Compare commits
26 Commits
raycast
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3e527f473b
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BIN
assets/npc_front_base_black.png
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After Width: | Height: | Size: 732 B |
BIN
assets/npc_front_base_white.png
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After Width: | Height: | Size: 737 B |
BIN
assets/npc_front_eyes_blue.png
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After Width: | Height: | Size: 232 B |
BIN
assets/npc_front_eyes_brown.png
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After Width: | Height: | Size: 207 B |
BIN
assets/npc_front_eyes_closed.png
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After Width: | Height: | Size: 127 B |
BIN
assets/npc_front_eyes_green.png
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After Width: | Height: | Size: 217 B |
BIN
assets/npc_front_face_glasses.png
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After Width: | Height: | Size: 157 B |
BIN
assets/npc_front_face_moustache.png
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After Width: | Height: | Size: 191 B |
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assets/npc_front_face_redMask.png
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After Width: | Height: | Size: 227 B |
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assets/npc_front_face_whiteMask.png
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After Width: | Height: | Size: 186 B |
BIN
assets/npc_front_hair_blonde.png
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After Width: | Height: | Size: 393 B |
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assets/npc_front_hair_brown.png
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After Width: | Height: | Size: 334 B |
BIN
assets/npc_front_hair_grey.png
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After Width: | Height: | Size: 191 B |
BIN
assets/npc_front_hat_brown.png
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After Width: | Height: | Size: 326 B |
BIN
assets/npc_front_hat_white.png
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After Width: | Height: | Size: 300 B |
BIN
assets/npc_front_shirt_brown.png
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After Width: | Height: | Size: 528 B |
BIN
assets/npc_front_shirt_white.png
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After Width: | Height: | Size: 479 B |
BIN
assets/npc_front_shoes_brown.png
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After Width: | Height: | Size: 273 B |
BIN
assets/npc_front_trousers_blue.png
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After Width: | Height: | Size: 361 B |
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assets/npc_front_trousers_white.png
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After Width: | Height: | Size: 354 B |
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assets/outside_ambience.wav
Normal file
@@ -1,8 +1,22 @@
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#include <math.h>
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V2f V2F(F32 x, F32 y) {
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V2f result = { x, y };
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return result;
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}
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function V2f V2f_Scale(V2f x, F32 scale) {
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return V2F(x.x * scale, x.y * scale);
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}
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V2f NormaliseV2F(V2f x) {
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F32 magnitude = sqrtf((x.x * x.x) + (x.y * x.y));
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if(magnitude > 0.0){
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F32 inverse = 1.0f/magnitude;
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return V2F(x.x*inverse, x.y*inverse);
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}
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return x;
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}
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V3f V3F(F32 x, F32 y, F32 z) {
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V3f result = { x, y, z };
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return result;
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@@ -28,6 +42,11 @@ V3f V3f_Scale(V3f x, F32 s) {
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return result;
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}
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V3f V3f_Sub(V3f a, V3f b) {
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V3f result = { a.x - b.x, a.y - b.y, a.z - b.z };
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return result;
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}
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F32 V3f_Dot(V3f a, V3f b) {
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F32 result = (a.x * b.x) + (a.y * b.y) + (a.z * b.z);
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return result;
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@@ -140,7 +159,7 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
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//
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V3f ix = V3f_Scale(x, 1.0f / V3f_Dot(x, x));
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V3f iy = V3f_Scale(y, 1.0f / V3f_Dot(y, y));
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V3f iz = V3f_Scale(z, 1.0f / V3f_Dot(z, y));
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V3f iz = V3f_Scale(z, 1.0f / V3f_Dot(z, z));
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// Calculate inverse position
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//
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@@ -160,4 +179,55 @@ Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p) {
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return result;
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}
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// Random
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Random Random_Seed(U64 seed) {
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Random result = { seed };
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return result;
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}
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U64 Random_Next(Random *rnd) {
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U64 result = rnd->state;
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result ^= (result << 13);
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result ^= (result >> 7);
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result ^= (result << 17);
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rnd->state = result;
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return result;
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}
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F32 Random_F32(Random *rnd, F32 min, F32 max) {
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F32 result = min + (Random_Unilateral(rnd) * (max - min));
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return result;
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}
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F64 Random_F64(Random *rnd, F64 min, F64 max) {
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F64 result = min + (Random_Unilateral(rnd) * (max - min));
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return result;
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}
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U32 Random_U32(Random *rnd, U32 min, U32 max) {
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U32 result = min + (U32) (Random_Unilateral(rnd) * (max - min));
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return result;
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}
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F32 Random_Unilateral(Random *rnd) {
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F32 result = Random_Next(rnd) / (F32) U64_MAX;
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return result;
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}
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F32 Random_Bilateral(Random *rnd) {
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F32 result = -1.0f + (2.0f * Random_Unilateral(rnd));
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return result;
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}
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V2f V2f_Clip(V2f screen_xy, V2f screen_size) {
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V2f result;
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result.x = ((screen_xy.x / screen_size.w) * 2.0f) - 1.0f;
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result.y = ((screen_xy.y / screen_size.h) * 2.0f) - 1.0f;
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return result;
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}
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@@ -29,6 +29,20 @@ Str8 Str8_WrapZ(U8 *data) {
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return result;
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}
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#define FNV_OFFSET_BIAS ((U64) 0xCBF29CE484222325)
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#define FNV_PRIME ((U64) 0x100000001B3)
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U64 Str8_Hash(Str8 v) {
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U64 result = FNV_OFFSET_BIAS;
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for (S64 it = 0; it < v.count; ++it) {
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result ^= v.data[it];
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result *= FNV_PRIME;
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}
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return result;
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}
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Str8 Str8_Copy(M_Arena *arena, Str8 s) {
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Str8 result;
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result.count = s.count;
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@@ -36,6 +36,11 @@
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#define SLL_PopN(h, next) (((h) != 0) ? (h) = (h)->next : 0)
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#define SLL_Enqueue(h, t, n) SLL_EnqueueN(h, t, n, next)
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#define SLL_EnqueueFront(h, t, n) SLL_EnqueueFrontN(h, t, n, next)
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#define SLL_Dequeue(h, t) SLL_DequeueN(h, t, next)
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#define SLL_Push(h, n) SLL_PushN(h, n, next)
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#define SLL_Pop(h) (((h) != 0) ? (h) = (h)->next : 0)
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#define function static
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#define internal static
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@@ -4,6 +4,13 @@
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#define PI_F32 (3.14159265358979323846264338f)
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#define TAU_F32 (2.0f * PI_F32)
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#define Abs(x) (((x) < 0 ? -(x) : (x)))
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typedef struct Random Random;
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struct Random {
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U64 state;
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};
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typedef union V2f V2f;
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union V2f {
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struct {
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@@ -93,14 +100,23 @@ struct R2f {
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V2f max;
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};
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typedef struct R3f R3f;
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struct R3f {
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V3f min;
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V3f max;
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};
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function V2f V2F(F32 x, F32 y);
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function V3f V3F(F32 x, F32 y, F32 z);
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function V4f V4F(F32 x, F32 y, F32 z, F32 w);
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function R2f R2F(V2f min, V2f max);
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function V2f V2f_Scale(V2f x, F32 s);
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function V3f V3f_Neg(V3f x);
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function V3f V3f_Scale(V3f x, F32 s);
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function V3f V3f_Sub(V3f a, V3f b);
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function F32 V3f_Dot(V3f a, V3f b);
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function F32 V4f_Dot(V4f a, V4f b);
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@@ -114,4 +130,23 @@ function V3f M4x4F_VMul3(Mat4x4F m, V3f v);
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function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
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function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
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function V2f NormaliseV2F(V2f x);
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function V2f V2f_Scale(V2f x, F32 scale);
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// Random
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function Random Random_Seed(U64 seed);
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function U64 Random_Next(Random *rnd);
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function F32 Random_F32(Random *rnd, F32 min, F32 max);
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function F64 Random_F64(Random *rnd, F64 min, F64 max);
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function U32 Random_U32(Random *rnd, U32 min, U32 max);
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function F32 Random_Unilateral(Random *rnd);
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function F32 Random_Bilateral(Random *rnd);
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V2f V2f_Clip(V2f screen_xy, V2f screen_size);
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|
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#endif // LD_CORE_MATH_H_
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|
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@@ -11,6 +11,8 @@ function Str8 Str8_Wrap(S64 count, U8 *data);
|
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function Str8 Str8_WrapRange(U8 *start, U8 *end);
|
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function Str8 Str8_WrapZ(U8 *data);
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function U64 Str8_Hash(Str8 v);
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function Str8 Str8_Copy(M_Arena *arena, Str8 s);
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function Str8 Str8_Format(M_Arena *arena, const char *format, ...);
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@@ -34,4 +34,7 @@ struct Str8 {
|
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#define U32_MAX ((U32) -1)
|
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#define U64_MAX ((U64) -1)
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#define F32_MAX ((F32) 3.40282346638528859811704183484516925e+038F)
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#define F64_MAX ((F64) 1.79769313486231570814527423731704357e+308L)
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#endif // LD_CORE_TYPES_H_
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266
code/draw/core.c
@@ -1,3 +1,59 @@
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U32 D_ImageHandle(D_Context *draw, Str8 name) {
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U32 result = 0;
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U64 hash = Str8_Hash(name);
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U64 index = hash & (D_ASSET_HASH_COUNT - 1);
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D_AssetHash *lookup = draw->lookup[index];
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while (lookup != 0) {
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if (lookup->hash == hash && Str8_Equal(lookup->value, name, 0)) {
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result = lookup->id;
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break;
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}
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lookup = lookup->next;
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}
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return result;
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}
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void D_AnimationInit(D_Animation *a, U32 id, U32 rows, U32 cols, F32 time) {
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a->id = id;
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a->rows = rows;
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a->cols = cols;
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a->time = 0;
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a->frame_time = time;
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a->frame = V2F(1.0f / (F32) cols, 1.0f / (F32) rows);
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a->index = 0;
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}
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R2f D_AnimationFrame(D_Animation *a) {
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R2f result = { 0 };
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U32 row = a->index / a->cols;
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U32 col = a->index % a->cols;
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result.min = V2F(a->frame.w * col, a->frame.h * row);
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result.max = V2F(result.min.x + a->frame.w, result.min.y + a->frame.h);
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return result;
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}
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void D_AnimationUpdate(D_Animation *a, F32 dt) {
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a->time += dt;
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if (a->time >= a->frame_time) {
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a->time = 0;
|
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a->index += 1;
|
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|
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if (a->index >= (a->rows * a->cols)) { a->index = 0; }
|
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}
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}
|
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|
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void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects) {
|
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Vk_Buffer *rbo = &frame->rbo;
|
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|
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@@ -30,7 +86,8 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
|
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rbo_info.offset = 0;
|
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rbo_info.range = VK_WHOLE_SIZE;
|
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|
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VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = draw->n_images);
|
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U32 total = draw->n_images + draw->n_fonts;
|
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VkDescriptorImageInfo *image_info = M_ArenaPush(temp.arena, VkDescriptorImageInfo, .count = total);
|
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|
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for (U32 it = 0; it < draw->n_images; ++it) {
|
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image_info[it].imageView = draw->images[it].image.view;
|
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@@ -38,6 +95,15 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
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image_info[it].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
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}
|
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|
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U32 idx = draw->n_images;
|
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for (D_Font *it = draw->fonts; it != 0; it = it->next) {
|
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image_info[idx].imageView = it->image.view;
|
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image_info[idx].sampler = vk.sampler; // @Todo: probably want linear filtering on fonts
|
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image_info[idx].imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
|
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idx += 1;
|
||||
}
|
||||
|
||||
writes[0].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
writes[0].dstSet = set;
|
||||
writes[0].dstBinding = 0;
|
||||
@@ -48,7 +114,7 @@ void D_End(D_Context *draw, Vk_Frame *frame) {
|
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writes[1].sType = VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET;
|
||||
writes[1].dstSet = set;
|
||||
writes[1].dstBinding = 1;
|
||||
writes[1].descriptorCount = draw->n_images;
|
||||
writes[1].descriptorCount = total;
|
||||
writes[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
writes[1].pImageInfo = image_info;
|
||||
|
||||
@@ -111,22 +177,200 @@ void _D_Rect(D_Context *draw, D_RectOpts *opts) {
|
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}
|
||||
|
||||
if (opts->flags & D_RECT_IGNORE_ASPECT) {
|
||||
rect->w = opts->w;
|
||||
rect->h = opts->h;
|
||||
rect->w = opts->dim.w;
|
||||
rect->h = opts->dim.h;
|
||||
}
|
||||
else {
|
||||
Vk_Image *image = &draw->images[opts->texture].image;
|
||||
|
||||
if (image->width > image->height) {
|
||||
rect->w = opts->scale * ((F32) image->width / (F32) image->height);
|
||||
rect->h = opts->scale;
|
||||
}
|
||||
else {
|
||||
rect->w = opts->scale;
|
||||
rect->h = opts->scale * ((F32) image->height / (F32) image->width);
|
||||
F32 width = cast(F32) image->width;
|
||||
F32 height = cast(F32) image->height;
|
||||
|
||||
if (opts->flags & D_RECT_UV_ASPECT) {
|
||||
width *= (opts->uv.max.x - opts->uv.min.x);
|
||||
height *= (opts->uv.max.y - opts->uv.min.y);
|
||||
}
|
||||
|
||||
F32 aspect_w = (width > height) ? (width / height) : 1.0f;
|
||||
F32 aspect_h = (width > height) ? 1.0f : (height / width);
|
||||
|
||||
rect->w = opts->scale * aspect_w;
|
||||
rect->h = opts->scale * aspect_h;
|
||||
}
|
||||
|
||||
draw->n_rects += 1;
|
||||
}
|
||||
}
|
||||
|
||||
void D_Text(D_Context *draw, D_Font *font, Str8 text, F32 x, F32 y) {
|
||||
F32 xoff = x;
|
||||
local_persist B32 done = 0;
|
||||
|
||||
for (S64 it = 0; it < text.count; ++it) {
|
||||
if (text.data[it] >= ' ' && text.data[it] <= '~') {
|
||||
D_Glyph *glyph = &font->glyphs[text.data[it] - ' '];
|
||||
|
||||
V2f size;
|
||||
size.w = (glyph->box.max.x - glyph->box.min.x);
|
||||
size.h = (glyph->box.max.y - glyph->box.min.y);
|
||||
|
||||
V2f dim;
|
||||
|
||||
F32 scale = 150.0f / (font->ascent - font->descent);
|
||||
|
||||
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) {
|
||||
M_TempScope(0, 0) {
|
||||
(void) draw;
|
||||
|
||||
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
|
||||
Str8 path = Sf(temp.arena, "%.*s/assets/%.*s.ttf", Sv(exe_path), Sv(name));
|
||||
|
||||
Str8 font_data = FS_ReadEntireFile(temp.arena, path);
|
||||
|
||||
stbtt_fontinfo info = { 0 };
|
||||
stbtt_InitFont(&info, font_data.data, 0);
|
||||
|
||||
F32 scale = stbtt_ScaleForPixelHeight(&info, 20);
|
||||
|
||||
U32 w = 512;
|
||||
U32 h = 512;
|
||||
|
||||
U8 *pixels = M_ArenaPush(temp.arena, U8, .count = (w * h));
|
||||
|
||||
stbtt_pack_context pack = { 0 };
|
||||
stbtt_PackBegin(&pack, pixels, w, h, 0, 1, 0);
|
||||
|
||||
U32 count = '~' - ' ';
|
||||
stbtt_packedchar *packed = M_ArenaPush(temp.arena, stbtt_packedchar, .count = count);
|
||||
stbtt_PackFontRange(&pack, font_data.data, 0, size, ' ', count, packed);
|
||||
|
||||
D_Font *font = M_ArenaPush(draw->arena, D_Font);
|
||||
|
||||
font->px = size;
|
||||
|
||||
S32 asc, desc, line;
|
||||
stbtt_GetFontVMetrics(&info, &asc, &desc, &line);
|
||||
|
||||
font->line_advance = cast(F32) line;
|
||||
font->ascent = cast(F32) asc;
|
||||
font->descent = cast(F32) desc;
|
||||
|
||||
font->glyphs = M_ArenaPush(draw->arena, D_Glyph, .count = count);
|
||||
|
||||
for (U32 it = 0; it < count; ++it) {
|
||||
D_Glyph *glyph = &font->glyphs[it];
|
||||
stbtt_packedchar *chr = &packed[it];
|
||||
|
||||
S32 left, width;
|
||||
stbtt_GetCodepointHMetrics(&info, ' ' + it, &width, &left);
|
||||
|
||||
glyph->box = R2F(V2F(chr->x0 / (F32) w, chr->y0 / (F32) h), V2F(chr->x1 / (F32) w, chr->y1 / (F32) h));
|
||||
|
||||
glyph->advance = glyph->box.max.x - glyph->box.min.x; //chr->xadvance * scale;
|
||||
glyph->offset = V2F(chr->xoff * scale, chr->yoff * scale);
|
||||
}
|
||||
|
||||
Vk_Buffer *staging = &draw->staging;
|
||||
U32 *px = (U32 *) staging->data;
|
||||
for (U32 y = 0; y < h; ++y) {
|
||||
for (U32 x = 0; x < w; ++x) {
|
||||
*px++ = 0x0 | ((U32) pixels[(y * w) + x] << 24);
|
||||
}
|
||||
}
|
||||
|
||||
Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
|
||||
|
||||
font->image.width = w;
|
||||
font->image.height = h;
|
||||
|
||||
font->image.format = VK_FORMAT_R8G8B8A8_SRGB;
|
||||
font->image.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
|
||||
|
||||
Vk_ImageCreate(&font->image);
|
||||
|
||||
VkBufferImageCopy copy = { 0 };
|
||||
|
||||
copy.bufferOffset = 0;
|
||||
copy.bufferRowLength = 0;
|
||||
copy.bufferImageHeight = 0;
|
||||
|
||||
copy.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
copy.imageSubresource.mipLevel = 0;
|
||||
copy.imageSubresource.baseArrayLayer = 0;
|
||||
copy.imageSubresource.layerCount = 1;
|
||||
|
||||
copy.imageExtent.width = w;
|
||||
copy.imageExtent.height = h;
|
||||
copy.imageExtent.depth = 1;
|
||||
|
||||
VkImageMemoryBarrier2 transfer = { 0 };
|
||||
VkImageMemoryBarrier2 shader_read = { 0 };
|
||||
|
||||
transfer.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
|
||||
transfer.srcStageMask = VK_PIPELINE_STAGE_2_NONE;
|
||||
transfer.srcAccessMask = VK_ACCESS_2_NONE;
|
||||
transfer.dstStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
|
||||
transfer.dstAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
|
||||
transfer.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
||||
transfer.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||
transfer.image = font->image.handle;
|
||||
|
||||
transfer.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
transfer.subresourceRange.layerCount = 1;
|
||||
transfer.subresourceRange.levelCount = 1;
|
||||
|
||||
shader_read.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
|
||||
shader_read.srcStageMask = VK_PIPELINE_STAGE_2_TRANSFER_BIT;
|
||||
shader_read.srcAccessMask = VK_ACCESS_2_TRANSFER_WRITE_BIT;
|
||||
shader_read.dstStageMask = VK_PIPELINE_STAGE_2_FRAGMENT_SHADER_BIT;
|
||||
shader_read.dstAccessMask = VK_ACCESS_2_SHADER_SAMPLED_READ_BIT;
|
||||
shader_read.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
|
||||
shader_read.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
shader_read.image = font->image.handle;
|
||||
|
||||
shader_read.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
|
||||
shader_read.subresourceRange.layerCount = 1;
|
||||
shader_read.subresourceRange.levelCount = 1;
|
||||
|
||||
VkDependencyInfo dep = { 0 };
|
||||
dep.sType = VK_STRUCTURE_TYPE_DEPENDENCY_INFO;
|
||||
|
||||
dep.imageMemoryBarrierCount = 1;
|
||||
dep.pImageMemoryBarriers = &transfer;
|
||||
|
||||
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||
|
||||
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, font->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||
|
||||
dep.pImageMemoryBarriers = &shader_read;
|
||||
|
||||
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||
|
||||
Vk_CommandBufferSubmit(cmds, true);
|
||||
|
||||
SLL_PushN(draw->fonts, font, next);
|
||||
draw->n_fonts += 1;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,7 +1,30 @@
|
||||
#if !defined(LD_DRAW_CORE_H_)
|
||||
#define LD_DRAW_CORE_H_
|
||||
|
||||
#define D_MAX_RECTS 1024
|
||||
#define D_MAX_RECTS (262144)
|
||||
|
||||
typedef struct D_Glyph D_Glyph;
|
||||
struct D_Glyph {
|
||||
F32 advance;
|
||||
V2f offset;
|
||||
R2f box;
|
||||
};
|
||||
|
||||
typedef struct D_Font D_Font;
|
||||
struct D_Font {
|
||||
D_Font *next;
|
||||
|
||||
F32 px;
|
||||
|
||||
F32 line_advance;
|
||||
F32 ascent;
|
||||
F32 descent;
|
||||
|
||||
F32 *kerning;
|
||||
D_Glyph *glyphs;
|
||||
|
||||
Vk_Image image;
|
||||
};
|
||||
|
||||
typedef struct D_Image D_Image;
|
||||
struct D_Image {
|
||||
@@ -25,11 +48,39 @@ struct D_Rect {
|
||||
|
||||
StaticAssert(sizeof(D_Rect) == 64);
|
||||
|
||||
typedef struct D_Animation D_Animation;
|
||||
struct D_Animation {
|
||||
U32 id;
|
||||
|
||||
U32 rows;
|
||||
U32 cols;
|
||||
F32 frame_time;
|
||||
F32 time;
|
||||
|
||||
V2f frame; // size of one frame
|
||||
|
||||
U32 index;
|
||||
};
|
||||
|
||||
struct G_Camera;
|
||||
|
||||
#define D_ASSET_HASH_COUNT 128
|
||||
|
||||
typedef struct D_AssetHash D_AssetHash;
|
||||
struct D_AssetHash {
|
||||
D_AssetHash *next;
|
||||
|
||||
Str8 value;
|
||||
U64 hash;
|
||||
U32 id; // texture id
|
||||
};
|
||||
|
||||
typedef struct D_Context D_Context;
|
||||
struct D_Context {
|
||||
Vk_Buffer *rbo;
|
||||
Vk_Buffer staging;
|
||||
|
||||
M_Arena *arena;
|
||||
|
||||
U32 n_pipelines;
|
||||
Vk_Pipeline *pipelines;
|
||||
@@ -37,6 +88,9 @@ struct D_Context {
|
||||
U32 n_images;
|
||||
D_Image *images;
|
||||
|
||||
U32 n_fonts;
|
||||
D_Font *fonts;
|
||||
|
||||
U32 max_rects;
|
||||
U32 n_rects;
|
||||
D_Rect *rects;
|
||||
@@ -44,6 +98,8 @@ struct D_Context {
|
||||
U32 window_width;
|
||||
U32 window_height;
|
||||
|
||||
D_AssetHash *lookup[D_ASSET_HASH_COUNT];
|
||||
|
||||
struct G_Camera *camera;
|
||||
};
|
||||
|
||||
@@ -51,6 +107,7 @@ typedef U32 D_RectFlags;
|
||||
enum D_RectFlags {
|
||||
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_UV_ASPECT = (1 << 2), // get the aspect from the uv rect rather than the full image
|
||||
};
|
||||
|
||||
typedef struct D_RectOpts D_RectOpts;
|
||||
@@ -65,9 +122,15 @@ struct D_RectOpts {
|
||||
F32 angle;
|
||||
|
||||
union {
|
||||
F32 w, h;
|
||||
F32 scale, _h;
|
||||
V2f dim;
|
||||
|
||||
struct {
|
||||
F32 w, h;
|
||||
};
|
||||
|
||||
struct {
|
||||
F32 scale, _h;
|
||||
};
|
||||
};
|
||||
|
||||
union {
|
||||
@@ -76,10 +139,20 @@ struct D_RectOpts {
|
||||
};
|
||||
};
|
||||
|
||||
function U32 D_ImageHandle(D_Context *draw, Str8 name);
|
||||
|
||||
function void D_AnimationInit(D_Animation *a, U32 id, U32 rows, U32 cols, F32 time);
|
||||
function R2f D_AnimationFrame(D_Animation *a);
|
||||
function void D_AnimationUpdate(D_Animation *a, F32 dt);
|
||||
|
||||
function void D_Begin(D_Context *draw, Vk_Frame *frame, U32 max_rects);
|
||||
function void D_End(D_Context *draw, Vk_Frame *frame);
|
||||
|
||||
function void D_Text(D_Context *draw, D_Font *font, Str8 text, F32 x, F32 y);
|
||||
|
||||
function void _D_Rect(D_Context *draw, D_RectOpts *opts);
|
||||
#define D_Rect(draw, x, y, ...) _D_Rect(draw, &(D_RectOpts) { .p = V2F(x, y), .uv = R2F(V2F(0, 0), V2F(1, 1)), .scale = 1, .c = V4F(1, 1, 1, 1), ##__VA_ARGS__ })
|
||||
|
||||
function void D_FontLoad(D_Context *draw, Str8 path, F32 size);
|
||||
|
||||
#endif // LD_DRAW_CORE_H_
|
||||
|
||||
138
code/first.c
@@ -1,13 +1,19 @@
|
||||
#include <stdio.h>
|
||||
#include <stdbool.h>
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_keycode.h>
|
||||
|
||||
#define STB_IMAGE_IMPLEMENTATION 1
|
||||
#include <stb_image.h>
|
||||
|
||||
#define STB_RECT_PACK_IMPLEMENTATION 1
|
||||
#include <stb_rect_pack.h>
|
||||
|
||||
#define STB_TRUETYPE_IMPLEMENTATION 1
|
||||
#include <stb_truetype.h>
|
||||
|
||||
#include "core/core.h"
|
||||
#include "core/types.h"
|
||||
#include "game/npc.h"
|
||||
#include "os/core.h"
|
||||
|
||||
#include "vulkan/core.h"
|
||||
@@ -17,14 +23,15 @@
|
||||
|
||||
#include "game/impl/world.c"
|
||||
#include "game/impl/npc.c"
|
||||
#include "game/impl/bandit.c"
|
||||
#include "game/testnavmesh.h"
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
(void)argc;
|
||||
(void)argv;
|
||||
(void) argc;
|
||||
(void) argv;
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO))
|
||||
if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO))
|
||||
{
|
||||
printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError());
|
||||
return 1;
|
||||
@@ -37,6 +44,30 @@ int main(int argc, char **argv)
|
||||
return 1;
|
||||
}
|
||||
|
||||
SDL_AudioStream *austream;
|
||||
Str8 audio_data;
|
||||
M_TempScope(0, 0) {
|
||||
SDL_AudioSpec spec;
|
||||
spec.format = SDL_AUDIO_S16LE;
|
||||
spec.channels = 2;
|
||||
spec.freq = 44100;
|
||||
|
||||
austream = SDL_OpenAudioDeviceStream(SDL_AUDIO_DEVICE_DEFAULT_PLAYBACK, &spec, 0, 0);
|
||||
|
||||
if (!austream) {
|
||||
printf("Failed to open audio stream (%s)\n", SDL_GetError());
|
||||
}
|
||||
|
||||
Str8 exec = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
|
||||
Str8 path = Sf(temp.arena, "%.*s/assets/outside_ambience.wav", Sv(exec));
|
||||
|
||||
SDL_AudioSpec wav_spec;
|
||||
U32 count;
|
||||
|
||||
SDL_LoadWAV((const char *) path.data, &wav_spec, &audio_data.data, &count);
|
||||
audio_data.count = count;
|
||||
}
|
||||
|
||||
Vk_Setup(window);
|
||||
|
||||
G_State *game = 0;
|
||||
@@ -44,10 +75,12 @@ int main(int argc, char **argv)
|
||||
M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4));
|
||||
game = M_ArenaPush(arena, G_State);
|
||||
|
||||
game->arena = arena;
|
||||
game->arena = arena;
|
||||
game->draw.arena = arena;
|
||||
|
||||
G_ImagesLoad(game);
|
||||
G_PipelinesLoad(game);
|
||||
G_AudioLoad(game);
|
||||
|
||||
G_Camera *camera = &game->camera;
|
||||
|
||||
@@ -62,37 +95,61 @@ int main(int argc, char **argv)
|
||||
camera->farp = 1000.0f;
|
||||
|
||||
game->draw.camera = camera;
|
||||
World *world = LoadWorld(arena);
|
||||
game->world = world;
|
||||
world->arena = arena;
|
||||
world->random = Random_Seed(29237489723847);
|
||||
world->npcCount = 2;
|
||||
for(U32 i = 0; i < world->npcCount; i++) {
|
||||
NPC *npc1 = &world->npcs[i];
|
||||
npc1->collision.pos.x = 15;
|
||||
npc1->collision.pos.y = 15;
|
||||
npc1->collision.size.x = 1;
|
||||
npc1->collision.size.y = 2;
|
||||
npc1->name = S("Matt");
|
||||
npc1->mode = NPC_ACTION_WAITING;
|
||||
npc1->currentArea = i;
|
||||
npc1->waitTime = 0;
|
||||
npc1->maxWaitTime = 5;
|
||||
npc1->currentNavNode = 0;
|
||||
}
|
||||
|
||||
Bandit *badman = &world->bandit;
|
||||
badman->collision.pos.x = 15;
|
||||
badman->collision.pos.y = 15;
|
||||
badman->collision.size.x = 1;
|
||||
badman->collision.size.y = 2;
|
||||
badman->name = S("Leroy Brown");
|
||||
badman->mode = BANDIT_WAITING;
|
||||
badman->waitTime = 0;
|
||||
badman->maxWaitTime = 2;
|
||||
badman->poiCount = 2;
|
||||
badman->pointsOfInterest[0] = 937;
|
||||
badman->pointsOfInterest[1] = 12;
|
||||
|
||||
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 = 0;
|
||||
}
|
||||
|
||||
Vk_Buffer rbo = {0};
|
||||
rbo.usage = VK_BUFFER_USAGE_STORAGE_BUFFER_BIT;
|
||||
rbo.size = KB(4);
|
||||
rbo.host_visible = true;
|
||||
|
||||
Vk_BufferCreate(&rbo);
|
||||
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;
|
||||
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));
|
||||
|
||||
const int width = 1280;
|
||||
const int height = 720;
|
||||
|
||||
while (running)
|
||||
{
|
||||
SDL_Event e;
|
||||
@@ -102,9 +159,18 @@ int main(int argc, char **argv)
|
||||
{
|
||||
running = false;
|
||||
}
|
||||
ProcessEvents(&e, &world);
|
||||
V3f projection = G_CameraUnproject(&game->camera, V2f_Clip(
|
||||
V2F(e.button.x, e.button.y),
|
||||
V2F((F32) width, (F32) height)
|
||||
));
|
||||
game->world->mouseProjected = V2F(projection.x, projection.y);
|
||||
ProcessEvents(&e, game->world);
|
||||
}
|
||||
UpdateWorld(1.0 / 60.0, &world);
|
||||
|
||||
UpdateWorld(1.0f / 60.0f, game->world);
|
||||
D_AnimationUpdate(&animation, 1.0f / 250.0f);
|
||||
game->camera.p.x = game->world->player.pos.x;
|
||||
game->camera.p.y = game->world->player.pos.y;
|
||||
|
||||
int w, h;
|
||||
SDL_GetWindowSizeInPixels(window, &w, &h);
|
||||
@@ -112,7 +178,7 @@ 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;
|
||||
@@ -142,9 +208,13 @@ int main(int argc, char **argv)
|
||||
|
||||
D_Begin(&game->draw, frame, D_MAX_RECTS);
|
||||
|
||||
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);
|
||||
//RenderWorld(game->world, &game->draw);
|
||||
// D_Rect(&game->draw, 0.0f, 0.0f, .texture = D_ImageHandle(&game->draw, S("saloon_ext")), .scale = 4.0f);
|
||||
// D_Rect(&game->draw, -8.0f, 0.0f, .texture = 2, .scale = 2.0f);
|
||||
// D_Rect(&game->draw, 6.0f, 0.0f, .texture = 3);
|
||||
|
||||
R2f aframe = D_AnimationFrame(&animation);
|
||||
D_Rect(&game->draw, 0, 0, .texture = animation.id, .uv = aframe, .flags = D_RECT_UV_ASPECT);
|
||||
|
||||
D_End(&game->draw, frame);
|
||||
|
||||
|
||||
@@ -13,5 +13,6 @@ struct AABB
|
||||
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);
|
||||
function V2f AABB_Centre(AABB a);
|
||||
|
||||
#endif // LD_GAME_AABB_H_
|
||||
|
||||
@@ -6,7 +6,7 @@ enum BANDIT_ACTION {
|
||||
BANDIT_WAITING,
|
||||
BANDIT_WALKING,
|
||||
BANDIT_RUNNING,
|
||||
BANDIT_SHOOTOUT,
|
||||
BANDIT_SHOOTING,
|
||||
};
|
||||
|
||||
typedef struct Bandit Bandit;
|
||||
@@ -14,6 +14,7 @@ struct Bandit {
|
||||
//// Personal
|
||||
AABB collision;
|
||||
Str8 name;
|
||||
World_Area currentArea;
|
||||
|
||||
//// Actions
|
||||
BANDIT_ACTION mode;
|
||||
@@ -22,6 +23,7 @@ struct Bandit {
|
||||
// How long they will wait in this location.
|
||||
F32 maxWaitTime;
|
||||
|
||||
U32 poiCount;
|
||||
// Places the bandit walks to / from
|
||||
// E.g. hide outs, home, saloon
|
||||
U32 pointsOfInterest[12];
|
||||
|
||||
@@ -1,5 +1,18 @@
|
||||
// @Todo: These should move to draw/core.c
|
||||
//
|
||||
internal void G_AssetNameHash(D_Context *draw, Str8 name, U32 id) {
|
||||
D_AssetHash *result = M_ArenaPush(draw->arena, D_AssetHash);
|
||||
|
||||
U64 hash = Str8_Hash(name);
|
||||
U64 index = hash & (D_ASSET_HASH_COUNT - 1);
|
||||
|
||||
result->value = name;
|
||||
result->hash = hash;
|
||||
result->id = id;
|
||||
|
||||
SLL_Push(draw->lookup[index], result);
|
||||
}
|
||||
|
||||
void G_ImagesLoad(G_State *game) {
|
||||
M_TempScope(0, 0) {
|
||||
D_Context *draw = &game->draw;
|
||||
@@ -9,14 +22,14 @@ void G_ImagesLoad(G_State *game) {
|
||||
|
||||
FS_List assets = FS_PathList(temp.arena, path);
|
||||
|
||||
Vk_Buffer staging = { 0 };
|
||||
staging.size = MB(256);
|
||||
staging.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
||||
staging.host_visible = true;
|
||||
Vk_Buffer *staging = &draw->staging;
|
||||
staging->size = MB(256);
|
||||
staging->usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
|
||||
staging->host_visible = true;
|
||||
|
||||
Vk_BufferCreate(&staging);
|
||||
Vk_BufferCreate(staging);
|
||||
|
||||
U8 *base = staging.data;
|
||||
U8 *base = staging->data;
|
||||
U64 offset = 0;
|
||||
|
||||
Vk_CommandBuffer *cmds = Vk_CommandBufferPush();
|
||||
@@ -59,6 +72,9 @@ void G_ImagesLoad(G_State *game) {
|
||||
|
||||
white->name = S("_WHITE");
|
||||
|
||||
// This doesn't _really_ need one because its just zero and always will be zero
|
||||
G_AssetNameHash(draw, white->name, 0);
|
||||
|
||||
white->image.width = 2;
|
||||
white->image.height = 2;
|
||||
white->image.format = VK_FORMAT_R8G8B8A8_SRGB;
|
||||
@@ -71,7 +87,7 @@ void G_ImagesLoad(G_State *game) {
|
||||
// and submitting them in one go. It doesn't really matter for now
|
||||
//
|
||||
|
||||
VkImageMemoryBarrier2 transfer = { 0 };
|
||||
VkImageMemoryBarrier2 transfer = { 0 };
|
||||
VkImageMemoryBarrier2 shader_read = { 0 };
|
||||
|
||||
transfer.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER_2;
|
||||
@@ -108,7 +124,7 @@ void G_ImagesLoad(G_State *game) {
|
||||
|
||||
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||
|
||||
vk.CmdCopyBufferToImage(cmds->handle, staging.handle, white->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, white->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||
|
||||
dep.pImageMemoryBarriers = &shader_read;
|
||||
|
||||
@@ -145,12 +161,13 @@ void G_ImagesLoad(G_State *game) {
|
||||
base += image_sz;
|
||||
offset += image_sz;
|
||||
|
||||
Assert(offset <= staging.size);
|
||||
|
||||
draw->n_images += 1;
|
||||
Assert(offset <= staging->size);
|
||||
|
||||
image->name = Str8_Copy(game->arena, Str8_RemoveAfterLast(it->basename, '.'));
|
||||
|
||||
G_AssetNameHash(draw, image->name, draw->n_images);
|
||||
|
||||
draw->n_images += 1;
|
||||
printf("[Info] :: Loaded %.*s from %.*s\n", Sv(image->name), Sv(it->basename));
|
||||
|
||||
image->image.width = w;
|
||||
@@ -198,7 +215,7 @@ void G_ImagesLoad(G_State *game) {
|
||||
|
||||
vk.CmdPipelineBarrier2(cmds->handle, &dep);
|
||||
|
||||
vk.CmdCopyBufferToImage(cmds->handle, staging.handle, image->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||
vk.CmdCopyBufferToImage(cmds->handle, staging->handle, image->image.handle, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©);
|
||||
|
||||
dep.pImageMemoryBarriers = &shader_read;
|
||||
|
||||
@@ -251,7 +268,7 @@ void G_PipelinesLoad(G_State *game) {
|
||||
|
||||
bindings[1].binding = 1;
|
||||
bindings[1].descriptorType = VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER;
|
||||
bindings[1].descriptorCount = game->draw.n_images;
|
||||
bindings[1].descriptorCount = game->draw.n_images + game->draw.n_fonts;
|
||||
bindings[1].stageFlags = VK_SHADER_STAGE_FRAGMENT_BIT;
|
||||
|
||||
VkDescriptorSetLayoutCreateInfo set_info = { 0 };
|
||||
@@ -290,7 +307,23 @@ void G_PipelinesLoad(G_State *game) {
|
||||
Vk_PipelineCreate(basic);
|
||||
}
|
||||
|
||||
void G_CalulateCamera(G_Camera *camera, F32 aspect) {
|
||||
void G_AudioLoad(G_State *game) {
|
||||
(void) game;
|
||||
|
||||
M_TempScope(0, 0) {
|
||||
Str8 exe_path = FS_SystemPath(temp.arena, FS_SYSTEM_PATH_EXE);
|
||||
Str8 path = Sf(temp.arena, "%.*s/assets", Sv(exe_path));
|
||||
|
||||
FS_List assets = FS_PathList(temp.arena, path);
|
||||
|
||||
// @Incomplete: finish this
|
||||
|
||||
for (FS_Entry *it = assets.first; it != 0; it = it->next) {
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
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);
|
||||
|
||||
@@ -298,6 +331,32 @@ void G_CalulateCamera(G_Camera *camera, F32 aspect) {
|
||||
camera->proj.inv = M4x4F_Mul(view.inv, proj.inv);
|
||||
}
|
||||
|
||||
V3f G_CameraUnprojectAt(G_Camera *camera, V2f clip, F32 z) {
|
||||
V3f dir = V3f_Sub(camera->p, V3f_Scale(camera->z, z));
|
||||
V4f z_dist = V4F(dir.x, dir.y, dir.z, 1.0f);
|
||||
V4f persp = M4x4F_VMul4(camera->proj.fwd, z_dist);
|
||||
|
||||
clip = V2f_Scale(clip, persp.w);
|
||||
|
||||
V4f world = M4x4F_VMul4(camera->proj.inv, V4F(clip.x, clip.y, persp.z, persp.w));
|
||||
|
||||
V3f result = world.xyz;
|
||||
return result;
|
||||
}
|
||||
|
||||
V3f G_CameraUnproject(G_Camera *camera, V2f clip) {
|
||||
V3f result = G_CameraUnprojectAt(camera, clip, camera->p.z);
|
||||
return result;
|
||||
}
|
||||
|
||||
R3f G_CameraBounds(G_Camera *camera) {
|
||||
R3f result;
|
||||
result.min = G_CameraUnproject(camera, V2F(-1, -1));
|
||||
result.max = G_CameraUnproject(camera, V2F( 1, 1));
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
#include "impl/aabb.c"
|
||||
#include "impl/nav.c"
|
||||
#include "impl/player.c"
|
||||
|
||||
@@ -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 +19,25 @@ 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_AudioLoad(G_State *game);
|
||||
|
||||
function void G_CalulateCamera(G_Camera *camera, F32 aspect);
|
||||
function void G_CalculateCamera(G_Camera *camera, F32 aspect);
|
||||
|
||||
// Assumes 'calculate' has been called
|
||||
function V3f G_CameraUnprojectAt(G_Camera *camera, V2f clip, F32 z);
|
||||
function V3f G_CameraUnproject(G_Camera *camera, V2f clip);
|
||||
|
||||
function R3f G_CameraBounds(G_Camera *camera);
|
||||
|
||||
#include "aabb.h"
|
||||
#include "player.h"
|
||||
#include "nav.h"
|
||||
#include "npc.h"
|
||||
#include "world.h"
|
||||
|
||||
#endif // LD_GAME_CORE_H_
|
||||
|
||||
@@ -23,14 +23,18 @@ bool AABB_Slab(V2f origin, V2f point, AABB a)
|
||||
// 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);
|
||||
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));
|
||||
tMin = Max(tMin, Min(tLow, tHigh));
|
||||
tMax = Min(tMax, Max(tLow, tHigh));
|
||||
|
||||
return tMax >= tMin;
|
||||
}
|
||||
}
|
||||
|
||||
V2f AABB_Centre(AABB a) {
|
||||
return V2F(a.pos.x + a.size.x/2, a.pos.y + a.size.y/2);
|
||||
}
|
||||
|
||||
47
code/game/impl/bandit.c
Normal file
@@ -0,0 +1,47 @@
|
||||
#include "game/world.h"
|
||||
#include "game/bandit.h"
|
||||
|
||||
void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
|
||||
if (
|
||||
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));
|
||||
bandit->health--;
|
||||
}
|
||||
switch (bandit->mode) {
|
||||
case BANDIT_WAITING:
|
||||
bandit->waitTime+=delta;
|
||||
if(bandit->waitTime > bandit->maxWaitTime) {
|
||||
bandit->mode = BANDIT_WALKING;
|
||||
do {
|
||||
U32 randomChoice = Random_U32(&world->random, 0, bandit->poiCount);
|
||||
bandit->targetNavNode = bandit->pointsOfInterest[randomChoice];
|
||||
} while(bandit->targetNavNode == bandit->currentNavNode);
|
||||
bandit->path = Nav_Path(world->navMesh, bandit->currentNavNode, bandit->targetNavNode);
|
||||
bandit->walkTimer = 0;
|
||||
}
|
||||
break;
|
||||
case BANDIT_WALKING:
|
||||
bandit->walkTimer+=delta;
|
||||
if(bandit->walkTimer >= NPC_SPEED){
|
||||
bandit->walkTimer = 0;
|
||||
if(bandit->path.nodeCount == bandit->pathIndex+1){
|
||||
bandit->mode = BANDIT_WAITING;
|
||||
bandit->maxWaitTime = Random_F32(&world->random, 20, 140);
|
||||
bandit->waitTime = 0;
|
||||
bandit->currentNavNode = bandit->targetNavNode;
|
||||
bandit->pathIndex = 0;
|
||||
return;
|
||||
}
|
||||
bandit->currentNavNode = bandit->path.indexes[bandit->pathIndex];
|
||||
bandit->pathIndex+=1;
|
||||
}
|
||||
NavNode cNav = world->navMesh->nodes[bandit->currentNavNode];
|
||||
NavNode tNav = world->navMesh->nodes[bandit->path.indexes[bandit->pathIndex]];
|
||||
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;
|
||||
break;
|
||||
// TODO Shooting
|
||||
// TODO Running away
|
||||
}
|
||||
}
|
||||
@@ -9,7 +9,7 @@ typedef struct navSearchNodeState navSearchNodeState;
|
||||
struct navSearchNodeState
|
||||
{
|
||||
bool visited;
|
||||
U64 distance;
|
||||
F64 distance;
|
||||
U32 shortest;
|
||||
bool addedToUnvisited;
|
||||
};
|
||||
@@ -27,7 +27,7 @@ navSearchState initState(U32 start, U32 meshSize)
|
||||
{
|
||||
state.nodeStates[i].visited = false;
|
||||
state.nodeStates[i].addedToUnvisited = false;
|
||||
state.nodeStates[i].distance = U64_MAX;
|
||||
state.nodeStates[i].distance = F64_MAX;
|
||||
state.nodeStates[i].shortest = 0;
|
||||
}
|
||||
state.nodeStates[start].distance = 0;
|
||||
@@ -61,8 +61,13 @@ 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)
|
||||
{
|
||||
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};
|
||||
@@ -73,21 +78,15 @@ NavPath Nav_Path(NavMesh *mesh, U32 start, U32 end)
|
||||
U32 unfinishedOffset = 0;
|
||||
U32 lowestNodeIndex = start;
|
||||
bool found = false;
|
||||
while (!found)
|
||||
{
|
||||
for (int connectionI = 0; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++)
|
||||
{
|
||||
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);
|
||||
if (testNode->distance > distance)
|
||||
{
|
||||
while(!found) {
|
||||
for(int connectionI = 0 ; connectionI < mesh->nodes[lowestNodeIndex].connectionCount; connectionI++) {
|
||||
NavConnection *connection = &mesh->nodes[lowestNodeIndex].connections[connectionI];
|
||||
navSearchNodeState *testNode = &state.nodeStates[connection->NodeIndex];
|
||||
if(testNode->visited) {continue;}
|
||||
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;
|
||||
}
|
||||
|
||||
@@ -1,22 +1,22 @@
|
||||
#include "game/npc.h"
|
||||
#include "game/world.h"
|
||||
#include "core/types.h"
|
||||
#include "core/math.h"
|
||||
|
||||
#include <stdio.h>
|
||||
|
||||
void updateNPC(F32 delta, NPC *npc, World *world) {
|
||||
void UpdateNPC(F32 delta, NPC *npc, World *world) {
|
||||
switch (npc->mode) {
|
||||
case NPC_ACTION_WAITING:
|
||||
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
|
||||
// TODO choose either global POI's or use NPC custom poi if
|
||||
// customPOI is true
|
||||
do {
|
||||
npc->targetNavNode = Random_U32(&world->random, 0, world->navMesh->nodeCount);
|
||||
} while(npc->targetNavNode == npc->currentNavNode);
|
||||
npc->path = Nav_Path(world->navMesh, npc->currentNavNode, npc->targetNavNode);
|
||||
printf("done\n");
|
||||
npc->walkTimer = 0;
|
||||
printf("%.*s started walking to %d\n", Sv(npc->name), npc->targetNavNode);
|
||||
}
|
||||
break;
|
||||
case NPC_ACTION_WALKING:
|
||||
@@ -24,18 +24,18 @@ void updateNPC(F32 delta, NPC *npc, World *world) {
|
||||
if(npc->walkTimer >= NPC_SPEED){
|
||||
npc->walkTimer = 0;
|
||||
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, 20, 140);
|
||||
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;
|
||||
|
||||
@@ -1,37 +1,78 @@
|
||||
#include "../player.h"
|
||||
#include <SDL3/SDL_events.h>
|
||||
#include <SDL3/SDL_keycode.h>
|
||||
#include <stdio.h>
|
||||
|
||||
void PlayerUpdate(SDL_Event *event, Player *player)
|
||||
void PlayerInput(SDL_Event *event, Player *player)
|
||||
{
|
||||
SDL_KeyboardEvent key = event->key;
|
||||
SDL_MouseButtonEvent mouseBtn = event->button;
|
||||
switch (key.key)
|
||||
{
|
||||
case SDLK_W:
|
||||
{
|
||||
player->pos.y += 10;
|
||||
break;
|
||||
}
|
||||
case SDLK_A:
|
||||
{
|
||||
player->pos.x -= 10;
|
||||
break;
|
||||
}
|
||||
case SDLK_D:
|
||||
{
|
||||
player->pos.x += 10;
|
||||
break;
|
||||
}
|
||||
case SDLK_S:
|
||||
{
|
||||
player->pos.y -= 10;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (mouseBtn.clicks == 1)
|
||||
{
|
||||
// shooting
|
||||
player->bulletsLoaded -= 1;
|
||||
if(event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) {
|
||||
bool val = event->type == SDL_EVENT_KEY_DOWN;
|
||||
switch (key.key)
|
||||
{
|
||||
case SDLK_W:
|
||||
{
|
||||
player->controls.upDown = val;
|
||||
break;
|
||||
}
|
||||
case SDLK_A:
|
||||
{
|
||||
player->controls.leftDown = val;
|
||||
break;
|
||||
}
|
||||
case SDLK_D:
|
||||
{
|
||||
player->controls.rightDown = val;
|
||||
break;
|
||||
}
|
||||
case SDLK_S:
|
||||
{
|
||||
player->controls.downDown = val;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if (
|
||||
event->type == SDL_EVENT_MOUSE_BUTTON_DOWN
|
||||
&& mouseBtn.button == SDL_BUTTON_LEFT
|
||||
) {
|
||||
if(player->bulletsLoaded > 0) {
|
||||
// shooting
|
||||
player->bulletsLoaded -= 1;
|
||||
player->controls.shot = true;
|
||||
player->shotPos = player->world->mouseProjected;
|
||||
printf("shot %f %f\n", player->shotPos.x, player->shotPos.y);
|
||||
} else if(player->reloadTimer == 0) {
|
||||
player->reloadTimer = PLAYER_RELOAD_TIME;
|
||||
printf("reloading\n");
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
void PlayerUpdate(F32 delta, Player *player) {
|
||||
player->controls.shot = false;
|
||||
V2f dir = V2F(0, 0);
|
||||
if(player->controls.upDown) {
|
||||
dir.y -= 1;
|
||||
}
|
||||
if(player->controls.downDown) {
|
||||
dir.y += 1;
|
||||
}
|
||||
if(player->controls.leftDown) {
|
||||
dir.x -= 1;
|
||||
}
|
||||
if(player->controls.rightDown) {
|
||||
dir.x += 1;
|
||||
}
|
||||
if(player->reloadTimer > 0) {
|
||||
player->reloadTimer-=delta;
|
||||
if(player->reloadTimer <= 0) {
|
||||
player->bulletsLoaded = PLAYER_BULLET_COUNT;
|
||||
player->reloadTimer = 0;
|
||||
}
|
||||
}
|
||||
dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
|
||||
player->pos.x += dir.x;
|
||||
player->pos.y += dir.y;
|
||||
}
|
||||
|
||||
@@ -1,22 +1,81 @@
|
||||
#include "../world.h"
|
||||
#include "../npc.h"
|
||||
#include "../player.h"
|
||||
#include "../aabb.h"
|
||||
#include <SDL3/SDL_events.h>
|
||||
#include <SDL3/SDL_keycode.h>
|
||||
#include <SDL3/SDL_oldnames.h>
|
||||
#include "../map.h"
|
||||
|
||||
void UpdateWorld(F32 delta, World *world)
|
||||
{
|
||||
// UpdateNPCs(delta, world);
|
||||
UpdateBandit(delta, &world->bandit, world);
|
||||
UpdateNPCs(delta, world);
|
||||
PlayerUpdate(delta, &world->player);
|
||||
}
|
||||
|
||||
void UpdateNPCs(F32 delta, World *world)
|
||||
{
|
||||
for (int i = 0; i < world->npcCount; i++)
|
||||
for (U32 i = 0; i < world->npcCount; i++)
|
||||
{
|
||||
updateNPC(delta, &world->npcs[i], world);
|
||||
NPC *npc = &world->npcs[i];
|
||||
UpdateNPC(delta, npc, world);
|
||||
if (
|
||||
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));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void ProcessEvents(SDL_Event *event, World *world)
|
||||
{
|
||||
PlayerUpdate(event, &world->player);
|
||||
PlayerInput(event, &world->player);
|
||||
if(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_F5){
|
||||
SaveWorld(world->arena, world);
|
||||
}
|
||||
}
|
||||
|
||||
void RenderWorld(World *world, D_Context *draw) {
|
||||
World_Tile tileTypes[] = {dirt, middlePath, middlePathEdgeTop, middlePathEdgeRight, middlePathEdgeBottom, middlePathEdgeLeft, middlePathCornerTopLeft, middlePathCornerTopRight, middlePathCornerBottomRight, middlePathCornerTurnBottomLeft};
|
||||
for (int i = 0; i < 4800; i++)
|
||||
{
|
||||
D_Rect(draw, (F32) (i % 96), (F32) (i / 96), .texture = tileTypes[map[i]].tile, .angle = (F32) tileTypes[map[i]].rotation);
|
||||
}
|
||||
for(U32 i = 0; i < world->npcCount; i++) {
|
||||
NPC npc = world->npcs[i];
|
||||
if(npc.currentArea == world->player.currentArea) {
|
||||
V2f drawPos = AABB_Centre(npc.collision);
|
||||
D_Rect(draw, drawPos.x, drawPos.y, .texture = 1);
|
||||
}
|
||||
}
|
||||
if(world->bandit.currentArea == world->player.currentArea) {
|
||||
V2f drawPos = AABB_Centre(world->bandit.collision);
|
||||
D_Rect(draw, drawPos.x, drawPos.y, .texture = 9);
|
||||
}
|
||||
D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
|
||||
}
|
||||
|
||||
void SaveWorld(M_Arena *arena, World *world) {
|
||||
printf("Saving world\n");
|
||||
OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_WRITE);
|
||||
FS_FileWrite(file, world, sizeof(World)+sizeof(NavMesh), 0);
|
||||
FS_FileWrite(file, world->navMesh, sizeof(World)+sizeof(NavMesh), sizeof(World));
|
||||
FS_FileClose(file);
|
||||
printf("Saved world :)\n");
|
||||
}
|
||||
|
||||
World *LoadWorld(M_Arena *arena) {
|
||||
printf("loading world\n");
|
||||
OS_Handle file = FS_FileOpen(S("world.sgdat"), FS_ACCESS_READ);
|
||||
World *world = M_ArenaPush(arena, World);
|
||||
NavMesh *navMesh = M_ArenaPush(arena, NavMesh);
|
||||
FS_FileRead(file, world, sizeof(World), 0);
|
||||
FS_FileRead(file, navMesh, sizeof(NavMesh), sizeof(World));
|
||||
FS_FileClose(file);
|
||||
world->navMesh = navMesh;
|
||||
world->arena = arena;
|
||||
world->player.world = world;
|
||||
printf("loaded world\n");
|
||||
return world;
|
||||
}
|
||||
|
||||
65
code/game/map.h
Normal file
@@ -0,0 +1,65 @@
|
||||
#include "world.h"
|
||||
|
||||
|
||||
World_Tile dirt = {.rotation=0,.collision=false,.tile=16};//0
|
||||
World_Tile middlePath = {.rotation=0,.collision=false,.tile=6};//1
|
||||
World_Tile middlePathEdgeTop = {.rotation=0,.collision=false,.tile=7};//2
|
||||
World_Tile middlePathEdgeRight = {.rotation=PI_F32/2,.collision=false,.tile=7};//3
|
||||
World_Tile middlePathEdgeBottom = {.rotation=PI_F32,.collision=false,.tile=7};//4
|
||||
World_Tile middlePathEdgeLeft = {.rotation=-PI_F32/2,.collision=false,.tile=7};//5
|
||||
World_Tile middlePathCornerTopLeft = {.rotation=0,.collision=false,.tile=5};//6
|
||||
World_Tile middlePathCornerTopRight = {.rotation=PI_F32/2,.collision=false,.tile=5};//7
|
||||
World_Tile middlePathCornerBottomRight = {.rotation=-PI_F32,.collision=false,.tile=5};//8
|
||||
World_Tile middlePathCornerTurnBottomLeft = {.rotation=-PI_F32/2,.collision=false,.tile=5};//9
|
||||
int map[] = {
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,6,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,4,4,4,4,4,4,4,4,4,4,4,4,9,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,8,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,4,9,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,5,3,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,7,2,2,2,2,2,6,7,2,2,2,2,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,8,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,5,3,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,7,2,2,2,2,2,6,7,2,2,2,2,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,8,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,5,3,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,7,2,2,2,2,2,6,7,2,2,2,2,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,8,4,4,4,4,4,4,4,4,4,4,4,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,5,1,3,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
|
||||
};
|
||||
@@ -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 {
|
||||
@@ -22,6 +22,11 @@ struct NPC {
|
||||
AABB collision;
|
||||
Str8 name;
|
||||
NPC_LOOK look;
|
||||
World_Area currentArea;
|
||||
|
||||
bool customPOI;
|
||||
U32 customPOICount;
|
||||
U32 npcPOI[16];
|
||||
|
||||
//// Actions
|
||||
NPC_ACTION mode;
|
||||
|
||||
@@ -6,13 +6,33 @@
|
||||
|
||||
#include <SDL3/SDL_events.h>
|
||||
|
||||
#define PLAYER_SPEED 10.0f
|
||||
#define PLAYER_RELOAD_TIME 1.5f
|
||||
#define PLAYER_BULLET_COUNT 6
|
||||
|
||||
typedef struct ControlState ControlState;
|
||||
struct ControlState {
|
||||
bool rightDown;
|
||||
bool leftDown;
|
||||
bool upDown;
|
||||
bool downDown;
|
||||
bool shot;
|
||||
};
|
||||
|
||||
typedef struct Player Player;
|
||||
struct Player
|
||||
{
|
||||
World *world;
|
||||
V2f pos;
|
||||
World_Area currentArea;
|
||||
U32 bulletsLoaded;
|
||||
ControlState controls;
|
||||
V2f shotPos;
|
||||
|
||||
F32 reloadTimer;
|
||||
};
|
||||
|
||||
function void PlayerUpdate(SDL_Event *event, Player *player);
|
||||
function void PlayerInput(SDL_Event *event, Player *player);
|
||||
function void PlayerUpdate(F32 delta, Player *player);
|
||||
|
||||
#endif // LD_GAME_PLAYER_H_
|
||||
|
||||
@@ -1,31 +1,50 @@
|
||||
#if !defined(LD_GAME_WORLD_H_)
|
||||
#define LD_GAME_WORLD_H_
|
||||
|
||||
#include "../core/math.h"
|
||||
|
||||
// Areas are which
|
||||
typedef U32 World_Area;
|
||||
enum World_Area
|
||||
{
|
||||
WORLD_AREA_OUTSIDE = (1 << 0),
|
||||
WORLD_AREA_SALOON = (1 << 1),
|
||||
WORLD_PATH_MIDDLE_EDGE = (1 << 2),
|
||||
WORLD_PATH_MIDDLE = (1 << 3),
|
||||
WORLD_PATH_CORNER = (1 << 4),
|
||||
WORLD_PATH_CORNER_EDGE = (1 << 5),
|
||||
};
|
||||
|
||||
typedef struct World_Tile World_Tile;
|
||||
struct World_Tile
|
||||
{
|
||||
World_Area tile;
|
||||
double rotation;
|
||||
bool collision;
|
||||
};
|
||||
|
||||
typedef struct World World;
|
||||
#include "player.h"
|
||||
#include "npc.h"
|
||||
#include "bandit.h"
|
||||
|
||||
// Areas are which
|
||||
typedef U32 World_Area;
|
||||
enum World_Area {
|
||||
WORLD_AREA_OUTSIDE = (1 << 0),
|
||||
WORLD_AREA_SALOON = (1 << 1),
|
||||
};
|
||||
|
||||
typedef struct World World;
|
||||
struct World {
|
||||
//// Utils
|
||||
M_Arena *arena;
|
||||
//// Static stuff
|
||||
NavMesh *navMesh;
|
||||
Random random;
|
||||
V2f mouseProjected;
|
||||
|
||||
//// Player
|
||||
Player player;
|
||||
Player player;
|
||||
|
||||
//// NPCs
|
||||
U32 npcCount;
|
||||
NPC npcs[128];
|
||||
|
||||
////Bandit
|
||||
// The bandit the player is after.
|
||||
// The bandit the player is after.
|
||||
Bandit bandit;
|
||||
|
||||
// NPC points of interest, places to walk to.
|
||||
@@ -33,8 +52,13 @@ 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);
|
||||
function void UpdateNPC(F32 delta, NPC *npc, World *world);
|
||||
function void UpdateBandit(F32 delta, Bandit *bandit, World *world);
|
||||
|
||||
function World *LoadWorld(M_Arena *arena);
|
||||
function void SaveWorld(M_Arena *arena, World *world);
|
||||
|
||||
#endif // LD_GAME_WORLD_H_
|
||||
|
||||
@@ -518,6 +518,8 @@ Vk_CommandBuffer *Vk_CommandBufferPush() {
|
||||
|
||||
vk.BeginCommandBuffer(result->handle, &begin_info);
|
||||
|
||||
frame->next_scratch += 1;
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
@@ -50,11 +50,19 @@ vec4 unorm_colour(uint c) {
|
||||
return result;
|
||||
}
|
||||
|
||||
vec2 rotate2f(vec2 v, float angle) {
|
||||
float s = sin(angle);
|
||||
float c = cos(angle);
|
||||
|
||||
vec2 result = vec2(c * v.x - s * v.y, s * v.x + c * v.y);
|
||||
return result;
|
||||
}
|
||||
|
||||
void main() {
|
||||
G_Rect rect = rects[gl_InstanceIndex];
|
||||
uint idx = indices[gl_VertexIndex];
|
||||
|
||||
vec2 p = (verticies[idx] * vec2(rect.w, rect.h)) + vec2(rect.x, rect.y);
|
||||
vec2 p = (rotate2f(verticies[idx], rect.angle) * vec2(rect.w, rect.h)) + vec2(rect.x, rect.y);
|
||||
|
||||
gl_Position = proj * vec4(p, 1.0f, 1.0f);
|
||||
|
||||
|
||||
2
linux
@@ -57,7 +57,7 @@ glslangValidator -o "assets/shaders/basic.frag.spv" --target-env "vulkan1.3" "..
|
||||
|
||||
echo "[Building source]"
|
||||
|
||||
COMPILER_OPTS="-Wall -Wno-missing-braces -Wno-unused-function -Ideps/stb -I../code"
|
||||
COMPILER_OPTS="-Wall -Wno-override-init-side-effects -Wno-missing-braces -Wno-unused-function -Ideps/stb -I../code"
|
||||
LINKER_OPTS="-lSDL3 -lm"
|
||||
|
||||
if [[ $release == 1 ]]
|
||||
|
||||