Compare commits
9 Commits
raycast
...
8dc0ac1d3e
| Author | SHA1 | Date | |
|---|---|---|---|
|
8dc0ac1d3e
|
|||
|
222575b318
|
|||
| 9a46a802e0 | |||
| 628a6c5ade | |||
| c8dfcd857e | |||
|
394366480b
|
|||
|
8f148b6894
|
|||
|
7306c8fba4
|
|||
|
5cabf845b6
|
1
.gitignore
vendored
1
.gitignore
vendored
@@ -1,3 +1,4 @@
|
||||
build/
|
||||
code/compile_commands.json
|
||||
code/.cache
|
||||
.vscode
|
||||
|
||||
@@ -160,4 +160,46 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
|
||||
return result;
|
||||
}
|
||||
|
||||
// Random
|
||||
|
||||
Random Random_Seed(U64 seed) {
|
||||
Random result = { seed };
|
||||
return result;
|
||||
}
|
||||
|
||||
U64 Random_Next(Random *rnd) {
|
||||
U64 result = rnd->state;
|
||||
|
||||
result ^= (result << 13);
|
||||
result ^= (result >> 7);
|
||||
result ^= (result << 17);
|
||||
|
||||
rnd->state = result;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
F32 Random_F32(Random *rnd, F32 min, F32 max) {
|
||||
F32 result = min + (Random_Unilateral(rnd) * (max - min));
|
||||
return result;
|
||||
}
|
||||
|
||||
F64 Random_F64(Random *rnd, F64 min, F64 max) {
|
||||
F64 result = min + (Random_Unilateral(rnd) * (max - min));
|
||||
return result;
|
||||
}
|
||||
|
||||
U32 Random_U32(Random *rnd, U32 min, U32 max) {
|
||||
U32 result = min + (U32) (Random_Unilateral(rnd) * (max - min));
|
||||
return result;
|
||||
}
|
||||
|
||||
F32 Random_Unilateral(Random *rnd) {
|
||||
F32 result = Random_Next(rnd) / (F32) U64_MAX;
|
||||
return result;
|
||||
}
|
||||
|
||||
F32 Random_Bilateral(Random *rnd) {
|
||||
F32 result = -1.0f + (2.0f * Random_Unilateral(rnd));
|
||||
return result;
|
||||
}
|
||||
|
||||
@@ -4,6 +4,13 @@
|
||||
#define PI_F32 (3.14159265358979323846264338f)
|
||||
#define TAU_F32 (2.0f * PI_F32)
|
||||
|
||||
#define Abs(x) (((x) < 0 ? -(x) : (x)))
|
||||
|
||||
typedef struct Random Random;
|
||||
struct Random {
|
||||
U64 state;
|
||||
};
|
||||
|
||||
typedef union V2f V2f;
|
||||
union V2f {
|
||||
struct {
|
||||
@@ -114,4 +121,18 @@ function V3f M4x4F_VMul3(Mat4x4F m, V3f v);
|
||||
function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
|
||||
function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
|
||||
|
||||
// Random
|
||||
|
||||
function Random Random_Seed(U64 seed);
|
||||
|
||||
function U64 Random_Next(Random *rnd);
|
||||
|
||||
function F32 Random_F32(Random *rnd, F32 min, F32 max);
|
||||
function F64 Random_F64(Random *rnd, F64 min, F64 max);
|
||||
|
||||
function U32 Random_U32(Random *rnd, U32 min, U32 max);
|
||||
|
||||
function F32 Random_Unilateral(Random *rnd);
|
||||
function F32 Random_Bilateral(Random *rnd);
|
||||
|
||||
#endif // LD_CORE_MATH_H_
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
#if !defined(LD_DRAW_CORE_H_)
|
||||
#define LD_DRAW_CORE_H_
|
||||
|
||||
#define D_MAX_RECTS 1024
|
||||
#define D_MAX_RECTS (262144)
|
||||
|
||||
typedef struct D_Image D_Image;
|
||||
struct D_Image {
|
||||
|
||||
94
code/first.c
94
code/first.c
@@ -1,6 +1,7 @@
|
||||
#include <stdio.h>
|
||||
#include <stdbool.h>
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_keycode.h>
|
||||
|
||||
#define STB_IMAGE_IMPLEMENTATION 1
|
||||
#include <stb_image.h>
|
||||
@@ -19,9 +20,10 @@
|
||||
#include "game/impl/npc.c"
|
||||
#include "game/testnavmesh.h"
|
||||
|
||||
int main(int argc, char **argv) {
|
||||
(void) argc;
|
||||
(void) argv;
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
(void)argc;
|
||||
(void)argv;
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO))
|
||||
{
|
||||
@@ -61,39 +63,46 @@ int main(int argc, char **argv) {
|
||||
camera->farp = 1000.0f;
|
||||
|
||||
game->draw.camera = camera;
|
||||
game->camera.p.z = 200;
|
||||
World *world = M_ArenaPush(arena, World);
|
||||
game->world = world;
|
||||
world->random = Random_Seed(29237489723847);
|
||||
world->npcCount = 100;
|
||||
for(int i = 0; i < 100; i++) {
|
||||
NPC *npc1 = &world->npcs[i];
|
||||
npc1->collision.pos.x = 15;
|
||||
npc1->collision.pos.y = 15;
|
||||
npc1->collision.size.x = 10;
|
||||
npc1->collision.size.y = 10;
|
||||
npc1->name = S("Matt");
|
||||
npc1->mode = NPC_ACTION_WAITING;
|
||||
npc1->waitTime = 0;
|
||||
npc1->maxWaitTime = 5;
|
||||
npc1->currentNavNode = 0;
|
||||
npc1->collision.pos.x = 15;
|
||||
npc1->collision.pos.y = 15;
|
||||
npc1->collision.size.x = 10;
|
||||
npc1->collision.size.y = 10;
|
||||
}
|
||||
|
||||
Vk_Buffer rbo = { 0 };
|
||||
rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
|
||||
rbo.size = KB(4);
|
||||
rbo.host_visible = true;
|
||||
NPC *npc2 = &world->npcs[1];
|
||||
npc2->collision.pos.x = 15;
|
||||
npc2->collision.pos.y = 15;
|
||||
npc2->collision.size.x = 10;
|
||||
npc2->collision.size.y = 10;
|
||||
npc2->name = S("James");
|
||||
npc2->mode = NPC_ACTION_WAITING;
|
||||
npc2->waitTime = 0;
|
||||
npc2->maxWaitTime = 10;
|
||||
npc2->currentNavNode = 0;
|
||||
|
||||
Vk_BufferCreate(&rbo);
|
||||
world->navMesh = &TestNavMesh;
|
||||
world->npcPOI[0] = 100;
|
||||
world->player.pos.x = 0;
|
||||
world->player.pos.y = 0;
|
||||
}
|
||||
|
||||
bool running = true;
|
||||
World world = {
|
||||
.npcCount = 2,
|
||||
.npcs = {
|
||||
{
|
||||
.collision = {{10, 10}, {10, 10}},
|
||||
.name = S("Matt"),
|
||||
.mode = NPC_ACTION_WAITING,
|
||||
.waitTime = 0,
|
||||
.maxWaitTime = 5,
|
||||
.currentNavNode = 87
|
||||
},{
|
||||
.collision = {{15, 15}, {10, 10}},
|
||||
.name = S("James"),
|
||||
.mode = NPC_ACTION_WAITING,
|
||||
.waitTime = 0,
|
||||
.maxWaitTime = 10,
|
||||
.currentNavNode = 0
|
||||
}
|
||||
},
|
||||
.navMesh = &TestNavMesh,
|
||||
.npcPOI = {100},
|
||||
.player = {.pos = {0,0}}
|
||||
};
|
||||
|
||||
printf("%zu size in bytes\n", sizeof(TestNavMesh));
|
||||
|
||||
@@ -106,9 +115,23 @@ int main(int argc, char **argv) {
|
||||
{
|
||||
running = false;
|
||||
}
|
||||
ProcessEvents(&e, &world);
|
||||
if (e.type == SDL_EVENT_KEY_DOWN) {
|
||||
if(e.key.key == SDLK_DOWN) {
|
||||
game->camera.p.y += 5;
|
||||
}
|
||||
UpdateWorld(1.0/60.0, &world);
|
||||
if(e.key.key == SDLK_UP) {
|
||||
game->camera.p.y -= 5;
|
||||
}
|
||||
if(e.key.key == SDLK_RIGHT) {
|
||||
game->camera.p.x += 5;
|
||||
}
|
||||
if(e.key.key == SDLK_LEFT) {
|
||||
game->camera.p.x -= 5;
|
||||
}
|
||||
}
|
||||
ProcessEvents(&e, game->world);
|
||||
}
|
||||
UpdateWorld(1.0 / 60.0, game->world);
|
||||
|
||||
int w, h;
|
||||
SDL_GetWindowSizeInPixels(window, &w, &h);
|
||||
@@ -116,7 +139,7 @@ int main(int argc, char **argv) {
|
||||
game->draw.window_width = w;
|
||||
game->draw.window_height = h;
|
||||
|
||||
G_CalulateCamera(&game->camera, (F32) w / (F32) h);
|
||||
G_CalculateCamera(&game->camera, (F32)w / (F32)h);
|
||||
|
||||
Vk_Frame *frame = Vk_FrameBegin(window);
|
||||
VkCommandBuffer cmd = frame->cmd;
|
||||
@@ -137,7 +160,7 @@ int main(int argc, char **argv) {
|
||||
|
||||
VkRenderingInfo rendering_info = {0};
|
||||
rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO;
|
||||
rendering_info.renderArea = (VkRect2D) { 0, 0, w, h };
|
||||
rendering_info.renderArea = (VkRect2D){0, 0, w, h};
|
||||
rendering_info.layerCount = 1;
|
||||
rendering_info.colorAttachmentCount = 1;
|
||||
rendering_info.pColorAttachments = &colour_attachment;
|
||||
@@ -146,6 +169,7 @@ int main(int argc, char **argv) {
|
||||
|
||||
D_Begin(&game->draw, frame, D_MAX_RECTS);
|
||||
|
||||
RenderWorld(game->world, &game->draw);
|
||||
D_Rect(&game->draw, 0.0f, 0.0f, .texture = 1);
|
||||
D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
|
||||
D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
|
||||
|
||||
@@ -3,15 +3,15 @@
|
||||
#include "../core/types.h"
|
||||
#include "../core/macros.h"
|
||||
|
||||
|
||||
typedef struct AABB AABB;
|
||||
struct AABB {
|
||||
struct AABB
|
||||
{
|
||||
V2f pos;
|
||||
V2f size;
|
||||
};
|
||||
|
||||
|
||||
function bool AABB_Collide(AABB a, AABB b);
|
||||
function bool AABB_Point(AABB a, V2f v);
|
||||
function bool AABB_Slab(V2f origin, V2f point, AABB a);
|
||||
|
||||
#endif // LD_GAME_AABB_H_
|
||||
|
||||
@@ -290,7 +290,7 @@ void G_PipelinesLoad(G_State *game) {
|
||||
Vk_PipelineCreate(basic);
|
||||
}
|
||||
|
||||
void G_CalulateCamera(G_Camera *camera, F32 aspect) {
|
||||
void G_CalculateCamera(G_Camera *camera, F32 aspect) {
|
||||
Mat4x4FInv proj = M4x4F_Perspective(camera->fov, aspect, camera->nearp, camera->farp);
|
||||
Mat4x4FInv view = M4x4F_CameraView(camera->x, camera->y, camera->z, camera->p);
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
#if !defined(LD_GAME_CORE_H_)
|
||||
#define LD_GAME_CORE_H_
|
||||
#include "world.h"
|
||||
|
||||
typedef struct G_Camera G_Camera;
|
||||
struct G_Camera {
|
||||
@@ -18,17 +19,18 @@ struct G_State {
|
||||
|
||||
D_Context draw;
|
||||
G_Camera camera;
|
||||
|
||||
World *world;
|
||||
};
|
||||
|
||||
function void G_ImagesLoad(G_State *game);
|
||||
function void G_PipelinesLoad(G_State *game);
|
||||
|
||||
function void G_CalulateCamera(G_Camera *camera, F32 aspect);
|
||||
function void G_CalculateCamera(G_Camera *camera, F32 aspect);
|
||||
|
||||
#include "aabb.h"
|
||||
#include "player.h"
|
||||
#include "nav.h"
|
||||
#include "npc.h"
|
||||
#include "world.h"
|
||||
|
||||
#endif // LD_GAME_CORE_H_
|
||||
|
||||
@@ -1,15 +1,36 @@
|
||||
#include "game/aabb.h"
|
||||
#include "core/types.h"
|
||||
#include <math.h>
|
||||
|
||||
bool AABB_Collide(AABB a, AABB b) {
|
||||
bool AABB_Collide(AABB a, AABB b)
|
||||
{
|
||||
bool collision_x = a.pos.x + a.size.x >= b.pos.x && b.pos.x + b.size.x >= a.pos.x;
|
||||
bool collision_y = a.pos.y + a.size.x >= b.pos.y && b.pos.y + b.size.y >= a.pos.y;
|
||||
return collision_x && collision_y;
|
||||
}
|
||||
|
||||
bool AABB_Point(AABB a, V2f v) {
|
||||
bool AABB_Point(AABB a, V2f v)
|
||||
{
|
||||
bool collision_x = a.pos.x + a.size.x >= v.x && a.pos.x <= v.x;
|
||||
bool collision_y = a.pos.x + a.size.y >= v.y && a.pos.y <= v.y;
|
||||
return collision_x && collision_y;
|
||||
}
|
||||
|
||||
bool AABB_Slab(V2f origin, V2f point, AABB a)
|
||||
{
|
||||
V2f start = a.pos;
|
||||
V2f finish = {a.pos.x + a.size.x, a.pos.y + a.size.y};
|
||||
V2f invdirection = {1 / (origin.x - point.x), 1 / (origin.y - point.y)};
|
||||
// x
|
||||
F32 tLow = (start.x - origin.x) * invdirection.x;
|
||||
F32 tHigh = (finish.x - origin.x) * invdirection.x;
|
||||
F32 tMin = Min(tLow, tHigh);
|
||||
F32 tMax = Max(tLow, tHigh);
|
||||
// y
|
||||
tLow = (start.y - origin.y) * invdirection.y;
|
||||
tHigh = (finish.y - origin.y) * invdirection.y;
|
||||
|
||||
tMin = Max(tMin, Min(tLow, tHigh));
|
||||
tMax = Min(tMax, Max(tLow, tHigh));
|
||||
|
||||
return tMax >= tMin;
|
||||
}
|
||||
|
||||
@@ -6,21 +6,25 @@
|
||||
#define MAX_UNFINISHED 128
|
||||
|
||||
typedef struct navSearchNodeState navSearchNodeState;
|
||||
struct navSearchNodeState{
|
||||
struct navSearchNodeState
|
||||
{
|
||||
bool visited;
|
||||
U64 distance;
|
||||
F64 distance;
|
||||
U32 shortest;
|
||||
bool addedToUnvisited;
|
||||
};
|
||||
|
||||
typedef struct navSearchState navSearchState;
|
||||
struct navSearchState{
|
||||
struct navSearchState
|
||||
{
|
||||
navSearchNodeState nodeStates[NAV_MAX_NODES];
|
||||
};
|
||||
|
||||
navSearchState initState(U32 start, U32 meshSize) {
|
||||
navSearchState state = {};
|
||||
for(U32 i = 0; i < meshSize; i++) {
|
||||
navSearchState initState(U32 start, U32 meshSize)
|
||||
{
|
||||
navSearchState state;
|
||||
for (U32 i = 0; i < meshSize; i++)
|
||||
{
|
||||
state.nodeStates[i].visited = false;
|
||||
state.nodeStates[i].addedToUnvisited = false;
|
||||
state.nodeStates[i].distance = U64_MAX;
|
||||
@@ -30,20 +34,25 @@ navSearchState initState(U32 start, U32 meshSize) {
|
||||
return state;
|
||||
}
|
||||
|
||||
U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset) {
|
||||
U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchState state, U32 *offset)
|
||||
{
|
||||
U32 lowest = U32_MAX;
|
||||
U32 lowestI = U32_MAX;
|
||||
bool startFound = false;
|
||||
for(U32 i = *offset; i < unfinishedCount; i++) {
|
||||
for (U32 i = *offset; i < unfinishedCount; i++)
|
||||
{
|
||||
navSearchNodeState checkNode = state.nodeStates[unfinishedIndexes[i]];
|
||||
if(checkNode.visited) {
|
||||
if(!startFound) {
|
||||
if (checkNode.visited)
|
||||
{
|
||||
if (!startFound)
|
||||
{
|
||||
*offset = i;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
startFound = true;
|
||||
if (lowest > checkNode.distance) {
|
||||
if (lowest > checkNode.distance)
|
||||
{
|
||||
lowest = cast(U32) checkNode.distance;
|
||||
lowestI = unfinishedIndexes[i];
|
||||
}
|
||||
@@ -53,6 +62,12 @@ U32 getLowestState(U32 unfinishedIndexes[128], U32 unfinishedCount, navSearchSta
|
||||
|
||||
// Generate a path to follow between the start and end node.
|
||||
NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
|
||||
// This is a stupid fix, since it's easier to work backwards
|
||||
// to generate a path, I'm swapping the start / end, to generate
|
||||
// it backwards
|
||||
U32 tmp = end;
|
||||
end = start;
|
||||
start = tmp;
|
||||
navSearchState state = initState(start, mesh->nodeCount);
|
||||
U32 unfinishedCount = 1;
|
||||
U32 unfinishedIndexes[NAV_MAX_NODES] = {start};
|
||||
@@ -68,14 +83,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
|
||||
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
|
||||
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
|
||||
if(testNode->visited) {continue;}
|
||||
U32 distance = cast(U32) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
|
||||
distance += cast(U32) (mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x);
|
||||
distance += cast(U32) (mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y);
|
||||
F64 distance = cast(F64) (state.nodeStates[lowestNodeIndex].distance + connection->Cost);
|
||||
distance += cast(F64) Abs((mesh->nodes[end].pos.x - mesh->nodes[connection->NodeIndex].pos.x));
|
||||
distance += cast(F64) Abs((mesh->nodes[end].pos.y - mesh->nodes[connection->NodeIndex].pos.y));
|
||||
if(testNode->distance > distance) {
|
||||
testNode->distance = distance;
|
||||
testNode->shortest = lowestNodeIndex;
|
||||
}
|
||||
if(!testNode->addedToUnvisited) {
|
||||
if (!testNode->addedToUnvisited)
|
||||
{
|
||||
unfinishedIndexes[unfinishedCount] = connection->NodeIndex;
|
||||
unfinishedCount++;
|
||||
testNode->addedToUnvisited = true;
|
||||
@@ -83,13 +99,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end) {
|
||||
}
|
||||
state.nodeStates[lowestNodeIndex].visited = true;
|
||||
lowestNodeIndex = getLowestState(unfinishedIndexes, unfinishedCount, state, &unfinishedOffset);
|
||||
if(lowestNodeIndex == end) {
|
||||
if (lowestNodeIndex == end)
|
||||
{
|
||||
found = true;
|
||||
}
|
||||
}
|
||||
NavPath res_path = {0};
|
||||
U32 index = end;
|
||||
while(index!=start) {
|
||||
while (index != start)
|
||||
{
|
||||
res_path.indexes[res_path.nodeCount] = index;
|
||||
res_path.nodeCount++;
|
||||
index = state.nodeStates[index].shortest;
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
#include "game/npc.h"
|
||||
#include "game/world.h"
|
||||
#include "core/types.h"
|
||||
#include "core/math.h"
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
@@ -10,9 +11,9 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
|
||||
npc->waitTime+=delta;
|
||||
if(npc->waitTime > npc->maxWaitTime) {
|
||||
npc->mode = NPC_ACTION_WALKING;
|
||||
U32 next = npc->targetNavNode == 100 ? 20 : 100;
|
||||
npc->targetNavNode = next; // TODO RANDOM
|
||||
printf("Starting to nav path\n");
|
||||
// TODO change targets to poi's rather than just random nodes
|
||||
npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
|
||||
printf("Starting to nav path from %d to %d\n", npc->currentNavNode, npc->targetNavNode);
|
||||
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
|
||||
printf("done\n");
|
||||
npc->walkTimer = 0;
|
||||
@@ -26,16 +27,17 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
|
||||
if(npc->path.nodeCount == npc->pathIndex+1){
|
||||
printf("Finished! so I'm waiting\n");
|
||||
npc->mode = NPC_ACTION_WAITING;
|
||||
npc->maxWaitTime = 20; // TODO RANDOM
|
||||
npc->maxWaitTime = Random_F32(&world->random, 10, 40);
|
||||
npc->waitTime = 0;
|
||||
npc->currentNavNode = npc->targetNavNode;
|
||||
npc->pathIndex = 0;
|
||||
return;
|
||||
}
|
||||
npc->pathIndex+=1;
|
||||
npc->currentNavNode = npc->path.indexes[npc->pathIndex];
|
||||
npc->pathIndex+=1;
|
||||
}
|
||||
NavNode cNav = world->navMesh->nodes[npc->currentNavNode];
|
||||
NavNode tNav = world->navMesh->nodes[npc->pathIndex];
|
||||
NavNode tNav = world->navMesh->nodes[npc->path.indexes[npc->pathIndex]];
|
||||
npc->collision.pos.x = cNav.pos.x * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.x * npc->walkTimer/NPC_SPEED;
|
||||
npc->collision.pos.y = cNav.pos.y * (1 - npc->walkTimer/NPC_SPEED) + tNav.pos.y * npc->walkTimer/NPC_SPEED;
|
||||
break;
|
||||
|
||||
@@ -5,22 +5,33 @@
|
||||
void PlayerUpdate(SDL_Event *event, Player *player)
|
||||
{
|
||||
SDL_KeyboardEvent key = event->key;
|
||||
switch(key.key) {
|
||||
case SDLK_W: {
|
||||
SDL_MouseButtonEvent mouseBtn = event->button;
|
||||
switch (key.key)
|
||||
{
|
||||
case SDLK_W:
|
||||
{
|
||||
player->pos.y += 10;
|
||||
break;
|
||||
}
|
||||
case SDLK_A: {
|
||||
case SDLK_A:
|
||||
{
|
||||
player->pos.x -= 10;
|
||||
break;
|
||||
}
|
||||
case SDLK_D: {
|
||||
case SDLK_D:
|
||||
{
|
||||
player->pos.x += 10;
|
||||
break;
|
||||
}
|
||||
case SDLK_S: {
|
||||
case SDLK_S:
|
||||
{
|
||||
player->pos.y -= 10;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (mouseBtn.clicks == 1)
|
||||
{
|
||||
// shooting
|
||||
player->bulletsLoaded -= 1;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,16 +3,26 @@
|
||||
#include "../player.h"
|
||||
#include <SDL3/SDL_events.h>
|
||||
|
||||
void UpdateWorld(F32 delta, World *world) {
|
||||
void UpdateWorld(F32 delta, World *world)
|
||||
{
|
||||
UpdateNPCs(delta, world);
|
||||
}
|
||||
|
||||
void UpdateNPCs(F32 delta, World *world) {
|
||||
for(int i = 0; i < world->npcCount; i++) {
|
||||
void UpdateNPCs(F32 delta, World *world)
|
||||
{
|
||||
for (U32 i = 0; i < world->npcCount; i++)
|
||||
{
|
||||
updateNPC(delta, &world->npcs[i], world);
|
||||
}
|
||||
}
|
||||
|
||||
void ProcessEvents(SDL_Event *event, World *world) {
|
||||
void ProcessEvents(SDL_Event *event, World *world)
|
||||
{
|
||||
PlayerUpdate(event, &world->player);
|
||||
}
|
||||
|
||||
void RenderWorld(World *world, D_Context *draw) {
|
||||
for(int i = 0; i < world->npcCount; i++) {
|
||||
D_Rect(draw, world->npcs[i].collision.pos.x, world->npcs[i].collision.pos.y, .texture = 1);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,7 +5,7 @@
|
||||
#include "npc_look.h"
|
||||
#include "../core/types.h"
|
||||
|
||||
#define NPC_SPEED 0.2f
|
||||
#define NPC_SPEED 1.0f
|
||||
|
||||
typedef enum NPC_ACTION NPC_ACTION;
|
||||
enum NPC_ACTION {
|
||||
|
||||
@@ -10,6 +10,7 @@ typedef struct Player Player;
|
||||
struct Player
|
||||
{
|
||||
V2f pos;
|
||||
U32 bulletsLoaded;
|
||||
};
|
||||
|
||||
function void PlayerUpdate(SDL_Event *event, Player *player);
|
||||
|
||||
@@ -4,6 +4,7 @@
|
||||
#include "player.h"
|
||||
#include "npc.h"
|
||||
#include "bandit.h"
|
||||
#include "../core/math.h"
|
||||
|
||||
// Areas are which
|
||||
typedef U32 World_Area;
|
||||
@@ -16,6 +17,7 @@ typedef struct World World;
|
||||
struct World {
|
||||
//// Static stuff
|
||||
NavMesh *navMesh;
|
||||
Random random;
|
||||
|
||||
//// Player
|
||||
Player player;
|
||||
@@ -33,6 +35,7 @@ struct World {
|
||||
};
|
||||
|
||||
function void UpdateWorld(F32 delta, World *world);
|
||||
function void RenderWorld(World *world, D_Context *drawContext );
|
||||
function void ProcessEvents(SDL_Event *event, World *world);
|
||||
function void UpdateNPCs(F32 delta, World *world);
|
||||
function void updateNPC(F32 delta, NPC *npc, World *world);
|
||||
|
||||
Reference in New Issue
Block a user