Compare commits
9 Commits
debug/worl
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87d3c9087e
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BIN
assets/npc_back_base_0.png
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After Width: | Height: | Size: 650 B |
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assets/npc_back_base_1.png
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After Width: | Height: | Size: 677 B |
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assets/npc_back_face_1.png
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After Width: | Height: | Size: 232 B |
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assets/npc_back_face_2.png
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assets/npc_back_hair_1.png
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After Width: | Height: | Size: 483 B |
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assets/npc_back_hair_2.png
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After Width: | Height: | Size: 395 B |
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assets/npc_back_hair_3.png
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After Width: | Height: | Size: 243 B |
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assets/npc_back_hat_1.png
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After Width: | Height: | Size: 319 B |
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assets/npc_back_hat_2.png
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After Width: | Height: | Size: 298 B |
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assets/npc_back_shirt_0.png
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After Width: | Height: | Size: 560 B |
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assets/npc_back_shirt_1.png
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After Width: | Height: | Size: 521 B |
BIN
assets/npc_back_shoes_0.png
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After Width: | Height: | Size: 274 B |
BIN
assets/npc_back_trousers_0.png
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After Width: | Height: | Size: 337 B |
BIN
assets/npc_back_trousers_1.png
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BIN
assets/npc_side_base_0.png
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After Width: | Height: | Size: 636 B |
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assets/npc_side_base_1.png
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After Width: | Height: | Size: 639 B |
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assets/npc_side_eyes_0.png
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assets/npc_side_eyes_1.png
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After Width: | Height: | Size: 191 B |
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assets/npc_side_eyes_2.png
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assets/npc_side_eyes_closed.png
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assets/npc_side_face_1.png
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assets/npc_side_face_2.png
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assets/npc_side_face_3.png
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assets/npc_side_face_4.png
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assets/npc_side_hair_1.png
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assets/npc_side_hair_2.png
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assets/npc_side_hair_3.png
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assets/npc_side_hat_1.png
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assets/npc_side_hat_2.png
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After Width: | Height: | Size: 328 B |
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assets/npc_side_shirt_0.png
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After Width: | Height: | Size: 448 B |
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assets/npc_side_shirt_1.png
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After Width: | Height: | Size: 403 B |
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assets/npc_side_shoes_0.png
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After Width: | Height: | Size: 259 B |
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assets/npc_side_trousers_0.png
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assets/npc_side_trousers_1.png
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@@ -3,6 +3,7 @@
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#define S(x) Str8_Wrap(sizeof(x) - sizeof(*(x)), (U8 *) (x))
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#define S(x) Str8_Wrap(sizeof(x) - sizeof(*(x)), (U8 *) (x))
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#define Sz(x) Str8_WrapZ((U8 *) (x))
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#define Sz(x) Str8_WrapZ((U8 *) (x))
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#define Sl(x) { sizeof(x) - sizeof(*(x)), (U8 *) (x) }
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#define Sv(x) (int) (x).count, (x).data
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#define Sv(x) (int) (x).count, (x).data
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#define Sf(arena, fmt, ...) Str8_Format(arena, fmt, ##__VA_ARGS__)
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#define Sf(arena, fmt, ...) Str8_Format(arena, fmt, ##__VA_ARGS__)
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@@ -151,6 +151,8 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
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rect->texture = opts->texture;
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rect->texture = opts->texture;
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F32 w, h;
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rect->x = opts->p.x;
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rect->x = opts->p.x;
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rect->y = opts->p.y;
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rect->y = opts->p.y;
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@@ -177,11 +179,19 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
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}
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}
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if (opts->flags & D_RECT_IGNORE_ASPECT) {
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if (opts->flags & D_RECT_IGNORE_ASPECT) {
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rect->w = opts->dim.w;
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w = opts->dim.w;
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rect->h = opts->dim.h;
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h = opts->dim.h;
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}
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}
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else {
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else {
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Vk_Image *image = &draw->images[opts->texture].image;
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Vk_Image *image = 0;
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if (opts->texture >= draw->n_images) {
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// @hack: first font texture
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//
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image = &draw->fonts->image;
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}
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else {
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image = &draw->images[opts->texture].image;
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}
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F32 width = cast(F32) image->width;
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F32 width = cast(F32) image->width;
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F32 height = cast(F32) image->height;
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F32 height = cast(F32) image->height;
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@@ -191,53 +201,42 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
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height *= (opts->uv.max.y - opts->uv.min.y);
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height *= (opts->uv.max.y - opts->uv.min.y);
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}
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}
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F32 aspect_w = (width > height) ? (width / height) : 1.0f;
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F32 aspect_w = (width > height) ? 1.0f : (width / height);
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F32 aspect_h = (width > height) ? 1.0f : (height / width);
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F32 aspect_h = (width > height) ? (height / width) : 1.0f;
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rect->w = opts->scale * aspect_w;
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w = opts->scale * aspect_w;
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rect->h = opts->scale * aspect_h;
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h = opts->scale * aspect_h;
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}
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}
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if (opts->flags & D_RECT_FLIP_X) { w *= -1.0f; }
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if (opts->flags & D_RECT_FLIP_Y) { h *= -1.0f; }
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rect->w = w;
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rect->h = h;
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draw->n_rects += 1;
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draw->n_rects += 1;
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}
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}
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}
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}
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void D_Text(D_Context *draw, D_Font *font, Str8 text, F32 x, F32 y) {
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void D_Text(D_Context *draw, D_Font *font, Str8 text, F32 x, F32 y) {
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F32 xoff = x;
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F32 xoff = x;
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local_persist B32 done = 0;
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// @Todo: control scale
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F32 scale = 1.0f / (font->ascent - font->descent);
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for (S64 it = 0; it < text.count; ++it) {
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for (S64 it = 0; it < text.count; ++it) {
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if (text.data[it] >= ' ' && text.data[it] <= '~') {
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if (text.data[it] >= ' ' && text.data[it] <= '~') {
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D_Glyph *glyph = &font->glyphs[text.data[it] - ' '];
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D_Glyph *glyph = &font->glyphs[text.data[it] - ' '];
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V2f size;
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F32 image_scale = scale * Max(glyph->dim.w, glyph->dim.h);
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size.w = (glyph->box.max.x - glyph->box.min.x);
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F32 advance = scale * glyph->advance;
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size.h = (glyph->box.max.y - glyph->box.min.y);
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V2f dim;
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V2f offset = V2f_Scale(glyph->offset, scale);
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F32 scale = 150.0f / (font->ascent - font->descent);
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D_Rect(draw, xoff + offset.x, y + offset.y, .texture = font->id, .uv = glyph->box, .scale = image_scale, .flags = D_RECT_UV_ASPECT);
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xoff += advance;
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if (size.w > size.h) {
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dim.w = scale * (size.w / size.h);
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dim.h = scale;
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}
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else {
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dim.w = scale;
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dim.h = scale * (size.h / size.w);
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}
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// @Hardcode: need font index in font struct
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D_Rect(draw, xoff, y, .texture = 0, .c = V4F(0, 1, 1, 1), .dim = dim, .flags = D_RECT_IGNORE_ASPECT);
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D_Rect(draw, xoff, y, .texture = draw->n_images, .uv = glyph->box, .dim = dim, .flags = D_RECT_IGNORE_ASPECT);
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xoff += (1.05f * dim.w); // glyph->advance; //+ glyph->offset.x;
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if (!done) { printf(" %f (%f, %f)", xoff, dim.w, dim.h); }
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}
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}
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}
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}
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if (!done) { printf("\n"); }
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done = true;
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}
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}
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void D_FontLoad(D_Context *draw, Str8 name, F32 size) {
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void D_FontLoad(D_Context *draw, Str8 name, F32 size) {
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@@ -252,7 +251,7 @@ void D_FontLoad(D_Context *draw, Str8 name, F32 size) {
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stbtt_fontinfo info = { 0 };
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stbtt_fontinfo info = { 0 };
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stbtt_InitFont(&info, font_data.data, 0);
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stbtt_InitFont(&info, font_data.data, 0);
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F32 scale = stbtt_ScaleForPixelHeight(&info, 20);
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F32 scale = stbtt_ScaleForPixelHeight(&info, 256);
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U32 w = 512;
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U32 w = 512;
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U32 h = 512;
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U32 h = 512;
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@@ -268,14 +267,12 @@ void D_FontLoad(D_Context *draw, Str8 name, F32 size) {
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D_Font *font = M_ArenaPush(draw->arena, D_Font);
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D_Font *font = M_ArenaPush(draw->arena, D_Font);
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font->px = size;
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S32 asc, desc, line;
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S32 asc, desc, line;
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stbtt_GetFontVMetrics(&info, &asc, &desc, &line);
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stbtt_GetFontVMetrics(&info, &asc, &desc, &line);
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font->line_advance = cast(F32) line;
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font->line_advance = cast(F32) (scale * line);
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font->ascent = cast(F32) asc;
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font->ascent = cast(F32) (scale * asc);
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font->descent = cast(F32) desc;
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font->descent = cast(F32) (scale * desc);
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font->glyphs = M_ArenaPush(draw->arena, D_Glyph, .count = count);
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font->glyphs = M_ArenaPush(draw->arena, D_Glyph, .count = count);
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@@ -286,10 +283,14 @@ void D_FontLoad(D_Context *draw, Str8 name, F32 size) {
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S32 left, width;
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S32 left, width;
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stbtt_GetCodepointHMetrics(&info, ' ' + it, &width, &left);
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stbtt_GetCodepointHMetrics(&info, ' ' + it, &width, &left);
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glyph->box = R2F(V2F(chr->x0 / (F32) w, chr->y0 / (F32) h), V2F(chr->x1 / (F32) w, chr->y1 / (F32) h));
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glyph->box.min = V2F(chr->x0 / (F32) w, chr->y0 / (F32) h);
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glyph->box.max = V2F(chr->x1 / (F32) w, chr->y1 / (F32) h);
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glyph->advance = glyph->box.max.x - glyph->box.min.x; //chr->xadvance * scale;
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glyph->advance = chr->xadvance;
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glyph->offset = V2F(chr->xoff * scale, chr->yoff * scale);
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glyph->dim.w = cast(F32) (chr->x1 - chr->x0);
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glyph->dim.h = cast(F32) (chr->y1 - chr->y0);
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glyph->offset.x = (0.5f * glyph->dim.w) + chr->xoff;
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glyph->offset.y = (0.5f * glyph->dim.h) + chr->yoff;
|
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}
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}
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Vk_Buffer *staging = &draw->staging;
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Vk_Buffer *staging = &draw->staging;
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@@ -302,6 +303,8 @@ void D_FontLoad(D_Context *draw, Str8 name, F32 size) {
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Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
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Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
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font->id = draw->n_images + draw->n_fonts;
|
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|
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font->image.width = w;
|
font->image.width = w;
|
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font->image.height = h;
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font->image.height = h;
|
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@@ -6,7 +6,10 @@
|
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typedef struct D_Glyph D_Glyph;
|
typedef struct D_Glyph D_Glyph;
|
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struct D_Glyph {
|
struct D_Glyph {
|
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F32 advance;
|
F32 advance;
|
||||||
|
|
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V2f offset;
|
V2f offset;
|
||||||
|
V2f dim;
|
||||||
|
|
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R2f box;
|
R2f box;
|
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};
|
};
|
||||||
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|
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@@ -14,13 +17,13 @@ typedef struct D_Font D_Font;
|
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struct D_Font {
|
struct D_Font {
|
||||||
D_Font *next;
|
D_Font *next;
|
||||||
|
|
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F32 px;
|
U32 id;
|
||||||
|
|
||||||
F32 line_advance;
|
F32 line_advance;
|
||||||
F32 ascent;
|
F32 ascent;
|
||||||
F32 descent;
|
F32 descent;
|
||||||
|
|
||||||
F32 *kerning;
|
F32 *kerning; // @incomplete: we don't load this
|
||||||
D_Glyph *glyphs;
|
D_Glyph *glyphs;
|
||||||
|
|
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Vk_Image image;
|
Vk_Image image;
|
||||||
@@ -108,6 +111,8 @@ 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)
|
||||||
};
|
};
|
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|
|
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typedef struct D_RectOpts D_RectOpts;
|
typedef struct D_RectOpts D_RectOpts;
|
||||||
|
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60
code/first.c
@@ -78,6 +78,8 @@ int main(int argc, char **argv)
|
|||||||
game->draw.arena = arena;
|
game->draw.arena = arena;
|
||||||
|
|
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G_ImagesLoad(game);
|
G_ImagesLoad(game);
|
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|
//D_FontLoad(&game->draw, S("ubuntu"), 60);
|
||||||
|
|
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G_PipelinesLoad(game);
|
G_PipelinesLoad(game);
|
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G_AudioLoad(game);
|
G_AudioLoad(game);
|
||||||
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|
||||||
@@ -86,7 +88,7 @@ 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, 48);
|
camera->p = V3F(0, 0, 16);
|
||||||
|
|
||||||
camera->fov = 60.0f;
|
camera->fov = 60.0f;
|
||||||
|
|
||||||
@@ -95,10 +97,9 @@ int main(int argc, char **argv)
|
|||||||
|
|
||||||
game->draw.camera = camera;
|
game->draw.camera = camera;
|
||||||
World *world = M_ArenaPush(arena, World);
|
World *world = M_ArenaPush(arena, World);
|
||||||
//LoadWorld(arena, world);
|
LoadWorld(arena, world);
|
||||||
game->world = world;
|
game->world = world;
|
||||||
world->arena = arena;
|
world->arena = arena;
|
||||||
//world->navMesh = &TestNavMesh;
|
|
||||||
world->random = Random_Seed(29237489723847);
|
world->random = Random_Seed(29237489723847);
|
||||||
world->npcCount = 127;
|
world->npcCount = 127;
|
||||||
for(U32 i = 0; i < world->npcCount; i++) {
|
for(U32 i = 0; i < world->npcCount; i++) {
|
||||||
@@ -125,17 +126,19 @@ 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;
|
PlayerInit(game, &world->player);
|
||||||
world->player.pos.y = 0;
|
|
||||||
world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
|
|
||||||
world->player.reloadTimer = 0;
|
|
||||||
world->player.currentArea = WORLD_AREA_OUTSIDE;
|
|
||||||
world->map = map;
|
|
||||||
|
|
||||||
world->tileTypes = M_ArenaPush(arena, World_Tile, .count=WORLD_TILE_TYPE_MAX);
|
world->tileTypes = M_ArenaPush(arena, World_Tile, .count=WORLD_TILE_TYPE_MAX);
|
||||||
world->tileTypes[0].rotation=0;
|
world->tileTypes[0].rotation=0;
|
||||||
@@ -223,13 +226,6 @@ int main(int argc, char **argv)
|
|||||||
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;
|
||||||
@@ -244,6 +240,13 @@ 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)
|
||||||
@@ -258,8 +261,8 @@ 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 = (S32)(game->editor.cursor.x+TILE_SIZE/2);
|
F32 tilex = (F32) (S32)(game->editor.cursor.x+TILE_SIZE/2);
|
||||||
F32 tiley = (S32)(game->editor.cursor.y+TILE_SIZE/2);
|
F32 tiley = (F32) (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;
|
||||||
}
|
}
|
||||||
@@ -284,6 +287,7 @@ int main(int argc, char **argv)
|
|||||||
Abs(game->editor.cursor.y-game->editor.dragStart.y)
|
Abs(game->editor.cursor.y-game->editor.dragStart.y)
|
||||||
);
|
);
|
||||||
game->world->hitboxCount++;
|
game->world->hitboxCount++;
|
||||||
|
GenerateNavMesh(game->arena, game->world);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -345,10 +349,10 @@ 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.y = game->world->player.pos.y;
|
game->camera.p.x = game->world->player.collision.pos.x;
|
||||||
|
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);
|
||||||
@@ -388,13 +392,13 @@ int main(int argc, char **argv)
|
|||||||
|
|
||||||
RenderWorld(game->world, &game->draw);
|
RenderWorld(game->world, &game->draw);
|
||||||
|
|
||||||
R2f aframe = D_AnimationFrame(&animation);
|
//D_Text(&game->draw, game->draw.fonts, S("Small Test"), 0, 0);
|
||||||
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 = floor(editor.cursor.x+TILE_SIZE/2);
|
F32 tilex = cast(F32) floor(editor.cursor.x+TILE_SIZE/2);
|
||||||
F32 tiley = floor(editor.cursor.y+TILE_SIZE/2);
|
F32 tiley = cast(F32) 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];
|
||||||
@@ -407,7 +411,7 @@ int main(int argc, char **argv)
|
|||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case G_EDITOR_MODE_HITBOX: {
|
case G_EDITOR_MODE_HITBOX: {
|
||||||
for(int i = 0; i < game->world->hitboxCount; i++) {
|
for(U32 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(
|
D_Rect(
|
||||||
&game->draw,
|
&game->draw,
|
||||||
@@ -416,7 +420,7 @@ int main(int argc, char **argv)
|
|||||||
.texture=0,
|
.texture=0,
|
||||||
.dim=game->world->hitboxes[i].size,
|
.dim=game->world->hitboxes[i].size,
|
||||||
.flags=D_RECT_IGNORE_ASPECT,
|
.flags=D_RECT_IGNORE_ASPECT,
|
||||||
.c=V4F(100,0,0,0.7),
|
.c=V4F(100,0,0,0.7f),
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|||||||
@@ -14,5 +14,6 @@ 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_
|
||||||
|
|||||||
@@ -2,11 +2,13 @@
|
|||||||
#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;
|
||||||
@@ -50,12 +52,18 @@ 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_
|
||||||
|
|||||||
@@ -1,6 +1,7 @@
|
|||||||
#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 {
|
||||||
@@ -44,6 +45,48 @@ 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);
|
||||||
@@ -56,6 +99,7 @@ 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"
|
||||||
|
|||||||
@@ -38,3 +38,11 @@ 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;
|
||||||
|
}
|
||||||
@@ -1,13 +1,27 @@
|
|||||||
#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.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
|
world->player.controls.shot && AABB_Slab(world->player.collision.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;
|
||||||
@@ -41,7 +55,33 @@ 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;
|
||||||
// TODO Shooting
|
case BANDIT_SHOOTOUT:
|
||||||
|
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
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,6 +3,80 @@
|
|||||||
#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;
|
||||||
@@ -53,18 +127,34 @@ 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) {
|
||||||
@@ -73,6 +163,23 @@ void PlayerUpdate(F32 delta, Player *player) {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
|
dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
|
||||||
player->pos.x += dir.x;
|
player->collision.pos.x += dir.x;
|
||||||
player->pos.y += dir.y;
|
player->collision.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);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -9,6 +9,9 @@
|
|||||||
|
|
||||||
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);
|
||||||
@@ -21,7 +24,7 @@ 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.pos, world->player.shotPos, npc->collision) && npc->currentArea == world->player.currentArea)
|
world->player.controls.shot && AABB_Slab(world->player.collision.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));
|
||||||
}
|
}
|
||||||
@@ -32,7 +35,7 @@ void ProcessEvents(SDL_Event *event, World *world)
|
|||||||
{
|
{
|
||||||
PlayerInput(event, &world->player);
|
PlayerInput(event, &world->player);
|
||||||
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);
|
||||||
}
|
}
|
||||||
if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F6){
|
if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F6){
|
||||||
LoadWorld(world->arena, world);
|
LoadWorld(world->arena, world);
|
||||||
@@ -50,7 +53,7 @@ void RenderWorld(World *world, D_Context *draw) {
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for (int i = 0; i < world->propCount; i++) {
|
for (U32 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,
|
||||||
@@ -61,7 +64,7 @@ void RenderWorld(World *world, D_Context *draw) {
|
|||||||
);
|
);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
for (int i = 0; i < world->navMesh->nodeCount; i++) {
|
for (U32 i = 0; i < world->navMesh->nodeCount; i++) {
|
||||||
NavNode n = world->navMesh->nodes[i];
|
NavNode n = world->navMesh->nodes[i];
|
||||||
D_Rect(
|
D_Rect(
|
||||||
draw,
|
draw,
|
||||||
@@ -82,98 +85,148 @@ 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) {
|
#define WRITE(v) FS_FileWrite(file, &(v), sizeof(v), offset); offset += sizeof(v)
|
||||||
printf("Saving world\n");
|
#define WRITEN(v, n) FS_FileWrite(file, v, (n) * sizeof(*(v)), offset); offset += ((n) * sizeof(*(v)))
|
||||||
|
|
||||||
|
void SaveWorld(World *world) {
|
||||||
|
printf("--- Saving World ---\n");
|
||||||
|
printf(" - %d props\n", world->propCount);
|
||||||
|
printf(" - %d hitboxes\n", world->hitboxCount);
|
||||||
|
|
||||||
OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_WRITE);
|
OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_WRITE);
|
||||||
U32 offset = 0;
|
U64 offset = 0;
|
||||||
for(int i = 0; i < WORLD_TILE_TYPE_MAX; i++) {
|
|
||||||
FS_FileWrite(file, &world->tileTypes[i].tag.count, sizeof(S64), offset);
|
for (U32 i = 0; i < WORLD_TILE_TYPE_MAX; i++) {
|
||||||
offset += sizeof(S64);
|
World_Tile *tile = &world->tileTypes[i];
|
||||||
FS_FileWrite(file, world->tileTypes[i].tag.data, world->tileTypes[i].tag.count, offset);
|
|
||||||
offset += sizeof(U8) * world->tileTypes[i].tag.count;
|
WRITE(tile->tag.count);
|
||||||
FS_FileWrite(file, &world->tileTypes[i].rotation, sizeof(F32), offset);
|
WRITEN(tile->tag.data, tile->tag.count);
|
||||||
offset += sizeof(F32);
|
WRITE(tile->rotation);
|
||||||
}
|
|
||||||
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);
|
for (U32 i = 0; i < WORLD_PROP_TYPE_MAX; i++) {
|
||||||
offset += sizeof(World_PropType)*WORLD_PROP_TYPE_MAX;
|
World_PropType *type = &world->propTypes[i];
|
||||||
|
|
||||||
FS_FileWrite(file, &world->propCount, sizeof(U32), offset);
|
WRITE(type->tag.count);
|
||||||
offset += sizeof(U32);
|
WRITEN(type->tag.data, type->tag.count);
|
||||||
|
WRITE(type->scale);
|
||||||
|
}
|
||||||
|
|
||||||
FS_FileWrite(file, world->props, sizeof(World_Prop)*WORLD_PROP_MAX, offset);
|
WRITE(world->propCount);
|
||||||
offset += sizeof(World_Prop)*WORLD_PROP_MAX;
|
WRITEN(world->props, WORLD_PROP_MAX);
|
||||||
|
|
||||||
FS_FileWrite(file, &world->hitboxCount, sizeof(U32), offset);
|
WRITE(world->hitboxCount);
|
||||||
offset += sizeof(U32);
|
WRITEN(world->hitboxes, WORLD_HITBOX_MAX);
|
||||||
|
|
||||||
FS_FileWrite(file, world->hitboxes, sizeof(AABB)*WORLD_HITBOX_MAX, offset);
|
WRITEN(world->map, WORLD_MAP_MAX);
|
||||||
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("--- World Saved ---\n");
|
||||||
}
|
}
|
||||||
|
|
||||||
void LoadWorld(M_Arena *arena, World *world) {
|
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);
|
|
||||||
U32 offset = 0;
|
|
||||||
|
|
||||||
|
M_TempScope(0, 0) {
|
||||||
|
Str8 data = FS_ReadEntireFile(temp.arena, S("world.sgdat"));
|
||||||
|
|
||||||
|
U8 *base = data.data;
|
||||||
|
|
||||||
|
// Load tile types
|
||||||
|
//
|
||||||
world->tileTypes = M_ArenaPush(arena, World_Tile, .count = WORLD_TILE_TYPE_MAX);
|
world->tileTypes = M_ArenaPush(arena, World_Tile, .count = WORLD_TILE_TYPE_MAX);
|
||||||
for(int i = 0; i < WORLD_TILE_TYPE_MAX; i++) {
|
for (U32 it = 0; it < WORLD_TILE_TYPE_MAX; ++it) {
|
||||||
FS_FileRead(file, &world->tileTypes[i].tag.count, sizeof(S64), offset);
|
World_Tile *type = &world->tileTypes[it];
|
||||||
offset += sizeof(S64);
|
|
||||||
world->tileTypes[i].tag.data = M_ArenaPush(arena, U8, .count=world->tileTypes[i].tag.count);
|
Str8 name;
|
||||||
FS_FileRead(file, world->tileTypes[i].tag.data, world->tileTypes[i].tag.count, offset);
|
name.count = *(S64 *) base;
|
||||||
offset += sizeof(U8) * world->tileTypes[i].tag.count;
|
name.data = base + 8;
|
||||||
FS_FileRead(file, &world->tileTypes[i].rotation, sizeof(F32), offset);
|
|
||||||
offset += sizeof(F32);
|
base += 8;
|
||||||
|
base += name.count;
|
||||||
|
|
||||||
|
if (name.count != 0) {
|
||||||
|
// Means we likely got a vaild tag
|
||||||
|
type->tag = Str8_Copy(arena, name);
|
||||||
|
type->rotation = *(F32 *) base;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
base += 4;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Load prop types
|
||||||
|
//
|
||||||
world->propTypes = M_ArenaPush(arena, World_PropType, .count = WORLD_PROP_TYPE_MAX);
|
world->propTypes = M_ArenaPush(arena, World_PropType, .count = WORLD_PROP_TYPE_MAX);
|
||||||
for(int i = 0; i < WORLD_PROP_TYPE_MAX; i++) {
|
for (U32 it = 0; it < WORLD_PROP_TYPE_MAX; ++it) {
|
||||||
FS_FileRead(file, &world->propTypes[i].tag.count, sizeof(S64), offset);
|
World_PropType *type = &world->propTypes[it];
|
||||||
offset += sizeof(S64);
|
|
||||||
world->propTypes[i].tag.data = M_ArenaPush(arena, U8, .count=world->propTypes[i].tag.count);
|
Str8 name;
|
||||||
FS_FileRead(file, world->propTypes[i].tag.data, world->propTypes[i].tag.count, offset);
|
name.count = *(S64 *) base;
|
||||||
offset += sizeof(U8) * world->propTypes[i].tag.count;
|
name.data = base + 8;
|
||||||
FS_FileRead(file, &world->propTypes[i].scale, sizeof(F32), offset);
|
|
||||||
offset += sizeof(F32);
|
base += 8;
|
||||||
|
base += name.count;
|
||||||
|
|
||||||
|
if (name.count != 0) {
|
||||||
|
type->tag = Str8_Copy(arena, name);
|
||||||
|
type->scale = *(F32 *) base;
|
||||||
}
|
}
|
||||||
|
|
||||||
FS_FileRead(file, &world->propCount, sizeof(U32), offset);
|
base += 4;
|
||||||
offset += sizeof(U32);
|
}
|
||||||
|
|
||||||
|
// Prop locations
|
||||||
|
{
|
||||||
|
U32 n_props = *(U32 *) base; base += 4;
|
||||||
|
World_Prop *props = (World_Prop *) base;
|
||||||
|
|
||||||
|
world->propCount = n_props;
|
||||||
world->props = M_ArenaPush(arena, World_Prop, .count = WORLD_PROP_MAX);
|
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);
|
M_CopySize(world->props, props, n_props * sizeof(World_Prop));
|
||||||
offset += sizeof(U32);
|
|
||||||
|
|
||||||
|
base += (WORLD_PROP_MAX * sizeof(World_Prop));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Hitboxes
|
||||||
|
//
|
||||||
|
{
|
||||||
|
U32 n_hitbox = *(U32 *) base; base += 4;
|
||||||
|
AABB *boxes = (AABB *) base;
|
||||||
|
|
||||||
|
world->hitboxCount = n_hitbox;
|
||||||
world->hitboxes = M_ArenaPush(arena, AABB, .count = WORLD_HITBOX_MAX);
|
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;
|
M_CopySize(world->hitboxes, boxes, n_hitbox * sizeof(AABB));
|
||||||
|
|
||||||
|
base += (WORLD_HITBOX_MAX * sizeof(AABB));
|
||||||
|
}
|
||||||
|
|
||||||
|
// Map
|
||||||
|
//
|
||||||
|
{
|
||||||
|
U32 *__map = (U32 *) base;
|
||||||
|
|
||||||
world->map = M_ArenaPush(arena, U32, .count = WORLD_MAP_MAX);
|
world->map = M_ArenaPush(arena, U32, .count = WORLD_MAP_MAX);
|
||||||
FS_FileRead(file, world->map, sizeof(U32)*WORLD_MAP_MAX, offset);
|
M_CopySize(world->map, __map, WORLD_MAP_MAX * sizeof(U32));
|
||||||
offset += sizeof(U32)*WORLD_MAP_MAX;
|
|
||||||
|
|
||||||
FS_FileClose(file);
|
base += (WORLD_MAP_MAX * sizeof(U32));
|
||||||
printf("loaded world\n");
|
}
|
||||||
|
|
||||||
|
if (base != (data.data + data.count)) {
|
||||||
|
printf("--- OFFSET MISMATCH ---\n");
|
||||||
|
}
|
||||||
|
|
||||||
|
printf(" - %d props\n", world->propCount);
|
||||||
|
printf(" - %d hitboxes\n", world->hitboxCount);
|
||||||
|
|
||||||
|
printf("--- Loaded World ---\n");
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void GenerateNavMesh(M_Arena *arena, World *world) {
|
void GenerateNavMesh(M_Arena *arena, World *world) {
|
||||||
@@ -182,8 +235,16 @@ void GenerateNavMesh(M_Arena *arena, World *world) {
|
|||||||
for(int i = 0; i < WORLD_MAP_MAX; i++) {
|
for(int i = 0; i < WORLD_MAP_MAX; i++) {
|
||||||
U32 x = (i % 96);
|
U32 x = (i % 96);
|
||||||
U32 y = (i / 96);
|
U32 y = (i / 96);
|
||||||
world->navMesh->nodes[world->navMesh->nodeCount].pos.x = x;
|
bool skip = false;
|
||||||
world->navMesh->nodes[world->navMesh->nodeCount].pos.y = y;
|
for(U32 hi = 0; hi < world->hitboxCount; hi++) {
|
||||||
|
if(AABB_Point(world->hitboxes[hi], V2F((F32) x, (F32) y))) {
|
||||||
|
skip = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(skip) {continue;}
|
||||||
|
world->navMesh->nodes[world->navMesh->nodeCount].pos.x = cast(F32) x;
|
||||||
|
world->navMesh->nodes[world->navMesh->nodeCount].pos.y = cast(F32) y;
|
||||||
U32 cost = 20;
|
U32 cost = 20;
|
||||||
if(Str8_Equal(world->tileTypes[world->map[i]].tag, S("path_middle"), STR8_EQUAL_IGNORE_CASE)) {
|
if(Str8_Equal(world->tileTypes[world->map[i]].tag, S("path_middle"), STR8_EQUAL_IGNORE_CASE)) {
|
||||||
cost = 10;
|
cost = 10;
|
||||||
@@ -198,10 +259,18 @@ void GenerateNavMesh(M_Arena *arena, World *world) {
|
|||||||
if(y+ny < 0 || y+ny > 49) {
|
if(y+ny < 0 || y+ny > 49) {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
// It's quad for loop time :D
|
||||||
|
for(U32 hi = 0; hi < world->hitboxCount; hi++) {
|
||||||
|
if(AABB_Point(world->hitboxes[hi], V2F((F32) (x + nx), (F32) (y + ny)))) {
|
||||||
|
skip = true;
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
if(skip) {continue;}
|
||||||
U32 index = x+nx + (y+ny)*96;
|
U32 index = x+nx + (y+ny)*96;
|
||||||
U32 nCount = world->navMesh->nodeCount;
|
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].NodeIndex = index;
|
||||||
world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].Cost = cost;
|
world->navMesh->nodes[nCount].connections[world->navMesh->nodes[nCount].connectionCount].Cost = cast(F32) cost;
|
||||||
world->navMesh->nodes[nCount].connectionCount++;
|
world->navMesh->nodes[nCount].connectionCount++;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,6 +5,7 @@
|
|||||||
#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
|
||||||
@@ -23,15 +24,21 @@ typedef struct Player Player;
|
|||||||
struct Player
|
struct Player
|
||||||
{
|
{
|
||||||
World *world;
|
World *world;
|
||||||
V2f pos;
|
AABB collision;
|
||||||
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);
|
||||||
|
|
||||||
|
|||||||
@@ -82,7 +82,7 @@ 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 void LoadWorld(M_Arena *arena, World *world);
|
function void LoadWorld(M_Arena *arena, World *world);
|
||||||
function void SaveWorld(M_Arena *arena, World *world);
|
function void SaveWorld(World *world);
|
||||||
function void GenerateNavMesh(M_Arena *arena, World *world);
|
function void GenerateNavMesh(M_Arena *arena, World *world);
|
||||||
|
|
||||||
#endif // LD_GAME_WORLD_H_
|
#endif // LD_GAME_WORLD_H_
|
||||||
|
|||||||