Files
ld58/code/first.c
2025-10-06 17:45:58 +01:00

447 lines
15 KiB
C

#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 "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->shootoutTimer = 1.5;
badman->agroRadius = 600.0;
badman->bullets = 6;
badman->shootDelay = 1;
badman->accuracyRange = 0.25;
badman->reloadTime = 2.5;
badman->reloadTimer = 0;
badman->pointsOfInterest[0] = 937;
badman->pointsOfInterest[1] = 12;
world->npcPOI[0] = 100;
world->player.world = world;
world->player.collision.pos.x = 0;
world->player.collision.pos.y = 0;
world->player.collision.size.x = 1;
world->player.collision.size.y = 2;
world->player.bulletsLoaded = PLAYER_BULLET_COUNT;
world->player.reloadTimer = 0;
world->player.health = 3;
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 = false;
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.collision.pos.x;
game->camera.p.y = game->world->player.collision.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"