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3 Commits
a9612b2d57
...
raycast
| Author | SHA1 | Date | |
|---|---|---|---|
| 108de25eb5 | |||
| beccaf8465 | |||
| fd7162259b |
1
.gitignore
vendored
1
.gitignore
vendored
@@ -1,3 +1,4 @@
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build/
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code/compile_commands.json
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code/.cache
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.vscode
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86
code/first.c
86
code/first.c
@@ -19,9 +19,10 @@
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#include "game/impl/npc.c"
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#include "game/testnavmesh.h"
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int main(int argc, char **argv) {
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(void) argc;
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(void) argv;
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int main(int argc, char **argv)
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{
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(void)argc;
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(void)argv;
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if (!SDL_Init(SDL_INIT_VIDEO))
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{
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@@ -58,42 +59,37 @@ int main(int argc, char **argv) {
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camera->fov = 60.0f;
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camera->nearp = 0.01f;
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camera->farp = 1000.0f;
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camera->farp = 1000.0f;
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game->draw.camera = camera;
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}
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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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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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{
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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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},{
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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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}
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},
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.navMesh = &TestNavMesh,
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.npcPOI = {100},
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.player = {.pos = {0,0}}
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};
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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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@@ -106,17 +102,17 @@ 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, &world);
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ProcessEvents(&e, &world);
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}
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UpdateWorld(1.0/60.0, &world);
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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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game->draw.window_width = w;
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game->draw.window_width = w;
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game->draw.window_height = h;
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G_CalulateCamera(&game->camera, (F32) w / (F32) h);
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G_CalulateCamera(&game->camera, (F32)w / (F32)h);
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Vk_Frame *frame = Vk_FrameBegin(window);
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VkCommandBuffer cmd = frame->cmd;
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@@ -128,27 +124,27 @@ int main(int argc, char **argv) {
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clear_colour.color.float32[3] = 1.0f;
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VkRenderingAttachmentInfo colour_attachment = {0};
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colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
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colour_attachment.imageView = vk.swapchain.views[frame->image];
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colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO;
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colour_attachment.imageView = vk.swapchain.views[frame->image];
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colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL;
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colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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colour_attachment.clearValue = clear_colour;
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colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
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colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
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colour_attachment.clearValue = clear_colour;
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VkRenderingInfo rendering_info = {0};
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rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
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rendering_info.renderArea = (VkRect2D) { 0, 0, w, h };
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rendering_info.layerCount = 1;
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rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
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rendering_info.renderArea = (VkRect2D){0, 0, w, h};
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rendering_info.layerCount = 1;
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rendering_info.colorAttachmentCount = 1;
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rendering_info.pColorAttachments = &colour_attachment;
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rendering_info.pColorAttachments = &colour_attachment;
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vk.CmdBeginRendering(cmd, &rendering_info);
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D_Begin(&game->draw, frame, D_MAX_RECTS);
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D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
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D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
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D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
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D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
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D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
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D_End(&game->draw, frame);
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@@ -3,15 +3,15 @@
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#include "../core/types.h"
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#include "../core/macros.h"
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typedef struct AABB AABB;
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struct AABB {
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struct AABB
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{
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V2f pos;
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V2f size;
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};
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function bool AABB_Collide(AABB a, AABB b);
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function bool AABB_Point(AABB a, V2f v);
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function bool AABB_Slab(V2f origin, V2f point, AABB a);
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#endif // LD_GAME_AABB_H_
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#endif // LD_GAME_AABB_H_
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@@ -1,15 +1,36 @@
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#include "game/aabb.h"
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#include "core/types.h"
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#include <math.h>
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bool AABB_Collide(AABB a, AABB b) {
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bool AABB_Collide(AABB a, AABB b)
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{
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bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x;
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bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y;
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return collision_x && collision_y;
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}
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bool AABB_Point(AABB a, V2f v) {
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bool AABB_Point(AABB a, V2f v)
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{
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bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x;
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bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y;
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return collision_x && collision_y;
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}
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bool AABB_Slab(V2f origin, V2f point, AABB a)
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{
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V2f start = a.pos;
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V2f finish = {a.pos.x + a.size.x, a.pos.y + a.size.y};
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V2f invdirection = {1 / (origin.x - point.x), 1 / (origin.y - point.y)};
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// x
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F32 tLow = (start.x - origin.x) * invdirection.x;
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F32 tHigh = (finish.x - origin.x) * invdirection.x;
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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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return tMax >= tMin;
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}
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@@ -6,7 +6,8 @@
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#define MAX_UNFINISHED 128
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typedef struct navSearchNodeState navSearchNodeState;
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struct navSearchNodeState{
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struct navSearchNodeState
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{
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bool visited;
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U64 distance;
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U32 shortest;
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@@ -14,37 +15,45 @@ struct navSearchNodeState{
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};
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typedef struct navSearchState navSearchState;
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struct navSearchState{
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struct navSearchState
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{
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navSearchNodeState nodeStates[NAV_MAX_NODES];
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};
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navSearchState initState(U32 start, U32 meshSize) {
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navSearchState state = {};
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for(U32 i = 0; i < meshSize; i++) {
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state.nodeStates[i].visited = false;
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navSearchState initState(U32 start, U32 meshSize)
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{
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navSearchState state;
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for (U32 i = 0; i < meshSize; i++)
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{
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state.nodeStates[i].visited = false;
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state.nodeStates[i].addedToUnvisited = false;
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state.nodeStates[i].distance = U64_MAX;
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state.nodeStates[i].shortest = 0;
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state.nodeStates[i].distance = U64_MAX;
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state.nodeStates[i].shortest = 0;
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}
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state.nodeStates[start].distance = 0;
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return state;
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}
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U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset) {
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U32 lowest = U32_MAX;
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U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset)
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{
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U32 lowest = U32_MAX;
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U32 lowestI = U32_MAX;
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bool startFound = false;
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for(U32 i = *offset; i < unfinishedCount; i++) {
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for (U32 i = *offset; i < unfinishedCount; i++)
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{
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navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]];
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if(checkNode.visited) {
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if(!startFound) {
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if (checkNode.visited)
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{
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if (!startFound)
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{
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*offset = i;
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}
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continue;
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}
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startFound = true;
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if (lowest > checkNode.distance) {
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lowest = cast(U32) checkNode.distance;
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if (lowest > checkNode.distance)
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{
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lowest = cast(U32) checkNode.distance;
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lowestI = unfinishedIndexes[i];
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}
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}
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@@ -52,7 +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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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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@@ -63,19 +73,26 @@ 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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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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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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if(!testNode->addedToUnvisited) {
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if (!testNode->addedToUnvisited)
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{
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unfinishedIndexes[unfinishedCount] = connection->NodeIndex;
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unfinishedCount++;
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testNode->addedToUnvisited = true;
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@@ -83,13 +100,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
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}
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state.nodeStates[lowestNodeIndex].visited = true;
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lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset);
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if(lowestNodeIndex == end) {
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if (lowestNodeIndex == end)
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{
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found = true;
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}
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}
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NavPath res_path = {0};
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U32 index = end;
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while(index!=start) {
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while (index != start)
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{
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res_path.indexes[res_path.nodeCount] = index;
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res_path.nodeCount++;
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index = state.nodeStates[index].shortest;
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@@ -4,23 +4,34 @@
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void PlayerUpdate(SDL_Event *event, Player *player)
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{
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SDL_KeyboardEvent key = event->key;
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switch(key.key) {
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case SDLK_W: {
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player->pos.y += 10;
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break;
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}
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case SDLK_A: {
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player->pos.x -= 10;
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break;
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}
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case SDLK_D: {
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player->pos.x += 10;
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break;
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}
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case SDLK_S: {
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player->pos.y -= 10;
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break;
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}
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}
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SDL_KeyboardEvent key = event->key;
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SDL_MouseButtonEvent mouseBtn = event->button;
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switch (key.key)
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{
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case SDLK_W:
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{
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player->pos.y += 10;
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break;
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}
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case SDLK_A:
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{
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player->pos.x -= 10;
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break;
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}
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case SDLK_D:
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{
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player->pos.x += 10;
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break;
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}
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case SDLK_S:
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{
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player->pos.y -= 10;
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break;
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}
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}
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if (mouseBtn.clicks == 1)
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{
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// shooting
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player->bulletsLoaded -= 1;
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}
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}
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@@ -3,16 +3,20 @@
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#include "../player.h"
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#include <SDL3/SDL_events.h>
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void UpdateWorld(F32 delta, World *world) {
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UpdateNPCs(delta, world);
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void UpdateWorld(F32 delta, World *world)
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{
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// UpdateNPCs(delta, world);
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}
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void UpdateNPCs(F32 delta, World *world) {
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for(int i = 0; i < world->npcCount; i++) {
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void UpdateNPCs(F32 delta, World *world)
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{
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for (int i = 0; i < world->npcCount; i++)
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{
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updateNPC(delta, &world->npcs[i], world);
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}
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}
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}
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void ProcessEvents(SDL_Event *event, World *world) {
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void ProcessEvents(SDL_Event *event, World *world)
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{
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PlayerUpdate(event, &world->player);
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}
|
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|
||||
@@ -10,6 +10,7 @@ typedef struct Player Player;
|
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struct Player
|
||||
{
|
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V2f pos;
|
||||
U32 bulletsLoaded;
|
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};
|
||||
|
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function void PlayerUpdate(SDL_Event *event, Player *player);
|
||||
|
||||
Reference in New Issue
Block a user