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2 Commits

Author SHA1 Message Date
d9957eead1 feat: Nav mesh generation 2025-10-06 18:23:47 +01:00
c4cf8f532b feat: World loading that's broken 2025-10-06 16:35:22 +01:00
69 changed files with 301 additions and 35416 deletions

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@@ -3,7 +3,6 @@
#define S(x) Str8_Wrap(sizeof(x) - sizeof(*(x)), (U8 *) (x)) #define S(x) Str8_Wrap(sizeof(x) - sizeof(*(x)), (U8 *) (x))
#define Sz(x) Str8_WrapZ((U8 *) (x)) #define Sz(x) Str8_WrapZ((U8 *) (x))
#define Sl(x) { sizeof(x) - sizeof(*(x)), (U8 *) (x) }
#define Sv(x) (int) (x).count, (x).data #define Sv(x) (int) (x).count, (x).data
#define Sf(arena, fmt, ...) Str8_Format(arena, fmt, ##__VA_ARGS__) #define Sf(arena, fmt, ...) Str8_Format(arena, fmt, ##__VA_ARGS__)

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@@ -151,8 +151,6 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
rect->texture = opts->texture; rect->texture = opts->texture;
F32 w, h;
rect->x = opts->p.x; rect->x = opts->p.x;
rect->y = opts->p.y; rect->y = opts->p.y;
@@ -179,19 +177,11 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
} }
if (opts->flags & D_RECT_IGNORE_ASPECT) { if (opts->flags & D_RECT_IGNORE_ASPECT) {
w = opts->dim.w; rect->w = opts->dim.w;
h = opts->dim.h; rect->h = opts->dim.h;
} }
else { else {
Vk_Image *image = 0; Vk_Image *image = &draw->images[opts->texture].image;
if (opts->texture >= draw->n_images) {
// @hack: first font texture
//
image = &draw->fonts->image;
}
else {
image = &draw->images[opts->texture].image;
}
F32 width = cast(F32) image->width; F32 width = cast(F32) image->width;
F32 height = cast(F32) image->height; F32 height = cast(F32) image->height;
@@ -201,42 +191,53 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
height *= (opts->uv.max.y - opts->uv.min.y); height *= (opts->uv.max.y - opts->uv.min.y);
} }
F32 aspect_w = (width > height) ? 1.0f : (width / height); F32 aspect_w = (width > height) ? (width / height) : 1.0f;
F32 aspect_h = (width > height) ? (height / width) : 1.0f; F32 aspect_h = (width > height) ? 1.0f : (height / width);
w = opts->scale * aspect_w; rect->w = opts->scale * aspect_w;
h = opts->scale * aspect_h; rect->h = opts->scale * aspect_h;
} }
if (opts->flags & D_RECT_FLIP_X) { w *= -1.0f; }
if (opts->flags & D_RECT_FLIP_Y) { h *= -1.0f; }
rect->w = w;
rect->h = h;
draw->n_rects += 1; draw->n_rects += 1;
} }
} }
void D_Text(D_Context *draw, D_Font *font, Str8 text, F32 x, F32 y) { void D_Text(D_Context *draw, D_Font *font, Str8 text, F32 x, F32 y) {
F32 xoff = x; F32 xoff = x;
local_persist B32 done = 0;
// @Todo: control scale
F32 scale = 1.0f / (font->ascent - font->descent);
for (S64 it = 0; it < text.count; ++it) { for (S64 it = 0; it < text.count; ++it) {
if (text.data[it] >= ' ' && text.data[it] <= '~') { if (text.data[it] >= ' ' && text.data[it] <= '~') {
D_Glyph *glyph = &font->glyphs[text.data[it] - ' ']; D_Glyph *glyph = &font->glyphs[text.data[it] - ' '];
F32 image_scale = scale * Max(glyph->dim.w, glyph->dim.h); V2f size;
F32 advance = scale * glyph->advance; size.w = (glyph->box.max.x - glyph->box.min.x);
size.h = (glyph->box.max.y - glyph->box.min.y);
V2f offset = V2f_Scale(glyph->offset, scale); V2f dim;
D_Rect(draw, xoff + offset.x, y + offset.y, .texture = font->id, .uv = glyph->box, .scale = image_scale, .flags = D_RECT_UV_ASPECT); F32 scale = 150.0f / (font->ascent - font->descent);
xoff += advance;
if (size.w > size.h) {
dim.w = scale * (size.w / size.h);
dim.h = scale;
}
else {
dim.w = scale;
dim.h = scale * (size.h / size.w);
}
// @Hardcode: need font index in font struct
D_Rect(draw, xoff, y, .texture = 0, .c = V4F(0, 1, 1, 1), .dim = dim, .flags = D_RECT_IGNORE_ASPECT);
D_Rect(draw, xoff, y, .texture = draw->n_images, .uv = glyph->box, .dim = dim, .flags = D_RECT_IGNORE_ASPECT);
xoff += (1.05f * dim.w); // glyph->advance; //+ glyph->offset.x;
if (!done) { printf(" %f (%f, %f)", xoff, dim.w, dim.h); }
} }
} }
if (!done) { printf("\n"); }
done = true;
} }
void D_FontLoad(D_Context *draw, Str8 name, F32 size) { void D_FontLoad(D_Context *draw, Str8 name, F32 size) {
@@ -251,7 +252,7 @@ void D_FontLoad(D_Context *draw, Str8 name, F32 size) {
stbtt_fontinfo info = { 0 }; stbtt_fontinfo info = { 0 };
stbtt_InitFont(&info, font_data.data, 0); stbtt_InitFont(&info, font_data.data, 0);
F32 scale = stbtt_ScaleForPixelHeight(&info, 256); F32 scale = stbtt_ScaleForPixelHeight(&info, 20);
U32 w = 512; U32 w = 512;
U32 h = 512; U32 h = 512;
@@ -267,12 +268,14 @@ void D_FontLoad(D_Context *draw, Str8 name, F32 size) {
D_Font *font = M_ArenaPush(draw->arena, D_Font); D_Font *font = M_ArenaPush(draw->arena, D_Font);
font->px = size;
S32 asc, desc, line; S32 asc, desc, line;
stbtt_GetFontVMetrics(&info, &asc, &desc, &line); stbtt_GetFontVMetrics(&info, &asc, &desc, &line);
font->line_advance = cast(F32) (scale * line); font->line_advance = cast(F32) line;
font->ascent = cast(F32) (scale * asc); font->ascent = cast(F32) asc;
font->descent = cast(F32) (scale * desc); font->descent = cast(F32) desc;
font->glyphs = M_ArenaPush(draw->arena, D_Glyph, .count = count); font->glyphs = M_ArenaPush(draw->arena, D_Glyph, .count = count);
@@ -283,14 +286,10 @@ void D_FontLoad(D_Context *draw, Str8 name, F32 size) {
S32 left, width; S32 left, width;
stbtt_GetCodepointHMetrics(&info, ' ' + it, &width, &left); stbtt_GetCodepointHMetrics(&info, ' ' + it, &width, &left);
glyph->box.min = V2F(chr->x0 / (F32) w, chr->y0 / (F32) h); glyph->box = R2F(V2F(chr->x0 / (F32) w, chr->y0 / (F32) h), V2F(chr->x1 / (F32) w, chr->y1 / (F32) h));
glyph->box.max = V2F(chr->x1 / (F32) w, chr->y1 / (F32) h);
glyph->advance = chr->xadvance; glyph->advance = glyph->box.max.x - glyph->box.min.x; //chr->xadvance * scale;
glyph->dim.w = cast(F32) (chr->x1 - chr->x0); glyph->offset = V2F(chr->xoff * scale, chr->yoff * scale);
glyph->dim.h = cast(F32) (chr->y1 - chr->y0);
glyph->offset.x = (0.5f * glyph->dim.w) + chr->xoff;
glyph->offset.y = (0.5f * glyph->dim.h) + chr->yoff;
} }
Vk_Buffer *staging = &draw->staging; Vk_Buffer *staging = &draw->staging;
@@ -303,8 +302,6 @@ void D_FontLoad(D_Context *draw, Str8 name, F32 size) {
Vk_CommandBuffer *cmds = Vk_CommandBufferPush(); Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
font->id = draw->n_images + draw->n_fonts;
font->image.width = w; font->image.width = w;
font->image.height = h; font->image.height = h;

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@@ -6,10 +6,7 @@
typedef struct D_Glyph D_Glyph; typedef struct D_Glyph D_Glyph;
struct D_Glyph { struct D_Glyph {
F32 advance; F32 advance;
V2f offset; V2f offset;
V2f dim;
R2f box; R2f box;
}; };
@@ -17,13 +14,13 @@ typedef struct D_Font D_Font;
struct D_Font { struct D_Font {
D_Font *next; D_Font *next;
U32 id; F32 px;
F32 line_advance; F32 line_advance;
F32 ascent; F32 ascent;
F32 descent; F32 descent;
F32 *kerning; // @incomplete: we don't load this F32 *kerning;
D_Glyph *glyphs; D_Glyph *glyphs;
Vk_Image image; Vk_Image image;
@@ -111,8 +108,6 @@ enum D_RectFlags {
D_RECT_IGNORE_ASPECT = (1 << 0), // by default only width is used as a "dimension" D_RECT_IGNORE_ASPECT = (1 << 0), // by default only width is used as a "dimension"
D_RECT_PER_VERTEX_COLOUR = (1 << 1), // split colours per vertex D_RECT_PER_VERTEX_COLOUR = (1 << 1), // split colours per vertex
D_RECT_UV_ASPECT = (1 << 2), // get the aspect from the uv rect rather than the full image D_RECT_UV_ASPECT = (1 << 2), // get the aspect from the uv rect rather than the full image
D_RECT_FLIP_X = (1 << 3),
D_RECT_FLIP_Y = (1 << 4)
}; };
typedef struct D_RectOpts D_RectOpts; typedef struct D_RectOpts D_RectOpts;

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@@ -24,7 +24,6 @@
#include "game/impl/world.c" #include "game/impl/world.c"
#include "game/impl/npc.c" #include "game/impl/npc.c"
#include "game/impl/bandit.c" #include "game/impl/bandit.c"
#include "game/testnavmesh.h"
int main(int argc, char **argv) int main(int argc, char **argv)
{ {
@@ -79,8 +78,6 @@ int main(int argc, char **argv)
game->draw.arena = arena; game->draw.arena = arena;
G_ImagesLoad(game); G_ImagesLoad(game);
D_FontLoad(&game->draw, S("ubuntu"), 60);
G_PipelinesLoad(game); G_PipelinesLoad(game);
G_AudioLoad(game); G_AudioLoad(game);
@@ -89,7 +86,7 @@ int main(int argc, char **argv)
camera->x = V3F(1, 0, 0); camera->x = V3F(1, 0, 0);
camera->y = V3F(0, 1, 0); camera->y = V3F(0, 1, 0);
camera->z = V3F(0, 0, 1); camera->z = V3F(0, 0, 1);
camera->p = V3F(0, 0, 16); camera->p = V3F(0, 0, 48);
camera->fov = 60.0f; camera->fov = 60.0f;
@@ -97,21 +94,22 @@ int main(int argc, char **argv)
camera->farp = 1000.0f; camera->farp = 1000.0f;
game->draw.camera = camera; game->draw.camera = camera;
World *world = M_ArenaPush(arena, World);//LoadWorld(arena); World *world = M_ArenaPush(arena, World);
//LoadWorld(arena, world);
game->world = world; game->world = world;
world->arena = arena; world->arena = arena;
world->navMesh = &TestNavMesh; //world->navMesh = &TestNavMesh;
world->random = Random_Seed(29237489723847); world->random = Random_Seed(29237489723847);
world->npcCount = 2; world->npcCount = 127;
for(U32 i = 0; i < world->npcCount; i++) { for(U32 i = 0; i < world->npcCount; i++) {
NPC *npc1 = &world->npcs[i]; NPC *npc1 = &world->npcs[i];
npc1->collision.pos.x = 15; npc1->collision.pos.x = 0;
npc1->collision.pos.y = 15; npc1->collision.pos.y = 0;
npc1->collision.size.x = 1; npc1->collision.size.x = 1;
npc1->collision.size.y = 2; npc1->collision.size.y = 2;
npc1->name = S("Matt"); npc1->name = S("Matt");
npc1->mode = NPC_ACTION_WAITING; npc1->mode = NPC_ACTION_WAITING;
npc1->currentArea = i; npc1->currentArea = WORLD_AREA_OUTSIDE;
npc1->waitTime = 0; npc1->waitTime = 0;
npc1->maxWaitTime = 5; npc1->maxWaitTime = 5;
npc1->currentNavNode = 0; npc1->currentNavNode = 0;
@@ -127,105 +125,111 @@ int main(int argc, char **argv)
badman->waitTime = 0; badman->waitTime = 0;
badman->maxWaitTime = 2; badman->maxWaitTime = 2;
badman->poiCount = 2; badman->poiCount = 2;
badman->shootoutTimer = 1.5;
badman->agroRadius = 600.0;
badman->bullets = 6;
badman->shootDelay = 1;
badman->accuracyRange = 0.25;
badman->reloadTime = 2.5;
badman->reloadTimer = 0;
badman->pointsOfInterest[0] = 937; badman->pointsOfInterest[0] = 937;
badman->pointsOfInterest[1] = 12; badman->pointsOfInterest[1] = 12;
world->npcPOI[0] = 100; world->npcPOI[0] = 100;
world->player.world = world;
world->player.pos.x = 0;
world->player.pos.y = 0;
world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
world->player.reloadTimer = 0;
world->player.currentArea = WORLD_AREA_OUTSIDE;
world->map = map;
PlayerInit(game, &world->player); world->tileTypes = M_ArenaPush(arena, World_Tile, .count=WORLD_TILE_TYPE_MAX);
for(int i =0; i< 4200; i++) {
world->map[i] = map[i];
}
world->tileTypes[0].rotation=0; world->tileTypes[0].rotation=0;
world->tileTypes[0].collision=false; world->tileTypes[0].tag=S("tile_dirt_0");
world->tileTypes[0].tile=D_ImageHandle(&game->draw, S("tile_dirt_0"));
world->tileTypes[1].rotation=0, world->tileTypes[1].rotation=0,
world->tileTypes[1].collision=false, world->tileTypes[1].tag=S("path_middle");
world->tileTypes[1].tile=D_ImageHandle(&game->draw, S("path_middle"));
world->tileTypes[2].rotation=0; world->tileTypes[2].rotation=0;
world->tileTypes[2].collision=false; world->tileTypes[2].tag=S("path_middle_edge");
world->tileTypes[2].tile=D_ImageHandle(&game->draw, S("path_middle_edge"));
world->tileTypes[3].rotation=PI_F32/2; world->tileTypes[3].rotation=PI_F32/2;
world->tileTypes[3].collision=false; world->tileTypes[3].tag=S("path_middle_edge");
world->tileTypes[3].tile=D_ImageHandle(&game->draw, S("path_middle_edge"));
world->tileTypes[4].rotation=PI_F32; world->tileTypes[4].rotation=PI_F32;
world->tileTypes[4].collision=false; world->tileTypes[4].tag=S("path_middle_edge");
world->tileTypes[4].tile=D_ImageHandle(&game->draw, S("path_middle_edge"));
world->tileTypes[5].rotation=-PI_F32/2; world->tileTypes[5].rotation=-PI_F32/2;
world->tileTypes[5].collision=false; world->tileTypes[5].tag=S("path_middle_edge");
world->tileTypes[5].tile=D_ImageHandle(&game->draw, S("path_middle_edge"));
world->tileTypes[6].rotation=0; world->tileTypes[6].rotation=0;
world->tileTypes[6].collision=false; world->tileTypes[6].tag=S("path_middle");
world->tileTypes[6].tile=D_ImageHandle(&game->draw, S("path_middle"));
world->tileTypes[7].rotation=PI_F32/2; world->tileTypes[7].rotation=PI_F32/2;
world->tileTypes[7].collision=false; world->tileTypes[7].tag=S("path_middle");
world->tileTypes[7].tile=D_ImageHandle(&game->draw, S("path_middle"));
world->tileTypes[8].rotation=-PI_F32; world->tileTypes[8].rotation=-PI_F32;
world->tileTypes[8].collision=false; world->tileTypes[8].tag=S("path_middle");
world->tileTypes[8].tile=D_ImageHandle(&game->draw, S("path_middle"));
world->tileTypes[9].rotation=-PI_F32/2; world->tileTypes[9].rotation=-PI_F32/2;
world->tileTypes[9].collision=false; world->tileTypes[9].tag=S("path_middle");
world->tileTypes[9].tile=D_ImageHandle(&game->draw, S("path_middle"));
world->tileTypes[10].rotation=0; world->tileTypes[10].rotation=0;
world->tileTypes[10].collision=false; world->tileTypes[10].tag=S("path_corner");
world->tileTypes[10].tile=D_ImageHandle(&game->draw, S("path_corner"));
world->tileTypes[11].rotation=PI_F32/2; world->tileTypes[11].rotation=PI_F32/2;
world->tileTypes[11].collision=false; world->tileTypes[11].tag=S("path_corner");
world->tileTypes[11].tile=D_ImageHandle(&game->draw, S("path_corner"));
world->tileTypes[12].rotation=-PI_F32/2; world->tileTypes[12].rotation=-PI_F32/2;
world->tileTypes[12].collision=false; world->tileTypes[12].tag=S("path_corner");
world->tileTypes[12].tile=D_ImageHandle(&game->draw, S("path_corner"));
world->tileTypes[13].rotation=PI_F32; world->tileTypes[13].rotation=PI_F32;
world->tileTypes[13].collision=false; world->tileTypes[13].tag=S("path_corner");
world->tileTypes[13].tile=D_ImageHandle(&game->draw, S("path_corner"));
world->tileTypes[14].rotation=0; world->tileTypes[14].rotation=0;
world->tileTypes[14].collision=false; world->tileTypes[14].tag=S("tile_dirt_1");
world->tileTypes[14].tile=D_ImageHandle(&game->draw, S("tile_dirt_1"));
world->propTypes[0].assetHandle=D_ImageHandle(&game->draw, S("rug0")); world->propTypes = M_ArenaPush(arena, World_PropType, .count=WORLD_PROP_TYPE_MAX);
world->propTypes[0].tag=S("rug0");
world->propTypes[0].scale=1; world->propTypes[0].scale=1;
world->propTypes[1].assetHandle=D_ImageHandle(&game->draw, S("rug1")); world->propTypes[1].tag=S("rug1");
world->propTypes[1].scale=1; world->propTypes[1].scale=1;
world->propTypes[2].assetHandle=D_ImageHandle(&game->draw, S("skull")); world->propTypes[2].tag=S("skull");
world->propTypes[2].scale=1; world->propTypes[2].scale=1;
world->propTypes[3].assetHandle=D_ImageHandle(&game->draw, S("table")); world->propTypes[3].tag = S("table");
world->propTypes[3].scale=1; world->propTypes[3].scale=2;
world->propTypes[4].assetHandle=D_ImageHandle(&game->draw, S("barrel")); world->propTypes[4].tag = S("barrel");
world->propTypes[4].scale=1; world->propTypes[4].scale=1;
world->propTypes[5].assetHandle=D_ImageHandle(&game->draw, S("can")); world->propTypes[5].tag = S("can");
world->propTypes[5].scale=1; world->propTypes[5].scale=1;
world->propTypes[6].assetHandle=D_ImageHandle(&game->draw, S("candle")); world->propTypes[6].tag = S("candle");
world->propTypes[6].scale=1; world->propTypes[6].scale=1;
world->propTypes[7].assetHandle=D_ImageHandle(&game->draw, S("clock")); world->propTypes[7].tag = S("clock");
world->propTypes[7].scale=1; world->propTypes[7].scale=1;
world->propTypes[8].assetHandle=D_ImageHandle(&game->draw, S("log_pile")); world->propTypes[8].tag = S("log_pile");
world->propTypes[8].scale=1; world->propTypes[8].scale=1;
world->propTypes[9].assetHandle=D_ImageHandle(&game->draw, S("nightstand")); world->propTypes[9].tag = S("nightstand");
world->propTypes[9].scale=1; world->propTypes[9].scale=1;
world->propTypes[10].assetHandle=D_ImageHandle(&game->draw, S("pool_table")); world->propTypes[10].tag = S("pool_table");
world->propTypes[10].scale=1; world->propTypes[10].scale=2;
world->propTypes[11].assetHandle=D_ImageHandle(&game->draw, S("saloon_ext")); world->propTypes[11].tag = S("saloon_ext");
world->propTypes[11].scale=6.875f; world->propTypes[11].scale=6.875f;
world->propTypes[12].assetHandle=D_ImageHandle(&game->draw, S("saloon_int")); world->propTypes[12].tag = S("saloon_int");
world->propTypes[12].scale=6.875f; world->propTypes[12].scale=2*6.875f;
world->propTypes[11].assetHandle=D_ImageHandle(&game->draw, S("house")); world->propTypes[13].tag = S("house");
world->propTypes[11].scale=6.875f; world->propTypes[13].scale=6.875f;
world->propTypes[12].assetHandle=D_ImageHandle(&game->draw, S("house_int")); world->propTypes[14].tag = S("house_int");
world->propTypes[12].scale=6.875f; world->propTypes[14].scale=6.875f;
world->propTypes[15].tag=S("tile_detail_0");
world->propTypes[15].scale=1;
world->propTypes[16].tag = S("tile_detail_1");
world->propTypes[16].scale=1;
world->propTypes[17].tag = S("tile_detail_2");
world->propTypes[17].scale=1;
world->propTypes[18].tag= S("tile_detail_3");
world->propTypes[18].scale=1;
world->propTypes[19].tag= S("tile_detail_4");
world->propTypes[19].scale=1;
world->propTypes[20].tag=S("tile_detail_5");
world->propTypes[20].scale=1;
world->propTypes[21].tag=S("tile_detail_6");
world->propTypes[21].scale=1;
world->propCount = 0;
world->props = M_ArenaPush(arena, World_Prop, .count=WORLD_PROP_MAX);
world->hitboxes = M_ArenaPush(arena, AABB, .count=WORLD_HITBOX_MAX);
GenerateNavMesh(arena, world);
} }
game->editor.enabled = false; game->editor.enabled = false;
game->editor.mode = G_EDITOR_MODE_TILE; game->editor.mode = G_EDITOR_MODE_TILE;
game->editor.currentLevel = WORLD_AREA_OUTSIDE; game->editor.currentLevel = WORLD_AREA_OUTSIDE;
D_Animation animation;
{
U32 id = D_ImageHandle(&game->draw, S("npc_front_base_white"));
D_AnimationInit(&animation, id, 1, 4, 1.0f / 20.0f);
}
bool running = true; bool running = true;
const int width = 1280; const int width = 1280;
@@ -240,13 +244,6 @@ int main(int argc, char **argv)
{ {
running = false; running = false;
} }
else if (e.type == SDL_EVENT_KEY_DOWN) {
Player *player = &game->world->player;
switch (e.key.key) {
case SDLK_R: { PlayerInit(game, player); } break;
}
}
V3f projection = G_CameraUnproject(&game->camera, V2f_Clip( V3f projection = G_CameraUnproject(&game->camera, V2f_Clip(
V2F(e.button.x, e.button.y), V2F(e.button.x, e.button.y),
V2F((F32) width, (F32) height) V2F((F32) width, (F32) height)
@@ -261,8 +258,8 @@ int main(int argc, char **argv)
if(e.type==SDL_EVENT_MOUSE_BUTTON_DOWN && e.button.button == SDL_BUTTON_LEFT) { if(e.type==SDL_EVENT_MOUSE_BUTTON_DOWN && e.button.button == SDL_BUTTON_LEFT) {
switch(game->editor.mode){ switch(game->editor.mode){
case G_EDITOR_MODE_TILE: { case G_EDITOR_MODE_TILE: {
F32 tilex = (F32) (S32)(game->editor.cursor.x+TILE_SIZE/2); F32 tilex = (S32)(game->editor.cursor.x+TILE_SIZE/2);
F32 tiley = (F32) (S32)(game->editor.cursor.y+TILE_SIZE/2); F32 tiley = (S32)(game->editor.cursor.y+TILE_SIZE/2);
game->world->map[(S32)tilex + (S32)tiley * 96] = game->editor.currentAsset; game->world->map[(S32)tilex + (S32)tiley * 96] = game->editor.currentAsset;
break; break;
} }
@@ -332,6 +329,7 @@ int main(int argc, char **argv)
} }
case SDLK_SPACE: { case SDLK_SPACE: {
game->editor.mode = (game->editor.mode + 1) % 4; game->editor.mode = (game->editor.mode + 1) % 4;
printf("EDITOR MODE %d\n", game->editor.mode);
break; break;
} }
case SDLK_U: { case SDLK_U: {
@@ -347,10 +345,10 @@ int main(int argc, char **argv)
if(!game->editor.enabled) { if(!game->editor.enabled) {
UpdateWorld(1.0f / 60.0f, game->world); UpdateWorld(1.0f / 60.0f, game->world);
game->camera.p.x = game->world->player.pos.x;
game->camera.p.x = game->world->player.collision.pos.x; game->camera.p.y = game->world->player.pos.y;
game->camera.p.y = game->world->player.collision.pos.y;
} }
D_AnimationUpdate(&animation, 1.0f / 250.0f);
int w, h; int w, h;
SDL_GetWindowSizeInPixels(window, &w, &h); SDL_GetWindowSizeInPixels(window, &w, &h);
@@ -390,27 +388,36 @@ int main(int argc, char **argv)
RenderWorld(game->world, &game->draw); RenderWorld(game->world, &game->draw);
D_Text(&game->draw, game->draw.fonts, S("Small Test"), 0, 0); R2f aframe = D_AnimationFrame(&animation);
D_Rect(&game->draw, 0, 0, .texture = animation.id, .uv = aframe, .flags = D_RECT_UV_ASPECT);
if(game->editor.enabled) { if(game->editor.enabled) {
G_Editor editor = game->editor; G_Editor editor = game->editor;
F32 tilex = cast(F32) floor(editor.cursor.x+TILE_SIZE/2); F32 tilex = floor(editor.cursor.x+TILE_SIZE/2);
F32 tiley = cast(F32) floor(editor.cursor.y+TILE_SIZE/2); F32 tiley = floor(editor.cursor.y+TILE_SIZE/2);
switch(game->editor.mode) { switch(game->editor.mode) {
case G_EDITOR_MODE_TILE: { case G_EDITOR_MODE_TILE: {
World_Tile asset = game->world->tileTypes[editor.currentAsset]; World_Tile asset = game->world->tileTypes[editor.currentAsset];
D_Rect(&game->draw, tilex, tiley, .texture=asset.tile, .angle=(F32) asset.rotation); D_Rect(&game->draw, tilex, tiley, .texture=D_ImageHandle(&game->draw, asset.tag), .angle=asset.rotation);
break; break;
} }
case G_EDITOR_MODE_PROP: { case G_EDITOR_MODE_PROP: {
World_PropType prop = game->world->propTypes[editor.currentAsset]; World_PropType prop = game->world->propTypes[editor.currentAsset];
D_Rect(&game->draw, editor.cursor.x, editor.cursor.y, .texture=prop.assetHandle, .scale=prop.scale); D_Rect(&game->draw, editor.cursor.x, editor.cursor.y, .texture=D_ImageHandle(&game->draw, prop.tag), .scale=prop.scale);
break; break;
} }
case G_EDITOR_MODE_HITBOX: { case G_EDITOR_MODE_HITBOX: {
for(U32 i = 0; i < game->world->hitboxCount; i++) { for(int i = 0; i < game->world->hitboxCount; i++) {
V2f centre = AABB_Centre(game->world->hitboxes[i]); V2f centre = AABB_Centre(game->world->hitboxes[i]);
D_Rect(&game->draw, centre.x, centre.y, .texture=0, .dim=game->world->hitboxes[i].size, .flags=D_RECT_IGNORE_ASPECT); D_Rect(
&game->draw,
centre.x,
centre.y,
.texture=0,
.dim=game->world->hitboxes[i].size,
.flags=D_RECT_IGNORE_ASPECT,
.c=V4F(100,0,0,0.7),
);
} }
break; break;
} }

View File

@@ -14,6 +14,5 @@ function bool AABB_Collide(AABB a, AABB b);
function bool AABB_Point(AABB a, V2f v); function bool AABB_Point(AABB a, V2f v);
function bool AABB_Slab(V2f origin, V2f point, AABB a); function bool AABB_Slab(V2f origin, V2f point, AABB a);
function V2f AABB_Centre(AABB a); function V2f AABB_Centre(AABB a);
function bool AABB_Circle(F32 rad, V2f radOrigin, AABB a);
#endif // LD_GAME_AABB_H_ #endif // LD_GAME_AABB_H_

View File

@@ -2,13 +2,11 @@
#define LD_GAME_BANDIT_H_ #define LD_GAME_BANDIT_H_
typedef enum BANDIT_ACTION BANDIT_ACTION; typedef enum BANDIT_ACTION BANDIT_ACTION;
enum BANDIT_ACTION enum BANDIT_ACTION {
{
BANDIT_WAITING, BANDIT_WAITING,
BANDIT_WALKING, BANDIT_WALKING,
BANDIT_RUNNING, BANDIT_RUNNING,
BANDIT_SHOOTING, BANDIT_SHOOTING,
BANDIT_SHOOTOUT,
}; };
typedef struct Bandit Bandit; typedef struct Bandit Bandit;
@@ -52,18 +50,12 @@ struct Bandit {
F32 shootDelay; F32 shootDelay;
// After each shot this is set to shootDelay; // After each shot this is set to shootDelay;
F32 shootCooldownTimer; F32 shootCooldownTimer;
// Countdown to shootout
F32 shootoutTimer;
// How long it takes them to reload. // How long it takes them to reload.
F32 reloadTime; F32 reloadTime;
// When gun is empty this is set to reloadTime.
F32 reloadTimer;
// Accuracy, their shots can vary between this angle either side (rads) // Accuracy, their shots can vary between this angle either side (rads)
F32 accuracyRange; F32 accuracyRange;
// A the circle around the bandit where they will trigger the quicktime reaction scene // A the circle around the bandit where they will trigger the quicktime reaction scene
F32 agroRadius; F32 agroRadius;
}; };
function V2f shootTowards(Bandit* bandit, V2f target, Random* r);
#endif // LD_GAME_BANDIT_H_ #endif // LD_GAME_BANDIT_H_

View File

@@ -1,7 +1,6 @@
#if !defined(LD_GAME_CORE_H_) #if !defined(LD_GAME_CORE_H_)
#define LD_GAME_CORE_H_ #define LD_GAME_CORE_H_
#include "world.h"
typedef struct World World;
typedef struct G_Camera G_Camera; typedef struct G_Camera G_Camera;
struct G_Camera { struct G_Camera {
@@ -45,48 +44,6 @@ struct G_State {
World *world; World *world;
}; };
typedef U32 G_OutfitDirection;
enum {
G_OUTFIT_DIR_FRONT = 0,
G_OUTFIT_DIR_SIDE,
G_OUTFIT_DIR_BACK,
G_OUTFIT_DIR_FLIPPED = (1 << 16)
};
typedef union G_OutfitSet G_OutfitSet;
union G_OutfitSet {
struct {
U32 base;
U32 eyes;
U32 face;
U32 hair;
U32 hat;
U32 shirt;
U32 shoes;
U32 trousers;
};
U32 e[8];
};
typedef struct G_Outfit G_Outfit;
struct G_Outfit {
D_Animation state; // .id in here isn't used for drawing
G_OutfitDirection dir;
union {
struct {
G_OutfitSet front;
G_OutfitSet side;
G_OutfitSet back;
};
G_OutfitSet e[3];
};
};
function void G_ImagesLoad(G_State *game); function void G_ImagesLoad(G_State *game);
function void G_PipelinesLoad(G_State *game); function void G_PipelinesLoad(G_State *game);
function void G_AudioLoad(G_State *game); function void G_AudioLoad(G_State *game);
@@ -99,7 +56,6 @@ function V3f G_CameraUnproject(G_Camera *camera, V2f clip);
function R3f G_CameraBounds(G_Camera *camera); function R3f G_CameraBounds(G_Camera *camera);
#include "world.h"
#include "aabb.h" #include "aabb.h"
#include "player.h" #include "player.h"
#include "nav.h" #include "nav.h"

View File

@@ -38,11 +38,3 @@ bool AABB_Slab(V2f origin, V2f point, AABB a)
V2f AABB_Centre(AABB a) { V2f AABB_Centre(AABB a) {
return V2F(a.pos.x + a.size.x/2, a.pos.y + a.size.y/2); return V2F(a.pos.x + a.size.x/2, a.pos.y + a.size.y/2);
} }
bool AABB_Circle(F32 rad, V2f radOrigin, AABB a)
{
V2f aCentre = AABB_Centre(a);
F32 xSq = (Abs(aCentre.x) - Abs(radOrigin.x)) * (Abs(aCentre.x) - Abs(radOrigin.x));
F32 ySq = (Abs(aCentre.y) - Abs(radOrigin.y)) * (Abs(aCentre.y) - Abs(radOrigin.y));
return SDL_sqrt(xSq + ySq) < rad;
}

View File

@@ -1,27 +1,13 @@
#include "game/world.h" #include "game/world.h"
#include "game/bandit.h" #include "game/bandit.h"
V2f shootTowards(Bandit *bandit, V2f target, Random* r)
{
V2f shooterV2 = bandit->collision.pos;
F32 randX = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange);
F32 randY = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange);
return V2F(shooterV2.x + (target.x - shooterV2.x) * (1 + randX), shooterV2.x + (target.y - shooterV2.y) * (1 + randY));
}
void UpdateBandit(F32 delta, Bandit *bandit, World *world) { void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
if ( if (
world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea) world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
{ {
printf("You shot the bandit %*.s\n", Sv(bandit->name)); printf("You shot the bandit %*.s\n", Sv(bandit->name));
bandit->health--; bandit->health--;
} }
if (AABB_Circle(bandit->agroRadius, AABB_Centre(bandit->collision), world->player.collision) && !(bandit->mode == BANDIT_SHOOTING || bandit->mode == BANDIT_SHOOTOUT))
{
printf("begin shootout");
// shootout time o.o
bandit->mode = BANDIT_SHOOTOUT;
}
switch (bandit->mode) { switch (bandit->mode) {
case BANDIT_WAITING: case BANDIT_WAITING:
bandit->waitTime+=delta; bandit->waitTime+=delta;
@@ -55,33 +41,7 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
bandit->collision.pos.x = cNav.pos.x * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.x * bandit->walkTimer/NPC_SPEED; bandit->collision.pos.x = cNav.pos.x * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.x * bandit->walkTimer/NPC_SPEED;
bandit->collision.pos.y = cNav.pos.y * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.y * bandit->walkTimer/NPC_SPEED; bandit->collision.pos.y = cNav.pos.y * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.y * bandit->walkTimer/NPC_SPEED;
break; break;
case BANDIT_SHOOTOUT: // TODO Shooting
bandit->shootoutTimer-=delta;
if(bandit->shootoutTimer < 0){
bandit->mode=BANDIT_SHOOTING;
}
break;
case BANDIT_SHOOTING:
bandit->shootCooldownTimer -= delta;
bandit->reloadTimer -= delta;
if (bandit->shootCooldownTimer < 0 && bandit->reloadTimer < 0)
{
printf("shoot at player");
bandit->bullets--;
bandit->shootCooldownTimer = bandit->shootDelay;
V2f banditShot = shootTowards(bandit, world->player.collision.pos, &world->random);
if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){
// gets shot lmao
printf("hit");
world->player.health--;
}
if(bandit->bullets == 0){
printf("enemy reload");
bandit->bullets = 6;
bandit->reloadTimer = bandit->reloadTime;
}
}
break;
// TODO Running away // TODO Running away
} }
} }

View File

@@ -3,80 +3,6 @@
#include <SDL3/SDL_keycode.h> #include <SDL3/SDL_keycode.h>
#include <stdio.h> #include <stdio.h>
// @Todo: move/extern these so the npc/bandit can use them
//
#define G_OUTFIT_COMPONENT_COUNT 8
global_var Str8 __outfit_names[] = {
Sl("npc_%s_base_%d"),
Sl("npc_%s_eyes_%d"),
Sl("npc_%s_face_%d"),
Sl("npc_%s_hair_%d"),
Sl("npc_%s_hat_%d"),
Sl("npc_%s_shirt_%d"),
Sl("npc_%s_shoes_%d"),
Sl("npc_%s_trousers_%d")
};
global_var U32 __outfit_counts[] = {
2, // base
3, // eyes
5, // face
4, // hair
3, // hat
2, // shirt
1, // shoes
2 // trousers
};
global_var U32 __outfit_back_counts[] = {
2, // base
0, // eyes
3, // face
4, // hair
3, // hat
2, // shirt
1, // shoes
2 // trousers
};
StaticAssert(ArraySize(__outfit_names) == ArraySize(__outfit_counts));
#define OUTFIT_IMG(dir, n) D_ImageHandle(&game->draw, Sf(temp.arena, (const char *) __outfit_names[it].data, #dir, n))
void PlayerInit(G_State *game, Player *player) {
World *world = game->world;
player->world = world;
player->bulletsLoaded = PLAYER_BULLET_COUNT;
player->currentArea = WORLD_AREA_OUTSIDE;
player->health = 3;
player->collision.size.x = 1;
player->collision.size.x = 2;
G_Outfit *outfit = &player->outfit;
D_AnimationInit(&outfit->state, 0, 1, 4, 1.0f / 6.0f);
M_TempScope(0, 0) {
for (U32 it = 0; it < G_OUTFIT_COMPONENT_COUNT; ++it) {
U32 idx = Random_Next(&world->random) % __outfit_counts[it];
// We just allow face, hair and hat to default to 0 meaning the player doesn't have one
if (idx != 0 || it < 2 || it > 4) {
outfit->front.e[it] = OUTFIT_IMG(front, idx);
outfit->side.e[it] = OUTFIT_IMG(side, idx);
if ((idx + 1) <= __outfit_counts[it]) {
outfit->back.e[it] = OUTFIT_IMG(back, idx);
}
}
}
}
}
void PlayerInput(SDL_Event *event, Player *player) void PlayerInput(SDL_Event *event, Player *player)
{ {
SDL_KeyboardEvent key = event->key; SDL_KeyboardEvent key = event->key;
@@ -127,34 +53,18 @@ void PlayerInput(SDL_Event *event, Player *player)
void PlayerUpdate(F32 delta, Player *player) { void PlayerUpdate(F32 delta, Player *player) {
player->controls.shot = false; player->controls.shot = false;
V2f dir = V2F(0, 0); V2f dir = V2F(0, 0);
if(player->health == 0){
printf("dead :(");
player->health = 3;
}
if(player->controls.upDown) { if(player->controls.upDown) {
dir.y -= 1; dir.y -= 1;
player->outfit.dir = G_OUTFIT_DIR_BACK;
} }
if(player->controls.downDown) { if(player->controls.downDown) {
dir.y += 1; dir.y += 1;
player->outfit.dir = G_OUTFIT_DIR_FRONT;
} }
if(player->controls.leftDown) { if(player->controls.leftDown) {
dir.x -= 1; dir.x -= 1;
player->outfit.dir = G_OUTFIT_DIR_SIDE | G_OUTFIT_DIR_FLIPPED;
} }
if(player->controls.rightDown) { if(player->controls.rightDown) {
dir.x += 1; dir.x += 1;
player->outfit.dir = G_OUTFIT_DIR_SIDE;
} }
if (dir.x != 0 || dir.y != 0) {
D_AnimationUpdate(&player->outfit.state, delta);
}
else {
player->outfit.state.index = 0;
}
if(player->reloadTimer > 0) { if(player->reloadTimer > 0) {
player->reloadTimer-=delta; player->reloadTimer-=delta;
if(player->reloadTimer <= 0) { if(player->reloadTimer <= 0) {
@@ -163,23 +73,6 @@ void PlayerUpdate(F32 delta, Player *player) {
} }
} }
dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta); dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
player->collision.pos.x += dir.x; player->pos.x += dir.x;
player->collision.pos.y += dir.y; player->pos.y += dir.y;
}
void PlayerDraw(D_Context *draw, Player *player) {
G_Outfit *outfit = &player->outfit;
R2f pframe = D_AnimationFrame(&outfit->state);
for (U32 it = 0; it < G_OUTFIT_COMPONENT_COUNT; ++it) {
U32 flipped = (outfit->dir & G_OUTFIT_DIR_FLIPPED) != 0;
U32 dir = (outfit->dir & ~G_OUTFIT_DIR_FLIPPED);
U32 tid = outfit->e[dir].e[it];
if (tid != 0) {
U32 flags = D_RECT_UV_ASPECT | (flipped ? D_RECT_FLIP_X : 0);
D_Rect(draw, player->collision.pos.x, player->collision.pos.y, .texture = tid, .uv = pframe, .flags = flags);
}
}
} }

View File

@@ -9,9 +9,6 @@
void UpdateWorld(F32 delta, World *world) void UpdateWorld(F32 delta, World *world)
{ {
if(world->bandit.mode == BANDIT_SHOOTOUT){
delta = delta/4;
}
UpdateBandit(delta, &world->bandit, world); UpdateBandit(delta, &world->bandit, world);
UpdateNPCs(delta, world); UpdateNPCs(delta, world);
PlayerUpdate(delta, &world->player); PlayerUpdate(delta, &world->player);
@@ -24,7 +21,7 @@ void UpdateNPCs(F32 delta, World *world)
NPC *npc = &world->npcs[i]; NPC *npc = &world->npcs[i];
UpdateNPC(delta, npc, world); UpdateNPC(delta, npc, world);
if ( if (
world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, npc->collision) && npc->currentArea == world->player.currentArea) world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, npc->collision) && npc->currentArea == world->player.currentArea)
{ {
printf("You shot %*.s\n", Sv(world->npcs[i].name)); printf("You shot %*.s\n", Sv(world->npcs[i].name));
} }
@@ -37,6 +34,9 @@ void ProcessEvents(SDL_Event *event, World *world)
if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F5){ if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F5){
SaveWorld(world->arena, world); SaveWorld(world->arena, world);
} }
if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F6){
LoadWorld(world->arena, world);
}
} }
void RenderWorld(World *world, D_Context *draw) { void RenderWorld(World *world, D_Context *draw) {
@@ -45,22 +45,32 @@ void RenderWorld(World *world, D_Context *draw) {
D_Rect( D_Rect(
draw, draw,
(F32) (i % 96), (F32) (i / 96), (F32) (i % 96), (F32) (i / 96),
.texture = world->tileTypes[world->map[i]].tile, .texture = D_ImageHandle(draw,world->tileTypes[world->map[i]].tag),
.angle = (F32) world->tileTypes[world->map[i]].rotation, .angle = (F32) world->tileTypes[world->map[i]].rotation,
); );
} }
} }
for (U32 i = 0; i < world->propCount; i++) { for (int i = 0; i < world->propCount; i++) {
if(world->props[i].area == world->player.currentArea) { if(world->props[i].area == world->player.currentArea) {
D_Rect( D_Rect(
draw, draw,
world->props[i].pos.x, world->props[i].pos.x,
world->props[i].pos.y, world->props[i].pos.y,
.texture = world->propTypes[world->props[i].propType].assetHandle, .texture = D_ImageHandle(draw,world->propTypes[world->props[i].propType].tag),
.scale = world->propTypes[world->props[i].propType].scale, .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++) { for(U32 i = 0; i < world->npcCount; i++) {
NPC npc = world->npcs[i]; NPC npc = world->npcs[i];
if(npc.currentArea == world->player.currentArea) { if(npc.currentArea == world->player.currentArea) {
@@ -72,32 +82,129 @@ void RenderWorld(World *world, D_Context *draw) {
V2f drawPos = AABB_Centre(world->bandit.collision); V2f drawPos = AABB_Centre(world->bandit.collision);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 9); D_Rect(draw, drawPos.x, drawPos.y, .texture = 9);
} }
D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
PlayerDraw(draw, &world->player);
} }
void SaveWorld(M_Arena *arena, World *world) { void SaveWorld(M_Arena *arena, World *world) {
(void) arena;
printf("Saving world\n"); printf("Saving world\n");
OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_WRITE); OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_WRITE);
FS_FileWrite(file, world, sizeof(World)+sizeof(NavMesh), 0); U32 offset = 0;
FS_FileWrite(file, world->navMesh, sizeof(World)+sizeof(NavMesh), sizeof(World)); 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);
}
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); FS_FileClose(file);
printf("Saved world :)\n"); printf("Saved world :)\n");
} }
World *LoadWorld(M_Arena *arena) { void LoadWorld(M_Arena *arena, World *world) {
printf("loading world\n"); printf("loading world\n");
OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_READ); OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_READ);
World *world = M_ArenaPush(arena, World); U32 offset = 0;
NavMesh *navMesh = M_ArenaPush(arena, NavMesh);
FS_FileRead(file, world, sizeof(World), 0); world->tileTypes = M_ArenaPush(arena, World_Tile, .count=WORLD_TILE_TYPE_MAX);
FS_FileRead(file, navMesh, sizeof(NavMesh), sizeof(World)); 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); FS_FileClose(file);
world->navMesh = navMesh;
world->arena = arena;
world->player.world = world;
printf("loaded world\n"); printf("loaded world\n");
return world; }
void GenerateNavMesh(M_Arena *arena, World *world) {
world->navMesh = M_ArenaPush(arena, NavMesh);
world->navMesh->nodeCount = 0;
for(int i = 0; i < WORLD_MAP_MAX; i++) {
U32 x = (i % 96);
U32 y = (i / 96);
world->navMesh->nodes[world->navMesh->nodeCount].pos.x = x;
world->navMesh->nodes[world->navMesh->nodeCount].pos.y = y;
U32 cost = 20;
if(Str8_Equal(world->tileTypes[world->map[i]].tag, S("path_middle"), STR8_EQUAL_IGNORE_CASE)) {
cost = 10;
}
world->navMesh->nodes[world->navMesh->nodeCount].connectionCount = 0;
for(int nx = -1; nx < 2; nx++){
for(int ny = -1; ny < 2; ny++){
if((nx==ny) && nx==0) {continue;}
if(x+nx < 0 || x+nx > 95) {
continue;
}
if(y+ny < 0 || y+ny > 49) {
continue;
}
U32 index = x+nx + (y+ny)*96;
U32 nCount = world->navMesh->nodeCount;
world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].NodeIndex = index;
world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].Cost = cost;
world->navMesh->nodes[nCount].connectionCount++;
}
}
world->navMesh->nodeCount++;
}
} }

View File

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

View File

@@ -5,7 +5,6 @@
#include "../core/macros.h" #include "../core/macros.h"
#include <SDL3/SDL_events.h> #include <SDL3/SDL_events.h>
#include "aabb.h"
#define PLAYER_SPEED 10.0f #define PLAYER_SPEED 10.0f
#define PLAYER_RELOAD_TIME 1.5f #define PLAYER_RELOAD_TIME 1.5f
@@ -24,21 +23,15 @@ typedef struct Player Player;
struct Player struct Player
{ {
World *world; World *world;
AABB collision; V2f pos;
World_Area currentArea; World_Area currentArea;
U32 bulletsLoaded; U32 bulletsLoaded;
ControlState controls; ControlState controls;
V2f shotPos; V2f shotPos;
G_Outfit outfit;
U32 health;
F32 reloadTimer; F32 reloadTimer;
}; };
function void PlayerInit(G_State *game, Player *player);
function void PlayerDraw(D_Context *draw, Player *player);
function void PlayerInput(SDL_Event *event, Player *player); function void PlayerInput(SDL_Event *event, Player *player);
function void PlayerUpdate(F32 delta, Player *player); function void PlayerUpdate(F32 delta, Player *player);

File diff suppressed because it is too large Load Diff

View File

@@ -3,6 +3,12 @@
#include "../core/math.h" #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 // Areas are which
typedef U32 World_Area; typedef U32 World_Area;
enum World_Area enum World_Area
@@ -13,14 +19,13 @@ enum World_Area
typedef struct World_Tile World_Tile; typedef struct World_Tile World_Tile;
struct World_Tile { struct World_Tile {
U32 tile; Str8 tag;
double rotation; F32 rotation;
bool collision;
}; };
typedef struct World_PropType World_PropType; typedef struct World_PropType World_PropType;
struct World_PropType { struct World_PropType {
U32 assetHandle; Str8 tag;
F32 scale; F32 scale;
}; };
@@ -44,14 +49,15 @@ struct World {
NavMesh *navMesh; NavMesh *navMesh;
Random random; Random random;
V2f mouseProjected; V2f mouseProjected;
World_Tile tileTypes[64]; //// Loaded from world file
U32 map[4800]; World_Tile *tileTypes;
World_PropType *propTypes;
World_Prop *props;
AABB *hitboxes;
U32 *map;
World_PropType propTypes[64];
U32 propCount; U32 propCount;
World_Prop props[256];
U32 hitboxCount; U32 hitboxCount;
AABB hitboxes[4096];
//// Player //// Player
Player player; Player player;
@@ -75,7 +81,8 @@ function void UpdateNPCs(F32 delta, World *world);
function void UpdateNPC(F32 delta, NPC *npc, World *world); function void UpdateNPC(F32 delta, NPC *npc, World *world);
function void UpdateBandit(F32 delta, Bandit *bandit, World *world); function void UpdateBandit(F32 delta, Bandit *bandit, World *world);
function World *LoadWorld(M_Arena *arena); function void LoadWorld(M_Arena *arena, World *world);
function void SaveWorld(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_ #endif // LD_GAME_WORLD_H_

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code/world.sgdat Normal file

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