#include #include #include #include #define STB_IMAGE_IMPLEMENTATION 1 #include #define STB_RECT_PACK_IMPLEMENTATION 1 #include #define STB_TRUETYPE_IMPLEMENTATION 1 #include #include "core/core.h" #include "core/types.h" #include "os/core.h" #include "vulkan/core.h" #include "draw/core.h" #include "game/core.h" #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; if (!SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO)) { printf("[Error] :: Failed to initialise SDL3 (%s)\n", SDL_GetError()); return 1; } SDL_Window *window = SDL_CreateWindow("Ludum", 1280, 720, SDL_WINDOW_HIGH_PIXEL_DENSITY); if (!window) { printf("[Error] :: Failed to create window (%s)\n", SDL_GetError()); 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; { M_Arena *arena = M_ArenaAlloc(GB(64), .initial = MB(4)); game = M_ArenaPush(arena, G_State); game->arena = arena; game->draw.arena = arena; G_ImagesLoad(game); G_PipelinesLoad(game); G_AudioLoad(game); G_Camera *camera = &game->camera; camera->x = V3F(1, 0, 0); camera->y = V3F(0, 1, 0); camera->z = V3F(0, 0, 1); camera->p = V3F(0, 0, 48); camera->fov = 60.0f; camera->nearp = 0.01f; camera->farp = 1000.0f; game->draw.camera = camera; World *world = M_ArenaPush(arena, World);//LoadWorld(arena); game->world = world; world->arena = arena; world->navMesh = &TestNavMesh; 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 = WORLD_AREA_OUTSIDE; for(int i =0; i< 4200; i++) { world->map[i] = map[i]; } world->tileTypes[0].rotation=0; world->tileTypes[0].collision=false; world->tileTypes[0].tile=D_ImageHandle(&game->draw, S("tile_dirt_0")); world->tileTypes[1].rotation=0, world->tileTypes[1].collision=false, world->tileTypes[1].tile=D_ImageHandle(&game->draw, S("path_middle")); world->tileTypes[2].rotation=0; world->tileTypes[2].collision=false; world->tileTypes[2].tile=D_ImageHandle(&game->draw, S("path_middle_edge")); world->tileTypes[3].rotation=PI_F32/2; world->tileTypes[3].collision=false; world->tileTypes[3].tile=D_ImageHandle(&game->draw, S("path_middle_edge")); world->tileTypes[4].rotation=PI_F32; world->tileTypes[4].collision=false; world->tileTypes[4].tile=D_ImageHandle(&game->draw, S("path_middle_edge")); world->tileTypes[5].rotation=-PI_F32/2; world->tileTypes[5].collision=false; world->tileTypes[5].tile=D_ImageHandle(&game->draw, S("path_middle_edge")); world->tileTypes[6].rotation=0; world->tileTypes[6].collision=false; world->tileTypes[6].tile=D_ImageHandle(&game->draw, S("path_middle")); world->tileTypes[7].rotation=PI_F32/2; world->tileTypes[7].collision=false; world->tileTypes[7].tile=D_ImageHandle(&game->draw, S("path_middle")); world->tileTypes[8].rotation=-PI_F32; world->tileTypes[8].collision=false; world->tileTypes[8].tile=D_ImageHandle(&game->draw, S("path_middle")); world->tileTypes[9].rotation=-PI_F32/2; world->tileTypes[9].collision=false; world->tileTypes[9].tile=D_ImageHandle(&game->draw, S("path_middle")); world->tileTypes[10].rotation=0; world->tileTypes[10].collision=false; world->tileTypes[10].tile=D_ImageHandle(&game->draw, S("path_corner")); world->tileTypes[11].rotation=PI_F32/2; world->tileTypes[11].collision=false; world->tileTypes[11].tile=D_ImageHandle(&game->draw, S("path_corner")); world->tileTypes[12].rotation=-PI_F32/2; world->tileTypes[12].collision=false; world->tileTypes[12].tile=D_ImageHandle(&game->draw, S("path_corner")); world->tileTypes[13].rotation=PI_F32; world->tileTypes[13].collision=false; world->tileTypes[13].tile=D_ImageHandle(&game->draw, S("path_corner")); world->tileTypes[14].rotation=0; world->tileTypes[14].collision=false; world->tileTypes[14].tile=D_ImageHandle(&game->draw, S("tile_dirt_1")); world->propTypes[0].assetHandle=D_ImageHandle(&game->draw, S("rug0")); world->propTypes[0].scale=1; world->propTypes[1].assetHandle=D_ImageHandle(&game->draw, S("rug1")); world->propTypes[1].scale=1; world->propTypes[2].assetHandle=D_ImageHandle(&game->draw, S("skull")); world->propTypes[2].scale=1; world->propTypes[3].assetHandle=D_ImageHandle(&game->draw, S("table")); world->propTypes[3].scale=1; world->propTypes[4].assetHandle=D_ImageHandle(&game->draw, S("barrel")); world->propTypes[4].scale=1; world->propTypes[5].assetHandle=D_ImageHandle(&game->draw, S("can")); world->propTypes[5].scale=1; world->propTypes[6].assetHandle=D_ImageHandle(&game->draw, S("candle")); world->propTypes[6].scale=1; world->propTypes[7].assetHandle=D_ImageHandle(&game->draw, S("clock")); world->propTypes[7].scale=1; world->propTypes[8].assetHandle=D_ImageHandle(&game->draw, S("log_pile")); world->propTypes[8].scale=1; world->propTypes[9].assetHandle=D_ImageHandle(&game->draw, S("nightstand")); world->propTypes[9].scale=1; world->propTypes[10].assetHandle=D_ImageHandle(&game->draw, S("pool_table")); world->propTypes[10].scale=1; world->propTypes[11].assetHandle=D_ImageHandle(&game->draw, S("saloon_ext")); world->propTypes[11].scale=6.875f; world->propTypes[12].assetHandle=D_ImageHandle(&game->draw, S("saloon_int")); world->propTypes[12].scale=6.875f; world->propTypes[11].assetHandle=D_ImageHandle(&game->draw, S("house")); world->propTypes[11].scale=6.875f; world->propTypes[12].assetHandle=D_ImageHandle(&game->draw, S("house_int")); world->propTypes[12].scale=6.875f; } game->editor.enabled = true; game->editor.mode = G_EDITOR_MODE_TILE; game->editor.currentLevel = WORLD_AREA_OUTSIDE; D_Animation animation; { U32 id = D_ImageHandle(&game->draw, S("npc_front_base_white")); D_AnimationInit(&animation, id, 1, 4, 1.0f / 20.0f); } bool running = true; printf("%zu size in bytes\n", sizeof(TestNavMesh)); const int width = 1280; const int height = 720; while (running) { SDL_Event e; while (SDL_PollEvent(&e)) { if (e.type == SDL_EVENT_QUIT) { running = false; } 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); if(e.type==SDL_EVENT_MOUSE_MOTION) { game->editor.cursor = V2F(projection.x, projection.y); } if (!game->editor.enabled) { ProcessEvents(&e, game->world); } else { if(e.type==SDL_EVENT_MOUSE_BUTTON_DOWN && e.button.button == SDL_BUTTON_LEFT) { switch(game->editor.mode){ case G_EDITOR_MODE_TILE: { F32 tilex = (S32)(game->editor.cursor.x+TILE_SIZE/2); F32 tiley = (S32)(game->editor.cursor.y+TILE_SIZE/2); game->world->map[(S32)tilex + (S32)tiley * 96] = game->editor.currentAsset; break; } case G_EDITOR_MODE_PROP: { game->world->props[game->world->propCount].propType = game->editor.currentAsset; game->world->props[game->world->propCount].area = game->editor.currentLevel; game->world->props[game->world->propCount].pos = game->editor.cursor; game->world->propCount++; break; } case G_EDITOR_MODE_HITBOX: { game->editor.dragStart = game->editor.cursor; break; } } } else if(e.type==SDL_EVENT_MOUSE_BUTTON_UP && e.button.button == SDL_BUTTON_LEFT && game->editor.mode == G_EDITOR_MODE_HITBOX) { // Add hitbox V2f topLeft = V2F(Min(game->editor.cursor.x, game->editor.dragStart.x), Min(game->editor.cursor.y, game->editor.dragStart.y)); game->world->hitboxes[game->world->hitboxCount].pos = topLeft; game->world->hitboxes[game->world->hitboxCount].size = V2F( Abs(game->editor.cursor.x-game->editor.dragStart.x), Abs(game->editor.cursor.y-game->editor.dragStart.y) ); game->world->hitboxCount++; } } if (e.type == SDL_EVENT_KEY_DOWN) { switch(e.key.key) { case SDLK_F10: { game->editor.enabled = !game->editor.enabled; break; } case SDLK_RIGHT: { game->editor.currentAsset = Min(game->editor.currentAsset+1, 64); break; } case SDLK_LEFT: { game->editor.currentAsset = Max(game->editor.currentAsset-1, 0); break; } case SDLK_A: { game->camera.p.x -= 5; break; } case SDLK_D: { game->camera.p.x += 5; break; } case SDLK_W: { game->camera.p.y -= 5; break; } case SDLK_S: { game->camera.p.y += 5; break; } case SDLK_UP: { game->editor.currentLevel++; game->world->player.currentArea++; break; } case SDLK_DOWN: { game->editor.currentLevel--; game->world->player.currentArea--; break; } case SDLK_SPACE: { game->editor.mode = (game->editor.mode + 1) % 4; break; } case SDLK_U: { switch(game->editor.mode) { case G_EDITOR_MODE_PROP: {game->world->propCount--;} case G_EDITOR_MODE_HITBOX: {game->world->hitboxCount--;} } break; } } } } if(!game->editor.enabled) { UpdateWorld(1.0f / 60.0f, game->world); game->camera.p.x = game->world->player.pos.x; game->camera.p.y = game->world->player.pos.y; } D_AnimationUpdate(&animation, 1.0f / 250.0f); int w, h; SDL_GetWindowSizeInPixels(window, &w, &h); game->draw.window_width = w; game->draw.window_height = h; G_CalculateCamera(&game->camera, (F32)w / (F32)h); Vk_Frame *frame = Vk_FrameBegin(window); VkCommandBuffer cmd = frame->cmd; VkClearValue clear_colour; clear_colour.color.float32[0] = 0.0f; clear_colour.color.float32[1] = 0.0f; clear_colour.color.float32[2] = 0.0f; clear_colour.color.float32[3] = 1.0f; VkRenderingAttachmentInfo colour_attachment = {0}; colour_attachment.sType = VK_STRUCTURE_TYPE_RENDERING_ATTACHMENT_INFO; colour_attachment.imageView = vk.swapchain.views[frame->image]; colour_attachment.imageLayout = VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL; colour_attachment.loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR; colour_attachment.storeOp = VK_ATTACHMENT_STORE_OP_STORE; colour_attachment.clearValue = clear_colour; VkRenderingInfo rendering_info = {0}; rendering_info.sType = VK_STRUCTURE_TYPE_RENDERING_INFO; rendering_info.renderArea = (VkRect2D){0, 0, w, h}; rendering_info.layerCount = 1; rendering_info.colorAttachmentCount = 1; rendering_info.pColorAttachments = &colour_attachment; vk.CmdBeginRendering(cmd, &rendering_info); D_Begin(&game->draw, frame, D_MAX_RECTS); RenderWorld(game->world, &game->draw); R2f aframe = D_AnimationFrame(&animation); D_Rect(&game->draw, 0, 0, .texture = animation.id, .uv = aframe, .flags = D_RECT_UV_ASPECT); if(game->editor.enabled) { G_Editor editor = game->editor; F32 tilex = floor(editor.cursor.x+TILE_SIZE/2); F32 tiley = floor(editor.cursor.y+TILE_SIZE/2); switch(game->editor.mode) { case G_EDITOR_MODE_TILE: { World_Tile asset = game->world->tileTypes[editor.currentAsset]; D_Rect(&game->draw, tilex, tiley, .texture=asset.tile, .angle=asset.rotation); break; } case G_EDITOR_MODE_PROP: { World_PropType prop = game->world->propTypes[editor.currentAsset]; D_Rect(&game->draw, editor.cursor.x, editor.cursor.y, .texture=prop.assetHandle, .scale=prop.scale); break; } case G_EDITOR_MODE_HITBOX: { for(int i = 0; i < game->world->hitboxCount; i++) { V2f centre = AABB_Centre(game->world->hitboxes[i]); D_Rect(&game->draw, centre.x, centre.y, .texture=0, .dim=game->world->hitboxes[i].size, .flags=D_RECT_IGNORE_ASPECT); } break; } case G_EDITOR_MODE_POI: { break; } } } D_End(&game->draw, frame); vk.CmdEndRendering(cmd); Vk_FrameEnd(); } SDL_DestroyWindow(window); SDL_Quit(); return 0; } #include "core/core.c" #include "os/core.c" #include "vulkan/core.c" #include "draw/core.c" #include "game/core.c"