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31ba002ac7
| Author | SHA1 | Date | |
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| 31ba002ac7 |
21
code/first.c
21
code/first.c
@@ -9,6 +9,7 @@
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#include "vulkan/core.h"
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#include "game/impl/player.c"
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#include "game/impl/aabb.c"
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int main(int argc, char **argv)
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{
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@@ -34,11 +35,31 @@ int main(int argc, char **argv)
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Player player;
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player.pos.x = 0;
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player.pos.y = 0;
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AABB a;
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a.pos.x = 10;
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a.pos.y = 10;
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a.size.x = 10;
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a.size.y = 10;
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while (running)
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{
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SDL_Event e;
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while (SDL_PollEvent(&e))
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{
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SDL_MouseButtonEvent mouseBtn = e.button;
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if (mouseBtn.clicks == 1)
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{
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V2f point;
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point.x = mouseBtn.x;
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point.y = mouseBtn.y;
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if (AABB_Slab(player.pos, point, a))
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{
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printf("hit");
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}
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else
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{
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printf("miss");
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}
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}
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PlayerUpdate(&e, &player);
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if (e.type == SDL_EVENT_QUIT)
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{
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@@ -1,17 +1,16 @@
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#if !defined(LD_GAME_AABB_H_)
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#define LD_GAME_AABB_H_
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#include "types.h"
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#include "../core/types.h"
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#include "../core/macros.h"
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typedef struct AABB AABB;
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struct AABB {
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struct AABB
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{
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V2f pos;
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V2f size;
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};
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function bool AABB_Collide(AABB a, AABB b);
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function bool AABB_Point(AABB a, V2f v);
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#endif // LD_GAME_AABB_H_
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function bool AABB_Collide(AABB a, AABB b);
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function bool AABB_Point(AABB a, V2f v);
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function bool AABB_Slab(V2f origin, V2f point, AABB a);
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#endif // LD_GAME_AABB_H_
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@@ -1,15 +1,36 @@
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#include "math.h"
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#include "../aabb.h"
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#include "../types.h"
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#include "../../core/types.h"
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bool AABB_Collide(AABB a, AABB b) {
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bool AABB_Collide(AABB a, AABB b)
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{
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bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x;
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bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y;
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return collision_x && collision_y;
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}
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bool AABB_Point(AABB a, V2f v) {
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bool AABB_Point(AABB a, V2f v)
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{
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bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x;
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bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y;
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return collision_x && collision_y;
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}
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bool AABB_Slab(V2f origin, V2f point, AABB a)
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{
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V2f start = a.pos;
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V2f finish = {a.pos.x + a.size.x, a.pos.y + a.size.y};
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V2f direction = {origin.x - point.x, origin.y - point.y};
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// x
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F32 tLow = (start.x - origin.x) / direction.x;
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F32 tHigh = (finish.x - origin.x) / direction.x;
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F32 tMin = min(tLow, tHigh);
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F32 tMax = max(tLow, tHigh);
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// y
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tLow = (start.x - origin.x) / direction.x;
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tHigh = (finish.x - origin.x) / direction.x;
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tMin = max(tMin, min(tLow, tHigh));
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tMax = min(tMax, max(tLow, tHigh));
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return tMax >= max(0.0, tMin);
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}
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@@ -3,6 +3,7 @@
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void PlayerUpdate(SDL_Event *event, Player *player)
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{
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SDL_KeyboardEvent key = event->key;
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SDL_MouseButtonEvent mouseBtn = event->button;
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if (key.key == SDLK_W)
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{
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player->pos.y += 10;
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@@ -19,4 +20,9 @@ void PlayerUpdate(SDL_Event *event, Player *player)
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{
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player->pos.y -= 10;
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}
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if (mouseBtn.clicks == 1)
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{
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// shooting
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player->bulletsLoaded -= 1;
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}
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}
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@@ -6,6 +6,7 @@ typedef struct Player Player;
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struct Player
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{
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V2f pos;
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U32 bulletsLoaded;
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};
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function void PlayerUpdate(SDL_Event *event, Player *player);
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