context *draw) {
|
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World_Tile tileTypes[] = {dirt, middlePath, middlePathEdgeTop, middlePathEdgeRight, middlePathEdgeBottom, middlePathEdgeLeft, middlePathCornerTopLeft, middlePathCornerTopRight, middlePathCornerBottomRight, middlePathCornerTurnBottomLeft};
|
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for (int i = 0; i < 4800; i++)
|
||||
{
|
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D_Rect(draw, (F32) (i % 96), (F32) (i / 96), .texture = tileTypes[map[i]].tile, .angle = (F32) tileTypes[map[i]].rotation);
|
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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) world;
|
||||
|
||||
U32 id = D_ImageHandle(&game->draw, S("tile_dirt_0"));
|
||||
U32 alt_id = D_ImageHandle(&game->draw, S("tile_dirt_1"));
|
||||
|
||||
for (F32 y = -128; y < 128; y += 1.0f) {
|
||||
for (F32 x = -128; x < 128; x += 1.0f) {
|
||||
U32 ux = (U32) x;
|
||||
U32 uy = (U32) y;
|
||||
|
||||
U32 tid = id;
|
||||
if ((ux % 11) == 0 || ((uy % 7) == 0)) {
|
||||
tid = alt_id;
|
||||
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);
|
||||
}
|
||||
|
||||
D_Rect(draw, x, y, .texture = tid);
|
||||
FS_FileWrite(file, world->propTypes, sizeof(World_PropType)*WORLD_PROP_TYPE_MAX, offset);
|
||||
offset += sizeof(World_PropType)*WORLD_PROP_TYPE_MAX;
|
||||
|
||||
FS_FileWrite(file, &world->propCount, sizeof(U32), offset);
|
||||
offset += sizeof(U32);
|
||||
|
||||
FS_FileWrite(file, world->props, sizeof(World_Prop)*WORLD_PROP_MAX, offset);
|
||||
offset += sizeof(World_Prop)*WORLD_PROP_MAX;
|
||||
|
||||
FS_FileWrite(file, &world->hitboxCount, sizeof(U32), offset);
|
||||
offset += sizeof(U32);
|
||||
|
||||
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,
|
||||
|
||||
@@ -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);
|
||||
|
||||
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_
|
||||
|
||||