2016-07-09 11:42:36 +00:00
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#include "Dengine/Platform.h"
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2016-06-28 06:00:03 +00:00
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#include "Dengine/AssetManager.h"
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2016-07-09 10:46:04 +00:00
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#include "Dengine/Debug.h"
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2016-07-09 11:42:36 +00:00
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2016-06-28 06:00:03 +00:00
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#include "WorldTraveller/WorldTraveller.h"
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2016-06-16 14:14:58 +00:00
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2016-07-09 11:42:36 +00:00
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// TODO(doyle): This is temporary! Maybe abstract into our platform layer, or
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// choose to load assets outside of WorldTraveller !
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2016-06-23 08:40:00 +00:00
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2016-07-09 11:42:36 +00:00
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INTERNAL Entity *addEntity(World *world, v2 pos, v2 size, enum EntityType type,
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enum Direction direction, Texture *tex, b32 collides)
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2016-07-08 07:44:41 +00:00
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{
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2016-07-09 10:46:04 +00:00
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#ifdef DENGINE_DEBUG
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2016-07-08 07:44:41 +00:00
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ASSERT(tex && world);
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ASSERT(world->freeEntityIndex < world->maxEntities);
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2016-07-08 07:54:56 +00:00
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ASSERT(type < entitytype_count);
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2016-07-08 07:44:41 +00:00
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#endif
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Entity entity = {0};
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entity.pos = pos;
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entity.size = size;
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entity.type = type;
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2016-07-08 07:44:41 +00:00
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entity.direction = direction;
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entity.tex = tex;
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entity.collides = collides;
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world->entities[world->freeEntityIndex++] = entity;
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Entity *result = &world->entities[world->freeEntityIndex-1];
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return result;
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}
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INTERNAL void addAnim(Entity *entity, v4 *rects, i32 numRects, f32 duration)
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{
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2016-07-09 10:46:04 +00:00
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#ifdef DENGINE_DEBUG
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2016-07-08 07:44:41 +00:00
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ASSERT(rects && numRects >= 0)
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ASSERT(entity->freeAnimIndex < ARRAY_COUNT(entity->anim));
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#endif
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EntityAnim result = {0};
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result.rect = rects;
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result.numRects = numRects;
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result.duration = duration;
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result.currDuration = duration;
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entity->anim[entity->freeAnimIndex++] = result;
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}
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2016-07-09 06:08:03 +00:00
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INTERNAL void rendererInit(GameState *state, v2i windowSize)
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{
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AssetManager *assetManager = &state->assetManager;
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2016-07-09 06:08:03 +00:00
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Renderer *renderer = &state->renderer;
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renderer->size = V2(CAST(f32) windowSize.x, CAST(f32) windowSize.y);
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2016-07-08 11:06:43 +00:00
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// NOTE(doyle): Value to map a screen coordinate to NDC coordinate
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renderer->vertexNdcFactor =
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V2(1.0f / renderer->size.w, 1.0f / renderer->size.h);
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renderer->shader = asset_getShader(assetManager, shaderlist_sprite);
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shader_use(renderer->shader);
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const mat4 projection =
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mat4_ortho(0.0f, renderer->size.w, 0.0f, renderer->size.h, 0.0f, 1.0f);
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shader_uniformSetMat4fv(renderer->shader, "projection", projection);
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glCheckError();
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/* Create buffers */
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glGenVertexArrays(1, &renderer->vao);
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glGenBuffers(1, &renderer->vbo);
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glCheckError();
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/* Bind buffers */
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glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo);
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glBindVertexArray(renderer->vao);
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/* Configure VAO */
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const GLuint numVertexElements = 4;
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const GLuint vertexSize = sizeof(v4);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(0, numVertexElements, GL_FLOAT, GL_FALSE, vertexSize,
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(GLvoid *)0);
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glCheckError();
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/* Unbind */
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glCheckError();
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2016-07-09 06:08:03 +00:00
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}
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void worldTraveller_gameInit(GameState *state, v2i windowSize)
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{
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AssetManager *assetManager = &state->assetManager;
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/* Initialise assets */
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asset_loadTextureImage(assetManager,
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"data/textures/WorldTraveller/TerraSprite1024.png",
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texlist_hero);
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asset_loadTextureImage(assetManager,
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"data/textures/WorldTraveller/Terrain.png",
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texlist_terrain);
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TexAtlas *terrainAtlas =
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asset_getTextureAtlas(assetManager, texlist_terrain);
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f32 atlasTileSize = 128.0f;
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const i32 texSize = 1024;
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v2 texOrigin = V2(0, CAST(f32)(texSize - 128));
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2016-07-09 06:08:03 +00:00
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terrainAtlas->texRect[terraincoords_ground] =
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2016-07-09 10:46:04 +00:00
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V4(texOrigin.x, texOrigin.y, texOrigin.x + atlasTileSize, texOrigin.y - atlasTileSize);
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2016-07-09 06:08:03 +00:00
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asset_loadShaderFiles(assetManager, "data/shaders/sprite.vert.glsl",
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"data/shaders/sprite.frag.glsl", shaderlist_sprite);
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asset_loadTTFont(assetManager, "C:/Windows/Fonts/Arialbd.ttf");
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glCheckError();
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state->state = state_active;
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state->currWorldIndex = 0;
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state->tileSize = 64;
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/* Init renderer */
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rendererInit(state, windowSize);
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2016-07-08 06:09:18 +00:00
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/* Init world */
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const i32 targetWorldWidth = 500 * METERS_TO_PIXEL;
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const i32 targetWorldHeight = 15 * METERS_TO_PIXEL;
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v2i worldDimensionInTiles = V2i(targetWorldWidth / state->tileSize,
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targetWorldHeight / state->tileSize);
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2016-06-25 11:23:15 +00:00
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for (i32 i = 0; i < ARRAY_COUNT(state->world); i++)
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{
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2016-07-08 06:09:18 +00:00
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World *const world = &state->world[i];
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world->maxEntities = 8192;
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2016-07-09 11:42:36 +00:00
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world->entities = PLATFORM_MEM_ALLOC(world->maxEntities, Entity);
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2016-07-08 06:09:18 +00:00
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world->texType = texlist_terrain;
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2016-07-08 11:21:49 +00:00
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v2 worldDimensionInTilesf = V2(CAST(f32) worldDimensionInTiles.x,
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CAST(f32) worldDimensionInTiles.y);
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world->bounds = getRect(V2(0, 0), v2_scale(worldDimensionInTilesf,
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CAST(f32) state->tileSize));
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2016-07-08 06:09:18 +00:00
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TexAtlas *const atlas =
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asset_getTextureAtlas(assetManager, world->texType);
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for (i32 y = 0; y < worldDimensionInTiles.y; y++)
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{
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for (i32 x = 0; x < worldDimensionInTiles.x; x++)
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{
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2016-07-09 10:46:04 +00:00
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#ifdef DENGINE_DEBUG
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2016-07-08 06:09:18 +00:00
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ASSERT(worldDimensionInTiles.x * worldDimensionInTiles.y <
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world->maxEntities);
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#endif
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2016-07-08 07:44:41 +00:00
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v2 pos = V2(CAST(f32) x * state->tileSize,
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CAST(f32) y * state->tileSize);
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v2 size =
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V2(CAST(f32) state->tileSize, CAST(f32) state->tileSize);
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enum EntityType type = entitytype_tile;
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enum Direction dir = direction_null;
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Texture *tex = asset_getTexture(assetManager, world->texType);
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b32 collides = FALSE;
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2016-07-08 07:54:56 +00:00
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Entity *tile =
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addEntity(world, pos, size, type, dir, tex, collides);
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2016-07-08 07:44:41 +00:00
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f32 duration = 1.0f;
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i32 numRects = 1;
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2016-07-09 11:42:36 +00:00
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v4 *animRects = PLATFORM_MEM_ALLOC(numRects, v4);
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2016-07-08 07:44:41 +00:00
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animRects[0] = atlas->texRect[terraincoords_ground];
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addAnim(tile, animRects, numRects, duration);
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2016-06-25 11:23:15 +00:00
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}
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}
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}
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2016-06-17 14:40:40 +00:00
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2016-07-08 06:09:18 +00:00
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World *const world = &state->world[state->currWorldIndex];
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2016-07-08 11:06:43 +00:00
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world->cameraPos = V2(0.0f, 0.0f);
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2016-07-08 06:09:18 +00:00
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2016-07-08 07:44:41 +00:00
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/* Init hero entity */
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world->heroIndex = world->freeEntityIndex;
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2016-07-09 06:08:03 +00:00
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Renderer *renderer = &state->renderer;
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2016-07-08 07:54:56 +00:00
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v2 size = V2(58.0f, 98.0f);
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2016-07-08 11:06:43 +00:00
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v2 pos = V2(((renderer->size.w * 0.5f) - (size.w * 0.5f)),
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CAST(f32) state->tileSize);
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2016-07-08 07:54:56 +00:00
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enum EntityType type = entitytype_hero;
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enum Direction dir = direction_east;
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Texture *tex = asset_getTexture(assetManager, texlist_hero);
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b32 collides = TRUE;
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Entity *hero = addEntity(world, pos, size, type, dir, tex, collides);
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2016-07-08 07:44:41 +00:00
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/* Add idle animation */
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2016-07-08 11:06:43 +00:00
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f32 duration = 1.0f;
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i32 numRects = 1;
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2016-07-09 11:42:36 +00:00
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v4 *heroIdleRects = PLATFORM_MEM_ALLOC(numRects, v4);
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2016-07-08 07:44:41 +00:00
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heroIdleRects[0] = V4(746.0f, 1018.0f, 804.0f, 920.0f);
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addAnim(hero, heroIdleRects, numRects, duration);
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/* Add walking animation */
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2016-07-08 11:06:43 +00:00
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duration = 0.10f;
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numRects = 3;
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2016-07-09 11:42:36 +00:00
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v4 *heroWalkRects = PLATFORM_MEM_ALLOC(numRects, v4);
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2016-07-08 07:44:41 +00:00
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heroWalkRects[0] = V4(641.0f, 1018.0f, 699.0f, 920.0f);
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heroWalkRects[1] = V4(746.0f, 1018.0f, 804.0f, 920.0f);
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heroWalkRects[2] = V4(849.0f, 1018.0f, 904.0f, 920.0f);
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addAnim(hero, heroWalkRects, numRects, duration);
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2016-06-18 10:45:14 +00:00
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2016-06-23 08:40:00 +00:00
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/* Create a NPC */
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2016-07-12 08:11:31 +00:00
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pos = V2((renderer->size.w / 3.0f), CAST(f32) state->tileSize);
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2016-07-08 07:44:41 +00:00
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size = hero->size;
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2016-07-12 08:11:31 +00:00
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type = entitytype_npc;
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2016-07-08 07:44:41 +00:00
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dir = direction_null;
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tex = hero->tex;
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2016-07-12 08:11:31 +00:00
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collides = FALSE;
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2016-07-08 07:54:56 +00:00
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Entity *npc = addEntity(world, pos, size, type, dir, tex, collides);
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2016-07-08 07:44:41 +00:00
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/* Add npc waving animation */
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duration = 0.30f;
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numRects = 2;
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2016-07-09 11:42:36 +00:00
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v4 *npcWavingRects = PLATFORM_MEM_ALLOC(numRects, v4);
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2016-07-08 07:44:41 +00:00
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npcWavingRects[0] = V4(944.0f, 918.0f, 1010.0f, 816.0f);
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npcWavingRects[1] = V4(944.0f, 812.0f, 1010.0f, 710.0f);
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addAnim(npc, npcWavingRects, numRects, duration);
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2016-06-18 10:45:14 +00:00
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2016-07-12 08:11:31 +00:00
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/* Create a Mob */
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pos = V2(renderer->size.w - (renderer->size.w / 3.0f),
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CAST(f32) state->tileSize);
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size = hero->size;
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type = entitytype_mob;
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dir = direction_west;
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tex = hero->tex;
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collides = TRUE;
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Entity *mob = addEntity(world, pos, size, type, dir, tex, collides);
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/* Add mob idle animation */
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duration = 1.0f;
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numRects = 1;
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v4 *mobIdleRects = PLATFORM_MEM_ALLOC(numRects, v4);
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mobIdleRects[0] = heroIdleRects[0];
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addAnim(mob, mobIdleRects, numRects, duration);
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/* Add mob walking animation */
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duration = 0.10f;
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numRects = 3;
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v4 *mobWalkRects = PLATFORM_MEM_ALLOC(numRects, v4);
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mobWalkRects[0] = heroWalkRects[0];
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mobWalkRects[1] = heroWalkRects[1];
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mobWalkRects[2] = heroWalkRects[2];
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addAnim(mob, mobWalkRects, numRects, duration);
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2016-06-16 14:14:58 +00:00
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}
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2016-06-17 14:40:40 +00:00
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INTERNAL void parseInput(GameState *state, const f32 dt)
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2016-06-16 14:14:58 +00:00
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{
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2016-06-17 08:11:23 +00:00
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/*
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Equations of Motion
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f(t) = position m
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f'(t) = velocity m/s
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f"(t) = acceleration m/s^2
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The user supplies an acceleration, a, and by integrating
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f"(t) = a, where a is a constant, acceleration
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f'(t) = a*t + v, where v is a constant, old velocity
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f (t) = (a/2)*t^2 + v*t + p, where p is a constant, old position
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*/
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2016-07-08 06:09:18 +00:00
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World *const world = &state->world[state->currWorldIndex];
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Entity *hero = &world->entities[world->heroIndex];
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2016-06-18 09:12:09 +00:00
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v2 ddPos = V2(0, 0);
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2016-06-16 14:14:58 +00:00
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2016-06-17 14:40:40 +00:00
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if (state->keys[GLFW_KEY_SPACE])
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2016-06-16 14:14:58 +00:00
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{
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}
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2016-06-17 14:40:40 +00:00
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if (state->keys[GLFW_KEY_RIGHT])
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2016-06-16 14:14:58 +00:00
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{
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2016-06-17 08:11:23 +00:00
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ddPos.x = 1.0f;
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2016-06-23 08:40:00 +00:00
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hero->direction = direction_east;
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2016-06-17 08:11:23 +00:00
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}
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2016-06-17 14:40:40 +00:00
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if (state->keys[GLFW_KEY_LEFT])
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2016-06-17 08:11:23 +00:00
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{
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ddPos.x = -1.0f;
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2016-06-23 08:40:00 +00:00
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hero->direction = direction_west;
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2016-06-17 08:11:23 +00:00
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}
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2016-06-17 14:40:40 +00:00
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if (state->keys[GLFW_KEY_UP])
|
2016-06-17 08:11:23 +00:00
|
|
|
{
|
|
|
|
ddPos.y = 1.0f;
|
2016-06-16 14:14:58 +00:00
|
|
|
}
|
2016-06-17 14:40:40 +00:00
|
|
|
if (state->keys[GLFW_KEY_DOWN])
|
2016-06-16 14:14:58 +00:00
|
|
|
{
|
2016-06-17 08:11:23 +00:00
|
|
|
ddPos.y = -1.0f;
|
2016-06-16 14:14:58 +00:00
|
|
|
}
|
2016-06-17 08:11:23 +00:00
|
|
|
|
|
|
|
if (ddPos.x != 0.0f && ddPos.y != 0.0f)
|
|
|
|
{
|
|
|
|
// NOTE(doyle): Cheese it and pre-compute the vector for diagonal using
|
|
|
|
// pythagoras theorem on a unit triangle
|
|
|
|
// 1^2 + 1^2 = c^2
|
2016-06-18 09:12:09 +00:00
|
|
|
ddPos = v2_scale(ddPos, 0.70710678118f);
|
2016-06-17 08:11:23 +00:00
|
|
|
}
|
|
|
|
|
2016-07-08 06:09:18 +00:00
|
|
|
// NOTE(doyle): Clipping threshold for snapping velocity to 0
|
|
|
|
f32 epsilon = 15.0f;
|
2016-06-23 11:34:38 +00:00
|
|
|
v2 epsilonDpos = v2_sub(V2(epsilon, epsilon),
|
2016-07-14 13:15:42 +00:00
|
|
|
V2(ABS(hero->dPos.x), ABS(hero->dPos.y)));
|
2016-06-23 11:34:38 +00:00
|
|
|
if (epsilonDpos.x >= 0.0f && epsilonDpos.y >= 0.0f)
|
|
|
|
{
|
|
|
|
hero->dPos = V2(0.0f, 0.0f);
|
|
|
|
// TODO(doyle): Change index to use some meaningful name like a string
|
|
|
|
// or enum for referencing animations, in this case 0 is idle and 1 is
|
|
|
|
// walking
|
|
|
|
if (hero->currAnimIndex == 1)
|
|
|
|
{
|
2016-07-08 07:44:41 +00:00
|
|
|
EntityAnim *currAnim = &hero->anim[hero->currAnimIndex];
|
2016-06-23 11:34:38 +00:00
|
|
|
currAnim->currDuration = currAnim->duration;
|
|
|
|
currAnim->currRectIndex = 0;
|
|
|
|
hero->currAnimIndex = 0;
|
|
|
|
}
|
2016-06-25 09:12:25 +00:00
|
|
|
}
|
|
|
|
else if (hero->currAnimIndex == 0)
|
2016-06-23 11:34:38 +00:00
|
|
|
{
|
2016-07-08 07:44:41 +00:00
|
|
|
EntityAnim *currAnim = &hero->anim[hero->currAnimIndex];
|
2016-06-23 11:34:38 +00:00
|
|
|
currAnim->currDuration = currAnim->duration;
|
|
|
|
currAnim->currRectIndex = 0;
|
|
|
|
hero->currAnimIndex = 1;
|
|
|
|
}
|
|
|
|
|
2016-06-17 14:40:40 +00:00
|
|
|
f32 heroSpeed = CAST(f32)(22.0f * METERS_TO_PIXEL); // m/s^2
|
|
|
|
if (state->keys[GLFW_KEY_LEFT_SHIFT])
|
|
|
|
{
|
2016-07-08 11:21:49 +00:00
|
|
|
heroSpeed = CAST(f32)(22.0f * 10.0f * METERS_TO_PIXEL);
|
2016-06-17 14:40:40 +00:00
|
|
|
}
|
2016-06-18 09:12:09 +00:00
|
|
|
ddPos = v2_scale(ddPos, heroSpeed);
|
2016-06-17 08:11:23 +00:00
|
|
|
|
|
|
|
// TODO(doyle): Counteracting force on player's acceleration is arbitrary
|
2016-06-18 09:12:09 +00:00
|
|
|
ddPos = v2_sub(ddPos, v2_scale(hero->dPos, 5.5f));
|
2016-06-17 08:11:23 +00:00
|
|
|
|
2016-06-18 09:12:09 +00:00
|
|
|
/*
|
|
|
|
NOTE(doyle): Calculate new position from acceleration with old velocity
|
|
|
|
new Position = (a/2) * (t^2) + (v*t) + p,
|
|
|
|
acceleration = (a/2) * (t^2)
|
|
|
|
old velocity = (v*t)
|
|
|
|
*/
|
2016-07-14 13:15:42 +00:00
|
|
|
v2 ddPosNew = v2_scale(v2_scale(ddPos, 0.5f), SQUARED(dt));
|
2016-06-18 09:12:09 +00:00
|
|
|
v2 dPos = v2_scale(hero->dPos, dt);
|
|
|
|
v2 newHeroP = v2_add(v2_add(ddPosNew, dPos), hero->pos);
|
2016-06-17 08:11:23 +00:00
|
|
|
|
2016-07-08 06:09:18 +00:00
|
|
|
// TODO(doyle): Only check collision for entities within small bounding box
|
|
|
|
// of the hero
|
2016-06-25 09:12:25 +00:00
|
|
|
b32 heroCollided = FALSE;
|
|
|
|
if (hero->collides == TRUE)
|
|
|
|
{
|
2016-07-08 06:09:18 +00:00
|
|
|
for (i32 i = 0; i < world->maxEntities; i++)
|
2016-06-25 09:12:25 +00:00
|
|
|
{
|
2016-07-08 06:09:18 +00:00
|
|
|
if (i == world->heroIndex) continue;
|
|
|
|
Entity entity = world->entities[i];
|
2016-06-25 09:12:25 +00:00
|
|
|
if (entity.collides)
|
|
|
|
{
|
|
|
|
v4 heroRect =
|
|
|
|
V4(newHeroP.x, newHeroP.y, (newHeroP.x + hero->size.x),
|
|
|
|
(newHeroP.y + hero->size.y));
|
|
|
|
v4 entityRect = getEntityScreenRect(entity);
|
|
|
|
|
|
|
|
if (((heroRect.z >= entityRect.x && heroRect.z <= entityRect.z) ||
|
|
|
|
(heroRect.x >= entityRect.x && heroRect.x <= entityRect.z)) &&
|
|
|
|
((heroRect.w <= entityRect.y && heroRect.w >= entityRect.w) ||
|
|
|
|
(heroRect.y <= entityRect.y && heroRect.y >= entityRect.w)))
|
|
|
|
{
|
|
|
|
heroCollided = TRUE;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (heroCollided)
|
|
|
|
{
|
|
|
|
hero->dPos = V2(0.0f, 0.0f);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
// f'(t) = curr velocity = a*t + v, where v is old velocity
|
|
|
|
hero->dPos = v2_add(hero->dPos, v2_scale(ddPos, dt));
|
|
|
|
hero->pos = newHeroP;
|
2016-07-08 11:06:43 +00:00
|
|
|
|
|
|
|
v2 offsetFromHeroToOrigin =
|
|
|
|
V2((hero->pos.x - (0.5f * state->renderer.size.w)), (0.0f));
|
|
|
|
|
|
|
|
// NOTE(doyle): Hero position is offset to the center so -recenter it
|
|
|
|
offsetFromHeroToOrigin.x += (hero->size.x * 0.5f);
|
|
|
|
world->cameraPos = offsetFromHeroToOrigin;
|
2016-06-25 09:12:25 +00:00
|
|
|
}
|
2016-06-16 14:14:58 +00:00
|
|
|
}
|
|
|
|
|
2016-06-17 14:40:40 +00:00
|
|
|
void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
|
2016-06-16 14:14:58 +00:00
|
|
|
{
|
2016-06-17 14:40:40 +00:00
|
|
|
/* Update */
|
|
|
|
parseInput(state, dt);
|
|
|
|
glCheckError();
|
|
|
|
|
2016-06-29 08:23:51 +00:00
|
|
|
AssetManager *assetManager = &state->assetManager;
|
2016-06-29 10:44:35 +00:00
|
|
|
Renderer *renderer = &state->renderer;
|
2016-06-29 08:23:51 +00:00
|
|
|
|
2016-06-29 10:44:35 +00:00
|
|
|
World *const world = &state->world[state->currWorldIndex];
|
2016-07-08 06:09:18 +00:00
|
|
|
|
2016-06-29 04:04:35 +00:00
|
|
|
/* Render entities */
|
2016-07-08 06:09:18 +00:00
|
|
|
ASSERT(world->freeEntityIndex < world->maxEntities);
|
2016-07-08 11:06:43 +00:00
|
|
|
v4 cameraBounds = getRect(world->cameraPos, renderer->size);
|
2016-07-08 11:21:49 +00:00
|
|
|
|
|
|
|
// NOTE(doyle): Lock camera if it passes the bounds of the world
|
|
|
|
if (cameraBounds.x <= world->bounds.x)
|
|
|
|
{
|
|
|
|
cameraBounds.x = world->bounds.x;
|
|
|
|
cameraBounds.z = cameraBounds.x + renderer->size.w;
|
|
|
|
}
|
|
|
|
|
|
|
|
// TODO(doyle): Do the Y component when we need it
|
|
|
|
if (cameraBounds.y >= world->bounds.y) cameraBounds.y = world->bounds.y;
|
|
|
|
|
|
|
|
if (cameraBounds.z >= world->bounds.z)
|
|
|
|
{
|
|
|
|
cameraBounds.z = world->bounds.z;
|
|
|
|
cameraBounds.x = cameraBounds.z - renderer->size.w;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (cameraBounds.w <= world->bounds.w) cameraBounds.w = world->bounds.w;
|
|
|
|
|
2016-07-12 08:11:31 +00:00
|
|
|
Font *font = &assetManager->font;
|
2016-07-08 06:09:18 +00:00
|
|
|
for (i32 i = 0; i < world->freeEntityIndex; i++)
|
2016-06-18 16:16:16 +00:00
|
|
|
{
|
2016-07-08 06:09:18 +00:00
|
|
|
Entity *const entity = &world->entities[i];
|
2016-07-14 13:15:42 +00:00
|
|
|
f32 rotate = 0.0f;
|
|
|
|
switch (entity->type)
|
|
|
|
{
|
|
|
|
case entitytype_hero:
|
|
|
|
//rotate = DEGREES_TO_RADIANS(90.0f);
|
|
|
|
break;
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
renderer_entity(&state->renderer, cameraBounds, entity, dt, rotate,
|
2016-07-09 06:08:03 +00:00
|
|
|
V4(1, 1, 1, 1));
|
2016-07-12 08:11:31 +00:00
|
|
|
|
|
|
|
#ifdef DENGINE_DEBUG
|
|
|
|
v4 color = V4(1, 1, 1, 1);
|
|
|
|
char *debugString = NULL;
|
|
|
|
switch(entity->type)
|
|
|
|
{
|
|
|
|
case entitytype_mob:
|
|
|
|
color = V4(1, 0, 0, 1);
|
|
|
|
debugString = "MOB";
|
|
|
|
break;
|
|
|
|
|
|
|
|
case entitytype_hero:
|
|
|
|
color = V4(0, 0, 1.0f, 1);
|
|
|
|
debugString = "HERO";
|
|
|
|
break;
|
|
|
|
|
|
|
|
case entitytype_npc:
|
|
|
|
color = V4(0, 1.0f, 0, 1);
|
|
|
|
debugString = "NPC";
|
|
|
|
break;
|
|
|
|
|
|
|
|
default:
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (debugString)
|
|
|
|
{
|
|
|
|
v2 strPos = v2_add(entity->pos, entity->size);
|
|
|
|
i32 indexOfLowerAInMetrics = 'a' - font->codepointRange.x;
|
|
|
|
strPos.y += font->charMetrics[indexOfLowerAInMetrics].offset.y;
|
|
|
|
|
|
|
|
renderer_string(&state->renderer, cameraBounds, font, debugString,
|
|
|
|
strPos, 0, color);
|
|
|
|
|
|
|
|
f32 stringLineGap = 1.1f * asset_getVFontSpacing(font->metrics);
|
|
|
|
strPos.y -= GLOBAL_debugState.stringLineGap;
|
|
|
|
|
|
|
|
char entityPosStr[256];
|
|
|
|
snprintf(entityPosStr, ARRAY_COUNT(entityPosStr), "%06.2f, %06.2f",
|
|
|
|
entity->pos.x, entity->pos.y);
|
|
|
|
renderer_string(&state->renderer, cameraBounds, font, entityPosStr,
|
|
|
|
strPos, 0, color);
|
|
|
|
}
|
|
|
|
#endif
|
2016-06-23 08:40:00 +00:00
|
|
|
}
|
2016-06-18 14:34:20 +00:00
|
|
|
|
2016-06-17 14:40:40 +00:00
|
|
|
// TODO(doyle): Clean up lines
|
|
|
|
// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
|
2016-07-07 16:45:37 +00:00
|
|
|
|
2016-07-09 10:46:04 +00:00
|
|
|
#ifdef DENGINE_DEBUG
|
|
|
|
Entity *hero = &world->entities[world->heroIndex];
|
|
|
|
DEBUG_PUSH_STRING("Hero Pos: %06.2f, %06.2f", &hero->pos, "v2");
|
|
|
|
DEBUG_PUSH_STRING("Hero dPos: %06.2f, %06.2f", &hero->dPos, "v2");
|
|
|
|
DEBUG_PUSH_STRING("FreeEntityIndex: %d", &world->freeEntityIndex, "i32");
|
2016-07-09 10:59:54 +00:00
|
|
|
|
|
|
|
DEBUG_PUSH_STRING("glDrawArray Calls: %d",
|
|
|
|
&GLOBAL_debugState.callCount[debugcallcount_drawArrays],
|
|
|
|
"i32");
|
2016-07-09 11:42:36 +00:00
|
|
|
|
|
|
|
i32 debug_kbAllocated = GLOBAL_debugState.totalMemoryAllocated / 1024;
|
|
|
|
DEBUG_PUSH_STRING("TotalMemoryAllocated: %dkb", &debug_kbAllocated, "i32");
|
2016-07-09 10:46:04 +00:00
|
|
|
debug_stringUpdateAndRender(&state->renderer, font, dt);
|
2016-07-09 10:59:54 +00:00
|
|
|
debug_clearCallCounter();
|
2016-07-08 04:37:18 +00:00
|
|
|
#endif
|
2016-06-16 14:14:58 +00:00
|
|
|
}
|